#blueprint

402296 messages Β· Page 451 of 403

ripe moth
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Oh i get it now

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it's not at all what i thought it was.

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Damn

tiny brook
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i figured my thing out weeee

ripe moth
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If i want to cast to a gamemode class

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what do i use as object

covert stirrup
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your gamemode class

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it needs a copy of it's self to find its information

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some things might not need to be cast and the information might already be avilable however

ripe moth
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Damn hmm UE4 information handling is so alien to me.

covert stirrup
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give a short description of what you are trying to achieve

hazy igloo
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@ripe moth ForEachLoop with "Cast To" is a possible performance problem

ripe moth
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I need to send a variable from my UI to my Gamemode

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Yeah i know

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I know how it's setup atm is fucking awful

vestal hawk
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Hi guys, new to blueprints and would like help on a better way of achieving an interact system, I know using branch chains is a horrible way of doing things, but I can't think of an alternative. I am sending a line trace, and branching to whichever item I interact with, is there a better way? Thanks

covert stirrup
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could you screenshot your UI screen, with variables ect

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@ripe moth ^ sorry didnt tag

ripe moth
covert stirrup
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ok so which variable would you want to send, as a single example?

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say name?

ripe moth
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No

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I need to send the struct

covert stirrup
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yes you do

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you do that in the bind

ripe moth
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This is the destination

covert stirrup
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so your name text is already bound for example?

ripe moth
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Hold on

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I've divided my UI into steps

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These parent onto the first UI i sent

tight schooner
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@vestal hawk looks like a textbook use case for a Blueprint Interface

covert stirrup
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@ripe moth focus on the single issue of sending a piece of information from your struct to a text string, once you can do that you can replicate it x10000 times but currently theres too much to look at

vestal hawk
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@tight schooner perfect, ill look into them. I knew there would be a better way of doing that

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thanks a lot

covert stirrup
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Create a blank UI, using your existing struct, bind a piece of text and see if it updates

ripe moth
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I don't follow

covert stirrup
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ok so you want to update a UI element from a Structure

ripe moth
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No

covert stirrup
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yea?

hazy igloo
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@vestal hawk You need a switch πŸ˜‰

ripe moth
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I need to send this struct to my gamemode so i can input it into character setup

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And save the character information in a serverside table

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array*

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Maybe i've completely misunderstood how structs work

vestal hawk
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@hazy igloo as in, switch on actor name?

ripe moth
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but i was under the impression that if i use make struct then the information i input is stored in that structure variable

covert stirrup
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From what I gather, it's this process

Struct gets updated > Struct Updates UI > Send Struct Info to game Mode?

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Structs will save default settings unless updated

ripe moth
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No. Struct doesn't touch the UI. UI sets variables > Variables are used to set info in Struct > That specific Struct is sent to gamemode.

covert stirrup
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so that your actually updating the data

ripe moth
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No isn't make struct all i need?

covert stirrup
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I don't think so I think you need to set it

ripe moth
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I'm not wanting it to be globally set

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i need an instance

covert stirrup
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aye

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I would recommend giving setting a try, I cant quite remember if the setting is instanced or global but I feel it is instanced

ripe moth
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Ok but i still need to send that struct to my gamemode somehow.

covert stirrup
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if it's saved then it would be a matter of casting from where it's stored, I think if it's a variable in a BP, a version of that struct is saved there

ripe moth
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I wish there was simple stuff like net.Send net.Recieve in UE4 lmao

covert stirrup
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so you can cast that over

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yea things arn't as global as source code is

ripe moth
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So how do i tell my gamemode when to fire the code?

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Or should i just move all of the character setup code into the UI Blueprints

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but i don't have an object to input

full kettle
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how do you make a button clickable even when the game is paused?

keen goblet
covert stirrup
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@ripe moth so this is my BP_01 that updates it's own version of the Sturct. It has a variable "Struct_UI_Updated" which is set inside it's self

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Using that struct, in my BP_02, I want to grab that information and print it as a string to make sure I am selecting the correct, updated info.

It posted the updated text I typed in manually in BP_01, so I can then go on to Set this as the Updated version of the struct once again. This would be used as your method of casting and getting information from the correct place

rain crag
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Hi all, I've posted about this a couple times but I'm still having trouble animating continuous rotation around the y-axis on a static mesh that is the child of a scene component in a blueprint -- just playing around in the viewport I noticed that x, y, z rotation values go wacky when trying to rotate past ~90/-90 degrees. Anyone understand what's happening here and how to animate solid continuous rotation? I've tried the "add relative rotation" node, "add local rotation" node, combining rotators, and timelines -- I can get it to work find but I need to be able to flip the hand so it can be left or right handed which breaks the rotation as seen in the second video. To flip the hand I invert the y-scale on the "hand root" scene component that you can see in the hierarchy in the first video.

EDIT: Turns out the solution was using timelines to drive rotation -- don't know why it works when other methods didn't but if anyone runs into the same thing there ya go

ripe moth
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Is there a way to add dynamic variables? Like say you have a for loop and you want to save all the elements into seperate variables

spare patio
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How would I set a blend space values triggered by an animation notify?

worthy frost
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you normally use curves

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and modify the value based on the curve

rigid quest
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Can anyone help me on the right track to figuring this out? I want to be able to cast a spell that throws out something and have it stick on the ground. And then let the player be able to press the same button for that spell and cause explosion damage around the object on the ground.

I assumed it would be to have the spell create an object at x coordinates and then have an actor trigger but I'm having trouble figuring this out.

faint pasture
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Anyone here had the problem where a spawned projectile doesn't render on the first frame? It's like it sometimes updates position before rendering or firing off particles.

worthy frost
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not that i can say

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but i normally start movement a frame after its spawned

faint pasture
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Heh, that worked. Feels hacky tho but I'll live with it.

spare patio
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@worthy frost in that example, could i use a pose asset to combine the left and right smile into one curve?

fossil arch
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Not sure if it’s the right place to ask this but I’m working on a control scheme for a stunt racing project and need the car to free role without the camera following. To do this I created a second spring arm that doesn’t inherit any rotation and have the camera swap to that spring arm when the car is airborne. However I’m running into this issue where the airborne spring arm is not oriented the same way when it switches to airborne.

tight schooner
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@ripe moth Arrays. Don't think you can dynamically define new variables at runtime but you can make an array variable.

wet swift
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SEROUS QUESTION: how do I give a textrender a custom font?

tight schooner
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Have you imported your custom font to your UE4 project?

wet swift
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yes

tight schooner
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I don't have UE4 open but is there a setting for it in your textrender component?

wet swift
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yes

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but whenever i put my custom font in my text disapears

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i tryed adjusting the font size nothing worked

faint pasture
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@fossil arch You should be able to turn on and off the rotation inheritance at runtime

trim matrix
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Is this supposed to be called all the time? Shouldn't the event be called just when I move the mouse wheel?

faint pasture
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@trim matrix Not 100% sure but I'm pretty certain axis events fire every frame

wet swift
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@tight schooner any ideas?

trim matrix
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ehh, rip fps

faint pasture
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@trim matrix Make a ZoomIn and ZoomOut linked to wheel up and wheel down etc

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actions

novel fossil
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Hi all,

I'm trying to make a system that let my rifle keep shooting projectiles untill the lmb is released. I want to take fire rate into account but can't figure out what the best way to do that is. I've been reading a bit about timers and ticks but found no concrete examples, this must be something people did before.. any advice?

trim matrix
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@faint pasture They fire every frame as well

faint pasture
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@trim matrix Action mappings shouldn't

trim matrix
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Ah, well, think axis mappings are made just for this tho..

faint pasture
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Axis mapping are for continuous stuff like analog sticks and mouse etc. Continuous input.

tight schooner
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@wet swift Not really. I imported a font into my current UE4 project a year ago. Here's what that looks like in case it helps...

novel fossil
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@faint pasture What's that delay function? πŸ€” I cant seem to find it, this looks promising tho, thanks πŸ˜„

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Got it, nvm. πŸ˜„

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This is perfect, thanks.

scenic herald
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Just figured out I can't change the material of a skeletal mesh object, only of a skeletal mesh component

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someone knows how to change the material of a Sk Mesh Object?

