#blueprint

402296 messages Β· Page 472 of 403

lusty shard
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this is showing up on lots of nodes inside of utility widgets.

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the same nodes in normal widgets or normal blueprints is not having this value.

wintry grove
quick lark
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Capsule component (turns via mouse)
-- Azimuth (rotates via mouse)
----Elevator (pitches up/down via mouse)
------Cockpit
--------Radar Panel

This is the hierarchy in a blueprint. Every item there except the cockpit can rotate. When the azimuth rotates and the radar panel tries to move in its relative X direction, it ends up moving in its relative X AND Y direction. Does anyone know why?

haughty axle
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Hey guys need some help, i am getting inifinty loop error on begin overlap event, what i am doing wrong. its simple stuff there is BP with plane and box collider, then its overlapped spawns another one in front.

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and it says it's inifinity loop detected on fuction begin overlap

devout pine
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Hmmm I would start with unhooking those two nodes after the spawn, in order to narrow it down

haughty axle
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i found the wya to work it out

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and added more to have randomization, but now sometimes it spawns 3 of them

tribal axle
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Whenever I change my resolution, my Ui is placed slightly to the right. I wanna know why/

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?*

dense mantle
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{question }

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so i set the player mesh to sim physics why is it falling throught the floor

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how do i stop it

rough wing
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I have a quick question for you guys

hallow night
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@dense mantle make it block rverything

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Set it to block everything*

rough wing
hallow night
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Is it a child actor?

rough wing
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No

hallow night
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What is the variable

rough wing
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It is my VR hand

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This is the blueprint of a double handed gun

hallow night
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What is the type of variable i mean

rough wing
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scene component

hallow night
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I'm not sure but can you try and using get component from the variable?

rough wing
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I want to check if the hand is holding the gun

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So i can do specific actions

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I get the variable and convert it to a

hallow night
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Because i had the same problem with a child actor variable so i had to use get child actor from the variable to validate it

dense mantle
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Set the floor to block all and mesh is still falling through

rough wing
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Check if the falling object has collisions

dense mantle
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set to charecter mesh

haughty axle
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ok guys, fak all the infinity loop errors, i cant deal with that....

cold trail
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Hi guys - newbie here - is there a way to use a variable as the input for a parameter? I'm trying to use the text3d actor to display a timer that counts down seconds

quick lark
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It appears that when I have a great grandparent and a grandparent rotating, its grandchild is unable to cleanly move in its relative coordinate space with respect to its parent

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i.e. moving in the relative X direction will also slightly move in the Y or Z

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If I manually rotate all of the static meshes it doesnt happen, but if I rotate the static meshes via AddRelativeRotation/AddLocalRotation, then it does

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and the error will increase depending on the rotation

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has anyone ran into this?

sudden lynx
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I'm sure a dozen people have come on here asking this but what is your recommended approach for loading and saving minecraft like 3 dimensional grids ?

rough wing
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@quick lark idk of it's the same problem but when I choose more than 1 child components in an actor and try to move or rotate them, they don't act as they should. I think it's a bug

sudden lynx
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Right now I am saving a one dimensional array of structs containing block information. The location in the world is calculated based on the index in the array. Once I add the 3rd dimension it calculates wrong though

quick lark
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@rough wing thanks for the response. do you know of a workaround?

quick lark
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@rough wing updated the reddit thread to have files to reproduce

rough wing
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Sadly I dont have an answer

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I have another question

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Does a component automatically get detached from another component when tried to attach it to something else?

tight schooner
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how do I stop the BP editor feature where it opens Visual Studio every time I double-click a C++ node? lol

rough wing
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That really is cancer misclicking a c++ and waiting for vs...

vapid talon
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Is there a bug in ue4 native OSC plugin?

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I can receive OSC messages, but after tens of seconds(usually 50 seconds), the osc server stop receiving message.

harsh comet
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Hey, got a quick question in regards to performance profiling.
Currently running into a hitch where I'm running into the "CPU stall" item.
However, my understanding, this only occurs because the CPU is waiting for another task to finish.
How do you find out what task it's waiting for

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I don't have anything to indicate it's waiting for GPU, no heavy rendering tasks, and almost nothing in my scene.

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Mentioning GPU because that seems to be what everyone immediately suggests.

tight schooner
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it's the most obvious thing, but it could also be updating a bunch of particles, occlusion-culling a ton of meshes, loading assets, running garbage collection, draw calls (CPU)...

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I'm not an expert at Unreal Insights though if that's what you're looking at

harsh comet
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Scene is comprised of one pawn and a stretched cube prim

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Like, what's confusing me is that there's almost nothing in this scene.

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Just going to restart the editor and see if maybe there was a glitch happening there.

echo snow
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@deep elbow I set that up and it crashed completely.

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Render target was created and sized, and the material to receive was blank. I'm really confused.

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Ok so synopsis: because my GPU driven noise functions are not working properly in the material editor (tested in more than one shading language), I have installed the UnrealFastNoise plugin. I have been trying to put the blueprint driven functions into textures. I have two for loops, for x and y (index 1 and 2048, but tried 0 and 2047 first). I have set canvas and draw setup using the for loop coords. I honestly don't know what I'm doing with blueprints, code sure, if the documentation was a little deeper.

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Does anyone have a full example or screenshot of writing float values per pixel to a texture? I would REALLY appreciate it.

deep elbow
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yeah code docs are atrocious, you basically have to just start digging into the engine code and figure it out yourself, bit annoying

echo snow
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Yes it is.

deep elbow
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for the writing float values, i'll ignore the actual method of gathering those float values, but when writing to a render texture you need to have an intermediate material - that can have a vector param that you set the relevant float to, then select a uv coord to write it to, along with scale to get it to be a single pixel

echo snow
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Jesus lol

deep elbow
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like it's gonna be a fucker#

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i believe, there is another method for writing directly without an intermediate material, let me double check, but i don;t know if you'll have as much control

echo snow
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In my build in Godot it was just
for x in width:
for y in height:
pixelColor = value(x,y)
texture.lock()

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A little more in depth but it was painless lol

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I don't even know what intermediate is available. I just switched to ue less than two weeks ago. I understand needing to switch the variable to the appropriate type, it is a C language, but which one is beyond me))

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If the C++ docs were more....... ahem... yeah.. I'd just write it.

deep elbow
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there's a couple of options i think for drawing, just roughign somethign out

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like, this should draw a white pixel 16 times in X

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well, not white but X and Y will be white

echo snow
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I will try that, back in a few, and thank you for taking time out to help, it means a lot

deep elbow
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so that's pretty much your code, but you'd probably want to make some variables for width and height, so you can reuse those and dynamically switch them etc, this is a bit hard coded

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oh no i'm dumb, it'll do it in Y not X, just mixed the width and height, but same principle

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and actually

wise jewel
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would it be correct to interpret blueprint interfaces as a cleaner way of interacting between blueprints? insead of using event dispatchers and casting to call a function?

deep elbow
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the make vector 2d should have x set to 0.5 or it'll draw the pixel on the left

wise jewel
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from what i can see the main benefit is having more order in the code.

deep elbow
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yeah @wise jewel interfaces are great for that, you do need to provide a target for them however

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well i mean they are a way to send a message to something without needing to directly reference that actor

wise jewel
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so if im calling a funcion on another actor

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i can't see a huge benefit of using interfaces vs casting

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since i still have to ref the actor..

deep elbow
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example: you fire a weapon using a line trace, the line trace simply calls HitByWeapon message on the hit result actor, then each actor can implement different logic for when it is hit by a weapon

wise jewel
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but i could simply call a function on that actor

deep elbow
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with casting you'd have to switch on every single type of actor you hit in order to do different logic

wise jewel
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OH, that would fail if the actor doesnt have the funcion?

deep elbow
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if every actor inherited from the same class and you casted to that class and fired the function, then overwrite the function on children.. etc.. but at that point an interface is easier

wise jewel
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but if i use a trace it gives me the actor

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i dont understand what i have to switch

deep elbow
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you have a blueprint for an AI character, and a blueprint for an exploding barrel, when you get the hit result from a line trace you will have to directly cast to a specific class, but you want both of those actors to react to being hit by a weapon

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with an interface you simply send a message, and if the actor implements the interface it can run some logic, if it doesn't then nothign bad happens

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if you were using the casting method you wouldn't be able to do that with a function

echo snow
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I'm getting nothing out of it, though it compiles, it's probably something I'm doing, though I'm trying to force it into a material.

wise jewel
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oh i tought trace would give me the specific class

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ok

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thanks @deep elbow

echo snow
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Another crash. I think I'll sit and reflect for an hour πŸ˜…

deep elbow
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i specified an actual on disk render target tetxure and set the width and height

echo snow
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I have one as well, but set it elsewhere, I'll swap it out.

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This is... an intriguing design

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Interesting, another crash.

deep elbow
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:S

echo snow
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removed a plugin, compiling, rebuilding, let's see

deep elbow
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how's it going

echo snow
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Took a cig break. I have most of my experimental stuff in one project before pulling it together, so compiling takes a minute

deep elbow
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you a fuggin brit?

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can i ask what you are working on btw?

echo snow
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American, living in europe though

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Moment I'll send a link

deep elbow
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oh snap, brit in sweden here

echo snow
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The world itself as of now, after porting from Godot for performance reasons. More or less a sim, but not like a space trucking or pilot sim

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Crew oriented, and story driven for hard ingame choices.

dim kiln
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sorry for silly question: I have added a simple height movement to the third person template, but the character turn back to 0,0,0 whenever I move heightwise. Any ideas why?

echo snow
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You can see some hiccups on the transitions between scenes, from SQLite not threading properly and the 3d performance is ugly, even though I threaded properly and spent way too much time optimizing.

deep elbow
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Hmm that looks pretty interesting, great presentation

echo snow
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Just a tiny demo to showcase the WIP. Early rough draft for tech demo purposes before bells and whistles.

