#blueprint

402296 messages ยท Page 475 of 403

shut hinge
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I've also got this problem, the modeler didn't fix up his head UV's properly, so i can't even texture the head of my character, it won't show the texture details. Scaling the material text coord didn't work as its a UV mapping problem. How do I fix this? I'm not a blender modeler.

floral egret
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probably flipped normals

worldly karma
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alrighty @tight venture , all up and running now

tight venture
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@worldly karma what was the problem

worldly karma
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my lack of knowledge ๐Ÿ˜„

shut hinge
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Texture didn't show correctly on the head and only shows one color which is incorrect, its not mapping the texture on the head.

tight venture
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Yeah, the debugging features of UE don't seem to work the way I think they would a lot of the time. I still have to get used to using them too

shut hinge
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here's what the character is supposed to look like.

tight venture
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@shut hinge this may be a question for #graphics

shut hinge
floral egret
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how many triangles but also yeah should be taken to graphics

shut hinge
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I'll just check.

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he has 152 thousand triangles. 80 thousand verticles. 4 UV Channels.

floral egret
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oh my jesus

worldly karma
tight venture
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@shut hinge maybe you're just asking too much from it? I dunno. I would repost in #graphics if I were you.

shut hinge
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And my commander model has 83 thousand triangles, and 49 thousand verticles. Seems odd Rex has more triangles than my commander mesh.

tight venture
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With that many triangles, I would definitely set up LOD on them. You have LOD set up?

shut hinge
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i dont know anything about LOD set ups with player character meshes..
The other problem I had when importing in a blender F-curve lip synch animation of the commander (because I wanted talking characters in the game) I couldn't get the animation to stop looping in the game soon as I imported it The animation would just stay stuck playing all the time but with dialog it needs to fire only when it reaches that point in the data table.

tight venture
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@shut hinge you need an AnimationBlueprint for that, and also, again, wrong channel. #animation

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@worldly karma that chick needs some hair

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lol

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also, chicken legs ๐Ÿ˜ฆ

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jk jk

worldly karma
floral egret
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dat thighgap

tight venture
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hahahaa

south tide
tight venture
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@south tide right click on Return Value, then "Split Struct Pin"

worldly karma
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shoe does have booty, no worries ๐Ÿ™‚

south tide
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Oh thanks @tight venture !
Sorry if I start asking stupid questions, I'm extremely new to UE4

floral egret
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it's cool dude

tight venture
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No worries!

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This is the proper channel for noob questions

shut hinge
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I don't like micromanagement when I have concerns on the engine. .

tight venture
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@worldly karma what are you making

worldly karma
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updating a marketplace asset, base male and female + gear

tight venture
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@shut hinge I would only have general debugging advice for you. Nothing specific.

worldly karma
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reworking lighting and so on

tight venture
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Oh, you're making an asset for the um... asset store? (I've never used the asset store before)

floral egret
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you should

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but try to make everything yourself

tight venture
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I am purposefully making everything myself so I am forced to learn everything as I go

worldly karma
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well, the marketplace is an interesting space

shut hinge
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but the projects do take up alot of gigs for these packages

tight venture
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I am really at wits end here. Googling for it has gotten me nowhere... I've tried watching some videos, no luck. Anyone here a collision expert?

shut hinge
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not everything of the engine is on google when it comes to minor tedious little problems

tight venture
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According to this

floral egret
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true

tight venture
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I am doing it right

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but it's not right

floral egret
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oh ah cali

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the colission needs to effect the nav

tight venture
floral egret
shut hinge
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yes, that will stop open world navigation of any character if any static mesh has that affect nav checked. The AI will stop or go around in circles.

tight venture
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oooh. looks promising

floral egret
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thats on my colission sphere

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or capsule component whatever

shut hinge
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And Navmesh needs to be set to dynamic open world nav. And your A player characters must have a nav invoker.

coarse forge
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Is this a good channel to talk about animation blueprints?

shut hinge
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i alread have a problem with lip synch, but have to go to anim category because everything is micromanaged here (more hassel for us) and more unecessary mouse clicking.

tight venture
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@floral egret I am not using a collider.

coarse forge
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Sure. I can try there first.

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Thanks

tight venture
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Disregard that StepInCollider. I lied, kinda lol

floral egret
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nah i understand that

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er

tight venture
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But not using a collider for the SK_KItty

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Not using any additional colliders for these, but they bounce off each other just fine

floral egret
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how are you moving the cats

tight venture
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AI

floral egret
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are they using the navmesh?

tight venture
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yep

south tide
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Is there a way to allow one blueprint to interact with another blueprint? (like calling a function in another class)

floral egret
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yes

tight venture
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@south tide you want a BlueprintInterface, possibly. Depends on what kind of interaction you're looking for

south tide
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How can I do that? I've tried adding the second BP as a component and that didn't work

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Alright I'll try it Cali thanks

floral egret
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oh man if he doesn't know about interfaces that's gonna rock his world

south tide
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Oh don't say that xD

tight venture
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np. Like I said: depends on what kind of interaction you're looking for though hehe. May be better to specify your question before you go try anything

shut hinge
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i don't like interfaces. But are they better than casts?.

floral egret
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:/

tight venture
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They're cheaper than casts

cunning lily
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not really the same thing either

shut hinge
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no, interfaces do not use hard references as casts do.

cunning lily
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interfaces can do things casts cannot

floral egret
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@tight venture are the cats a static mesh or skeleton

shut hinge
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and if there's too many hard references in the engine, it might not be good for it.

tight venture
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skeletal mesh

floral egret
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@tight venture if you expand out collission the down arrow theres a can ever affect nav in there

tight venture
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@trim matrix just attach the pins, the engine will generate an int -> float conversion node for you

floral egret
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otherwise you can manually setup a colission sphere that only affects the cats

tight venture
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Yeah, I've tried it with Can Ever Affect Navigation checked and unchecked, no difference

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I've tried every possible thing in the details panel for the BP (self), the root, the skeletal mesh, the movement, everything. All combinations of stuff, nothing seems to work.

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I guess I'll have to just add a separate collider

shut hinge
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you need the invoker component

tight venture
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Still bothers me, though, like I'm not doing something right. Cuz BP_Yarns collide with each other just fine

floral egret
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yeah but they arent using a movement component are they

tight venture
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BP_Yarns are using static meshes, though... BP_Kitty uses a skeletal mesh ๐Ÿค”

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No. The Yarns aren't. The Kittys are

shut hinge
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Yarns?

floral egret
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i remember i had this problem with my ships moving on my rts game

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gimme a sec to boot that up

tight venture
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Just another blueprint class that I have in the game. You lure the kitties to go where you need them to go by dropping yarnballs around them

floral egret
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cute

shut hinge
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can't be as weird as my game, my game is outrageous.

tight venture
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hehe

floral egret
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quite tozan

tight venture
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It's called Kitty Catastrophe. You have to lure them all from their food trough to their litterbox before they shit all over your apartment ๐Ÿ™‚

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It's basically a remake of Lemmings

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in spirit

shut hinge
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oh no more lemings. I do remember lemings

tight venture
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in that you don't have control over the characters, you have to manipulate their environment to get them to do what you want

shut hinge
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or flicky, running away from the cats

tight venture
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Yeah, I'm eventually going to implement repellants (vacuum cleaners, inflatable dogs, toy robots, etc), but for now I just have lures

floral egret
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er cali going through my old game

tight venture
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k. thx btw @floral egret

floral egret
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i have trace complex on move in the dropdown of colission

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i think that worked for me

tight venture
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You don't have separate colliders for these ships? And they are using skeletal meshes?

floral egret
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static

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but the principle

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should be the same

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i hope

shut hinge
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you can also use a socket on static meshs to get better collision

tall pine
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what's that mini node cube called and how can i place it i cant find it in the action list if i want to associate it with an actor

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it placed itself automatically btw

floral egret
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thats in the level blueprint

tall pine
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ye

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want to place down a second one but cant find it

shut hinge
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all actors you select in your map world will only appear as a reference in the level blueprint (it won't show up in the other blueprints.).

floral egret
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yep

tall pine
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i want to place a second one for cube number 2

tight venture
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@floral egret not working. It probably has something to do with them being skeletal meshes and not static ones. But I just realized something

floral egret
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copy and paste?

shut hinge
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then you select your second cube and then hit Level Blueprints and your reference should be there.

tight venture
floral egret
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should do cali

tame pecan
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Hi,

I have this problem when I open a level. These are the steps I've tried:

  1. Delete AppData folder for Unreal
  2. Delete intermediate and saved folder
  3. Reinstalled Unreal Engine
  4. Rollbacked to earlier revisions
  5. Asset Actions > Reload

I'm out of ideas...

tight venture
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That's so they can detect when they step in poop, and smear it even further haha

shut hinge
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missing references, maybe check for redirectors and fix up.

tame pecan
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How do I check for redirectors?

tight venture
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right click on the folder

south tide
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I have this value in a BP. Will this be the same for every instance I spawn of it, or can each instance have a different value?

shut hinge
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or you could just type redirector in the search box to search all directories for any redirectors.

south tide
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floorLevel^^

tight venture
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I come across that problem when I rename stuff and want to name something else to what the other thing's name used to be

shut hinge
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yep

floral egret
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yep

shut hinge
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another thing is construction scripts. DON"T delete a blueprint that's still connected to the exe of the construction script within it one or it will corrupt the construction script.

