#blueprint
402296 messages ยท Page 473 of 403
@maiden wadi ah! I see thank you. I feel it would of been a long lonnnggg road of trial and error before I came to the resolution lol
I have a loop here, i set a .2 sec delay intended so that it has that between each of the 10 iterations of the loop, so the loop should take like 2 seconds, but instead the entire thing just activates 10 times instant after the delay is over, any way to make the delay be between each time it activates?
yeah, putting a delay in a loop doesn't work.
i see
Anyone have an idea what may be causing an issue with BlueprintNativeEvents in a packaged build? In the editor I get a PointerToUberGraphFrame->RawPointer check error, then a fatal error when running the packaged version.
@trim matrix use a timeline
is anyone here experienced with VR programming?
For some reason I cant figure out why these chop nodes work like this. the first red print should be 'ab'
well the top node isn't a chop node.
https://www.youtube.com/watch?v=7MPN26LddEE Apparently pad node adds the amount of spaces, so that the whole string equals ch count.
What are the String: Left / Right Pad Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
oh bloody hell
I cant believe I didnt see that
thank you!
I actually looked at that tutorial when I was trying to figure out this new system I'm working on to chop up strings
โค๏ธ @elfin hazel
I was trying to create a 'Split String At' node, where you index and int and it splits the string in half (inclusive on left side). If anyone is interested here's the simple purecast BP
Hi! I have a bit of a beginner question. I have a simple loop here, and I want to do some more blueprint after this loop. How do I make it so it won't loop whatever comes after this part?
@dense hornet use the Completed pin
Continue after the completed exec, but my personal preference is to put a sequence node before the loop.
@steep musk Ah that works? I didn't consider it because it looks like it discontinues whatever is in your loop
hmm it works indeed, thanks!
it's my assumption, I mainly use C++
I'm a beginner trying to make recoil for my FPS blueprint, but i have a problem.
When i fire, i add recoil by using "add controller pitch input", giving it a -0.5 increase each shot. Working as intended, the camera goes up.
When i stop firing, i want the crosshair to return to the original pitch, currently i have it just use "add controller pitch input" and feed it the inverse of the total amount of recoil added. Which also works as intended.
But i want the crosshair to return the pitch in a smooth motion, not just instantly. Cant find a good solution, any takers?
My Timeline is acting funky; I'm using to one to animate movement, but no matter what I set the final value to, my character only steps 100 units. I want steps to be bigger, but I can't seem to change them
I'm noticing if you have a component event in both a parent BP and a child BP, the parent BP's event for it is never called. It's also not possible to "call parent" from the child event.
There's a thread on the forums from 2014 which suggests using a custom event or custom function to do the logic, which would allow you to override/extend logic safely.
Is this still the suggested way to do it?
Currently I'm using a blendspace to handle my animations for my movement, but I'm having an issue where if a change directions, it harshly stops and then goes in the other direction. Wondering if there is a way for me to smooth out the change in direction a little better https://streamable.com/6jqjnd
@earnest tangle Was that a respond to my deleted post? I found the issue, I had set another node on word coordinates to fix another issue. Setting it back fixed it, though I now have to fix that other issue
oh, nope :)
ah alright then ๐
Anybody has experience creating NPC raid system? Do you make the NPC to attack the player's base, bed or the player?
@gray rapids Can you show code?
Anyone know if it's possible to control Post Process Volume LUT intensity via BP/CPP? I've been looking in blueprints but I'm not sure if it's exposed or not
How can I enable hit events for this component>
anyone know why when i execute consule command r.PostProcessAAQuality 0 it doesnt work
[11:30 PM]
cant seem to switch Anti aliasing
@tight schooner Hey sorry for the late reply! I live in Aus so timezones lol
Thank you! You did read the question correctly, and pretty much my project right now is just spawning a GIANT grid using some math, and then using that math I highlight the area of the grid that I'm hovering over. It's primarially for a farming game, but right now all I'm really trying to do is just spawn a cube at the center where the highlight is. I'll see if I can mess around with it to better understand what I'm doing cuz honestly rn I really don't understand how this script works. lol Like I gist, but I don't know where the selection output is actually coming from.
Thank you again, and hopefully I can figure it out after looking through this script again!
This won't even need a reference for "MyObject" to exist, how would I destroy it then?
Hello Everyone, I was hoping to get some help with a blueprint I am trying to replicate. I am working from the "Making a Zelda Environment in UE4" Tutorial from Kem Yaralioglu (FlippedNormals Marketplace) he has created a material function for Slope detection for blending terrain materials together. I have the Material Function mostly recreated however I can't figure out how to add the nodes indicated in the image, I am unsure of what these nodes are (Floats?) or how I might add them in.
Press p and click
Panner?
Or press 1 click, then right click snd convert to parameter
Param! thankyou so much
Seems Like 1 and Click and S and Click both work
One is a parameter, one is a constant
You can convert one to the other and vice versa by right clicking
Ah I see S is the shortcut for Parameter
Yes
Parameters can be named
And can be tweaked in a material instance
Create a material instance by right clicking the material
You can have a parameter and tweak it in editor time to see the changes without compiling
one of the BP's i've got from the marketplace has this in it
event subgraph, what is the spermcell like icon. and how do i create one?
Child graphs that are a part of this graph; the separation is purely visual
think i've got it
Having a strange issue where this gets called fine in PIE, but won't call in Standalone?
PIE
Standalone
Not sure if this is the right place to ask so feel free to tell me to go to another thread, but I am hoping someone can help
I am new to Unreal and am trying to randomly animate an object with a blueprint, which I have working. However, I want to export it via the sequencer, but the blueprint only plays when hitting play to simulate a game. Is there a way to get blueprints to play inside of the editor/sequencer without having to hit play to simulate?
not really
you can create an editor utility blueprint and see if tick or a timeline will run in the editor
there is a hack to get tick faked in the editor using construction script fuckery, but you'd need to not use a timeline and have the tick deal with the animation
i don't follow what you mean by sequencer, are you talking about the blueprint sequencer, the experimental thing? or are you talking about a Timeline
and what are you trying to actually export, rendering to video, or are you trying to export skeletal animation etc
@cyan surge standalone prevents some stuff from running, like prints, odd that one works and the other doesn't - have you tried getting that event to fire something else, like show some widget on screen or somethign to confirm it actually fires?
@cyan surge standalone prevents some stuff from running, like prints, odd that one works and the other doesn't - have you tried getting that event to fire something else, like show some widget on screen or somethign to confirm it actually fires?
@deep elbow I had an on screen UI response but can't show it due to NDA, it didn't fire the logic for the game instance specifically!
Ok, well that's one thing out the way, just out of intertest have you tried adding a delay after the begin play or the actual function call
I have had a bunch of issues with execution order to the point where I don't use begin play at all unless it's trivial gameplay stuff, everything always comes from a single execution point that notifies other things when it's actually finished executing stuff that other objects rely on
i mean in game instance, mode, controller etc
Does casting to a child blueprint always fail? I can never seem to cast to one.
you have to get the child bluweprint first
pull a pin off the child actor, and search for Get Child Actor
then you can directly cast to that
Ok, well that's one thing out the way, just out of intertest have you tried adding a delay after the begin play or the actual function call
@deep elbow Yes I have tried adding a delay, no luck
@deep elbow I mean the timeline when I say sequencer. I have a camera animation with a flashlight attached to it. The camera is shaking using a camera shake, but it won't affect the light which is a child of the camera, which is why i need to use the blueprint. I am trying to export the animation I have going on with the camera. I am using Unreal for rendering purposes.
right, hmm, I think I fundamentally misunderstand why it needs to be run without simulating or playing, like what is the actual export format you are looking for - are you trying to export the actual animation of the "bone" of the flashlight or do you want a sequence of images to comp into AE or something
I want to export a sequence of images. Imagine just a cutscene but exported
right ok i'm following you, gimme a sec i just want to test something
I tried running/simulating/playing but then I can't export/play the sequencer camera animation.
Thanks man I really appreciate the help!
how are you capturing?
I was exporting using the sequencer feature that allows you to export
the render button
oh i see ok
@deep elbow can you show me a quick example? It's fine if you don't have the time
@crude girder timelien can't be called without the game running, you could create a custom event in the flashlight blueprint, get a ref to the bp in your sequence, and trigger that event at the relevant time, I'm pretty sure the sequence is actually running in game when rendering otherwise nothing would really work
@deep elbow ok thats a lot to unpack. like I said, I am new but that gives me a starting point
@trim matrix I was just re-looking at your graph images, and tbh game instance should be spawned before everything else so I wonder: where do you actually call that cast and function from? is that a level blueprint?
Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.
@deep elbow I think I found a useful resource. Will be going over it in a second
Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.
haha ๐
that doc is pretty comprehensive and overkill for what you want to do I think but the core is there
yeah definitely. I will let you know if I got it! Thanks for the help!
@deep elbow I've tried calling a child actor hundreds of times and it has never worked anywhere ever. I assume it's because I don't know what object to put into the cast
oh sorry i was repying to someone else like a moron, i mean liek this
@cyan surge I was just re-looking at your graph images, and tbh game instance should be spawned before everything else so I wonder: where do you actually call that cast and function from? is that a level blueprint?
you're using a child actor variable? @deep elbow
child actor component, added directly in the blueprint component list
oh, kk ty
principle is the same however it is created tho
@deep elbow do you know how to get the time from the sequencer to blueprint?
usually with an event tick I can get the delta seconds but am unsure how to get with custom event
not really, there is a pure function called Get World Delta Seconds that will give you that without having a tick
@trim matrix Are you trying to cast to an inherited class, or access an Actor inside of a ChildActorComponent?
By any chance can someone find a good tutorial on procedural terrain generation for me hopefully blueprints?
@maiden wadi I'm trying to access a child actorcomponent through an inherited class
hey everyone
iโm trying to make a camera in-game, for the player to take photos of anything in the game world. the photos would br accessible later, still in-game, since they are essential to gameplay. but i have no idea of how to begin making something like this in bp. any tips/directions?
@trim matrix Those are two different things. A ChildActorComponent is a component that is attached to Actors that holds a separate Actor. An Inherited Class is like saying that a Character inherits from Pawn, and Pawn inherits from Actor, and Actor inherits from Object.
The only way that I can see you trying to access a ChildActorComponent through an Inherited class, is that your ParentClass has a ChildActorComponent. You spawn the InheritingClass which inherits the ChildActorComponent from the parent and you're trying to get the Actor from that ChildActorComponent?
@maiden wadi wow that's confusing. I have a child actor blueprint, I'm trying to call an event from the parent blueprint
this was @deep elbow suggestion I just tried, unfortunately it doesn't work for my situation
@trim matrix ChildActor is not an inherited class it is a completely different kind of object. What you're doing isn't actually a child actor. You've spawned the inherited class and not the parent class, right?
yes, Robot_AI is a child blueprint
And where are you trying to call it's parentfunction from? Inside of the childclass?
Wait, which blueprint is the function in, the child or parent?
That is the parent, I misunderstood your question previously
It's 4:30AM and I'm drained haha sorry.
All good.
If I'm understanding correctly, you have a function in your childclass and you're trying to call that inside of it's parent class. If that's the case, it's not possible.
Same effect. ChildClasses can never actually affect ParentClasses. ChildClasses are meant to extend functionality from the ParentClass. If you have something that needs to be used in a parentclass, it needs to be in the parentclass and any childclasses will inherit it.
Hello. In blueprint inside function I need to get current function name. Is it possible?
I had find only this https://forums.unrealengine.com/unreal-engine/feedback-for-epic/119162-feature-request-get-function-name-blueprint
Tell us how to improve Unreal Engine 4!
@deep elbow apparently the event in the sequencer will only be called when the game is played. I really wish there was an alternate solution.
can someone help me with implementing this? https://answers.unrealengine.com/questions/822985/rotating-grabbed-object-relative-to-player.html?childToView=823023#answer-823023
i kinda new to unreal and i cant figure out how to use this
Hi all I want to change my media player video frame rate inside UE4 is it possible ? I found this tools but it doesn't work If one of you have an idea it will help me a lot -
Thanks
@void cobalt What do you have so far, and what are you trying to get working at the moment?
I have trouble spawning bigger size of the actor from the blueprint class. It always spawns the default size of asset when it was imported rather than the one that i set in the Blueprint class,. Anyone knows how to make it work?
Is the mesh your root?
@tight cobalt if your mesh is your root the scale aint gonna work. I dunno why. If you give your actor a root, it will
Is the mesh your root?
@zealous moth Gonna check it out, that might be it. I think I even saw the video about that some time ago, but I forgot about it. Thanks
(im new to the construction script) It somehow works in the viewport but in the real world the item is just not there... :/
nvm
i used world transform instead of relative transform
is this macro going to work like a for loop or will execution be messed up?
It should work. Just be careful with nesting macros sometimes. You can get odd behavior.
not planning to nest it
this is for a simple actor class that is meant as a standalone level design tool so it's not part of any complicated code
if i use a macro like this in a for loop, does it cost more cpu power than just exposing the macro?
the macro itself
it makes the code cleaner but im worried this will make it calculate it in each for loop call
@late gorge Macros are more or less expanded on compile. So it really shouldn't be any different.
Hi all I want to speed up and slowdown the frame rate of a media track in my sequencer is it possible to do it ? Thanks for your help ๐
are you thinking slow motion video or something ... sorry man just woke up little slow at the moment
@dense mantle ahahah thanks in France its already the evening ! I have a media track with a video texture launching on my sequencer but i want to slow down just this media track and not the total sequence
if you pull off the media player is there a play seed or something you and update
My track is this i just have some properties panel but I don't see a play speed frame rate
or something like that
https://docs.unrealengine.com/en-US/BlueprintAPI/Media/MediaPlayer/SetVideoTrackFrameRate/index.html
Set Video Track Frame Rate
Ohh thanks i saw this node but i don't know what node i have to put in Input and output
ok one moment
what is the video format you are using ??
it's a MP4
Example of how you can fast forward, rewind, pause and resume playback of your videos in Blueprint.
should help as well
Ohhh thanks !!! Im watching the blueprint i think you find the perfect answer !! The main problem is that I don't use the play button so I can't use the Event Begin Play node. So wich node you think I have to put to launch this blueprint without using the play button ? Tank you for all your time and help !!
Hmmm you mean that I have to make an Event Track in the sequencer ?
i think that would be the way so you can use it to drive your changes
Hmmm I understand I will retest it if it's work im totally a beginner ahahah
Thank you I let you know if it's work ๐
sweet i am new as well but have watched lots of vids and have a good ideal what the docs have lol ... please that is a powerful feature to use i love the ideal
Ahahah I hope it will work because it's the most perfect things you can do all in UE4 and adjust all perfectly
so it will be great if we find a way to do it
Thanks again for your help I will continue to search
Have a good morning
any time my pleasure
get the on overlap event and you can pull the actor and from there grab the mesh... dose that help ???
bluerprint.. component.. then mesh of component if i am understanding what you are trying to do
@trim matrix kinda like a energy ball hitting a door and then changing to broken door mesh ???
I'm using find floor to get floor Phy Mat but it's return null value, any can help me about this ?
And i tried using the LineTrace to hit the same actor it's has a same result of actor but using LineTrace it's does return Phy Mat
Here some printtext test.
@trim matrix so you would have to take the hit result of overlap and then once get reference to the other blueprint you can drill down to the correct mesh component the set it to what you want ... but i would most likely do this say door bp and not energy ball bp ... but i think you could do it both ways.... like door notices overlay test for what it was overlapped by and then do something
@trim matrix As you can see from test Hit Actor were the same but for somereason Phy Mat of FindFloor is return null value;
@gusty surge so you get the floor actor right???
fi so can you "get" the phymat from it ???
The floor where the actor was standing.
ok with that ref can you pull the phy mat from that reg
say like floor get hpy
get phy mat mabe
I'm just gonne use the Linetrace then
it looked like you where grabbing the component did you try to pull off the phy mat pin and see if that gives it to you
@gusty surge
so what do you get from the phy mat pin anything
None
As you can see from test
Hit actor were the same Landscape_1
but Phy mat is diffirent
@trim matrix you cannot Cast Component.
You need to Cast to an Actor and get component.
yes that is right
ok are you get the ref to the actor right
if you are the try pulling off that ref with "get mesh"
then try to set the mesh with what you want
@trim matrix
Here's is an example
Like you have a CharacterBP that name BP_AwesomeCharacter You have to Cast to BP_AwesomeCharacter and get component from there.
