#blueprint

402296 messages Β· Page 471 of 403

sand shore
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but there's no reason you couldn't abstract that and have a different worker thread for the world gen

foggy sundial
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Ah so that's why it's freezing?

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Because it's on the same thread as all the rendering?

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That gives me alot of options then since chunks are self contained and care very little about other chunks

sand shore
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Yeah but you really want to do threading in C++

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Having explicit control over your threads is paramount

foggy sundial
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I didn't even know blueprint even had multithreading ability

sand shore
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It doesn't

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@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?

static charm
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stock blueprints don't multithread, plugins or writing you own c++ will let you though

sand shore
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There's also a marketplace pack that'll do it for you

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But there are no language facilities to allow for safe threading

hoary gazelle
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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

sand shore
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nw!

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So long as you're not feeling ignored

modern cove
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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

sand shore
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You'd want to have a different "target" variable

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you won't have all the inputs for an interpolate on a default event

modern cove
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I just started looking the making variables bit

sand shore
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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"

static charm
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the normal character setup uses direction input and already interpolates the rotation of the turn

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using the 3rd person template

modern cove
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I saw that, but I'm trying to have it so pressing a button (or a D-pad left) turns a specific 90 degrees

static charm
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you can input any direction you want and the character class will rotate to it.

sand shore
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Eh

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You can totally do a few different things with Character class, none of which are smoothly interpolating rotation over time without movement

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There's also animation

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Root motion would work for a biped here, except for the aim direction

static charm
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good point, i didn't see it was just yaw he wanted

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thought it was movement input

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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

hoary gazelle
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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?

modern cove
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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

twilit heath
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you don't feed arbitrary values into deltatime

sand shore
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Turn rate governs how fast it follows movement I think

twilit heath
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you feed it deltatime

sand shore
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if you're using that mode of rotation

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I'm telling you, from what you describe, you definitely can't get it just from using stock Character functions.

twilit heath
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RInterpToConst will interpolate a rotator Speed degrees in second when provided the Ticks DeltaTime

modern cove
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Can the Event Tick work without connecting to another Exec node?

twilit heath
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it can, the exec node runs, and DeltaTime is valid, refreshed each Tick

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you also have a GetDeltaTime function

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that provides the same value

modern cove
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okay I'll try another couple experiments

pine trellis
tribal axle
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How would I to move only a specific bone of a skeletal mesh?

twilit heath
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x phton

pine trellis
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x?

twilit heath
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you'll probably see it if you stretch out the details panel a bit

pine trellis
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oh yeah thanks lol

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i thought i was going crazy

stoic raft
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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?

static charm
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i am 95% sure ive used character class and it settings to smoothly rotate the character based on controller input

twilit heath
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with set focus, controller yaw and turn rate in CMC

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just might work

static charm
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@hoary gazelle you can make an array of structs to keep track of enemy info

twilit heath
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if you use SetActorRotation it will not

tribal axle
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I wanna rotate only the top half of a character's skeletal mesh in a blueprint, how would I go about doing that?

twilit heath
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you rotate a lower spine bone

tribal axle
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How do I rotate bones?

twilit heath
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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

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on a default character, that would be "Mesh"

tribal axle
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Ok

twilit heath
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that rotated the socket

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maybe

tribal axle
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It don't work, ree

visual fern
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You should try to work with masks, on Animation blueprint

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or layer, I don't remember their names
Need to check

tribal axle
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I'm new to the whole animation blueprints, it's an entirely new thing I haven't delved into

visual fern
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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 ...

β–Ά Play video
modern cove
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Is there an event that can add a certain amount to Rotator's current X Y or Z values and return the changed Rotator?

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ie: x = x + 1; equivalent

visual fern
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Just try to overlook into that video a bit, and see if you can pull that logic into what you want achieve

tribal axle
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Ok, thanks!

trim matrix
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I have a question mainly about anim graph, how do i connect more than 1 to the output pose? would it be a blend?

hoary gazelle
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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.

sand shore
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you'd spawn the enemy and then call a function giving them a row name

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they'd pull the row of data and initialize according to what's there?

hoary gazelle
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Would the enemy be one actor and it would change depending on whats on the data table?

sand shore
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if you set it up that way

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you could also specify an enemy class in the data table

flat raft
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Or you can use the Transform Bone node

tribal axle
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@flat raft thanks a lot!

flat raft
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Check out his playlist to see how to hook things up

buoyant night
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hey can somebody help me remember, when you iterate over structures or pass them to fuctions are they passed as refs or copies?

acoustic lava
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Hello

patent ruin
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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?

In order to get a camera to be fixed in position, but point at a moving target, make a new blueprint of type Actor. Add a component Camera and then in the Event Graph edit the blueprint like theima…

acoustic lava
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I would Ref

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I would use Ref @buoyant night

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I can help @patent ruin

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Set it on the camera's component

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@patent ruin

patent ruin
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there doesn't seem to be a camera component on spectatorpawn though

acoustic lava
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Btw, would you guys like to see my aim system for projectiles, I just need some feeback

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Ok, let me check

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@patent ruin

normal shard
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someone accidentally called?