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It happened to a spline blueprint and when I deleted that (even though I first removed the instance from out of the level before deleting the blueprint), it still corrupted it. Couldn't use the construction script in any new blueprints after that... Could be a bug. dunno.

tame pecan
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How did you fix it?

shut hinge
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I couldn't fix it, for any new Blueprint that I created after that in the project and then tried to add in new nodes to its construction script, as soon as I added in the node or variable the engine would just slow right down and stall and crash. The Construction script was corrupted... So any new construction scripts I created also had the corruption. So I had to create a new project.

tight venture
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@floral egret I must be losing my mind. Missing something obvious. I can't seem to get the StepInColliders (a box collider attached to each kitty near their feet) to block each other

shut hinge
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What are you trying to do ?

tight venture
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My kitties are overlapping each other

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not blocking

elfin hazel
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@tight venture I don't think blocking collision is supported for child boxes like that. Think they have to be the scene root.

shut hinge
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what is the collision settings for the mesh and the cappsule

floral egret
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yeah

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move the colission to the root and attach the skeleton to the colission

tight venture
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Oh okay

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I'll try that

floral egret
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if that doesn't work you can always move it back

shut hinge
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unreal engine seems to be an engine that is made for a hundred different people

floral egret
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it's not 2d friendly

ancient heath
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is it me or is there no simple way of making 2d arrays in blueprints

shut hinge
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its not really an individual engine. Its more of a team engine.

tight venture
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If I make the collider the root, it distorts the skeletal mesh to be unrecognizable. I tried making the skeletal mesh the root, but still not working

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This is giving me a headache. Gonna take a break and come back to it later

floral egret
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is the scale right?

shut hinge
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we probably need to see the skeleton to see whats going on with it

elfin hazel
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make a new collision box with no manipulated scaling

shut hinge
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now the way that I stopped any meshes from colliding into each other was to put a sphere all around them and set that sphere to block all.

tight venture
shut hinge
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because when I had party members following my player, they would overlap into each other, so I put a sphere around them to stop them from overlapping. The other way I can think of if they are AI driven kitties, is to have them stop at a certain distance with random point in reachable radius then they won't overlap..

tight venture
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Thanks for the help guys, but I'm gonna take a break

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I'll be back in an hour or two

shut hinge
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ok

timid anchor
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how do i use a cpp script in blueprint

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if possible

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the vr template doesnt give you the character movement component

hollow flame
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@timid anchor open your vr pawn, go to class settings, change parent class from pawn to character, then you will see character component added

timid anchor
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THANK YOU

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i can now use my functions

wind atlas
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hello, does anyone know how I can print the name of the current function / macro where the print node is being executed from?

floral egret
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is this supposto be dynamic

wind atlas
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not sure I understand

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what dynamic means

floral egret
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are multiple different blueprint supposto use this

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and just add their name

wind atlas
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use it in what way

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it is controlling various things

floral egret
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do you just want to know if that print is tripped?

wind atlas
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but the main blueprint with all the functionts only exists alone in the map

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yeah

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its a 1 time trigger

floral egret
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just write the name of the function where it says hello

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it doesn't need to have a variable

wind atlas
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but what if I change the name of the function

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or copy it and make a new one with a diff name

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its not going to update

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and I have some macros which are used many times but have diff names

floral egret
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so you want it to be dynamically named then

wind atlas
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but its manually made

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and manually named

elfin hazel
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yeah, sadly you got to type the name manually to know the function. There's no way in bp to get function name.

wind atlas
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crap

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ahh its ok

hallow night
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I have literally no idea as to why would this be useful at all?

elfin hazel
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debugging

hallow night
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I know debugging but what's the point of complicating things like that

wind atlas
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lol, I just have many many macros and functions being triggered over time, I need to see which ones are triggered when

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theres maybe 6 or 7 types, but each is customised, I guess I could have added a name parameter for each

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i guess I still can, but thats still not technically linked to the function / macro name

simple sky
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Can another BP1 read and iterate another BP2's exposed public variables at run-time (without BP 1 know anything about BP2)

hallow night
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Well yes, but actually no.

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What are you trying to do

simple sky
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I think I need C++ tbh.. basically I want to write a property editor for variables exposed on the BP; but the BP is unknown and loaded at run-time (I have this working..)

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I can spawn the BP actor, without issues.. I'm just thinking of how do i expose some variables/properties to an in-game editor; there's the terrible route of requiring the BP to have an interface, which exposes like "RegisterProperties", "SetProperties" and "GetProperties" that involve passing strings for properties names and values (which are then cast to the correct type such as int, colour, etc. )

hallow night
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Are you trying to make something like a building customizer or something?

quartz plume
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Hi Guys! You are my last chance to find solution... I have a weird bug. I use to play 3 intro movies, first UE logo movie (3840x2160 60fps H264, MPEG4, 3secounds), second my company logo movie (3840x2160 30fps H264, MPEG4, 4seconds), and last intro movie (3840x2160, 30fps, H264, MPEG4, 43seconds).

The first two is working fine, but the last movie has only audio. The log is empty ๐Ÿ˜ฆ how I can debug it?

royal ermine
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is there any reason to use the built-in damage functions if you already have a setup in-place? What kind of benefits does the built-in function have? I'm not using engine damage types, already have my own logging.

quartz plume
topaz iron
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Quick question:
Can I still connect to steam by pasting code in the enginedefault file?

quartz plume
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Yes

topaz iron
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Can I missplace the paste or failed in any other way?

tame pecan
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@shut hinge I found the submit to source control that caused the warnings I mentioned. At 3pm today when our animator submitted a new set of rigged hands for our character

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Probably fixed it ๐Ÿ™‚

shut hinge
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good

void cobalt
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i have a question, i have 3 blueprints right

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im making a topdown shooter game

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should i have firing weaponbase and instanthit weapon seperate?

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or should i actually integrate instanthit weapon into the topdowncharacter bp?

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i feel like ive made this way too confusing

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i just dont know if what i have in EITHER of these might be redundant

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i just wanna know if i should/could merge either 2 of them into 1

hallow night
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If it works it works

void cobalt
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but idk if it works

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like, it works atm

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but if i wanna add more stuff

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like lets say a reload mechanic

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where tf do i put it

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i basically dont know if its needed to have a firing weapon base and a instanthitweapon bp

hallow night
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I think reloading is a general thing and should be in the parent class

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I'm assuming you have a parent blueprint for all your weapon blueprints

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Like a "Master Weapon"

void cobalt
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now here is where it gets a little confusing

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because i dont know which one of the 2 is that parent bp lol

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im guessing it is the instanthitweapon bp

hallow night
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You can check from top right of the blueprint..

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It says "Parent:****"

void cobalt
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since it has all the stats of weapon

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parent class: actor

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on firing weapon base

hallow night
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And the other one?

void cobalt
hallow night
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BP firing weapon base is the parent

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And should have all essentials code

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Like fire weapon / reload / ads...

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But nothing specific

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The specific stuff should be in child classes

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Blueprints*

void cobalt
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it has the whole script "can weapon fire" yes = decrement ammo - play firing sound - play muzzle flash

hallow night
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I'm used to c++ sorry ๐Ÿ˜‚

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Yeah but what if you want a weapon that has a charge?

