#blueprint
402296 messages Β· Page 471 of 403
Ah so that's why it's freezing?
Because it's on the same thread as all the rendering?
That gives me alot of options then since chunks are self contained and care very little about other chunks
Yeah but you really want to do threading in C++
Having explicit control over your threads is paramount
I didn't even know blueprint even had multithreading ability
It doesn't
@hoary gazelle Any case, that's really the only concrete advice I can give. I can't give you a walkthrough over the entire set of mechanics you need - so maybe its best to think about how you would go about the problem and ask about things when you're stuck on specifics?
stock blueprints don't multithread, plugins or writing you own c++ will let you though
There's also a marketplace pack that'll do it for you
But there are no language facilities to allow for safe threading
Oh I dont need everything all at once, im mostly just going at it one at a time but im not exactly sure where I have to start.
Ill do some research on the CreatureData and come back when I have more questions.
Thank you very much btw
I'm a bit puzzled on how to get what I want; probably since I'm very new to this. This simple circuit has my character turning 90 degrees left, but it snaps the view instead of turning. I heard I need to Linear Interpolate on an Event tick to make the turn gradual, but I can't find any such events with the right inputs
You'd want to have a different "target" variable
you won't have all the inputs for an interpolate on a default event
I just started looking the making variables bit
The only real input you'll have is Delta Time - current & target is up to you. Interpolation doesn't really yield itself too well to "Add Controller Yaw Input"
the normal character setup uses direction input and already interpolates the rotation of the turn
using the 3rd person template
I saw that, but I'm trying to have it so pressing a button (or a D-pad left) turns a specific 90 degrees
you can input any direction you want and the character class will rotate to it.
Eh
You can totally do a few different things with Character class, none of which are smoothly interpolating rotation over time without movement
There's also animation
Root motion would work for a biped here, except for the aim direction
good point, i didn't see it was just yaw he wanted
thought it was movement input
although i think there is a setting to enable that follows controller input for rotation view which has a controller or character turn rate or something
Hey im back and i looked into structs a bit more and it seems like something ill be able to use easily.
My question is though, when I looked it seems as if everyone was using 1 struct for 1 specific enemy.
Since ill have a lot of enemies in my game and duplicating more structs seem like a pain, how do I get
one struct to keep track of multiple enemy values and stats?
I can look for turn rate. I tried a straight up float FInterpTo with Speed and Delta time both 1.0 but it still insta-turns instead of there being a smooth change in facing direction
you don't feed arbitrary values into deltatime
Turn rate governs how fast it follows movement I think
you feed it deltatime
if you're using that mode of rotation
I'm telling you, from what you describe, you definitely can't get it just from using stock Character functions.
RInterpToConst will interpolate a rotator Speed degrees in second when provided the Ticks DeltaTime
Can the Event Tick work without connecting to another Exec node?
it can, the exec node runs, and DeltaTime is valid, refreshed each Tick
you also have a GetDeltaTime function
that provides the same value
okay I'll try another couple experiments
how do I remove the input in a function again
How would I to move only a specific bone of a skeletal mesh?
x phton
x?
you'll probably see it if you stretch out the details panel a bit
maybe stupid question but im trying to attach an ai character to another actor and it keeps falling through the world. attaching a standard actor the same way works fine. what makes characters fall even with gravity disabled?
i am 95% sure ive used character class and it settings to smoothly rotate the character based on controller input
@hoary gazelle you can make an array of structs to keep track of enemy info
if you use SetActorRotation it will not
I wanna rotate only the top half of a character's skeletal mesh in a blueprint, how would I go about doing that?
you rotate a lower spine bone
How do I rotate bones?
i haven't done it, but seems like you should pull out the skeletal mesh ref, and see what context offers when you enter word "Bone" from skeletal mesh ref
on a default character, that would be "Mesh"
It don't work, ree
You should try to work with masks, on Animation blueprint
or layer, I don't remember their names
Need to check
I'm new to the whole animation blueprints, it's an entirely new thing I haven't delved into
https://www.youtube.com/watch?v=ffuq5k-j0AY&t=2441s
In this video, he sets up a character from parangon
I'm not saying you should watch it entirely ( even if I recommend it ) but he manages to put a mask on the lower part of the body of the mecha, so he can still walk, but also doing punches, which animates the upper body of the character independently
Epic Games has released 20 character assets from Paragon and now we want to show you how to get started with those assets! Shinbi's animation Blueprints are included to give you an example of how to setup the characters. In this livestream, Jay Hosfelt walks through the steps ...
Is there an event that can add a certain amount to Rotator's current X Y or Z values and return the changed Rotator?
ie: x = x + 1; equivalent
Just try to overlook into that video a bit, and see if you can pull that logic into what you want achieve
Ok, thanks!
I have a question mainly about anim graph, how do i connect more than 1 to the output pose? would it be a blend?
Hey, Ive made a data table for all of the enemies i have in the game, along with thier stats (Hp, Attack etc.)
How will i be able to treat the enemies as individual entities and pull thier data when i want to add them to a random encounter table.
you'd spawn the enemy and then call a function giving them a row name
they'd pull the row of data and initialize according to what's there?
Would the enemy be one actor and it would change depending on whats on the data table?
@tribal axle https://youtu.be/WPeJHgZa4TI
UE4 Skeletal Controls: Twist Corrective basic how to use
Or you can use the Transform Bone node
@flat raft thanks a lot!
Check out his playlist to see how to hook things up
hey can somebody help me remember, when you iterate over structures or pass them to fuctions are they passed as refs or copies?
Hello
I've got a problem with a spectator pawn. I want the camera angle of the spectator pawn to be locked looking at another actor in the world. I figured something like this (https://blueprintue.com/blueprint/cyiovdgk/) should work fine, based on this https://gibsonmartelli.com/SpacePlace/2018/03/04/unreal-fixed-follow-camera-it-points-at-a-moving-target/. It's not working though. my look target is valid, but setting world rotation on the spectator pawn's root component doesn't seem to actually do anything. Anyone have any ideas?
