#blueprint
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probably flipped normals
alrighty @tight venture , all up and running now
@worldly karma what was the problem
my lack of knowledge ๐
Texture didn't show correctly on the head and only shows one color which is incorrect, its not mapping the texture on the head.
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
here's what the character is supposed to look like.
how many triangles but also yeah should be taken to graphics
I'll just check.
he has 152 thousand triangles. 80 thousand verticles. 4 UV Channels.
oh my jesus
@tight venture - perfect studio fuzzy lights
@shut hinge maybe you're just asking too much from it? I dunno. I would repost in #graphics if I were you.
And my commander model has 83 thousand triangles, and 49 thousand verticles. Seems odd Rex has more triangles than my commander mesh.
With that many triangles, I would definitely set up LOD on them. You have LOD set up?
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.
@shut hinge you need an AnimationBlueprint for that, and also, again, wrong channel. #animation
@worldly karma that chick needs some hair
lol
also, chicken legs ๐ฆ
jk jk
solved -
dat thighgap
hahahaa
Quick question, how do I get each individual axis value?
@south tide right click on Return Value, then "Split Struct Pin"
Oh thanks @tight venture !
Sorry if I start asking stupid questions, I'm extremely new to UE4
it's cool dude
I don't like micromanagement when I have concerns on the engine. .
@worldly karma what are you making
updating a marketplace asset, base male and female + gear
@shut hinge I would only have general debugging advice for you. Nothing specific.
reworking lighting and so on
Oh, you're making an asset for the um... asset store? (I've never used the asset store before)
I am purposefully making everything myself so I am forced to learn everything as I go
but the projects do take up alot of gigs for these packages
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?
not everything of the engine is on google when it comes to minor tedious little problems
According to this
true
An overview of how Collision and Collision Responses operate in Unreal Engine 4.
I am doing it right
but it's not right
You mean this?
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.
oooh. looks promising
thats on my colission sphere
or capsule component whatever
check out my absolute legend at 500 triangles who naruto runs
And Navmesh needs to be set to dynamic open world nav. And your A player characters must have a nav invoker.
Is this a good channel to talk about animation blueprints?
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.
@coarse forge you probably want #animation
@floral egret I am not using a collider.
But not using a collider for the SK_KItty
Not using any additional colliders for these, but they bounce off each other just fine
how are you moving the cats
AI
are they using the navmesh?
yep
Is there a way to allow one blueprint to interact with another blueprint? (like calling a function in another class)
yes
@south tide you want a BlueprintInterface, possibly. Depends on what kind of interaction you're looking for
How can I do that? I've tried adding the second BP as a component and that didn't work
Alright I'll try it Cali thanks
oh man if he doesn't know about interfaces that's gonna rock his world
Oh don't say that xD
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
i don't like interfaces. But are they better than casts?.
:/
They're cheaper than casts
not really the same thing either
no, interfaces do not use hard references as casts do.
interfaces can do things casts cannot
@tight venture are the cats a static mesh or skeleton
and if there's too many hard references in the engine, it might not be good for it.
skeletal mesh
@tight venture if you expand out collission the down arrow theres a can ever affect nav in there
@trim matrix just attach the pins, the engine will generate an int -> float conversion node for you
otherwise you can manually setup a colission sphere that only affects the cats
Yeah, I've tried it with Can Ever Affect Navigation checked and unchecked, no difference
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.
I guess I'll have to just add a separate collider
you need the invoker component
Still bothers me, though, like I'm not doing something right. Cuz BP_Yarns collide with each other just fine
yeah but they arent using a movement component are they
BP_Yarns are using static meshes, though... BP_Kitty uses a skeletal mesh ๐ค
No. The Yarns aren't. The Kittys are
Yarns?
i remember i had this problem with my ships moving on my rts game
gimme a sec to boot that up
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
cute
can't be as weird as my game, my game is outrageous.
hehe
quite tozan
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 ๐
It's basically a remake of Lemmings
in spirit
oh no more lemings. I do remember lemings
in that you don't have control over the characters, you have to manipulate their environment to get them to do what you want
or flicky, running away from the cats
Yeah, I'm eventually going to implement repellants (vacuum cleaners, inflatable dogs, toy robots, etc), but for now I just have lures
er cali going through my old game
k. thx btw @floral egret
i have trace complex on move in the dropdown of colission
i think that worked for me
You don't have separate colliders for these ships? And they are using skeletal meshes?
you can also use a socket on static meshs to get better collision
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
it placed itself automatically btw
thats in the level blueprint
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.).
yep
i want to place a second one for cube number 2
@floral egret not working. It probably has something to do with them being skeletal meshes and not static ones. But I just realized something
copy and paste?
then you select your second cube and then hit Level Blueprints and your reference should be there.