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If you click the fire button it will play the fire sound and muzzle flash?

void cobalt
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yeah

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if the weapon can fire

hallow night
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That's not ideal tho

past swan
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Gentelmens, is that possible to take in some actor player camera location and convert its location to screen position?
Get world location are changes as expected if i move the character, but worldToScreen are always gives me the first values where character was spawned and never updated at runtime.

void cobalt
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idk bcuz ive been doing unreal bp for like 5 days now

hallow night
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I would suggest having an event called "OnFireCalled" and another called "SuccessFire" which has the sound and ammo decrement

void cobalt
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ive been thinking im gonna have to remake the whole system

hallow night
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Yeah it needs an overhaul if the parent blueprint does specific stuff insead of just calling events for child blueprints

gusty shuttle
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Anyone use the quest? first time setting it up, followed a tutorial, I can't seem to play it in Play, simulation. UE4 recognizes my headset but still cant test

past swan
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Well... im taking camera. From player. Camera moves with pawn. And im guessing why numbers doesnt changing... God... what is wrong with me?! ๐Ÿ˜‚

wary widget
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anyone know a way to grab the current timezone as a string? I'm trying to convert a DateTime object from UTC to the current time. The node that manages this is AsDate (From UTC) which takes an In Time Zone string input

void cobalt
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ahhh but ive had so many issues with calling functions and events from other bluerprints

hallow night
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Just use an interface @void cobalt

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If you're having problems. Personally i don't have problems

shut hinge
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so all the stuff that needs constant updating should go in child bp's. Otherwise if its in parent, the children can't update? But isn't that why they have function overrides so you can stop the parent bp from overriding ?

hallow night
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Think of it like this

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@shut hinge you can also use that override stuff to do code BEFORE or AFTER the parent stuff for example when the fire gets called in the parent the ammo is decreased by 1 and it spawns a projectile however, in the child blueprint you can add a delay when you're firing then call the parent blueprint (Yellow/orange thingy) to make a "Charge effect". But this is not how you actually make a charge effect its an example

shut hinge
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ah

dense mantle
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hi all hope you are all well

shut hinge
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we are doing ok

void cobalt
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object oriented design

hallow night
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Java programming 101

paper magnet
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is anyone here?

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no?

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very well

dense mantle
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sorry i am now

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@paper magnet he you need something

tight venture
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@floral egret @shut hinge @elfin hazel As soon as I added a simple box for a physics asset (to the skeletal mesh), and made the skeletal mesh the root component, the kitties stopped overlapping ๐Ÿ™‚

paper magnet
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i had to go im off my pc now

dense mantle
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@paper magnet just holler when you have time ๐Ÿ™‚ I will see it ... eventually lol

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@tight venture you might look at the collision of that box

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or was that what needed to happen lol

tight venture
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i didn't have a physics asset before, just a skeletal mesh. couldn't keep them from overlapping each other

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so, apparently, or at least my initial conclusion, is that skeletal meshes need a physics asset in order to have collision applied to them. anyone able to confirm or disconfirm that?

dense mantle
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mesh should have collision

stuck hedge
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I can plug a montage variable into that node, do I have to turn all the animations into montages to make them variables?

dense mantle
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well what is the anamation you are want to be of what type i guess i would have to say off the top of my head

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@stuck hedge that above lol

stuck hedge
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Currently the node allows you to select an animation asset, but you can't make a variable for that that I can see.

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so montages will have to do

dense mantle
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there are a few options to that pin it has no ideal what you want

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@stuck hedge sorry again lol but above

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@stuck hedge and i am not sure what the base animation class is at the moment but i will chekc

stuck hedge
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It's fine, I've got it figured out

tight venture
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@stuck hedge what did you do

stuck hedge
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It looks like "animation asset" is a group of assets, not an individual one, that's why you can't create a variable. You can pin various things in there, like montages, sequences, etc. So you can either turn the animations into a montage and create a montage variable and pin that in, or you can create an anim sequence variable and select them directly and pin that in there.

tight venture
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good to know :)

dense mantle
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@tight venture I guess you might try making it a flat object variable

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nope that wont work lool

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errt let me think a min i wil work on it

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@stuck hedge use a pose asset that will work that should be the base then cast to like anim mont wor anim bp class what ever

tight cobalt
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Any way of connecting webcam in unreal to take photos at specific times?

dense mantle
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@stuck hedge such as my anim bp class a

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@tight cobalt now understand this is the base answer and sounds like a smart a answer... it can be done no problem the thing is that are you able to write the code to use the platform api to make it happen.... that is way above my head

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@tight cobalt wait that may not be true i know that if you are working in the windows platform it would work if you wrote the code to call the windows api as well but i have not done anything that deep on any other ... ios should be about the same as well as possibly linux

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would just depend on what compiler you are working with ...

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@tight cobalt there was something about w web browser so that would make it a lot more likely

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@tight cobalt what am i thinking there is network play and services yes it can be done ... still not sure how but yes i t could be done

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@tight cobalt how serious are you about it ???

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@tight cobalt there is a lot to that i am in general voice chat if you want to chat about it

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chat wow lol

tight cobalt
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@dense mantle Srry i was away. I am working on my thesis project in unreal, its almost finished. I will have to present it soon and I thought it would be fun to have some photos taken automatically on certain boss level fights then later share the reaction with everyone. I saw this feature in one of the games on Xbox that was using Kinect.

I guess my coding skills are not that great. I thought there was smthign simple as showing video feed for example like here https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/UsingWebCams/index.html

Illustrates how you can pull live video captures and play it inside UE4 with the Media Framework tools.

dense mantle
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@dense mantle as i think on it is seems dooable with no starting knowledge

tight cobalt
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Not sure is it possible to maybe run the camera video feed on the plane, at out of bounds area,,then have dedicated ue4 cammera taking screenshot of that part only.

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SImilar like you would do minimap

dense mantle
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i mean i have been bounding down rabbet holes... so take webcam shoots of player and then later show like a flipbook of their reactions

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@tight cobalt

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sorry

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@tight cobalt like i said how serious are you about it how much time

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@tight cobalt should not take more that and hour or 2 , 3 to do i think it looks doable and at least straight forward lol

true valve
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Is it very expensive to keep the Generate Overlap Events for the Landscape?

dense mantle
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@true valve Do you care at all about knowing weightier or not the game tells you what overlaps the bounds of the landscape

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@true valve like say space pod touched down and look for it to overlap land scape

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@true valve for that matter a hover craft that is always x above the land no matter terrain

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@true valve point is that it is part of engine so could not be that heavy i can think of several ways to use it

true valve
dense mantle
#

@true valve would it benifit you to use it ???

#

I love the ideal

wintry grove
#

someone please help me out i am trying to make an idle mode for a turret but i cant get the code right.

dense mantle
#

@wintry grove would you be apposed to doing it another way ???

wintry grove
#

no, any way that helps im up for. i just need turret with no activity to move(scan) randomly @dense mantle if you have a different way please do share

dense mantle
#

@dense mantle say logic logic logic trigger anim

wintry grove
#

?

dense mantle
#

why not just decide when you want to do the hole idle thing and the cut to idle animation just like a character...

wintry grove
#

oh there is no animations with this asset

austere knoll
#

Hola.

dense mantle
#

make some lol i am willing to help

#

@austere knoll What up

wintry grove
#

i bought the asset i didn't make it

austere knoll
#

Not much.

#

FYI, this is Tony Danza.

dense mantle
#

@austere knoll if you can hope to general voice i can explain the process if you want

austere knoll
#

For Rick and the gang helping me last night, super-helpful.

#

Which process?

#

I appreciate that.

#

Which process are we referring to?

dense mantle
#

sorry meant @wintry grove but the animation from scratch of a turret

#

it sound fun

#

i mean that it what those are there for as well

#

@austere knoll what are you up to

green eagle
#

So I made a collectable object BP actor. It worked fine for as long as I can remember and I made no adjustments. Out of no where the staticmesh components and light now all appear at world space 0 0 0.

#

in the viewport they show the root component at the proper location but the meshes are at world space 0 0 0 as you can see here

#

the meshes are set to "relative location"

#

any ideas on what could be going haywire here?

dense mantle
#

somewhere in the update location of the component a world space vector is getting pushed through but just random

green eagle
#

not sure I follow

#

if that was directed at me

dense mantle
#

@green eagle sorry man but yes

#

what bp is that

#

@green eagle it works mostly or not at all

green eagle
#

it was working at a point. for weeks. but now the static mesh component is at world space 0 0 0

dense mantle
#

and you are looking for actor location on self not the actor that overlapped

green eagle
#

the collision spheres work still everything seems to be solid except how its placed in the viewport and at runtime

#

sorry it looks messy had to open up the functions..

dense mantle
#

@green eagle all good what is that first pic of what is it you are setting location to relative 0

green eagle
#

the static mesh component that is apearing at world 0 instead

dense mantle
#

@green eagle so how long is the sweep to take and do you mean for it to run more than once ???

green eagle
#

this is blowing my mind... i even loaded a new project and imported the bp and its not working there.