So that you have to meet with Blueprint Interface
or using GetComponentsByTag
or using GetComponentByClass In case you have only 1 a StaticMesh Component on the actor.
But test best way that i suggest is Blueprint Interface
You're Welcome @trim matrix
that is the best way gives you power to test if it implements that interface and if not then skip result and if so then it would do the code
i would watch the live stream on bp communication it goes through step by stem the ways one bp can talk to other bp
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
Hey, im trying to set the compression settings and filter of a texture in bp but for some reason it only works sometimes
@tranquil path is it failing to download for some reason
no the texture is always applied its just only sometimes it changes the compression and filter
Hi! I would like to have to static mesh that i can toggle visibility. But how do I code so the mesh "Monster" key 9, starts off (not vis)?
@trim matrix so the monster is there always just want it to become visible?? like spell see invisible or something or just a way to spawn under condition
@dense mantle im recording a short film and have a character that peeks around a corner. first peek shall ony show "stun idel" then moves back and second peek "stun idel" shall disaper pressing key 8. but the monster show in the first peek ๐
could set up the scene in construction script of bp then change on whim
set monster to invis in its constructor
ro for that matter only spawn the monster when you want it visable
@dense mantle thx will try
fi you need help haller
say like left arm and then right are
arm lol
left arm in fire right arm not
ok so fireball overlaps window in door but the handle component is no in the over lap both are part of same actor door
that is part of overlapped actor i believe
right hand hits glass so cut it but leave left hand alone
as long as both half spheres are part of same actor
Does anyone know if there is a way to get the editor camera location?
editor cam at run time ???
normally you would just take camera manager for player 0
How can i set the vision to 360 degrees on Ai Perception?
but that doesnt work in the editor
@winter mirage i guess i am not understanding what you are trying to do ...
Hi, by the way.
Im trying to preview GPU rain in the editor. But it should only be around the player. In the editor, its now located at 0,0,0
During tick I update it to the player location, but I want to preview it in the editor if I press a button
@trim matrix have you seen the vid " ai state of mind"
No
@winter mirage so during sim
will check it out
no, not during simulation, during real time preview
Thank you
During sim works, but I want this to work in the editor preview as well ๐
@trim matrix https://www.youtube.com/watch?v=gH88ZKB1_IE
The documentation team has been hard at work expanding and improving the documentation for AI. Wes Bunn will be in the studio to talk about these improvements and show us a sneak peak of what's coming!
ANNOUNCEMENT POST
https://forums.unrealengine.com/unreal-engine/events/164...
@winter mirage like turn on and off ?? or zoom to specific point to in space ??
is there any simpler way to rotate a vector by 180 degrees, other than multiply by -1?? kinda like "InvertRotator" node for rotators?
vector function rotate vector
ye but what do i input as rotator then?
this? this... doesnt look like it should do anything
what is that trying to do ??
im trying to get the circled vector
was wondering if a node exists that does that already
@late gorge ok so just need it 100 % backwards all at once???
yeah, i can just multiply by -1
was wondering if a shortcut node already did that
like you can find with rotators (invert rotator)
being that you just want to flip it i can not think of a faster way to do it i mean if i would write a function to do that i would just * -1
and i am not sure what the difference in inverting a rotator would be ... i don't know anywhere close to anything to be sure... sorrman
sorry man
that is unless you are looking at the vector as a direction
ok i have a problem, I put in layley's levelling system, But his levelling component system don't work with other party members. It only works with just one party member at a time.
dose it say it will do it ???
But on the party group stats I need all of party member levels to be showing. Not just one party member's stat showing.
and how are you passing the information
Because the strange thing iswhen I add the levelling component to all of the party members and then switch party members, the other party stats turn off. and when I switch to that party member Ryan's levelling system starts to be active for just one party member at a time that I switch over to..
So its not active for all party members at the same time.
dose it handle the hub for you or are you using data from it to drive your hud
the component is added to the party member character as well as to the hud widget to the party member level stats on the screen.
so it never showa all of them ???
I don't know how to get his party level system to activate for all the party members at the same time. But maybe his system only activates when you switch to different party members. Good for single screens stats, but probably not when you have party members in group combat also all on the screen.
like Final Fantasy where you see all your party members levelling up at the same time while they are busy battling monsters in a group..
ok ok so i have no ideal on this plugin never heard of it ... that being said if it only ever shows one at a time you might try adding its widget in the ui for each char then bind each to its char that would kinda setp around it mabe
sounds like a good idea, but you might need a different health variable for each character instead of all of them using the same variable.
I'm trying to set up a group party system, as i have ten party members in my game.
do you mind a voice chat in general ???
i don't have a mic installed. I can type chat though.
ok can you show me the widget for the hub the desiner view
i have a channel on here called Tesseract Prime Offworlds which is the name of the game i been working on.
ok so lets start then lol .... in the ui widget do this plugin has an element you add to it ???
its not a plugin, its a component actor that you add to the widget and to your player character.
i'll have to see if I still have the old copy back in ver 4.18 to get the level screen stats
ok so can you add more than one to the ui
if it is just a component ui element and a actor component then there is no reason you can point link ui element to each char and if the number of party members changes no reason a bp could not add or take away from ui and make the bind real time
I think I can but I think it only shows one being active... I will have to load up the old copy to double check.... I will have to reboot the machine.
I will look for the party stats screen and see if I have a screenshot of it still on my computer before i try to load the old project.
what engine are you working with now ???
version 4.25
Hi, I made a pair of blueprints in one project and I'm trying to use them in another. One blueprint pulls data from the other. However when I open these blueprints in the new project, the 'cast to' nodes are all failing with "bad cast node" when looking for the other blueprint. I can successfully recreate the 'cast to' node and the reference sticks but why can't it find it automatically?
did you cut and past the nodes in from another engine ?
@shut hinge i copied the .uasset from one project folder to the other
*on a different computer^
because that can cause the bad cast node error as well cutting and pasting nodes from one pie window copy to the other if in the copy it can't find the blueprint the node is casting to.
I had the idea that maybe the first blueprint needs to be imported and compiled before the other that references it, but no dice
unreal engine is not like your normal windows programs that you can just copy and paste in, it causes problems with the blueprints when you try that because it hard codes things.
hey why not make yourself a plugin and mark it content onlu and add it to there and can use it in any project
that has that plugin loaded that is
I be back, I got to reboot the machine.
hmmm ok i'm definitely confused about blueprint portability then. Rather than copying the blueprints between different content folders, what is the proper way of reusing a pair of blueprints that cast to each other?
try to copy it to a test doc first the back in to blank bp of fame name ... or you may need to make sure all vars are present
is there any way for me to make the decal size into a variable?
i need to divide/multiply in the BP by the twice the decal size's Y
and would like it to be dynamic
it seems to be a BP read-only variable
with no setter
can you scal the decal
i calculate certain things by the unscaled size
so do you need to change the size then???
if you cant change size run time that should work ish and that is what i would try
wow that is tuf... so the decal is part of engine... or added by third party... not used decals
i'm curious how the 'cast to' references to other blueprints are linked together. It seems there must be something other than just the blueprint name ?
there is a signature that takes into count variables and functions and that
@dense mantle ok that makes sense. so the signature is probably unique to each project file?
which means 'cast to' wouldn't be portable between projects
feel like im missing something haha
are you on the same build of engine
yep 4.25
sorry to jump into the middle of this conversation but i was wondering if anyone could answer this question im stuck on. can anyone tell me why this event begin play node is not firing?
@light raft what about copy file from one to another would do auto import
@golden sand is in scene right
@dense mantle in scene?
you added bp to world
@dense mantle it worked :) ty
@dense mantle i tried to use the map blueprint to spawn it bit every time i call the collision on the bottom i get an infinite loop
@dense mantle not sure what you mean by add to world. like spawn it?
yhea or call if from another bp... what is the colision looking for
@dense mantle no nothing is calling the blueprint i need it to spawn once and every time the collision(box collision in the blueprint) it spawns a new one
not sure where to call spawn actor for only the one time use
as my character runs along they will hit this collision and when the do it spawns another of the same blueprint
are you making sure that you check for only the character to trigger or will all collision trigger
yes its only the character collision
like running and the floor keeps spawning before you
yea
ok then the " Do Once" node before the spawn so that while the char is in the collision it will only spawn the one time or you get hit after hit infant loop ... or do on begine over lap or something that will only fire once
ie... test for collision _. decide if char -> do once -> Spawn next segment
will do thanks
@dense mantle i believe my problem is related to the way i'm casting ... the actor object input of the broken 'Cast to' node is from an actor variable that i assign via the instance in my scene
i think i need to find the actor using a different approach
ok so an actor in the scene changes a variable on another actor and the changed actor is where the cast is broke
what is the var type that you are working with
something like a healing sphere sets a var on the char to a heal type and you want to see which one ???