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couldn't find a workaround

sand shore
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open it up in the asset editor

scenic herald
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open it up in the asset editor
@sand shore I mean dynamically

sand shore
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Yeah that's trickier

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Which is why you can't do it in BP

scenic herald
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If I get a skeletal mesh object, create a skeletal mesh component with it, change the materials, and then get the skeletal mesh object from the component

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It will have the original materials, or the new ones?

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Gonna try it

magic cosmos
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Bro whats a good thing to learn bp?

brazen plank
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Any thoughts on how to make a pawn always face the opposite direction as the player?

scenic herald
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get player actor world rotation, combine rotators with rotator(0,0,180) (Z axis is the vertical one) and set it as actor rotation in the pawn

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You can call this code at the movement input function of your player pawn

brazen plank
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Thanks Azor, I'll have to try this. I wasn't familiar with rotators, I was only using the set location and rotation uh ... nodes or whatever they're called

scenic herald
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you're welcome

crisp valve
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Hey guys, how do I mount a pak file?
I'd like to mount it and use a map from in there

magic cosmos
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yo for this right

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What im doing here is that when the player overlap on the box this calculates if its the third person character right?

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Im confused

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oh wait nvm

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i forgot to set it

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how come

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when it turns off it wont turn back on the second time i bump into the box collider

hazy igloo
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@magic cosmos if on then set visibility and set on? You set the condition on true but its true πŸ˜‰

magic cosmos
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oh im trippin

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thanks

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yee works

hazy igloo
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Perfect!

thorn oxide
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reloading the layout didnt do a thing

wintry grove
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At the beginning i was using Shift + LeftArrow and RightArrow. it shows how smooth i want it to be, also showing only 4 directions which is how many directions i want. when i switch to mouse middle mouse wheel button there is a few bugs. The first thing i want to tackle is only allowing only 4 directions for preview. where would i fix this?

tight schooner
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in the blueprint, presumably...?

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Are you using some off-the-shelf marketplace system?

zealous moth
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in UMG is there a way to disable a slider from being interactable and moused over?

thorn oxide
sharp temple
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any idea how to set a homing missile to go to a set target mine is set up to go to a selected target on right click but i want to do another that goes to a set target on spawn

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like how would i set up the blueprint to get the target of what i want it to go to like intercept another missile i'm trying to do

vocal urchin
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I find that it usually happens when there is more than one move in the queue array, and when I do the "false" branch on the queue build, it leaves units behind and causes the error, but I don't know why. I'm clearing everything in the queue array and starting fresh by building it once.

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The "Squad Member Build Movement Queue" function is what is adding to the array.

tight schooner
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I don't have the AI experience to say anything in depth, but in case the issue happens to be this simple... If you're counting the waypoints starting at 1, then you might have to subtract 1 from it before getting an element from an array, which counts starting at 0.

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The error says it's trying to get array element #1, which is actually the 2nd element.

vocal urchin
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Yeah, I'm just counting based on the array. i.e., waypoint "1" is just index 0

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I've figured out how to replicate it, at least.

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When I do a normal move (BuildUnitMoveQueue, "false" branch) and then queue a move after ("true" branch), and then interrupt them as they've hit the first move point, it causes the error.

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But that doesn't make any sense because any non-queued move (a direct move to a new point regardless of whatever else is in the array) clears the array just before calculating the new move point.

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That should be a clean swipe of anything in there, starting new with the newly built move point

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But that's where I get the error

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Basically any unit that's hit that first waypoint stops in its tracks and actually can't be ordered anywhere again. It's bizarre

snow halo
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What in the world is wrong with me. I'm way beyond this point in my Unreal days

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just trying to get a reference to the character bp through this anim bp on the skel mesh component

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if i print string after the successful cast it prints

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if I print string from the Cast Failed it ALSO prints

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debug is off

indigo zenith
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for a quick test do a "do once" node before the cast

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ur setting the character ref on animation update "tick"

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there was something like initialize animbp

sand shore
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Yeah you probably get at least one tick with an invalid pawn

indigo zenith
snow halo
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cool I will do. I'm tight on time so i just moved all the logic to the character bp for now : /

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i did try initialize animation a while back tonight also but i should try again

sand shore
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you need both, init to set stuff like your pawn and mesh ref... tick for anything changing all the time

snow halo
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totally

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i'm just trying to make the head of a skeleton mesh follow the default pawn that gets spawned by a defaul tmap

trim matrix
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are there queue vars in blueprints?

snow halo
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I tried simply Get Player Controller->Get Owner blah blah, but that wasn't working

indigo zenith
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ur prolly looking for aim offsets

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but thats a whole different topi

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c

snow halo
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i'll google it

indigo zenith
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go for aim offsets

snow halo
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i'll find the best way later, just trying to get something working to meet a deadline for now

trim matrix
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So i wanna setup so when player press button in UI it checks if another player has clicked the button before if they have it dosent do anything if it has then it executes a string of nodes, now i understand this would be a simple boolean if yes this has been pressed before or no it hasnt but how do i replicate this boolan to its up to date for all players on the server and were would i put the boolean (player state ??)

ripe moth
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Is the only way to "convert" a type of object into another one through casting?

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Say i have a user widget

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and i want to use a child class off that.

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or convert to a child class rather

tight schooner
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Casting changes the reference from a generic one (e.g. "object") but it doesn't change the object itself. Casting just determines whether the supplied reference is of a certain class (casting succeeds) or not (casting fails).

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Idk if there's a way to convert an actor to another class at runtime, short of spawning a new class and copying whatever data.

ripe moth
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I don't need to technically convert it

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i have user widgets stored in a panel

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but when i try to get those elements they are outputted as user widgets and not the child class

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so is casting the only way to "convert" them to the child class.

maiden wadi
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Little late, but yes casting is the only way to do that. The only other option is working through Interfaces, but that's more of a multi class thing that you want to do different things on different objects that usually have nothing in common.

thorny lily
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hey guys in a couch coop with 4 gamepads how can i assign the gamepads to different controllers on default they get assigned to the same controller.
When testing with mouse + keyboard and 1 gamepad aswell as the skip assigning gamepad to player 1 it works fine but in the end i need a fully gamepad compatible version

urban haven
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Hello all, I have this trainmodel with wheels and everything and I need it to convert to BP. But I can't import them all and keep my transforms? The answer is :Convert selected components into Blueprints class

green echo
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Hi all, strange issue I'm running into.

As a simple way of testing a main menu, I've currently got an "OpenLevel" node with the level name, absolute travel, and options of game=GameModeAlias. This works absolutely fine in PIE, but when right click and launching the game, the level loads but the third person character isn't visible /the camera appears to be inside their head?

What could be the issue, perhaps a camera manager issue?

mortal wharf
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How do i make my model do another animation when i shine my light at him. And this is not the model i controll this is an enemy. Please help.

maiden wadi
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Do a trace that matches the light, and get the enemy actor reference, and call an event or function on them that causes them to play said animation. Might need a bool there to be set when starting to play it so that you can not play it repeatedly too quickly.

mortal wharf
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what do you mean matches the light?

maiden wadi
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What shape is your light?

mortal wharf
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Well its a spot light.

maiden wadi
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Hmm. Hard to say what best implementation would be. How large is the light? Does that say 2,000 or 3,000?

mortal wharf
maiden wadi
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@mortal wharf One or multiple enemy actors in the game?

mortal wharf
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Well there is many enemies but every enemy is different and one of the enemies is what i said a few posts ago. So only one enemy is gonna have this mechanic. So the answer is one. @maiden wadi

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Only one enemy actor.

maiden wadi
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In general. I'd do a SphereOverlapActors in your radius of 3000, filter by your enemy class. And for each check if they're in the facing vector of the player with a little vector math. If they are, call an event in their blueprint to do the animation.