#

the animation triggers once. the object destroys itself upon completion

odd plume
dense mantle
#

@odd plumewrong variable type you have a character movement and need a sweapon

#

@green eagle ok can you show me a bit futher in the code i need to see whats next

green eagle
dense mantle
#

@green eagle so the nesh should be gone all together ?

green eagle
#

The mesh should appear where we place it in the view port. It should be there in the world during run time. It functioned properly before today. Some reason now it is showing the mesh at world space 000 regardless of where the root component/bp is placed.

eternal vortex
#

Hi , I have a little question if someone could help that would be awesome .... in character movement component under rotation settings you have the option to orient rotation to movement the makes the character rotate to face the direction of your velocity according to rotation rate .... what am asking is there a way in blueprint to make the same effect but to make the character roll in the direction of velocity what i mean that if the character moved right he tilt so that his up vector point in the direction of velocity .... i tried to give it a rotation rate in x so that it rolls but it did not work in either walking state or flying state ... any thoughts would be appreciated

dense mantle
#

@eternal vortex maybe set forward vector at desired rate to match forward direction of volicty

#

@eternal vortex say apply movement in direction and then change player forward vector

#

@eternal vortex like i roll to the side and come up running that way ??

rare gale
#

Is it possible to change the value of a key/value pair using Blueprint Maps? This doesn't seem to work...

snow halo
#

@rare gale yes easy. Just use the add node

#

if the key already exists, it will just replace the value

#

(my memory might be foggy, but it think it is add)

rare gale
#

oh, that's counter-intuitive. I saw that option, but don't want to add. Good to know, I'll give that a try. Thanks ๐Ÿ™‚

snow halo
#

ya it's kinda cool though : ) It's nothing like an array which would add another element

trim matrix
#

Hi there

#

I have a question which I think someone can answer.

#

How does one do โ€œpersistentโ€ data, as in: I place an object somewhere on the map. I leave the server, join back and itโ€™s still there?

#

As in, the object position is saved

deep elbow
#

it needs to be saved @trim matrix - look at saving and loading docs

trim matrix
#

I see, yeah, but with objects?

#

Iโ€™ll look, thanks

neon perch
#

Also called serialisation

deep elbow
#

Same woudl apply - if it's just a static mesh then you'd have to do some extra logic to have another actor or class gather info about meshes you want saved and then store their transforms and re-apply them etc

smoky schooner
rare gale
#

@snow halo Thanks, BTW. That worked for me.

austere knoll
#

Ok boys, I have a question.

#

@deep elbow This is Tony Danza from last night, how are you?

#

Tony Danza is an 80's TV star, I decided to be myself instead of a random 80's celebrity.

#

You were a big help last night, I have to say.

deep elbow
#

lol hello

#

yeah i'm old i remember danza, i forget if he was in 3's company or not

weak fox
#

Whenever anyone ask me who's the boss, I always answer Tony Danza.

#

also Hi, lol

eternal vortex
#

@dense mantle what am trying to do is movement like spiderman climbing walks like in this video when he moves right he rotates (Roll) so that his head be in the direction of velocity .....https://www.youtube.com/watch?v=onKSZQQCgcQ

Make awesome interiors with the same technique used in the Spider-Man PS4 game inside UE4 with this short tutorial!

#FridayTutorial

Free Cubemap assets: https://drive.google.com/open?id=1b-njMsBpUHtTmzCKTnjMP3DrLG7r0ps2

โ–ถ Play video
austere knoll
#

It's ok Rick, I'm old too.

#

So my current question is this. I've been tracing the execution path of this project, ProMainMenuV2 I purchased off the UE4 marketplace. We identified that it goes from:

Intro Level > GM Override to BP_GM_Intro > Load level "Main Menu" > Player Controller Class Override "BP_PC_MainMenu" and HUD Override "BP_HUD_MainMenu".

The issue is, if I go into BP_HUD_MainMenu, this is the Event Graph:

true kiln
#

@eternal vortex You can try to use my project as your base project and adding your new features into that...
https://www.youtube.com/watch?v=FCl3Uo-80Vc

Ultimate movement component project is a free project to add climbing & advanced movement in your UE4 projects easily without any programming.

This project is free to use for all users & youโ€™re not allowed to sell this project originally, edited or as a part of any other proj...

โ–ถ Play video
austere knoll
#

Clearly it's creating the "WB Pro Main Menu Widget", but if I double click on that node nothing happens, and I don't understand how it's defining that that is the Widget called. I presume there are multiple widgets involved in the Main Menu, not just one.

deep elbow
#

uh, are you just trying to find the widget? click the magnifying glass?

austere knoll
#

I see that it's specifying, within that node, the WP Pro Main Menu Widget", but if I open that widget, it looks like the entire main menu.

#

I'm new to widgets; is that how widgets are typically designed?

#

They just slam the entire menu within one widget?

#

Or can there be sub-widgets within a parent widget?

deep elbow
#

oof, yeah you need to check some documentation for widgets and generally creating a menu, cause it's a lot of stuff, the widget blueprint can do just about anything

#

like the Hierarchy panel is where the actual content is located, and you can see it's got a load of elements

austere knoll
#

I see.

#

Ahh yes, I see in the Hierarchy pane.

deep elbow
#

have you ever worked with slate?

#

or scaleform?

austere knoll
#

I have not, no, I've been coding for decades but am quite new to UE4, particularly BPs.

eternal vortex
#

@true kiln thank you very much .... i watched the video and it's an awesome project actually and the climbing system is great i'll definitely look at that ... thank you ... but, do u have any idea about how to approach a spider like wall walking

#

?

austere knoll
#

Having to learn UMG as well.

#

Should I work through a tutorial on slate?

#

Is that the engine that Widgets use?

#

Put it this way - if I was to learn widgets in UE4, what would be the best topic to search for? Slate?

deep elbow
#

widget, UMG

austere knoll
#

Fair enough.

deep elbow
austere knoll
#

Let's see if Pluralsight has anything.

#

Ahh yes, our boy Mathew with one T.

#

Yes his videos have been quite helpful on this journey.

#

Thank you @deep elbow.

deep elbow
#

yeah no worries, but the topic is quite large. personally i don't know if going through such a large example project is going to be the easiest way to learn, it's quite complex so it'll get confusing trying to understand someone else's logic.
like just trying to create a simple project, with your own main menu from scratch would probably end up teaching you a lot more

#

like the Epic docs have a pretty good set of tutorials for the very basics

austere knoll
#

Right, well one of the issues is I started on one of the early Epic tutorials and it wasn't compatible with what I was trying to do.

#

But if this, terrific.

#

I watched one of Matthew with one T's videos where he explained that the HUD class is legacy, left over from UE3, and going out of favor, is that true?

#

Is that something that might be dropped in UE5 or no?

deep elbow
#

i doubt it, i mean maybe but that isn't really relevant if you are building somethign for unreal 4

austere knoll
#

Right, well since UE5 is right around the corner I was hoping the project would be forward-compatible.

deep elbow
#

ue5 is in like 2021 and i really doubt it's going to be that much different, even if the HUD class goes that is just a blueprint for managing UI, there's normally very little logic in there that can't be moved somewhere else

austere knoll
#

Right, makes sense.

deep elbow
#

link to the video you watched?

austere knoll
#

About HUD?

#

One moment.

deep elbow
#

yee

austere knoll
#

It's by Matt with one T.

#

Very helpful.

#

He didn't say it was going to be dropped, he just mentioned it was a leftover class from UE3 and has been replaced, in many cases, by UMG.

deep elbow
#

Yeah right, well he's talking about UMG (which is the widget class) replacing HUD, and he's right, you don't script stuff in the HUD blueprint like you used to, you do everything in the actual UMG widget

#

yeah right

austere knoll
#

Oh, is UMG the widget class?

deep elbow
#

right click in your content browser and look for User Interface, in there is Widget, that's the class that deals with UMG

austere knoll
#

So Slate is the "name for UE's custom UI programming framework. The editor interface is largely built using Slate".

#

That sounds right?

deep elbow
#

yeah exactly and UMG is their front-end for dealing with slate from the editor

austere knoll
#

Informative, thank you.

#

As the Daytona USA soundtrack randomly blasts in the background.

deep elbow
#

lol

austere knoll
#

I've got my headphones hooked up to my MacBook Pro next to my Windows dev box, and somehow the playlist hit the OST for Sega's Daytona USA

#

That was quite startling

#

dayyyy, TOOONNNAAAA

#

Out of the blue.

#

Holy Christ.

deep elbow
#

haha , startling

austere knoll
#

So

#

If one wanted to really learn widgets

#

Would a tutorial on UMG fit the bill? Or is UMG more than just Widget design?