@light raft
@dense mantle thanks for your help and thoughtfulness! in this case, I have one blueprint that is receiving MIDI notes information on the fly. I am trying to make a collection of other blueprints that can reference the main Midi Manager to get new data. I definitely did not need to be creating an instance variable and manually picking the Midi Manager actor in my scene ... very silly
@light raft that is a great ideal man dose the manager like have several different tracks that it sends and each receiver could get a different or are they all getting the same track at different times
@dense mantle should be fun! each receiver would listen to a different midi note
@light raft like and conductor and a quire
hello i need help with something
i have a floating damage numbers thing going on
when i hit an enemy
damage numbers appear on my screen
but they appear in the middle of the map
how do i make it so they appear where i hit the enemy?
each enemy could have a text render as part of actor and then you could modify it and control how long and if it is seen
i would that way different sized enemies would have it at the right spot
ok i checked, project is no longer there. Drat. Well I better ask to resolve some other issues.
I have a problem of the Pie Window Game Screen jumping about from one location to the other when starting the game, its following the mouse cursor it won't stay put in the middleof the screen.
@shut hinge check the controller and disable mouse input or set a limit ??
i got the dialog system up and running ok, but not the melee combat system.
but here's the party members in question
Its just cosmetic at the moment, but this what I want to show in the game the different levelling bars. However this way of showing the stats may be too cluttered on the screen. Although this layout on the main hud will work for 4 party members, but not 10.
@void cobalt as far as i know we can not get location of actor in viewport due to all the need data being on gpu and not visible to us... would be hard to do very hard lol... so i would add a text actor to the enemy bp
u sure?
@shut hinge so each line is the info from one of the components on the actor on each of the party members and its own element in the ui right
I was gonna give them separate health values for each party member. Otherwise if one gets hit, they all get hit all at once.
but the dialog system is working.
and so also are the widget animated movies
so I got some things working in the blueprints. But not all things.
@void cobalt well no but i was watching a thing about Niagara as someone was wanting to see where the particle was in the viewport and that was what they said... but i guess with some math involving the camera location and direction and such then expound on where that to derive the location on screen from world space values ... but i would add a text actor to the initial location on each enemy then play with that in its relative space
So the little widget movies are working
of my characters.
question is can we have sub directories in the movie folder for our movies?
@light raft that would depend on how it is spawned and if you can control where it looks
you should be able to as the movie that you would tell it to spawn in blueprint is given to the compiler and file and path would need to see the rules and then go at it that was.. look at a data table made from a struct of those movies and you should be able to see how to froze it so you can build the strings at runtime
that is is you spawn by defining node input
@shut hinge above for you lol
and that seems like a long winded way to say yes
Hello, I searched a little bit about the function Slerp in UE4, and can't find anything that's close to it in Blueprint ( there is a function in C++ though )
Am i bad at searching or the node doesn't exist and we need to found a way around it ?
@visual fern https://forums.unrealengine.com/unreal-engine/marketplace/1474525-blueprint-quaternion-library
What is this?
Simple. Have you ever wanted to make something with a heavy focus on rotations? Think of something like a flight sim. Would you like to do so
this BP library has slerp in it
@dense mantle i did it btw, all i had to do is plug in impact point from linetrace into spawn widget location
and now the damage numbers spawn on the enemy when hit
would it be too expensive to locate all nearby actors within a sphere radius by polling it every second or so?
using practically this:
@neon perch So, when doing your suggestion to get around precision issues, I tried using world composition, however, it seems the atmosphere is attached to the world origin, so it moves with it. Is there any way I could move them independently?
@visual fern https://forums.unrealengine.com/unreal-engine/marketplace/1474525-blueprint-quaternion-library
@lyric urchin Thank you ! I'm glad to know that I was right when I kinda thought there was nothing from UE " official " ressources
But still didn't found this on the net so I might take a look at it, thanks !
What is this?
Simple. Have you ever wanted to make something with a heavy focus on rotations? Think of something like a flight sim. Would you like to do so
Ayy np good luck ๐
Hi there, I ran into a problem because I can't use timelines inside functions ( my a.i needs the function so I can call them inside the BT)
I'm trying to move an enemy into a desirable location that I usually lerp with a custom curve, how can I do this without a timeline?
ps: the end goal is a DSouls boss custom jump to player location so if you know an alternative it should work too, I think its possible to use splines
@novel coral functions have to be able to return a value immediately, which is why you can't have any timelines or delays in it. You can create an event in the event graph which moves the character over time and just call it from your function
good idea!
Hey, im having an issue with setting a textures Compression and Filter settings in a blueprint, it works great when i does but sometimes it just randomly decides not to change the settings.
Hi peeps, anyone know the way to create time of day presents with say 1, 2 , 3 keys on the keyboard for like Morning, Day, Night, using the Ultra Dynamic Sky plugin
doing this but aint working
i believe you could rotate the directional light and it should update
wanting to do it while running the project in a window etc
so runtime right
yeah
the directional light is an actor and can be grabbed and altered i think that is how the CRLT L dose it i think
yup can grab the directional light and play with the ritation and it will change the light for you
rotation that is lol
just have to find the rotation settings for each time of day the lerp to the location or just or whatever
I though if you just set the time of day that is used in the UDS BP that it would do that automatically
4.25
I did not find anything at the moment
and i have not bought that yet
it seems to be much like the dynamic syk the engine has
Could I really make a high quality game with blueprints if I learn how to use them(
if you have to ask that question the answer is no (not because of blueprints but because making a quality game is 90% more than just your coding skills)
yes you can that is one reasone i got hooked with unreal
@wise spade learning is not that hard and worth it ... to be honest c++ and blueprints work hand in hand
@wise spade have you tried to make games in the past
Eh I dabbled in unity
@static charm it was obvious I meant programming wise, but thanks ๐
@wise spade i have messed with unity in the past and well once you get past the weird way unreal looks at first it is supper easy took me a bit to get used to teh visual scripts lol
I tried unity but unreal is just easier (to a point) to use.
i have tought meself with teh help of live training and youtube lol
now if i could teach myself to type
Only thing unity does better is on Linux don't need to compile it like ue4
@wise spade https://www.youtube.com/watch?v=jthUuQ5AweY is a fun guy to watch and the unreal channel on youtube
What is the Spawn Actor from Class node for Editor Utility Widgets in Unreal Engine 4
poo no that lol
well for some reason but unreal engine on you tube
@wise spade where you want to start
hey im trying to cast to an actor component from a widget, but what would be in the object portion of it?
@hoary gazelle um what is that like in a bind
Nope, just the object area right there
I wanna know what to put there since its an actor component
and im doing it from a ui widget
so what are you trying to cat to this component is what it wants so an actor component base class to the inventory component.... as long as it is an actor component
say class A has a child B you could get actors of class A then cast to the child B but not from B to A
@hoary gazelle did that help
Yup just tested it, thanks a bunch!
any time
@dense mantle wdym where do I wanna start
@wise spade what do you want to do or know there is so much
the more i dig the harder is it to settle on one direction i get lost in daydreams of what could be put with this to make that
Lol Iโm brand new sooo
I want to try another idea a dungeon crawler movement system and was wondering if it would be feasible;
What if I made a set of coordinates in my level, then programmed the forward / backward movement like so:
Get current direction (x,y)
Get current location (X,Y)
F(direction):
Up (0,1)
Down (0,-1)
Left (-1,0)
Right (1,0)
proposed new location = current location + direction
If new location doesn't exist or has a wall/blocking volume in the way, don't move / shake screen
Otherwise, move to new proposed location.
Would this be feasible, and would I better served in Blueprints or C++?
@heady jay I don't know. :(
Guys, I am completely new to Unreal Engine and really need some help from you
I would like to ask are there any ways to map the hand to the cursor in the world space? Thanks!!
this is the bp I'm using now
@shy urchin keep in mind the vector you're getting from GetMousePositionOnViewport is going to be in camera space, not world space, so you'll probably also need to take the camera coordinates into account. With that blueprint, are you currently getting any movement?