I would Ref
I would use Ref @buoyant night
I can help @patent ruin
Set it on the camera's component
@patent ruin
there doesn't seem to be a camera component on spectatorpawn though
Btw, would you guys like to see my aim system for projectiles, I just need some feeback
Ok, let me check
@patent ruin
Yep
Me
Sorry
@patent ruin
Cant you add a camera
It should automatically get used
I did try that, but it also didn't seem to do anything π
π cool thought so
Ok
I added my camera and verified that it's being used. I can, for example, set field of view on tick and that works fine
neither SetWorldRotation or SetRelativeRotation do anything
with the above code ^^
Hmm
Im testing, how do I spawn in as the spector I made?
Oh wait
I think I know
could probably just set your spectator pawn as the default pawn in your gamemode
Ok
You have to do that
My rotation is working fine
if it still doesnt work re-start ue4
So the calc could also be wrong since I used a rrandom rotator for testing
Here is my weapon aim system
Any thoughts?
@patent ruin got it done?
This is how I do it
@patent ruin
@patent ruin here is a video
oof the rotation from world pos is pointless
It gives a random forward,
But that shows what worjs
works
@acoustic lava I did end up figuring it out after a while. The problem was actually that my actor wasn't in the place I expected it to be π€¦
so the rotation was working fine! My actor was just stuck at world 0, 0, 0, instead of where I thought it was supposed to be
I thought so
@sand shore Hey!
So. WASD key graphs?
Move Forward?
Also probably just crosspost the post from the previous channel, for context
okay and you get this amazing gif
at the start, that looks okay.
is the problem that your character spins and then when you press forward/backward that the character doesn't walk towards his backward/forward direction?
In otherwords.... YOu rotate him 90 degrees to the right. You press W. He moves towards the top of the screen (his left)?
Basically he doesn't turn around to head to that direction. He only runs backwards, he doesn't look in the direction when I press S.
Okay I have an idea.
I'm all ears. Might need some help tho, I'm not good at finding stuff, lol.
Okay first step.
Second step
You want to go to your default settings and look for "Use Control"
You should see something like... Use Controller Yaw...
uncheck that.
Third step
Select your Character Movement Component.
Try to find the property "Orient Rotation To Movement" and set that to true.
Alright one second. Should I delete the "Add Controller Yaw Input"?
Or do I make another InputAxis MoveRight?
You don't need it
Will delete them.
You can leave it alone, do not make another InputAxis MoveRight
you should only have one Input event
If you have multiple Input events for a given keybind then you're making it harder on yourself.
that goes for axis inputs and action inputs.
When I link it to Add Movement Input, it won't let me move right at all?
screenshot what you've got right now?
Same thing as in your screenshot.
Show me
Doing it right now.
It'll eventually do the animation.
"Use Controller Rotation Yaw"?
Do you see that?
Yes.
Did that and step three.
Yeah
And that is currently true?
Okay, if that's currently true, send me a video of what happens?
It's doing the animations, but now it's struggling to move around when I rotate the camera.
Well. Okay, so isolate things.
I want you to really consider....
You're holding down D - to move right - and you manually pan the camera towards the right. You haven't stopped holding down D.
Do you move in the same direction?
Don't do anything in game...
Does this thought exercise make sense to you? Is that what you're attempting to accomplish?
My controls get messed up when I turn the camera around.
But yeah, it does make sense.
Hm
I'll send a vid.
oki
All was fine at first, but then I rotated the camera and it started messing up.
I'm gonna put back the previous blueprint in the mean time temporarly.
How do you toggle the sun disk?
Control relative to the camera? What do you mean by that exactly?
So you start off this video facing... we'd say... "North"
When you first rotate the camera you face "NorthEast"
When you press W you move away from the camera, towards the NorthEast
When you press S you move toward the camera... towards the SouthWest
You are no longer aligned to the cardinal directions.
Later on in the video, it is unclear what you're attempting to do
Oh no, I don't, I want to be able to rotate the camera without affecting the movement.
Yeah?
But I think you might find it equally strange.
If it works, we cool.
Simply remove these boys
If you reproduce what we had before and then remove the two indicated nodes, your rotation will have no impact on the movement.
Do I still true/false the things from earlier?
and normalize then, add as 1 input node
Do I still true/false the things from earlier?
@oblique lance I do not know what you undid.
typically you should not use controller yaw but you should orient rotation to movement.
I'm going to say again... I think this to be an odd choice for a game. But you can do what you like.
It works better, but I still can't go in dual direction (North-East, North-West, etc)
Yes?
You really ought to be able to hold WD to get upward and right motion
Print your Velocity
on tick
Then press both W and D
print it just with W
and Just with D/A
You will find it hasnt been normalized
why not do it then
Ok
@oblique lance Any case, mate.
Hope I helped you sort of understand the options you can use to try to get the input feel you like
Basically on a 2d plane if you move 1 unit lef and 1 unit up your maginitude(or velocity) is 1.2somthing becouse of the square you have to add both of the Vectors
then you use a function called normalize
You'll probably have to experiment with the specifics.
This circle will explain further
you didn't even fucking show how to work around it in BP \
Thank you, I appreciate it. I'm just trying to toy around too, as I'm still encountering the same issues. Trying a few different things.
if you moved 1 left then 1 up you would move in a square
that's a trivial proof. Fuck off with your concern trolling @acoustic lava
Sure buddy.
I came on 5 hours ago
You got like 1 more message to fluff me or you're blocked
Wow you're really lame.
@oblique lance I never did really get what you were going for with your control scheme.
U dont get much
Hope you find something that works, and that you were able to understand how things work in UE
Yeah I'm sorry, I'm trying my best I really am. Basically I want to move using WASD. Right click to rotate the camera. You can move the camera around without the character going that way.
Anything that could help.
Ok, Ill make a bp quickly
I would make a vector 2 for starters
On tick update its x and y with the change from mouse input
You clamp the values using min max
- 90, 90 for x and same for y
You saw the blueprint screenshots from earlier?
Ooh
No
Let me check
OOOOOH
I know what you want
Its so ez
You get the world forward vector
and the world right vector
and use that instead of rotation
ez
ez
Ill make it quick
When you do pls show me so I can understand better.