I can just use my StepInCollider to make my kitties avoid each other, right?
should do cali
Hi,
I have this problem when I open a level. These are the steps I've tried:
- Delete AppData folder for Unreal
- Delete intermediate and saved folder
- Reinstalled Unreal Engine
- Rollbacked to earlier revisions
- Asset Actions > Reload
I'm out of ideas...
That's so they can detect when they step in poop, and smear it even further haha
missing references, maybe check for redirectors and fix up.
How do I check for redirectors?
right click on the folder
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?
or you could just type redirector in the search box to search all directories for any redirectors.
floorLevel^^
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
yep
yep
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.
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.
How did you fix it?
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.
@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
What are you trying to do ?
@tight venture I don't think blocking collision is supported for child boxes like that. Think they have to be the scene root.
what is the collision settings for the mesh and the cappsule
if that doesn't work you can always move it back
unreal engine seems to be an engine that is made for a hundred different people
it's not 2d friendly
is it me or is there no simple way of making 2d arrays in blueprints
its not really an individual engine. Its more of a team engine.
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
This is giving me a headache. Gonna take a break and come back to it later
is the scale right?
we probably need to see the skeleton to see whats going on with it
make a new collision box with no manipulated scaling
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.
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..
Thanks for the help guys, but I'm gonna take a break
I'll be back in an hour or two
ok
how do i use a cpp script in blueprint
if possible
the vr template doesnt give you the character movement component
@timid anchor open your vr pawn, go to class settings, change parent class from pawn to character, then you will see character component added
hello, does anyone know how I can print the name of the current function / macro where the print node is being executed from?
is this supposto be dynamic
do you just want to know if that print is tripped?
but the main blueprint with all the functionts only exists alone in the map
yeah
its a 1 time trigger
just write the name of the function where it says hello
it doesn't need to have a variable
but what if I change the name of the function
or copy it and make a new one with a diff name
its not going to update
and I have some macros which are used many times but have diff names
so you want it to be dynamically named then
yeah, sadly you got to type the name manually to know the function. There's no way in bp to get function name.
I have literally no idea as to why would this be useful at all?
debugging
I know debugging but what's the point of complicating things like that
lol, I just have many many macros and functions being triggered over time, I need to see which ones are triggered when
theres maybe 6 or 7 types, but each is customised, I guess I could have added a name parameter for each
i guess I still can, but thats still not technically linked to the function / macro name
Can another BP1 read and iterate another BP2's exposed public variables at run-time (without BP 1 know anything about BP2)
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..)
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. )
Are you trying to make something like a building customizer or something?
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 ๐ฆ how I can debug it?
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.
Sorry for polish but this is a codecs information of movie
Quick question:
Can I still connect to steam by pasting code in the enginedefault file?
Yes
Can I missplace the paste or failed in any other way?
@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
Probably fixed it ๐
good
i have a question, i have 3 blueprints right
im making a topdown shooter game
should i have firing weaponbase and instanthit weapon seperate?
or should i actually integrate instanthit weapon into the topdowncharacter bp?
i feel like ive made this way too confusing
bcuz firingweaponbase has this stuff
and instanthit weapon has this
i just dont know if what i have in EITHER of these might be redundant
i just wanna know if i should/could merge either 2 of them into 1
If it works it works
but idk if it works
like, it works atm
but if i wanna add more stuff
like lets say a reload mechanic
where tf do i put it
i basically dont know if its needed to have a firing weapon base and a instanthitweapon bp
I think reloading is a general thing and should be in the parent class
I'm assuming you have a parent blueprint for all your weapon blueprints
Like a "Master Weapon"
now here is where it gets a little confusing
because i dont know which one of the 2 is that parent bp lol
im guessing it is the instanthitweapon bp
And the other one?