#

Ok looking at the docs

#

"At the core of UMG are Widgets, which are a series of pre-made functions that can be used to construct your interface (things like buttons, checkboxes, sliders, progress bars, etc). These Widgets are edited in a specialized Widget Blueprint, which uses two tabs for the construction: the Designer tab allows for the visual layout of the interface and basic functions while the Graph tab provides the functionality behind the Widgets used.

deep elbow
#

check that doc i linked, that should go through the entire process of just getting something simple in, you could also just try googling for 'main menu umg unreal' or 'umg intro ue4' stuff like that

austere knoll
#

On it, thank you @deep elbow .

deep elbow
#

yeah the widget blueprint has 2 graphs, wone for laying out visual elements, and the top right of the blueprint, there is a 'gaph' button, click that to go into the actual scripting

#

where the fun really begins

austere knoll
#

Ahh yes, the fun.

true kiln
#

@eternal vortex You're welcome, You need to keep your character in flying mode similar to the edge movement in my project, and create a new state for that then add some more traces & checks to see if character can move or not...

#

Actually, I think you can extend the edge movement functions, it has been a while since writing functions I can't remember where are those function but they have comment and you can find them easily

eternal vortex
#

@true kiln great, thank you

true kiln
#

@eternal vortex You're welcome

austere knoll
#

AIDS

#

Anyone know if it's possible to add a background image to a horizontal box widget?

smoky schooner
deep elbow
#

could try using look at rotation

#

simpler

pulsar tree
#

Hi Rick, what does Look At Rotation do exactly?

#

As always...:D

deep elbow
#

yeah

#

haha

smoky schooner
tall pine
#

dont know where to put this but how do i attach the static mesh arm to the body so it hangs around and has simulated physics?

#

it just falls off when i check simulate physics

elfin hazel
tall pine
tight basalt
#

I am making RPG game, but i have problem with animations, my character as he is moving he ports back. Can someone help me ?

maiden wadi
#

@tight basalt What do you mean by "Ports back"? Is this an animation issue or a movement issue?

tight basalt
#

animation

#

it's like animation isn't fluent, but starts everytime from begining

green eagle
#

@tall pine do you use any 3d software's like blender or maya? It could be easier or better to create a simple rig and positioning for the object, I am not too familiar with your scenario but there are ways to look a point or set restrictive points in rigid body simulation or for physics handlers. Try looking into "anchors" or something along those lines. Sorry I couldnt be more help.

tall pine
#

nah i just started out with ue4 and dont use anything at all

maiden wadi
#

@tight basalt Do you have an animation blueprint set up?

tight basalt
#

Yes

maiden wadi
#

Does the animation play correctly in the animation blueprint?

tight basalt
maiden wadi
#

Kind of odd. I'm not used to seeing moving animations. Usually they run in place and you use the capsule to move the actor via CharacterMovementComponent.

tight basalt
#

Can it be solved or i must download new animation ?

maiden wadi
#

I'm not good enough with animations to be qualified to answer that. Initial presumption would be that you need a different animation. Maybe something can be done to root it in place. The #animation channel might know better. For an example of what I'm talking about, if you include the ThirdPerson or TopDown examples in your project, you can look at the "ThirdPersonRun" animation sequence. You can see that it just makes the mesh run in place.

fiery ridge
#

how do i keep a number constantly with a value added of say +20 (and it it goes negative it becomes -20)

maiden wadi
#

@fiery ridge Not following well on that one. How would a value go negative if you're adding 20 to it all of the time?

fiery ridge
#

the location of the actor might go into negatives, then the variable needs to invert itself

maiden wadi
#

So you just want to make sure that it cannot be higher than -20 or lower than 20?

fiery ridge
#

no i just want it to be an extra 20 when its positive and -20 when negative

#

trying to use a trace line

#

thats a few units away from the actor

#

it works, until it goes into negatives

maiden wadi
#

What is the line trace for?

fiery ridge
#

just checking object collision

maiden wadi
#

Around the actor, or in front of it or something?

fiery ridge
#

yes in front

#

im doing it in the X plane though

maiden wadi
#

You should be able to use the actor's location and forward vector for that.

fiery ridge
#

im using paper2d and forward vector is +1 for right and -1 for left

maiden wadi
#

Ah. I see.

fiery ridge
#

if i trace with +1 or -1 then it will just lead to the offset world coordinates

#

i could do a boolean but im pretty sure there's an easier way to do it

#

just dont know enough math

maiden wadi
#

Forward vector should still work if your actor is rotating to the correct direction. Let me try something with some debug points really quick.

fiery ridge
#

if i do this for example, it will only trace to the RIGHT

#

50 units

#

but i guess i must use the forward vector, because there's no other way for it to know when actor is facing left or right

maiden wadi
#

X is your left/right vector for your game?

fiery ridge
#

yes, anyways i fixed it with a boolean xd

#

i just made 2 separate traces, one for +1 and one for -1

#

+1 adds +50 units

#

and -1 subtracts -50 units

#

i dont know if that's the most efficient way though

maiden wadi
#

You don't need two traces. Use a Select float for it with a check.

fiery ridge
#

oh, never used this node before

#

is this like switch on int node?

#

oh it is

#

what a useful node ๐Ÿ˜„

#

thanks for this

maiden wadi
#

If character is facing more towards X, use 20, if character is facing more towards -x use -20

fiery ridge
#

what is that node called plugged at END?

#

vector + float?

maiden wadi
#

Vector+Vector with the second vector pin split.

fiery ridge
#

jesus, i didnt know you could break vector inside the node, i'd always use break node

#

thank you my good sir

vital prism
#

Hmm, I am getting an error when using "open level" node Assertion failed: IsInRenderingThread() || IsInGameThread() || IsAsyncLoading() || GIsSavingPackage [File:Runtime\Engine\Private\Materials/MaterialInstanceSupport.h] [Line: 39]
Using listen flag, seamless travel, advanced steam sessions, on 4.25

#

Anyone have an idea why? Not had much luck with google.
Also worth noting, if I start game with a different level, then server travel to the level causing the crash - it works.
But I've also had the same (or similar) error before - unsure of exact situation that causes it

void cobalt
#

hello i have a question about something, so i have a parent weapon bp with all the variables and stuff, it all works great

#

but in there i also have "Play firing sound". the gun sound effect for shooting

#

when i make a child bp of that to make multiple guns, i cant change the sound effect?

#

so is there a way to make the sound effect into a variable or something?

maiden wadi
#

You could create a sound type variable in the parent.

#

@void cobalt Just right click on the blue pin for the Sound on the playsound node and promote to variable.

void cobalt
#

ooo

#

thank you!

crude timber
#

Hey everyone ! I have a weird issue with my Player Pawn.
When I start the game, it just moves away in a straight line, without even touching the controller.
It doesn't happen if I change my Default Pawn Class in the Project Settings, but then I can't move.

Did that happen to someone already ?

#

Also weirdly, when I record a take, the position looks nothing like what it was when I was recording

bleak vector
#

Is there a deletion script for the opposite of a construction script? ๐Ÿค”

thin rapids
#

Is there a deletion script for the opposite of a construction script? ๐Ÿค”
@bleak vector wdym?

crude timber
#

There's nothing in the construction script

#

Just the single node "Construction Script" connected to nothing

#

@bleak vector

void cobalt
#

i have an issue in my firing weapon bp, for some reason the first bullet i shoot doesnt deal any damage. anyone know how i could find what the cause is? or know why this is happening?

#

im using an linetrace to hit determine the hits btw

bleak vector
#

@thin rapids Like an event, when the object is deleted in the editor, run this function

crude timber
#

oh nevermind, found my issue

#

But still, the recording position looks nothing like what it was

green eagle
#

Can someone explain to me what that icon represents? First time I think I have seen it before

#

@trim matrix like network replicated?

thin rapids
#

@thin rapids Like an event, when the object is deleted in the editor, run this function
@bleak vector there's a bind event node for 'on destroyed'

green eagle
#

is it normal for it to be defaulted that way?

#

just thinking of what that looks like in code and if there is an unnecessary line put in

#

so weird that it defaults that way

#

true that

#

lol

#

thanks for the clarification

#

the whole function was redundant in the pipeline either way. Plan to put in some MP but its all basic af

#

the minimal amount of rotation needed to make an object look as though its spinning is just 360 divided by the points in simple geometry right? it can be lower than that? Anyone keen on that stuff?

