#blueprint
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@frozen spear thanks, I didn't realise I can add other actors, I thought chiald actor, mean that it had to be a child of that actor as if it was a base class
you can...but...it will cause you headaches unless the other actors defaults are exactly as you want them and they dont change much...my atempts to use it in pure bp projects always leads to cases where i was not able to access or change a given variable on the child
how do i convert it to int? for example? @undone imp
it ends up more frustrating then helpful unless youre doing this in C++ where you can correct the issues with custom getters and setters for the child
display name for actors spawned on runtime will have a class name and a number. So you can get last few characters, and that will be an int, and you can use it as random seed or just add to a random function
you can probably also convert string to a number
straight up, somehow
but I can't tell from memory
if there is a node for that
you can, just drag the string into an int setter and it will create the macro
actually i might be remember it wrong hold on
just to be sure
it's kinda mmm weird to get the label to get a seed
isn't there something more... clean so to speak?
@wise jewel you can just get a ranodm seed for each actor when they sapwn
simply begin play -> Get random number -> store it
you can do it in a construction script then
same thing.
it will be updated each time you rerun the script (move / update the actor),
but if you want random nosie, that will beit
hmm
also.. what is the problem actually
each time you use a "random" node the output will be different
so you dont actually need to do anything
you could just convert the whole name to string then set to int...it would create a unique identifier for your actor
if thats what youre looking to do
@frozen spear what does it actually do? is it length? or what?
whats the int value of "a" or of "hello world"?
it convert the char into thier int value i can actually print it out for you hold on
ill try the label thing later
for each instance of the actor the random will be different?
it's non deterministic?
it's great
thansk it does work with setting randomin a variable
cool
so i'm trying to do this:
when i enter in a the radius of these flickering lights, i want to change color or some other values.
now i'm setting these things INSIDE the character.
a better way would be to use an interface
am i right?
i just call some "use" function
and the lights are responsible of their internal logic
am i right?
it only stores any number strings only
heh
@wise jewel depends. You can have lights with a collision sphere that triggers when player overplaps it
or player can have a collision sphere.
i'm pressing a button now
then interface would be good
when im overlapping
if you plan on having other things react to player
so they change only if im in the radius
this is what im doing inside the char
but say the light is also controlling the color with some internal logic
yeah, that works. just make the color from RGB and randomize components or something
on the next tick it gets it will override whataver get set from the character
am i right?
no. it will change each time player presses a button
INPUTS trigger once when pressed
AXIS trigger every frame
it works like i said
if we are talking about inputs defined in project settings
maybe i didnt express myself well
my light is setting color every tick, with some logic.
if i press a butto and tell "change the color"
it will maybe change it, but on the next tick the light gets, it will go back to what it was doing
i have 2 things that "compete" , that wants to set the same color
i've tried, and it works like i said. i tought it was quicke to ask then to try it
๐
so what are you trying to achieve? that button will stop the flicker? or start it? or set it to a specific color?
maybe I missed something
any idea what is happening here?
yes
Turret here is not a turret class
is a child actor component
you need to get actor instance (or something like that) from the turret
and cast that
i want to display a in interface in viewport, can i use gamemode blueprint to display it for example? i would put it in level blueprint since it would be a "global" menu
can i use any blueprint to display it?
player controller would be a good place for any HUD
or actual HUD class
but game mode will work
ok
Hi, I am currently using the 3rd person template blueprint, and I'm using another map, when I click play, I'm not controlling the player and the camera is stuck in the ground, any help?
@mortal heron you have a player start on the map? or your charcter?
player start doesnt have to be possessed.
Make sure its placed in a valid location.
For example if it clips the ground it will show "bad size" msg
instead of a normal icon
i've put the player start away from the ground for a second, away from the map and it says bad size
maybe there is something blocking it? invisible mesh? large collision volume?
@devout condor you get the children components and cast the item in the array to the class
i imported the map via .fbx
@mortal heron then it probably doesnt have proper collision, and the whole map is a solid block
move the spawn above the map, or disable collision
to see
@frozen spear this that necessary?
@devout condor "Turret here is not a turret class
is a child actor component
you need to get actor instance (or something like that) from the turret
and cast that"
you didnt read when i said..."unless your in a c++ project where you have better control of the child variables"
or the part where i said "why you would even want to add it as a child instead of finding a better solution thats more flexible?
๐
my playerstart is high in the sky yet still
Howdy doody guys and gals! I am on a quest for someone elses experience! I wish to add downforce to an F1 car i threw together... no coding experience... I don't need a full on tutorial... just have this question... Is this something i will manage? Or is downforce via blueprints tricky.. i struggled to find any info on the matter >_<
zethfoxToday at 11:04 AM
it ends up more frustrating then helpful unless youre doing this in C++ where you can correct the issues with custom getters and setters for the child
ok, I think I understand, it just looked unnecessary sorry
@mortal heron in the top left click show > collision, see if it is inside any volume
in c++ you would code a custom function in the parent that rotates the turrent and call that function as blueprint callable
or click on the map, if its a single mesh and disable collision
with a float or vector passed to it
then it have it rotate the child in C++ instead
@unique holly simple force in one direction or a full simulation of aerodynamics?
simple force, i just need it to handle humps a bit better at speed >_<
You can "Add Force" every tick, using actor "up vector" and multiplying it by -1 and by some fraction of the speed.
not sure how it will interact with vehicle simulation
should i choose complex or simple collision for all meshes?
i think thats what i'm looking for, ty @undone imp. i'll mess round with it and see what i get >_<
simple is faster, complex is more precise ๐
@mortal heron you can use an option 'use complex as simple" in mesh properties
kk ty
to have collision that matches the goemetry
Yeah, im on about 4 -5 months of learning and only one of those is unreal... so urmmm.... screw precise for now >_< the double wishbone stuff was 'fun' enough...
lol.. cross wires, ty peeps!
imma go try again..
ughh my idea of procrastinating on my game project is come on here and help other people solve thier problems clearly im messed up in the head
yeah i know, solving someone issue is a future issue i solve for myself if i ever run into the problem
least thats how i try to look at it
someone posted a how-to on Twitter on detail panel customization using blueprints a few days ago, but I can't find it now... anyone know what I'm talking about and have the link?
@undone imp How does my first non-tutorial blueprint look? It seems to work, the help is very much appreciated!! http://prntscr.com/sdragw
@unique holly why did you truncate that float twice? you could've just multiplied that int to another int
@late cave you are probably talking about editor scripting tools by Elhoussine Mehnik.
Some of it can be enabled in plugins, some is still WIP
ty! Danielll... i am that noob >_<
@unique holly you are using X from the velocity
which means it will only work if you are going "world forward"
ahh. thats not local >_<
you need to normalize the whole vector and get the length
@undone imp YES! that's what it was... thank you ๐ https://twitter.com/HoussineMehnik/status/1257762472196476929?s=20
so that's not out yet?
I know that you can make custom editor windows with widgets. I did that. You can use them to customize details of an actor.
However, AFAIK you can't yet edit the details panel itself using bp / widgets
but you can make your own windows / tools.