Yes of course π
Thank you!
Start like so
But work it like so
The get Forward vector & right , if you input 0,0,0 it gives you world direction
Now this is how I do my inputs
But I normalize
Like so
@oblique lance
It definatelly works
My recorder is not good
Btw, do you understand the principal of Normalize?
I think, yeah.
Its like taking a square (WASD) and making it a circle (Controller analog)
Awesome, glad I could help
Alright gonna try that now.
Cool, Ill brb in like 2 mins
I can help with your weapon sys, if you add one
This is part of my 1 modular weapon sys
Here is a M4A1 added using the same BP
I might add one. That looks good!
Thanks
Btw where did you vector * vector go from the 2nd to 3rd screenshot?
Any idea how do I carry over variables from script to script?
i want to use the variable from the previous script
is this even the right place to ask such stuff? I figured editor utility widget is related to Blueprints π
Alright, thanks! I'll give the forums a try π
Yeah, this is a bit slow
if you come back later you might find someone
@oblique lance everyhing good?
Sadly it didn't work either. π¦
I still can't move the character properly.
Screen shot the code
Do you have yaw enabled or something?
Um, why would that matter?
Ok
Um
Ok. I got one last Idea
Can you send a vid? and btw what Yaw setting have you disabled exactly?
add it to the vid
We will get this working xD
"Use Controller Rotation Yaw" is disabled.
It's uploading.
@acoustic lava On each times the camera angle changed, I used in order, W A S D.
Ok, it shouldnt matter tho
you are requesting a world space movement
restart your engine real quick
also
It does here cause the controls are completely screwed.
Vid still uploading.
First camera angle, I did in order W A S D. Next camera angle, again in order, W A S D.
You can see the controls are completely messed up.
Ok im checking
Oh
Nice
Its working
last thing
How exactly do you want to move
relatively to youself
Like if you look forward
Do you want to move in that direction
Can you just type that once more
Im looking up tho
I wanna be able to move around and not be restricted by camera.
So like I wanna keep running forward (W) and rotate the camera to look behind me.
I see
ok hold on 1 second
So when you let go of a button
it corrects the look
back to forward?
Its hard to understand, cuse that code ther is working like you said
you arnt hindered by camera
Basically, I only want to use W to go forward.
I don't want to use A, S or D to go forward, only W. Same thing with their same key. Don't wanna go backward with W. But this is what is happening right now.
World I think? I want my character to go forward, so I assume.
Yes, Its working as intended
Your camera is just becoming confusing to your point of view cuse when you look back
your left becomes your right
Relative to the free camera
Oh so how can I fix that?
but your left is still left
Do you have a game in mind you want to copy?, a refferecne point
you could either:
Snap the camera between forward and backwards look
then inverse the inputs
or
you can use a calculation to see if your facing forward or backwards and ajust when you go over the threshold
It will feel wierd to play tho
the second one
Using the Multiplayer Topdown Kit, Action RPG Inventory System, and Advanced Social System assets from Vanguard Interactive with my own WASD movement and camera zooming/rotation.
thats exactly what i want
minus FPS view
Ahh
fine sir
Its a locked camera angle
The walking code is correct
fine sir/mam *
sir lol dw
So take the camera and place it above your character
rotate it to face said character
like the above
then go to your code
and destroy the add pitch and yaw input on the camera script
all of that?
Yep
Then you wont be able to move the camera yet
What you will do is becouse you want to move your camera
you will lock it to the place it is now
then rotate while holding a specific key
and when you let go return to normal top down iso view
That is the best way
I can try if I understand.
My camera was fine earlier though, I just wanted the character to not run backward when I press S.
I want to run my way.
Ok
@acoustic lava https://streamable.com/6122kk This is what it looks like with my current code. It's perfect except for one animation.
I wanna be able to move around and not be restricted by camera.
@oblique lance This confused me, since this is relative to your camera xD
So what is the problem now
/ Next step
Is there a moving back anim?
I just want him to turn around and run in that direction, not run background.
There is.
Ok
your cam is controlled by your mouse right?
Try rotating the actual charater
with a lerp
a lerp?
the actual mesh
I m
Ok start normally
go to BP
Now go to move input
Forward backward move input
drag off it and sequence
Plug one of the sequences int move input like it was
wait where is move input
Ok
forward backward move input?
yes
inputaxis?
yes
yeah that's move forward.
then 0 goes to the same movement input?
setrelativerotation to springarm1?
Sequence is good for avoiding delays and code breaks
Not to spring arm
but to the mesh
of the charater
Now
branch off of exec 1
float = float
check to see whether the move forward = -1
then 1
on sequence?
yes
nothing for float = float
branc
branch
then drag of of the bool
float = float
then the first pin = the move forward axis input
second -1(to se if you want to walk towards the cam)
like this?
Yes
Now Axis value
from move forward
Btw
Take a zoomed out screenshot
I need to see th other stuff
what is this, reconstructing camera-based-movement?
Ok good
its not camera based, i just wanna be able to freely rotate the camera while moving around and not affecting movement
Take the move forward axis value
alright
Y'all have fun
i guess so heh
to the float = float
no in one
nah it just messes it up more
Yeah
Take the float from the red pin called MoveForward
the green one , plug it into the =
on any 1
just 1
the other value
is -1
the float i have is ==
Yes
Good morning
Im making a turn based battle system and its going fine
but I want my character posses a camera on a separate platform hidden in the scene (that's used as a battlefield) and
Have an actor/pawn with a sprite that changes depending on what enemy appeared
I tried using a pawn with a camera but it wont get possessed and I also tried just having the actor for the enemy just on the platform and not spawn and it'll just change the sprite on it before the player possesses the camera.
ill try again tomorrow
im just getting upset and tired at this
you guys can help beastars
good night
thank you
@hoary gazelle Look into "Set View Target"
Hey everyone. I have a character who throws a weapon and I apply an angular impulse so it spins through the air. It looks fine while they are standing still, but if they begin strafing left or right the weapon has a weird rotation.
that isn't an alternative to what you're saying you've done @hoary gazelle ... just something to dig into on the side.
yep just give me a minute
Ah alright, because i havent actually done anything regarding the camera aside from make a pawn
Im trying to change the view temporarily so i wont have to move the actor back and forth
@hoary gazelle cant you make the second camera a child of the player?
