#blueprint

402296 messages ยท Page 476 of 403

paper magnet
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yeah this

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i dont know where to put it

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since i need it to happen before the animation

thorn moth
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you can make your bool as RepNotify

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it will create a function that will execute when the var change

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like this inside

paper magnet
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um

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what bool though

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i already have one for crouched and standing

thorn moth
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the only one I can see =p

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Is Crouched

paper magnet
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anyways i tried a solution

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but im still walking for some reason

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in terms of speed

thorn moth
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if you crouch in the air and fall crouched it wont change the speed

paper magnet
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i mean

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i already disabled crouching while jumping

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so idk

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i dont really know how to see my actual speed so i can tell how its messed up

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but anyways

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for some reason it doesnt slow me down when i crouch

thorn moth
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play the game and in the editor you watch the values

paper magnet
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theyre all constant

lyric summit
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what's the part of the graph above the last example?

paper magnet
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still crouching doesnt make me slower

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oh its just something that i thought before and left untouched

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its not connected to anything else

lyric summit
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if you don't mind show it anyway in case something you're not aware of is happening, like a sanity check

paper magnet
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i just copied sprinting

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and changed it up a bit but still it wont work :(

twin mirage
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you using cmc? when you are crouching, it takes maxSpeed from maxCrouchSpeed variable or something similiar

paper magnet
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whats cmc

twin mirage
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character movement component

paper magnet
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no

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i made one myself

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but well im using a character pawn

lyric summit
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part of the issue is that branch isn't set to an event from I can see as well, it has nothing connected to it's execution pin so that code won't run

thorn moth
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you need to show where you are putting this part of the code

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its impossible to know only with that

lyric summit
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yeah in general the more info we get, the more we have to work with, just makes it all easier

paper magnet
lyric summit
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thnx

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OK your movement speed portion needs to be connected to the crouch event, that top left red node

thorn moth
lyric summit
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your BP's always run from that right (output) to your left (input), without that white line connecting them it won't fire.

thorn moth
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tried to add there?

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its multiplayer game?

paper magnet
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it ends up replacing the things

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and nope it isnt

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@thorn moth i cant really get two nodes to one

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hi?

thorn moth
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continuer after the SET to the timeline like before

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just add it in the middle of the bool and the timeline

paper magnet
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goddamn it how

lyric summit
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he showed you, that right example

paper magnet
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i fucking cant

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it does not let me

thorn moth
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what

paper magnet
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it doesnt let me assign two different nodes to one

thorn moth
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what a hell are you trying to do

paper magnet
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the thing that youve said

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to this

thorn moth
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yes, connect the white line in the left arrow

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and the right arrow to the timeline

lyric summit
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he's wanting to also have that false output go into the CrouchTransition node

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maybe a uhh... I forget the name, in flow control, sequence node?

thorn moth
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yes, Sequence can execute one part than the other

paper magnet
lyric summit
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patience man, I'm bringing up the engine to give you an example

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but from that false output, drag out, go into flow control and find a Sequence node, or just type sequence after dragging

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this makes a node that fires off code from 0, 1, 2 +,

paper magnet
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okay i got it

lyric summit
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from THAT node, drag from the first output, set your movement speed, from the second go into CrouchTransition

paper magnet
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sequence node proved to be helpful in here

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yeah movement before animation

lyric summit
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for the future, remember people are helping for free and nobody can read minds, so just have some patience and explain things very clearly or else people won't want to/can't help

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glad I got something right though

thorn moth
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its better to make more functions that put everything in one big line of stuff

brisk garden
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Hey everyone, is this the right channelt to ask a question in here in terms of something im trying to get finished up?

thorn moth
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if it is about blueprints

brisk garden
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its all done in BP yes

lyric summit
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that's true, I think at the level he's at (mind I'm not much better) if it works, it works, get the fundamentals down, it's a LOT to take in all at once

thorn moth
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show screenshots of the problem if possible

brisk garden
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Apologies if it's a lot of text. I am also still fairly new with unreal engine and some programming principles so bare with me, i might not understand or follow a lot:

I followed a tutorial to create a timer that can count up. both seconds and minutes.

in the "FirstPersonGameMode blueprint I created everything needed to count up to 59 seconds, and when that hits, it adds a minute. (Event tick > delay method)

Then in my widget, set a binder (is that the correct term?) to display the text on screen.

So far, the timer starts when the game starts, however, I want the timer to start when I hit a triggerbox from a blueprint named: BP_poortjestart. I created a small gate with a triggerbox in it (all in a blueprint), when i hit that triggerbox, the timer widget will be created and shown on screen, but i only need to find out how i can also make the timer start that way instead of when the game start.

I thought I could copy-paste the "On component overlap (triggerbox)" to the FirstPersonGameMode blueprint and use a boolean to set the things up that i need, but it looks like that is not how everything works.

