#blueprint

402296 messages ยท Page 452 of 403

magic cosmos
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yea but the starting is like 55k;

white crypt
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not saying go full time for that but freelance work is pretty easy (for renpy)

vale moat
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Comapnies are asses when you first start out

magic cosmos
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ubisoft was where i wanted to work at

vale moat
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Yeah 55k not bad

magic cosmos
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but i wanna start my own company

vale moat
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Yeah not a bad idea. You on the right track

magic cosmos
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Where we make the best mf games.

sand shore
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I'm not sure how much the average programmer makes now. I think it is still pretty good. ๐Ÿ™‚
@vale moat it is

white crypt
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@magic cosmos renpy is a "game engine" for visual novels. made with python

vale moat
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Just don't do 3d animation like I did lmao

magic cosmos
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Oh

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Bro idk how peopel animate so good

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i tried bruh

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and failed miserably

sand shore
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or go to a career in ai with python.
@magic cosmos I uh.

magic cosmos
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.

sand shore
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I mean yeah you can go into AI with python but you should know more langs

vale moat
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It is cool but man it is too hard to find a job

sand shore
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Also yeah HS classes suck.

magic cosmos
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Immutable but most ai is made in python

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from what i heard.

sand shore
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My HS class taught me how to manipulate strings in Java for an entire semester when I was already modding minecraft

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So like. GG

magic cosmos
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Immutable it took a month just to learn if statements .

trim matrix
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anyone know why is my unreal download stuck at 84

white crypt
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i think we are asking for trouble, a mean person might appear...

sand shore
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Nah

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we're fine

magic cosmos
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i learned in 10 mf minutes

sand shore
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I know the mods

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it's chill

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If you're scared we could go to #lounge ?

lament ice
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You are just at the wrong high school

magic cosmos
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Immutable i dont think imma make a ping pong i got no assets for it.

white crypt
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not that i care

sand shore
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You are just at the wrong high school
@lament ice Jefferson County, Alabama is the wrong school

magic cosmos
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imma start with something super simple

sand shore
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the wrong entire area, you're right

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@magic cosmos ... but pong... pong IS super simple

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you don't NEED assets

magic cosmos
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wha

vale moat
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You can make ping pong in unreal in like a day for you are new

magic cosmos
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Pong is table tennis wdym

trim matrix
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I can make u assets

sand shore
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UE4 comes with a sphere

vale moat
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if*

sand shore
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UE4 comes with a box shape

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make long box shapes and a use the sphere

magic cosmos
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should i kill immutable?

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jk

white crypt
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what about the 3d realistic background? pong def needs that

vale moat
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Lol I'm glad I did 3d animation since I can create my own assets and stuff. Not bragging...

sand shore
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this is pong

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if you can't make this with stock UE4... well... my dude.

magic cosmos
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Oh thats pong.

trim matrix
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???

magic cosmos
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i thought it was table tennis

sand shore
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No.

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Why would I suggest you make table tennis for a first game?

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Sorry.

vale moat
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You can do pinball that is simple too.

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After pong

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Someone who knows c++ like you it should come easy

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๐Ÿ™‚

trim matrix
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and then you can make the next gta

sand shore
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Okay so remember when I said you should make pong, but that you should "juice" it?

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THis is what I meant

vale moat
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AWE YEAH

magic cosmos
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Got damn ur so ghetto immutable

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jk

vale moat
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He needs to learn about the geometry tool

magic cosmos
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Bet

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watch me in 3 days

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.

sand shore
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Bruh I grew up in a hood (for like 3 mo in foster)

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I can be as hood as I want

trim matrix
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that looks pretty sick

sand shore
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roll up on this bi

magic cosmos
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Yeeeeeeeeee immutable my people.

sand shore
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My boi got dis

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gonna make the best pong ever

white crypt
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okay its time for my bleach dose as recommended. brb

trim matrix
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yea me too

magic cosmos
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Rsuaken tell me if it works.

vale moat
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I grew up hanging out with folks from the hood since all the white people hated me because of my race lol

sand shore
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That's not very cool

magic cosmos
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Carmine damn

white crypt
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if i dont come back, it works

sand shore
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That's how you know he won't get COVID

vale moat
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It was a crap upbringing but I was glad a crowd accepted a half asian lol

magic cosmos
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Carmine ill put up that fye and let it blow just lemme know if they come back for moe......

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might aswell make a rapping career i got bars no cap

sand shore
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you chill, Unkown

magic cosmos
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xD

sand shore
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I dig it

vale moat
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Lol

sand shore
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go make that pong clone

vale moat
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๐Ÿ˜„

magic cosmos
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alr bet

trim matrix
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what clone should I make and we will see who does better job since im just stating with unreal too

sand shore
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Hrm

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I endorse this competition

trim matrix
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so pong

magic cosmos
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bruh

trim matrix
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whats our time limit

sand shore
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imma pick something else

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just wait

magic cosmos
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3 days.

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xD

sand shore
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hol up 'for ya roll off

trim matrix
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lol

sand shore
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I gotta remember all the really old games I used to have

trim matrix
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im warning you I can code hello world

magic cosmos
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Got damn its midnight

sand shore
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AWH NO SOMEONE SAVE US

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HE CAN CODE THE WINDOWS CONSOLE

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AAAAA

magic cosmos
trim matrix
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Console.WriteLine(Hello World) lol I probably got it wrong

magic cosmos
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Oh my god

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This isnt c# maine

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std:;cout << "Hello World" << std::endl;

sand shore
trim matrix
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im completely confused on how this game works

sand shore
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So like

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Some levels the pit opens and closes

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You touch the pit. You get hit. You get bit. You lose.

magic cosmos
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Immutable

sand shore
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You can swing off vines

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Ye?

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Wassup, @magic cosmos

magic cosmos
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what type of mesh am i suppose to use to make it a square.

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damn im dumb

sand shore
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Static mesh

magic cosmos
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mb

sand shore
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ye

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you aight

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Imma give you a secret

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go in the content brower

trim matrix
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so are we doing pong or pitfall

sand shore
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you wanna go to that eye icon - lower right

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click that boi. Look for "Show Engine Content"

magic cosmos
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its on already

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jorden uh pong

sand shore
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Can you search for uh.

magic cosmos
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do pong first ;p

sand shore
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Cube

magic cosmos
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.

sand shore
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I was gonna have y'all do different games so you wouldn't copy each other

magic cosmos
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oh

sand shore
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but if y'all wanna do the same game, that's cool

trim matrix
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how would we copy each other

sand shore
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ยฏ_(ใƒ„)_/ยฏ

trim matrix
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expect that he showed me a screenshot of his project

magic cosmos
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.

sand shore
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I mean I really have no stake

trim matrix
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that im going to copy

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kidding

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so on april 28 we both send our games to Immutable for testing and review

magic cosmos
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Alr bet

sand shore
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@magic cosmos Anyway you can select a particular mesh in the content browser, then when you go to create a component it'll show you the component type you should make if you want that mesh

trim matrix
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Immutable u down

magic cosmos
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alr

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Imam start on the movement functions tonight then tmmrw uh il ltry o finish

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and spend the rest just making it better

sand shore
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Ye

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leggo

trim matrix
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its almost 12 here so im going to start tomorrow

magic cosmos
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ye its midnight for meh

sand shore
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same

trim matrix
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ok Immutable I sent u a friend request so I can dm u later

sand shore
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aight

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Y'all make pong like it ain't never been made before

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I don't wanna see anything I've seen done w/ pong

magic cosmos
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alr

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immutable fr me also

sand shore
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bet

magic cosmos
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Yo but i got a problem rq.