#

like a spinning diamond

tall pine
#

so i attached a basic cube to the player called weapon and I have been trying to make that if it Hits/Collides the AI enemy, the enemy will simulate physics and fall over

bitter solstice
#

This is gonna sound a bit lame but I feel a bit hopeless when it comes to unreal. I'm not sure where to even begin learning what I need to learn to make the little game I want to make. I've read some tutorials and I don't feel any closer to getting things on the way.

bleak vector
#

The best place to start is something simple like breakout

#

then figure out what you don't know, break things down and learn

thin rapids
#

so i attached a basic cube to the player called weapon and I have been trying to make that if it Hits/Collides the AI enemy, the enemy will simulate physics and fall over
@tall pine first of all you're making the cylinder simulate physics, not the enemy

tall pine
#

Yes, the enemy ragdolls and can't move anymore I tested that

thin rapids
#

@tall pine you can make a trace and make the hit actor become a ragdoll

tall pine
#

What's a trace?

bleak vector
#

line trace

tall pine
#

how would i set one up?

bleak vector
#

line trace by channel node

thin rapids
#

line trace by channel

tall pine
bleak vector
#

is this first person or third person?

tall pine
#

first person

thin rapids
#

you can get the hit actor by connecting the out hit to a 'break hit result'

bleak vector
#

many first person games (skyrim eg) just does a simple line trace from the camera to the center of the screen

thin rapids
#

the 'start' is where the trace will start in the world position

#

it's pretty self explanatory

#

the boolean return value is to check if the trace hit anything

tall pine
#

nope still stuck

thin rapids
#

@tall pine

bleak vector
#

those node connectors... that's what epic should put up for free

thin rapids
#

those node connectors... that's what epic should put up for free
ikr

#

much more usefull than anything else kappa kappaross

tall pine
bleak vector
#

you don't

thin rapids
#

the camera

bleak vector
#

unless you want to do an actual trace of the path of the weapon as it moves through the air, which is a lot more complicated and costly

thin rapids
#

unless you want to make a trace that starts on the weapon and not on the middle of the screen ( not really ideal imo) then you'd have to put the weapon

#

but the camera is a better and less complicated option

tall pine
#

i dont seem to have the camera only the camera get location

#

camera get rotation and location

thin rapids
#

you can just add a camera component

#

wich will also allow you to change the height of the player view

tall pine
#

it also messed up my controls and i cant look up or down anymore

thin rapids
#

just check 'use pawn control rotation' box

#

and then you'll be able to look up and down again

#

in the camera details

tall pine
#

there are no options for it

thin rapids
#

get the out hit

#

and make a break out hit node

#

and hit actor/hit component will be available there

tall pine
#

cant select the ai character or the cylinder body itself

#

well only cast to

thin rapids
#

you get the 'as AI Character' in the cast and get the cylinder body from there

tall pine
thin rapids
#

yes

tall pine
#

it did nothing howewer even when i literally rammed against the npc

thin rapids
#

is the line trace node connected to anything (any event)?

tall pine
thin rapids
#

also you do realise you didn't multiply the forward vector right?

#

so the trace is not going anywhere

tall pine
#

so i instead of + i multiply

thin rapids
#

no

#

you multiply before the +

#

vector * float

tall pine
#

i got the tracer now

#

thx

thin rapids
#

you're welcome

#

is the ai body simulating physics when you hit it now?

tall pine
#

ye

thin rapids
#

i'm glad i helped you

#

@tall pine in that vector*float node you can adjust the range of the trace btw

still nexus
#

i want to be able to click a widget button in the world space using mobile touchscreen , i tried widget interaction but i cant seem to find how to do that , im using mouse for touch in the input settings . any idea

river wigeon
#

omg, for all who dont know how to do it, suibtract vector by vector and rightclick the right side vector and split...

bitter solstice
#

Is there a good tutorial for controlling cameras? I mean I'm looking for specifically one free of a character (as what I want to do has no character), but anything will do. Maybe my google-fu is weak but I could only really find stuff for c++

crude timber
#

Is there a way to change the Input Axis Scale on Blueprints ?

#

I want to change my thumbsticks scale on the fly with blueprints

crisp nimbus
#

Are Timelines framerate independent? I would assume so, but just making sure

lyric urchin
#

@crude timber multiply the input axis by a float variable?

#

@crisp nimbus yeah they are

crisp nimbus
#

How messed up

#

Ok well just go with delta lerping

lyric urchin
#

speaking of timelines, i have an issue with using 2 timelines at one. i have one set up at a play rate of 1 and another at play rate 2, these should end up syncing up, but instead desync based on fps differences

#

so they kind of aren't framerate independent ?

crisp nimbus
#

Wait so they are NOT dependent on framerate?

lyric urchin
#

if u drop in fps, they account on delta time yeah

covert crane
#

is there a way to expose parameters in a game instance BP and then modify the instance parameter values from in the editor?

crisp nimbus
#

Ok sweet

crude timber
#

@crisp nimbus yeah they are
@lyric urchin I tried that multiple times but it messes up things, because I want it to be changed only when I hold the trigger for example.
What happened was the character moved by itself for example, or not at all, depending on using a Multiply or Add float

lyric urchin
#

something like this?

crisp nimbus
#

@lyric urchin I was typing same thing lol

lyric urchin
#

lol

crude timber
#

trying

crisp nimbus
#

I was odly working on axis inputs this morning trying to figure out how to animate a jet exhaust to increase depending on an axis input. I didnt even know you could Get those input values by themselves until I found it on accident

#

So as soon as I would let off on the stick the execution line would end and the exhaust still at max

thorn moth
#

@thin rapids how do you got those arrows?

#

in your blueprint

thin rapids
#

@thin rapids how do you got those arrows?
@thorn moth what arrows

crude timber
#

I LOVE YOU

#

@lyric urchin it works flawlessly

thin rapids
#

it's in the editor settings

crude timber
#

Scratched my head since yesterday trying to figure this out. Thank you โค๏ธ

thin rapids
#

editor settings->blueprint editor if i'm not mistaken

lyric urchin
#

np chpouky, good luck man!

thorn moth
#

ok

thin rapids
#

@thorn moth Editor Preferences->Blueprint Editor - > Draw midpoint arrows in blueprints

crisp nimbus
#

That is a neat trick@thin rapids

#

I likey

thin rapids
#

๐Ÿ˜„

pastel ibex
#

hey again all, is there a way i can spawn an emitter depending on how many actors are in the sphereoverlap, and then destroy them if theyre no longer in there?

maiden wadi
#

Depending on the emitter it might be worth it just to hide it. Spawn it as part of the actor and show it when there are enough, hide it when there aren't.

pastel ibex
#

yeah, but i'm trying to create a dynamic system with a bunch of actors and stuff (i can't explain for crap lol), so it needs to be done on the go

#

i was thinking about somehow storing an int and comparing it with another one, then do a Do N node or something like that

#

probably not Do N

maiden wadi
#

Are you wanting an emitter on every one of the overlapped actors, or?

pastel ibex
#

yeah

maiden wadi
#

Are we talking one type of actor or at least actors that might have a common parent class?

pastel ibex
#

one type

maiden wadi
#

It might be worth it to put the emitter spawn there. On overlap, cast to type, tell it to start a small timer that you can keep updated while you want the emitter alive. If the timer runs out, kill the emitter? That way the actors can handle it themselves and aren't reliant on you keeping that all in one place with references to kill the emitters.

pastel ibex
#

okay, i'll try to do something like that and see if it works

maiden wadi
#

It'll just be less headache. Otherwise you need to keep a list of actors and a list of emitters associated with those actors and do a lot of checks to see if the overlap is still on the actors, if not destroy the emitter and remove the reference from the array and then do the same with the actor reference and keep the arrays in sync. Or make a struct to keep the references together. Either way it'd end up being a lot more of a mess than just making the actors track their own emitters.

pastel ibex
#

yeah, sounds good

dire trench
#

Hello! I am making a vehicle in VR and I have ran into a problem. I am currently spawning well above where I have my camera placed on my pawn. I believe the engine is setting my foot height at the camera level and I am unsure of how to fix.

crisp nimbus
#

Make sure there is a player start or you have your character in the scene but not both

dire trench
#

gotcha lmao I forgot to delete the level default one lord ty... first time missing that

#

didnt even think about it

covert crane
#

how can I change a material parameter in a blueprint? I assigned it the material and put the parameter in the material but I don't know how to get access to it from the BP

maiden wadi
#

You need a reference to the material instance.