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Though, thanks πŸ™‚

deep elbow
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@dim kiln not sure, looks like it would work but is that the entirity of your graph?

echo snow
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@dim kiln try setting the in building bool to true to see what happens

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If it reacts appropriately then I'd move onto checking local vs world coords. If it doesn't, dig into your bool

minor whale
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Recommend a tutorial, guide to learn blueprints well

echo snow
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We all do πŸ˜†

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Epic has some youtube videos, though there isn't that much in the way of user generated videos on specific topics. The best way to learn anything is to do, and to hope someone is kind enough to answer questions πŸ™‚

deep elbow
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There was a great video series posted yesterday, either in here or in the #ue4-general channel, but you can check out stuff liek this: https://www.youtube.com/watch?v=icR_EgXrS6o
or Wadstein's series: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ

In this free Unreal Engine 4 for beginners tutorial video you will learn everything you need to know to create your first game in Unreal Engine 4. Topics covered include setting up a project, adding inputs for controlling the game - including touchscreen controls, using Bluepr...

β–Ά Play video
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But Reign is right, just getting hands on is the best way to learn

minor whale
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There was a great video series posted yesterday, either in here or in the #ue4-general channel, but you can check out stuff liek this: https://www.youtube.com/watch?v=icR_EgXrS6o
or Wadstein's series: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
@deep elbow thanks😊

In this free Unreal Engine 4 for beginners tutorial video you will learn everything you need to know to create your first game in Unreal Engine 4. Topics covered include setting up a project, adding inputs for controlling the game - including touchscreen controls, using Bluepr...

β–Ά Play video
deep elbow
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haha no worries, that fucking quote destruction πŸ˜›

sour aspen
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Hi all

echo snow
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The project itself is now corrupt 🀣 Good thing I'm paranoid and make backups of everything in 32809380923 locations

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Oh UE4 what are you doing to me

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Shrinking color.... interesting)

deep elbow
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@sour aspen one is a component and the other is an object, would need to see more

sour aspen
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How am i supposed to transform this? I only want to compare the materials in my method if they are the same material or not

deep elbow
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What is supposed to go into active and shrinking - and if you are comparing materials but referencing meshes?

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in your IsMatchign function you can change the ShrinkingColor variable type to static mesh component and it would accept the cylinder input

sour aspen
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I'didnt want to create a method that takes materials because then I would have to get the materials from the meshes in my other blueprint which causes clustering. I tried to fix it by referencing the meshes and retreving the materials from them and comparing in the is Matching method. I see its not done properly but I can change it in the function. If i can find a way to send my meshes to the function

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They are already static mesh thats the issue. I set them to the static mesh but it doesnt accept it.

deep elbow
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but the cylinder is part of a blueprint, i presume, so it is a static mesh component, not a direct static mesh object

sour aspen
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yes thats the problem

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How can i overcome that? Can i get the object from the component? or can i set my method to accept components?

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Yes! it is now working. Apperantly i can set my inputs to static mesh Component.

deep elbow
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i think you can use get outer object from a component, or you could just refactor it to use components

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yeah, perfecto

sour aspen
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Thanks a bunch

deep elbow
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np glad you solved it!

tawny tinsel
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im having a very weird issue

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so i have these 2 funcions they are very similar they just save difrent actors

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now the problem is

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the only who is closer to the open level node executes

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but when i test do they both execute the engine says they do

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even tho the other one doesnt

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i tried many difrent styles of how i can do it but it doesn work

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someimtes just one executes and the other doesnt

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why?

deep elbow
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sequences are tricky because it fires all outputs in order but it doesn't wait for anythign to be finished before firing the next, so you could be running into a case where you are opening a level before the logic in those functions has finished

tawny tinsel
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even without the sequence it does it

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i tried it with sequance but it didnt change much

deep elbow
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just as a test, you could add a delay before triggering the open level

tawny tinsel
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and no thats also not the case because i added a save boolean to all of them so the level only opens when eveyrone is saved

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still doesnt work

deep elbow
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ok

tawny tinsel
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i did that too

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doesnt work

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still got one of them not executing

deep elbow
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i don't see the saved boolean being used in your flow tho

tawny tinsel
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because i removed it

deep elbow
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ok

tawny tinsel
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cuz it didnt work

deep elbow
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still looks like it's an ordering issue but without knowing more it's not easy to say, depends what happens in the functions/events being triggered

vale vine
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How do you do timers in bp again?

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I want to run a function after a timer completes

echo snow
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@deep elbow it now says infinite loop when at a max of 2048, but something smaller is fine. So UE limits your ability by default to loop? How are you supposed to generate tons of content or iterate, or use recursion...

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My galaxy generator creates upwards of 180,000 objects with all of their 30+ parameters in less than a minute, but I can't do the same in UE, let alone create textures? It's so weird.

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I really like UE's built in origin rebasing, large world scale, rendering capabilities, default LOD and other optimizations. But this kicks my butt.

stray mural
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I am not sure about the '2048' iteration thing.
But do you have a low iteration loop here?

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Or can you split it up over multiple 'frames' or in a background thread?

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180,000 objects / 2000 objects per frame. at 60fps is like 1.5 seconds. if you were to spread it out just a little

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but id argue if you are making 180,000 Actors in ue4. you should consider another approach. Looking more at how terrain or particle systems work in a more independent system

echo snow
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I wasn't it was in another engine.

stray mural
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Actors in UE4 aren't the same as Actors in other engines.

echo snow
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It was all of the data to populate

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I didn't say that they were actors, hang on)))

stray mural
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oh ok

echo snow
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It's at 1 million

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in my preferences

stray mural
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ok

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and what are you doing in your 2048+ iteration loop that you were hitting?

echo snow
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So I need to up it to 4.3 mil

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@stray mural dude, thank you. And sorry, it's really starting to irk me. First my shaders won't translate, and now simple texture creation is giving me a headache.

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4.3 wasn't enough I guess

stray mural
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no worries. It can definitely suck when your tools aren't working the way you want them to

echo snow
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I'm migrating engines. It's just atrocious.

vale vine
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How do you do timers in bp again?
@vale vine

echo snow
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12 mil.. let's see if that tanks

stray mural
vale vine
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Okay so I've defined my function that I want to call in C++. Can it be called in the pink function section?

stray mural
vale vine
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Ah that might be it

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I'm assuming timer by function will start a timer when that function is called?

stray mural
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when the blueprint node, 'set timer by function name' is executed, then yes it will start calling the function youve chosen in FunctionName

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then the return parameter of said node will return a 'timer handle' in which you can use to stop it at a later point

echo snow
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noise by cpu and mostly the drawing by cpu.. unless it's tiny is not worthwhile.

@deep elbow thank you very much for your time, energy, and patience. I'll unfortunately need to solve this by GPU and probably some engine refactoring.

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@stray mural And thank you too

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Very much

stray mural
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no prob, didnt do much. Hope you get your problem solved and further stuff goes more smoothly.

echo snow
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I hope so too, I wish hlsl was fully exposed, it would make the entire thing much simpler

dim kiln
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@deep elbow @echo snow its nothing to do with the branch. The character world rotation 0,0,0 whenever just flying vertically. any movement movement is resetting the forward and right inputs to 0....

deep elbow
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uh, the inputs get called every framer right, so you are constantly setting that to 0

dim kiln
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yea exactly >.<

deep elbow
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you most lilkely need to combine some vectors there

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@echo snow sorry to hear it wasn't easily solvable

echo snow
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It's ok, you tried, the cpu choked when trying to draw.

dapper cradle
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Can anyone please tell me why I cant make connections in either of these nodes ?
I am trying to stop the animation mid way.

echo snow
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It's not your fault, it's the draw method.

deep elbow
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@dapper cradle you are trying to plug incompatible things together

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look at the text under the name of the node "target is so and so" that's the supported inputs.

dapper cradle
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I watched a Live training video, in it he made a character die, stopped its movements and applied some physics to it to ragdoll on death...
he used these nodes.

deep elbow
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if it's an animation montage that you are playing you can use Montage Pause

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then he wasn't plugging the skeletal mesh into those nodes

dapper cradle
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any idea where i have to plug them or drag from to create them ? thank you for the help @deep elbow

ionic widget
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Hello Guys I have problem, After character die and level reset and songs reset too. How can I make BP songs will not reset ?

deep elbow
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You would probably need to make the vault anim a variable, then plug that in to your 'montage' in Montage pause, from your skeletal mesh reference, drag off and search for get anim instance, tha's the target

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@ionic widget it's not possible without using level streaming, either spend a bunch of time doign that, or don't rely on reloading the level, or fade out the music before reloading the level and then fade it back in

dim kiln
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uh, the inputs get called every framer right, so you are constantly setting that to 0
@deep elbow it cant be called everyframe because you dont swivel on the ground when you have no inputs?

ionic widget
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@deep elbow oke ty

deep elbow
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thats the scale inpout, it gets fired but the scale is 0 so nothing happens

dapper cradle
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thank you @deep elbow ! I will try that now.

deep elbow
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good luck!

vale vine
deep elbow
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probably not, the cast does nothing, you are just getting an overlap, casting to the actor, then setting a timer in your current blueprint

vale vine
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Then how do I pass a tree actor into Cut Wood?

deep elbow
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in to what

stray mural
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Cloud, Set a variable and not pass it into the function directly, but just use "current active nearby tree" or something

vale vine
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Cut Wood function

dapper cradle
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Sorry to be sucha a pain @deep elbow but I am struggling to create a variable with this anim, how would I do that ?

deep elbow
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right-click the "Montage to Play" input on the "Play Montage" node and choose create variable

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compile and select your variable and you'll be able to set it there

vale vine
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Can you set a local variable and not pass it into the function directly, but just use "current active nearby tree"
@stray mural As in create a separate variable?

stray mural
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yes, if other actor is tree, set variable or something, then just use that avariable inside cut wood

vale vine
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Oh I get ya

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Why can't stuff be passed into the function in the timer?

smoky schooner
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hey, stupid question, i'm following a tutorial and am not sure how this node i called and how to get it into my graph πŸ˜„.

stray mural
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because thats just how it is. 😐

dapper cradle
deep elbow
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yeah looks correct

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@smoky schooner that's just getting a variable from a reference, drag out of the variable (i presume a player) and search for whatever you named your variable

dapper cradle
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and I select the anim on the right where "Default value" is im guessing

deep elbow
vale vine
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because thats just how it is. 😐
@stray mural That's...bad, right?

deep elbow
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Yeha you;'ve set it up properly by the look of it

stray mural
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lets say for a moment, you could pass it into the function. And its being fed in from onsphere begin. What happens if something else starts overlapping, should it update the function and now use the new other actor, or should it use the original one?