@unique holly use the whole vector, not just X/Y, since otherwise the effect will be weaker if you go up/down hill for example
right... the documentation only mentioned Slate so that answers why I wasn't able to find anything official
Okay fellas. I found something odd. I have a character that shoots a projectile blueprint. This projectile has a sphere collision that triggers an explosion effect when it overlaps a static mesh. This projectile fires 4x per second. Upon a LOT of testing it appears that no matter what this thing hits/overlaps, the event is only called sometimes. Like 3 out of 4. Timing doesn't matter too much, I spaced out my shots and still, like 1 or 2 out of 4 don't fire. It's very random. I'm not sure what's causing this?
Here's a quick display of several projectiles. Some of them trigger the effect, some of them don't. In the same spot.
Does Unreal have some kind of limit on emitter spawns per time? or something?
maybe when you rapid fire one projectile hits another or something?
@undone imp Fingers crossed this is my last pester >_< http://prntscr.com/sdribe Am i close?
and its not coded to explode then?
@unique holly closer...
normlize returns the vector with a length of 1
so you need to get a lenth of the normal velocity
up vector * -1 * velocity length * some constant
smoother solution would be to make a curve that maps velocity length to downforce multiplayer
@undone imp for now, i'll stick with this, tyvm! I have loads to learn, lots of other things to do, just felt a shame to leave this car without at least some semblance of realism, It now does not fly at all humps... hopefully not locked to world x >_< http://prntscr.com/sdrlxa
yeah, this will work
Generate overlap isn't the problem since the effect DOES work, just for some reason not 100% of the time. Ignore the replication, I'm testing locally. The problem AFAIK is the engine doesn't seem to want to do more than 1 collision at a time.
@vivid plinth but if you hit something that is not a static mesh actor it will not trigger
Like if I launch a single projectile, it works, but then sometimes, it just doesn't
like other bullet
The problem is not that it doesn't work, it just for some reason falls short at random times. Casting because I don't want to trigger on every overlap (like the player who spawned it)
again, it might fail cause you hit something else
wouldnt an ignore self work better
@unique flicker Player is not self
let me try, i did this before
https://i.gyazo.com/3c58b111463cc10010da3bc054e4240c.mp4 @undone imp The car you saved from obscurity! now to learn how to strap guns to cars >_<
anyway on event overlap doesn't trigger sometimes. it's part of the engine....
@unique flicker but why? then why would anyone use it
Hello, can someone help me figure out if i understand this correctly? I'm profiling and i'm trying to figure out some slow downs , one of the most reoccurring things are cpu stalls - wait for event , can these also come about from delay nodes as well? Or what kind of nodes should i be looking at exactly , i'm kinda stumped
for fast moving projectiles, line traces are probably good enough
@mint bane do you know how to create a blueprint class
create a new class of the type Actor
actually create a class thats called TriggerBox sorry
yup
inside of the class click the + sign to create an On Component Begin Overlap event
but once u hit things really fast, it becomes unrealiable
@unique flicker its just so disheartening to see two fireballs explode and then a third one just delete :(
will try alternatives to overlap I guess
inside that event, drag the CollisionComponent out onto the grid and call Unbind all Events from On Component Begin Overlap
this is the function that will disable the overlap event we just created
alrighty noted
the problem we have currently is any actor can set this overlap event off, you want it to just be your player that can set it off right?
yup, and play it once
so we drag off Other Actor and cast it to your players character class
what exactly is construction script for and how is it different from my normal blueprinting?
correct
okay ty
@trim matrix when the class gets created the constructor runs. this is generally used for setting variables default values and such
ah ty
so for example i have a class called BP_CharacterBase. what i do is i take Other Actor, cast it to BP_CharacterBase, if its successful then i unbind the overlap event just like this
correct, so only your players character can activate it
okay neat ty
then after you unbind the events for the overlap event, simply play your dialog
you can even go a step further and delete the trigger box after the dialog runs if you want unless you will need it again
urm, idk because, in a thing i did before whenever id walk back it it would play over the already playing audio
is there a way for it to wait for the current one to finish
then play if you go back in,
also, would this then play around the character or in the place the sound is coming from, lets say its a thought dialog it would have to be playing around the characters head?
sorry if im asking too many questions
if you know how long the audio is you could create a timer with a delay thats the length of your audio (such as if your audio is 60 seconds you would add a 60 second delay). so you disable the overlap event, play the audio, start the timer, once the timer runs it re enables the overlap event
play it from the source of your character, im not sure if it will follow it around or not though
so create a function, lets call it ReEnableOverlapEvent
yup 
nevermind delete that function
@vivid plinth you can try using a collision sphere/ capsule
@unique flicker I am using a collision sphere, I have tried printing every overlap and it seems the engine just doesn't want to give it 100%
like I fire 8 or 9 shots now, it works fine, then #10 just DOESNT lol
okay !
nevermind delete that function
@cedar sleet
do SetTimerbyEvent, set the initial delay to whatever length your audio is. then in the little event (the red/orange box) drag off of it and type custom event to add a custom event
difference between functions,macros and events?
then drag the Collision Component back off and bind the OnComponentBeginOverlap event again like this
then link the event to the OnBeginComponentOverlap event shown here like this
I might be okay with 10% of shots not exploding but it's just extremely annoying
alrighty!
just curious how fast is your missle flying
@unique flicker 15000
let me try dramatically slowing it down and see if there's a difference
@trim matrix functions and events are a little weird in blueprint, but functions are usually used to shorten your nodes so to speak. so for example instead of having a ton of nodes running taking up alot of space, you can put them into a function and just call the function. events are usually bound events like the OnComponentBeginOverlap event i was discussing above, events can be used as RPC's so you can call functions to run on the server, client, multicast and so on. macros i cant really explain as im not sure if their the same in bp as in c++
ok ty @cedar sleet
Okay slower projectiles don't appear to miss any overlaps.
@mint bane im heading out so feel free to ask here or tag me if its related and ill answer when i can or unless someone else can
This is a bummer because 15000 was very fine tuned and felt good. Idk how far I can change it.
I changed it to 2000 just for testing
Let me see how far I can push it before it starts clipping those overlaps off
Can someone explain to me what "sweep" and "teleport" do when enabled?
Okay at 10,000 every single shot exploded. At 12,000 it started to miss a few
I'm trying to follow this tutorial
at 11k it misses too. I think 10k is the cutoff for 100% trigger
I can probably make this work but it will mean adjusting some stats in my game. Thank you for the support @unique flicker
@little spade I think they have some mouseover descriptions. Sweep checks for collisions along the path of movement. Teleport skips physics update or something.
Could anybody help me with a few questions I have with setting up a modular character with blueprints?
I've tried normalizing it to a Z=1 plane, etc
jitter seems to be happening from some sort of fighting happening between the input direction and the vr camera being effected by the input
is there a way to not have the camera be effected by its parent (the capsule)
We have a very strange problem and it would be great if anyone could help us. We added a loop that continuously kept updating the server to see if it would fix a problem we previously had. However after deleting the code for the loop it seems to still be running in some way. We even reseted back to an old version and the code appears to still be running, like some sort of ghost code. Is this even possible?
We are new to UE4 and Blueprints
Did you reboot inbetween? I have seen the server process being stuck in the background.
Yeah we did, its very weird
Remove intermediate directory?
how to setup unreal engine with HTML5?
new to HTML5
should i need to include emscripten sdk or any other kind of configuration
HTML5 has been discontinued in ue4
Can anyone tell me why interface functions with no outputs are implemented in the Event Graph, whereas they are otherwise implemented as member functions?