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I can help a little more in a bit. Need to AFK for a few minutes. Feel free to throw questions out though.

mortal wharf
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where do i put the sphereoverlapactors. @maiden wadi

short pawn
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Is there a way to change keyboard focus of a widget with wasd? It already working with arrow keys, would like for it also to work with wasd

full wind
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has anyone had issues with delegates through soft references

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i don't think it works for me

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on 4.24

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triggers if i call and have the binded event inside the object but through the soft ref... nope

short pawn
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What do you mean by soft ref

tulip remnant
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In unreal version 4.22 I can reference a Widget Component and call a function called "Get User Widget Object" to reference the actual widget that the widget component spawns like so:

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But in version 4.24 this function doesn't exist and I don't know how to reference the widget itself, you guys know how to reference the user widget inside a widget component?

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Oh you just can't call it in the construction script anymore, nvm. Fixed it

full wind
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@short pawn

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basically it can select an object in a level

magic cosmos
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How do i get the location of the character?

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i wanna make a jump and so i was gonna just add like i get the current position and just times the y axis by jump force

short pawn
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@magic cosmos does "get actor location" not work?

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@full wind why not just get a reference to it or get all actors of class and check if it has a tag u can add one

full wind
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@short pawn well basically it's better performance wise as get actors of clas/tag will basically go through the whole actor list of the level,and the reference is kinda annoying to get

maiden wadi
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@mortal wharf Back. You still need help with the light thing?

mortal wharf
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@maiden wadi yes i do.

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I dmed you.

spark steppe
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is there any way to add virtual bones in BP nodes?

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having a skeletalmesh which is missing IK Bones, so i want to try to add them on construction of the character

pastel rivet
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How can i reset the mouse position after using it in a click rotation?

short pawn
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Reset it to where?

pastel rivet
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To where i orginaly clicked when starting rotation

full wind
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where can i submit a bug report,cause soft reference not being able to use delegates is a bit annoying

pastel rivet
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Logically this doesnt work, but was worth a try

covert stirrup
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is it possible to get the world location of a static mesh vertex?

maiden wadi
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@covert stirrup What are you trying to do with it? I think there's a way to get them, but I'm not exactly sure how accurate it is with regards to which one you'd be getting from the face.

covert stirrup
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honestly for no particular reason, just experimenting with this when I think of random ideas I put them into my test BP's πŸ˜„

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The idea that made me think of it was using a cone with say 9 points (8 at the rim, 1 at the base) to create a line trace system. I can already think of an easier way of doing it, just wanted to see if it was possible

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if I turn a static mesh into an editable mesh, I can get the vertex count, but no location data that I can see

ocean radish
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@pastel rivet That node should work fine

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@pastel rivet use the get mouse position rather than the viewport one, and plug in controller, save that when you start rotating your view, and hide mouse cursor, then when rotation released setmouse position back saved and show cursor

pastel rivet
trim matrix
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are there queue vars in blueprints?

ocean radish
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@trim matrix not by default although it is in c++

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Only ones you get by default are arrays sets and maps

trim matrix
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@ocean radish damn i'm regretting doing a clean install of windows cause i dont have VS 2017 anymore and that is way to much bandwidth right now, i'm not on uncapped so guess i'll have to use an array

ocean radish
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its not a vid tutorial, just pics

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ah, my b, see what you mean now hehe

trim matrix
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yeah but VS is about 9Gb to download lol

ocean radish
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@covert stirrup You might be able to do it converting it to a spline first

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@trim matrix Yea, i misread first time, thought you meant you didn't have enough data to load YouTube up or something, then re read and saw about the VS not installed πŸ˜„ I really need to read more thoroughly

trim matrix
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@ocean radish haha no problem, hopefully i can get VS at the end of the month if i have enough data cause each day i'm finding more reasons for myself not to use BP for my coding, oh well still gotta learn C++ to somewhere remotely close to a decent level cause i pretty much only know c#

covert stirrup
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@ocean radish I will look into that thanks for the tip!

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I will be the first to admit if you can do it in native code then do that, but BP's for me are fantastic, nativizing the code after helps with performance too

ripe moth
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How would i center this? I've been toying around with rotation on the vector for a bit but can't find anything that's good.

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Or is it just the HUD

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that's not centered

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Ah

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there was an offset in the hud

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not it's pretty spot on

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lmao

maiden wadi
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Not really sure how QueueVars differ from an Array in blueprints?

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According to the definition of a Queuevar, it's the same thing as an Array.

trim matrix
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@maiden wadi how they differ is Arrays exist and Queues dont lol, but on a serious note Queues are faster and impact performance less that's why i wanted to use queues

thorn fiber
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Is there a way to async open level such that it doesn't halt the main thead?

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Freezes my loading screen up super annoying

spark steppe
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i would rather search for something that shows your loading screen in another thread

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instead of moving over the whole game logic

thorn fiber
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Hmm I just figured there would be away for Unreal to just do level loading on another thread so it doesn't hang, but there is no native way for that yet?

trim matrix
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anyone know a simple way to take the first var in an array and move it to the last index (moving the whole array up not swapping them)

manic widget
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I usually get the first index, add it to the array and remove it from the first index

magic cosmos
thorn fiber
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@spark steppe I get a crash with "Slate can only be accessed from the GameThread or the SlateLoadingThread!"

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Can't even put it on another thread it seems

trim matrix
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@manic widget well thats so simple i feel dumb now, too used to c# and queues

azure shoal
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does anyone know what the outputs of an interface message are if the target doesn't implement the interface?

dreamy kindle
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Hello! Could anyone give me some feedback on how best to handle a event with a support beam breaking apart, and multiple logs falling down damaging player accordingly?

Also, would swapping meshes from static mesh to physics type mesh help performance any, or does putting them to sleep do as good a job? Thanks!

Example gif: https://gyazo.com/4cd0fcc404535febf2bea0cfcf95f169
Gyazo
Gyazo

wise jewel
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hey, i'm new to unrealengine, i've watched some tutorials and i'm inspecting a sample scene, i'm trying to understand blueprint interface

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i have some simple questions, can i ask here?

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for example, how to create those subfolders?

vivid plinth
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Set or add a category in the details panel with the variable selected @wise jewel

wise jewel
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oh ok

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thanks

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if i select the variable from the node or from the list, the details on the right shows the same thing right?

vivid plinth
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yes

wise jewel
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ok

wise jewel
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i dont understand the difference between those 2 sections.

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if i select the same component the detail view shows different things

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the top component tab let me organize hierarchically the components

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while the component in the my blueprint tab lists them but.. with different options ? i don't get it

trim matrix
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hey does anyone know how to create simple bullet drop with linetrace

spark steppe
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is there a way to add bones to a skeleton via blueprint?

trim matrix
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@spark steppe yea right click on where you want the socket to branch off and create socket

spark steppe
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huh? i want to add them via nodes

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so that they're just there at runtime

trim matrix
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oh

maiden wadi
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@wise jewel One is a component, the top one. The other one is a reference variable to that component. The bottom one is also what you get when you drag the top one into the event graph.

wise jewel
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ok is like a handle

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like.. i'm referring to this component.

maiden wadi
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Pretty much the same, yeah.

wise jewel
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i am trying to recreate a node that is in the blueprint

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but i can't figure out how it was created

maiden wadi
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Which?

spark steppe
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so are bones just sockets?

wise jewel
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it's setting a variable

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but for start it's greyed out

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and i've selected the component and tried to look for a node but i cant find it

trim matrix
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if i leave an int varible unset does it count as unvalid or does it just default to zero

wise jewel
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here's a better view..