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real fast

sand shore
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what part of bored asf do you not understand

magic cosmos
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i set it to the character

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which is the block

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cough tht

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But when i press play it just creates a instance of the block

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and it doesnt go to that block

sand shore
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wym it doesn't go to the block

magic cosmos
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Like the pawn is just a block that got created instead of the one on the platform

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Lemme video it rq

white crypt
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dontt

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he knows the issue

magic cosmos
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oh

white crypt
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there are few ways to fix that but will let him answer that, if hes afk then i will

magic cosmos
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Alr

sand shore
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I mean

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I probably know the issue but a video is going to make that certain

white crypt
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hes just spawning a new one

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he can either posses one in game

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or place a player start and remove the one in level

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thats all there is to it

sand shore
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Oh you're saying he already put one down and then selected that pawn type as default pawn?

magic cosmos
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yea

sand shore
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Yeah you want a PlayerStart

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@white crypt is right

magic cosmos
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o alr

white crypt
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yeah its just the basics, didnt want to butt in in your convo

sand shore
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And I'm good at Unreal, I'm not omniscient

magic cosmos
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ok it works

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thank u

ancient topaz
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Have a great Saturday, everyone! I have a question. Is there any way to attach an object from the scene to a socket or bone?
Well, for example, on scene I have a cube, I want to attach it to the back of my character. it is possible?

sand shore
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@ancient topaz Sure is

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Attach to your character's skeletal mesh, and specify the bone that is the back

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you probably want to snap to target, not including scale

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Afterward, I'm sure you want to apply an offset, but I can't be sure what that offset would be

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All of these individual steps are BP nodes!

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AttachToComponent

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ApplyLocalOffset

ancient topaz
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@sand shore Thank you! and the object will have a name that he has on scene?

sand shore
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@ancient topazWell.. see.

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There's a few ways to acquire a reference to an object in your scene

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Go watch that video

ancient topaz
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@sand shore ๐Ÿ‘ Thank you so much!

haughty axle
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hey people of internet, need a an advice... need to make a delay around 30-40sec to unequip item after input as example: shoot --> then was no action made (like shooting etc... not the movement) for 30-40sec. put item back (as this time back to inventory). is it worth it doing with delays or there is smarter way to do it?

white crypt
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you can use a timer, if an action was made you would just invalidate that timer and the event wont be triggered

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could work with delays too but then you would need alteast a boolean

haughty axle
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now i did it with delay, maybe will remake with timer on event. just thinking of smarter way do it

white crypt
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timer is probably the smartest way in my oppinion

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btw are you from ltu? :>

haughty axle
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yeagh ๐Ÿ™‚

white crypt
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thought so ๐Ÿ™‚

haughty axle
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๐Ÿ˜„ you are smart

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but i live in US for past few years

white crypt
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great, if you need any help feel free to dm me

mild pine
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What's the best approaches to a farming mechanic? If the player turns the soil, can I actually paint down mud on the landscape using render targets and then let them plant there? I guess I could trace for the specific physical material attributed to the layer and not use the layer anywhere else.
Or should I spawn a decalmesh of sort that removes foliage in its spot? Sounds a bit less complex imo. Are there any better dynamic approaches?

hybrid topaz
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can we upload 3d assets into unreal app in real time?

white crypt
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possible but not via blueprints

covert stirrup
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I have a button system in a seperate BP that is event dispatched when activated. Currently when the button is hit it will do a sequence cast to check to see which button was hit on the BP using the button IE, BP_Door.

Is there a better way of getting the correct button without mass casting like this? Maybe something that is more direct to the specific button?

ripe drift
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Good Morning All,

I was hoping somebody could point me in the right direction with a query I have.

I have 3 actors in scene and from a widget I can set the visibility of each one on a Button Click event.

How would I go about the process of; If button 1 clicked then button 2 and 3 wasnt.

I'm trying to achieve the visual of multiple actors in scene but only 1 visible at any one time, I guess I maybe going about this the wrong way but more than happy to take onboard any advice and feedback for a better or working solution.
Thanks

white crypt
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@ripe drift are you trying to make something like a selection screen?

covert stirrup
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@ripe drift does this make sense?
So using your tag system if tag = "sedan" If yes = Visible, If no = Invisible

tight schooner
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There might be a Set Visibility node that takes a boolean.

covert stirrup
white crypt
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if its for a selection screen, you dont need any of this. if so let me know

covert stirrup
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it's not the best way but it's currently what he has setup

tight schooner
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@covert stirrup I'm not super clear on your door scenario. Do you just have buttons and doors and you want to make sure a certain button activates a certain door?

ripe drift
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Thanks for responses guys, I found that the above Set Visibility - Scene Component is the only 1 that works, when i use the normal Set Visibility doesn't seem to

@white crypt Indeed it is, I have a row of buttons in a scroll box where i want to change the skeletal mesh but having so much issue with that from my player controller, I got it to work using the 3rd person character but thats no good for me.

covert stirrup
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@tight schooner so I have a BP_Activator, and my equipment references this BP to attach the activators to that object, in some cases they are set and cannot be changed, others will be dynamic and can change control depending on their function

white crypt
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yeah then you only need 1 actor which holds the mesh of a car. on click you set which mesh to apply that way your code will be 1/3 of what it is @ripe drift . you should still go this route even if you couldnt make it work the first time. i can help you with that ofc

ripe drift
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@white crypt let me load up my test project where i have it working from character base, then i can confirm the process what i had, i did try also to use a single actor but seemed like it just wouldn't change the skeletal for me, i think the 3rdcharacter which worked was a red herring so to speak..

white crypt
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i think you used character bp because you didnt know how to cast to the actor

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this will work, just make sure theres only 1 actor in the level

tight schooner
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@covert stirrup are "activators" things like buttons? And "equipment" things that buttons and such can activate (i.e. a door)?

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I'm trying to understand your terminology

ripe drift
white crypt
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did you set the mesh refference?

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i think you didnt

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i cant tell you how to do that because I would need to know more about your logic, but use my example with get all actors and it will work @ripe drift

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you probably had accessed none error by doing this (or you used get player character to avoid that which is not ideal in this case)

covert stirrup
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@tight schooner yeah so Activator contains the information for press + hold / Toggle and updates the collisions to be in the right place when the model moves ect

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so all the button activity is here

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BP_Equipment is anything from solar panels to doors (basically something with a function that would need a control)

tight schooner
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I get the impression you're binding every "activator" to every "equipment". One top-of-head way to do it cleaner is maybe use actor tagging to associate equipment with activators. When a button is pressed, it Get All Actors With Tag and, through a Blueprint Interface, calls a generic function on every tagged actor. And then actor tags can be dynamically altered if you want to change those associations during gameplay.