@marble folio We removed intermediate directory but its still weird
and since its an old version there is no way that code was even there
I have a Text Renderer over an Player, is it possible to activate it anywhere, that it will automaticly moves that is is alltime readable?
I have a Text Renderer over an Player, is it possible to activate it anywhere, that it will automaticly moves that is is alltime readable?
@trim matrix do you mean like, a see-through walls text?
idk what a see-through walls text is. I mean that it doesnt matter from which site a player is looking at it, it will always move perfectly
i've seen a tutorial where they use remove from parent to hide a widget. i've also seen another tuto that i'm not able to find again, where it shows a better way, so that the widget is only hidden and i don't have to create a new one each time.
what's wthe best method to handle widget visibility?
That screen shows what i dont want ๐
you can make the text into a widget and make the 'space' property 'screen', but it'll make it so the text is visible through walls
Set visibility should work fine @wise jewel
let me try
you can make the text into a widget and make the 'space' property 'screen', but it'll make it so the text is visible through walls
That is good, but how would the widget look like?
And will the Widget always move?
mm, i have 2 bp widgets, one called menu, other is options.
so i am switching between those 2
from the main menu i clik on options, and i "close" the main menu , and open the option menu
the way im doing to go from menu to options is
Hey Guys, just curious what the hell does only exact matching structures are considered compatible even mean? Never seen it before lol
That is good, but how would the widget look like?
And will the Widget always move?
@trim matrix you can make the widget just the text, and yes, the widget will move to the camera's direction
if i set visibility hidden on current menu, works.
but then, from the options menu, how do i go back to display the main menu?
Hey Guys, just curious what the hell does
only exact matching structures are considered compatibleeven mean? Never seen it before lol
@tough oyster in what context are you getting that error?
@thin rapids I pass in a struct to one event, and when I attempt to call a function with that struct as an argument I get that
are you sure that the struct is the same as the one in the event?
@frigid anvil
@thin rapids it's a legit passthrough
@thin rapids I deleted the node and replaced it and it was fine, I must've made a minor mistake and not noticed it, thanks though!
@thin rapids I deleted the node and replaced it and it was fine, I must've made a minor mistake and not noticed it, thanks though!
@tough oyster i'm glad that everything worked in the end
busy conversation here, i'll wait
@thin rapids but how do append it to the player?
@trim matrix add a widget component in the player blueprint
What is the best place to store global variables?
@thin rapids but how do append it to the player?
@trim matrix and in that component, you set the 'space' dropdown value to 'screen'
Ah yea, that works ๐ Thx
you're welcome!
How do i set the Widget class if i do it manually?
@trim matrix with 'do it manually' do you mean doing it in blueprints instead of setting it in the component?
Yes
@unique flicker please explain more
Yes
@trim matrix i'm gonna take a screenshot to send you how
i clicked on the blueprint and got the details right, probably i can set everything there?
i couldn't take the screenshot but i'll tell you how
@trim matrix first you create that widget component
after that you'll want to use the 'create widget' node and set the widget you want there
after that you'll want to get a reference of your widget component and connect it to the target node in 'set widget'
and in the 'widget' connector in the 'set widget' node you will put the return value of your 'create widget'
like so?
yes
That unfortunatelly doesnt work
but instead of the 'add widget component' put the widget component reference from your character in the set widget
quick question, what would be the best way to get a reference to a specific object out of a group based on if it is the closest to the player character
@unique flicker please use line trace to detect hit location
@trim matrix it worked for me, make a widget component and use it as the target instead of the add widget component
@stoic mesa does this helps? : https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4979-get-nearest-actor-to-aipawn
Build powerful visual scripts without code.
what do i need to do with the above blueprints?
@trim matrix remove the 'add widget component'
and in the 'target' of 'set widget' put the widget component you made in the character
Ah
Okay but i need the add widget component
because i only want to add that component by the server and set it replicated
because i only want to change the name by the server
to be synced for every player
nvm, i am just using it by adding it i the components tab ๐
@stoic mesa
nvm, i am just using it by adding it i the components tab ๐
@trim matrix yeah, it's easier like that, if you want the name of each individual player get the player name from the player state if i'm not mistaken
Yep
Do you know where i can get the player state? ๐
Ah it is directly saved in the pawn
@unique flicker do not use overlap for spawning blood at location, use event hit or line trace
Ah it is directly saved in the pawn
@trim matrix yep
or you can also type 'get player state' in the blueprint editor to add that
kinda equals to get player controller i guess?
this is what I have so far slack im just struggling on how I get all the distance variables from the actors and compare them all
kinda equals to get player controller i guess?
@trim matrix it will look like a variable when you put it in the editor
Ah okay ๐
try this @unique flicker
@wise jewel Sorry. I was busy. I can show you on DM
Hey guys, I made a radial menu as you can see in the picture. The outer widget_icons are created by code and added to the menu widget. While creating those widget_icons, I saved them in an array. Now the problem: When I try to change the appearance (As Example the size or visibilty or texture) of the widget_icons, it doesnt show the changes on screen. By debugging I found, that the values indeed changed, but werent shown on screen. Any ideas? Do I have to update the widgets manually somehow? Thx ๐
Im using bps btw
@unique flicker you can try as you want, but you can run this line trace on tick like this
use this separate from overlap function, use overlap for other purpose
ok so you can run timer event after every x seconds when overlap, and after delay you can clear timer
@thin rapids
This wont work (btw i needed it because i need to store the instance ๐ )
did you try using the return value in the 'widget' connector? (you can still leave the SET in there though)
@unique flicker if you don't want tick, try this, please remember, it only return location if line trace is running and hit the location, you can also create two scene component and make it child of sword, and then you can get first scene and plug into start location and second scene component to end location, use doN instead of do-once
but the widget is not visible
@trim matrix is the name of the character filled?
its just empty ๐
@trim matrix glad i helped ๐
NIce, now it works, thx ๐ Synced with playerstate variable
you're welcome!
question about timers. how much overhead they have?
Hello. I need blueprint logic help, this is the right channel?
Hello. I need blueprint logic help, this is the right channel?
@verbal linden yes, this channel is for blueprints in general
I got confused, not used to work with vectors. I'm trying to achieve VR flying, controlled by the motioncontroller's orientation not just yaw, but pitch as well. my char corretly set up for flying, but my BP logic seems to have a flaw... it's only going up, left right in the space but no down.
the turret on the clinet dosn't rotate wile the server can
I don't think the client can see its own vehicle for some reason, cause as you can see the first row from the client is blank
Just getting involved with editor widgets, so maybe I'm missing it but I couldn't figure out a way to do this yet: randomizing cell data in a data table via button (i.e. think of randomizing first name/last name). There are other ways to achieve this of course (much easier ways without editor widgets), but wanted to know the limits of editor widgets and if this type of thing is possible with them.
using just widgets graph you mean @daring summit
?
you should be able to, tho whatever you run into problems with you could easly code the logic into gameinstance bp and have the widgets communicate with it through blueprint interfaces...
game instance or gamemode, or even level bp...
anyone know how to add more meshes to a spline and to randomize it?
making an array of static meshs on the actor...randomizing it would take too much to explain through chat
hmmm, you know is there a video or somewhere a explanation online. I found something but its not what I want
or is there a way to make a mesh spawn in randomly so everytime you place it its randomized between 1,2 and 3?