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πŸ˜„

acoustic lava
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Yep

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Me

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Sorry

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@patent ruin

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Cant you add a camera

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It should automatically get used

patent ruin
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I did try that, but it also didn't seem to do anything πŸ˜‚

normal shard
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πŸ™‚ cool thought so

acoustic lava
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Ok

patent ruin
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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

acoustic lava
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Ok

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Then set its rotation

patent ruin
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neither SetWorldRotation or SetRelativeRotation do anything

acoustic lava
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with the above code ^^

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Hmm

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Im testing, how do I spawn in as the spector I made?

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Oh wait

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I think I know

patent ruin
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could probably just set your spectator pawn as the default pawn in your gamemode

acoustic lava
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Ok

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You have to do that

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My rotation is working fine

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if it still doesnt work re-start ue4

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So the calc could also be wrong since I used a rrandom rotator for testing

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Any thoughts?

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@patent ruin got it done?

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@patent ruin

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@patent ruin here is a video

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oof the rotation from world pos is pointless

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It gives a random forward,

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But that shows what worjs

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works

patent ruin
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@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 🀦

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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

acoustic lava
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I thought so

oblique lance
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@sand shore Hey!

sand shore
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So. WASD key graphs?

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Move Forward?

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Also probably just crosspost the post from the previous channel, for context

oblique lance
sand shore
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okay and you get this amazing gif

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at the start, that looks okay.

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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?

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In otherwords.... YOu rotate him 90 degrees to the right. You press W. He moves towards the top of the screen (his left)?

oblique lance
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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.

sand shore
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Okay I have an idea.

oblique lance
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I'm all ears. Might need some help tho, I'm not good at finding stuff, lol.

sand shore
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Okay first step.

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Second step

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You want to go to your default settings and look for "Use Control"

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You should see something like... Use Controller Yaw...

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uncheck that.

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Third step

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Select your Character Movement Component.

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Try to find the property "Orient Rotation To Movement" and set that to true.

oblique lance
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Alright one second. Should I delete the "Add Controller Yaw Input"?

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Or do I make another InputAxis MoveRight?

sand shore
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You don't need it

oblique lance
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Will delete them.

sand shore
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You can leave it alone, do not make another InputAxis MoveRight

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you should only have one Input event

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If you have multiple Input events for a given keybind then you're making it harder on yourself.

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that goes for axis inputs and action inputs.

oblique lance
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When I link it to Add Movement Input, it won't let me move right at all?

sand shore
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screenshot what you've got right now?

oblique lance
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Same thing as in your screenshot.

sand shore
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Show me

oblique lance
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It goes right, but it doesn't do the animation.

sand shore
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okay.

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That's fine.

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Did you do step 2?

oblique lance
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Doing it right now.

sand shore
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It'll eventually do the animation.

oblique lance
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"Use Controller Rotation Yaw"?

sand shore
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Do you see that?

oblique lance
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Yes.

sand shore
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Set that to false.

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Now, for step three.

oblique lance
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Did that and step three.

sand shore
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You found Orient Rotation to Movement?

oblique lance
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Yeah

sand shore
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And that is currently true?

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Okay, if that's currently true, send me a video of what happens?

oblique lance
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It's doing the animations, but now it's struggling to move around when I rotate the camera.

sand shore
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Well. Okay, so isolate things.

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I want you to really consider....

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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?

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Don't do anything in game...

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Does this thought exercise make sense to you? Is that what you're attempting to accomplish?

oblique lance
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My controls get messed up when I turn the camera around.

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But yeah, it does make sense.

sand shore
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Hm

oblique lance
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I'll send a vid.

sand shore
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oki

oblique lance
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All was fine at first, but then I rotated the camera and it started messing up.

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I'm gonna put back the previous blueprint in the mean time temporarly.

vast lion
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How do you toggle the sun disk?

sand shore
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wait

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@oblique lance hold on

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You do not want control relative to the camera?

oblique lance
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Control relative to the camera? What do you mean by that exactly?

sand shore
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So you start off this video facing... we'd say... "North"

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When you first rotate the camera you face "NorthEast"

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When you press W you move away from the camera, towards the NorthEast

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When you press S you move toward the camera... towards the SouthWest

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You are no longer aligned to the cardinal directions.

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Later on in the video, it is unclear what you're attempting to do

oblique lance
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Oh no, I don't, I want to be able to rotate the camera without affecting the movement.

sand shore
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Oh okay.