Yeah, it works fine, but it's not mapped to the cursor
@modern cove that looks totally feasible, and should be doable in either blueprints or C++, whichever you're more comfortable with.
and also out of bounce if the cursor is too far away from the center of the screen
@shy urchin OK. Another consideration is that the camera is not isometric, so what Y and Z a given point on the screen maps to depends on the X plane you want those coordinates to be mapped to.
I think I'd probably have to see a video of the current behavior to be able to diagnose beyond that, though.
@whole rock Okok Thanks for your help!!
No problem ๐
I actually have a question of my own: I'm trying to replicate the rotating star layer shown at https://youtu.be/SeNM9zBPLCA?t=1133, but I'm having trouble with getting the UVW coords right for the cubemap sampler. I know it needs to depend on both the CameraVector and the SkyAtmosphereLightDirection, but I'm having trouble figuring out the particular way I need to combine them.
I basically want the cubemap to rotate so it looks like it's "attached" to the sun - the sun should always be in the same spot on the cubemap.
I tried using RotateVector, but every possible combination of inputs I've tried on that one have ended up with the stars warping near dawn and dusk so it looks like you're traveling through hyperspace. Not quite the desired effect.
This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or...
@shy urchin I only see the Unreal Editor window there... when you hit preview, was the game window supposed to show up?
Np ๐
@whole rock Should be this
I would like to know how to make the grabbing system correctly as well, now I'm using box collision overlay on the hand and the diamond and using condition to mimic a grab system, but it doesn't work quite right
Here is the source code for the dieamond behaviour
Thanks !!
Hmm OK... since the hand is moving farther than the mouse cursor, it looks like you need to move the hand away from the camera a bit to make the two match up better.
As far as the grab system... what do you want to behave differently?
If you want it to only trigger a grab when you first click the mouse blueprint, you should do that triggered off the LeftMouseButton Pressed event, and then do a one-off collision check there to see if you grabbed something
@whole rock I want to to be click and disappear by the hand, but now I need to click and hold and collide with the diamond to make it disappear
Ohhh didn't thought of that, Thanks a lot!
I will try it out later
thought I can only do that with the cursor lol
Hey, my spring arm isn't aligning up with my camera. Perhaps consequently, adding forces to my pawn isn't moving the camera in-game. Does anyone know how to fix this issue?
@modern solstice seems like you set location and rotation on the camera
Reset them to 0 and rotation the springarm instead
With the arm length you can set the camera distance to the player (start point of the spring arm)
I made this simple function in a BlueprintFunctionLibrary, is there a builtin blueprint node for this? I didn't find one
// .h
UFUNCTION(BlueprintPure, meta=(DisplayName = "To Class", CompactNodeTitle = "->"), Category="Utilities|Class")
static UClass* ToClass(UObject* Object);
// .cpp
UClass* UCommonUtilities::ToClass(UObject* Object)
{
return Cast<UClass>(Object);
}
yeah but "get class" gets the class of the object, in my case the object is already the class
using it like this
ah ok i see, neat
i created html build, i want to start game by default with full screen without clicking that button
Hey all, fairly new and can't figure out something simple - I'd like to migrate a parent class of a BP but can't find it. I've searched it's name in the content browser but nothing. Am I misunderstanding how parent classes work?
Nvm it was a C++ class and tucked away in the sources panel
Now another question, is there a way to migrate a C++ source? I don't see any options to do it
Greetings!
Where's the best place to ask about CMC MOVE_None?
Is it preventing capsule from movement? or just blocks the input of some sort?
Is there a way to get a Datatable entry by number without resorting to getting the Datatable names and using the number on it to get the name and then using that name to get the correct row? This feels.. stupid.
doesn't seem like it, I think data tables behave much nicer in CPP
I just resorted to converting my itemID number to a string, then a name. Since the datatable names are numbered anyhow.
Can anyone help me once I am facing a problem wt ue4
Hi I am facing a problem hlp me pls pray I was creating anim train at weapon animation.In the animation at trail notify state I added particle system and the sockets but after that the effects doesn't showing at animation
Guys, good day, one fine question : is there a way to auto populate an enum? I need to feed an enum (blueprint) with 60 string values , and I dont want it to do it by hand. I am looking and googled and trying, but I have no luke yet! Thanks in advance!
What do you mean "auto-populate"? What are the specifics of your use-case, @stuck fossil ?
Like if you can algorithmically do it, you can do it at construct
ie, can you poll things which determine the endstates?
hey, thanks for response, the thing is , I have an enum with options for the level designer to select, but we jump from 10 items on the enum to nearly 78! so, I want to update that enum but not writing every value .
and I was unable to find any function to add values to an enum on blueprint.
Adding values live to an enum at runtime?
Like, to the total bytecount and stringmap?
in c++ this would be easy as copy paste the values, but in blueprint you have to git the "new"button everytime hehe
not at runtime , but in constructor I think, or do it just once for the enumerator be updated .
Wouldn't an unordered map be better in this usecase?
ie, byte then string?
enums create some weird problems when you poll for logic they don't have.
look.. this is the enum, it lets the designer to pick an option. but those options now are more than 60!
Right, what I'm saying is
Its a poor choice for this usecase.
You shouldn't be using an enum for this because enums weren't originally designed to do this.
ooohh!!
They can be dynamic in C++, but its kind of a hack
And its not considered a good use of them.
and what can be use as a list of values ?
You should use a map with a byte as a key, and a string.
And then you can execute logic from that based on the name of the string and an interface.
thanks!!!
Which is considered how you're supposed to solve this problem in C++, not just BP.
np.
I will try that! thanks a lot!
Take care, @stuck fossil
have a great day @vapid locust !!
Thank-you!
Addendum, @stuck fossil - changing enums can result in an entry (say if you remove entry 4) make entry 5 then become entry 4 in some cases, or result in null values.
If you reserve all of your byte values ahead of time that go with your keys, or you always write them in order, removing them from your pseudo-enum is much safer.
You can also skip using switching-logic and by using interfaces, make the calls and responses super super robust.
yeap.. I have those problems with enum but I was unable to find a solution to the "Select from the list" option that I want to give to the designers. Thats why I am using an enum.
the thing is how I give that options as a combo list to the designers.
without an enum.
I mean, what's the scope of the combobox? Is it a UI element during gameplay, or one in the editor?
interesting conversation - can I ask about the byte/string map, like isn't that inconvenient to use for the end-user, the nice thing about enums is being able to have a drop down, doesn't the map make that a moot point
nop.. its just a combo list , and instead of having a lot of actors I have only one adapting his view to the option that this combo list show.
I mean no, you use the byte to order it.
And you do need a drop down menu. Hate to say it but, if you want dynamic ones, you kinda have to make them.
example : if the designer choose Pringles -> that actor would be a pringles product
That's -- y'know -- why we can actually run stuff in the editor that we write
Even when its using something like a widget.
Like, the editor is designed to be extensible.
Hey, I'm trying to create a chess-like board with a variable size. board size is currently set to 8. and the selected mesh is a simple 100x100 tile. for some reason it works in the X direction (putting only 8 squares in each row), but goes to infinity in the X direction. i tried various changes to the script and couldn't find the problem.
And you can just use the combobox in the widget or slate and then populate it.
Like if you're doing good design tools, they should stand up on their own two feet as neatly made tools anyway.
ohh so that would be editing the editor to make it so? I have to study that option.
No no
You don't edit the editor
You make blueprints which can execute during the editor.
ohhh..
Like you can literally make level design tools in the editor out of BP
right!! oh men , this is good, I need to learn how to make that.
but you can't make a combobox that appears in the details panel of a blueprint tho, right
https://www.youtube.com/watch?v=wR0fH6O9jD8 Here's a good tutorial.
In this Livestream Tutorial we'll show how to use both Spline and Spline Mesh Components to construct an easy-to-use racetrack generator tool in UE4. Viewers will learn about custom structs, functions with local variables, using for loops, and much more!
[00:00:45] - Google D...
thanks!!
@deep elbow I mean, you should cut down on new blueprint logic from your designers as much as possible by building robust tools for them or by ensuring that what they build in BP is a prototype for someone else to come along and work on later.
I saw this one!! I will take a look again!! thanks!