Hellooo !! dans cette vidรฉo on voit comment randomiser des static mesh et d'autres paramรจtres le long d'une spline !!
Enjoy ! :)
Lรขche un Like si la vidรฉo t'a plus ! et si tu veut te tenir au courant des prochaines vidรฉos abonne toi ! :)
SI tu souhaite soutenir la chaine...
its not english
but you can see exactly what he does
ok will take a look
Hi, not sure if I should ask here or at #cpp. Is there a way to create a TSubclassOf variable in blueprint?
Really getting bummed out with physics toggling in UE
I created child actors which are basically identical to their parents - I want the staticmeshcomponent in the child to turn off physics simulation while it simulates in the parent
The tickbox is greyed out in the child, and trying to override it on beginplay confirms my suspicions - it does nothing
I created the child in the first place because I couldn't seemingly reliably turn physics off when spawning an object
i'm having trouble getting navmesh invokers to work correctly, anybody got some experience using them? my navmesh invokers are creating navmesh fine before I hit simulate but wont create navmesh while running simulation, like its not updating the navmesh, I have the navmesh set to dynamic and only around invokers, but its not working at runtime.
Why is a new character spawned when I hit play instead of it controlling my currently placed character blueprint?
you have to click the placed character and in its details, set "auto possess player" to 0
@frozen spear You're amazing, thank you!
having issue with Making the Mouse Appear when I add a Widget tot he HUD for a Player, any suggestions? Right now it just doesnt show the mouse but it still interactes with htings, like I can click on a button and such. But does not show the mouse at all.
Hey does anyone know how to have a smooth FOV shift on button press similar to Minecraft when you start sprinting your FOV increases
nvm i forgot the player controller has the @.@ show mouse cursor derp.
hey guys... so I'm trying to make a trigger box inside of a trigger box that is a specific size smaller than its parent - this outer trigger box is scaled to whatever size to fit an area - I know I can set the scale on the child trigger box to .8 for example but the larger the entire blueprint (outer box) is scaled - the more of a difference there is between the out and inside box
I'd like to specify X number of units of difference between the sizes - anyone know how to do that?
@old prism modify the FOV parameter in your camera component with a timeline maybe... A timeline that you play forward and backward via run button pressed & released events
nvm I think I got it
Hi, I need help! When i Package my project and open it up in fullscreen the cursor is locked/invisible. How can i fix it so i can click on the mainmenu buttons?
It works in engine and even in standalone but not in fullscreen
I tried to do it like this, but it didn't work ๐
@tough ore Hey, you should be able to use the mouse by attaching the the "Show Mouse Cursor = true" to event begin
Okay, I will try it now!
np!
Where should i add it? XD
you can add it inside the character BP
no worries, I'm been using ue4 for years and I'm still learning new things ๐
But have to say that unreal is much clearer than unity! I literally started using unreal 2 days ago and i think i kinda understand the software!
It is very user friendly for sure!
I got the steam p2p multiplayer working in like 9h and in unity it took me like 2 weeks ๐
I know! I love the fact that you can use both blueprint and or code at the same time. Makes it easier to do prototype games on the fly
Yep!
But back to the cursor. I tried to do the same that you showed me on the picture
I dont have the targetr
target*
where's the "Get Player Controller" ?
the "Show Mouse Cursor" boolean is inside the "Get Player Controller". Sort of like what you did in the first image you post
YUP!!
I will test it now ๐ฌ
alright
ITS WORKING!!!!!
Nice!!
Thanks! ๐
Now i only have to test the multiplayer!
and if that works im going to be so hyped XD
No prob, happy to help๐
Its weird how happy a person can be when they can see their cursor ๐
Yep!
Would you like to test my game? XD, i need someone to try to join the game to test if it's working
Sure, I have time
I will dm you the steam key in a sec, i need to upload the depot to steamworks!
alright
Just a warning, there is literally no gameplay or anything i just want to see if the multiplayer works! xd
no worries
How can I make it so that when riding my horse I can look around using the mouse for camera rotation, without having the horse follow the rotation?
I need help whenever I start the game the EventConstruct for my HUD isn't executing
Did you set the HUD class in the gamemode?
What is a good place to store some global variables that I need to accses from different actors and widgets?
@rancid ridge GameInstance. Perhaps GameState or GameMode
Has anyone done anything with LevelVariantSets yet? i have created one but it wont open.... i have tried in 4.24.3 and 4.25 and followed the way they done it in the training videos but still i can not open the LevelVariantSets BP
LogAssetEditorSubsystem: Opening Asset editor for LevelVariantSets /Game/NewLevelVariantSets.NewLevelVariantSets
Hello! Can someone please help with this node? When i try to create it, "World Context Object" is missing
Please tag me or dm if you know solution
It looks like you're trying to use that node in a function library. All you need to do is drag off of the world context object and type GetWorld, should show up.
Why do you need the blue option if you're not using it in a function library?
cause i need to get player character which goes after this node
What does the world context have to do with GetPlayerCharacter?
@muted epoch Okay, first question is, are you working inside of a function library or a normal actor blueprint?
AnimNotify
on the left side is the tutorial and the right side is the project im doing
hi ! i need to make a set out of the branch False, how to i do that ?
@trim matrix Looks like a struct variable being set.
How do i get all Object of a specified class in a specified Folder from the level?
@maiden wadi yups, ive done 4 days non stop of making all this happen, the actual plugin has an example map of copy and paste -.-
hi, how can i know if my character is moving to the right or to the left? i'm mean a positive or negative way on the y axis?
@sonic crescent you can check if the axis value is negative or positive
by typing the name of the input axis, the axis value will be an option
@sonic crescent Do you just need a boolean to check? Like bIsMovingRight?
@maiden wadi yep
but this is to controled by controller inputs
this is controled by a Vr helmet. I will try to ask to the VR room. Thank you
this is an example on how to do it
Anybody know why my Get Primary Asset Id List node doesn't do anything?
Oddly enough, it works if I change the Primary Asset Type to the built-in Maps
but with my custom one, nothing shows up
Here's the entry in project settings
Is there a button somewhere I need to press to refresh the asset list?
@thin rapids thank you, will try to implement that
@thin rapids thank you, will try to implement that
@sonic crescent you're welcome!
And here's the file that is supposed to be in the asset id list
@solid gyro Right click Return value and there should be an option for split struct pin
I like you. Thanks! @jolly cedar
๐
nvm I figured out my issue
@thin rapids I've done that with a previous and new location compare. it's ok for me like that. Problem resolve. thank you for your time.
Some one from here used UE4Duino these blueprint plugin?
Hello, how are you? I am developing a Battle Royale (with blueprint) and I have a little difficulty... When I increase the scenery, which I did using the landscape function to more than 400x400, the character does not appear. Can you help me?
.
Short question: Is there a way to hover the camera around with my mouse after I've switched it by using "SET VIEW TARGET WITH BLEND"? Basically I'd like to "possess" (only the...) camera which is inside a blueprint actor I've made.