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Well I have a simpler solution for you in that case.

oblique lance
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Yeah?

sand shore
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But I think you might find it equally strange.

oblique lance
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If it works, we cool.

sand shore
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Simply remove these boys

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If you reproduce what we had before and then remove the two indicated nodes, your rotation will have no impact on the movement.

acoustic lava
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Guys

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Immutable

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Please

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Take those two vectors

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add them together

oblique lance
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Do I still true/false the things from earlier?

acoustic lava
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and normalize then, add as 1 input node

sand shore
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Do I still true/false the things from earlier?
@oblique lance I do not know what you undid.

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typically you should not use controller yaw but you should orient rotation to movement.

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I'm going to say again... I think this to be an odd choice for a game. But you can do what you like.

oblique lance
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It works better, but I still can't go in dual direction (North-East, North-West, etc)

acoustic lava
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Hey

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I want to ask you a question @oblique lance

oblique lance
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Yes?

sand shore
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You really ought to be able to hold WD to get upward and right motion

acoustic lava
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Print your Velocity

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on tick

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Then press both W and D

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print it just with W

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and Just with D/A

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You will find it hasnt been normalized

sand shore
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Obviously

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Baby steps

acoustic lava
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why not do it then

sand shore
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Okay, you explain how to normalize input to him

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Go on.

acoustic lava
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Ok

sand shore
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@oblique lance Any case, mate.

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Hope I helped you sort of understand the options you can use to try to get the input feel you like

acoustic lava
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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

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then you use a function called normalize

sand shore
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You'll probably have to experiment with the specifics.

acoustic lava
sand shore
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Wow, that's so eloquent.

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And you provided a unit circle.

acoustic lava
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This circle will explain further

sand shore
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you didn't even fucking show how to work around it in BP \

oblique lance
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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.

acoustic lava
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if you moved 1 left then 1 up you would move in a square

sand shore
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that's a trivial proof. Fuck off with your concern trolling @acoustic lava

acoustic lava
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lol

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All you do is talk here

sand shore
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Sure buddy.

acoustic lava
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I came on 5 hours ago

sand shore
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You got like 1 more message to fluff me or you're blocked

acoustic lava
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same thing

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ur Icon

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again and again lol

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Blocked

sand shore
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Wow you're really lame.

acoustic lava
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Do it

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Idc

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Ok "Buddy"

sand shore
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You're a proper sad sack of shit.

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Bye.

acoustic lava
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Wow

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Language

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Blocked heh?

sand shore
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@oblique lance I never did really get what you were going for with your control scheme.

acoustic lava
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U dont get much

sand shore
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Hope you find something that works, and that you were able to understand how things work in UE

acoustic lava
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@oblique lance u mean like in Rust?

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I tried that before

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I got some idea on it

oblique lance
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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.

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Anything that could help.

acoustic lava
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Ok, Ill make a bp quickly

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I would make a vector 2 for starters

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On tick update its x and y with the change from mouse input

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You clamp the values using min max

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  • 90, 90 for x and same for y
oblique lance
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You saw the blueprint screenshots from earlier?

acoustic lava
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Ooh

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No

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Let me check

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OOOOOH

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I know what you want

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Its so ez

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You get the world forward vector

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and the world right vector

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and use that instead of rotation

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ez

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ez

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Ill make it quick

oblique lance
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When you do pls show me so I can understand better.

acoustic lava
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Yes of course πŸ™‚

oblique lance
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Thank you!

acoustic lava
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The get Forward vector & right , if you input 0,0,0 it gives you world direction

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But I normalize

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@oblique lance

oblique lance
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Ahh interesting.

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I'll give it a shot in a bit.

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How does it look like in-game?

acoustic lava
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It definatelly works

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My recorder is not good

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Btw, do you understand the principal of Normalize?

oblique lance
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I think, yeah.

acoustic lava
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Its like taking a square (WASD) and making it a circle (Controller analog)

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Awesome, glad I could help

oblique lance
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Alright gonna try that now.

acoustic lava
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Cool, Ill brb in like 2 mins

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I can help with your weapon sys, if you add one

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Here is a M4A1 added using the same BP

oblique lance
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I might add one. That looks good!

acoustic lava
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Thanks

oblique lance
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Btw where did you vector * vector go from the 2nd to 3rd screenshot?

red cosmos
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i want to use the variable from the previous script

acoustic lava
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That is vector + vector

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@red cosmos no Idea what that is

red cosmos
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is this even the right place to ask such stuff? I figured editor utility widget is related to Blueprints πŸ˜„

acoustic lava
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Thats the M4a1

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Yesm it is the right place, Ive never usedd those before ^^

red cosmos
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Alright, thanks! I'll give the forums a try πŸ˜„

acoustic lava
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Yeah, this is a bit slow

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if you come back later you might find someone

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@oblique lance everyhing good?

oblique lance
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Sadly it didn't work either. 😦

acoustic lava
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What

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What happned

oblique lance
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I still can't move the character properly.

acoustic lava
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Screen shot the code

oblique lance
acoustic lava
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wtf

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I just tried it

oblique lance
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Do you have yaw enabled or something?

acoustic lava
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Um, why would that matter?