Right, totally, but sometimes you literally just want an enum of things that are designed to be changed by designers in a level
Remember, you can spawn as many actor components as you want and if you want to preserve complex systems generated using those kinds of tools, they're the way to go (eg, the settings of and also a full PID controller, which then can be spawned by another actor component as a common subordinate class)
@deep elbow Right, but enums aren't designed in c++ to be edited. Part of good code is being disciplined to not create the things that break the language you're working with. BP has a lot of that discipline hardwired into how it works.
yeap @deep elbow I was doing that until they came up with a list of 78 items! haha , so , I stumble like a horse hahaha
Like BP makes a lot of bad code practice actually quite hard to do.
and "they" are my bosses! haha
Like beyond keeping it all on timers, using maps instead of arrays wherever possible, adding terminators to for-loops and keeping it off event tick, its very hard to go wrong with blueprints.
And usually if you have an array query of some sort involving lots of actors, you're better off skipping the array alltogether and doing your value-challenges with delegates and interfaces. Its so much cheaper.
I am using interfaces a lot in the project
Good stuff.
but this thing jump from no problem to A BIG PROBLEM hehe!
@vapid locust I'm following you, I put this out as an example, I made a load level function that can be called via level blueprints for our designers, and it uses a look-up to a data table that stores level name, a 'display name' for loading screens, and a background image, and i wanted the designer to be able to simply use a drop-down menu and select the level they wanted to load based on the data table - like try and avoid having lots of maintenance, but there is no way to create a dropdown menu dynamically that can gather row names from a data table and then populate the enum, so I ended up making an enum that was like an intermediary between the two - but that just means doign work twice
well.. i will work on it! thanks a lot @vapid locust !
@deep elbow If you want to edit the editor, feel free.
@deep elbow that was my scenario too.
If you're smart, you'll put it on the marketplace and then make $$$ so nobody else needs to make one.
@vapid locust oh totally, I'm not arguing with you at all, just an interesting topic and I'm not entirely sure of the best solutions ๐
I mean, its a question of whether you build front to back, or back to front.
Enums are an object which in C++ demand high discipline and are meant for switching logic of mutually exclusive behaviours, like building state machines.
They aren't "drop-down menus" -- that's just how UE4 depicts them in the editor.
Yeah i suppose that's where the confusion comes from
you can put a dropdown menu on anything that holds multiple data-types in a naturally ordered or key-ordered list.
Yeah.
Don't "anthromorphasize" variables and programming concepts based on the skinship you develop with them in the editor because you'll be punished for it later.
Like using enums for dynamic dropdowns is the same as trying to make a fishtank out of a phonebox.
You can hypothetically do it, but it is really really silly and fish do not need to make phone-calls.
Hmmmm
is it considered ok to bounce questions that got buried without an answer?
https://discordapp.com/channels/187217643009212416/221798862938046464/717342107018461216
@smoky schooner you should have a look at this
@deep elbow changing any one of them to the other jus gives me a diagonal (though finite) line of tiles
2d grid node looks interesting, i'll try look into it. (guess that's what happens when you follow a 6 year old tutorial ๐)
why do you need two variables? are they different?
BoardSideLength is the number of cells (8 for a regular chess grid)
GridSize is the size of a cell
the distance between each mesh
alternate version that does the same thing
result:
Nice! thanks a lot!
the first version seems simpler, is there any upside to the second?
you're welcome ๐
now to figure out how to make the checkers pattern ๐
Can anyone help me from a issue of ue4??
My pawn isn't accepting input. Even with no input the axis should be constantly outputting "0" right? But it's not doing that and I don't know ๐ค Is there a way to see if something is possessed
@verbal narwhal that seem to be pretty much what the server is about, though you'd probably get better responses if you simply asked the question ๐
anyone here like blueprints?
i want to rotate an object based on the xy position of another object
for example a pointer i can drag around sth
@thorny cedar Find Look At Rotation is a good place to start
ah sry it havn't explained it good enough
i want to rotate in one axis
wait then i just break the rotator
am i right?
Yeah should do the trick
to simple . i try to solve it for three days
might get odd behaviour because of quaternions but it might be fine depending on how cimplicated the thing is you are doing
yep its just moving something. not accuracy dependend
@bleak vector yes it should be outputting, have you selected the input axis event and made sure "consume Input" is checked?
I just deleted my gamemode and related classes and started over ๐ at least now it works
oh well, it's often better the second time around!
this might be a stupid question but is it possible to transform a mesh by units and not scale?
what do you mean "units"
like uu or cm or km
oh uhhhhh that's a crazy one, i think you'd have to do some math, you could get the bounds of an object, scale that to what you need and then scale the object proportionally based on what you did with the bounds result
like scale 1 = 100cm, you want 150cm so multiply by 1.5 kinda vibe
ill try that and see what happens
i find that sort of thing can be solved often by making sure your starting object has decent dimensions that can easily be multiplied or divided by 10 or 100 etc
@deep elbow it works. i have another question. can i simply set the old rotation as intial rotationa nd add the new rotation on top, when i move the pointer?
atm my object doesnt spin, it just has the same rotation like object i try to find rotation for
uhh
not entirely sure what you mean @thorny cedar, are you trying to get the object to slowly rotate towards the pointer/cursor?
i want to rotate it maybe 20 degrees and the next time i wann start from there to add 20 additional degress
like a dial
it snaps back to the orginal find look at rotation :/
you can use the "add rotation" node
oh, hmm hard to say without seeing or knowing more, perhaps simply finding the look at rotation is not enough
its too tricky for me :/
I want to rotate that cube
50 degrees maybe
everytime i drag that cube to rotate it snaps back to the same position
i cant rotate it 360 degree
what does your blueprint look like, and what exactly are you trying to achieve, like the actual gameplay purpose of it
like a telephone, or a valve? what are you dragging - is it a first person game? does a cursor appear on screen and you click on a 'dial' and drag it to move it?
i know that it always sets the rotation, i tried to overwrite a current rotation value
like a phone is exactly what i want
Hey guys. Is it possible to add a option to download classes in a game?
Like downloading maps or guns
pretty sur eit is, can't help more than that,s orry ๐
Any reference from where i can start my research
i think like i have to add the new rotation on top of the current rotation somehow
so kano, you click and hold on a phone dial, and once the interact button is held down you run the OnDrag function. so basically you should be setting the rotation as a variable when running the OnDrag, and then once you release your interact button you can set the rotation of the dial
yeah thats what i try to build.
then the rotation will stay where it is once you release interacting, but if its a rotary phone they tend to return to their start rotation once you release
it doenst seem to difficult, but somehow i struggle
is it possible to spawn actor from class in BPFunction Library Function?
hey guys i need help with something
here i have a variable component reference from a different blueprint
so i can use the variables likes "crit dmg multi" and "base damage" in my weapon bp
basically i completely forgot how i did this
and hoping someone here knows how to replicate this
i want to get the "current ammo" bp into my player controller
but i just dont remember how i did it lol
you'll need a reference to the blueprint that contains it and drag off that with current ammo, or cast to that blueprint and drag off current ammo there
@inland merlin how do i make the checkers pattern if i use macro?
the current ammo is in weapon blueprint?
?
no current ammo is a different blueprint
no its a blueprint class actually
base ammo*
so my "base ammo" is a "blueprint class"
and thats where the "Current Ammo" variable you wanted is?
sry that was my bad for confusing
"current ammo" is "base ammo"
thats the blueprint class
and like in my first screenshot
oh wait hold on
im confusing myself now lol
i think you just made a variable of that class type then
yeah wait i think i figured it out lol
but if you have more than one in operation you'll have to save the reference of which one you want to be modified
Nice ^^
oh fuck
anyone got experience with creating minecrafty style procedural map chunks?
lol
it says one of the checks came back with no reference
and i just plugged in float variable "firerate" which is set to 0.1 into the time in "set timer by event"
it should work
cuz all im doing is putting a number in
but it doesnt work
it was the "CurrentAmmo" variable that returned no reference
does that mean it didnt get the number from the other bp?
why would that happen
i have a number set in the firerate
so it should work
um im not sure
cause if its spawning in with you i think you'll need to get the reference of that specific one to get the numbers through
thing is it works with other things
in my first screen shot i referenced crit chance and damage multiplier from that same current ammo
and it works great
but it doesnt let me do it here?