Explanation: I made this blueprint for a crypt where the character can hide... In reality the (invisible) character doesn't hide anywhere but instead he, right now, just blends into the other camera while standing next to the grave (and that's just fine). What is not fine is that I'm pretty sure the mouse cursor is still effecting the camera of the invisible character standing next to the grave and not the "hidden view blend camera" inside the grave. Is there a way to "possess" this camera or is it bound to be locked into view?
do you want to leave the camera still? if so, you have to see it and the camera has the settings for standing still, disabling the Yaw / Pitch / Row options
@coarse lava changing the subject... I am developing a Battle Royale (with blueprint) and I have a little difficulty... When I increase the scenery, which I did using the landscape function to more than 400x400, the character does not appear. Can you help me?
No the camera is already frozen after blending the camera to another with the "view target with blend". What I want is to unfreeze it. Was going to add restricted angles to the mouse but first I need to get it moving.
this is a problem with the view target with blend class, the configuration itself does not allow it.
What character doesn't appear? Your player character? Have you checked the location of your player start node? If you don't have one the player will just spawn to 0,0,0 or something I think.
Yes. I use a player start, because is a mutiplayer.
So the character does not appear where you have your player start? I haven't done multiplayers so I don't know much about those but seems weird that your character would not appear if you have a player start set and if it's not being occluded by anything.
Yes, i
I think so too, but everything is defined
@coarse lava returning to your subjec.... this is a problem with the view target with blend class, the configuration itself does not allow it, already happened to me.
hi i need help
it says cannot connect a non materialattributes node to a materials attributes pin
https://gyazo.com/383e44da55cb473af6bb59ffade234ca
anyone know why sometimes the lod doesn't go back to 0 when within range
Hello!
I was confused as to why there was no "Reverse For Each Loop With Break", so I made one that you can implement into your macro library! The pastebin link for the macro is down below
How do i import an transparent png image to an Material?
After Drag & Drop it has a black background
I'm trying to use the experimental "find and replace" feature to replace a variable from one BP with a variable from another BP... the UI seems to imply it's possible, but it only seems to want to work for vars in the same BP?
Am I missing something?
How to indicate that the var is in another bp without changing the "find" from the previous bp?
@trim matrix is there an 'alpha channel' chkbox in the import settings?
See needs alpha channel in ue4^
have you tested it ingame? might still work
hmm dunno might check your img export prog and make sure the alpha chan is set up right?
what should i check?
After Drag & Drop it has a black background
@trim matrix you need to set that texture as the opacity and base color (it will still maintain the white but the black parts will be removed) in the material editor
wait, let me open unreal to show you how to un-grey it out
set blend mode to translucent?
sounds right
set blend mode to translucent?
@trim matrix yes
you're welcome!
You know how i can color it in ue4?
so i have this one texture and do different color versions of it
Yeah hook up a vector parameter value in the matl and create a matl instance dynamic and set the parameters in BPs
yes, make that texture as a opacity and another texture painted as the base color
Ah okay, thx ๐
Hello, I need some help with my blueprints
When I launch the game, and left click(Input action fire), my game freezes and I have to turn off unreal
My Projectile is a simple blueprint, with one cylinder inside a texture on it
When I unplug the spawn class, unreal engine turns off my game and gives me an infinite loop error, which is true, but I dont know how else I could achieve a Hold and continuesly shoot function
so basically, you need to add an delay between the shots, otherwise there's an infinite loop that the computer struggles to run smoothly resulting in a freeze
Ooh right, forgot that, true
But even with a delay at the end, the result is the same
hold up, let me recreate that and see whats the issue
because just looking at it makes it confusing to figure out wheres the issue
Thank you
try doing it like that (you don't have to remove the connections from the spawn actor and the set physics linear velocity, i just didn't fill those connections)
that's just a guess though
Still crashing
hmm... ๐ค
i have a Cube with a texture now under my player but everytime he is moving, the texture getting a blur effect
maybe it has to do with the bullet blueprint?
in the past it was not there but idk what i dit that the blur effect is there. How do i prevent that?
i have a Cube with a texture now under my player but everytime he is moving, the texture getting a blur effect
@trim matrix turn off motion blur
where?
in your camera
Ah okay, that works, thx ๐
you're welcome!
hmm
I unplugged the whole spawning thing
and the game stops when I press left mouse button, warning me about infinite loop
hopefully i have that knowledge one day ๐
@trim matrix i'm sure you'll get there much quicker than i did
With your and the communityโs help sure ๐
Saved me a lot of time searching on google for that or watching hours of videos ๐
and the game stops when I press left mouse button, warning me about infinite loop
@wide portal so, the thing is, it's not doing any instructions other than a loop, so it IS an infinite loop because it's doing nothing else than the loop, ignoring the delay because its not really an instruction
Saved me a lot of time searching on google for that or watching hours of videos ๐
@trim matrix ๐ awesome!
Putting something like output string between then would work?
i think so, the crash may also be an engine bug
hmm
I put the string there, it crashed, but for a second I saw billion hellos outputted
Maybe Im using the loop node wrong
maybe the while loop is just completely ignoring the delay and only doing the rest of the stuff you put in the connections
hello
i need to understand a thing
from level blueprint i can get a reference of an actor in the scene
Omg I just realised whats happening.
Omg I just realised whats happening.
@wide portal what was it?
but from inside actor bp for example i can't.
but from inside actor bp for example i can't.
@wise jewel yes, the level blueprints are used only to do things that are specific to that level, meaning that theres no way for you to reference a level bp from another class
Since the program computes everything and then outputs a frame, What an infinite loop does is "As long as I hold left click, keep computing the loop" but then never outputs a frame
I should try to use Event Tick instead!
mmm
no i mean reference an actor inside another actor
if i select an actor, and in level bo right click, it shows up "create reference.."
I should try to use Event Tick instead!
@wide portal so, the while loop ignores the delay and makes an infinite loop for whatever reason
No
It does wait
But that still counts as an infinite loop
cause it includes that wait in the ecommand before rendering a frame
yes, so the delay is useless @wide portal
realised
realised
@wide portal did tick work?
Ima bout to try
hopefully tick will solve your issue
i mean this..
i can only do it in level bp.
sorry for interrupting the conversation
no i mean reference an actor inside another actor
@wise jewel you cant reference an actor like that inside another actor because that is not a level specific thing, you would need to cast to that other actor you want to reference.
ok
and.. level blueprint the bp of the current map, or level, right? but it's not accessed like any ohter blueprints
just keep in mind that you cant cast to an specific object in a scene, but to the class as a whole
and.. level blueprint the bp of the current map, or level, right? but it's not accessed like any ohter blueprints
@wise jewel yes
ok thanks
i'm trying to understand cameras
ive read the doc
apparently cameras are a player controller thing.
when it possess a pawn, it looks for a camera on that pawn and uses that.
or better, is uses the setting of what's specified on that pawn camera.
and in each actor (or only pawn, can't remember) there's a couple of options that specifies if they should pass the camera they have or not to the player controller camera
am i right up to here?
How i am able to add an Actor to an player Character blueprint via blueprint script?
I have a blueprint for "BP_Circle" and i want to add it as component
spawn actor from class and make the owner that character
Ah, nice ๐
How do we use the new volumetric clouds that came in the new 4.25 update
How do we use the new volumetric clouds that came in the new 4.25 update
@tawdry cove they didnt come in 4.25, they're being worked for 4.26
what about chaos physics?
you need to build the engine from source
follow this documentation page https://docs.unrealengine.com/en-US/Engine/Chaos/ChaosDestruction/ChaosDestructionOverview/index.html
and it will show you how to set everything up for chaos physics
thx
you're welcome
it will take a LOT of time(hours on my pc at least), so keep that in mind @tawdry cove
In the near future, i need to optimize what i have done. For the moment, i have several lag when a new asset is spawning. Is it a way to load all at startup or something like that?