I guess you cannot cross-reference events like that (like in my case: Copy paste from one to the other):

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here is a screen of the binder too

thorn moth
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ok, you need pick everything inside the game mode a move to the poort

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the game mode is not made for this kind of stuff, first thing

brisk garden
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Alright. Reason why i did that is, is because a few tutorials that I saw did it like that

thorn moth
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you can make the countdown happens inside the widget

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it even cleaner

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if you are not in a multiplayer game

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or inside the game state if you want to get this time any time

brisk garden
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its all just for a single-player school project, yup ๐Ÿ™‚

thorn moth
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the timer is for something?

brisk garden
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Im attempting to create a speedrun game. In short: You go from the start gate to the end gate as fast as possible. hitting the start gate starts a timer, hitting the end gate stops the timer and shows how long it took to reach from point A to B

thorn moth
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ah, ok

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the best thing is to just have seconds inside the float you have

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than the widget tranform the seconds in minutes if needed

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the easy way is to create a interface to your game state

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create a custom game state and create a interface and add to it

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in your game state

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just add a function inside your interface like this

brisk garden
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Do I create a gamestate by just going Blueprint class > Game mode base?

thorn moth
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than inside your game state write "event start countdown", than it will start the timer inside it

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created the interface and add to the game state?

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tag me when finished

woeful lantern
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I have a lot of tiles in a small project listening to player keyboard input to change what happens when the player clicks on them. Only the last tile spawned actually changes. Can only one tile listen to player keyboard input?

brisk garden
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@thorn moth Okay i got it i guess. created the State + interface, and added the interface in the Game State the way you showed in the screenshot.

Do I just need to copy paste my code from the Game Mode over or how should I approach this?

thorn moth
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save all the tiles when they spawn somewhere

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them when the player need the tiles he can grab it from there

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copy the timer

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to the game state

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the overlap need to be inside the actor with the trigger

brisk garden
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You mean everything that comes after the Event Tick in the Game mode right? (sorry im a little slow haha)

thorn moth
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yes, all the event tick to the game state

woeful lantern
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Yeah someone new to unreal tried to have all the tiles listen when I would have used a controller doing exactly that.

Makes me wonder though: Why can't they all use the same input? Enable Input says it adds it to the player stack - but what if you wanted to control two actors at once anyways?

thorn moth
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"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."

woeful lantern
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ahh holy shit

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that explains the "stack"

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very cool

brisk garden
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Correct place?

thorn moth
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just right click the variables and create them

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need the event tick there and the boolean

paper magnet
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is there a way to make a static mesh follow the camera?

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like in a real fps game?

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it only follows the player

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and does not change its pitch or yaw to the camera pitch/yaw

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is there a way to manipulate the static mesh with blueprints?

brisk garden
thorn moth
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now at the interface again

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create a GetCountdownTime something like that returning a int

paper magnet
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umm hi?

thorn moth
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compile the game state and it will create a function at the left side

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@paper magnet did you try seem the default FPS character?

paper magnet
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not really

brisk garden
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Like this? adding the Int as an output

thorn moth
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yes

brisk garden
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Okay got it, i see "Timer" under "interfaces" in the gamestate now

thorn moth
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yes, not connect your seconds there

paper magnet
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so um

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what can i do? i have a capsule character

thorn moth
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just count seconds and inside the widget divide by /60 and get the minutes

paper magnet
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hello?

thorn moth
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man, better you get a FPS tutorial

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this is too much to do

paper magnet
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i couldnt really find one for my problem

brisk garden
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Apologies for all the stupid questions haha, but do i need to connect the node on the end like this:

paper magnet
brisk garden
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or do i need to connect stuff inside the "timer" interface

paper magnet
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i dont really have a camera here

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i guess i wont get any fucking help

thorn moth
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no, you use the get in your widget

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inside this Timer connect the seconds variable

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in your widget write "get game state" than call Timer

paper magnet
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goddamn it

brisk garden
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like-a-dis?

thorn moth
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yes

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you put it inside the the get timer text

brisk garden
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oah my bad

thorn moth
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basically you are getting the timer from the game state now

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and you can get from anywhere it

brisk garden
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guess its supposed to be hooked up like t his now then

thorn moth
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y

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now you can start the timer from the trigger actor

copper dust
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"get class defaults" is such a buggy node for some reason (at least in 4.23)

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it will compile once, reset the pin settings, and then error

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because i'm getting defaults from a parent class

rain rose
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Hi! Complete newbie here, trying to get some elementary things done, and at the end of my rope looking for resources. I'm trying to get a third person character to crouch in 4.25. Can anyone help me with that?

thorn moth
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seach for "crouch" here in this chat

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someone was doing it later

rain rose
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Thank you very much! Newbie to Discord, too.

crude timber
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Hey all ! Can I delay a node in the Widget Functions ? I can't find the "Delay" node that you find in the event graph

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I'm trying to have my menu play an animation before it is removed

thorn moth
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you cant call delay inside a function

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use "event animation finished"

crude timber
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mmh, i don't see it

thorn moth
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write "event animation" in the event graph

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in the widget that you have the animations

brisk garden
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@thorn moth okay haha 1 more thing then. I guess I need to go to my BP_PoortjeStart blueprint now and drag from the overlap event? What do i need to call out now? Im currently staring at my screen like "okay what now" ๐Ÿ˜‚

thorn moth
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click on the collision of the actor and in the right scroll down and select "on event overlap"