#

i tried to selec that scene capture and look for what nodes i can create... :/

#

i can set many variables, but i can't find the one specified in there

maiden wadi
#

@trim matrix Pretty sure they default to zero. I could be mistaken but I believe only actor references default to invalid. There may be a few other variable type exceptions.

trim matrix
#

@maiden wadi i also believe its default is zero

maiden wadi
#

@wise jewel That is a variable from the SceneCapture. If you get the SceneCapture reference and drag off of it, you'll be able to get the MaxView thing again.

wise jewel
#

i tried

#

but is not there

maiden wadi
#

What kind of scene capture component is that?

wise jewel
maiden wadi
#

No, drag off of the scenecapture variable and then type that.

wise jewel
#

oh ok

#

why is different?

maiden wadi
#

Context.

#

It's to keep people from trying to set a variable from a component without dragging off of that component. If you turn off context sensitive, you can find the same variable, but I strongly recommend not turning off context sensitive. Just use the reference to get the stuff you need from the right components.

wise jewel
#

oh ok

#

yea i see the title changes, "actions taking a scene captura component ..."

#

while the other says all the action for this blueprint

#

and, based on what does it fills up the functions that i can add to a component?

#

are they all the same? wait i screen grab

maiden wadi
#

Context sensitive just assumes you're trying to get or set or call something from where you're clicking or dragging from. If you click in the main graph, it'll give you a lot of generic stuff and events to call that are in the actor. If you drag off of a float, it'll give you math operations or creating stuff from the float like vectors. If you drag off of an actor, it'll give you variables and events related to that actor's class.

wise jewel
#

ok

#

but those functions it propose me to add

#

are from the "standard library" of the engine?

trim matrix
#

max int that the engine can take is 2147483647 right?

maiden wadi
#

You clicked on the arrow that is your scene root. So it's probably giving you things that you can do to that component.

spice ibex
#

I have an audio issue when I package my game for iOS. My app audio only works if the iPhone is NOT in silent or vibrate mode. Other apps' audio do work in those modes. Is there any setting that I can use to make sure the audio works?

wise jewel
#

yes, but i mean, it chooses from a list it has somewhere or are those functions that i can define inside the actor?

#

well not tragically important for now

maiden wadi
#

@trim matrix Amusingly, yes. But you can go one point lower into the negatives to -2147483648

#

@wise jewel Not really sure how to define things in the context menu. Not even sure there's a way to make custom stuff like that, but I'm sure there is. You're likely looking at engine source code though.

wise jewel
#

i use houdini, i'm trying to translate what i know from there

#

ok, thanks a lot for your help!

trim matrix
#

@maiden wadi thanks just double checking seeing as i'm building a procedual map gen and i want to use seeds i want the highest int possible for max outcomes

maiden wadi
#

Int64 is... sort of exposed to BPs, but I'm not sure how useful they are yet.

trim matrix
#

@maiden wadi i dont think int64 would be very useful for me unless i'm trying to make the most amount of levels ever in a game lol i mean 4Β 294Β 967Β 295‬ is already a lot of levels lol

maiden wadi
#

Could be fun.

trim matrix
#

well doesnt matter if there are so many levels if they arent fun lol

#

does anyone know how to get a linetrace to hit where a projectile hit?

#

save me some sleep

shell timber
#

does anyone know how to get a linetrace to hit where a projectile hit?
@trim matrix You mean like, predict where the projectile will be once shooted?

round idol
#

@shell timber It's exactly as the error reports

#

@shell timber You have different types of variables setup in the struct than you are trying to connect to the struct

#

One is material "Interface", one is "Instance" Different data types

#

just make sure you change the variable inside the struct/the other way around accordingly

shell timber
#

Dear lord...

#

I'm pretty stupid! thank you πŸ™‚

trim matrix
#

@shell timber like where the projectile hits a actor, the linetrace hits that location

round idol
#

@shell timber dw, np πŸ™‚ glad I could hlp

trim matrix
#

so when it starts at the location of the weapon it ends where the location of the actor the projectile hit

fickle kayak
#

Super quick...Working on this local multiplayer game - I have already declared a variable in the BP_Gamemode called player count and I have created a menu with 3 buttons (2, 3, 4 players) - How would I go about updating the variable?

I know how to bind and cast - just dont know how to update the variable

Thank you πŸ™‚

round idol
shell timber
#

@trim matrix If you want to use a linetrace you can use the linetrace, set the start location vector equal to the weapon position (or the socket of the canon) and add it the rotation of your controller (I guess?) which is multiplied by alot to get the end position
But I think the ActorComponentProjectileMovement will be better

trim matrix
#

yea ill try

midnight bone
trim matrix
#

@midnight bone do you have the boolen crouch button down made?

midnight bone
#

I guess not

#

What should I do then?

trim matrix
#

@midnight bone have you got a character controller attached to your actor you want to crouch?

fickle kayak
#

hmmm...Thought this was turn by turn. My b.

Super quick...Working on this local multiplayer game - I have already declared a variable in the BP_Gamemode called player count and I have created a menu with 3 buttons (2, 3, 4 players) - How would I go about updating the variable when a button is selected by the user.

I know how to bind and cast - just dont know how to update the variable

Thank you πŸ™‚

midnight bone
#

it's default one from assets, I believe it is attached

#

Nvm, got it

shell timber
#

@fickle kayak Replicate variable? I don't really know :c

trim matrix
#

@midnight bone cool glad you figured it out

fickle kayak
#

@shell timber literally no one does - I assumed this was a basic thing

trim matrix
#

@fickle kayak have you tried setting the var after casting it?

fickle kayak
#

how would I do that

#

I have it bound wit the button

#

is their a set function?

trim matrix
#

@fickle kayak send a screenshot of your UI BP

#

is the var an int?

fickle kayak
#

yes the variable is an int in the gamemode called player count

trim matrix
#

need to explain a little more for precise help

fickle kayak
#

So I have variable in gamemode called player count which defines the amount of players in the game - it works but I need to change it manually by changing the default value in the BP. I want the user to be able to change it for themselves through the main menu

#

I have created 3 buttons (2, 3, 4 players)

#

When a user clicks 2 - I want the variable playercount to be updated to 2

trim matrix
#

cast to the gamemode after pressing the button then use the set function

fickle kayak
#

thank you so much

trim matrix
#

it working?

fickle kayak
#

trying it πŸ™‚

pulsar orchid
#

Any ideas why these cubes are able to walk inside one another? The collision boxes around them are set to Pawn and set to Block Pawns, shouldn't they be blocking one another and unable to move through each other?

#

Even if I set to Block All they still do.

trim matrix
#

@pulsar orchid have you tried increasing the nav mesh agent radius?

pulsar orchid
#

Nope. I'll look into it - Thanks!

trim matrix
pulsar orchid
#

Increased the radius, no change. If I walk away from them they will literally stack on one another.

#

I also have Update Nav Agent with Owner's Collision checked.

#

And the collision box is not a child of anything either, so it isn't inheriting any collision ignoring properties.

trim matrix
#

try changing the cubes object type to world dynamic

pulsar orchid
#

The cube itself, or the collision box around it?

trim matrix
#

the cube itself or both

#

try both to be safe

pulsar orchid
#

Will do.

#

Still walking through one another. The cubes themselves are now World Dynamic, Blocking all. The Collision Boxes are World Dynamic and blocking All. Yet neither seems to be blocking.

#

Already closed the editor and re-opened to see if that would help, it did not.

#

Strangely enough, they will block the default 3rd person character, but not each other...

trim matrix
#

weird af

pulsar orchid
#

Fixed it...

trim matrix
#

i can think of one thing that will mostlikly work but not something you want

pulsar orchid
#

Not sure why it wasn't working, but making the Box collisions the root component fixes it...

trim matrix
#

aaaah well good job, thats a weird fix but oh well so far i havent been using collision volumes really i just calculate from the mesh, but i'll probably use them at some point if i need to opitimise

pulsar orchid
#

I plan to have 30+ enemies on screen at a time, I figured a collision volume was mandatory, plus it gives a good representation for what will be "hit" by player attacks. Pathfinding is something I'll be working on next week, never been a fan of the crowd detour controller.