Okay, so @thin rapids , maybe if you encounter this in the future, heres a solution. Im not supposed to use a while(true) loop, but rather a timer. The whole logic I wrote I put inside a function, and this timer will execute it repeatedly
And inside the function I just do an if(Shooting == true), then execute, and that bool will be set by event LeftMousButton
^^
How can I move my camera around my horse without altering the physical rotation of the rider and horse mesh? I just want to rotate the camera around the actor.
How can I move my camera around my horse without altering the physical rotation of the rider and horse mesh? I just want to rotate the camera around the actor.
@mild pine are the horse and its rider children of the camera component?
No, the camera is a child of the horse
Okay, so @thin rapids , maybe if you encounter this in the future, heres a solution. Im not supposed to use a while(true) loop, but rather a timer. The whole logic I wrote I put inside a function, and this timer will execute it repeatedly
@wide portal i've already done many shooting codes and i've never got that issue, but good to know that this is an alternative
No, the camera is a child of the horse
@mild pine try making them unrelated with each other and make the camera child of a spring arm component
Right now if I enable the Yaw Input the horse moves with the rotation of the mouse, which is not what I want
Sure, I'll try that, gimmie a second
Thats the camera boom. What would be the correct settings?
I set the camera unrelated to the mesh now and attached it to the boom; same result though
use pawn control rotation check that
Hmm, was the same result with that ticked, unticked it to test
(not using A or D to rotate here, just the mouse)
could somoeone help me out understanding cameras?
Im having trouble with a blueprint widget as is isnt casting properly
3d widget or regular widget
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/65220-rotate-camera-around-player looks like I found the solution
Build powerful visual scripts without code.
actually, better tomorrow. good night
Hello,
I'm experimenting with 3D Widgets. First what I want: I want to spwan multiple 3D Widgets in Space. This 3D widgets show a Text. The Text is in a
idk why im getting this error
Hmm... didn't solve the camera rotation issue anyways.... hmm...
idk why im getting this error
@bleak perch is the itemwidget property valid?
@thin rapids how would i check
You guys got any more ideas on what I could try to enable the camera to rotate around the character?
make a check with the isValid node @bleak perch
if it isn't valid it wont do anything, but you'll know what the issue is and it can be fixed more easily
oh ok
if it is valid it will do what you want to do next
btw @thin rapids i was looking for a get inventory widget node in item widget put i could not find it
i think thats the problem
you want that widget to put it on the screen?
if so. just use the create widget node and connect it to an add to viewport node
im supposed to have the widget in the first picture but i dont
this one
@thin rapids
isn't it because you named it diferently?
is the first picture from a tutorial?
yes
ok, so that makes it easier for me to help you
ok
so, look for inventory widget in the content browser
ok holup
if you don't find anything, it means that you named inventory widget as inventory
ok
@mild pine if your using a spring arm all you need to do is rotate that
im opening my project
@ocean radish Yeah, I sorted it now. I had "use controller yaw" ticked in the Pawn
Although, another issue arose:
When rotating the camera while moving, the actor rotates with it
looks like your spring arm is not pivoted to the center of your character
or your character center isnt where it is on the horse
characters set to 'navmesh walking' mode tend to walk into walls and don't respect the navmesh bounds accurately, any way to fix that?
animations with root motion cause them to very easily clip into walls and glitch around
but regular 'walking' mode prevents them from doing so
try them in just walking mode not navmesh see if that helpps
@ocean radish https://gyazo.com/46bc57b783f42537cf00544bc63f5ea8
navmesh walking is a cut down version
just walking does work, but navmesh is cheaper I've heard
The boom was indeed off a bit, so I reset the positions of both camera and boom, but no win yet
it is cheaper but doesn't support some of the finer checks
@mild pine are you rotating the camera or the boom?
@ocean radish At the moment Im just doing an Add Controller Yaw Input to my Input Axis LookLeft/Right event.
But yeah, the camera is attached to the boom
The only issue now is that the camera rotation rotates the actor aswell
Does anyone have any good examples of how they'd handle hotbar functionality. It's driving me bonkers and I can't find any good examples.
@mild pine so best thing would be do somthing like a freelook mode, so hold a button and can look around without steering your character
Hmm, strange thing is I've seen games pull this off though, but yeah... even ALS or the third person templates dont come with this, and theres little specific threads about this specific issue
Hmm I'll sleep on it; maybe a freelook mode is the way to go indeed, which would be triggered by aiming with a bow or weapon etc. Any suggestions on how to make that work? Upon input action rotate the camera boom towards the rotation angle? ... uhm yeah. Too late for me haha. ๐ Thanks for the help so far
I was wondering how you could use the launch character node for networking
I want to create an actor but I want to modify it. For example I want to change my actors weapon, (this is not the main character). I want to do this from main menu before the game starts. Where should I store my actors variables? And how can I call my actors variables (equipped weapon, armor etc.) when game starts?
It is like selecting a loadout before game starts and you can get your loadout after you deploy in game
Where my "loadout" should stored?
@trim matrix GameInstance persists between loads. Or you can save it to disk with a SaveGame object which can persist between gaming sessions.
obligatory Mathew W. video https://youtu.be/5w594D3qtLs
@frozen spear sorry for late reply. No, I mean making my own custom editor widgets for the editor (say a custom button I can click), but applying it to each row of a data table.
@frozen spear Not sure if custom editor widgets are even capable of being that integrated with data tables, so was curious if it's possible.
The example I gave was say I had a data table of this structure: [First Name] [Last Name] [Gender], [Custom Editor Widget]. My custom editor widget would be a button. The editor widget, when clicked, would randomly select a first name (based on gender) and last name. Again, easier ways to achieve this without custom editor widgets, but was delving deep into them and couldn't find a way to add a custom editor widget to a structure for my data table to make this scenario possible.
im trying to make a king of the hill sort of game but when i have a box collision that activates when they begin overlap, it also runs end overlap at the same time even though the collision is pretty big
Can anybody help me out with how to alter the accuracy level of a spawn projectile fired by AI?
I have a widget, and when I click a button, I want an actor-custom-event to go off. The thing is, I don't know what to put in the object pin, any help?
what do you mean object pin
oh the actor
you're trying to cast to get a reference?
Yes, on a button click event
ok and its just an actor
Yup
try get owner actor
np
what do I put in target?
can you take a screen
k
dont question
what kinda game you making here man
My friend wanted me to make a tycoon, but you farm.........those
you gotta find the right one let me see what its called I usually have to type random ones in until it works
smallpp farmers
lol
one sec I gotta find one of my widgets
ok
You get a reference to the actor like this and promote it to a variable which is "SmallPP reference" for your case or w/e you wanna name it. Then you can just do a "Get smallpp reference" and drag off and call the custom event off that.
drag off the get and promote to variable and if it saves it as just an actor, you can go in and specifically set the variable for smallpp reference to small pp and then redo the get and connect it like so
Ok, so Get copy, promote to var and use that for all of the targets?
yup then just use that promoted variable to drag off an call the events in the actor blueprint
sup
IIRC there's a node that's called "get an actor of class" that automatically returns the first result
this is like when you give your JRPG character a dumb name
Ikr
ok so you saved the reference variable
so now go to where you need to spawn the PP off the button
and get the variable
then drag off the get variable
and spawn
you dont want to spawn it on event contruct
Wait, so the variable, the references the pp is set, and I call an event in the actor blueprint, the blueprint has all the code for spawning. So I'm not really following ya.