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Ok

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Um

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Ok. I got one last Idea

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Can you send a vid? and btw what Yaw setting have you disabled exactly?

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add it to the vid

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We will get this working xD

oblique lance
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"Use Controller Rotation Yaw" is disabled.

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It's uploading.

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@acoustic lava On each times the camera angle changed, I used in order, W A S D.

acoustic lava
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Ok, it shouldnt matter tho

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you are requesting a world space movement

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restart your engine real quick

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also

oblique lance
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It does here cause the controls are completely screwed.

acoustic lava
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Yeah

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I k

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Restart just in case

oblique lance
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Vid still uploading.

acoustic lava
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It does weird shit sometimes

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Ok

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Ill wait for vid

oblique lance
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First camera angle, I did in order W A S D. Next camera angle, again in order, W A S D.

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You can see the controls are completely messed up.

acoustic lava
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Ok im checking

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Oh

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Nice

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Its working

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last thing

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How exactly do you want to move

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relatively to youself

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Like if you look forward

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Do you want to move in that direction

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Can you just type that once more

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Im looking up tho

oblique lance
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I wanna be able to move around and not be restricted by camera.

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So like I wanna keep running forward (W) and rotate the camera to look behind me.

acoustic lava
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I see

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ok hold on 1 second

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So when you let go of a button

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it corrects the look

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back to forward?

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Its hard to understand, cuse that code ther is working like you said

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you arnt hindered by camera

oblique lance
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Basically, I only want to use W to go forward.

acoustic lava
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ok

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camera forward or world forward?

oblique lance
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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.

acoustic lava
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Yep, that is happening right now

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Look again

oblique lance
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World I think? I want my character to go forward, so I assume.

acoustic lava
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Yes, Its working as intended

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Your camera is just becoming confusing to your point of view cuse when you look back

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your left becomes your right

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Relative to the free camera

oblique lance
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Oh so how can I fix that?

acoustic lava
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but your left is still left

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Do you have a game in mind you want to copy?, a refferecne point

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you could either:

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Snap the camera between forward and backwards look

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then inverse the inputs

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or

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you can use a calculation to see if your facing forward or backwards and ajust when you go over the threshold

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It will feel wierd to play tho

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the second one

oblique lance
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thats exactly what i want

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minus FPS view

acoustic lava
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Ahh

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fine sir

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Its a locked camera angle

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The walking code is correct

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fine sir/mam *

oblique lance
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sir lol dw

acoustic lava
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So take the camera and place it above your character

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rotate it to face said character

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like the above

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then go to your code

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and destroy the add pitch and yaw input on the camera script

oblique lance
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Hmm

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I can try?

acoustic lava
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Destroy that code

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Yeah

oblique lance
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all of that?

acoustic lava
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Yep

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Then you wont be able to move the camera yet

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What you will do is becouse you want to move your camera

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you will lock it to the place it is now

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then rotate while holding a specific key

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and when you let go return to normal top down iso view

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That is the best way

oblique lance
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I can try if I understand.

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My camera was fine earlier though, I just wanted the character to not run backward when I press S.

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I want to run my way.

acoustic lava
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ok just do that stuff first

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@oblique lance @ me when u done

oblique lance
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I went back to my original code as it works best.

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I'll send vid.

acoustic lava
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Ok

oblique lance
acoustic lava
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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

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So what is the problem now

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/ Next step

oblique lance
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The animation when pressing S.

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aka going backward

acoustic lava
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Is there a moving back anim?

oblique lance
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I just want him to turn around and run in that direction, not run background.

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There is.

acoustic lava
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Ok

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your cam is controlled by your mouse right?

#

Try rotating the actual charater

#

with a lerp

oblique lance
#

a lerp?

acoustic lava
#

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

oblique lance
#

wait where is move input

acoustic lava
#

Ok

oblique lance
#

forward backward move input?

acoustic lava
#

yes

oblique lance
#

inputaxis?

acoustic lava
#

yes

oblique lance
#

yeah that's move forward.

acoustic lava
#

Yes, drag off it

#

sequence

#

then of the new pin

#

drag off it

oblique lance
#

then 0 goes to the same movement input?

acoustic lava
#

and type set relative rotation

#

Yes

oblique lance
#

setrelativerotation to springarm1?

acoustic lava
#

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

oblique lance
#

exec 1 is

#

then 0 or then 1

acoustic lava
#

then 1

oblique lance
#

on sequence?

acoustic lava
#

yes

oblique lance
#

nothing for float = float

acoustic lava
#

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)

oblique lance
acoustic lava
#

Yes

#

Now Axis value

#

from move forward

#

Btw

#

Take a zoomed out screenshot

#

I need to see th other stuff

sand shore
#

what is this, reconstructing camera-based-movement?

oblique lance
acoustic lava
#

Ok good

oblique lance
#

its not camera based, i just wanna be able to freely rotate the camera while moving around and not affecting movement

acoustic lava
#

Take the move forward axis value

oblique lance
#

alright

sand shore
#

Y'all have fun

oblique lance
#

i guess so heh

acoustic lava
#

to the float = float

oblique lance
#

just trying

#

does it goes in both in float = float?

acoustic lava
#

no in one

oblique lance
#

both 1.0 and -1.0?