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and if you wanted it to use the original one, that means it must be saved/cached a refenence somewhere right? (i.e. a variable is saving it, which is what I had suggested.)

vale vine
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I get ya

stray mural
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You could always do something else too

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like call CutWood directly with three passed in, then internally have that do some timer thing. But that'd only work with an event (not a function, because then youd still have the same original issue)

vale vine
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That was what I was doing initially

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I have to call another function right after the timer tho

stray mural
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what happens if there is 2 trees nearby? do you want it to cut them both?

vale vine
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Closest one first

stray mural
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if you approach 1 tree so its closest, then move in a way you dont stop overlapping, but are closer to other tree. youd want it to switch?

vale vine
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Yeah probs

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I think I know how to do that tho

stray mural
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then you will need to either maintain a list of nearby trees (Added/removed on begin/end) or just use sphereOverlap. Then either way iterate over all nearby trees and find distance to closest right?

dapper cradle
vale vine
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Yep, was just about to say

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I think we syncing my guy

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πŸ˜›

deep elbow
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great!

vale vine
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Umm...so how do I create an array again?

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HAH

stray mural
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"Make Array" ? if you want it inline

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or if you want it persistent, then its the little symbols next to variable

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that is Single Variable, Array, Set, and Map(Dictionary) for the 4 options

vale vine
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I searched this up right as you said it

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Thanks my guy

vale vine
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Can you define the max size of an array?

tidal venture
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I want to spawn something Blueprint-based that represents a quest or a character state (poisoned, burning) or some other game element that is not directly represented in the 3d looks of the game throught the entity itself. What would this be made of? I see a lot of samples use Actors for these as base but the Actors are huge and I do not need most of the Actor functionality, just the ticking functionality (C++). Is there any light-weight alternative to Actors?

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I saw that If I just make a DataAsset I for example cant place it in the scene (and it cant tick)

carmine thorn
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@tidal venture Objects, the parent of Actors. They can exist entirely within memory and can be saved, transferred and interacted with in a purely data driven state.

tidal venture
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@carmine thorn how would i spawn it, run it, debug the BP graph and tick it?

carmine thorn
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You would only need to spawn something that requires a physical representation, i.e. an actor.

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An object only needs to be defined but they can also be predefined

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To be honest dealing with character states or quests in the form of an object would be a very abstract and inefficient way of working though but if you have a solid idea for how to do that go for it.

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Otherwise you would just define variables

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There are a few that you can actually define to contain custom data though, like Enumerations which are good for states given that you define what those states mean obviously which is entirely arbitrary but my favorite is the Struct or rather Custom Structure which is essentially a freeform variable that you can make work any way you want given that you'd use existing elements to construct it

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These are more just data types though. Can you explain why you are trying to do it that way?

trim matrix
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Any idea why I can't call a function from HUD?

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I'm trying to learn some shit from tutorials, but some seem a bit outdated

carmine thorn
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@trim matrix You are casting to your game mode from your character and getting the Game Mode defined HUD reference?

trim matrix
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Yup

carmine thorn
#

I am not sure that would produce a class specific reference. Likely you would need to cast to your HUD class which you can either do with your existing reference or just cast to it directly using the Get Hud function

trim matrix
#

I'll try out the get hud function and hope the guy in the tutorial would've used it instead of what he did

#

My current goal is to make a simple horror game with some basic stealth as a learning experience. Hopefully it won't be too difficult to learn

carmine thorn
#

In my experience the vast majority of tutorials out there are crap. I usually only recommend Mathew Wadstein's videos and the official Unreal engine tutorials to my students

trim matrix
#

Interesting. I'll keep that in mind

#

So far, I've been frankensteining everything I've learned so far into one big project

#

Is there anything good for unreal on online classes such as skillshare? I heard they're worth the cash @carmine thorn

carmine thorn
#

I haven't tried any of those (I teach the Unreal engine myself professionally), I would really hope anything you would pay for would be worth it.

#

But there are no guarantees so word of mouth personal reference is the best approach

#

There are also the official learning resources on the Epic Website. It's still a little bare bones but worth a look for the basics

#

Otherwise I'd be happy to get on a call with you later today and answer any questions you might have

trim matrix
#

I will keep that in mind. Thanks for spending the time to help me.

carmine thorn
#

No problem

earnest tangle
#

I wonder - is there some particular reason why you can't do linetraces, spawn actors, etc. from blueprints that inherit from Object?

carmine thorn
#

@earnest tangle Technically everything inherits from Object, but Objects have no world actor representation. That requires the Actor class and classes derived from that class

earnest tangle
#

Yeah I figured as much, but why does that make it so you can't do certain things from those? Why do you need a world representation to do a linetrace?

#

Actually I think you can't even use functions from Blueprint Functions Libraries in those objects

carmine thorn
#

That's correct

earnest tangle
#

It seems like a somewhat arbitrary limitation to me so kind of curious if there's some technical reason for it :)

carmine thorn
#

Well to understand that you'd have to understand the structure of object oriented programming. For any class to exist they first require the basic definition of what existence is. sorry for the metaphysics but that's kind of how it is. It's just a placeholder to contain data at that point.

earnest tangle
#

Yeah I've been programming for like 20 years :)

carmine thorn
#

Remember everything in Unreal is technically an ojbect, such as a texture class or Material etc

#

So then why are you asking questions you'd already know the answer to?

earnest tangle
#

because limiting something like "I want to call a function" to objects that inherit from Actor is an entirely arbitrary limitation as far as I can tell

carmine thorn
#

That's not actually true though

earnest tangle
#

so I'm assuming there is some technical UE-specific reason for this, so I was wondering what that reason was

carmine thorn
#

There are also component classes which can use and run code

#

I am not entirely sure as to the real reason, you'd have to ask Epic but I suspect it is due to how the engine is structured and that things need some real world representation to process data.

earnest tangle
#

Yeah that was my best guess as well... Possibly relating to memory management, or needing a world-instance in case of linetraces

carmine thorn
#

The only class that does not require this is the Instance class, which is incidentally the only class that survives a level transition

#

More likely also GC

hot fjord
#

does anyone have a bit of time to explain a solution for a problem I'm having ?
It would be nice to use voice chat and I coul share my screen

carmine thorn
#

I would love to help But I am just heading out now. Perhaps later?

hot fjord
#

later would be ok for me

#

and thanks for your quick reply

#

I tried different things but it doesnt want to do what I thought it would with either

carmine thorn
#

Just drop me a DM and I will let you know when I get back

slender hawk
#

I'm playing around with BP Components as a way of reusing code.
I've just made a 'Health System' which can add health, apply damage, etc. with the idea that I can then just thrown on other actors.

It seems to work fine, but I want to keep it flexible; for example the parent might have unique death sequence (not just get destroyed). So If I want to inform the parent actor of it's death, is an event dispatch the best way to communicate that to the parent?

Then, do I just listen for it through the parents Tick? or is there a better way?

earnest tangle
#

Event Dispatcher should work pretty nicely for it

#

Add a dispatcher to your component, and call it for example when the health value goes to 0. Then you can add a listener to the dispatcher in your main BP

twilit heath
#

when its an actor's own component, and the component has an event dispatcher

#

you can just right click component on panel > add event, or scroll down the bottom of its details panel where the +/view for its dispatchers are

slender hawk
#

Sweet, thank you. πŸ™‚

tidal venture
#

These are more just data types though. Can you explain why you are trying to do it that way?
@carmine thorn Yes, I can. We want to use the graph editor to build the core element of our games which are encounters that are composed of multiple steps. So basically these are a flow and we want to define the flow in blueprints to make editing and debugging easy and give the creators a good overview of what happens (this will require coding support, so the graph only allows to create things the way we allow it to be used, to prevent mistakes). So first of all what I need to do with those encounter graphs is that I somehow "spawn" them and then run them until finished. And here I am stuck for best practice

#

Btw this will all communicate to other C++ system via functions/nodes so really all i need to here first is have some manager that can spawn and run them

stone sphinx
#

Has anyone made a health and Armor bar like virtus walkthroughs displays but on first person mode? Not (third person mode). I for some reason can’t find get Armor when creating a function from the progress bar. It’s missing or is there a step missing ?

tidal venture
#

Can I really only instantiate Actors for running?

tawny tinsel
#

sombody help my third person character wont jump and my spacebar button works

#

im so confused why are there random errors poping up

tribal axle
#

How come when I change the resolution, all of my widgets are placed slightly to the right?

gloomy linden
#

Different ratio?

tawny tinsel
#

bad anchor place ment

#

you gotta learn how to use anchors

#

@tribal axle

tribal axle
#

Ah

#

Thanks

tawny tinsel
#

np

nova silo
#

Why do people use blueprints I'm so confused. Anyone can drag and drop

hazy igloo
#

Because we are fans of Star Trek?

nova silo
#

?

white ferry
#

I'm trying to make this soldier character sense the boss (Darius), but I can't get the soldier to sense him, but for some reason, he's sensing the player. Anyone know what's going on?