So start the portion I showed you off the "Event Construct" node then go back down to button put a get small pp reference and then spawn it
OHHHHHHHHHHH
yea
I'm dumb
no worries
hi, i'm dumb too
all gotta learn somewhere
lol yea I shoulda mentioned it
can i ask some assistance
Na man is fine
get all the references off the Event Construct
i'm novice with BP. i'm making a scuba set.
It plays certain PFX and audio when the player enters the water
but it should also stop playing these when exiting
in the Playercharacter,, there is a var for IsSwimming
i'm explaining this wrong, terrible at it
@weary spire You need to set a tag or something with a overlap box for the water
so put an actor tag on the water plane that says "water" or w/e
with an overlap box in the player
i'm working in the Unreal Tournament editor,, (dumbed down version)
that while loop obvsly crashes,, its trying to loop indefinetly
is there no way i can add logic in the scuba gear actor BP that detects if my player goes in/out water?
can you use an End Overlap event?
The swimming and events can be used off a branch on the event tick
set the swimming variable on the overlap and the rest off event tick
with a do once node
np good luck
@surreal peak just wanted to thank you for an old post of yours, it helped me with a problem I had with setting interpolated rotation
Glad it helped (:
anyone got an idea to implement a dynamic sort of item struct that can have a dynamic item type enum based on its class? maybe also other values
from what i read you cant cast ustructs
and not sure how much can be done in blueprint
Dynamic Sort of Item Struct? You mean Sorting an Array of Structs based on some value in a StructMember? @trim matrix
well the specific problem I am trying to solve is having an item struct that can be any type of item (consumable, weapon, etc.) and based on it's type it has a "subtype" enum of that type, f.e. a consumable type enum or a weapon type enum.
I think for now I might just go with a byte
probably will try to come up with a different system in future projects that might have structs for each specific type and maybe also different structs with different information depending on the use case (inventory widget, use/equip, etc.)
Well while you can inherit structs in C++, you shouldn't handle it with Inheritance the same way (as in saving a child struct in a parent struct variable).
there is also the possibility of splitting static and dynamic data into different structs
Cause you can't just cast structs back and forth
yeah I read it will cause crashes
You can static_cast them, but at that point you need to be 100% sure that the struct is of that type.
Not the safest thing to do
You can always use DataTables and DataTableRowHandles to ref different meta data in your items
problem is I also need a blueprint implementation
Yeah then you need to stick with one Struct class
And Enum with the type and/or having the custom data in DataTables then
So the main Struct class holds the info that all items have (possibly dynamic data, not static data).
And then you have a DataTable + RowName in it (DataTableRowHandle) that points to the static data that is different per item
For the DataTable structs you can actually use inheritance in C++
So if they all have a Name/Description/Level or so, you can make a base struct for that
And then make custom child structs with info about the specific item.
Then use that childstruct to make the DataTable
Then you don't have to make 15 structs that all have Name,Description,Level, etc. in it
Hmm seems good, only thing is that maybe one could rather use a function to get the data table row with 2 enums, 1 for datatable and 1 for rowname, since I find having the datatable pointer and rowname on the dynamic structs might be a bit too much
There is a type for that already though?
DataTableRowHandles hold both
The DT and the RowName
And give you UI to select it
It generates an EnumDropDown from the RowNames of the selected DT
I wouldn't reinvent the wheel
How do i make widgets that are open stay open if someone respawns while in the settigns
hello everyone!
quick question, i have this array, it contains 10 different locations, im trying to make a 4 cubes to spawn randomly in four of this locations, until now i have been able to make just one cube spawn, how can i tell the blueprints to spawn 4 cubes at 4 of this 10 locations i have?
Well, that's basically the case if you make sure to not put them into the character :D @hybrid hound
Use a Loop from 1 to 4
And call that code in the loop body
Might also make sense to copy the array into a local one first and then removing the index you used, so it doesn't spawn at the same location twice
My PreCalculus is failing me. I have two vectors. One is the location of my weapon muzzle. The second is where my first linetrace hit. I take both of those vectors and run a second linetrace from vector 1 towards vector 2. My issue is that the linetrace is stopping at vector 2 and not hitting anything for some reason. How can I extend vector 2 so that the second line trace will hopefully keep going a few inches and get a valid hit? I've used "Get Unit Direction" and then multiplied by an integer but that throws off my aiming just enough to make bullets miss targets at long ranges.
Well, if you trace from Vector1 to Vector2, and Vector 2 is a hit, then it probably stops exactly in front of the mesh.
Thats exactly what's happening
Vector2 - Vector1 is the Vector between those.
Length of it will be the Distance between the two points.
Normalizing it will give you the direction.
So you could get Length, Normalize, + 100 on the Length, multiply it again.
Something something.
Or just multiply the resulting Vector by 1.1 or so and add it back to Vector1
Or have a proper distance variable in your weapon that says how far it can fire
you can use find look at rotation and tgive those 2 vectors it will give you a rotation, then from rotation you can -> make forward vector and then multiply by length of trace you want like 10000
@surreal peak what do u mean by "Might also make sense to copy the array into a local one first and then removing the index you used, so it doesn't spawn at the same location twice" can u explain me this part pls i don't get it!
Well if you grab a random transform from that array, nothing stops it from grabbing the same one 4 times.
can you put widgets in the playerstate
Is that widget supposed to be visible by just the local player?
yea
Then put it into the PlayerController
And check for IsLocalPlayerController before spawning it
when i respawn i posess a new character which removes the widget
if its in playercontroller
Controller != Character
i knwo
Yeah, your PlayerController will remain
That will not cause the Widget to go away if you put it into the Controller
i know what i mean, sometimes its spawning one or two cubes in the same spot, i don't get this part "Might also make sense to copy the array into a local one first and then removing the index you used"
Create a function, e.g. "CreateBlockers" (Blocker!S!). In there, make a Local Variable (if you don't know how, please research it). Make that also a TransformArray.
Set that Array with the one you have already. Now you have two arrays, a local one and the original one. Now use the Local one to get a random index, save that index to a Local integer variable.
Then you can use that index to 1. get the transform from the array and 2. remove the element from the array (from the local one, cause I assume you want the original one to stay intact).
That way it can't pick the same transform twice.
so im using a trigger volume to setup a capture point however i want my capture point to be robust in saying that i want to place it in any level without changing the level bp, but you cant have trigger volumes in an actor bp. ive tried using a box collision but it doesnt work the same way as the trigger volume
I run a linetrace from 1 towards 2. Then I'm trying to calculate 4 by using vector 3 and 2
I run my second line trace from 3 towards 2 but I need it to go a little further to point 4
Is it possible to trigger an AimOffset by pressing a button, eg. my "Zoom"-button?
@surreal peak Thank you so much. I got it working. You refreshed my PreCalculus hahahaha.
Hey everyone. This is probably a stupid question but I couldn't find the answer.
I have a blueprint that has a variable.
When I cast to this bp in another bp and get that variable, I get the default value even if the value should be modified.