@void cobalt hi man
sorry i'm not more help, still pretty new
ok so i keep getting a log warning " applying invalid scale"
what do these 2 balls mean?
It means property is set as replicated (network feature)
are you working on a networked game?
did you create this blueprint? Or is from the marketplace?
i created it
on the variable detail panel you can set the replication to none
anyway that's not what's giving you the error
you need to set the reference for CurrentAmmo
how do i do that
please read this page: https://docs.unrealengine.com/en-US/Gameplay/HowTo/ReferenceAssets/Blueprints/index.html
A How To Guide for referencing Actors in Blueprints.
ive seen this before
but this doesnt make sense
bcuz ive done exactly the same thing before and it worked
but now it doesnt work?
well it's showing exactly what you must be doing wrong
all im doing is gettin a float from a variable in a bp class
can i only do it between 2 bps?
not more?
Sly, if i may quickly ask, how do you get those arrows on your blueprint node connections? ๐ฎ
@void cobalt please read the documentation carefully
@jade gull Editor Preferences -> Graph Editor -> Set "Draw midpoint arrows in blueprints" to True
but then how come i didnt have to do this here? its essentially the same thing and i didnt get any errors
Thank you Very Much :3
@void cobalt in order to properly help you I'll need an explanation of your setup as well as an overview of the event graph
@high knot Can I see the maths that lead to this error?
this is the biggest maths that is being applyed to the actor
here is my full auto shooting thing in my "topdowncharacter bp"
are you using this as the scale of your actor? that's a pretty big value 
yeah
as you can see i have the variable component of current ammo, which has all the float values for the guns like, firerate, damage and stuff
and im trying to plug the firerate into time and it doesnt work
@void cobalt May I see the Components window in the top left corner of the blueprint?
@high knot Can you explain to me the reasoning behind using such a value for the scale? :p
@void cobalt are you setting CurrentAmmo in your blueprint? something like this
Then you should definitely read the documentation I've send you. The Variable CurrentAmmo you're using is a reference to an instance of a blueprint, is order for it to give any useful information the target blueprint needs to be instanced (aka spawned in the level for an actor) then the reference needs to be set
How would I make a bullet in UE4 interact with a physics object so it would knock it over?
im making a procedural generating solar system to scale , this is the math formula for calculating the sun size .
@brave nexus look at the fps example, it has just that
@inland merlin awesome, thanks ๐
@inland merlin It is in an already existing bp, I've set the collision to block all but it doesn't want to knock something over.
why do people always refuse to study Epic's example? 
@brave nexus the object that should be knocked over, does it has Simulate Physics set to True?
Hi, anyone here familiar with navigation? I have generated a path with Find Path To Location Synchronously but I don't know what to do with the path that is returned. How to I tell my character to follow the path?
@inland merlin Yes the object has physics enabled and I did see the epic example but it does not work for me
@clever cedar Why not calling AiMoveTo directly?
This is how it is set up and I do not see anything wrong here
I need to modify and validate the path
in which blueprint is this piece of blueprint located?
In the bullet BP
@brave nexus where did you set the reference to Static Mesh?
I dragged it from the components tab
so this is the static mesh from the bullet?
not the one you're hitting?
@clever cedar I'm pretty sure you can't do that in blueprint, depending on what you're trying to do you could extract the points from the path you've computed and ask the AI to move to the next point, each time you've reached this point you ask it to move for the next one.
@inland merlin yes
It is my Bullet that gets fired. The system I quite complecated maybe I should add it to the server hit instead of the bullet itself?
@brave nexus on a networked game you should only apply forces on the server. Collisions if set up correctly should handle the physics automatically but the server has to handle this
So you would apply an impulse to propel the bullet when spawning it (on the server) and when the bullet hit something you should apply a force to this object on the server's hit event
I'm trying to move a group of characters in a square grid formation. I can have each character move to the calculated target, but then they could potentially get split up. I'd like to generate a single path for the group and have each character use that path. Well, maybe a modified path to make sure it is not in a wall or something. Is there a better way to do this?
@inland merlin all i had to do is add bp base ammo and it worked
@jade gull Editor Preferences -> Graph Editor -> Set "Draw midpoint arrows in blueprints" to True
@inland merlin Since I was also interested in that, I just want to correct that it's in the Blueprint Editor, not Graph Editor, might save a few seconds/minutes searching ... ( But still an awesome tip, thanks for that ! )
Ive been researching a lot of inventory systems but they all are too different from what I'm trying to accomplish and nothing seems to hit home close enough to the rpg feel that I'm going for.
Im looking for an inventory system that separates each item by a type, so when I open the inventory, the items will be separated into different pockets depending on what type it is, and to be able to stack certain items to a certain point.
I can figure out how to actually make the items usable later, I just want to get the foundation done.
@hoary gazelle If your inventory is an array, and each member of the array is an Item Slot. An Item Slot is an Object with an array of type Item. You can then, when adding an item to the inventory, search for a slot that already has that kind of item in it. The Item could hold a max stack value, so that it knows how big of a stack it can be in. If none exists, add to the first empty slot to start a new stack of that item type.
or he could... you know... use a struct
@jagged cape are you using a point and click top down movement or input based?
input based
if it is input based, instead of tick, I'd use your input
otherwise even on non-input frames, you are using cpu to check for nothing
additionally, continuously inputting at 0 stamina will still yield stamina regen and running
there is no cooldown set at 0
you know what i mean?
got some of it, im still quite new sorry lol
i used tick so if a particular variable changes, i can get it to abort what it is doing
tick works on every single frame, do you really need it to work all the time?
not really, so should i put a branch after the event tick that only succeeds when i input?
you said you use inputs, are you using axis or WASD inputs?
wasd
if so, you can use those as values to do whatever
so if your WS is != 0, branch , do this or that
same for AD
aaah i see, and what about the delay when stamina hits 0 before regen
also would i be better off using set event by timer nodes instead of setting it up with event tick?
timer nodes are decent because you can only run stuff when it's actually needed by pausing and unpausing the timer, will save some overhead
i would also caution the sequence node because that doesn't care about what's beyond it's exec pin - it fires all the pins in order but doesn't wait for any logic to be completed before moving to the next
Interesting, I thought it executes the next pin only when all the nodes in the first were executed
no it doesn't care at all
if you use a breakpoint it might appear to but when doing order-critical stuff it can get out of whack
nothing wrong with that but when you use the first pin to set a variable that the second pin is relying on there's a chance the order will not be correct, tbh it's trivial but good to know
Yeah it is good to know
I know my character won't walk through walls as it is, but is there a node that will check if a path between 2 locations has a wall in the way? I want it such that movement stays on a grid so there will be some space between player and wall. Ie: if there's a wall in the way, don't move at all (as opposed to walking up the wall). To present certain events properly I need to keep the view in the center when walking in a corridor
you could use collision volumes
If it's between 2 known locations can't it be just a single raycast?
line trace I mean
Hey everyone ! How can I change the Play Rate of the current Sequence using blueprints ?
I'm trying to give controls over the sequence on my gamepad, so far I managed to Pause/Go To Start Frame/Go To End Frame.
But I want to be able to accelerate forward or backward the play rate using the triggers.
The only blueprints about play rate I've found are about animations
Can anybody help me with this? I am relatively new to Unreal but have been programming in Unity for a few years. For the life of me, I cannot seem to solve this issue. All I am trying to do is open a new level when the player collides with a trigger box. I have looked at so many tutorials and references and they all do the same thing and work the same. I have seen others with the same issue (but not many) and any fixes proposed to them don't work for me. When I run this code and collide with the trigger, I get an error saying "previously active world not cleaned up by garbage collection" and then Unreal crashes. Has anybody experienced this before? And if so, what is the fix?
Is there a way to perform overlap events with world static objects such as walls and floors?
For example, I have a sphere collision attached to my weapon, I want it to overlap walls when I get close to them but the overlap event never triggers
@pliant lantern The only thing I can find on this is that for some reason you have stuff that's not being cleaned up properly. Supposedly someone fixed it by doing a "GetAllActorsOfClass" and destroying them all in a loop. This feels odd though and that was a very old post from engine version 4.6. I'd recommend verifying your engine. If it persists, I'd try to recreate it in a new project. If it still happens, bug report it.
Hi, does anyone know if there is a way of getting the classes of the components added in blueprint from the CDO?