#

which one

acoustic lava
#

-1

#

any

#

its = to

oblique lance
#

nah it just messes it up more

acoustic lava
#

BRo

#

U AINT DONE

#

Go to the code

#

screenshot

oblique lance
#

i just did

#

i just added one link

acoustic lava
#

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

oblique lance
#

the float i have is ==

acoustic lava
#

Yes

hoary gazelle
#

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.

oblique lance
#

ill try again tomorrow

#

im just getting upset and tired at this

#

you guys can help beastars

#

good night

acoustic lava
#

Wait

#

Here

#

@oblique lance

#

I did it for you, try real quick, then goodnight

oblique lance
#

thank you

sand shore
#

@hoary gazelle Look into "Set View Target"

glass minnow
#

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.

sand shore
#

that isn't an alternative to what you're saying you've done @hoary gazelle ... just something to dig into on the side.

acoustic lava
#

Gianni

#

Can you send a video?

glass minnow
#

yep just give me a minute

hoary gazelle
#

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

acoustic lava
#

@hoary gazelle cant you make the second camera a child of the player?

#

Then just dynamically swap between the views

sand shore
#

Set View Target sounds perfect for that application

hoary gazelle
#

the camera would move along with though wouldnt it?
Because i want the second camera to stay in one place forever essentially

sand shore
#

Unreal really doesn't support the idea of two cameras

#

you can have your player camera and your stage camera

acoustic lava
#

No, you could refference the camera then set its view

sand shore
#

either one of those can be a "view target"

#

but they both cannot be the view target

hoary gazelle
#

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.

acoustic lava
#

2 cams is a trick used by FPS devs to get a good ADS

#

Hold on, ill show you

glass minnow
acoustic lava
#

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

glass minnow
acoustic lava
#

Well

hoary gazelle
#

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?

acoustic lava
#

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

hoary gazelle
#

Alright, thank you for the help, ill look into it now

willow lichen
#

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

echo snow
#

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.

tender sierra
#

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?

deep elbow
tender sierra
#

and that helpful person, @deep elbow, shows up here too πŸ˜„ πŸ‘‹

deep elbow
tender sierra
#

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 πŸ˜„

deep elbow
#

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

tender sierra
#

out of curiosity, how do you know they are c++ coded?

deep elbow
#

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

trail rampart
#

maybe gamemode is set inside the world settings

deep elbow
#

I mean it might be but that's not the problem

tight schooner
#

@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.

deep elbow
#

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

glacial eagle
#

They're greyed out because GameModeBase is a CPP class.

tight schooner
#

@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.

deep elbow
#

lol

tight schooner
#

Oh I didn't see you already answered

deep elbow
#

yeee :3

stoic crest
#

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? 😩 have anyone ever experienced this and have some rational solution?

willow lichen
#

@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?

tight schooner
#

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

willow lichen
#

^So I can call other events from it?

#

Wait

#

That must be possile with calling on self. My bad Thanks

echo snow
#

@tight schooner thank you) @deep elbow and thank you)

#

I'll fight with it later today, hopefully before everyone disappears)

tender sierra
#

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 elbow

thanks for your kind offer and sorry for not seeing your message.
I was actually at work by the time I wrote here ( 🀫 ) and then went to a meeting.

I'll write back and glad to see kind and helpful people around here πŸ₯°
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?

deep elbow
#

no worries btw, and i'm using the app :S

tender sierra
#

πŸ‘

I'll get back to this place later then
Discovered it just today

deep elbow
#

hah, welcome!

bitter ingot
#

Hey can you guys get the world settings in bp?

fleet cedar
#

help please, why is the item not attaching to the bone, just the center of the actor

gaunt monolith
#

get game world, cast to worldsettings

#

but might not be able to do that from all BPs

#

actor classes i mean

regal mountain
#

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)

tight schooner
#

@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

trim matrix
#

in compling time, unreal engine makes just one pointer right?

#

oh okay

regal mountain
#

Alright, thanks @tight schooner

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.)

trim matrix
#

(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?

tight schooner
#

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

trim matrix
#

@tight schooner thank you so much for your attention and answers

tight schooner
#

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

trim matrix
#

i have seen it in some videos

tight schooner
#

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

trim matrix
#

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

mild pine
#

@zealous moth So regarding the horse issues I disabled collision between both horse rider & horse while moving, and no effect.

tight schooner
#

@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

trim matrix
#

@tight schooner i think, it is about pointer mechanism. probably nativize blueprint is calculate it i will ask to cpp crowd

mild pine
#

@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.

fallen glade
#

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 ?

mild pine
#

By not using tick to drive the camera movement? Why don't you use InputAxis to drive the camera movement?

fallen glade
#

@mild pine is that the only solution ?