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it will create a overlap function

brisk garden
thorn moth
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when it happens, do a get game state and call Start Countdown

brisk garden
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got that already so far ๐Ÿ˜› but for setting up the widget

thorn moth
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call the function to start the coundown before create the widget

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of call it inside the widget in the begin play

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same thing

void cobalt
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on the full auto node

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set timer by event and stuff

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it makes it shoot full auto

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but

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there is a delay on when the first bullet shoots

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and the delay is the time IN on the set timer

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is there anyway to fix that?

thorn moth
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maybe fire when the timer start

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not when it finish

void cobalt
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how would i do that

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cuz to me it looks like its already doing that

crude timber
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Perfect, it works Helia ๐Ÿ™‚ Now got to figure a new issue that popped after that :p Have to press Start twice before it can reoppen again, weird.
Thanks for the help !

thorn moth
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@void cobalt I never use this timer by event before

void cobalt
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well, is there a different way to make a full auto shooting mechanic?

thorn moth
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you can use a boolean when pressed and release

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than you know that it is pressed

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than after the fire rate, you see if it is pressed and fire again

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@crude timber use "Do once" in the front

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ops, wrong person

brisk garden
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Maybe im misunderstanding something cause of my lack of interpretation, but I just "Get" the game state, but weirdly enough, when i drag out to try to call for that variable that was made in (StartCounter) it doesnt seem to find anything

thorn moth
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dont write "call"

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just the name of the interface

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did you make the function inside the interface?

brisk garden
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guess i got it now haha

thorn moth
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no, you need to create a new function inside the interface that start the timer

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double click the function Timer

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and create in the interface a new interface function

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than again implement it inside your game state to change the bollean var to start your timer

brisk garden
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This is how both the game state and interface look:

thorn moth
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create a new function in the interface

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at the top of "Timer"

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click in Add New

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name like StartTimer

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go to game state at the event graph, write "Event StartTimer"

brisk garden
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You wanted the output of that function to still be an integer, correct?

thorn moth
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no

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add nothing to the input and output

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it just to start the timer

brisk garden
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I see. Okay. I added it to the graph

thorn moth
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it just change the boolean like you did before

brisk garden
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i assume this is how it should look like? dont mind the part on the rigth side on the last pic

thorn moth
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yes

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you can transform the seconds in minutes

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now you need a new function to stop the time

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and other trigger to use this function

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or add a boolean input in the start timer

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than you can use to stop too

brisk garden
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I noticed that the time is not counting in my case. I even deleted the booleans/branche and just connected the event tick to the delay and it stays at 0 somehow ๐Ÿค”

tough cipher
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sorry but does anybody know how to make a flying a sword in unreal

thorn moth
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did youchange the level to use the new game state?

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it is triggering the collision?

brisk garden
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did youchange the level to use the new game state?

I guess i did not ๐Ÿคฆ Mind telling me where can i change that ?

crude timber
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I'm always struggling with the Cast To node, almost never manage to know what to use as Object.

Here I'm trying to play an animation from an other widget, using a checkbox from my start menu. Any tip ?

brisk garden
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got it! it works now! Thank you so much Helia! and my apologies for the abundance of questions

tough cipher
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i need help

crude timber
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Nvm, I used the "Get All Widgets of Class" + get a copy of the array, and it does the job

wary widget
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do exported level sequences for the sequencer or takerecorder render out thumbnails?

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wondering if i can access any of this through bp

crude timber
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Ok last one for tonight then I'm done :p How can I translate that boolean into a "checked/unchecked" state ?

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I want the checkbox linked to the fact that another widget is visible or not

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I tried linking the Widget creation/deletion to it with the "Set Checked State" node, but the checkbox resets everytime I close/open the menu it's in

thorn moth
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@crude timber make bool to bit, and bit to the checked thing

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bool will be 0 or 1, its means it can select the first 2 options only

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or make a branch and create other return

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ctrl+c and ctrl+v on the return node

crude timber
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outch that bool to bit fucked up my UI pretty bad, got all back

trim matrix
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Ah i need more time to think

crude timber
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Okay it worked kinda, because now the checkbox gives the correct state of the widget it spawned.
But, I have to click twice when I come back to the checkbox menu. When exiting, I have an error message

thorn moth
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this is inside the widget?

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Frame Guides? @crude timber

crude timber
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This is inside the menu where the checkbox is ("player_menu_0"), it's the function the Checkbox is bind to
I need the checkbox to see if another widget is active or not (frame_guides)

thorn moth
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add a Is Valid before checking the widget visibility

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if it is invalid you should return like it is not visible

crude timber
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it works fine, valid is when it shows up, not valid when it's not

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but the check box is correct, it's just that I have to click it twice everytime I close my menu and reopen it

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And i have the error, Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item".

thorn moth
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@crude timber set direct in the return node

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you can select the option you want

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you need to use the Is valid

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you pull from the widget is valid and use AND, if it is valid AND visible...