#

When I cast to player he's sensing the player

dim kiln
#

I just want to add flying up and down controls to the third person example, but he turns to face 0,0,0 whenever I put no input in.

#

still cant figure it out 😦

elfin hazel
#

0,0,0 isn't a valid direction. Z should be 1 or -1.

#

Oh right, you're using a rotation. I guess you'd want it to be the actors rotation?

earnest tangle
#

Argh, I reparented a class to be a SceneComponent instead of an Object, and now it turns out there does not seem to be a way to spawn components from class and it's also now impossible to reparent the class to be an Actor 🀦

dim kiln
#

Oh right, you're using a rotation. I guess you'd want it to be the actors rotation?
@elfin hazel to me?

#

I want to move the actor transform

elfin hazel
#

yes, but what's the up relative to? Right now it's like a global 0,0,0 rotation not relative to anything. So you could as well just put Z to be 1.

dim kiln
#

its fully functional apart from the rotation now

still nexus
#

anyone knows how to set widget interaction to touch screen ?

elfin hazel
#

I meant, if you disconnect the Get Up Vector and just put World Direction.Z to equal 1. as for the rotation of the actor I don't know since this is just movement input.

dim kiln
#

@elfin hazel much more elegant

#

I think the moveright and moveforward are always triggering when 'Moveup' is triggered

#

but they are both 0, so the character turns to always face 0

#

im not sure how to make it remeber

elfin hazel
#

InputAxis always ticks. if there's no input, they will tick with a value of 0, constantly adding direction*0. But these movement inputs shouldn't be affecting the rotation of the object.

#

Are you manipulating the rotation of the object somewhere else?

dim kiln
#

not that I know of

#

I have not changed that much from the default third person template

earnest tangle
#

Oh geez, in order to make this work I'm going to have to copypaste all my BP's to a fresh actor based BP because it's not even possible to reparent it to actor at all

#

(or create a custom C++ function to spawn a component dynamically)

#

Why are there such crazily arbitrary limitations in this :D

tribal drum
#

hello, I'm new to all this

#

actually I had a little project back in like 4.9 and now I'm coming back to finish the job

#

so sorry if my questions are stupid

#

is it possible to comment out blueprint code that doesn't compile?

vale vine
void cobalt
#

i have this bp set up to pick up objects, it works

#

but only on fresh objects i put into the scene like cubes and spheres and stuff

#

when i try to pick up a static mesh that i imported from maya, they seem to just start flying into a random direction and i dont know why

tight schooner
#

@vale vine do you have two classes; one called Tree Actor and the other called BP Tree Actor?

vale vine
#

OH SON OF A

#

Thank you

white ferry
#

I'm trying to cast to the boss (Darius), but for some reason it's not casting

void cobalt
tight schooner
#

because what you're feeding it isn't a "Darius"

#

It's something else. But what else? Debug time

white ferry
#

I did this and I'm still getting the same result. I think it's because it's sensing the player first. Is there a way to make it not sense the player, but sense Darius?

#

Also I'm not sure what to connect "Pawn" to if I do it this way

#

I tried making it sense the player and it worked

void cobalt
#

pls someone help

cunning lily
#

I'm trying to cast to the boss (Darius), but for some reason it's not casting
@white ferry try logging the object name, that might give you some clues

white ferry
#

What do you mean by logging the object name?

cunning lily
#

similar advice to what renzu was saying about logging the class

#

oh

#

note that the setup you have in the second screenshot doesn't make any sense

#

get class needs an object as an input, it will give you back the class of that object

#

renzu was trying to help you identify what type of object you were sensing, i.e. log the class name

tight schooner
#

Yeah I was thinking of feeding it to a print node

cunning lily
#

right

white ferry
cunning lily
#

Right

#

well

#

connnect the input

#

connect the pawn into getObjectName

#

otherwise what is it getting the name of?

#

Are you sure you created a Darius instance?

craggy gate
#

guys is there a way to track/debug current montage? something interrupts playing montage I can't catch it 😦
I binded OnStarted OnEnded it doesn't fire but Volatile Play Montage is stopped on Interrupted with Notify Name None

void cobalt
#

does no one know what the issue might be for my problem?

white ferry
#

@cunning lily I just did that, and I'm getting the ThirdPersonCharacter even though I'm not casting to it

young mango
#

hi everyone , i have a problem creating an interface blueprint , i get cant my interface to show up in the add event menu but i think i did everything correctly

#

im very new to unreal btw

tight venture
#

@young mango what is your question? lol I don't see a question there

young mango
#

i cant get get it to show up , forgot a word:)

#

from the tutorials ive followd i should see my interface show up in the add event drop down menu

elfin hazel
#

are you on 4.25? It's changed a bit, In your screenshot, on the leftmost side you have a list of functions. Under that some interfaces. Double click the testinterface to open that function and customize the behaviour.

young mango
#

yes its 4.25

elfin hazel
#

Or, maybe you have to right click it and "implement interface" or something.

tight venture
#

^

cunning lily
#

@white ferry oh, so the pawn it's sensing is the player

young mango
#

its already in the implemented interface

maiden wadi
#

@young mango Your TestFuncInterface is not an Event, It's a Function. Events do not return values.

white ferry
#

@cunning lily For some reason it seems

#

I'm not sure how to make it so it can't sense the player

cunning lily
#

it's the Darius detecting the player

tight venture
#

I heard that interface functions that do not return a value are treated as events? Or am I thinking of something else...

white ferry
#

but can sense the boss

#

@cunning lily Yes, Darius is sensing the player, but I want the soldier to sense Darius

cunning lily
#

ah

elfin hazel
#

interface functions that does not return a value used to become events, but I think that's changed too recently.

cunning lily
#

might need to tweak your affiliation

#

detect neutrals in the AI sense config

maiden wadi
#

Events do not return values. Functions do. Simple difference with interface stuff.

white ferry
#

What do you mean by detect neutrals?

tight venture
#

I have a question for y'all:

Where is the proper place to implement a variable that belongs to each level?

Can't put variables into the level blueprint (no locals in event graphs)... Should I make a blueprint with no mesh that just sits in outer space in my level?

young mango
#

@maiden wadi how do i make it an event ? , ive followed this tutorial up to 2:35 and i dont think i missed a step

maiden wadi
#

@young mango Take away the return value?

tight venture
#

@young mango couldn't you just create a custom event, and then have your interface function call that event? If you made it the last thing in the function, it would basically work the same way as having the entire function be an event

elfin hazel
#

@young mango Right click the "testfunctioninterface" under the interfaces category under My Blueprint tab, and click "implement function"

tight venture
#

Anyone have any insight on my per-level variable question?

#

I could just create a blank blueprint and have it sit in space somewhere I guess

young mango
#

hold on ill try those answer

tight venture
#

Seems... incorrect though

still nexus
#

how do i set this to work for touch screen , im using mouse for touch in the input settings

tight venture
#

@still nexus You set up a touch input in the settings?

#

Looks like you did... Finger1

still nexus
#

yeah apparently but didnt work on widgets

tight venture
#

Really... I dunno then. I'm just now getting to doing widgets in my game

#

Touch works so far so good though up through now

still nexus
#

i really have no idea how to make it work , tried everything i know so far

#

it works for left mouse button

#

but other than that

#

nothing

tight venture
#

well, what do you mean? what are you expecting it to do? Touch input is only set up for emulation through the left mouse button I would imagine

dapper cradle
#

Bit of a random one...

My project involves catching people/ kind of....
I if you manage the overlap, you are successful, if not you fail...
I wanted to simulate physics so that If you fail to catch them, they will land on the floor in a heap.

So I turned the physics off on fail and it results in the flying around the room, bouncing off the walls XD

here is my setup...

Could anyone please give me some advice ?

tight venture
#

@dapper cradle you need a physics asset is my first thought

#

So that you don't have to turn off simulate physics

#

In your "people" that are falling, or whatever

#

Will handle the ragdoll physics for when they hit the ground

dapper cradle
#

Its an animation

#

so without the stop animation, enable physics, it just playes through

tight venture
#

An animation for when they hit the ground?

dapper cradle
#

the animation has several stages so you can fail at any of them

tight venture
#

You won't need one. The physics asset will smoosh your objects into the ground appropriately

still nexus
#

@tight venture tried releasing and testing it on mobile phone didnt trigger aswell

dapper cradle
#

@tight venture I believe my mannequin has a physics asset, do I need to reference it in the BP ?

tight venture
#

I dunno Rozar.... sry. It's definitely possible, though, just gotta Google harder maybe

still nexus
#

well thanks anyways

tight venture
#

Also, not sure @dapper cradle. I haven't needed to use them in my game, but I'm pretty sure that's the answer to your problem

young mango
#

@tight venture my goal is just to have an item i can equip that will change the vallue of my weapon while its equiped to it , whatever the simplest solution is

tight venture
#

Repost your question in #animation , @dapper cradle, more experienced folks there may be able to help

modern cove
#

Anyone here good with play-control?

tight venture
#

@young mango what do you mean "change the value of my weapon"?

dapper cradle
#

@tight venture you think the Physics channel; might actually be better for it ?

tight venture
#

oh lol

#

yeah probably

dapper cradle
#

πŸ˜„

tight venture
#

this channel is probably the most noobish channel of all the help channels (besides #ue4-general, which is just a shit show)

young mango
#

well lets say it fire rate is 20 , while its quiped itll now be 30 and will go back to 20 when i take it off

#

my 2nd object should just be a list of values i can acess

tight venture
#

So, you mean like, you change from a pistol to an AK, and the fire rate goes from 20 to 30 cuz you switched to an AK? So, just different guns have different fire rates? Yeah that's an interface, 100%. Just have a blueprint class Weapon than implements some WeaponInterface... BPI_Fireable, maybe call it... and then have Pistol be a child of Weapon, and implement its Fire() function with a rate of 20, implement AK's Fire() function differently.