#

I'm moving the camera in many ways, most are not InputAxis

tight schooner
#

@fallen glade Get Delta Seconds node. All tick-based movement needs to factor the frametime in so that it's framerate independent

dense mantle
#

@fallen glade thought about using delta time to buffer the moment...

fallen glade
#

I know what delta seconds is sort of... like the length of a the current frame right ? How would I implement that ?

low venture
#

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)?

tight schooner
#

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

fallen glade
#

Ok that's going to take a few times going through to understand properly I think haha, thank you @tight schooner

low venture
#

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?

dense mantle
#

@low venture what if something looked for both collision events and uses them to spawn and common collision point

low venture
#

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.

dense mantle
#

@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

low venture
#

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.

quick lark
#

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

dense mantle
#

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...

midnight bone
#

what slot is used for displaying numbers in widget? (HUD)

dense mantle
#

@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

low venture
#

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.

dense mantle
#

@midnight bone what about the ToString option

midnight bone
#

So I should still give my variable as numbers to text but somewhere in text use ToString?

quick lark
#

@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?

dense mantle
#

@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 ?????

quick lark
#

@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?

dense mantle
#

@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

quick lark
#

@dense mantle thanks for your time

dense mantle
#

did that help at all lol

quick lark
#

I don't think so hehe, but you spending time to offer your input brightened my day!

dense mantle
#

so what are you trying to do

quick lark
#

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 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

buoyant night
#

sorry to interupt, does anyone know if there is a blueprint node to get the content string from the clipboard?

dense mantle
#

@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 ???

quick lark
#

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

hoary gazelle
#

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.

dense mantle
#

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 ??

hoary gazelle
#

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

dense mantle
#

so you give it velocity or have dose it start to move

unique wyvern
#

If I play my animation via the Play Animation node, will it override the characters Animation Blueprint

quick lark
#

thank you @dense mantle πŸ˜„

dense mantle
#

@quick lark so did that help ???

quick lark
#

Perhaps! I'll try it out πŸ™‚

dense mantle
#

might watch blueprint comms on youtube to get a better view lol that is what gave eme that ideal

quick lark
#

hehe

hoary gazelle
#

The player moves via the add movement input

dense mantle
#

@unique wyvern what do you want it to do ???

hoary gazelle
#

It starts to move on its own when the camera switches.

Its as if its keeping its velocity even after ive stopped all input

dense mantle
#

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

unique wyvern
#

@dense mantle I want to play an animation in blueprints and not have the animation blueprint mess it up

dense mantle
#

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 ???

fallen glade
dense mantle
#

@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

fallow fox
#

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.

dense mantle
#

@fallow fox did you bind to the bar var ???

fallow fox
#

No. I'm setting the percentage at the end

#

Should I bind the percent var?

dense mantle
#

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
#

percent variable I'm meaning

#

Sorry, I don't understand

dense mantle
#

@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

fallow fox
#

Decreased the loop time and the increment and now it's smoother

dense mantle
#

@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

fallow fox
#

I don't think you understand what I want to do. I want that progress bar to be smooth only πŸ™‚

#

Finterp it's not doing the job, so I think I'm doing something wrong

#

So this is what you are trying to say?

dense mantle
#

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

chrome dust
#

Did they remove the "anim sub instance" node for the anim bp's in 4.24?

maiden wadi
#

@fallow fox Just curious. What is wrong with your progress bar at the moment?

chrome dust
#

Anyone know what replaced the "Sub Anim Instance" node?
@static terrace Did you ever figure out an alternative?

crude timber
#

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 !

quick lark
#

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

vapid shard
#

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?

maiden wadi
#

@vapid shard Do they fall, or remain in the air?

vapid shard
#

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

maiden wadi
#

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.

quick lark
#

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

vapid shard
#

@maiden wadi Yeah thats what I'm beginning to see on my end. Should be able to work around that then hopefully

fallow fox
#

@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

quick lark
#

I tried something utterly stupid and it seems to work

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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.)

blissful geyser
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@quick lark what did it used to look like before you made that conversion? *edit: what did the blueprint look like?

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(Also, "Hi everyone!" I'm new to the channel!)

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Just a direct link from the direction / move speed x ?

quick lark
#

I think the second screenshot answers the question?