BP firing weapon base is the parent
And should have all essentials code
Like fire weapon / reload / ads...
But nothing specific
The specific stuff should be in child classes
Blueprints*
it has the whole script "can weapon fire" yes = decrement ammo - play firing sound - play muzzle flash
I'm used to c++ sorry ๐
Yeah but what if you want a weapon that has a charge?
If you click the fire button it will play the fire sound and muzzle flash?
That's not ideal tho
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.
idk bcuz ive been doing unreal bp for like 5 days now
I would suggest having an event called "OnFireCalled" and another called "SuccessFire" which has the sound and ammo decrement
ive been thinking im gonna have to remake the whole system
Yeah it needs an overhaul if the parent blueprint does specific stuff insead of just calling events for child blueprints
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
Well... im taking camera. From player. Camera moves with pawn. And im guessing why numbers doesnt changing... God... what is wrong with me?! ๐
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
ahhh but ive had so many issues with calling functions and events from other bluerprints
Just use an interface @void cobalt
If you're having problems. Personally i don't have problems
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 ?
Think of it like this
@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
ah
hi all hope you are all well
we are doing ok
object oriented design
Java programming 101
@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 ๐
i had to go im off my pc now
@paper magnet just holler when you have time ๐ I will see it ... eventually lol
@tight venture you might look at the collision of that box
or was that what needed to happen lol
i didn't have a physics asset before, just a skeletal mesh. couldn't keep them from overlapping each other
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?
mesh should have collision
is it not possible to create a variable for an animation asset object reference?
I can plug a montage variable into that node, do I have to turn all the animations into montages to make them variables?
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
@stuck hedge that above lol
Currently the node allows you to select an animation asset, but you can't make a variable for that that I can see.
so montages will have to do
there are a few options to that pin it has no ideal what you want
@stuck hedge sorry again lol but above
@stuck hedge and i am not sure what the base animation class is at the moment but i will chekc
It's fine, I've got it figured out
@stuck hedge what did you do
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.
good to know :)
@tight venture I guess you might try making it a flat object variable
nope that wont work lool
errt let me think a min i wil work on it
@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
Any way of connecting webcam in unreal to take photos at specific times?
@stuck hedge such as my anim bp class a
@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
@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
would just depend on what compiler you are working with ...
@tight cobalt there was something about w web browser so that would make it a lot more likely
@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
@tight cobalt how serious are you about it ???
@tight cobalt there is a lot to that i am in general voice chat if you want to chat about it
chat wow lol
@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 as i think on it is seems dooable with no starting knowledge
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.
SImilar like you would do minimap
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
@tight cobalt
sorry
@tight cobalt like i said how serious are you about it how much time
@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
Is it very expensive to keep the Generate Overlap Events for the Landscape?
@true valve Do you care at all about knowing weightier or not the game tells you what overlaps the bounds of the landscape
@true valve like say space pod touched down and look for it to overlap land scape
@true valve for that matter a hover craft that is always x above the land no matter terrain
@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
Be default it's disabled for the landscape.
https://gyazo.com/2879edf2632d9f1e64a08caf74179d6c
someone please help me out i am trying to make an idle mode for a turret but i cant get the code right.
@wintry grove would you be apposed to doing it another way ???
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 say logic logic logic trigger anim
?
why not just decide when you want to do the hole idle thing and the cut to idle animation just like a character...
oh there is no animations with this asset
Hola.
i bought the asset i didn't make it
@austere knoll if you can hope to general voice i can explain the process if you want
For Rick and the gang helping me last night, super-helpful.
Which process?
I appreciate that.
Which process are we referring to?
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
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.
heres the hierarchy
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?
somewhere in the update location of the component a world space vector is getting pushed through but just random
@green eagle sorry man but yes
what bp is that
@green eagle it works mostly or not at all
it was working at a point. for weeks. but now the static mesh component is at world space 0 0 0
and you are looking for actor location on self not the actor that overlapped
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..
@green eagle all good what is that first pic of what is it you are setting location to relative 0
the static mesh component that is apearing at world 0 instead
@green eagle so how long is the sweep to take and do you mean for it to run more than once ???
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
How can I link to this baseDamage ref correctly?
@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 so the nesh should be gone all together ?
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.
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
@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 ??
Is it possible to change the value of a key/value pair using Blueprint Maps? This doesn't seem to work...