I suspect this is because I'm accessing the class, not accessing the instance (ie any modifications aren't taken into account).
- Does this make sense? When I do a "get X -> cast to X" do I access the class? Or should I get the instance and runtime values (which means I likely have another issue that I'm missing)
- If it does, how do I solve this? Should I make copies of these values in a gameInstance BP
can i change a box collision transorm during runtime in an actor?
How should I go about making a Freelook mechanic in 3rd person that doesn't alter the rotation or movement of my character? On input get the camera boom and set its rotation based on mouse X/mouseY axis value?
I found it pretty hard yesterday to setup this sort of mechanic without moving the actor aswell. My wishful mechanic is not a freelook one, but one where you can rotate view around without affecting the actor
Can you change game mode via blueprint?
at runtime? not sure i'd recommend doing that
Hello, Why is not possible to spawn an actor from a Blueprint Library function? Workarounds (without using a bp macro) ?
@twilit heath maybe you have an idea for my problem. I want to check if a flag is waved
i wanted to check if the flag has exit and entered the collision sphere
like for example starting a race
Hi, how to delete a referenced C++ component in blueprint, which was properly deleted from component list and then the plugin was removed from the project. BUT! The Blueprint is still referencing the component, even though the component is not used anywhere in the graph. I have fixed up redirectors in folder and on start of the project it still complains in the message log that it is failing to load Blueprint. The Blueprint can be opened, compiled and works in game. When I open binary file and search for the deleted reference it still exists. Is there any other way to clear such mess?
A disconnected reroute node can hold the ref
@hardy sentinel that's not the job of a function, is what it is
@deep elbow what? O_o
how can i measure the distance an object has moved in 3d space
for example the x value?
without using time?
basically i wanna check if an object is moved to the left and right in a given time window
store the starting location, store the end location, compare
i want to stop when i hit the end position
for example after i moved my object 20 cm to the let
do i have to check every frame?
i have an idea let me write it down
i mena it depend shwat you want to do, theres a lot of ways of movign something,. you could run a timer and check if the object X is > or < than it's startign location and then clear the timer once it happens. you could make a timeline if you know exactly what you want to happen, you could run it on tick if there's other logic you need going on, i mean
i want to have a flag that triggers an event when moved from left to right
or right to left
and its always on screen or just for a specific time?
personally to get the logic going, i would use Tick - eventually you'll move that into somethign else like a timer runnign when the flag is relevant, but tick is fine to prototype - you store the starting location from when the gameplay involving the flag begins, open up the tick and check the current flag location against your stored location with a vector distance node, filter out the relevant XYZ, and then do a > or < float and have events fire from there that will be left or right
my first idea was to have sth like this
startpos = obj.getlocation
while(timer!=2.0){
if(obj.getlocation - startpos >= x_value)
{
right = true
}
if(obj.getlocation - startpos <= y_value)
{
left = true
}
}
if(left&&right = true)
{
trigger sth
}
yeah i mean, if you're doign it in code then you're asking in the wrong channel, if you are just using that as psuedo code then you're on the right track.
ofc the negative x value not y
yeah
Hi all, I'm trying to set a countdown timer if a certain boolean is true. so if it is true then start the countdown, if not stop the countdown and reset. Bit rusty can anyone help me out? The countdown is going to be driven by a curve in a timeline and output a float value
i'm not doing it in code, i just prefer to writet my ideas down in code
well i mean you could just base it off the actors whatever vector then it doesn't care abou pos or neg
ok psuedo, then yeah you are on the right path, just start plugging stuff into other stuff
i want the player be able to swing flag and start the trigger as long the person picked up the flag
so call it every frame, while picked up?
if you need it to return somehting, you'll need to check often
i was just worrying about all the ticks that happens while my timer runs
but i just can lock it with a boolean right?
and set it to false, when my timer end, so my tick starts a new check for swinging the flag call
if you use an actual timer you can clear and invalidate when you dont need to check
start teh timer when player picks up flag, destroy timer when you dont need it
try looking at timer by function, then you can choose a low looping time
if you are worried about ticking etc
but honestly there is nothign wrong with tick, just dont start with it enabled
you can go into class settings on your BP and disable tick from start, then whatever trigger event - pick up flag etc - can enable tick on that BP
yeah thats the right one
thank you for your help ๐
you can either create a function with that name, or create a custom event and call it the same name as what you entered in the function timer etc, np good luck!
@deep elbow one question can i set a timer within a function that im calling?
hi , im trying to set a button that opens and closes a shop when the player overlaps with the collision/overlap area of the shoopkeeper, and i've managed to open close the shop, but i don't understand why it opens from anywhere on the map, not only when i'm overlapping , any idea why this is happening ?
my blueprint
@thorny cedar yeah you can set a function wherever you want
yep im making a prototype
if i wanted to control the rotation of the camera independently of the character, i should rotate the camera i've set on the character right?
i'd have to separate the controls for rotating camera and char
is that right?
hi , im trying to set a button that opens and closes a shop when the player overlaps with the collision/overlap area of the shoopkeeper, and i've managed to open close the shop, but i don't understand why it opens from anywhere on the map, not only when i'm overlapping , any idea why this is happening ?
@analog lintel make a boolean 'isOverlapping' and make it true when you're overlapping and make it false on an event 'onEndOverlap' (i think thats the name)
and make it so you can only open the shop when that boolean is true
Oh thanks @thin rapids it works!!! ๐
you're welcome!
Btw @thin rapids why is it, it doesnt work only with the binding the button with the overlap event?
it's because that event can only happen once the overlap event happened, if the overlap happened and you get outside of the overlap area, it will still count as if you could do that event
if you make it so you can't do that event when you leave the overlap area, it will no longer understand that you can do that event when you leave that area
you're welcome! ๐
Why "Construct object from Class" gives me the following error?
"Cannot construct objects of type ..."
Hello, how can i remove hitch on 'Load Stream Level' ? i'm building a loading screen while the level lods their sublevel. How can i smooth this?
if i wanted to control the rotation of the camera independently of the character, i should rotate the camera i've set on the character right?
i'd have to separate the controls for rotating camera and char
is that right?
@wise jewel Depends what you are after.
You can set it that way or decouple the camera from the character orientation.
Difference between zelda style camera and skyrim third person camera
Why "Construct object from Class" gives me the following error?
"Cannot construct objects of type ..."
@abstract socket what are you trying to construct?
@thin rapids An Actor from another Actor, I'd like a way to instantiate an Actor from within another Actor to hold a reference to it, without actually spawning one in the world
if i'm not mistaken you can't construct an actor with that node
i'm not sure, but i think you can't
actors have to be spawned in the world. You can use objects if you want a blueprint without a transform
@sleek jacinth That makes sense, and since I'm new to UE, I'm probably going to ask a stupid question: can I still spawn UObject in the world, later on? Because I'd need to instantiate an object and at a different time, get it to show in the world
@sleek jacinth That makes sense, and since I'm new to UE, I'm probably going to ask a stupid question: can I still spawn UObject in the world, later on? Because I'd need to instantiate an object and at a different time, get it to show in the world
@abstract socket yes, you can use the spawn actor from class node to spawn any actor in the world
@thin rapids Wouldn't that need an AActor, instead of an UObject, though?
it would need a class
If it exists in the world it's an AActor