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sorry, I probably don't understand the question

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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?

blissful geyser
#

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?

quick lark
#

Let me know if this answers your question

blissful geyser
#

So as far as the "Z" - when you say your object is moving along the "Z", do you mean the global Z?

quick lark
#

Child: moving yellow cube (textured to be 2 lines)
Parent: The black surface
Grandparent: the cockpit

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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)

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@blissful geyser relative Z to the black surface

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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

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also of note: this only seems to happen when it is a child actor

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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)

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I'd be happy to screenshare

haughty axle
#

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

hoary gazelle
#

@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.

dense mantle
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@hoary gazelle so could you get a ref to the player and tell him stop when you switch

hoary gazelle
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I did cast to player and did stop movement immediately /stop movement, but he still kept moving

dense mantle
#

@hoary gazelle so from player you got the controller right

hoary gazelle
#

Yup, i think i figured it out but its so messy

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I disabled the input and reenabled it before the camera shifts to the next one

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It doesnt track my input before moving to the next camera like it did before anymore

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So its a fix but its pretty messy and was hoping to look for a cleaner way

dense mantle
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@hoary gazelle please show

hoary gazelle
dense mantle
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@hoary gazelle so what is blueprint is doing this ??? an external from char ???

hoary gazelle
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Its the scene blueprint.
Moving the camera involves the encounter system and i needed to stop the player in the process

dense mantle
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@hoary gazelle so scene calls encounter system and it contains cam??

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i am unsure how that all works

boreal kettle
#

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

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My player controller still has input at this point too, could it be that?

dense mantle
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i am not sure but could there be a mouse being added to wrong viewport

boreal kettle
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There are different viewports ?πŸ˜“

maiden wadi
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@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.

dense mantle
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i missed that lol

boreal kettle
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@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.

static terrace
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@chrome dust I hadn't found it yet. I will do some digging this weekend to see if I can find it.

chrome dust
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@static terrace Damn okay I wasn't able to find anything on it at all.

static terrace
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There is another type that is similar that got a new node type, but can't find this exact one.

quick lark
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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

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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

static charm
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do you want these static meshes to rotate with the parent?

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by default it should

quick lark
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yep

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it is an interactive radar screen fixed to the inside of a moving cockpit

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child: moving dot -> parent: radar screen -> grandparent: cockpit

static charm
#

yes and AddLocalOffset or whatever it's called should work as you want

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so that it's always relative to the parent

quick lark
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the child begins to not move perfectly parallel to the radar screen when the grandparent is rotated

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thats what Im doing unfortunately 😦

static charm
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how is the radar screen attached/parented to the cockpit?

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like the method

quick lark
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I've tried both with a socket or just placing it as a child in the BP hierarchy

static charm
#

might be better to make the radar an actor component blueprint and then add component to the cockpit

quick lark
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aye, that is what Im doing. The radar is a child actor πŸ™‚ sorry for not specifying

static charm
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child actor is just a regular blueprint, there's another kind of blueprint actor component

quick lark
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the radar blueprint inherits from the actor class. Is that what you are recommending?

static charm
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no but, anyways, not sure why it's not working for you as it is

quick lark
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hehe

static charm
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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

vast quest
#

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.

static charm
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use an array to store the variables

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easy to add to array

vast quest
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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?

static charm
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you should watch/read some guide about using save game

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you would be doing the saving via another blueprint, to the save game object

quick lark
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adding vector 1, 0, 0 to an object's local position modifies its local Y and Z. Any ideas on how to debug this?

vast quest
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Im saving from the game instance and calling the array function from there.

hoary gazelle
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How can I get the row number of a data table and set an integer with that number?

vast quest
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Use one of the row functions and right-click to split the output.

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^ Took me awhile to figure out too.

hoary gazelle
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Ah thanks youre a life saver lol

vast quest
azure mason
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How does one bind an event dispatcher from within a function?

trim matrix
#

Someone once said something about multiplying the movement input axis values with tick delta time, does anyone have experience with this?

hoary gazelle
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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?

trim matrix
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in a material?

azure mason
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okay so it appears that this is the node I want but the custom event doesn't seem to get called

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epic unreal moment (based too)

hoary gazelle
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I mean its from a flipbook sprite

vast quest
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@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.

trim matrix
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@vast quest oh well never heard of that, just read that AddMovementInput does that already but couldnt find more on this

azure mason
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ahhhhh figured out my issue - I was binding the event after it was getting called!

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epic dumbass moment

dense mantle
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sounds like something i would do lol

azure mason
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haha yeah, all it took was breakpointing too

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I was debugging with debug logs like an idiot l0l

tribal axle
#

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?

dense mantle
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did the behaver tree get started ????

tribal axle
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Yes, it's just because the Nav mesh isn't built when I load the level

dense mantle
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did something happen to the nav volume ???