Is that what you mean?

#

Then you'll be equipping a Weapon on the character, and just calling Fire() when you need to fire it. But which Fire() method that gets called will depends on which Weapon he's holding

young mango
#

no im trying to make a modular weapon where i can put in and take out parts of a gun to change how it works

tight venture
#

Like, adding a pistol grip or scope? Like that?

young mango
#

yeah pretty much

tight venture
#

You're probably looking for this then

#

In object-oriented programming, the decorator pattern is a design pattern that allows behavior to be added to an individual object, dynamically, without affecting the behavior of other objects from the same class. The decorator pattern is often useful for adhering to the Singl...

#

Use the decorator pattern!

young mango
#

yes but my problem is i cant get the interface to work , im good with the pattern πŸ™‚

tight venture
#

I dunno what to tell ya... watch the WTF video on Interfaces then. It was posted a few pages earlier.

modern cove
tight venture
modern cove
#

I been going crazy trying to make a button trigger a smooth 90 degree turn; all I can get so far is an instant change of view

#

yep; I did that. And then?

tight venture
modern cove
#

ah ok

tight venture
#

πŸ™‚

orchid zinc
#

What's the easiest way to know if an actor was originally placed in a level rather than spawned later?

elfin hazel
#

My guess, to have a boolean that you set on either the spawned or the placed one.

modern cove
#

I'm a try the circuit I saw, but al the while: if anyone knows a good way to do what I'm attempting (map a button to a smooth 90 degree turn) I'd love to learn about it

tight venture
#

Yeah, that would work. Just put a boolean in the class called Spawned (default false), and set it to true whenever you spawn one in

young mango
#

my whole problem is that after i have implemented the interface in my class settings it still will not show up as an event

tight venture
#

@modern cove You could just use VInterpToConstant

#

And SetActorRotation

#

Or possibly Lerp would work, instead of VInterpToConstant

orchid zinc
#

Hmm well I spawn actors in several places, I was hoping there was a way to loop through all actors when the level first starts. But loading the game calls begin play again, so that wouldn't work

tight venture
#

@young mango just try adding a custom event, then calling that event from the interface function

modern cove
#

@tight venture I will try those out too

void cobalt
#

can someone help me with my issue?

#

i have an object pickup BP set up, it works correctly

young mango
#

but i mean there is a way to have it show up in the add event menu ?

void cobalt
#

but whenever i try to pick up objects that arent from unreal they just decide to fly in a random direction rather than staying infront of me

#

here is a video of what happens

elfin hazel
#

@orchid zinc Hmm well you -could- somehow get all the actors that's placed and put them in a Set. Then when you need to query if something was spawned or placed, see if they are contained in the Set. which is the more practical is up to your situation I guess.

orchid zinc
#

Yes that was my original hope but I'm not sure how to get all actors that's placed only on first level load vs. beginplay when I'm loading a saved game

elfin hazel
#

ah, saved game.. yeah, haven't done much with that yet so I'm not sure.

orchid zinc
#

There is an editor only widget that gets level-placed actors, but unfortunately doesn't work ingame

void cobalt
#

so no one has any idea?

elfin hazel
#

I think you should be able to transfer those to a regular actor though, if you place that 'handling actor' in the level.

orchid zinc
#

Hmmm

elfin hazel
#

So the utility object has a reference to your 'handling actor', then gets all the actors you want and puts them in the 'handling actor'.

tight venture
#

@void cobalt You'll have to show more of your pickup BP if you want an answer, I think

orchid zinc
#

@void cobalt you might need to look at import settings and make sure the mesh has its physics working properly. I.E. the object origin could be way off-center

tight venture
#

@young mango post screenshots. I am still confused as to exactly what your problem is. You want your interface function to show up in the AddEvent context menu?

orchid zinc
#

@elfin hazel I've never used a utility widget before TBH so I'm not sure if it could loop through placed actors and set a default bool while in-editor
*utility node or what have you

young mango
#

@maiden wadi thanks that was it , when i removed the return value the return node was still there without any valur in it and that kept the interface as a function instead of an avent

#

learned somthing new today!

tight venture
#

@young mango I believe I mentioned that... like... right when you first posted your question... :/

#

anyway

elfin hazel
#

You certainly can, but with this method you don't really need to set the boolean. then again, you can do that too but seems a bit overkill.
If you're going with the Set method, utility and handling actor.
If you're going with the bool method, name it "spawned", and don't set it on placed actors. Then when you spawn an actor, you set it on the spawn node.

young mango
#

oh you did , guess i didnt see it but others did too

#

thanks still\

modern cove
#

grr..the circuit I showed didn't do anything

cunning lily
orchid zinc
#

@elfin hazel Thanks for the help btw, I'll have to think about it a bit more

void cobalt
#

how do i check object origin?

modern cove
#

I tried doing this to get a gradual 90 degree turn but instead the button does nothing

void cobalt
#

ok fixed it, thanks

#

the guy that made the assets didnt center the models

fallow fox
#

Hello guys! I have a grid inside a ScrollBox. The grid is populated with another child. which are UMG buttons. Each time I want to scroll and I press on the button it's accessing the button. How can I solve this? Also I've set click method to precise click.

modern cove
#

weird that while I was building the circuit I had to uncheck 'Context sensitive' to get one of the nodes I wanted tho

#

now to play around with the speed a little

young mango
#

can you remove a node from a read only graph ? when i add an output it creates a node and if i remove the output i can never remove the node

carmine thorn
#

@carmine thorn Yes, I can. We want to use the graph editor to build the core element of our games which are encounters that are composed of multiple steps. So basically these are a flow and we want to define the flow in blueprints to make editing and debugging easy and give the creators a good overview of what happens (this will require coding support, so the graph only allows to create things the way we allow it to be used, to prevent mistakes). So first of all what I need to do with those encounter graphs is that I somehow "spawn" them and then run them until finished. And here I am stuck for best practice
@tidal venture

If I understand you correctly, there's a plugin that might help with that.
https://www.unrealengine.com/marketplace/en-US/product/ascent-finite-state-machine

trim matrix
#

does anyone here know how I can create a lightning trail like the flash in ue4?

zealous moth
#

Try the visual fx channel

drifting perch
#

i want my collision box to be offset from the center but when i make it the child of a scene object it stops colliding with the environment

#

collision works if my box is the root but not when its the child of this scene object, not sure why, any ideas?

green eagle
#

Have a ball the moves with key inputs to do axis torque rotation.

I'm struggling to apply a camera control that allows the mouse to move the camera on the XY axis around the ball.

I also don't know how to make the rotation input to be based on the camera position.

So W and S roll the ball toward/away from the camera and A/S left and right of camera view.

Any help is appreciated

gusty cypress
#

Hello, I am attempting to add a world align feature to a water material. I am confused on how this would be done, thanks

orchid zinc
#

Is there some reason I can't set an actor variable from an editor utility widget BP?

haughty axle
#

hello people, i need help, i want to snap together two levels, (both lives under persistent level) but i dont want to manually add coordinates. each level have two anchors (first and last) and i cannot make them snap to each other

elfin hazel
#

@orchid zinc I don't know why you're getting that error, but I copied your setup in a editor widget and it changed the property of the placed actors.

orchid zinc
#

Oops! Looks like I didn't compile the BP. Thanks @elfin hazel

void cobalt
#

hey, so i followed this quick tutorial on how to make a object pick up function

#

and it works, but

#

when i pick things up, they rotate so much its infuriating ingame

#

is there a way to lock the object i am picking up to the direction im facing?

void cobalt
#

ok scrap that, why cant i use the same input action for 2 different functions?

#

i have E set to "Use"

#

and i want it to be used to pick up objects and turn on lights

#

but it only works to turn on the light, and wont pick up objects

stray mural
#

Do you have 2 different entry points? for E/Use ? Can you show both pick up and use?

void cobalt
#

in the preferences i made a new input called USE

#

and i set it to keyboard press E

#

and i can only use that input in a single blueprint

#

i want it to be the universal button for interacting

stray mural
#

that all sounds reasonable

void cobalt
#

yeah but it doesnt work

#

its not casting a tracebychannel to pick up an object

#

but if i use a DIFFERENT button it works

stray mural
#

Does the Use event not get called?

void cobalt
#

dont think so

stray mural
#

Do you have the key "E" bound somewhere, other than where you have Use bound? (in blueprints)

void cobalt
#

nope

stray mural
#

so just E doesn't work, but anything else does?

void cobalt
#

i have "inputaction USE" to pick up objects, which is its own bp

#

and to turn on light, which is another bp

#

but it will only work on the light

stray mural
#

oh wait,

void cobalt
#

and wont pick up object

stray mural
#

you arent doing the input from your controller or character?

void cobalt
#

i dont think so?

#

lemme check

stray mural
#

you likely want to do that from either controller or character, and then just have a generic 'use' or 'interact' on all the objects, that you then interact/use

#

you probably don't want the input bound to the actual individual items/actors.

void cobalt
#

the pickup is in my character bp

stray mural
#

ah okay

void cobalt
#

and the light is in the world bp

#

level blueprint*

stray mural
#

im super confused now 😐

boreal kettle
#

Is there an easy way to detect if the user is using a gamepad?