@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)
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 ๐
ya it's kinda cool though : ) It's nothing like an array which would add another element
Hi there
I have a question which I think someone can answer.
How does one do โpersistentโ data, as in: I place an object somewhere on the map. I leave the server, join back and itโs still there?
As in, the object position is saved
it needs to be saved @trim matrix - look at saving and loading docs
Also called serialisation
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
Trying to make the camera look at an actor. is this supposed to work?
@snow halo Thanks, BTW. That worked for me.
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.
@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
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:
@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 & youโre not allowed to sell this project originally, edited or as a part of any other proj...
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.
uh, are you just trying to find the widget? click the magnifying glass?
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?
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
I have not, no, I've been coding for decades but am quite new to UE4, particularly BPs.
@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
?
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?
widget, UMG
Fair enough.
https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ this guy has some great tutorials, short videos covering topics
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.
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
How to create and script a main menu for your game.
like the Epic docs have a pretty good set of tutorials for the very basics
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?
i doubt it, i mean maybe but that isn't really relevant if you are building somethign for unreal 4
Right, well since UE5 is right around the corner I was hoping the project would be forward-compatible.
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
Right, makes sense.
link to the video you watched?
yee
What is the HUD Class in Unreal Engine 4.
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
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.
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
Oh, is UMG the widget class?
right click in your content browser and look for User Interface, in there is Widget, that's the class that deals with UMG
So Slate is the "name for UE's custom UI programming framework. The editor interface is largely built using Slate".
That sounds right?
yeah exactly and UMG is their front-end for dealing with slate from the editor
Informative, thank you.
As the Daytona USA soundtrack randomly blasts in the background.
lol
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.
haha , startling
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.
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
On it, thank you @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
Ahh yes, the fun.
@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
@true kiln great, thank you
@eternal vortex You're welcome
AIDS
Anyone know if it's possible to add a background image to a horizontal box widget?
Hi Rick, what does Look At Rotation do exactly?
What is the Find Look at Rotation Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
As always...:D
hmm.. I've been told earlier that for what i want to do i should use the look at function, no mention of Look at rotation
https://discordapp.com/channels/187217643009212416/225448446956404738/717691547864531024
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
A user guide on using the Physics Constraint Component in Blueprints.
thx, also how would i create it if i wanted the ai body to go ragdoll upon hit?
this is my ai
I am making RPG game, but i have problem with animations, my character as he is moving he ports back. Can someone help me ?
@tight basalt What do you mean by "Ports back"? Is this an animation issue or a movement issue?
@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.
nah i just started out with ue4 and dont use anything at all
@tight basalt Do you have an animation blueprint set up?
Yes
Does the animation play correctly in the animation blueprint?
Its doing this
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.
Can it be solved or i must download new animation ?
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.
how do i keep a number constantly with a value added of say +20 (and it it goes negative it becomes -20)
@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?
the location of the actor might go into negatives, then the variable needs to invert itself
So you just want to make sure that it cannot be higher than -20 or lower than 20?
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
What is the line trace for?
just checking object collision
Around the actor, or in front of it or something?
You should be able to use the actor's location and forward vector for that.
im using paper2d and forward vector is +1 for right and -1 for left
Ah. I see.
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
Forward vector should still work if your actor is rotating to the correct direction. Let me try something with some debug points really quick.
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
X is your left/right vector for your game?
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
You don't need two traces. Use a Select float for it with a check.
oh, never used this node before
is this like switch on int node?
oh it is
what a useful node ๐
thanks for this
Kinda like this.
If character is facing more towards X, use 20, if character is facing more towards -x use -20
Vector+Vector with the second vector pin split.
jesus, i didnt know you could break vector inside the node, i'd always use break node
thank you my good sir
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
full log here: https://pastebin.com/Ade2JM7m
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
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?
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.
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
Is there a deletion script for the opposite of a construction script? ๐ค
Is there a deletion script for the opposite of a construction script? ๐ค
@bleak vector wdym?
There's nothing in the construction script
Just the single node "Construction Script" connected to nothing
@bleak vector
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
@thin rapids Like an event, when the object is deleted in the editor, run this function
oh nevermind, found my issue
But still, the recording position looks nothing like what it was
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 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'
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
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
I can't find a solution for it
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.