#

@covert crane Where are you creating the material, or what are you using it on? More importantly, did you use the original material or create a MaterialInstance to use?

covert crane
#

I assigned the material to the object's static mesh (i'm getting the material in the bp via the mesh). It's a material, not an instance

odd plume
#

How can I get access to the sweapon class (CPP), like i could with the character movement component or other Get Component by class?

thorn moth
#

add the material that you want to change to the component and save the reference in real time

#

its a component and the name is right?

dense mantle
#

Don't you have to have a material instance to modify it in real time.. instancing allows the exposed parameters to be changed runtime

lyric urchin
#

i think so yeah, use CreateDynamicMaterialInstance

covert crane
#

@maiden wadi ^^

lyric urchin
#

then drag off that to change whatever parameters u want to edit at runtime

maiden wadi
#

Should be all you need.

odd plume
#

What can I do to complete this function? I am trying to get a s weapon referance (blue), to make a quad damage pickup

#

Buffer is not compatible with the set base damage

dim robin
#

in your opinion is it cool to leave the pawn blank and put all the inputs in the player controller?

maiden wadi
#

Ugh. No.

#

It's annoying, and I wish Youtubers would stop saying it.

covert crane
#

@maiden wadi You're great. Sending good vibes your way.

#

๐Ÿ™‡

maiden wadi
#

What happens when you have multiple pawns? Say you have a game that has a car and a character. Don't you want E to do different things on each? Why make a branch that asks which pawn you're possessing when you can just put that functionality in the pawn and use the input there?

dim robin
#

mmmh that's right, fortunately I just have a kind of pawn with just 3 inputs.. thanks, I will keep in mind

maiden wadi
#

I mean if it's an incredibly simple game where you literally never lose possession of the pawn(Cause then you're going to need to make checks to see if you're possessing a pawn, like if they died or you'll end up with nullrefs trying to move them.) or where you only ever have one pawn. I suppose it's perfectly fine. It's very good object oriented practice to use the pawn to do pawn stuff and the controller to do input stuff that doesn't involve the pawn. One case I like using on this is like a competitive shooter. You die, you pawn gets destroyed, it no longer exists, but you can still press tab and see the score screen.

dim robin
#

forgive me I'm new.. I'm still trying to figure out the best way where to put things without having to mess around million hours to make it works properly, since I'm planning to turn it into a couch multiplayer.. no deaths fortunately ๐Ÿ˜„ but I will follow your suggestion, since it's very very simple pawn mechanics I will move inputs back to pawn

trim matrix
#

Hi, i got a problem with the AI. They dont move in certain maps. I have nav mesh, all is green. I tried to add another nav mesh but nothing. Has anyone had this problem?

#

In other maps they move

thorn moth
#

you always need a navmesh

maiden wadi
#

@trim matrix First checks I'd make is to make sure that your AI are getting assigned controllers correctly on the bad maps. Maybe delete the nav volume and the recast mesh and rebuild pathing with a new nav volume.

trim matrix
#

Ok i'll try that. Thank you.

zealous moth
#

@dim robin there are 2 reasons you would use either: if you want to constantly swap pawns, then the controller will have to be overloaded with conditionals for each input. this sucks; it is easier to have each input specified in the character/pawn.
However, if you only have 1 pawn, there is no real reason to give it inputs as the controller can do all that and more.

dim robin
#

thanks

void cobalt
#

ok so i have a small problem, i made a main menu, it works great, and i made the game multiplayer, just followed a small tutorial on it, seemed easy enough
i did it, and it works
except, the second player starts jittering when sprinting, and cant deal damage to the enemy

#

anyone know how to fix?

maiden wadi
#

@void cobalt You just went down a winding and deep rabbit hole.

#

So, in short. Your player2 is probably jittering because you're doing movement oddly. It's best to use the Pawn AddMovementInput straight off of the input controls.

void cobalt
#

yeah i did

maiden wadi
#

As for why it cannot deal damage, that is a slightly longer point. To try and make it short, you need to use RPCs to tell the server what the client did. How much control you give the client depends on your design. Some people make the client do all of their own detection stuff and then write small checks on the server to kind of avoid cheating. Others do everything on the server and only 'mimic' that in the client. But one way or the other your damage needs to be done on the server through RPCs and then the properties like health need to be replicated back to the client after they're set on the server.

thorn moth
#

jittering q can means that a actor is not been replicated and it is colliding in the server and not in the client

void cobalt
maiden wadi
#

What is in the rotate function?

thorn moth
#

I will bet that the problem is in this rotating part

void cobalt
#

its a top down game

#

im not actually sure if its needed

#

do i get rid of it and see if it works?

thorn moth
#

add this function in the Event Tick not in both movements

void cobalt
#

event tick?

#

i heard using event tick was outdated nowadays

#

dont ask where from

#

i just remember someone saying that

thorn moth
#

if you need to make something every frame you need the event tick

#

in general you dont use it

maiden wadi
#

Well, right now you're calling that event twice every tick, since InputAxis events fire every tick. Event tick would actually halve your call time on that function.

thorn moth
#

yes, it will be call 2 times every frame

#

I add a Gate to the event tick to not start rotating before you have all the informations need to rotate

#

than when you start the game it dont cause errors that you dont have a reference used to rotate

maiden wadi
#

As for your rotation function, I actually did something very similar trying to mimic Project Zomboid's movement. What you'll need is a world vector for the mouse location. Determine if the character needs to turn left or right based on their current facing and then use Add Controller Yaw Input node. I think I changed a couple settings in the character movement to make it more responsive. Then to stop the jittering, make sure that you don't call the turning function if the mouse is within a certain small angle of the character's current facing.

void cobalt
#

here is my sprint mechanic

#

it only jitters when i sprint so

thorn moth
#

dont get information from a Set like that

#

the best way is have a "default walk speed" var in float, like 200

maiden wadi
#

Ah.

#

That's why it jitters.

void cobalt
#

oo

maiden wadi
#

You need to set it on the server. If your client thinks it can move faster than the server, it'll try and then the server will reset the location with replication.

thorn moth
#

create a function "everyone change speed" with a input of a float

void cobalt
#

the "set max walk speed" was connected to event begin play btw

thorn moth
#

put in multicast

void cobalt
#

should i run it off event tick instead?

thorn moth
#

no, you need to make everyone change the speed

void cobalt
#

right

thorn moth
#

you can do by multicast or RepNotfy

void cobalt
#

whats the difference?

#

actually what even are those

thorn moth
#

Multicast happens 1 time

maiden wadi
#

I always liked RepNotify with an RPC

thorn moth
#

repnotify will make sure if someone leave or enter the game it will change for everyone

#

in this case you can just create a Float, change the var to RepNotify

void cobalt
#

right well, in the future i want there to be skills like "increase speed"

#

and i want those to be specific to the player

#

if it changes it for EVERYONE would that not work?

#

or am i understanding it wrong?

thorn moth
#

it will create a function that will execute every time this var is changes

#

yes

void cobalt
#

so it wont work

#

damn

maiden wadi
thorn moth
#

I do it just like this

maiden wadi
#

That'll work as long as you don't allow people to join after that event is ran.

void cobalt
#

how do i make the event do "executes on all" ?

maiden wadi
#

Or the call doesn't get dropped.

thorn moth
#

create a custom function and change to Multicast

#

yes, this is from the time I didn't know about repnotify

maiden wadi
#

I'd strongly recommend using a RepNotify bool. Then you can even write some extra bit of choosing for the speed in the RepNotify for your perks based on the character it's being applied to and it'll always apply to everyone regardless of bad connection or late joining.

thorn moth
#

already changed

void cobalt
#

so which one will work best for me?

#

bcuz both of you are showing different ways of doing it

maiden wadi
#

I'd also be careful allowing the float to be passed in like that. Allows easy cheating. Any client could tell the server that they can now move at 4,000 units per second.

void cobalt
#

i see

thorn moth
#

well, you can care about cheating when you have success

coarse obsidian
#

HI there, I have an emitter that I spawn and attach to my character using GameplayCue from GAS. Things is ... I don't want the emitter to rotate with the character after the spawn. How would you do that ? (the scene component of the character is a capsule)

thorn moth
#

did you try using the "local space" option?

coarse obsidian
#

where ?

tight schooner
#

If it's an attached system component, you can go to the transform section of the component and set the rotation to absolute world space. It's probably also possible to set it to absolute world space at the emitter level too, at least for Niagara

#

It's also possible to spawn a standalone system with "Spawn System/Emitter at Location" node

#

then it won't be attached at all

coarse obsidian
#

but it won't follow the character

tight schooner
#

Yeah. I don't know what your requirements are so I was just throwing that out there.

coarse obsidian
#

Yep, thanks ๐Ÿ˜‰ setting the rotation as absolute did the trick ; )

pallid grotto
#

are texture arrays still broken
in 4.25.1

tight schooner
late gorge
#

how can i determine if i am at the surface of a water volume?

verbal narwhal
#

Pls hlp me I am facing a issue when I am launching ue4 suddenly it's showing ue4 has crashed

maiden wadi
#

@verbal narwhal Crash reason?