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So that way each button only needs to talk to the actors it's directly associated with, and in a way that avoids casting (via a BPI)

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*use actor tagging, I meant to say

covert stirrup
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^ yea so currently if I press on my battery, it will trigger an event in my door which is obviously not what I want as they are not linked

ripe drift
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@white crypt 10/10 Sir! Perfection indeed

Working like a charm, the only thing I hadn't set is the "Get" from the array, hence it wasn't working for me.. Thanking you kindly! now I can progress and move on..

white crypt
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no problem, ping me if you have any other questions

teal ruin
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Hi all! I've got a bit of help needed. I have a laser turret that shoots out lasers and, when it collides with the player's pawn, kills it. (Currently jsut a print string as I've not implemented death yet). On a single laser, it works fine - but I also have a quad laser that shoots out four lasers as per this pic:

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Now what I'm having as an issue is that only the first laser will recognize an overlap and trigger the event; the other three aren't recognising. They are all set up the same, though.

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Why aren't the other three lasers recognising hits?

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They all have overlap enabled, so that's not the problem. ๐Ÿ˜•

tawny tinsel
white crypt
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@teal ruin first one being overlapped works or just the first one in the list

tight schooner
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@tawny tinsel yeah there's not much to it. It allows execution flow to pass through just once, then closes the gate so to speak. "Reset" reopens the gate.

tawny tinsel
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hm alrithy then

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its suposted to reset once the ai stops following me

teal ruin
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@white crypt laser beam triggers but laser beam 1, 2 and 3 do not. ... so on that script, I only get 'T1' print out.

tawny tinsel
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but the ai messes up and follows for a second then stops for 0.1 second and follows again

white crypt
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if your collision is set correctly that should work

teal ruin
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@white crypt thank you. Will give it a go in the morning and see if it works. Still might need the others, though, too, for effects where the lasers hit walls and such.

white crypt
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you can check which actor is being hit from the return in put "other actor"

ripe moth
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Sorry for the spagetthi code but i want to add a point at the impact point from my hit result, but i'm kinda stuck

white crypt
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but in most cases if you are repeating the same logic over and over again, there are usually better methods to implement the same logic

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@ripe moth are you trying to make an item pick up system? (like in half-life for example)

ripe moth
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yeah

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it works fine atm

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but it grabs it by the origin of the object

white crypt
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you mean by the pivot?

ripe moth
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Uh i guess? lmao

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Hold on

white crypt
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i know you can change the pivot before running the game, but not sure its possible at run-time

white crypt
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yeah it probably grabs it by the 0.0.0 coordinates of that object

ripe moth
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yeah. That's what i meant by origin.

teal ruin
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@white crypt Will that work with only if the beam overlaps? I Want them to be able to touch the actual turret just fine.

ripe moth
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I figured adding a component at the spot i hit with my trace and then grab it by that point would do what i want.

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And then just delete the component when i drop the object.

white crypt
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@teal ruin depends on how the rest of component collision is set up. since its overlap you can set what other stuff you want to block it and that wont trigger the event

teal ruin
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Ah, good point. It's late and watching a movie. Didn't even have that tick through my mind but you're certainly right. Thank you ๐Ÿ˜Š

white crypt
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but im just speculating atm, if it doesnt work as you want it i could try replicating everything and my end and give you an exact example

ripe moth
white crypt
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so let me know when you are up tmrw

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i've done this system long time ago so a bit rusty

ripe moth
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Nope.

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I think it's got to do with the component being input not so much the location.

white crypt
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just to be clear, you want that component to be grabbed by the impact point?

tawny tinsel
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help my ai keeps walking at me

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but because of the colision box that makes me lose the game

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he cant walk to me

ripe moth
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I want the actor to be grabbed by the impact point.

tawny tinsel
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so the colision box cant colide

ripe moth
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If i grab it in the corner, i want it to be handled like that. I don't want it to reset to the center.

white crypt
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@ripe moth if it doesnt work right out of the box then you will need to do some math and im bad with math. im sure i could figure this out if I had to do this on my end but from top of my head i dont know the exact answer sorry. maybe someone else could help you just be sure to formulate your problem in one sentence and be as clear as possible

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also maybe this would help

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if this works then you could keep the rest of your logic unchanged

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oh no wait, bad example

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anyways ignore the last part ๐Ÿ˜„

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or if no one else helps you, wait for this guy @sand shore to wake up and he will definitely help

lost solstice
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is there a way to make the rotating movement component only rotate certain objects in the blueprint

white crypt
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you will find your answer here

lost solstice
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oh thanks

white crypt
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in general be sure to subscribe to that channel

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a lot of useful info

lost solstice
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i think i am actually

white crypt
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hes a very good teacher and you can catch him here in this server

lost solstice
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mad

covert stirrup
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@tight schooner I tried this, thinking that it would get the appropriate tag on a per activator basis where 0 = Battery and 1 = Door, but it still binds all of them to everything and the bound print strings ping for every object with an activator.

ripe moth
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@white crypt I'm dumb and it was working fine

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It was the particle effect that had the wrong end point and fucked me up

white crypt
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oh haha ๐Ÿ˜„

covert stirrup
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I think what my code is doing is each activator that is spawned DOES have ref 0 = battery, so therefore all bound.

But I am not sure how to use this information to bind only to battery types, or even better, the specific BP actor it is attached to

ripe moth
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How would i make it so that the impact point is relative to the object i'm grabbing though

covert stirrup
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found it finally, so many names for things in outliner it is "label", if I hover over the name it says "ID name" .. it's under Self > Display name

covert stirrup
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@tight schooner I believe this works great, broke up the buttons to their own events and made sure the bind events are individual. Also saves me casting each time a button is pressed

tawny tinsel
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because of this collision box the ai cant walk into my player character but if i walk a bit my character will walk into it

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how do i make the ai nav mesh or whatever ignore this

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its only a action overlap box

ripe moth
white crypt
tawny tinsel
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no its not the nav mesh

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its the pawn itself ;-;

white crypt
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you said because of the collision box

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this setting is inside the collision box

tawny tinsel
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yes i know

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but no matter what i do the ai doesnt walk more than the collision box

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then how is the pawn suposted to colide if the ai doesnt walk further

white crypt
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are you using "ai move to"?

tawny tinsel
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yes

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see it keeps doing it

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walking but never walks

white crypt
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whats the acceptance distance?

tawny tinsel
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big

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very big

white crypt
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so dont you think thats the problem?

tawny tinsel
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how could that be a problem

white crypt
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because you are telling the AI its fine to stand 10 meters away

tawny tinsel
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oh

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thats what it does

white crypt
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yup

tawny tinsel
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thakn you

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it works now :3

twilit heath
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MoveTo also have include overlaps checkbox

white crypt
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np, if you dont need other options you can also try using "simple move to actor"

arctic shard
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Hello, how would I go about exporting a map of Name - Score outside of ue4?