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No, it will cause error, add the node Is Valid before the branch

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if is valid go to the branch, if not valid go pass the branch and go direct to the bottom return

crude timber
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I'm not sure I follow you

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doesnt look right

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or there is another AND node ? Not sure where I get the second bool for it

hallow night
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I think you can have multiple output nodes?

crude timber
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Yeah that's what I did earlier

hallow night
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Whats the problem with that?

crude timber
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But changed the method as advised to correct a bug

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I can have the checkbox to give me the correct state, but when I exit my menu and come back, I have to check the box twice for it to update

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If I don't exit my menu, the checkbox acts normally and I have to click just once for it to change

hallow night
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Try doing that but don't click the checkbox when u reopen the menu, click anywhere then click the checkbox

crude timber
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same thing

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and I'm getting an error from the Get from the Array when I exit

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even if the checkbox is correct

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So I guess something's up with that but I have no idea what

hallow night
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Do u have more that 1 checkbox?

worthy frost
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so anyone have any idea ?

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been true for 1 second now

crude timber
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Do u have more that 1 checkbox?
@hallow night Just one, only other things in that menu are text and one slider

hallow night
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Is it true by default?

crude timber
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it is set to Unchecked by default, because by default the widget I want it to interact with is not visible

hallow night
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Try restarting ur project stuff like that happens all the time to me idk why @worthy frost

worthy frost
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nope nothing to do with that

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happens in cooked, and everything

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so its some kinda weird thing happening

crude timber
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Got rid of the error doing things another way but I still have to click twice that checkbox if i leave the menu

hallow night
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Maybe try setting the input to ui only when you open the menu

thorn moth
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@crude timber the best way to fix it is to save a reference of the widget you created somewhere or save if it is visible or not

sweet flare
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is basically when two muffins overlap, it triggers teh on death right?

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but only one of them dies, which is intended, but I'm not sure why the on death isn't triggered for both?

dense mantle
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ok so the first one fires the over lap and the second is destroyed so cant kill other

sweet flare
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okay, so why does the attacking one always fire teh overlap first?

dense mantle
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ok so where is that code located

sweet flare
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event graph of BP_Muffin

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so lets call the attacking one Muffin1 and the dying one muffin2

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Muffin1 is attacking therefore has a queriable hitbox, muffin2 is not attacking and does not.
Both fire the overlap. Muffin1 detects nothing. Muffin2 detects Muffin1 and therefore dies

dense mantle
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ok so one attaches abd 2 dies right

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can i see the on death

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@sweet flare

sweet flare
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yeah sorry my unreal is actually lagging out rn gimme a min

dense mantle
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no problem

sweet flare
dense mantle
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muffin1 is the only one calling the overlap and then get the overlapping " muffin2 " and then kills it as you are passing muffin2 to as the target of the event

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@sweet flare

sweet flare
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let me see if i get this straight
Muffin1 does attaack
sets their hitbox to query only
finds a hitbox
finds the owner of said hitbox
calls the on Death function on that owner

dense mantle
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and muffn2

sweet flare
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but how is it able to find the hitbox of Muffin 2 if Muffins2's hitbox is set to No Collision?

dense mantle
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muffin2 has the collision on the mesh but you not using it to check

sweet flare
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so itll still find hitboxes even if they are set to No Collision

dense mantle
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nope but the will still overlap with the muffin mesh its self... so you could go and grab the mesh and it shopuld have the on overlap event as well

sweet flare
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oh right

dense mantle
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that make sence

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now if muffin 2 was attacking too then they should both die lol

sweet flare
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ive yet to make that happen, so i cant quite test it aha

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but i have seen a 3rd muffin kill the 1st muffin that was attacking another one

dense mantle
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3 attaches 1 and 1 attaches 2 where is the hit box at

sweet flare
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the attack aniamtion is a littel headbutt

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this all makes sense to me now tho ty

dense mantle
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that is awesome by the way and yes only that sphere is checking for overlap

sweet flare
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the next thing i want to do is try to give them health bars more or less, so they can take more than one hit

dense mantle
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you know how?

sweet flare
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nope lmao

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im losing thinking:

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for now, just add a variable (int) to each of the muffins for HP value

dense mantle
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i can walk you through it if you want to voice chat or could step it out here

sweet flare
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the new trigger for OnDeath is when HP =<0

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and then I need a new function that reduces hp that gets called in place of where ondeath is currently called

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I think that covers the bases?

dense mantle
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yup and you will pass the damage function the other actor and change health var

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you will need a max health to base health off of for progress bar in the ui

sweet flare
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i realize ui is probably the easiest way to show a health bar, but how hard is it to have the health bar just hovering over the unit?

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itd be difficult to tell which one is which

dense mantle
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you want it to look like a progress bat >>>

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ok so you know how to make a material instance ???

sweet flare
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yes

dense mantle
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ok so make the material so you can change color how you want as the bar gets smaller and make it double sided like smoked glass

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in the muffin bp ass the bar in form of a plain and then scale on X and adjust plane to always face the player caners

sweet flare
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how do i make it always face player camera?