Then just dynamically swap between the views
Set View Target sounds perfect for that application
the camera would move along with though wouldnt it?
Because i want the second camera to stay in one place forever essentially
Unreal really doesn't support the idea of two cameras
you can have your player camera and your stage camera
No, you could refference the camera then set its view
If the camera is a child of the player though
Wouldnt it still move along with the player?
Im not sure how this works cause before unreal I used to work a lot with Unity and thats the case there.
Here is the video. First throw is standing still. Second is strafing
Ok
@hoary gazelle
On the begin play detach actor from component
(the second cam)
Then it should be world space
@glass minnow
Screen shot the code
Well
When you detach it, it automatically goes into world space?
What if i wanted it in a specific area thats not entirely close to the player?
Like the camera is waaay below the scene and is in a specific angle, is there a way to move the camera after its detached?
that is fine, detach and update world location, what you could even do is just leave it attached and on tick lock its place to the required vector
or update move
since its a move based game its a more realistic approach
@hoary gazelle Im gonna sleep now too, if you pm me, ill make an example bp later, if you havent figured it
Alright, thank you for the help, ill look into it now
Is there a way to force an interface function to have an output node and be implemented as a function rather than an event
I want local vars for it but don't need an output node
If I were to generate a value for each pixel of an image, how would I place it into an image or texture? Or is there a streamlined output method for this at all?
The method is simply for x and for y for each row to be drawn.
Hello
I was trying to understand how the walking / flying character was made, so that I could migrate the settings to my own project, I got the tips from another discord channel to ask here, because the person who gave me the feedback thought it was a blueprint matter
The image compares "ArchViz Interior" and "Realistic Rendering", both free from Epic.
Does anyone know where those settings/setup are stored in a project?
@echo snow you would write into a render texture
and that helpful person, @deep elbow, shows up here too π π

btw, thank you for that archviz tip on the marketplace you sent. it seems I got it already, but havent had time to get into it.
Right now, UE is like an ocean and you try to get it in, drop by drop π
About your issue, you won't be able to edit those properties because they are defined in code, unless you are willing to dig through the GameMode in C++ you are probably better off making a blueprint GameMode and then you'd be able to provide a default pawn that had the logic to switch between walking and free-flying
out of curiosity, how do you know they are c++ coded?
because otherwise you'd be able to edit the individual elements, the reason they are greyed out is because they are all defined in the game mode c++ class, it shows them to you in the project settings but it doesn't allow you to edit them
I presume in both of those projects there isn't a blueprint pawn class
or might be, but it'll be defined in the code
maybe gamemode is set inside the world settings
I mean it might be but that's not the problem
@willow lichen I don't know of one. I tend to put my interface events on a separate graph, but I give up the local vars so yeah it's annoying. Sometimes I add a useless boolean output if I need it to be a function.
I have some free time at the moment, do you want to go over how you would add a custom game mode and pawn that has walking and flying? 30 minutes
They're greyed out because GameModeBase is a CPP class.
@echo snow I never used it personally so I can't speak to its ins and outs, but you can make a 2D render canvas asset (it's called something like that) and draw directly into it somehow. I vaguely recall its use cases being dirt/snow trails and other such dynamic texture stuff.
lol
Oh I didn't see you already answered
yeee :3
Hey guys, I have a problem with enums comparision. Item stores in our game have this check wether player already owns specific item and for some reason I tend to get this bug like 50% times I play. Usually adding a new Print with item's name helps, but come on, how many more prints will I need? π© have anyone ever experienced this and have some rational solution?
@willow lichen I don't know of one. I tend to put my interface events on a separate graph, but I give up the local vars so yeah it's annoying. Sometimes I add a useless boolean output if I need it to be a function.
@tight schooner Haha thanks. Same. Just output bool with _ (so it makes it blank)
For additional graph. Thats like a new scope right? It doesn't char it's events?
I haven't noticed any functional difference in making a new event graph and moving stuff there
Purely organizational as far as I can tell
^So I can call other events from it?
Wait
That must be possile with calling on self. My bad Thanks
@tight schooner thank you) @deep elbow and thank you)
I'll fight with it later today, hopefully before everyone disappears)
I have some free time at the moment, do you want to go over how you would add a custom game mode and pawn that has walking and flying? 30 minutes
@deep elbowthanks for your kind offer and sorry for not seeing your message.
I was actually at work by the time I wrote here ( π€« ) and then went to a meeting.I'll write back and glad to see kind and helpful people around here π₯°
Keep up the good work folks
ouch, I wrote my message in the quote area ... discord is a little messy for new users..
Are you guys using the web-based discord or the app?
no worries btw, and i'm using the app :S
π
I'll get back to this place later then
Discovered it just today
hah, welcome!
Hey can you guys get the world settings in bp?
help please, why is the item not attaching to the bone, just the center of the actor
get game world, cast to worldsettings
but might not be able to do that from all BPs
actor classes i mean
Hi! I started a game in blueprints and selected desktop/console in the front page. Is there any way I can change that to mobile without restarting the whole game? (I'm new to all this)
@regal mountain yeah you can look up some documentation for how to package to mobile
@trim matrix Not sure what you mean. Are you asking about having multiple of the same node vs dragging the wire and connecting one node to a bunch of data inputs?
It's purely organizational/style
Execution wise, connecting a ton of executed nodes to one getter, or giving each executed node its own redundant getter, is the same
Alright, thanks @tight schooner
(and same goes for pure functions, such as Random Float. If you connect the same random float node to three print strings, you'll see three different numbers on screen as if each had its own.)
(and same goes for pure functions, such as Random Float. If you connect the same random float node to three print strings, you'll see three different numbers on screen as if each had its own.)
@tight schooner oh with every node function duplicates and calling again?