#

Aside from the crowd detour controller being a CPU hog it doesn't look that great. But I'm making a twist on Risk of Rain 2, so nothing major is needed, just a few line traces here and there followed by either forward movement, strafing or jumping.

fickle kayak
trim matrix
#

@pulsar orchid sounds cool i'm still getting into the swing of UE4 again

#

@fickle kayak is it opening the level? is it not setting the int? explain more please

maiden wadi
#

@fickle kayak You're setting the variable of a game mode, and then deleting the game mode.

fickle kayak
#

well it sets the number of players and then we enter the game

trim matrix
#

@fickle kayak i know what its meant to do but i'm asking what isn't it doing lol

maiden wadi
#

What exactly are you trying to do with the max player count? Cause right now, you're setting it in the current game mode. Then you're deleting that game mode by loading a new level. Game mode is deleted when you change levels. It or it's settings do not persist.

fickle kayak
#

ohhh so how do i get set it and have the level agree to that variable

#

Is it cause I have a default value for the player count in gamemode

#

Iam guessing this is not overwriting the default value

maiden wadi
#

You cannot change class defaults. You can only override them once the level is loaded and game mode exists again. Not sure how that's usually handled, haven't done it yet myself.

fickle kayak
#

How would one go with setting this

#

I have searched everything and found no resource

trim matrix
#

@fickle kayak it would be useful if you could explain why you want this var and what do you want to do with it then maybe we could help more

fickle kayak
#

So I have variable in gamemode called player count which defines the amount of players in the game - it works but I need to change it manually by changing the default value in the BP. I want the user to be able to change it for themselves through the main menu
I have created 3 buttons (2, 3, 4 players)
When a user clicks 2 - I want the variable playercount to be updated to 2

tight schooner
#

@fickle kayak I've not played with this myself yet, but from what I've read, GameInstance is the only thing that persists across levels

#

so you might have to store your player count there

#

(or the alternative is to save/load a file from disk or something)

trim matrix
#

i think game instance will work better too

fickle kayak
#

Ohhh

#

That makes sense

trim matrix
#

@fickle kayak still havent explained what you want this var to do but i'm taking a spitball because it would be removed when loading a new level

fickle kayak
#

I don't know what I haven't explained

#

It's a game I need the user to select how players are playing

trim matrix
#

you have explained how you want the var to be set but not what that var will do, for all we know you could be trying to use that var to calculate how many bullets are in a gun

fickle kayak
#

No the var just sets the number of players in the game

trim matrix
#

what is the point of having that var? think of the question like that

#

as in the public connections of the session?

rugged rivet
#

Hey all, I've got an array of Actors from my scene, and I'd like to get all the tags of those actors, and add them to an array....is there a way I can do this?

trim matrix
#

@rugged rivet i think looping through each actor in the array and getting their tags and adding that to an array should work

rugged rivet
#

so this is what ive got currently, what Nodes exactly do i need to use to get the tags of the items in this array?

midnight kiln
trim matrix
rugged rivet
#

ahh will try this!

trim matrix
#

the first loop is the same as your loop so just build from there

ripe moth
trim matrix
#

@ripe moth i remember seeing a few posts earlier from you while i was busy so i dont exactly know what you are trying to achieve, mind explaining?

ripe moth
#

This is another project lmao but atm i'm trying to recreate a similar feel to the physics gun in the game Garry's Mod.

#

It's also a more fun way for me to catch up on vector math before my exam in 1 month ish

#

Doesn't have the calculation but the logic is still exactly the same

trim matrix
#

never played G Mod, unforunitly, but i'll check it out quickly and see if i can maybe help

ripe moth
#

I can make a quick gif for you

#

if you want, i have it loaded up.

trim matrix
#

sure it makess it easier for me

worthy frost
#

its just a gun that links a particle

#

to the object its attached

trim matrix
#

lol i'd fail that exam most likely, i havent been trained with anything related to pcs in any formal nature

ripe moth
#

Oh no it's a normal maths exam.

#

I'm just tired of doing paperwork.

#

It's pre uni math.

worthy frost
#

so you want to lift the cube and move it with the gun?

ripe moth
#

Yes.

trim matrix
#

well i got 14% for maths in my finals for high school so i'd defo fail if it's paperwork

worthy frost
#

it seems it just links a particle to the impact normal of the hit object

trim matrix
#

i think passing a ray out might help instead but i'm not sure

worthy frost
#

then adjusts from that impact point

#

obvs keeps a reference to the actor its attached too

#

so you can rotate it, etc

#

might actually try to recreate that, looks fun πŸ˜„

ripe moth
#

Yeah right? That's why i picked it up.

trim matrix
#

@worthy frost i've also been sitting like that looks cool lol

worthy frost
#

this might get you on the right track

ripe moth
#

I'm going through my notes right now looking up what a normal is cause all i can remember is that they sit 90 degrees on a line.

trim matrix
#

getting the cube to follow the crosshair is the major easy part and maybe could be done by casting a bunch of rays but the difficullt part is handeling collison

ripe moth
#

Not really. Physics seem fine for the most part in the way i've done it so far.

#

Stop simulating physics when you lift it, which will remove gravity from the object and then re enable when you release.

#

It doesn't stop collisions.

#

I had an earlier version working, but that just "teleported" the object 500 units away from you.

trim matrix
#

what if you start rotating your camera and the cube hits a wall? will it rotate properly? will the grav gun still have effect?

ripe moth
#

And then you could move it like in the gif

#

Cube stops at the wall

trim matrix
#

i think teleporting would work better but i'm not sure for when it comes to like rotating it

ripe moth
#

This is the earlier version i had.

#

You might want to turn off the sound lmao

trim matrix
#

why lol?

ripe moth
#

Idk, it's loud music.

trim matrix
#

i'll use the loud music as an alarm for when my pc finally stars playing the vid lol

ripe moth
#

I think it bugged out

#

Try clicking the link

#

So wait

#

A normal is just a 90 degree line on another line right

trim matrix
#

aaah i see the issues there, i honestly don't know which method would be the easiest to fix and btw i like your taste in music

ripe moth
#

Thanks.

#

Does impacts from hit results spawn like flat onto the object?

#

Cause if they don't i don't get how the impact normal works

trim matrix
#

i believe they do

ripe moth
#

hmm

#

I still have no clue how to fix this. Using the forward vector of the camera just shoves the object in the direction i'm looking.

#

I think the biggest problem is i don't know what i want

#

If i knew what values and stuff i was after this would be easier

trim matrix
#

I think the biggest problem is i don't know what i want
@ripe moth lol my whole issue with UE4 i believe

ripe moth
#

Sad that i figured out how to do the 2nd part of the video by myself but can't figure out part 1 lmao

trim matrix
#

hahaha lol goodluck i'm off back to boring work of teaching my map generator how to connect paths

faint pasture
#

Would you recommend putting the logic to fire projectiles into a component or a function in a function library? I intend for many different objects to fire projectiles, not necessarily being all derived from one base shooter actor.

trim matrix
#

i set mine up as comonents, never tried using function libs

spare pike
#

How would i make a character only rotate left or right while its moving forward or backwards, like a car would (and have the rotation be relative to the character speed) in third person?

trim matrix
#

Damn the range on that sword is OP lol, is there a specific reason the red guy is a child actor?

round idol
#

@unique flicker you shouldn't send the interface to the actor hitting. Did you check to see what that bool is returning (the "!=self" condition)?

#

that's because it IS the same sword πŸ˜„

#

two instances of the same sword man...

trim matrix
#

@unique flicker maybe instead inheriting from the same class would be better than being the same class

round idol
#

Which hold the same static mesh (which is the sword), which is the very same sword...

#

The sword in the "any rpg" is probably a component which has a Static mesh, it's own collision and it's own collision rules, effects, stats etc, not just a static mesh with collision attached to a universal character.