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also is adding a hp bar to the bp asset the normal way youd go about it, or a "for testing" way you'd do it?
im totally fine either way, jsut want to know

dense mantle
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do you have a mic ??
@sweet flare and the bar as a bp is a great ideal

sweet flare
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yeah i do

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its not picking up one sec

mild pecan
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Hey friends, I'm attemping to create a very simple train game. I'm stuck on how to get my train carts to follow each other and orientate properly. Any one have any clues on how I could accompllish this?

sweet flare
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my thing isnt lighting up, but i jsut tested that my mic is working...weird

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i can ehar you fine btw

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that is
a lot aha

dense mantle
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@mild pecan ok so do the meshes have sockets at the end

mild pecan
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They certainly can yes! I am up for tyring any solution. My current one of trying to use look at rotations and setting world positions are not working very well

dense mantle
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dose the track and denter bone ???

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center

mild pecan
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Not following

dense mantle
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ok so you getting it to stay on track

vivid zodiac
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The level sequence plays, but my character stays in the PlayerCharacter camera instead of the Cinecamera

I can't find any solution online ๐Ÿ˜ฆ

dense mantle
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@vivid zodiac do you have cinematic cam in scene

vivid zodiac
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i do

ruby basin
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How would I set a variable's value to nil?

vivid zodiac
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Figured it out, i spent so long when i just had to press a few buttons

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had to bind the camera cut to the cinecamera

trim matrix
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does anyone know what object wildcard to use when casting from a widgetblueprint to an enemy class? trying to add health bars

trim matrix
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anybody know how to make pawn sensing see other actors and not just the player character?

wary widget
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what's the expected way to load an asset from an object path?

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i've tried using the AssetRegistry to Load by path but it seems it's not returning something. For context, I create an asset on disk and want to use that asset immediately after. I assume I have to register it with the AssetRegistry some way but ๐Ÿคทโ€โ™‚๏ธ

dense mantle
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om wjat

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what did you make

warped musk
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I posted this to the Level Design chat, but maybe it's more suited for this one:

"Hi all, new to the server.

Wanted to ask if anyone had any resources or best practices for how to organize game logic for something like a management game. Imagine something like, Idunno, Theme/Two Point Hospital.

Actually designing the logic is kind of easy.

We have Rooms, which have an upkeep cost and a revenue that's modified by other factors such as...
... employees. A skilled employee might have a 110% income multiplier attached, while a less skilled employee might cause the room to work at a 90% capacity.

Then of course we want to sum up all the different rooms on the map somewhere into some sort of global income container, where the net income is tallied up and rendered to the screen.

I'm just not sure how best to set this up in Unreal. Should each room (already a blueprint class with logic attached to it) have its own calculations that are then propagated to the Game Mode blueprint?"

dense mantle
#

@wary widget like if you made material and what to add it as an option to a blueprint as a material var

wary widget
#

ehhh, for context i'm making a texture in a content folder and need to load that texture. i can't cache it because it needs to be running every time you open my editor widget

#

so i'm basically storing it at Content/Thumbnails

dense mantle
#

@wary widget add mesh to level and then apply the texture

wary widget
#

i mean, like

#

i can't just 'apply' it, i gotta figure out how to load from disk. it's not cached anywhere, so i have to be able to load it from that file path

#

but asset registry doesn't want to register it

dense mantle
#

@wary widget load it to what

#

or do you mean inport to progect

wary widget
#

i have a function that takes a Texture. at the beginning of the editor instance, ideally, it would poll for each of the textures in a certain file path, then load each of them in editor, and call the function with that loaded texture as input

deep elbow
#

@warped musk yeah you're pretty spot on, game mode or game instance would be where to keep all of that stuff tracked

dense mantle
#

@wary widget look into data tables

wary widget
#

hmm i'll take a look at it

warped musk
#

@warped musk yeah you're pretty spot on, game mode or game instance would be where to keep all of that stuff tracked
@deep elbow Thanks a bunch. Not used Game Instance thus far, will have a look and try to figure out the right application.

haughty crypt
#

why are characters spawning on top of each other

#

I've got two player starts

#

it is a 2 player game

tawny tinsel
#

i have a problem

#

so i play my intro cutscene

#

i start the widget in the level

#

and then after its done i set for the ambience music to play

#

but it doesnth

#

could it be that the engine cant play 2 2d sounds?

dim robin
#

@haughty crypt I guess you have to spawn them getting the spawnpoint actor transform, if you didnt

trim matrix
#

so pawnsensing only see's the player character?

dim robin
#

looks like he's jerking off looool ๐Ÿ˜„
sorry I can't help

tawny tinsel
#

maybe ur mouse in the build is more forward i have no idea but that seems great

#

good job

dim robin
#

is there any way to disable only some inputs? "disable input" will disable them all..

thorny cedar
#

i need help to make some checks in an array of objects

#

i want to check if every object has a specific boolean set to true

#

when i pick it up

#

the problem is, that the order in which i piuck up my object isnt fixed

trim matrix
thorny cedar
#

Is it possible to add an element to the beginning of an array?