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I need to export a scoreboard into a text file or excel format but data tables dont allow that

tawny tinsel
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hm i see

twilit heath
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@arctic shard they do, but you can't export anything without editor module, which can't be packaged

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you should be fine making a struct with a Name/Score Map and exporting that as .json tho

arctic shard
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is there a bp to do that?

twilit heath
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i don't know, probably

sand shore
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or if no one else helps you, wait for this guy @sand shore to wake up and he will definitely help
@white crypt zoopthedoop wait

white crypt
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would have suggested virtus, but i respect his time more

trim matrix
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hahahahahah omg how many hours has this joke been going on for

white crypt
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we dont joke in communist russia

trim matrix
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nostrovia

white crypt
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privet

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shoudlnt it be nostorovia? ;d my russian is pretty bad, can only read and write ๐Ÿ˜„

trim matrix
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kak dela

white crypt
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ocen xoposo

sly bough
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I u menya

trim matrix
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hahahaha dont worry my russian is even worse

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i think the only language i can communicate with decently but dont know is dutch and that's because my country has a special language that is mainly a mix of dutch and german so i can speak my language to a dutch person and they'll understand enough to know what i'm saying and vice versa

white crypt
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ahh a dane (probably)

trim matrix
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afrikaans lol

white crypt
#

ahh way of ๐Ÿ˜„

trim matrix
#

hahaha yeah way off if you even know what afrikaans is or ever heard of it then e-high five to you good sir

#

and on an on-topic note, is there a way i can make the player start actor a child?

white crypt
#

thats what you asked for, no idea why you need one though

trim matrix
#

lol no that's not what i mean lol

white crypt
#

drag the player start on top of other object

#

and it will be parented

#

in the world outliner i mean

trim matrix
#

i wouldnt be asking this if i could do that fml

#

nvm i figured out it was because of the object i wanted to be it's parent wasnt static

warm flax
#

hello, does somone know how i would attach my camera component ive made in c++ to a skeletal mesh socket ("Head") inherited from ACharacter? currently its saying:

magic cosmos
white crypt
#

@sand shore check friend req

left carbon
#

Guys, how to enable hit events for a dynamically spawned component?

maiden wadi
#

Is this what you're trying to do?

left carbon
#

@maiden wadi I've tried, but hit does not get executed

maiden wadi
#

Then you need to check out your collisions on the component. For hits, you need physics collision enabled, and the right channels blocked.

left carbon
#

I guess, there has to be "Generate Hit Events" flag enabled. But I'm not able to enable it for dynamically spawned components.

tawny tinsel
#

is this how i save all objects of the same bp?

maiden wadi
#

@left carbon Try something like this to be sure your collision is set up. I think those settings should work.

tawny tinsel
#

pls help

#

@maiden wadi

maiden wadi
#

You can't save actor references. You need to save them as class types and spawn them again when you load the level.

tawny tinsel
#

so i cant just save their locations as arrays? and then set teleport for each array?

#

thats so stupid i saw a video do it why cant i

#

here this seems promising

hazy igloo
#

"Make Array" or "Add"?

tawny tinsel
#

but i dont understand

#

why do i make all those things?

#

why not just have 1 variable for array in save game?

hazy igloo
#

@tawny tinsel You get the location, create an Array with the location on position 0 and save it in one savegame - in a for loop? You overwrite your save game element for element.

tawny tinsel
#

hm

#

even if my save game variable will be an array

#

it will overwrite all the first actors?

#

that doesnt sound good

hazy igloo
#

The Name of the slot is your save game. You should write it after the loop is completed

tawny tinsel
#

hmm

hazy igloo
#

Get the location, add it to your array and save then.

tawny tinsel
#

so what do i change here?

#

do an add node after loop

hazy igloo
#

after getlocation

#

get the location and add it to your array. After completion of the loop save the game

tawny tinsel
#

the add node doesnt like the set node

hazy igloo
#

The add need the array

tawny tinsel
#

what does that mean?

#

what node do i plug and where

hazy igloo
#

Create an array arraymediloc and add the locations. No set needed

#

IMO

tawny tinsel
#

how do i add the locations?

#

what node do i plug after the array node

#

the add array

hazy igloo
#

your add node need an array as input too

tawny tinsel
#

ok what do plug in the array part of that node

hazy igloo
#

a "get Arraymediloc"

tawny tinsel
#

ok got it

#

but how do i set it into the save game so it saves?

hazy igloo
#

the array has the values after the add

tawny tinsel
#

so the array medic keeps the values?

hazy igloo
#

yes

#

try it with a load and print with the print function, so you can test it

tawny tinsel
#

hm first i need to somehow cast this from player bp to the medic ai

#

how do i cast to ai

#

no object input seems to work

#

ok i figured out a way around it

#

so how do i load?

hazy igloo
#

"Load Game from Slot", read the array and give it to your objects.

naive patrol
#

Is there a way to check the email type validation with blueprint?

tawny tinsel
#

how do i read the array

#

and give it to my objects

#

the array node doenst connect to set loc node

#

wait i think conecintg it with loop worked

#

it didnt load :<

#

maybe didnt even save

#

@hazy igloo help me pls

#

it doesnt save

#

pressing save does not print the string

#

but why? is it cuz im not in the player bp?

wheat cipher
#

Is there any way to do a line trace, but with a larger radius? It's for checking whether or not a character is standing on something.

gloomy linden
#

Linetrace has a length, not radius

lethal rain
#

I am curious. Is there a performance hit when using FABRIK for ik arms rather than Two Bone IK? Which one has better performance? Does on work for all current gen consoles? Stuff like that.

tawny tinsel
#

it does not save my array

#

@hazy igloo youve lied

#

it does not save the array the only way to save a value is to set it and without seting it does not work

#

so how do i set it?

terse goblet
#

hello! where i should put game user settings load function ?

tawny tinsel
#

in player bp most optimal and reliable

terse goblet
#

Right now i have it connected to the Onconstruct event of game settings widget that spawns at begin play of player pawn (for test)
but i does not applies it
but if i adding 2 frame delay it does ๐Ÿ˜ฆ

tawny tinsel
#

hm that is very weird

terse goblet
fleet sandal
#

@wheat cipher What youโ€™re looking for is multishape trace. Specifically multispheretrace.

terse goblet
#

fuck... pizdets

short pawn
#

Is there anyway to tweet a string on twitter from the game?