#

You could make your weapons as components and attach them, but I personally need more context. Idk what you are implementing in your code and that bit is not enough for me to understand 😐

#

actor components can't have their own components (a SM is in itself a component)

trim matrix
#

@round idol i agree that we don't know enough with the scope of his project/problem

round idol
#

oooohhhh so you are working from a marketplace asset then

#

I understand that, but I don't know the rest of the script so idk what/where/how you are implementing anything man 😐

trim matrix
#

judging by your screenshot theres a lot of code

round idol
#

Ok, first thing's first: are you using marketplace code/plugin/anything of that sort?

#

ok.

#

and the bool returns true, right?

#

so when you swing your sword in the air (like in the video) the bool returns true?

#

ok...πŸ˜‚

#

it's funny since you're not "overlapping" anything really

#

unless you are hitting some environment

trim matrix
#

air lol he's hitting air

#

whats going on

round idol
#

it's not because they are using the same weapon, it's because overlap event fires when it shouldn't. The enemy wasn't even moving his sword

trim matrix
#

but it doesn't seem like he's using the sword

#

disable the enemy's attack and see if the problem is still there

round idol
#

ok, try getting the component which "overlaps" from the event, and see if it's the enemie's skeletal mesh - and get this out of the way

#

I'm still not convinced it's what you think it is. It might be, but idk...

#

I didn't say anything about socket name (although you can get that too). I said Skeletal Mesh

#

the component...

#

Did you debug line by line?

#

So when you attack with your guy, the enemy receives the message from himself since his own overlap triggered?

#

can you send a SS of your physics asset?

trim matrix
#

screenshot

round idol
#

the skeletal mesh has a physics asset man...

#

Jesus...the sword πŸ˜‚

trim matrix
#

lol

round idol
#

What I'd like to know is if the the sword is overlapping you physics asset...

magic cosmos
#

How come i cant add a game mode in a empty unreal bp project

round idol
#

yes, you are my man! GL πŸ™‚

#

ok, as you said, you are right! Keep being right and good luck πŸ˜‰

trim matrix
#

@magic cosmos right click, add a blueprint and choose game mode base

#

@round idol literally how i feel

round idol
#

yea, I'm sorry tidiii, I can't help you, idk what's wrong there, you are right!

#

Aight, time to do some of my own werk, hf @trim matrix πŸ˜…

#

Now I kinda' understand why some here can't be bothered to answer most questions πŸ˜›

trim matrix
#

@round idol one of two things, either imma smoke my joint and carry on with my map generator or imma smoke my j and make this even more entertaining than it already is

round idol
#

@trim matrix Think it's too late, that computer isn't intact anymore πŸ˜„

trim matrix
#

@round idol lol mee too i'm very new to discord and the ability of actually getting help esspecially this fast so i've learned to be grateful for even an interest in helping me

round idol
#

@trim matrix Yea, depends on the channel/timezone tho'. If asked properly, there are some ppl here in bp and in the graphics & niagara channels who are on-spot with everything, and very helpful. Some other channels look almost deserted πŸ˜›

trim matrix
#

hahahaha lol tbh i'm surprised mine is intacted with my specs and the age of my parts, anyway i'm done being off topic i got a spliff to smoke and a map generator to finish, have fun and good luck with whatever you're working on

round idol
#

u2 man, u2 πŸ˜„

trim matrix
#

i've so far on discord here recieved good help from people, its a two way story the person seeking help needs to be willing to help those wanting to help him, it's helpception

covert stirrup
#

I have a weird issue with an event not calling properly, I feel like it should work but can someone take a look at this and see what I am doing wrong?

#

(Button BP)
On collision flip flops between Bool "FlipSwitchUp : YES and NO. this then calls on the door BP

#

(BP DOOR)
So I have hooked up tick and the dispatcher to be sure, whilst it does trigger an event, it doesn't pick up the switching between the boolean reliably, it will do it once but never flip flop the result back

#

the button BP will flip flop, but the message to the button will be always the same result

#

ugh, turns out im a fucking moron

#

I had an up and down boolean, which I thought I deleted but actually left in

#

ignore me xD

midnight kiln
#

Im seeing "FlipSwitchUp" and "FlipSwitchDown"..

#

ha I was just gunna say

covert stirrup
#

been messing with this for 25minutes trying to figure out why it wasnt bloody working.. Yeah thank you, I just couldn't spot it!

#

a lesson to all xD

#

I was starting to doubt on how dispatchers worke

midnight kiln
#

Happens to the best of us. πŸ™‚

covert stirrup
#

I am at a bit of a crossroads how I want my switches to work, so I get a bit lost when I try add to it

midnight kiln
#

Well if you run into anymore snags I'm sure someone on here will be willing to help out. πŸ™‚

covert stirrup
#

I have been posting in here a fair bit, trying to help and get advice where I can!

cobalt ferry
#

@unique flicker in your question

#

how do you get to a place where the pawns are holding the wrong swords?

fleet sandal
#

They’re right

cobalt ferry
#

oh right, yeah

#

proceeding

trim matrix
#

haha thanks intentions were honest and then that one line and we lost it XD moving on how would be a reccomend approach at creating a 2D array?

ripe turtle
#

How would i get a widget to be displayable and interactable in-game such as having a menu display on a wall

trim matrix
#

You want the widget to be like an actor in the game and interactable?

crystal granite
keen goblet
#

@ripe turtle You could make an actor with a WidgetComponent to display your widget. Your pawn actor will need a WidgetInteractionComponent to manipulate it.

ripe turtle
#

ok donig that now

thorny marsh
#

@crystal granite You cant, thats not how delegates work.

ripe turtle
#

whats the node called that combines 2 strings into one. ex you have a string that says Number: then another string that holds One how would you combine them to get Number: One

trim matrix
#

append

ripe turtle
#

thanks

trim matrix
#

i just spent an hour on making all my blueprints look neat and tidy first project in UE4 i'm bothering to keep clean lol

#

how would be a reccomend approach at creating a 2D array?

#

Array of arrays

#

@trim matrix

#

or u could use map

#

if viable for your plans

#

@trim matrix arrayception?

tight schooner
#

Depending on what you need exactly, maybe a custom struct will work.

trim matrix
#

well i wanna create 2D array of bools for each grid section in my map generator to check if there is something that occupies that tile so i think a map may actually work it's just i know 2D arrays better

#

maps are easier to play with tho

#

i'll try maps see if it works cause all i basically need is a way to store a bool link to the coords of each tile and when the map generates something on the tile it will mark the bool for that tile true and send the 2D array through a floodfull algorithm to check if all paths are connected and the whole map is accessable

#

well

#

then u should use the coords for keys

#

and value for bools

#

would help you a lot

#

thanks a lot will try it out

brazen plank
#

I have a mannequin that runs along side my player. When I jump, he jumps. When I turn, he turns. But I'd like him to have identical animations instead of t posing.

Is there a simple way to set his animation to that of the player?

trim matrix
#

you have to assign the blend space to the to mannequin

#

@brazen plank assign its animation blueprint to guy

#

or you could use a animclass

#

and change the value inside anim bp

#

its probably looking for "try to get pawn owner"

#

you will instead give your players pawn

#

and vola

brazen plank
#

Cool, I shall give that a shot ^^

trim matrix
#

good luck

#

can i sound like a super idiot for a moment?

sand shore
#

no, never

trim matrix
#

ok cool i'm ganna try finding if anyone has been as stupid as me on google to see if i can find an answer, sorry for bothering

ripe turtle
trim matrix
#

cast might fail

#

you need to return if fails as wel

#

I guess

#

you mightve broken the binding as well

#

rebind

ripe turtle
#

fixed it

sand shore
#

you mightve broken the binding as well
that's the more likely reason

#

Return nodes are automatically inserted where needed these days, the return values are just default

ripe turtle
#

i was putting a boolean variable into a visable or hidden node... dont know how but i did

open gulch
trim matrix
#

is it possible to make the player start a child of anything

#

and is it possible to spawn a player start at runtime cause mine isnt spawning unless i run the code from the editor

cunning lily
#

Variables/Functions/Macros/etc with spaces in the name: what difference does it make, if any?

spare pike
cunning lily
#

@spare pike not sure but have you got the getForward/RightVector around the right way?