I'd like to update my UI text based on whether they are or not

void cobalt
#

yeah i have no idea why it doesnt work either

#

so i was now forced to use E to pick up object and F to toggle lights

#

which is a bit annoying

#

if anyone figures something out ab this pls dm me

#

im zzzzzzzz

trim matrix
#

Can anyone tell me how to change the game mode based on different maps in blueprints? I have 2 separate maps and they both use 2 separate game modes. :/

#

I've tried looking in the docs and setting player controller, but I keep getting errors

#

Nevermind I figured it out

sonic crescent
trim matrix
#

Is it possible to use 2 characters in 1 game?Because some parts are in space and some are not so i need the controls to be different.

#

or is there any way to change the controls when i switch levels?

stray mural
#

@sonic crescent the term you are looking for is solving for ballistic trajectories. e.g. https://www.forrestthewoods.com/blog/solving_ballistic_trajectories/ (about half way down is Lateral Speed with Moving Target or Fixed Speed with Moving Target)
You can also just google ballistic trajectory gamedev or something and youll find simliar things, its often just a few relatively simple equations (taking in x/y/z and velocities (sometimes acceleration/time)

#

you can also do some non 'perfect equation' based ones. That you can tune via trial and error. Basically given your spaceship and AimTarget = (SpaceShip.position + SpaceShip.velocity*scalar) and then adjust scalar through trial/error and then aim at that 'AimTarget' and in this case Scalar will be dependent upon your projectileSpeed, so you might want to incorporate that. But ultimately it will go back to the given physics equations

somber galleon
#

can anyone help me with replication?

trim matrix
#

@trim matrix That's the part I was just stuck on, it's possible. If you haven't figured it out already. To switch Controls based on the map just go to world settings and select gamemode override.

#

Assuming your levels are different maps

small ridge
#

I'm getting an access violation crash in blueprints when i try to run with a break point set. Anyone come across this before?

#

It's an actor component i made to implement my own projectile movement.

dense mantle
#

@trim matrix have you thought of just doing a key setup on begine play on like the level blueprint ???

#

@trim matrix @trim matrix can map them at run time as best i can tell whenever you want ..

#

@somber galleon can you explain a bit

trim matrix
#

@dense mantle I was almost 100% sure it's possible to change controllers on Begin Play but I couldn't figure out the proper blueprint nodes for it.

dense mantle
#

one sec

#

I will find you something

trim matrix
#

Thanks, I didnt know this guy made a video on it

dense mantle
#

I love that guy

small ridge
#

Seems to be something with debugging actor component's in general

#

As I can create one from scratch attach to the tick and that will cause a crash

dense mantle
#

so when you do a break point in and on tick

#

what version you running

small ridge
#

24.2

dense mantle
#

sorry man i wish i had not removed that one ... i am playing with the 4.25 but i compiled so i can play with chaos

small ridge
#

wow going to 4.25 fixed it

dense mantle
#

let me check

small ridge
#

I was working in a small unit project that i just use for custom movements so it's on an alternate HDD that defaults to 4.24.2 right now

#

Spoke too soon

dense mantle
#

???

small ridge
#

So no crash if i just have the actor component blueprint open. Crashes it i open the actor that it's being used by.

dense mantle
#

so i feel dense at the moment so where is the break point located which blueprint??

small ridge
#

Also having the actor component bp open during debugging causes me to have to stop debugging twice for it to take affect

#

inside the actor component

#

any event

dense mantle
#

I can not replicate it at the moment but really have not tested much

small ridge
#

No worries, thanks for trying

#

I can just work around with print string

steep musk
#

these are very simple blueprints, they just have one static mesh and derive from a base class so i can make global changes to all of them at once

#

the one that has a thumbnail preview is different, it has a skeletal mesh as well and is animated, but other than that it's the same

#

how can I enable the previews on all of these?

sand shore
#

so i was now forced to use E to pick up object and F to toggle lights
@void cobalt You should handle input in one place and then rely on interface for your specific functionality...

that being said. If you select an Input Event node and go to the details panel, you can uncheck "Consume Input".

#

That'll allow you to have more than one input across many objects - they should all be set to not consume input.

#

Also, in addition, you'll have to call Enable Input on these random actors.

rough wing
#

Hi

#

Why can't I replicate this blueprint and have it work as it does in this example

#

When I duplicate this blueprint the Event Drop doesn't work anymore

worn kernel
#

I have a event dispatcher thats calling but its not recieving. i have a refrence but its not calling. the refrence isnt always spawned so i was wondering how i can fix this.

trim matrix
#

@rough wing I'm confused, Are you trying to detach an actor or a component?

true valve
tight schooner
#

@true valve my guess is it's a vector equals node with a tolerance input

#

but with one of the vector pins split

#

(right click vector pin, split struct)

#

If not it's some custom node

true valve
#

How do I get that node from getActorLocation

tight schooner
#

You can just search it without any particular context. Right click on the graph anywhere, type vector equals

#

I don't have UE4 open so this is from memory

true valve
#

got it thanks

#

It was equal (vector). Then the second pin was splitted.

trim matrix
#

hey

#

i cant seem to find switch on eMouseCursor in BP

near yarrow
#

Hey in my level blueprint i spawn the menu widget which sets the name

#

then it sets that string in player controller

#

but i cant get that string out of the local player controller to the character string?

#

if a replicated custom event is passing a variable through it do i need to set the variable to replicated?

storm dove
#

how do i override gamemode for a level?

maiden wadi
#

@storm dove World settings in the editor.

storm dove
#

no, i'd like to play same level with different gamemodes

maiden wadi
#

But why?

storm dove
#

lets say i've got dust2

#

i'd like to play deatmatch and casual modes on it

maiden wadi
#

Not really seeing anything. Not even sure it's possible at Runtime, and I'm not even sure where to begin looking to see if you could use the same level but change the game mode on load.

storm dove
#

answer > you can setup a GameMode Alias in the project settings
and then open the level with the additional flag game=[Alias]

#

check gamemode aliases

#

someone answered me on other channel

near yarrow
#

Can anyone explain how to replicate a player controller variable to the server so the server can set the string on everyone else please

#

any help is greatly appreciated

#

this is the craziest thing ive tried so far. no matter what i do the name inside the widget gets to the player controller string but never leaves

#

if i print this string from player character it returns null\

#

pulling my hair out because the last time i did this it was get and go

storm dove
#

is this network?

near yarrow
#

yes

near yarrow
#

no

storm dove
#

player controller is server and owning client only

#

you might want to do your stuff through player state

#

but it might not be the issue

near yarrow
#

so should the widgey set straight to state?

storm dove
#

but it looks like it should work as it is

near yarrow
#

im wondering if i bugged another blueprint project lol

storm dove
#

how are you setting the string value inside the playerstate?

near yarrow
#

VC? i can stream

storm dove
#

vc?

near yarrow
#

support voice channel

storm dove
#

ok

near yarrow
#

oh never mind it would have to be dm call

maiden wadi
#

Widgets should only ever get information to display from the client that they're on. Or call a function inside of an actor that can do RPCs or set replicated variables on it's server version. UI is and should only ever be used for that specific client and have nothing directly to do with network code. Player Controller only ever exists on the owning client and the server. Which means that no other client would be able to see what is in another client's player controller. If you need all clients to see something it needs to be done someplace that all clients can see. That's why a lot of player related stuff is done in PlayerState and more broad game related stuff is saved in the GameState.

trim matrix
#

would anyone be able to give me an insight into what i've done wrong

#

After attacking my NPC it detects and plays stun animation as well as disabling movement for a delayed amount of seconds. However when I reset movement node to any of the options and reset the animation to Blendspace it doesn't play it. I think it play animation once and then just defaults to stationary blend space movement

#

I'm guessing its because of the looping box is not ticked but before I start messing wondered what you guys think ?

near yarrow
#

@maiden wadi i know what you mean about the widgets but im just trying to get the string from the widget to the local host

#

im wondering if its bugged because faxcorp helped covert to pure cast and bypass the controller entirely but the string still doesnt fire

#

where should i keep a player name so it can be set to the characters i respawn for them to posses

maiden wadi
#

If other players need access to see it, Playerstate.

near yarrow
#

should i have a custom event straight from the widget or call a custom event inside playerstate from player controller like the chat box tuts

#

i just tried those. is this happened because im opening a new level after the name widget screen?

#

i cant even get the host to know his own name

maiden wadi
#

Probably.

near yarrow
#

is there anything that is persistent in between levels

maiden wadi
#

The only thing that persists OpenLevel is the GameInstance.

gloomy linden
#

Why not just make your own server with own designed packets? Much easier :d

near yarrow
#

so gameinstance is my go to

#

not that good at c++ yet

gloomy linden
#

You can make the server in other languages too

near yarrow
#

we have assets and they want me to throw the concept together so they can get a green light from their money men

#

blueprints and c++ is the only things im familiar with

gloomy linden
#

PoC is important

near yarrow
#

PoC

#

?

gloomy linden
#

Proof of Concept

#

A working prototype ^^

near yarrow
#

ya

#

we lost the last one when i borked it trying to add c++ for a dedicated server

#

lol

#

im trying to throw a quick one together and just let local host spectate game

gloomy linden
#

Nice, was only the most crucial part

#

I wanted a online game too but finding someone with the same dedication was too hard so I just learned Java to do it in there

near yarrow
#

is game instance local player only?

gloomy linden
#

Afaik yes

near yarrow
#

my gf hates me right now lol

gloomy linden
#

Im doing my whole networking stuff in the client in the GI

near yarrow
#

but this is our second attempt and we got alot of movement mechanics working that we couldnt get right in mp last time

gloomy linden
#

Oh thats a nice achievement

#

I havent gotten to the part yet whete the "world" resides in

#

Only got the DB, login and basic gameserver working :E

near yarrow
#

cast to instance fails from character.