#

Just looking to tweet the score

wheat cipher
#

@fleet sandal I see. I'll check that out. Thanks!

muted epoch
ocean radish
#

@muted epoch your trying to add impulse which is a part of physics to and ojbect that has it disabled

#

although unless your doing some full on physics based character, you prob want to be moving the capsule collider and not the mesh itself

muted epoch
#

@ocean radish

ocean radish
#

@muted epoch what you trying to add impulse for? to simulate a hit

#

?

muted epoch
#

Yes

ocean radish
#

think its an issue with your skeletal mesh not the mesh component

#

thats in the details panels of the mesh component

brazen plank
#

@trim matrix Hey that advice you gave me last night about making the pawn match the player movements worked! I don't quite ... understand it exactly, like how it worked ... but I just wanted to say thank you!

trim matrix
#

@brazen plank you are welcome

#

its because its getting its variables from the player

#

not itself

brazen plank
#

ah

#

Would it be pretty involved then to have the animation mirror the player's then, instead of just copying it? Like, when I run, I lead with my right foot, but I'd like the reflection to lead with it's left?

magic cosmos
#

Yo how come the widget i referenced isnt appearing in the screen

trim matrix
#

@brazen plank thats whole another concept

#

dont really know how you would aproach that

brazen plank
#

I figured : / no worries

#

Probably set up a whole 2nd uh ... animation set of blueprints and such yeah?

trim matrix
#

@magic cosmos add to viewport

#

not really

magic cosmos
#

oh

trim matrix
#

it has to do with animations itself

#

not the code

brazen plank
#

Mkay. Well I think then for a first go at a game, I'm satisfied with what I got ^^

maiden wadi
#

@brazen plank You can also multiply the actor's Y scale by -1.

#

More intuitively. You'd need the actor to be playing the same animation blueprint as the player and mirroring them as it they were side by side. But if you multiply the Y scale by -1, it'll invert it like a mirror would look.

dusk prairie
#

anyone can help me with prince of persia forgotten sands text?
i can extract data file from forge
but i cant edit .data file

magic cosmos
#

how do i destroy a widget without destroying all of it?

trim matrix
#

what do you mean

ripe moth
#

Can't you just unparent it/Hide it?

#

Then use it when you need it again.

magic cosmos
#

like

#

if i just wanna destroy one widget

#

or remove

#

becuase the only option i see is remove all widgets

ripe moth
#

Unparent more or less removes it.

#

It's still there technically, but you won't see it.

magic cosmos
#

?

#

unparent more

ripe moth
#

I use unparent and it works fine for me

ripe turtle
#

How would i make it so print string is only triggered after the animation is complete?

magic cosmos
#

i dont see a unparent

#

im so confused

ripe moth
#

Remove from parent

#

i think the node is called

magic cosmos
#

how am i suppose to remove from parent if its just a widget

ripe moth
#

Grab widget object

#

Remove from parent

magic cosmos
#

ok

ripe moth
#

Wait what are you even trying to do?

magic cosmos
#

so like that

#

Like im just starting on bp and i wanna make a simple game

ripe moth
#

bruh that's not a widget

magic cosmos
#

wdym

#

a gui

ripe moth
#

You need to get the widget object that's on your screen.

#

Objects are the blue ones.

magic cosmos
#

oh

#

How it only says class

ripe moth
#

You should do this in your widget blueprint

magic cosmos
#

damn fr

#

Would i need to reference the player bp

ripe moth
magic cosmos
#

and get the started variable from there

ripe moth
#

Then i use an animation trigger to remove it.

magic cosmos
#

oh

#

But im not doing animation for this rn im not that advanced

ripe moth
#

Just put unparent instead of play animation

#

or remove from parent rather

magic cosmos
#

alr

ripe moth
#

So if key down then remove widget from parent return

#

If you know code then it's easier in bp if tell yourself what the code is beforehand i've found.

magic cosmos
#

yea ik c++,lua,c#

ripe moth
#

I only know lua :/

magic cosmos
#

Why not learn other languages its easy to learn if u already know one language

ripe moth
#

Motivation.

magic cosmos
#

xD

ripe moth
#

Right now i should be doing uni stuff for my exam in less than a month but i'm not cause i cba.

#

argh

magic cosmos
#

unity??

#

u still have exams

#

all my finals are gone because of lockdown

ripe moth
#

You need to reference an object.

magic cosmos
#

ohh so instead of class i slecet object>

ripe moth
#

Yeah

magic cosmos
#

I changed it but i still dont get the variables

rough wing
wise jewel
#

im aplying around

#

i want that when i go over the light it changes color. it works.

#

i want that when i press "e" it changes color and intensity. like it does a flash when i press, and change back the color when i release

#

this doesnt work.

#

i suspect there is something wrong on how i linked the graph.

#

i've noticed that i can't have multiple outputs from one event. i'm referring to the "exec"

#

when i press e, it does nothing.

trim matrix
#

is this pawn

#

is it controlled by a playercontrollre

#

if not you cannot give inputs

wise jewel
#

ok ok so that might be the issue

#

i am using a sample scene where there is already a characcter in there

#

im not falimiar yet with that part of pawn character..

tawny tinsel
#

body help me cast an ai pawn?

#

im not sure what to plug into object because nothing works

#

no get actor etc works

#

and every time i try to save inside the blueprint it chugs my game and i dont want fps drop

#

so i wanna save it on the pause menu

wise jewel
#

@trim matrix oh i see, i should set this event in the player, not in the asset, right?

#

i should have the asset to listen for inputs from the pawn? i dont know how yet

#

but just to know if it's the right way of thinking

trim matrix
#

you need a reference of the flashlight

#

in pawn

tawny tinsel
#

somebody help me

maiden wadi
#

@magic cosmos Moving the topic here. I assumed that's what you were after, were the class defaults. If not, what variables are you after?

trim matrix
#

@tawny tinsel whats this class

wise jewel
#

thanks

tawny tinsel
#

the class is pawn i believe

#

its an ai pawn tho

muted epoch
tawny tinsel
#

i tried something

#

get all actors of class

#

didnt work

tight venture
#

Question: Why can I add a timeline in my event graph but not in a member function graph?

magic cosmos
#

@maiden wadi im after the started variable

#

so the game mode can check if the player started and if started i spawn the ball

#

But i got that now rn im just learning how i would make event and delegates in bp so the game mode bp can get notified

tight venture
#

because member functions aren't threaded?

maiden wadi
#

Class Defaults won't help you with that. They just return the class defaults. So that bool would never be different.

magic cosmos
#

o fr

#

then how would i reference the variable from another bp

maiden wadi
#

Which class is it in?

tawny tinsel
#

somebody help me pls

magic cosmos
#

The variable is in the pawn class

maiden wadi
#

And you need it in the GameMode?

trim matrix
#

@tawny tinsel if its already a pawn you dont need to get owner

#

get the controller

#

get controller

#

then cast that to aicontroller

magic cosmos
#

yea

#

i need it in the game mode

tawny tinsel
#

hm ill try that

magic cosmos
#

becuase when the player clicks start it notifies the game mode to spawn the ball

tawny tinsel
#

hm

#

doesnt work

maiden wadi
#

@magic cosmos I could be mistaken, but generally the only way to let a pawn commune with GameMode is via a server RPC. You might use an event on beginplay to have the server version of the pawn tell the game mode that it exists.

magic cosmos
#

so should i just do it another way?

tawny tinsel
#

do you mean like this?

#

@trim matrix

trim matrix
#

no not like this

#

just get controller

#

if its a pawn

#

and cast it to aicontroller

#

dude

tawny tinsel
#

yes yes ill do this

#

it only lets me do it like this

#

and its bugged

trim matrix
#

if get controller node alone is giving you error

#

it means you are not in a pawn

#

ugh

tawny tinsel
#

it says its a character class?