Yeah it's not an explicitly executed function (doesn't have exec pins), then the node is re-executed for each executed node it's connected to. So yeah, the way you connect non-executed nodes to executed ones is purely organizational
For your other question, I don't have the expertise to answer
@tight schooner thank you so much for your attention and answers
Or maybe I could if you elaborate a little. I don't have any C++ background so I'm not sure what you're asking
i have seen it in some videos
There are various ways to have one actor do something on another (call functions etc) without casting to it or otherwise being particularly aware of it's class. Using a Blueprint Interface or casting to a parent class e.g. ...or even using a node like Set Timer by Function Name with another object as a target; I think that works.
I don't know what the exact performance cost of casting is. You can always devise some benchmark test to find out.
As far as passing refs around goes, if they are refs specific to custom classes, the performance implication there is it creates a dependency β one class must then always load another class into memory. So if your pawn references everything else in the game, then any time the pawn is loaded, so is everything else.
Which is why casting to too many classes within one blueprint (or otherwise handling references to too many other classes) is generally advised against
... is my understanding of it
Sorry, I straight up don't know
yep, i am trying to learn that. If i learn i will write you. Because it is important for performance
thanks for attention again dude
@zealous moth So regarding the horse issues I disabled collision between both horse rider & horse while moving, and no effect.
@trim matrix If casting makes dupes in memory, what if you casted 100,000 times and then manually called garbage collection as a benchmark test...?
If no one else here is able to answer your question, maybe the #cpp crowd will be more knowledgeable despite it being a Blueprint question.
Or otherwise inspect the engine source code
@tight schooner i think, it is about pointer mechanism. probably nativize blueprint is calculate it i will ask to cpp crowd
@carmine thorn Regarding the horse issue and your thoughts on it's rotation not being applied: Before mounting the horse I make sure that the player is facing the horse, as the animation runs "sideways" so to say. I'm disabling collision between horse rider & horse, and the mounting location is offseted to either side of the horse.
Hello all! I just noticed something bad going on... I base my camera movements on tick. Thing is the camera moves faster and slower depending on framerate ... how do I fix it ?
By not using tick to drive the camera movement? Why don't you use InputAxis to drive the camera movement?
@mild pine is that the only solution ?
I'm moving the camera in many ways, most are not InputAxis
@fallen glade Get Delta Seconds node. All tick-based movement needs to factor the frametime in so that it's framerate independent
@fallen glade thought about using delta time to buffer the moment...
I know what delta seconds is sort of... like the length of a the current frame right ? How would I implement that ?
if I have two actors of the same class and they collide, both will fire the hit event. If I want to spawn a collision effect, e.g. sparks, what is a good way to avoid spawning them twice (in each of the both actors)?
Let's say the delta seconds is 0.01 (for 100 frames per second). You want to move the camera 100 units per second. You multiply Delta Seconds by 100 and get the distance it should move in that one frame. For example. @fallen glade
Ok that's going to take a few times going through to understand properly I think haha, thank you @tight schooner
Maybe give all actors an ID and the one with the smaller ID will spawn the effect? Is there an actor ID already in the engine I could use for that?
@low venture what if something looked for both collision events and uses them to spawn and common collision point
Hm, so there could be a "observer" and actor A tells him "A hit by B". Then the observer spawns the effect, remembers that A was hit by B and when the actor B tells him "B hit by A" within a small time it ignores it and doesn't spawn any effect. The problem with that is that I must define a duration for which the observer waits for "B hit by A". I see problems with that.
@low venture and what if it was able to blend the weapon effects say fire and ice weapons collide and make steal or what ecer you got
think of moving out of scene to umm i think game state or something
instead of time mabe matching collision points ???
there is a common " " game state mode i dont remember in multi player so you could use it to tell client spanners to spawn one each
lol spanners = what ever spawns the effect so that the actor is not doing it to avoid the problem
Wouldn't it be easier with an ID? E.g. if actor A gets ID 1 and actor B gets ID 2 and they both fire the hit events, just check in both actors if it has the smaller ID. If yes, spawn the effect. In this example only A would spawn it, because B has a greater ID.
Is it possible to focus on a widget interaction without having to look at it? I want to press keyboard buttons to interact with it without having to look
most Likely I have no ideal i was thinking more of allowing you to have more control of what effect spawns as well as fixng the problems you got ...... what if you decide to change effects want to work on actor level or spawn controller level...
what slot is used for displaying numbers in widget? (HUD)
@quick lark so you want to use keyboard to do something think about doing it on player controller or something that looks for the keyboard event
This is the second point, yes. But I think this would also work with the ID-method. Then a observer gets the messages "A (ID 1) hit by B (ID 2)" and "B (ID 2) hit by A (ID 1)". It ignores the second one, because the first ID is greater than the second ID. The oberserver then can decide on the classes of A and B which effect to spawn, e.g. if A is metal and B is plastic, spawn no sparks. If A and B are metal, spawn sparks.
@midnight bone what about the ToString option
So I should still give my variable as numbers to text but somewhere in text use ToString?
@dense mantle regarding focusing the widget interaction -- from what I know, this is done by looking at the widget. is there anyway to be able to interact with a widget without looking at it?
I imagine there is a node to make the widget interactable without having to look at it?
@low venture i think i would give a "" more power " look so that they can have control of what happens with little effert meaning static id
@quick lark what do you mean by with out looking at it like a bound var ?????
@dense mantle From what I know, interacting with a widget is only possible by looking at it. That is when its events seem to be called. Is there a way to interact with it without looking at it?
@quick lark now first i have no ideal if this is possible but thing it could be done is to have hub do the setting i know it would be fairly easy to have like player controller just or what ever drives your hud to also give the info to you there
@dense mantle thanks for your time
did that help at all lol
I don't think so hehe, but you spending time to offer your input brightened my day!
so what are you trying to do
Take a look at this: The living legend Mathew Wadstein has to click on the node to make it interactable. I'd like to make it interactable if I press the button "G"
What is the UMG: Input Key Selector Widget in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames...
What are you trying to do
@dense mantle I didn't answer your question completely, sorry about that. I'd like to press up/down/left/right and move a square around. I don't want to have to look/click on the widget to move its square around
sorry to interupt, does anyone know if there is a blueprint node to get the content string from the clipboard?