#

@pallid grotto What is wrong with them right now?

pallid grotto
#

I cant make them in editor nor can i make my own by extending UTexture2DArray in cpp

dim robin
#

I would like to set a variable (for example a "endturn" bool) after a given time, to do so Is just enough to put a delay or do I need some other complex way to handle this? basically I would like the player to have like 1 minute to perform the action and then setting his turn end.

robust token
#

I'm making a tool for my level design and I need a checkbox that I can access through the Details panel while playing in editor. I need this checkbox to call some nodes that are already made and the checkbox needs to always remain unchecked. Someone have an idea of the exact name (so I can do some Google) or know how to do it? I've already tried with the little information I have but couldn't find. Anyhow have a nice ones fellow devs and also glhf to the people who participate in the gamejam! ๐Ÿ™‚

maiden wadi
#

@pallid grotto You do mean like, just creating a TArray of UTexture2D objects?

#

@late gorge Easiest might be to line trace from way above the character down towards the character. Get the hit location that should hit only the physics volume. Use that vector to check distance to the player. If < certain distance, player is at the surface.

late gorge
#

Get the hit location that should hit only the physics volume
?

maiden wadi
#

You are using a physics volume for your swimmable water?

late gorge
#

yes

#

how do i isolate the line trace to only hit the specific class?

#

coz im not creating an entirely new trace channel just for this

pallid grotto
#

i could try thjat though

verbal narwhal
#

@verbal narwhal Crash reason?
@maiden wadi showing nothing just showin an unreal process has crashed

thorn moth
#

@dim robin first make a timer, or use function by time or use a delay. Then after this time ends or the player make the action, end the turn. timer can be make in the event tick by descreasing a float. I like the Time by Function time than you can stop the timer before it execute the function

maiden wadi
#

@late gorge Depends on what else can be above the water then. As long as nothing above the water blocks one of the other two trace channels you could use one of those.

verbal narwhal
#

Plz hlp me

dim robin
#

thanks!

thorn moth
#

@dim robin you need probably a "end turn" function that happens every time the turn ends, like stop all action and show a feedback

maiden wadi
#

@late gorge There may even be another way to detect it, but that would be my first go to. That or if you know your water volume is always at the exact same world level, you could use world vector math.

late gorge
#

that's not an assumption i can make

#

but i can limit the line trace

maiden wadi
#

@late gorge Actually I just had another idea. Let me test something quick.

verbal narwhal
#

@maiden wadi showing nothing just showin an unreal process has crashed
@verbal narwhal help me pls

dim robin
#

@thorn moth yesyes, I'm still trying to figure out the best way to do this, it will take me some time, but yes I was just curious about the timer thing so that I can implement this on the turn

verbal narwhal
#

@maiden wadi

#

Hlp me pls

late gorge
#

tagging him twice in quick succession isnt gonna help mate

thorn moth
#

@verbal narwhal try remove bluprint from the content folder and open again

#

until the error dont happens

#

in the 4.23 levels are crashing when you edit them some times

maiden wadi
#

@late gorge So, actually. I think there's a better way than both of those. You could get a reference to the water volume via get overlapping actors or whatever with a filter. However you do it, you can us it's bounds to get it's highest world Z. Then use that with your character's current Z vector.

verbal narwhal
#

But how can I fix it I can't ope ue4 editor . After that I will open project but ue4 I'd not opening > @verbal narwhal try remove bluprint from the content folder and open again
@thorn moth

late gorge
#

what exactly is the bound here

#

i cant seem to find it

#

i can see it in settings

#

but im guessing its not exposed to BPs

maiden wadi
#

This is what I was doing to test.

verbal narwhal
#

Help me pls

thorn moth
#

first you need to know what part of your porject is crashing

maiden wadi
#

@late gorge At least with a simple PhysicsVolume the debug point was always at the correct height no matter how I rotated it. The only downside is this wouldn't work for anything like a sloped river though, since the top of the river would always be a lot higher. Last thought is that you might create a component on your character that is always above the character in world z. Ask it if it's overlapping a physics volume.

late gorge
#

yeah that was my thought when i first saw this

#

i actually meant to spawn an entire actor

#

when underwater, spawn actor, add small collider

verbal narwhal
#

first you need to know what part of your porject is crashing
@thorn moth can't I send the images pls detec the art pls

late gorge
#

then destroy it

#

but that's probably expensive af

maiden wadi
#

You can probably get away with a simple collision shape component.

late gorge
#

(rate of inquiry is 4x a second)

thorn moth
#

man, Cut and Past bluprints from the folder and open the editor, until it dont crash

#

than put back the files until it crashs

#

than you know what is crashing

verbal narwhal
#

Ohk thnks

late gorge
#

@maiden wadi what collision profile works with physics volumes out of the box?

thorn moth
#

create a new profile it will make your life easier

paper magnet
#

anyone here?

maiden wadi
#

@late gorge Looks like they're OverlapAllDynamic. So anything that can detect overlaps.

late gorge
#

seems that physics profile uses OverlapAllDynamic by default

verbal narwhal
#

create a new profile it will make your life easier
@thorn moth means??

late gorge
#

so ye, overlap all dynamic should work on it just fine

thorn moth
#

create a new profile and use trace for objects, than only detect the new type @late gorge

verbal narwhal
#

Okk okk

late gorge
#

this should work right? (im not entirely comfortable with c++ arrays and how they work, references... could be different somehow? idk)

maiden wadi
#

I think you would only need one of the get overlaps. For the water detector. Get overlapping actors, and just ask if the overlapping actor type is child class of physics volume.

late gorge
#

oh ye lol right

#

good point

thorn moth
#

are you doing it every frame?

maiden wadi
#

Actually not even that now that I realize it.

late gorge
maiden wadi
thorny cedar
#

can someone link me to a simple physics tutorial from scratch?

#

i want to have a thing like a chain that swings

maiden wadi
#

Or that, yeah, same thing. Use <= 0 for that though, just for safety.

paper magnet
#

for some reason my capsule cant go back to its initial state

#

and i know that i should use a constant value that never gets altered but

#

it didnt work when i used two constant values

thorn moth
#

try use play from start

paper magnet
#

nope

#

still ddoesnt work

#

the character does crouch but doesnt uncrouch

late gorge
#

@maiden wadi thanks for the help, it works really well

maiden wadi
#

Will probably end up doing the same thing in this project! Am going to need a breathing detector at some point. But that's a much later concern for me. I probably have another month on inventory ui.

thorn moth
#

I think this way you are doing will cause some huge problems because of of the timeline

#

@paper magnet

paper magnet
#

well how else could i do this

lyric summit
#

@paper magnet it looks like you're not telling the BP to go back, you have everything built to take it to crouch, what's the behavior you're going for? is it like a toggle crouch, hold, or automatically doing it?

paper magnet
#

hold

#

im pretty new to ue4

thorn moth
#

ah, you need to use Release

lyric summit
#

s'all good, I'm pretty new too, but I think you can drag from the released pin and reset the capsule height

thorn moth
#

pressed change the bool for true and release for false

lyric summit
#

yeah, keep in mind no computer can read your thoughts, so you have to think pretty specifically when programming

maiden wadi
#

Wait, why does he need to use release?

lyric summit
#

so I'd set your IsCrouched bool to false on release and reset your capsule height, that way it's going back every time you let go

paper magnet
#

@thorn moth thank u dude

#

it worked

lyric summit
#

you have to use both to be clear, the engine doesn't have instructions on how to reset the crouching state

maiden wadi
#

Ah, for holding the key down, yeah.

lyric summit
#

yeh

dense mantle
#

Hey gang how goes it

quick lark
#

Is it possible to listen for a keyboard input event in multiple blueprints? I'm experiencing that only one can listen to the event

thorn moth
#

you can listen in one blueprint and send a event to the other when it happens

quick lark
#

what blueprint would that be? the game or level BP?

#

or another one?

#

Maybe create a custom one such as "BP_InputListener" ?

thorn moth
#

normally listen to input in the character or in the player controller

maiden wadi
#

Just uncheck consume input in the places you use the key, then you can use it where ever you want and it'll work in all of them at the same time.

quick lark
#

: O Holy moly, thank both of you!

#

I'm going with consume input and put it on a diet

paper magnet
#

how can i slow down my player when they crouch?

#

i have a maxspeed variable

#

and uh

thorn moth
#

set max walk speed