#

is that not pawn?

copper yoke
#

Hey all, I have an (hopefully easy fix) issue with Move to Location for an AI controller. It moves fine in PIE mode, but Fails in standalone mode. Any thoughts? I can screenshot the BP if needed

trim matrix
#

its not pawn

#

character is not pawn

tawny tinsel
#

well glad we figured that its not a pawn

#

so how can we cast a character node there?

#

@trim matrix pls <3

trim matrix
#

cast self to pawn

#

then plug it in to get controller

#

I think character is child of pawn

#

so it should be able to

foggy trellis
#

yeah it is

tawny tinsel
#

so self > get controler > cast node?

trim matrix
#

noooooo

#

cast self to pawn

#

self > Cast to Pawn > Get controller

tawny tinsel
#

self > Cast to Pawn > Get controller > cast node?

ocean radish
#

@tawny tinsel why are you trying to get the controller? if i'm not mistaken your wanting vars off the pawn actor? so you can save it?

twilit heath
#

why would you ever Cast Self?

#

it makes literally zero sense to do so

tawny tinsel
#

yes get controler breaks my game

twilit heath
#

as those warning seem to highlight

tawny tinsel
#

yes i think the self node broke th cast to pawn node

twilit heath
#

it didn't

#

it just clutters the blueprint and does nothing

ocean radish
#

what do you need off the controller?

twilit heath
#

but your controller is also not "medical"

#

whatever that is

ocean radish
#

its just called medic - ai

twilit heath
#

yet im pretty sure that warning says that it doesn't inherit from controller and the Cast will always fail

tawny tinsel
#

i want to cast it to a character ai so i can run a save funcion because if i save it in the game it chugs fps really hard

twilit heath
#

(the right warning, the left one is probably along the lines that Self is already a Pawn)

tawny tinsel
#

zlo do you know how to cast this character ai ?

twilit heath
#

for that i would have to know your classes, which i don't

#

if you have any warnings on the Casts, you are doing something terribly wrong though, and hovering the warning will tell you what

tawny tinsel
twilit heath
#

so

tawny tinsel
#

this is the thing im trying to cast

twilit heath
#

how did you figure you'll cast a controller into a Character?

#

Character does not derive from a controller

#

nor does anything inheriting from Character

tawny tinsel
#

tbh i dont understand the cast stuff it just makes no sense to me its suposted to refrence the thing im casting but anything i do fails

#

the only node that works is casting the classic template player

ocean radish
#

I think your misunderstanding what a cast is, it doesn't convert one object to another

tawny tinsel
#

it takes blueprint from the cast node to the bp that you need wich is what i need

twilit heath
#

nor does it play loose associations to try to match what you were trying to Cast

tawny tinsel
#

but how do i cast this?

#

EVERYTHING I TRIED FAILS

twilit heath
#

how do you get a reference to an instance of that blueprint you want to Cast?

tawny tinsel
#

type get something?

twilit heath
#

again, we don't know your project

#

so we can't answer that

tawny tinsel
#

i just need to cast the character bp ;-;

twilit heath
#

cast what to character bp?

tawny tinsel
#

i need to cast an ai charcater bp inside a pause menu bp

ocean radish
#

then the object your trying to cast from has to be a character bp or derive from it

twilit heath
#

and you still need to figure out what you are trying to Cast

tawny tinsel
#

so wich node do i plug in the object?

twilit heath
#
ZloToday at 9:07 PM
again, we don't know your project
so we can't answer that
tawny tinsel
#

i know what im trying to cast its a funcion

#

but what do i cast into the object

white crypt
#

@tawny tinsel if you dont know how blueprints communicate with each other watch this https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...

โ–ถ Play video
#

atleast 2 times

#

we will know if you watched it or not

ocean radish
#

that video is very very good, you should defo watch it, i think i've watched it about 5times ๐Ÿ˜„

twilit heath
#

also, trying to save the game from AI character instead of somewhere else synchronously because of the drop in the framerate will not work

white crypt
#

same, its a must when you start

twilit heath
#

its still a synchronous save

haughty axle
#

How are you guys. Need some help, how can i check is my actor in air? do i have to get ref to animBP and check isfalling or there is better way? i just weant to not be able use jump while in air.

twilit heath
#

doesn't matter where its done from, the performance hit will stay the same

white crypt
#

@haughty axle is falling

#

type that and you will get a node

#

theres also an event "on landed"

haughty axle
#

yeagh but i need to cast to get ref

twilit heath
#

@haughty axle if its a Character, and has a CharacterMovementComponent

#

then calling IsFalling on it will do the trick

white crypt
ocean radish
#

character movement has it built in

white crypt
#

no need to cast

#

yeah as zlo said, if its inside character bp

haughty axle
#

yeagh thyx guys

#

yeagh it do check in chracter bp

white crypt
#

other than that you can get player char - cast to char - get movement component - is falling

#

if outside char bp

twilit heath
#

also you should never query an animation blueprint for the state of your game

haughty axle
#

thx guys.

white crypt
#

thats 5$ from you

haughty axle
#

in these hard time man.... best i can do a Quarter

white crypt
#

throw in some bleach and its a deal

haughty axle
magic cosmos
#

Yo are there delegates and events in blueprint?

vocal urchin
#

@haughty axle I have found that the more I learn and better I get with blueprints, the more mean my own comments have become ๐Ÿ˜„

haughty axle
#

yeagh i used just to push not used node sequences on a side, but now i re check if it have anything intresting add some weird comment and then push away ๐Ÿ˜„

crisp valve
#

How do I launch a cooked map that I put in my content folder after packaging the game?

trim matrix
#

i have had the same issue. PLEASE HELP!!!

maiden wadi
#

Can't you just repackage?

crisp valve
#

Repackage? @maiden wadi

#

I'm not sure what you mean. I've tried to include the map in a pak file and putting it into the Paks folder, and it did not mount.

#

Also tried simply putting it into /Game/Content/Mods and that didn't work.

#

But it recognized that the map was in /Game/Content/Mods

#

it knew the exact path

#

but didn't open it for some reason

maiden wadi
#

Ah. I see what you mean. Not sure haven't done a lot of that myself beyond testing if my coding works in packaged still, but #packaging might know a little better.

crisp valve
#

Gotcha, thank you for pointing me in the right direction!

unique hollow
#

is there a way to fix SceneCapture2D looking like this

#

and increase the resolution

maiden wadi
#

@unique hollow The rendertarget has a size variable in it. You'll probably want to bump that up. For the other part, it looks like a weird field of view setting maybe? Not entirely sure.

unique hollow
#

oh ty

#

@maiden wadi why is it when I always need help it's always you that manages to resolve my issue

covert stirrup
#

he's a good lad! ๐Ÿ˜„

vivid plinth
#

hey guys. Working on a scoreboard for my game. Is there a way to re-arrange an array of structs by order of one of the variables in the struct? I want highest to lowest score.. I can do this by looping through it a bunch, but I feel like that's going to be sluggish. Any alternative ideas?