@quick lark what about making it a var and then use something like onchange event then have the bluepring that moves it or what ever it is look for that event ???
oh, you're suggesting to not use its native events? genius
ah, looks like "keyboard [x]" doesnt show up in the widget's event graph
Good Morning
I have a thing where I use the Set view target with blend to move to a different camera when an encounter comes up with my random encounter system.
However when I move around a certain area and it switches, the player is still moving and he doesn't stop.
I have tried
Setting the velocity to zero
Using Stop Movement and Stop Movement immediately
Changed the character movement from swimming, to flying, to back to walking
Im not sure what causes this but I'm not too sure how to fix it either.
are you use that widget and if so it can be a var the that var should have something to due with on change or something and when that is fired meaning the widget get a key press event and changes due to whatever was done so it says i have changed ...... the block mover listens for that event so it will ned ref of that widget to get var
@quick lark above lol
@hoary gazelle what controls the camera or cameras ??
One camera is attached to the player
The other is a camera within the scene that it switches to
So i guess nothing controls the second camera
so you give it velocity or have dose it start to move
If I play my animation via the Play Animation node, will it override the characters Animation Blueprint
thank you @dense mantle π
@quick lark so did that help ???
Perhaps! I'll try it out π
might watch blueprint comms on youtube to get a better view lol that is what gave eme that ideal
hehe
The player moves via the add movement input
@unique wyvern what do you want it to do ???
It starts to move on its own when the camera switches.
Its as if its keeping its velocity even after ive stopped all input
true but i think he wants to blend in something to the anim
and the char anim blueprint uses that impulse to decide what to do
@dense mantle I want to play an animation in blueprints and not have the animation blueprint mess it up
run jump fly and that and what if i whatever come in and change everything or even nothing lol @unique wyvern man i would watch the you tube vid on anim they might just change your hole way of think lol but you might take and get ref in your blueprint and then use a blend sp over ride it
something like song changes and then dance changes
@unique wyvern is that any help ???
@tight schooner figured out , thank you !
@hoary gazelle so what i am stumped on is ok so enter area change to combat cam ???
@fallen glade so camp pan control input i am guessing in local space and then switching to world offset i am think cam bounds and changing location via that input
but i am only guessing lol
@hoary gazelle if so i am thinking box collision to mark area then make blueprint to control the switch of view and cam control so the on leave event revert to normal ??? is that what you are talkign about
Hello guys! What I'm doing wrong here? I want to make a smooth progress bar but I don't see any changes when using finterp.
@fallow fox did you bind to the bar var ???
what are you doing in the widget tho is the progress bar var binded to anything
and updater on that end
like var = var or something ??
@fallow fox ok so on the hud widget the bar element needs to be set to var so then bound and then updater in the widget i think
Decreased the loop time and the increment and now it's smoother
@fallow fox wait are you using a blueprint and wanting it to change it there if so get a ref to that hud widget and then boom use the progress bar var get and set function after you do you math
I don't think you understand what I want to do. I want that progress bar to be smooth only π
Finterp it's not doing the job, so I think I'm doing something wrong
So this is what you are trying to say?
ok so what do you mean by smooth even movement
@fallow fox and what is the widget element you and to be smooth it might be the adding of 1 i think you need a 0 to 1 final
Did they remove the "anim sub instance" node for the anim bp's in 4.24?
@fallow fox Just curious. What is wrong with your progress bar at the moment?
Anyone know what replaced the "Sub Anim Instance" node?
@static terrace Did you ever figure out an alternative?
Hey everyone ! I'm coming for help because I really can't find something for what I want :/
I want text on my UI to change depending on a gamepad button press. Because I have a Stabilizer for my camera, and I want an "ON/OFF" info on my HUD. Same thing for Focal Length/Aperture/etc, basically all setings from the camera. I can't get them to update :/
If you know the correct documentation or tutorial to point me to, please do.
Thank you !
Scenario: Actor with a cube. Parent actor that has previous actor as a child actor.
I am moving a cube within the child actor using AddRelativeLocation along the X and Y axis, but it will erratically move along the Z axis ONLY when it is a child actor. This does not happen when it is placed in the world by itself
Does anyone know why that may be?
Taking a short video now to demonstrate. Will have it in 3 minutes
I'm trying to launch AI characters over gaps in my environment with the launch node, however for some reason they stop abruptly in the middle of the air like they hit a wall. There's nothing there. Any idea what could be causing this?
@vapid shard Do they fall, or remain in the air?
Fall straight down. Seems I posted too soon though, it looks like the AIs move to node is what's causing it. I'm guessing I need to disable that in the Behavior Tree when the AI is falling
Ah, yeah. The MoveTo node might call a StopMovement or something similar on the movement component. I know that changing the movement to none will cause the character to remain in the air after stopping dead, stop movement will just zero velocity and then gravity will make them drop.
Here is the hierarchy wrt the above video, no rotation found on the moving object:
so not sure why it is not moving on a perfect xy plane
@maiden wadi Yeah thats what I'm beginning to see on my end. Should be able to work around that then hopefully
@maiden wadi it's incremented from 0.1 to 0.2 and the view it's not smooth. As I know finterp should smooth from the current to target this values
I've solved this by incrementing with 0.01 and decreased loop time also
I tried something utterly stupid and it seems to work
I convert the vector (vector right, vector forward, vector back, vector left) to 2d and back to 3d
maybe multiplying the vector by a float somehow affected the other two 0's in the vector ([1, 0, 0], [0, 1, 0], etc.)
Here is an example of move being called
@quick lark what did it used to look like before you made that conversion? *edit: what did the blueprint look like?
(Also, "Hi everyone!" I'm new to the channel!)
Just a direct link from the direction / move speed x ?
I think the second screenshot answers the question?
sorry, I probably don't understand the question
Oh, this is what it used to look like :D
nvm, that didnt fix it
the grandparent's rotation seems to affect it
Why would a grandparent's rotation affect the grandchild's relative moment with respect to its parent?
I'm relatively new, so just noodling, hv - it makes sense to me that AddRelativeLocation function is based on the parent's X/Y/Z axis. If the parent's XYZ is being changed by the grandparent, it would affect the child.