The best place to start is something simple like breakout
then figure out what you don't know, break things down and learn
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
Yes, the enemy ragdolls and can't move anymore I tested that
@tall pine you can make a trace and make the hit actor become a ragdoll
What's a trace?
line trace
how would i set one up?
line trace by channel node
line trace by channel
I got it like that but the yeelow thingies
is this first person or third person?
first person
you can get the hit actor by connecting the out hit to a 'break hit result'
many first person games (skyrim eg) just does a simple line trace from the camera to the center of the screen
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
nope still stuck
you can do this in your blueprint to make a trace to the center of the screen
@tall pine
those node connectors... that's what epic should put up for free
those node connectors... that's what epic should put up for free
ikr
much more usefull than anything else

im redoing it and i got various options do i choose the weapon?
you don't
the camera
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
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
i dont seem to have the camera only the camera get location
camera get rotation and location
you can just add a camera component
wich will also allow you to change the height of the player view
it also messed up my controls and i cant look up or down anymore
just check 'use pawn control rotation' box
and then you'll be able to look up and down again
in the camera details
i got it but i cant select the ai body target for simulate physics
there are no options for it
get the out hit
and make a break out hit node
and hit actor/hit component will be available there
only managed to do this
cant select the ai character or the cylinder body itself
well only cast to
you get the 'as AI Character' in the cast and get the cylinder body from there
like this
yes
it did nothing howewer even when i literally rammed against the npc
is the line trace node connected to anything (any event)?
thats how the code looks from the other side
also you do realise you didn't multiply the forward vector right?
so the trace is not going anywhere
so i instead of + i multiply
no
you multiply before the +
vector * float
i'm glad i helped you
@tall pine in that vector*float node you can adjust the range of the trace btw
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
hey guys, quick question, how can i subtract float from multiple vectors at once? like this, if i substtract a vector - float i can only hoook up 1 vector, but i need twice like the screen
omg, for all who dont know how to do it, suibtract vector by vector and rightclick the right side vector and split...
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++
Is there a way to change the Input Axis Scale on Blueprints ?
I want to change my thumbsticks scale on the fly with blueprints
Are Timelines framerate independent? I would assume so, but just making sure
@crude timber multiply the input axis by a float variable?
@crisp nimbus yeah they are
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 ?
Wait so they are NOT dependent on framerate?
if u drop in fps, they account on delta time yeah
is there a way to expose parameters in a game instance BP and then modify the instance parameter values from in the editor?
Ok sweet
@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 I was typing same thing lol
lol
trying
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
@thin rapids how do you got those arrows?
@thorn moth what arrows
it's in the editor settings
Scratched my head since yesterday trying to figure this out. Thank you โค๏ธ
editor settings->blueprint editor if i'm not mistaken
np chpouky, good luck man!
ok
@thorn moth Editor Preferences->Blueprint Editor - > Draw midpoint arrows in blueprints
๐
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?
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.
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
Are you wanting an emitter on every one of the overlapped actors, or?
yeah
Are we talking one type of actor or at least actors that might have a common parent class?
one type
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.
okay, i'll try to do something like that and see if it works
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.
yeah, sounds good
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.
Make sure there is a player start or you have your character in the scene but not both
gotcha lmao I forgot to delete the level default one lord ty... first time missing that
didnt even think about it
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
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?
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
How can I get access to the sweapon class (CPP), like i could with the character movement component or other Get Component by class?
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?
Don't you have to have a material instance to modify it in real time.. instancing allows the exposed parameters to be changed runtime
i think so yeah, use CreateDynamicMaterialInstance
@maiden wadi ^^
then drag off that to change whatever parameters u want to edit at runtime
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
in your opinion is it cool to leave the pawn blank and put all the inputs in the player controller?
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?
mmmh that's right, fortunately I just have a kind of pawn with just 3 inputs.. thanks, I will keep in mind
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.
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 ๐ but I will follow your suggestion, since it's very very simple pawn mechanics I will move inputs back to pawn
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
you always need a navmesh
@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.
Ok i'll try that. Thank you.
@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.
thanks
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?
@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.
yeah i did
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.
jittering q can means that a actor is not been replicated and it is colliding in the server and not in the client
What is in the rotate function?