#

where should i get the var back out of instance

#

i Got IIIIIIIIIIIITTTTTTTTTTTTT

#

@storm dove @maiden wadi thanks guys

fallow fox
#

Hello guys! I want to save the game to firebase realtime db. It's possible to do? Can I somehow serialize the save game object in blueprints? Right now I can save the game only locally

fallen glade
slender hawk
#

What is required to trigger a Event Hit as opposed to an Event ActorBeginOverlap?

maiden wadi
#

@slender hawk EventHit is a physics interaction when one actor hits another. Note that this is the physics collision setting and not Simulating Physics setting. It's often used when you do not want actors passing inside of each other, you'd use EventHit with Physics collision. Overlap is meant for objects that can pass inside of each other.

late gorge
#

hi, im trying to use an encounter manager actor to despawn actors it spawns on begin play to clean up when player moves far away

#

and it only cleans up 2 or 3 out of 5 actors before being destroyed

#

despite a significant delay added

#

am i missing something here or is this just the engine being dumb?

maiden wadi
#

@late gorge You have a logic fault. You're starting at index 0. You tell Index0 to remove it's value and to move all existing items up to fill the gap. Then you're telling the new Index0 to destroy it's actor reference.

#

In essence, you never actually destroyed the first index0, just removed it from the array and then destroyed index1.

late gorge
#

but im not using indices anywhere

#

is that how this works? since i remove from list im looping through

#

@ array index

#

destroy actor gets the ref from list @ array index?

maiden wadi
#

You still removed index0. Then you got Index0's element again to destroy. It's not the same reference.

late gorge
#

ugh that's kinda dumb, TIL i guess

maiden wadi
#

Also, for stuff like this, Reverse loops are usually safer.

late gorge
#

(im not exactly well versed in cpp, im a python person πŸ˜„)

maiden wadi
#

@late gorge Try this. I think it should work well enough. Destroy the actor at the index and then remove the null reference.

trim matrix
#

Looking for some game devs dm me if interested. Dm me for details

maiden wadi
#

Why do you need game devs to dm you? If you're looking for people for a project, go read the discord rules.

late gorge
#

oh boi, you have to actually remove the leftover null reference? (there's a LEFTOVER NULL REFERENCE?!) goddamn, doesnt garbage collection fix this?

trim matrix
#

@maiden wadi maybe u should read the rules i checked and this is allowed

#

read where it says no ads

#

and ull see

maiden wadi
#

If you're referring to number six, it clearly states that you need to post in LookingForTalent.

trim matrix
#

Hi everyone, when i try to nativize widget i get "Nativization and Fast Widget Creation is not supported at this time." error. Widget get values from game instance and show them on itself. How can i fix this issue? unreal

tight schooner
#

@vital ingot it's hard to say without knowing in detail what you have and what you want to do. Generically speaking, put the relevant part you want to call externally into its own function. And then anything with a reference to that actor can call the function. The function can have a data output that describes the state of the tile, if I'm reading your question correctly β€” you want actors to know stuff about the tiles nearby?

How to get/pass references to tiles around and how to call functions on them... There are a lot of ways to approach that. Its hard to say more without knowing the particulars of your project.

elfin hazel
#

@late gorge If you have actors in an array and destroy them, they are destroyed and garbage collected. But the array does not change in size, what you have left is an array of invalid pointers.
You shouldn't really have to clear the array, since it will be destroyed when the actor with the array is destroyed.
But, you are also going about modifying the array the wrong way. Say you have an array with 4 members. First iteration, you remove the first member. That resizes the array to be 3 members. Second iteration, you remove the second member, resizing the array to 2 members, at index 1 and index 2. Now the loop think it's done since it has reached the size of the array. 2.
In your case specifically with actors, just loop through the entire array and call destroy actor. When the loop is done, clear the array.
You shouldn't remove members from an array while looping through it. At least not without a method of tracking that, since it will lead to skipped members and or removing wrong members.

late gorge
#

ye, tnx, got that from what authaer told me

winter bloom
#

iterating through the loop backwards is an option, too.

quick(?) Q:
is it possible to change transform rotation type [absolute|relative] in BP? still learning it and am trying to set up some camera controls

maiden wadi
#

@winter bloom By Absolute I assume you mean World?

winter bloom
#

absolute in terms of the springarm the camera is attached to, i believe.

#

i'm trying to toggle abs/rel on the springarm transform on keypress. I know that's what i need to change, just trying to figure out how in the world i expose that property in bp

maiden wadi
#

Sorry for the denseness. Are you trying to make it so that at one point you can rotate the spring arm and the camera follows along as intended, and then at other times you can simply rotate the camera itself in place without the spring arm moving?

winter bloom
#

i'm essentially making hybrid top down/third person controls. player can wasd around and the camera only pans, or they can keypress and the camera attaches to mouse input for yaw as well.

weary spire
#

can i slip in a question?

I've just learned how to work with BP Interfaces.
I have a button that opens one door. (by selecting "target" with the eyedropper)

i want to link 2-3 objects to this button. I'm assuming i have to add the objects in an array to get more eyedropper slots?
I've tried a few things but no success.
Any hints there would be appreciated

maiden wadi
#

@winter bloom I think I understand. Why not just rotate the SpringArm itself's world Z value?

#

@weary spire Either an Array and add the objects as array elements, or separate exposed variables.

#

Array might be easier/cleaner to handle though since you're doing the same thing to the objects.

weary spire
#

hmm

#

i'll see what i can sos out, thx for the tip

maiden wadi
#

@weary spire On a side note, that's an odd connection. For safeness I'd recommend using a for each loop on your array instead of connecting it straight to the interface message.

weary spire
#

omg, i'm an idiot

#

basically

#

LOL

#

thx though

maiden wadi
#

Welcome. Make sure that actually calls that on all of the array elements though. Normally you'd use a loop and call the message on each array element.

winter bloom
#

@maiden wadi I guess that's what i'm trying to do anyway. I misspoke when i said absolute/relative. I meant to refer to the world*/relative options under the transform's 'rotation type'?

#

essentially i just want to toggle that option on keypress

maiden wadi
#

@winter bloom If you're just trying to rotate a topdown camera, your easiest bet is probably just to create a state bool. Set the bool to it's opposite on keypress. Then branch with that bool where you're doing your camera stuff. Use the bool to choose what you do with it.

winter bloom
#

yeah i understand the logic of what i need to do just fine. i just don't know how to expose the 'rotation type' property for the transform on the spring arm in BP

#

lol

#

as in what node(s) I need

maiden wadi
winter bloom
#

xD maybe? I'm still like day 0 new to UE/BP, so i'm still getting a grasp on a lot of this stuff

#

i'm well out of my comfort zone still, heh

#

that is to say, vet c# dev who's only tinkered with unity in the past

#

I'm familiar enough with c++, but i have less inclined folk working with me on this, so i'm going the bp route for now

maiden wadi
#

I get confused with some terminology at times. I have a vague LUA/XML background for UI design. Every bit of my game design understanding comes from Unreal, so I'm used to their descriptors.

winter bloom
#

I'll try out what you've posted there and see if that does what I need it to. thanks

tribal drum
#

hi, I'm trying to detect a cube bouncing into stuff

#

no luck sadly

#

could I get some advice?

#

UE4 documentation is still quite confusing to me, I am not sure where to look

trim matrix
#

@trim matrix thx the game mode override worked

maiden wadi
#

@tribal drum First note is that the actor has an event for OnHit itself. You don't need to manually bind it like that unless you want it's OnHit to do something in another actor or component. But that shouldn't change anything, just makes it easier on you. First I'd check collision channels Make sure this actor and whatever it's hitting are both blocking hits.

tribal drum
#

yea, I found the Event Hit πŸ˜… thanks

#

the cube on which I am detecting the hit blocks everything and so does the cube I am trying to hit it with (although I want this, for now, to trigger by bouncing on walls too)

#

it's a cube with thruster

#

both are blocking the correct collision types, but nothing happens

#

this is what I'm trying now:

#

this is my setup:

#

the purple cube is the one I'm trying to hit

#

the glass box (I now now that's not how you should make boxes) only collides with the cube

#

white cube is what i'm trying to hit it with

#

purple cube is a destructible mesh

#

i originally did this when destructible meshes were new, but a lot has changed, destructible stuff was disabled by default and I had to delete everything

#

apparently the purple cube wasn't simulating hit effects, yikes

tidal venture
#

Is everything that is placed into the world/scene an AActor?

#

I could imagine a lot of cases where an element in the scene wouldnt need to care about concepts like damage etc, yet the AActor already implements features like this. What can I use instead to get a minimal functionality blueprint as part of an entity that is running in the scene?

river wigeon
#

would someone be so kind, an tell me why my capsule character is falling over as soon as i spawn in the world?...i know its because of physics, but how do i make him stable?

fallen wedge
#

I'm trying to create a streak/combo counter, as seen in the attachment, and I have a method of doing this in my head.

It's currently a TextRender, that's World Size is being changed from a timeline. I wish to make it go higher in 5s ( meaning it would bump up when ever it got greater than 5, then bump up again when greater than 10 ).And also, I want to make the counter die down, at any point in the counter ( no matter if it is on 5 or 14 or 69 ( Ν‘Β° ΝœΚ– Ν‘Β°)

My current method I have in my head will most likely work, it's just a bunch of timelines and branches depending on where we are with the counter.