So you're not moving it (in the global) relative to the (current location of the parent), you're moving it within the coordinate system governed by the parent's axis, which can be shuffling around based on the grandparent, right?
Let me know if this answers your question
So as far as the "Z" - when you say your object is moving along the "Z", do you mean the global Z?
Child: moving yellow cube (textured to be 2 lines)
Parent: The black surface
Grandparent: the cockpit
the child is parallel to the black surface
it should always move parallel to the black surface when adjusting local position on the X/Y plane
This seems to be true when the black surface is at 0 or 90 degrees rotation
however, if the black surface is at a different rotation, the child starts to no longer move perfectly parallel with respect to its parent (the black surface)
@blissful geyser relative Z to the black surface
also, moving in the X space also moves it a bit in the Y (and vice versa) -- aka it is moving diagonally when the rotation of its grandparent isnt perfect
also of note: this only seems to happen when it is a child actor
I placed the parent by itself in the world and it seems to work at all rotations. It also seems to work at all rotations when I add a grandparent (not in blueprint, but in the world hierarchy)
I'd be happy to screenshare
hello people of internet, need an advice. i want to implement animated level streaming. as in picture, then pawn/player triggers level streaming/loading i want that level (at this point level2) move to position by level1. all the level streaming works fine etc... but question is is better to build blueprint in level2 the one who will animate by player trigger, or is other way i can animate in level. basically pawn/player triggers level streaming --> then triggers animation
@dense mantle
Ok so its a bit hard to explain but i have a random encounter system that rolls a number and if it over a certain number, it switches the camera to another one in the scene.
When you exit from the battle it goes back to the player's camera.
When I initially switch to the battle camera, the player keeps moving.
@hoary gazelle so could you get a ref to the player and tell him stop when you switch
I did cast to player and did stop movement immediately /stop movement, but he still kept moving
@hoary gazelle so from player you got the controller right
Yup, i think i figured it out but its so messy
I disabled the input and reenabled it before the camera shifts to the next one
It doesnt track my input before moving to the next camera like it did before anymore
So its a fix but its pretty messy and was hoping to look for a cleaner way
@hoary gazelle please show
@hoary gazelle so what is blueprint is doing this ??? an external from char ???
Its the scene blueprint.
Moving the camera involves the encounter system and i needed to stop the player in the process
@hoary gazelle so scene calls encounter system and it contains cam??
i am unsure how that all works
Hey all,
So I'd like to have my start game screen within the same level, I click start game and it blends between the start game camera and my player camera. The trouble is, I can't get the mouse cursor to show.
This is in the level blueprint
this is the next part. I do this, but the cursor is a no show
My player controller still has input at this point too, could it be that?
i am not sure but could there be a mouse being added to wrong viewport
There are different viewports ?π
@boreal kettle Wait.. You're trying to get the mouse cursor to show? Cause, you're telling it not to show right now. You're setting "Show Mouse Cursor" to False.
i missed that lol
@maiden wadi ignore that bit, I noticed that after I took the shot, ticking it does little, I think I got it though, I have a bit of C++ code that triggers on begin play which sets input to game mode only and disables the cursor, it's likely that's overriding this.
@chrome dust I hadn't found it yet. I will do some digging this weekend to see if I can find it.
@static terrace Damn okay I wasn't able to find anything on it at all.
There is another type that is similar that got a new node type, but can't find this exact one.
How would one go about doing a 2d sidescroller on the surface of a 3d mesh? Can not use orthographic view, as perspective is needed for the other parts.
Note: this isn't actually for a side scroller, but for an intricate UI. I think side scroller communicates the intent the best, though
Right now I am using a collection of static mesh components that have an extremely tiny Z offest and are being moved via AddLocalPosition, however it fails to move correctly in local space when the parent is rotated
yep
it is an interactive radar screen fixed to the inside of a moving cockpit
child: moving dot -> parent: radar screen -> grandparent: cockpit
yes and AddLocalOffset or whatever it's called should work as you want
so that it's always relative to the parent
the child begins to not move perfectly parallel to the radar screen when the grandparent is rotated
thats what Im doing unfortunately π¦
I've tried both with a socket or just placing it as a child in the BP hierarchy
might be better to make the radar an actor component blueprint and then add component to the cockpit
aye, that is what Im doing. The radar is a child actor π sorry for not specifying
child actor is just a regular blueprint, there's another kind of blueprint actor component
the radar blueprint inherits from the actor class. Is that what you are recommending?
inside the radar BP:
no but, anyways, not sure why it's not working for you as it is
hehe
the only thing i can think is one of the static meshes was set to absolute or world rotation or using code which does the same
I need help on how to approach a problem:
I've got a racing game with multiple levels.
When the player completes the level i want to record best time in a save game file.
However i want to account for adding many levels in the future.
How can i store multiple "timespan" variables based on how many levels there will be?
There might be 50-100 levels so i'd prefer to avoid copypasting variables.
Hmm that's one of the approaches i currently consider, but i noticed save game blueprint doesn't support "construct", "begin" events, only custom ones.
So i maybe that's for a reason?
you should watch/read some guide about using save game
you would be doing the saving via another blueprint, to the save game object
adding vector 1, 0, 0 to an object's local position modifies its local Y and Z. Any ideas on how to debug this?
Im saving from the game instance and calling the array function from there.
How can I get the row number of a data table and set an integer with that number?
Use one of the row functions and right-click to split the output.
^ Took me awhile to figure out too.
Ah thanks youre a life saver lol
@static charm Does this work?
How does one bind an event dispatcher from within a function?
Someone once said something about multiplying the movement input axis values with tick delta time, does anyone have experience with this?
So another issue,
im trying to change a flipbook depending on what interger is taken from the data table, how do i go about that?
in a material?
okay so it appears that this is the node I want but the custom event doesn't seem to get called
epic unreal moment (based too)
I mean its from a flipbook sprite
@trim matrix Tick rate is tied to FPS. So if you don't multiply by delta time (actual time) your movement is tied to the frames per second. Which means you can do wierd things like looking at the ground to get lower FPS thus move faster. Programmers actually didn't fix this in one of the Fallout games.