sharp juniper
#

Your vectors are definitely swapped, but also are you sure you want world rotation? Are you not using control rotation?

spare pike
#

@cunning lily it only gives me the desired result this way, movement wise if i correct the vectors A n D are up and down and W n S are left and right, @sharp juniper Control rotation did not get what i needed, world rotation allows me to use up and down as forwards and backwards while left and right are rotation based. Control rotation doesn't do this.

sharp juniper
#

I mean, you could use it still, and just not use it for camera control, but regardless lots of ways to skin the cat. If you're getting the right movement with the wrong vector pairing, then your world rotation is 'wrong'

#

You probably want actor rotation

spare pike
#

@sharp juniper il try that

#

@sharp juniper That worked, but it did not fix the strange problem, when walking backwards it still pulls the character in an axis

sharp juniper
#

You said left/right are supposed to rotate the char?

spare pike
#

yes

sharp juniper
#

How are you accomplishing that right now? Because Add Movement Input won't do that

spare pike
#

with that same blueprint, although fixed with actor rotation

ripe turtle
#

could anyone tell me why this is only triggering once? I am trying to make it so when i hold down E while looking at a specified actor the animation plays over and over again. and when i look away from the actor or i release e the animation stops and goes to 0. the animation is a simple progress bar percent going from 0 - 100 in 1 second. Is E Down is set up correctly. I had a print string node called when it changes so ik if its right or not. even when its false the animation doesnt stop and the stop animation node is never called

magic cosmos
#

anyone know a good person to teach me about bp

trim matrix
#

@ripe turtle because it's set only to play the loop once

ripe turtle
#

but why wouldnt stop animation get triggered?

#

the code never even gets there

spare pike
trim matrix
#

send an ss of your E input

ripe turtle
#

thats in firstpersoncharacter bp

trim matrix
#

try instead getting a reference to your progressbar and calling stop animation on it inside your character bp

ripe turtle
#

how would i cast to HUD from character bp?

trim matrix
#

use the cast to hug node

ripe turtle
#

whats the object though

#

still doesnt work

#

now play animation is never triggered

#

but i see both true and false as they should be

#

i added a breakpoint and it said it triggered but no animation was played

#

i checked to see if the animation still worked and it did

#

so idk wtf is going on

#

and for somereason this offsets my progress bar by about 300 pixels

#

Fixed it. i changed play animation to play animation forward

sand shore
#

anyone know a good person to teach me about bp
@magic cosmos How do you learn best then?

magic cosmos
#

wdym?

#

how i learn best then?

#

@sand shore

sand shore
#

Well

#

How do you like to learn?

#

I could just tell you how I learned bp

#

I could blindly suggest Virtus like every other person

magic cosmos
#

Uh what i do is just watch a tutorial and look at everything and then i think of ways i would use it then i go to sleep then tommorow to see if i know i just do it.l

sand shore
#

Oh I see

#

What I did was more of an inversion

#

I did things in BP until I needed a tut, and I searched narrowly for a tut

#

Example:

magic cosmos
#

oh so what ur saying is u had a game in mind and started making it and if u needed help u searched for what u neep help on.

sand shore
#

I wanted to make an inventory system. I didn't know how widgets could talk to the pawn.

magic cosmos
#

oh

sand shore
#

So I looked at how to get info from a pawn

white crypt
#

who in their sane mind suggests virtus? ;d

sand shore
#

@white crypt YESSS!

#

FINALLY

magic cosmos
#

ye virtus ass

sand shore
#

THANK YOU SOMEBODY ELSE

#

AAAAAAAAAAAAAAAAAAAAAAAA

#

omg

magic cosmos
#

i watched and quit.

sand shore
#

I am among friends!

#

Virtus is ... very bad.

magic cosmos
#

damn to think he was reading are comments all along.

#

jk

white crypt
#

well there are only few youtubers in general that show normal practices

sand shore
#

I hope he does

white crypt
#

95% of others are like virtus

sand shore
#

I challenge him to bring me on the channel

#

Hey Virtus! Buddy!

#

Let's co-stream a game mechanic from scratch

#

I'll even get drunk first

magic cosmos
#

Bro i swear unreal has baerly things that help u.

white crypt
#

lets make a game only using ticks

magic cosmos
#

but unreal is the best game engine so i gotta learn

sand shore
#

@magic cosmos Nah it ain't so bad

#

Nah don't be like that

#

cmon

magic cosmos
#

wha

#

Bro

sand shore
#

Unreal is really good but if you can't use it, it won't be the best for you

magic cosmos
#

Unreal im gonna get good at it

sand shore
#

It doesn't matter how good something is, if it works very differently than you do

magic cosmos
#

naahahhh ill adapt

sand shore
#

...

magic cosmos
#

i was waiting to move from unity to unreal

sand shore
#

Do you have a specific BP problem right now?

magic cosmos
#

Uh not really rn i understand functions and things but like i dont have assets to start doing stuff u get what im saying.

sand shore
#

oh

#

Well I'm bored asf I was gonna offer to jump on voice

#

we got a channel down there for it

magic cosmos
#

oh

white crypt
#

unreal everry month gives away bunch of stuff from the marketplace, make sure to check them every month

sand shore
#

^

magic cosmos
#

Immutable wait

sand shore
#

Hrm?

magic cosmos
#

alr bet

sand shore
#

Bet?

magic cosmos
#

So lemme

#

can i ask u thigns rq?

#

to clear suff up

magic cosmos
#

about bp

white crypt
#

dont ask if you can ask a question

#

just do it

magic cosmos
#

Bet

magic cosmos
#

alr so

#

Game Modes right

sand shore
#

yee

magic cosmos
#

I would make a class of game mode bp

trim matrix
#

can i ask you guys a question

magic cosmos
#

if like

sand shore
#

Hol up

white crypt
#

@trim matrix no sorry

sand shore
#

Hol up

magic cosmos
#

Bruh

#

xD

trim matrix
#

i was kidding

sand shore
#

@magic cosmos Put your question entirely in one message

magic cosmos
#

ok

#

Game Modes in unreal engine would be used to control like lets say Systems that go with the game so if im doing a game where waves of any spawns i would create the waves system inside a game mode?

sand shore
#

So it depends

trim matrix
#

do you have any recommendations on where i could start learning blueprint

magic cosmos
#

Ur house.

sand shore
#

Yeah go to Virtus

#

it's good I swear

white crypt
#

the best

sand shore
#

watch that first

magic cosmos
#

Oh damn should i watch that?

sand shore
#

nah

white crypt
#

thats the first thing you watch before starting working with unreal

sand shore
#

I mean you should watch it @magic cosmos but not right this second

magic cosmos
#

alr

trim matrix
#

ok ill check it out

sand shore
#

Are you cool jumping on general voice all the way at the bottom of the channel list?

white crypt
#

its ~2hours so try to watch it all

sand shore
#

I don't mind typing it out

#

but just sayin

#

It's down there

magic cosmos
#

Alr imma start making my game and as i go on i learn

sand shore
#

All sad and alone

#

@magic cosmos But nah really

#

That's something that might exist entirely in the GameMode

#

But it might also need to somewhat exist in the GameState

magic cosmos
#

Game state...??

trim matrix
#

does blueprints have any limitations

sand shore
#

If you're in a singleplayer game, it may as well just exist in the GameState

white crypt
#

if hes starting he can just do everything inside character bp

sand shore
#

No

#

No

white crypt
#

we know its bad

sand shore
#

That's Virtus talk

#

Get out of here, you just bashed Virtus

#

WWVD?

white crypt
#

until he learns atleast how to cast and refference stuff

sand shore
#

WWVD!!!?