#

I can easily get the highest from an array, but I'd have to run this loop for X amount of players and re-create the list. Is there no other way?

maiden wadi
#

@unique hollow Haha, glad I could help.

unique hollow
#

How could I make it so that the sound truly plays at the location? I have a fan but it sounds the same across the entire map at the same volume

maiden wadi
#

@vivid plinth Your only real option with that is creating a function to return an array of the structs that is reordered. It's pretty easy to do since you already are returning the highest. All you need to do is create a a copy array. Return the highest from it and put it in a second array that starts empty. Delete that entry from the first array and run it again until the first array is empty. Then return the second array that's sorted and set your original variable from that return.

#

@unique hollow What node are you using for the sound?

unique hollow
vivid plinth
unique hollow
static terrace
#

Anyone know what replaced the "Sub Anim Instance" node?

maiden wadi
#

@unique hollow Not sure on that one. Haven't done a lot with sound. If you find out, tag me with why though cause I'm going to need to do that stuff soon.

static terrace
#

Have you tried setting the Attenuation to have it drop off the volume as you get farther away from it?

muted epoch
#

Hello! I have an issue with blueprints, can someone please help me fixing it? This warning keeps appearing in message log

static terrace
pulsar orchid
#

It looks like you need to enable "Simulate Physics" to add Impulse.

muted epoch
#

Then there will be another error

unique hollow
#

@static terrace how do I do that

static terrace
#

See the "Play sound at location" node?

#

Under there is "Attenuation Settings"

#

Hit the drop down and see if you have one already made.

pulsar orchid
#

Do you have it set to react to Query only, @muted epoch?

unique hollow
#

nope

muted epoch
#

I don't know.. Wait a sec i'll google it

unique hollow
#

none

static terrace
#

@unique hollow does it give you an option to create one?

unique hollow
#

nope

#

where would I make one

#

oh

#

I found it

static terrace
#

k

#

That is where you set the sound drop off.

unique hollow
#

yea it works

#

ty

pulsar orchid
bitter schooner
#

Is there a way to create custom laten nodes from BP?

pulsar orchid
#

Make sure that is set to enable Physics (Query Only) won't allow interaction with physics. That may be your error.

copper yoke
#

Follow up to my AIController cant move in standalone mode question - it works fine if I put my level stuff/navmesh in the persistent level and get rid of my sublevel, is there a way to get this working with sublevels/level streaming?

muted epoch
pulsar orchid
#

The collision enabled is Query Only, it isn't enabling Collision with Physics.

#

Set the Collision Preset to Custom

#

Then change the Collision Enabled.

muted epoch
#

oh my.. well no warnings now, but character turns to ragdoll and i can't control it

#

is there a way to just hide it? system works fine

pulsar orchid
#

A way to hide the error? Not that I'm aware of.

#

It sounds like you have something causing Physics on the character at all times. I haven't done work with Physics much so I can't really help further than fixing the initial error. But the Physics channel may be able to shed some light on where to look.

novel fossil
#

(I know I shouldn't set playername there, but that's some old code before I was moving it to playerstate)

#

It'll give me the following error:

Blueprint Runtime Error: "Accessed None trying to read property PS". Blueprint:  JungleCharacter Function:  Construction Script Graph:  UserConstructionScript Node:  Set Player Name
round idol
#

I don't know if I'm wrong, but...Can you successfully cast in construction script?@novel fossil

#

@novel fossil Otherwise, if you can, and PlayerState is valid, then the code looks clean to me, no reason why it shouldn't work. Unless the PlayerState isn't valid (yet?). i'd move this into the beginplay script and add a 0 delay (1 frame) just to make sure the PlayerState is valid when I'm trying to cast.

novel fossil
#

hmm, ill try that. I had it there before but didn't add a delay, it's multiplayer if that matters.

round idol
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@novel fossil oh, I see, sorry I have NO knowlege whatsoever on multiplayer practices, maybe I'm misleading you then...

novel fossil
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I'll give it a try anyway ๐Ÿ˜„

round idol
#

gl! ๐Ÿ˜›

covert stirrup
#

is it normal to add a variable to a struct for it to break things?

versed sun
#

yah, right click on broken thing and Refresh it

covert stirrup
#

yea cheers, I remember read a couple days ago about structs nad changing info, that it can cause issues

novel fossil
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@round idol seems like it didnt fail to get the playerstate that way, Ill have to try more because i was playing another game already and my pc was having a hard time running unreal and that at the same time. ๐Ÿ˜‚

trim matrix
#

has anyone had some luck with spawning in a player start actor at runtime? my player keeps spawning where the viewport is left instead of from the player start

novel fossil
#

I've got the same issue, it was next on my list. ๐Ÿ˜„

#

I thought FindPlayerStart would do that but It'll always give me the same spawnpoint for some reason.

round idol
#

@novel fossil Either way, if you are doing this when/right after loading a level, you have no control over the initialization order of GameState, PlayerState, PlayerController etc. If you print a string for each when they spawn, you will see it differs and some random actor may be initialized first, that's why I said you should check and see if what you are casting to is already spawned.

trim matrix
#

well i could teleport the player start location but i dont feel that is the right way

novel fossil
#

Ok, Ill try that ๐Ÿ‘Œ๐Ÿฝ ty

round idol
#

@trim matrix U guys are using player start? ๐Ÿ˜› Just copy-paste player start location to spawn location, or just set actor location upon spawn to where you want through a vector var - That's my (the peasant's) way of doing it. I find playerstart unreliable too, maybe we are using it wrong ๐Ÿ˜„

trim matrix
#

thats what i;m thinking, i'm using it wrong lol cause i could tp the player but that will make more work than i think needed because the player may not spawn at the same pos depending on the map/level

covert stirrup
#

I am trying to make a cable component attach to a static mesh, but it only uses world Actor Object refs.

Is there a way I can conver my static mesh into an actor reference, or maybe an alternative way of attaching my cable?

trim matrix
#

lol i'm starting to think i need to find a really good youtuber to learn from and not Virtus because i said good

round idol
#

@trim matrix So set an array of vectors in your GameInstance and push it as default depending on the map you are loading.

#

@covert stirrup Child actor maybe? I'm not sure they are the same data type

covert stirrup
#

yea can't grab the child actor unfortunately, as you say they just arnt the same

round idol
#

figures...

trim matrix
#

@round idol that would work if my game wasnt ~70% randomly generated so my map generator sets my spawn location in the generation process, oh well i'll figure out a sloppy way that works

#

basically what i'm doing

#

and good job with the mention

round idol
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ah lol...now i saw it xD

#

๐Ÿ˜‚ retarded...

#

guess I can't hide my self-importance anymore now xD

trim matrix
#

typical german

round idol
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lol ๐Ÿ˜‚

trim matrix
#

i can say that because i'm of german heritage so it doesnt count as racism

covert stirrup
#

@round idol I cheated. I just made a new child actor that is in my BP and it uses that instead of a socket

round idol
#

@covert stirrup but does it work all the way through?

covert stirrup
#

All the way through?

trim matrix
#

yes please

covert stirrup
#

Typical german ๐Ÿ˜‰

trim matrix
#

hahahaha lol the hard part is figuring out if that is dirty or dark

covert stirrup
#

it can't be both?!

teal ruin
#

@white crypt --- it didn't work ๐Ÿ˜ฆ

trim matrix
#

@covert stirrup at the same time?

covert stirrup
#

@teal ruin what is it your trying?

trim matrix
#

to make a game

#

i assume

teal ruin
#

Hi @covert stirrup --- I've got an actor, laser turret, that fires lasers. For the lasers, it's using child components that resize when they fire.

trim matrix
#

okay okay i'm done trolling i need to get back to work lol

teal ruin
#

The visuals work fine, but, when the player passes through them - only the 'front' laser triggers an overlap.