@vast quest oh well never heard of that, just read that AddMovementInput does that already but couldnt find more on this
ahhhhh figured out my issue - I was binding the event after it was getting called!
epic dumbass moment
sounds like something i would do lol
haha yeah, all it took was breakpointing too
I was debugging with debug logs like an idiot l0l
When I hit the play button on my menu and it goes to level one, the ai doesn't move because the nav mesh isnt built, even though it is?
did the behaver tree get started ????
Yes, it's just because the Nav mesh isn't built when I load the level
did something happen to the nav volume ???
sorry man i am trying to remember vids i seen weeks ago
No, there's no code that changes anything
i mean the navemesh volume actor in your seen
No, nothing has happened to the volume
Is handling physics contacts in a blueprint to spawn SFX common or is that better done in code?
like collisions
@oblique rapids yes to you sorry lol but it can be done both ways what do you want to do
do both if you want lol
Just a central place to handle collisions between 2 physical materials (e.g. [Wood, Metal]) to spawn sound fx
I'm not so much asking whether it could be done (obviously I can do it either way) but this is something so common that I was wondering whether there's a "recommended" way to do this
nothing i have ever heard ... c== faster but blueprint fast too so 6 of one lol
hey guys, can i add random rotation to loaded streaming level? (not created level instance).
When adding a right vector (1, 0, 0) to AddRelativeLocation, the relative position changes in the Y and Z axises when it is a child actor. Does anyone know why?
Why is this showing movement in the Z axis when I am only applying offset in the X axis?
is that dealing with local space Or world space
still same question are you using local space or world space for these vectors
Can you tell me the answer to that based off of the nodes in the screenshot?
I had assumed local
Any way to search for key events?
so local would be depending on forward vector of parent i think ... i would look into putting the radar into a render target as part of the parent and apply the widget to it
Why does the rotation movement of a grandparent affect the child's movement in local space?
the child shouldnt be affected by the grandparent, right? its only tied to the parent
example: if the grand parent has zero rotation on all axises, the child is able to move perfectly in its relative X direction. however, if the grandparent rotates, then setting "AddRelativeLocation" in the X axis also adds to the Z axis
Here is how movement is being applied and checked
My input doesn't work when it's put in a pawn, enable input is on, block inputs is off. I dont know whats happening
The regular player controller
@quick lark your questions are quite odd; children inherit everything from the parent and anything additional to the child is added to whatever the parent already passed on
is your game mode making that regular player controller the main controller?
and is your pawn input set to that controller?
Please let me know if my understanding is correct: it doesn't matter how the grandparent is moving or rotating, adding 1, 0, 0 to AddLocalPosition to the grandchild should only move along the X axis when printing its Relative Location, right?
the parent matters completely since the child works relative to the parent
I literally just opened a Top down character blueprint, put a character in, and enabled input in that character. I don't know what the gamemode would've done
if the parent is at 43, -10, 54; the child has that as a base global position and is offset by any other local or relative vectors
Moving or rotating a grandparent or parent shouldn't change whats printed in the grand child's relative location, right?
no, because it is relative to the parent
yes, that is exactly what is broken here
no, that's exactly how parent-child works
I am moving the relative location of a a child in one axis, but if the grandparent is rotated, then its relative location is modified in two axises
That sounds like something is wrong in my setup, or in my life in general
k, ever heard of dot products or vector addition?
dot products yes, to get relative direction
i'm speaking of vectors in general
is vector addition just doing n, n, n + n, n, n?
@zealous moth thanks for responding btw. sorry for being short. I've been working on this over two days going on 6-7 hours for now. I might need to step away from the computer soon to keep my sanity
so yeah, vector addition is breaking the x, y, z components and adding them
when you have a parent child, your parent holds a base position
your child inherits that base and adds onto it
so if you rotate the parent, say 45 degrees
you would go from 1,0,0 to 1,1,0
so if your child was set to 4,5,6 it will become 5,6,6
And AddLocalPosition doesn't automatically account for this?
i am not sure what that node does, let me launch a project
or even adding the parent's right vector to the child's world position?
to just move in a perfect right
not sure if it matters, but the parent/child is a child actor of the grandparent
i think at this point it is a matter of semantics
what is local offset, what is local position, what is relative position and what is world position
is there a difference between local and relative?
I had thought those words interchangable
probably
lmao
i dunno, I mainly work with world positions π
hehe
my projects use a lot of vector math so past 2 instances of relative vectors, it gets too confusing
no clue what you're trying to do π
move the child (SM Movable Object) such that only its relative X axis changes
but the above is moving it in two axises within its relative coordinate space
that happens only when the parent of the parent (grandparent of SM Movable Object) changes rotation from 0
do you need to have 2 parent-child interactions?
you could have a parent with twins
I don't understand the question, sorry
I'm going to take a quick video of what I am trying to do
will take about 3 minutes
sounds like you got a grand parent -> parent -> child relation
you could just do parent >child
>child
wut
so I am just trying to move the yellow lines (a textured cube) parallel to the black background
The values being printed out on the side is the relative position of the yellow line cube
notice how only one axis is changing at first, that is when the cockpit is at zero rotation
after the cockpit rotates, the Y and the Z axis changes
Does anyone know what the opposite of Event Hit is? For when two objects stop touching?
I thought it might be Actor End Overlap but that doesn't seem to always fire in that case
I can do something like add an overlap volume and check it for overlapping components every tick I guess
got a quick question, im trying to get my music to fade out when I press a button but the object wildcard still asks for a target even after I specified one
changed the blueprint type to get it to inherit the audio component but it still says it doesnt inherit it
here it says it does tho
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'...
I recommend to watch this
with utility widgets, how would I make a dropdown "combo box" list all child actors of a parent:
Currently this is not adding anything to the list.
does your array have any item?
It should, but not showing any results through here atm.
sec ill send a screenshot of the tooltip showing a child
dont drag it from there
got it lol
yea not sure where to see print strings with utility widgets
these are really new to me so...
unlike normal widgets where print string shows up at the top left of the screen during tests, not sure where print string shows up in utility widgets.
what is World Context Object?