#

so that index 0 becomes index and so on?

wise raven
#

Hey guys I have a slight collision problem going on inside my vehicle BP, the car door and the body are colliding with each other, both the body and the door are procedural meshes and they are set to simulate physics, and both are set as "vehicle" as an object type

#

it is important that i set both the components to "Vehicle" because I need both the body and door to collide with other child actors of this BP class

#

When I set "Vehicle" to ignore on the collision then the car doesnt fly around, but it is important that i keep it to Block

#

but how do i prevent the door from interfering with the car body?

willow lichen
#

Whats the "base" class used to pass interfaces classes as a param?

lean furnace
#

Hi, is there anyway to trigger a kep press blueprint during a level sequence?

slender hawk
#

Can I reduce 'stamina' over time from inside a while loop that is executed under a custom event (event sprint -> while loop -> minus 10 per second)? and is it efficient to do it that way, or is there a better way?

#

Or in this situation is the while loop only triggered once?

thin rapids
#

the while loop will repeat itself until the condition has changed, but i'd rather use tick than while loop, while loop can cause lots of crashes

slender hawk
#

due to logic issues, or just sketchy?

thin rapids
#

while loop can not follow tick sometimes and cause the engine to go into a lockdown state

slender hawk
#

ahh

paper magnet
#

im following a tutorial and there is no explanation on how to make it or what it is

thin rapids
#

==

paper magnet
#

just "make these two nodes"

#

oh

#

got it thx

#

im so dumb

thin rapids
#

you're welcome

paper magnet
#

like here

wooden jasper
#

@paper magnet either click the input execution node (the purple node) then add them in the details panel, or simply drag them from the linetrace and into the execution node ๐Ÿ™‚

thin rapids
#

just add input variables in the function like Zoin said

paper magnet
#

thx

tame pecan
#

Hey!

I want to grab a physics object, that process is done. But I want to make the object lerp to being straight up as I'm holding it. I'm not sure how to do it, I'm pretty intermediate at handling physics.

#

What it looks like now, this is on a timer by the way

paper magnet
tame pecan
#

Because the axis value probably goes to 1.0

#

and therefore it goes false

paper magnet
#

so what do you suggest?

#

set the input to -1?

covert crane
#

Is there an automatic cleanup process that removes created uobjects? I've been creating uobjects to behave as brokers for CPP layer callbacks in my plugin but I've noticed that after a minute or two "begindestroy" gets called for seemingly no reason.

tame pecan
#

Set it equal to 1

paper magnet
tame pecan
#

It should be equal to 1.0

#

not -1.0

#

And left mouse button should be on action events

thin rapids
#

@paper magnet why didn't you make that an input action instead of an input axis

paper magnet
#

@thin rapids i MADE IT AN INPUT AXIS

thin rapids
#

i said to make it a input action

#

also why the caps

paper magnet
#

sorry i kinda got carried away

#

anyways finally it works

thin rapids
#

anyways finally it works
@paper magnet with the input action or by doing something else

#

ive set this to 1 and it still wont work
also that == is just a check to see if the float is equal to something, it's not setting it to 1

paper magnet
#

i mean i made the scale 1 and the == 1

#

and made the bool true

thin rapids
#

2 equal signs is a check, to SET the value to 1 you'd have to use a Set <variable name>, anyways, just a thing i'm pointing out

paper magnet
#

ik

placid sandal
#

hi i'm trying to achieve a movement scheme where you can run up on walls and ceilings and stick to them. Any suggestions on best blueprint approach to this? Right now after initial testing i see that using stock walking/running isn't the way, maybe flying mode with manual mesh rotation based on linetraces? Seems tedious especially if i try to animate it properly, maybe there is some cleaner way iโ€™m missing?

wise raven
#

@placid sandal use rootmotion for anims

#

Guys help with my collision issue

thin rapids
#

Guys help with my collision issue
what collision issue?

wise raven
#

mentioned it here

placid sandal
#

doesn't unreal generate a simple collision for them, so their collision meshes intersect and collide?

maiden wadi
#

I'm having a very odd problem. I'm using this small macro to try and remove all children widgets that are added to a gridbox. Problem is that it seems to leave behind a child or three. I'm printing the length of the amount of children before and after the macro. The first run is correct. three children start, but on the next print it prints one when it should be zero. Meaning that it did not remove one child. The second time it prints 4 and 2, and then 5 and 3. After that no matter how many times it's ran it'll print 5 and 3.

civic salmon
#

Hey guys I'm new with Blueprint, came from using in house engines mostly

elfin hazel
#

problem is that you're removing from the array as you're iterating over it. Cache the all children into a local variable and loop through that and it'll work. @maiden wadi

civic salmon
#

is a there a way to start an finterp on animnotify to update a value on value change?

placid sandal
#

or clear array on loop completion

civic salmon
#

In a in house engine, we used to be able to connect the return value of the interp out to the event of set variable to update on change

#

wondering if theres something similar in unreal

elfin hazel
#

Oh yeah, I think you can just clear children from the grid box.

haughty crypt
#

Would anyone here know how to round an object's location while it's going through a physic simulation?

#

so like a rigid body to a grid

#

rounding the location values

#

I tried it and it doesn't seem to work

maiden wadi
#

Ugh. Right. I forget that the getter is updated every time.

civic salmon
#

ultimately, i'm trying to get 2 characters to sync together. and fire their animation in each state at the same time.