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sorry man i am trying to remember vids i seen weeks ago

tribal axle
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No, there's no code that changes anything

dense mantle
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i mean the navemesh volume actor in your seen

tribal axle
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No, nothing has happened to the volume

oblique rapids
#

Is handling physics contacts in a blueprint to spawn SFX common or is that better done in code?

dense mantle
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like collisions

oblique rapids
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Yeah

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Oh wait, probably not to me

dense mantle
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@oblique rapids yes to you sorry lol but it can be done both ways what do you want to do

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do both if you want lol

oblique rapids
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Just a central place to handle collisions between 2 physical materials (e.g. [Wood, Metal]) to spawn sound fx

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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

dense mantle
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nothing i have ever heard ... c== faster but blueprint fast too so 6 of one lol

haughty axle
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hey guys, can i add random rotation to loaded streaming level? (not created level instance).

quick lark
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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?

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Why is this showing movement in the Z axis when I am only applying offset in the X axis?

dense mantle
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is that dealing with local space Or world space

quick lark
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AddLocalOffset

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print string of Relative Location

dense mantle
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still same question are you using local space or world space for these vectors

quick lark
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Can you tell me the answer to that based off of the nodes in the screenshot?

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I had assumed local

fallen glade
dense mantle
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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

quick lark
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Why does the rotation movement of a grandparent affect the child's movement in local space?

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the child shouldnt be affected by the grandparent, right? its only tied to the parent

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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

tribal axle
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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

zealous moth
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what controls or owns your pawn?

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what is your controller?

tribal axle
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The regular player controller

zealous moth
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@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

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is your game mode making that regular player controller the main controller?

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and is your pawn input set to that controller?

quick lark
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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?

zealous moth
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the parent matters completely since the child works relative to the parent

tribal axle
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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

zealous moth
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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

quick lark
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Moving or rotating a grandparent or parent shouldn't change whats printed in the grand child's relative location, right?

zealous moth
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no, because it is relative to the parent

quick lark
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yes, that is exactly what is broken here

zealous moth
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no, that's exactly how parent-child works

quick lark
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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

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That sounds like something is wrong in my setup, or in my life in general

zealous moth
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k, ever heard of dot products or vector addition?

quick lark
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dot products yes, to get relative direction

zealous moth
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i'm speaking of vectors in general

quick lark
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is vector addition just doing n, n, n + n, n, n?

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@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

zealous moth
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so yeah, vector addition is breaking the x, y, z components and adding them

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when you have a parent child, your parent holds a base position

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your child inherits that base and adds onto it

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so if you rotate the parent, say 45 degrees

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you would go from 1,0,0 to 1,1,0

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so if your child was set to 4,5,6 it will become 5,6,6

quick lark
#

And AddLocalPosition doesn't automatically account for this?

zealous moth
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i am not sure what that node does, let me launch a project

quick lark
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or even adding the parent's right vector to the child's world position?

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to just move in a perfect right

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not sure if it matters, but the parent/child is a child actor of the grandparent

zealous moth
#

i think at this point it is a matter of semantics

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what is local offset, what is local position, what is relative position and what is world position

quick lark
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is there a difference between local and relative?

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I had thought those words interchangable

zealous moth
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probably

quick lark
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lmao

zealous moth
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i dunno, I mainly work with world positions πŸ˜›

quick lark
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hehe

zealous moth
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my projects use a lot of vector math so past 2 instances of relative vectors, it gets too confusing

quick lark
#

(that is for moving left)

zealous moth
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no clue what you're trying to do πŸ˜›

quick lark
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move the child (SM Movable Object) such that only its relative X axis changes

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but the above is moving it in two axises within its relative coordinate space

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that happens only when the parent of the parent (grandparent of SM Movable Object) changes rotation from 0

zealous moth
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do you need to have 2 parent-child interactions?

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you could have a parent with twins

quick lark
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I don't understand the question, sorry

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I'm going to take a quick video of what I am trying to do

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will take about 3 minutes

zealous moth
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sounds like you got a grand parent -> parent -> child relation

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you could just do parent >child
>child

quick lark
zealous moth
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wut

quick lark
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so I am just trying to move the yellow lines (a textured cube) parallel to the black background

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The values being printed out on the side is the relative position of the yellow line cube

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notice how only one axis is changing at first, that is when the cockpit is at zero rotation

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after the cockpit rotates, the Y and the Z axis changes

sweet onyx
#

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

novel zenith
#

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

gloomy linden
novel zenith
#

changed the blueprint type to get it to inherit the audio component but it still says it doesnt inherit it

gloomy linden
#

I recommend to watch this

lusty shard
#

with utility widgets, how would I make a dropdown "combo box" list all child actors of a parent:

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Currently this is not adding anything to the list.

gloomy linden
#

does your array have any item?

lusty shard
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It should, but not showing any results through here atm.

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sec ill send a screenshot of the tooltip showing a child

gloomy linden
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print string it to see if it has anything

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dont just assume, test and verify :p

lusty shard
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ok ill print string

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cant use print string in utility widgets I guess

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nvm

gloomy linden
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dont drag it from there

lusty shard
#

got it lol

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yea not sure where to see print strings with utility widgets

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these are really new to me so...

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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.