#

Don't do what virtus would do

trim matrix
#

is Virtus a websites....

sand shore
#

He makes youtube vlogs

white crypt
#

its a comedian on youtube

sand shore
#

@white crypt your answer was way better omg

#

I'm stealing that

magic cosmos
#

Hmmm what game should i try to work on for a beginner?

white crypt
#

πŸ˜„

trim matrix
#

how does that have anything to do with blueprints

sand shore
#

It actually has way more to do with BP than you think

white crypt
#

after few years you will understand that joke

sand shore
#

Which is very disappointing for the old guard here

#

@magic cosmos Make PONG

#

Yes I'm serious

magic cosmos
#

If i dont learn unreal by the time im 15 yrs old imma commit.

sand shore
magic cosmos
#

pong ;p

#

Ping Pong

sand shore
#

Yes

#

Pong

#

Juice it way up

#

Make pong, but make it juicy

magic cosmos
#

Uhhhhh alr

sand shore
#

"Game Juice"

magic cosmos
#

Ill do first person pong

white crypt
#

oh man i played that game

sand shore
#

start googling around that

magic cosmos
#

meh?

sand shore
#

Figure out how to make pong feel really slick and fly

#

Maybe even on fleek

#

if you dare

magic cosmos
#

xD

sand shore
#

Okay so seriously here's why

#

It's a really basic game. You could probably make it in 10 minutes in python. You can definitely make it in a day in UE4.

white crypt
#

beginner wouldnt make it in a week, especially if hes under 15

sand shore
#

But adding all the modern elements that games have, like camera shakes, post FX, material shits

magic cosmos
#

alr

#

Tsauken wdym

sand shore
#

You're going to figure out that you made some small mistakes. (AND THATS OKAY!)

#

You will realize why things should be a certain way.

#

What's more, if you get lost and you have to google why pong doesn't work the way you want it to work.... well then...

#

PONG IS REALLY OLD

#

people have made it a lot of times

white crypt
#

i mean there are plenty people like yourself who think that if you dont have to code that you will make the best game out there. but even without coding it takes years of experience and a lot of time to have something finished

sand shore
#

Here's another point.

magic cosmos
#

Tsauken not meh

sand shore
#

What do you think 3d pong would look like?

#

If you took pong and made it 3d...

magic cosmos
#

coding is priority im only gonna use bp on the side but c++ is main

#

alr bet

#

immuatable

#

lemem show

sand shore
#

Do you reckon that 3d pong is a lot like soccer?

#

I bet you could even add cars to that

magic cosmos
#

damn im dumb

sand shore
#

OH MY LORD YOU MADE ROCKET LEAGUE

magic cosmos
#

xD

#

im just that good.

sand shore
#

Yeah so./

magic cosmos
#

yo where is the unreal store?

sand shore
#

Make pong, first. Make the most boring pong possible.

#

Then start adding stuff to it

#

Make it your own.

magic cosmos
#

I will

#

bro how do i color objects in unreal?

sand shore
#

beginner wouldnt make it in a week, especially if hes under 15
@white crypt Eh, it wasn't about the timeline. He'd still make pong way, way, quicker than GTA

#

@magic cosmos wanna see my first game in UE4?

magic cosmos
#

yea

#

i love seeing first games.

white crypt
#

well ofc, but i met my share of people who can only copy tutorials like mindless zombies when starting working with unreal

#

i;ve started that way as well

vale moat
#

Hey try out udemy.com for courses on unreal. I would wait until there is a sale going on to buy any classes which there is always a sale. I am still new, but I learned a lot from that site.

white crypt
#

but for atleast 2 years i havent looked up a single tut on youtube

magic cosmos
#

udemy a waiste of time

#

well not always

#

but

#

for unreal its a waste of money

vale moat
#

Udemy is pretty good.

magic cosmos
#

imo then

vale moat
#

The classes are like 5 bucks when on sale

sand shore
#

Okay, here's the premise (because the video isn't that good at explaining it):

You have a color. You can change your color.
Spheres that are your color give you points. Other spheres damage you.
When you die, I reload the level.

That's it.

trim matrix
#

15 but whose counting

sand shore
#

@vale moat Dude, Udemy classes are never NOT on sale

#

They exist in a perma sale

vale moat
#

I got mine for 5 lol

sand shore
#

that's the shtick

white crypt
#

thats some bethesda stuff

sand shore
#

They're always on sale

vale moat
#

Yeah just create a new account each time lol

sand shore
#

Nah

#

They're just ... always on sale

magic cosmos
#

fr

white crypt
#

scummy marketing practice

trim matrix
#

or just ask for a refund after 29 days

sand shore
#

@magic cosmos So, that was the description of the game

white crypt
#

praying on people who impulse buy

sand shore
#

Here my vidya ----

vale moat
#

@white crypt I agree

sand shore
#

Looks super basic and boring innit?

trim matrix
#

how long did that take u

sand shore
#

Around 6 hr (from when I dl the engine)

trim matrix
#

not bad

white crypt
#

quite impressive, obviously you had some prior codiing knowledge even if it wasnt cpp

magic cosmos
#

nani

sand shore
#

@white crypt C++/Java

#

Following youtube videos

white crypt
#

general understanding of programming helps you a lot

vale moat
#

I find C++ easier than blueprint lol

magic cosmos
#

ur such a try hard

white crypt
#

even if you never worked with the engine

sand shore
#

That wasn't going to be my point though

magic cosmos
#

immutable

sand shore
#

That really was not meant to be my point

vale moat
#

But I suck at both

sand shore
#

When I made this project @magic cosmos I could not work with UE4 C++

#

that's why it's in BP

#

Now I write UE4 C++ every day

magic cosmos
#

Ik imma start with bp then do c++

vale moat
#

Folks say if you know C++ then blueprint comes easier but I wouldn't know that

sand shore
#

Hrm

#

Compared to not knowing anything?

#

Sure

vale moat
#

I think it helps with flow

magic cosmos
#

Yea ik c++

sand shore
#

Whats your background @vale moat

magic cosmos
#

Ik c++,c#,lua.

vale moat
#

Yeah then it should come easier to you once you get it

#

For me it was harder since I didn't know anything

sand shore
#

wow and you picked up UE4 C++ quicker than BP?

magic cosmos
#

blueprint names everything weird so thats why i find blueprint to be a pain.

vale moat
#

I agree

#

You find yourself all over the damn place in blueprint

magic cosmos
#

And there is like 50 thousand things that pop up when u looking for something.

white crypt
#

@magic cosmos im impressed that you know so much at such a young age

#

at your age i knew html4 and css

vale moat
#

Unless I programmed the blueprint myself, I have no idea where anything is lmao

sand shore
#

Yeah I sympathize with y'all

#

Do y'all use context sensitive at all? Does that help?

#

With C++, visual studio usually has no idea what I want, and I have to type half of it before it suggests anything

vale moat
#

My current project no, but personal projects I try.

magic cosmos
#

Yea i got into programming at 13 then i learn c++ first then went to unity cause people recommended for beginner the nafter that i went to roblox to script where i learned lua and then i refreshed my mind with c++ and now im coming to unreal.

white crypt
#

wish there were more serious IT classes in HS. we had to work with pascal....

magic cosmos
#

and im gonna stay at unreal and uh work for a triple a company.

vale moat
#

Yeah it is good to know both unreal and unity for freelance work in the future. πŸ˜„

magic cosmos
#

Bro do not rely on hs.

#

high school is ass

#

they teach squat.

white crypt
#

well i know, i've have bachelors in web dev already

magic cosmos
#

im not a drop out... if u were wondering

vale moat
#

Triple A is nice but the crunch is really bad at most companies

#

Rockstar is fixing that at least. But it can drain your soul

magic cosmos
#

Carmine yea but like they make up for it with the big bucks.

#

Plus im thinking i either stay on game programming or go to a career in ai with python.

vale moat
#

I think directors and the management make big bucks. I'm not sure how much the average programmer makes now. I think it is still pretty good. πŸ™‚

magic cosmos
#

But idk im still making up my mind

#

Carmine bro the companies in florida are paying up to 180k.

#

a yr

white crypt
#

if you go with python theres a demand for renpy

magic cosmos
#

renpy?

vale moat
#

Depends on how long you been at the company