I will bet that the problem is in this rotating part
its a top down game
im not actually sure if its needed
do i get rid of it and see if it works?
add this function in the Event Tick not in both movements
event tick?
i heard using event tick was outdated nowadays
dont ask where from
i just remember someone saying that
if you need to make something every frame you need the event tick
in general you dont use it
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.
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
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.
dont get information from a Set like that
the best way is have a "default walk speed" var in float, like 200
oo
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.
create a function "everyone change speed" with a input of a float
the "set max walk speed" was connected to event begin play btw
put in multicast
should i run it off event tick instead?
no, you need to make everyone change the speed
right
you can do by multicast or RepNotfy
Multicast happens 1 time
I always liked RepNotify with an RPC
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
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?
That'll work as long as you don't allow people to join after that event is ran.
how do i make the event do "executes on all" ?
Or the call doesn't get dropped.
create a custom function and change to Multicast
yes, this is from the time I didn't know about repnotify
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.
so which one will work best for me?
bcuz both of you are showing different ways of doing it
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.
i see
well, you can care about cheating when you have success
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)
did you try using the "local space" option?
where ?
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
but it won't follow the character
Yeah. I don't know what your requirements are so I was just throwing that out there.
Yep, thanks ๐ setting the rotation as absolute did the trick ; )
are texture arrays still broken
in 4.25.1
dunno offhand but you can try searching Unreal Issues https://issues.unrealengine.com/issue/search?q=texture+array&resolution=&component=&sort=updated
how can i determine if i am at the surface of a water volume?
Pls hlp me I am facing a issue when I am launching ue4 suddenly it's showing ue4 has crashed
I cant make them in editor nor can i make my own by extending UTexture2DArray in cpp
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.
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! ๐
@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.
Get the hit location that should hit only the physics volume
?
You are using a physics volume for your swimmable water?
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
i could try thjat though
@verbal narwhal Crash reason?
@maiden wadi showing nothing just showin an unreal process has crashed
@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
@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.
Plz hlp me
thanks!
@dim robin you need probably a "end turn" function that happens every time the turn ends, like stop all action and show a feedback
@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 Actually I just had another idea. Let me test something quick.
@maiden wadi showing nothing just showin an unreal process has crashed
@verbal narwhal help me pls
@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
tagging him twice in quick succession isnt gonna help mate
@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
@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.
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
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
first you need to know what part of your porject is crashing
@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.
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
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
You can probably get away with a simple collision shape component.
(rate of inquiry is 4x a second)
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
Ohk thnks
@maiden wadi what collision profile works with physics volumes out of the box?
create a new profile it will make your life easier
anyone here?
@late gorge Looks like they're OverlapAllDynamic. So anything that can detect overlaps.
seems that physics profile uses OverlapAllDynamic by default
create a new profile it will make your life easier
@thorn moth means??
so ye, overlap all dynamic should work on it just fine
create a new profile and use trace for objects, than only detect the new type @late gorge
Okk okk
@maiden wadi
this should work right? (im not entirely comfortable with c++ arrays and how they work, references... could be different somehow? idk)
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.
are you doing it every frame?
Actually not even that now that I realize it.
can someone link me to a simple physics tutorial from scratch?
i want to have a thing like a chain that swings
Or that, yeah, same thing. Use <= 0 for that though, just for safety.
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
try use play from start
@maiden wadi thanks for the help, it works really well
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.
I think this way you are doing will cause some huge problems because of of the timeline
@paper magnet
well how else could i do this
@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?
ah, you need to use Release
s'all good, I'm pretty new too, but I think you can drag from the released pin and reset the capsule height
pressed change the bool for true and release for false
yeah, keep in mind no computer can read your thoughts, so you have to think pretty specifically when programming
Wait, why does he need to use release?
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
you have to use both to be clear, the engine doesn't have instructions on how to reset the crouching state
Ah, for holding the key down, yeah.
yeh
Hey gang how goes it
Is it possible to listen for a keyboard input event in multiple blueprints? I'm experiencing that only one can listen to the event
you can listen in one blueprint and send a event to the other when it happens
what blueprint would that be? the game or level BP?
or another one?
Maybe create a custom one such as "BP_InputListener" ?
normally listen to input in the character or in the player controller
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.
how can i slow down my player when they crouch?
i have a maxspeed variable
and uh
set max walk speed