I'm looking for any ideas or guides to look for, for a more elegant solution that isn't so over-engineered. My current method would require a lot of maintenance, so I'm looking for a cleaner implementation.
(Pasted from my Reddit post)

white ferry
#

Is there a way to have a non-editable multi-line text box?

void cobalt
#

i have this firing weapon bp going

#

it works fine

winter bloom
#

@maiden wadi yeah that didn't quite do it. only adds relative rotation every other press - while pressed

void cobalt
#

except when i shoot the raycast, and it spawns the bullet tracer, when the bullet touches the character or any mesh in the map it counts as a hit

#

i dont know which collision preset to set it to so that it wont do that

#

does that make sense? i find it hard to explain

fallen wedge
#

@void cobalt You don't want the bullet to register hits on meshes in the maps, but you do on characters?

maiden wadi
#

@winter bloom Not sure about the rotation, but what do you mean by every other press while pressed? What do you have at the moment?

winter bloom
storm vigil
#

Hi does anyone know how to setup a camera which looks like an FPV cinematic drone video? I tried prior but I did it manually and its hard to sync the roll, yaw and pitch. This is the video I did and I wanted to know if there is an easier way, blueprints perhaps? thank you
https://www.youtube.com/watch?v=BZRHLcPDX9M

LZ

Please do subscribe if you want more content like this :) This is my first cinematic render in unreal engine 4 using 4.25. I started unreal engine 2 weeks ago and wanted to focus first on its 3d cinematic quality. Making 3d scenes in real time using a game engine is quite amaz...

β–Ά Play video
void cobalt
#

basically when it hits it deals damage, and i made a critical chance critical damage system

#

but when the raycast touches the bullet or any mesh in the map

#

it multiplies the damage by how many times it hit

#

rather than just once

#

so instead of doing 1.2 * 10 = 20

#

bcuz it hit the bullet, the thing im shooting at, and the wall behind it

#

it ends up dealing 40 dmg

fallen wedge
#

@void cobalt Have you tried component/actor tags, for actors that you want the raycast to pay attention to?

void cobalt
#

im very new to unreal btw

fallen wedge
#

DMs?

void cobalt
#

sure

maiden wadi
#

@winter bloom I'm not sure what's up with your bool doing that, it should just flip the bool every time your middle mouse is released. And it's rotating relative to it's parent because you're using AddRelativeRotation. Use AddWorldRotation if you want it to not rotate relative to the parent.

winter bloom
#

the toggle works, but for whatever reason it isn't applying rotation while active

green eagle
#

funny you guys mention addrelative...

I was about to pick your brains on that

#

I want the torque rotation to be relative to camera/spring arm. Not sure how to get that going changing the hierarchy doesnt seem to be an option.

maiden wadi
#

@green eagle Is the AddTorque taking World or Local?

green eagle
#

Taking world I assume.. trying to figure out currently if there is a relative or some sort of way to transition the rot

#

don't think radial force would work. And doesn't seem to be a "tangential" manipulation function

#

@maiden wadi

sonic crescent
#

Hi Guruz. Anybody can help or point to the right direction with this problem?
@sonic crescent I find this tutotial: https://www.youtube.com/watch?v=jEKwv0i9B3k&list=PL6DC9D13E65B41EE5&index=62

#ue4 #beginner #blueprint #turret #predict
Here I demonstrate how to create a "smart" turret that predicts player movement and shoots at where the player will be based on current speed and direction.

β–Ά Play video
green eagle
#

Whats the problem?

sonic crescent
#

haha sorry i tried to do a feedback but do not copy the message right

#

it was a question about just like that. "Shooting a moving target."

#

I post my found if any was looking to the same things...

#

But, if you ask. I have another problem.

#

I'm doing a shootthemup. I planning to make a Shooting that project 4 bullet at a time.

#

I plan to do that with a For Loop.

#

But do you think there is a better way to do that?

#

i'm a bit afraid about the lag that a ForLoop can produce...

#

4 bullets at a time like that: \ | | /

green eagle
#

like burst fire?

#

@sonic crescent

sonic crescent
#

like that πŸ™‚

#

4 by 4

green eagle
#

for loop shouldnt cause much computational power. Its more the actions and objects involved. Time lines can be used to loop as well.

#

oh

sonic crescent
#

piu piu piu piu piu ( it can be a lot)

green eagle
#

and you are considering using a loop to set the 4 points to fire off

sonic crescent
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yep

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actually i'm shooting 1 bullet with a fast rate

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I plan to shoot 4 with a slow rate now

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but when i use a loop, i can feel a bit of lag sometimes...

green eagle
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I would make a template first. Make the logic for it to fire from each direction. See how it looks. Then see how much code is reduced by adding some sort of loop that triggers the different locations/directions.

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do you want it to shot one direction at a time or is it 4 shots all at once over and over.

sonic crescent
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4 over and over

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In fact, i was planning to spawn a bullet per Tick. Wait for 4 bullets, then throw them...

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it may be better to spawn and throw with a for loop per tick....?

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omg my english is a swamp

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it may be better THAN spawn and throw 4 bullets per tick with a Forloop.

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well i will try that. I was hoping a ShoothemUp guru that will jump inside with 'hey, stop, don"t do that, use a NoodlBitTweakerFlop!"

near yarrow
#

is there a way to add a widget to a scenecapture viewport?

candid whale
maiden wadi
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@sonic crescent ForLoops are not that bad. Specially when you're only considering about four iterations per loop. If that causes problems, I strongly advise upgrading your PC from the 90s.

green eagle
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lol

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you can use a timeline loop too if you wanted. Here is an example of how that might look. @sonic crescent

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but that would be for the series. I am not sure how many bits you would really be saving by using a forloop instead of instances of each barrel

maiden wadi
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Honestly, I'd be a lot more concerned with the amount of projectiles being an issue long before I considered a simple forloop spawning them being a problem. Loops are only problems when you're dealing with thousands of iterations with strong computation methods on the loop's iteration.

green eagle
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agreed

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what is the projectile it is shooting? Do you have some sort of failsafe for missed shots. IE a wall or objects that will destroy the projectiles if they miss or an time frame where they will be destroyed.

Those are ways to keep that load down. Also if you are using projectiles that have a 30million poly count and 8k res that will bog somethings down. These are all things to consider when Troubleshooting

and your English is enough to figure out what you are saying πŸ˜‰ @sonic crescent

maiden wadi
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You can also just program the projectile itself to destroy after a few seconds. Depending on it's speed and the time, it probably shouldn't hit anything relevant after a few seconds. Simple SetTimerByEvent on Beginplay with a self destruct event that calls DestroyActor on itself works well.

green eagle
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@maiden wadi not sure if you were still looking into ideas on my problem. Rotating camera was easy enough. Still can't figure out how to make the "ball roll per camera location"

maiden wadi
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I was messing around with it a little. I ended up with this that worked with the setup I had.

dim kiln
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I recreated my problem with third person template, why does he turn back to 0,0,0 whenever I move to fly?

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its hard to see whats going on in the video since you cant see my button presses, but whenever I 'MoveUp' he turns back to 0,0,0 as you can see in the print statement

green eagle
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@maiden wadi that works magically. Why does yaw make it work though that part escapes me

maiden wadi
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@green eagle It's taking the Camera's Yaw facing direction, and turning it into a 1 length vector on the world x/y vectors with the get forward vector.

drowsy mauve
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Hey all, i just integrated wwise for my sound guy and converting over how i'm spawning sounds.

I'm running into an issue where my AK Event variable isn't working as expected.

When set up like sound, the sound plays no problem

drowsy mauve
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tried a bunch of stuff, then just remade the nodes and now theyre working

dapper cradle
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I want to use a branch which decides what happens if my character is in a level or not.
how can i query that ?

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Basically,
If there character selects a menu option for another level, I will give them an option to move to that level, but if it is in the level they selected,
then they will get that levels options..

grizzled rain
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So like a kinda
if(Selected level == current level)
{
Display options
}

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right?

dapper cradle
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if they are in the room they selected, that rooms options will apear in the menu box.
If they select a room they arent in, they will be given the option to move (hopefully)

grizzled rain
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ok

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there is a function call get current level name

dapper cradle
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yeah I think you are pretty much there, I had to re read what you wrote sorry

grizzled rain
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it's alright man

quick lark
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Is there any way to have a custom event accessible between two blueprints without having a reference to each other?

grizzled rain
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@dapper cradle I imagine you can have it so each option in your menu has a string assigned to it that is the same string you'd pass into a load level node. then you can check when it's selected whether it's equal to the current level using the get current level name node

dapper cradle
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@grizzled rain thank you for your help!, That makes total sense when I read it, I am just trying to Imagine how it might look in BP form..

elfin hazel
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@dim kiln Probably because you have "Orient rotation to movement" checked. select the movement component and search for rotation.

dapper cradle
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Having a brain meltdown.
are Branch nodes If/then ?

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I want to do if(selected level ==current level) then...

grizzled rain
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yes

dapper cradle
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thank you

grizzled rain
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who decided to call it branch at epic? idk

dapper cradle
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thank you @grizzled rain that is massively helpful!

olive ingot
#

Hello Unreal Community!
I've been having some fun throwing ragdolls around with the Add Force blueprint and it is great fun. However, sometimes when the force is strong enough the ragdolls can fly through walls.
I tried turning on Use CCD but it didn't work.
Does anyone know how to make solid walls without making them super thick?

Thanks for looking into this πŸ™‚

trim matrix
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any1 know why that branch isnt firing? also if i try to ad +1 on the integer instead of showing 12 it goes back to 1 again, isnt the engine always storing the variabls?
Edit: if i lets say ad an integer after montage later in the sequence

elfin hazel
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But you're setting its value to be 0.

trim matrix
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ohhh right i see ontop

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thanks hahaha