@maiden wadi Thanks for the advice! I've actually tried the get all actors of class and destroying them method but that failed as well. I'll try verifying the engine though and see if that helps
@ruby pollen I may be wrong on this, but I believe that in blueprint, the only thing you can get from a class without spawning it is it's default UPROPERTY variables..
Need some help!!๐ I would like to ask how to set a Boolean in another blue print. Thanks!
@shy urchin You need a reference to the other blueprint.
I want to make the actor in the 1st pic to be destroyed when the I triggered the fire event, other any other ways to make this system
?
@maiden wadi Thanks! But I don't know how to make that reference ๐ญ
You're using a BoxOverlap on left click it looks like. Just drag out from the blue box on the right of that and do a for each loop. Cast to the type of actor on the top screenshot, if successful, use that casted reference to set the boolean. I think that'll get you what you want.
Hey, Does anyone have a good implementation for OnPossess pawn? Been looking around a bit. And so far only found documentation on a Restart() function only available to c++ it seems.
rick and ChrisCorr mentioned collision volumes and single line trace / raycast; would either of those help with what I'm trying to make (grid movement that checks for walls before moving). I guess you could say I want "thin walls" in some cases; where points (5,6) and (5,7) exist but player can't go to from (5,6) to (5,7) in 1 move.
@lusty pebble Like an event that fires when a pawn is possessed?
Yes!
@maiden wadi Thanks! I'll try that
@lusty pebble
Omg I feel like an idiot. The function was implemented already. Just got the neat prefix of Event Possessed. Thanks a lot! ๐
There's also one for the controller as well, when it possesses a pawn.
Yeah, that might be even better. Thanks again! ๐
@maiden wadi Did i do it right? it doesn't seems to work ๐ญ
Is Diamond_BP an Actor or an ActorComponent?
Actor
You'll need to change your boxoverlap then. You're looking for Components at the moment.
I tried using "Get All Actor from Class" but it destroy all the diamonds that is spawned
ok!
Also, that's a fair point, the cast is not necessary if you're specifying the class type in the BoxOverlapActors. You should be able to just foreachloop and set the variable.
One silly question ๐ Does the Event Hit or Left Mouse Button work on the Diamond_BP(Actor) Blueprint? Thanks! I tried that and it never responds
@maiden wadi got it
All depends on your collision settings.
Event Fire** Sorry
I am using flipbooks that change based on direction the character is moving to determine which animation to play (2d pixel characters). The setup I have works correctly for the player, but when I try to use it for an NPC it only plays a single direction's flipbook. Any ideas why that would be?
@shy urchin The way your event fire is set up, you'd need them to at least be overlappable, EventHit requires blocking hits.
I see, thanks!
@shy urchin It would prpbably be easier to add a collision shape to your hand and filter it with GetOverlappingActors
How do I move to an actor and then run a function once I'm in range?
@shy urchin
@maiden wadi Sorry for asking again ๐ฃ But what should the "target" in the last node be connected to? Thanks a lot!
@lusty pebble Thanks! I will try that
The Array Element should work for it. I think it's casted already from the BoxOverlap node.
@split crescent You're going to need to be a lot more specific about what you're trying to do? What defines 'you'? What character/pawn type, how are you inputting the movement?
A top down Character using a player controller for input with click to move.
You'd probably need to get a reference to the clicked actor at the time of movement call. Then on tick, do a simple distance check. If Distance < desired amount, run function.
I'll make a petition soon to end node stacking once and for all
Thanks Authaer ๐
ok how do I only increase EXP value when only moving the player in the game ?
I'm working on a 3d map/minimap for my project. Within my map blueprint, I have a scene component with bunch of separate static meshes
Can I somehow make an array or a map instead of current method so I can refer to them using index values? Last time I tried to put a blueprint within a blueprint, I recall not being able to set default value for child blueprint. What's the correct approach here?
i think you need to set the values that need updating in the child but not in the parent. That's why I had to put my kill enemy counter in the child and not in the parent otherwise it would not update because of the parernt inheritance ovveriding the children, there might be a way to bypass the parent, maybe override function.
you might just need to turn your sm_minimap into an array variable and jut put all those minimaps in the array list.
so like a structure where one of the variables is static mesh?
each would have it's own location and a few bools I need. And a static mesh
if that worked, it'd be great
but I have no idea how to render a static mesh that's referenced by a variable
in given blueprint
you mean that's in the 3d world ?
for that you have to click on the mesh that's in the world, then goto level blueprints so you can get the reference to it.
no, I mean at the moment i have bunch of meshes in the blueprint, I can see them in the viewport, pretty simple stuff
but if I make an array
instead
how do I work with that
what are you wanting to do with the meshes
I need them on specified positions
and I need some of them to be visible only, based on a bunch of bools that change during playtime
I have it all set up but for the next thing I need to refer to them as an array
let's say I create one new variable
make it a static mesh type
point it to some rock mesh or whatever
how do I get it to show up next to those cubes?
if you want to spawn it into the world, spawn actor from class node should do it.
if the static mesh is in an actor bp that is.
I just want it spawned as a child of that Scene component within this blueprint. I feel like I suck at explaining this. Sorry if that's the case
this pretty much returns me an array I need. Though I need to cast the items in it to StaticMeshComponent
I'd like to know if I could make an array like this as a variable rather than placing the meshes manually and spawn them from that
Hiya! Is there any way to add data to an event at the point when you bind it to a function? I want to bind an onClick however I need to pass some values to be passed to the function it is calling.
this is probably gonna be the simplest answer to my problem
@shut hinge thanks for your time
ok
Is there a way to create for loop loop delayed with break?
for loop with delayed break I use a macro.
How do you break it? I use if node to ignore the process in it
hold on
but loop still runs
I used a delay macro loop for my old dialog system.
@stiff drum You could make your own on clicked dispatcher with the data you need that you bind to. The On clicked event just calls that dispatcher.
Hi Robin, I ended up doing something similar, (I just created a custom event with the data I needed). I would have been nice if there was a "cleaner" way of doing it but this works so its all good. Thanks for the advice.
Yeah, the only cleaner way is to edit the source code.
Haha, that is something that I am not willing to do XD.
is it really necessary to have C++ with the blueprints ? The blueprints are rather slow.
Its my understanding that you don't need to have C++ - but blueprint are slower than C++ so if you want the most efficiency then you can port the slowest parts to C++. It really depends on what you are doing tho, you may be able to optimize you BP code to be fast enough - as BP is fast enough for most things.
I'm doing what most people would call a nightmare,
a 10 member party rpg sci fi game.... But its not easy to get all the game components to work together Like I can put in the melee sword system, and then the bow and arrow system, and find my engine is lost half its speed. I did a test by deleting all the sword and melee combat system out of my player and sure enough the engine speed up greatly.
You're sure it's BP-related slowdown?
Not graphics or physics I mean
BP is reasonably performant if you're not executing 10,000 nodes each frame or moving actors with boatloads of components
No this was when I hardly had any thing in my level just third person template and I just put in the weapon sword system in my player and the bow & arrow system I noticed a significant slowdown, even though I had alot of interfances for the weapon system.
I realized that all the blueprint logic was costing the engine speed. So the more nodes I had the slower things would run.
anyone have experience with the pano capture plugin?
the only components that I was moving was the sword and weapons in and out of the players hands. .... Switching weapons is a nightmare, especially if you have more than 2 weapons, so many wires.....
that task awaits me at some point in my project
is it really that bad
well mine will probably be simplified compared to yours anyway
@shut hinge There's definetly something fucky with your setup then. I've been running tire physics models on tick on bp and had no slowdown.
what is the mimimum video memory you need to run unreal engine on ?
I'm trying to run GlobalTimeDilation changes alongside CustomTimeDilation changes so that the world slows down, but one actor in particular (which is physics-based) does not slow down. But setting these separately doesn't seem to work and the whole world slows down, including my actor
Question:
Does destroying an actor (within some overlap bounds) cause EventEndOverlap to occur?
Off the top of my head, the begin and end overlap events do get triggered correctly when actors are created / destroyed.
So... no, it does not?
As in, yes if you destroy an actor with a collider that overlaps over actors, then those other actors will have the EndOverlap event called on them
It just won't cause the end overlap to be triggered for the destroyed actor... (obviously)
Okay, that makes sense. Thanks @stiff drum
@shut hinge the editor or the game? editor you probably want at least 512mb, might work with 256mb. packaged game depends on whats in the final game.