#

My "Child" Character has their animations set as Evaluators to be driven by a float value

grim shell
#

i'm trying to show a loading screen widget when joining a server. in the game instance i add it to the viewport, which then removes it once the player joins the server, so i have to add it again, and i've tried both in the beginplay of the level and the beginplayer of the player controller, but there's always a flicker of the level before the loading screen shows up

thorny cedar
#

can someone help with audio? i want sth to happen when my audio component stopped playing, but i

grim shell
#

whats the earliest event that i can use to add the loading screen to the viewport?

thorny cedar
#

my aduio component isnt stopping. I dont know how to get the duration of my audiofile

thorn moth
#

@grim shell I use the begin play of the player controller

grim shell
#

ok, i'm using that as well (i'm using both right now, level begin play and player controller begin play), but i'm getting a flicker of the level rendered before the widget is added to the viewport

#

the level loads and renders before the widget is added to the viewport

#

maybe i need to add a delay to the begin play of the level now that i think of it, my level is pretty simple

#

that seems like a bad solution, but maybe it'll work for now

#

no that probably wouldn't make sense, because the level will call begin play after its already loaded

thorn moth
#

I personally didnt find any better solution

#

the widget should not be removed when you change level, but it happens

thorny cedar
#

got the duration from sound ๐Ÿ˜„

grim shell
#

i guess if you turn on seamless travel its not supposed to

#

but i thought i already had that turned on

rotund basalt
#

So uhhh

#

can someone help me figure this out ?

dim robin
#

i created this macro which duration is 6 seconds, on loop body I enable the current player input, and after 5 seconds I disable the current player inputs, updating the current player to the next player, and looping again with the updated current player value. now the question is: let's suppose the current player finishes his move in 2 seconds, how can I tell the loop to disable input and update currentplayer without waiting for the timer to end?

#

probably this is the worst way ever to handle player turns, but that's the only one I came up with which is working..

tawny tinsel
#

so every time i try to play my game when packaged i click play and theres supost to be a widget that plays the cutscene but instead it bugs out and crashes can anybody help?

dense mantle
#

@dim robin so are you setting up a turn base like D&D style turns... they are 6 seconds lol

dim robin
#

i'm planning to have it 60 seconds.. no, i'm planning to do a minigolf style game

dense mantle
#

@dim robin still turn based tho right

dim robin
#

yes, coz it's local multiplayer

#

and I dont want all the players to shoot the ball at the same time

dense mantle
#

@dim robin would having the player end the turn work like in Cavillation or something

#

@dim robin move action end turn on shoot

#

@dim robin like do while time remains or edn turn hit

#

end turn lol

dim robin
#

yes but looks like I can't achieve a working blueprint when I try to do this

dense mantle
#

@dim robin all in same bp or different

dim robin
#

i'm casting almost everything everywhere lol

#

mainly this is on the game instance

dense mantle
#

@dim robin have you seen the vid "Blueprint Communication" ???

dim robin
#

i tried to put a bool variable to set a "turn end" on pawn, but doesn't work. maybe I'm making some mistake

#

yes

#

I'm new to unreal, maybe I'm missing something

dense mantle
#

@dim robin would need to set turn end on the bp that is time manager s

dim robin
#

mmmh gonna try now

trim matrix
#

can you a cut a mesh using texture uv

fluid roost
#

Hello, anyone know much about putting textures together for terrain

lime fiber
#

Hi Everyone, I'm trying to make a blueprint for a UserWidget that triggers a bit of code when the user presses their left mouse button down, and when it releases. (This will change the mouse cursor depending on if the user clicked that widget item and change it back once they release). I can't seem to find any useful blueprint functions to do this inside the editor... Can anyone guide me in the right direction?

fluid roost
#

I have the base colours down but I dont know how I will add bump maps, and roughness values etc

thin rapids
inland veldt
#

im new to UE. Where do I find the Set Max Walk Speed?

thin rapids
#

im new to UE. Where do I find the Set Max Walk Speed?
@inland veldt in the movement component

inland veldt
#

How do I get it specifically? I tried clicking it while holding Alt and Ctrl, but they didnt get me what I needed

thin rapids
#

get the movement component and from that node you create another one that is set max walk speed

stable birch
#

Actor->GetMovementComponent()

inland veldt
thin rapids
#

Actor->GetMovementComponent()
thats in c++

inland veldt
#

Im not using C++

stable birch
#

Its the same thing
**clarification IE if you had a reference (in BP) to an Actor you would do" (though this is the exact way you would do it in cpp)
"get reference to Actor (whereever you get it from) " -> Character Movement (same as GetcharacterMovement) -> Set MaxWalkSpeed

thin rapids
#

It should look like this
@inland veldt exactly, get the character movement and drag a node from it that is called set max walk speed

inland veldt
#

it made a small blue node called CharacterMovement. I'm looking for the green Set node.

thin rapids
#

wich is what i'm saying, drag FROM THE BLUE NODE and get the node called 'set max walk speed'

inland veldt
#

Thank you,I got it. I'm sorry for my lack of understanding

stable birch
#

^^ if you start typing it should auto complete to it

inland veldt
#

I'm still new to Unreal. Thought I'd try a discord server to help me out (obscure google searches didnt help ๐Ÿ˜…

thin rapids
#

Thank you,I got it. I'm sorry for my lack of understanding
@inland veldt you're welcome, don't need to apologize, the caps were just to highlight that part of the text

inland veldt
#

Oh alright

#

Again thank you

thin rapids
#

didn't mean for it to come out rude ๐Ÿ˜„

inland veldt
#

it's ok xD

trim matrix
#

best fbx import settings?

inland veldt
carmine prawn
#

greater than

inland veldt
#

Float > float?

thin rapids
#

yes

trim matrix
#

aight,I'mma head out.