#

the other three lasers won't trigger, though they are all set up collision wise, the same, and use the same mesh / collision box

trim matrix
#

@teal ruin have you tried using a raycast instead and casting a ray from each lazer?

teal ruin
#

I'm trying to avoid raycasting as this is intended for mobile in the long run

#

also, for the four lasers, they would need a tonne of raycasts because the lasers stay present for 2 seconds each

#

(and one version rotates the laser turret, too)

unique hollow
#

I' mtrying to make it so that I can rotate objects

#

using the mouse

#

but its crazy fast

covert stirrup
#

have you tried the raycasting method just for the sake of testing?

#

maybe start with what works and then go backwards to see how you can make it more efficient

trim matrix
#

oh steady laser beams not pew pew lasers

teal ruin
#

not yet @covert stirrup ~ I would have to ray cast every tick, four lasers per turret, and can end up with multiple turrets going at the same time.

#

just does not sound memory efficient at all

#

yup @trim matrix - steady lasers

unique hollow
#

anyone?

teal ruin
#

the front laser works fine; so if I'm doing a turret with a single beam, no issues

covert stirrup
#

could you send a SS so I can get an idea of what is going on visually

teal ruin
#

but it's the turret with four lasers, the other three not triggering overlap events

trim matrix
#

i got an idea do one raycast at the start then at the impact point of the laser to the floor spawn in a volume to see if the player overlaps that volume and then destroy the volume when it's lifetime is over

teal ruin
#

and I've tried as per @white crypt 's advice, using Actor overlap - where I was using Component Overlap before... neither is working

trim matrix
#

@unique hollow yes?

unique hollow
#

I' mtrying to make it so that I can rotate objects
using the mouse
but its crazy fast

teal ruin
#

what do you mean it's crazy fast?

unique hollow
#

sec

trim matrix
#

is that 0.7 or 07? @unique hollow

unique hollow
#

870k

#

actually no

#

87 million

#

and still

#

no matter what value

#

how high or how low

trim matrix
#

add a delay maybe to each iteration of the rotation cycle like a cooldown

unique hollow
#

oh also, it only seems to properly function if you move your mouse to the right

#

not to the left

teal ruin
#

or a divide after the RotationFromXVector, before you put it into the Add World Rotation?

unique hollow
#

hmm

#

lemme try

trim matrix
#

well i just found a weird bug in my map generator

unique hollow
#

nope

#

also how would I do that @trim matrix

trim matrix
#

are you looping through that code block you sent?

#

nvm i see how it works

#

create a boolen var called like "can rotate"

#

then default it too true then add a branch in at the start to check if can rotate is true

#

if it it true then run all your code

#

then after add world rotation set can rotate to false and add a delay node

#

after the delay node set can rotate to true again

unique hollow
#

hmm

#

I'll try

trim matrix
#

id set the delay to like 2/3 seconds to start with so really know how far each iteration rotates and then you can start finding a "cooldown" that fits for you

unique hollow
#

it does work but

#

it feels too snappy

trim matrix
#

now decrease the delay then

unique hollow
#

then it goes too fast.

trim matrix
#

thats why you gotta find the sweetspot, the value that works

unique hollow
#

oh boy

trim matrix
#

welcome to one of the parts that slow down game dev a lot

unique hollow
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it doesnt work rn

#

for some reason

#

uhh

#

weird.

vocal urchin
#

Speaking of "one of the parts that slows down game dev a lot". I've got an issue that is breaking my brain.

#

I'm having a weird issue where I am using line traces to calculate a move position for a unit (RTS style), and I have a branching condition depending on where in the world the trace impacts. I know for a fact this system works, but I recently reworked my move system to allow for queueing (shift-click movement), which changed the movement behavior a little. I've spent the last day reworking and tidying up this system, although I'm now having a really weird issue where on the "false" branch, at random, some units will not move to the point calculated. I cannot determine or replicate the event with consistency, and I don't receive any errors. I'm also printing out the calculated coordinates, and they are rational and make sense - no out hits at world 0,0,0, or any other funny business like that. Can anyone have a look at this and see if I'm doing something wrong?

trim matrix
#

@unique hollow hoe not you just said it worked lol

vocal urchin
unique hollow
#

@trim matrix idfk lol

#

oh ffs

#

it set itself to false

#

by default

#

reeee

teal ruin
#

oki, seem to have gotten my quad lasers working @white crypt ๐Ÿ™‚ It wasn't the collisions themselves causing the issues, it seemed

trim matrix
#

so set it to true lol

unique hollow
#

fuck this wont work

#

its too fast if it's too low, and too snappy if too high

#

theres no inbetween

trim matrix
#

keyword "too" lol

unique hollow
#

It won't work, I am certain

ripe moth
trim matrix
#

lol well thats was my ideas lol i'm not a knowledgeable programmer tbh heck i just literally now found out that blueprints cant check if two struts are equal which blows my mind

ripe moth
#

Goal is to make it rotate 90 degrees based on me going left or right X(1 or -1) with my mouse or up or down Y(1 or -1)

trim matrix
#

maybe use a branch before you rotate to see if the value is 1 or -1 and if not then dont rotate

#

@ripe moth

vocal urchin
#

Ok, let me rephrase my question - turns out it's not an issue with my movement location calc, but instead a problem with the node I'm using to move them. It looks like if I'm using "Simple Move To Location" they all move perfectly without fail, but if I use "AIMoveTo", I do get the error where they will, at random, not move at all.

#

So there are the two methods.

#

The bottom obviously just a test, and wouldn't execute any kind of queued behavior.

olive cloud
#

I'm not sure where to ask this, but I have a level sequence played through the level blueprint, and it works in PIE but not in standalone window, any ideas?

high sapphire
#

I don't know why, but I have two animation blueprints that work just fine (entry being hooked up makes the preview play an animation), and one that doesn't (hooking entry into any of the animations, the preview doesn't play it at all)

tight venture
#

What is the BP way to create a public static class variable? If I have class Foo and it contains a public static Foo::bar, I should be able to access Foo::bar from anywhere... but a public member variable of class Foo can't be dragged into, for example, the Level BP. It gives me the message "Cannot place variable 'bar' in external scope 'Event Graph'".

#

It's essentially treating the variable as not static

#

I looked it up and some people were saying to use the GameMode or GameState, but that's not what I want. I want a public static class variable.

#

I should just do this in C++...

haughty axle
#

here I am again, need help. have this build switching on mouse scroll, it doesn't give any errors, but it does it one and a half time (it doesn't attach second component to socket.) but it attaches to Gun_back_01 but after from weapon slot 2 it don't. he does first part then it checks on is second slot full after id dont.