#

How about you watch some youtube videos first rather than asking everything?

maiden wadi
#

Said the guy asking about FBX settings in the wrong channel.

trim matrix
#

find me the fbx settings channel

#

I'm waiting bro, whats the appropriate channel

maiden wadi
#

Says Meshes right at the top of #graphics. Since FBX files typically are meshes, I'm going to go out on a limb that that might be the channel for it. But maybe you should read the discord rules and guide instead of just asking everything?

trim matrix
#

Ah, I forgot to check there, I always check the pins.
So does what I did invalidates what the other person did wrong?

thin rapids
#

Ah, I forgot to check there, I always check the pings.
So does what I did invalidates what the other person did wrong?
@trim matrix he didn't do anything wrong tho

#

he just asked something that is in topic

trim matrix
#

Alright

#

How do I create a actor

#

How I add a component to the actor

#

How do I add health to the actor

thin rapids
#

right click on content browser and go on blueprint class then select actor

trim matrix
#

How do I calculate damage

thin rapids
#

but if you're just making sarcastic questions i can simply ignore you

trim matrix
#

How can my character jump higher

#

How can I add a second camera to the actor

#

How can I switch cameras of the actor

#

How do I add a keybind

#

It seems like, if I make unnecessary questions which I can learn by watching let's say some hours of ue4 tutorials, I take time from some real problems that other people have, and I just flood a channel with questions which I can figure out my self....Who would have known.

thin rapids
#

you do realise you don't have to spam the chat with sarcastic garbage right?

maiden wadi
#

Don't talk to him. It'll get bored and go away soon.

thin rapids
#

true

trim matrix
#

who knows how to change the volume of an specific audio in the level using blueprints?
@thin rapids

jaunty dome
#

Is it possible to override PlayerController::UpdateRotation in Character blueprint ?

mild drift
#

Anyone here who knows their way around the PhysicsAsset of Skeletal Meshes? I'm wondering what the Physics Bodies hierarchy is based on. My physBody for the chest is parented under the ankles. Which I can promise you it isn't in the skeleton ๐Ÿ˜„

paper magnet
#

is there a way to make a UMG widget trace objects?

#

like a selection of some sort

#

not a shader one though thats why i said with a widget

#

a widget that's just a square that appears on the highlighted object

placid sandal
#

try this

paper magnet
#

i mean, can the widget be hidden and only appear when i highlight an object?

placid sandal
#

and update the widget visibility according to those results

lime fiber
#

Is it possible to have a class that is both C++ and blueprint?

placid sandal
#

you can write c++ class that is exposed to blueprints

maiden wadi
#

Probably easiest to create a C++ class that has a blueprint child class.

lime fiber
#

@maiden wadi how can I do this? When I make a C++ class my BP class doesn't appear as a parent option.

maiden wadi
#

You need the class to be blueprintable.

paper magnet
#

hm okay thanks ill take this into consideration

maiden wadi
#

This is how you'll create the class, but it's greyed out by default. You need to do...

#

You need that specifier in your class.

lime fiber
#

@maiden wadi is this possible with something like a HUD? Just because I don't get that option when I right click a HUD BluePrint

maiden wadi
#

It should be possible with any class.

lime fiber
maiden wadi
#

That's a Blueprint HUD. You need to start with a C++ one.

lime fiber
#

Yes I do

maiden wadi
#

Or the larger one, but that New C++ at the top.

#

Use that, it's similar to the blueprint one. Show All Classes and search for HUD, you should be able to create it.

#

Once you do, you might have to close the editor and recompile your project in VS

lime fiber
#

Yes I can do that... But what I want to do is have a HUD_Basic C++ Class that can be controlled via C++ and via it's own BluePrint... I'm guessing there is a way to expose the entire C++ class to Blueprints that I don't know about?

maiden wadi
#

Like I said, best option for that is a blueprint child class of the C++ class. Then you use the blueprint class, and and C++ stuff you do still applies to the blueprint class.

lime fiber
#

ohhh

#

got it thanks

arctic urchin
#

Is someone up to helping in a little problem of mine

lime fiber
#

One last question @maiden wadi... Is it possible for me to reference that blueprint class in c++ (I can only include the c++ version of the class as far as I can tell).... In this example my APlayerController_MenuC and UView_LoginC are the child classes, the real class is PlayerController_Menu and View_Login (both of which are BluePrints).

APlayerController_MenuC* PC = Cast<APlayerController_MenuC>(GetOwningPlayerController());
if (PC)
{
if (LoginScreenClass)
{
LoginScreen = CreateWidget<UView_LoginC>(PC, LoginScreenClass);
LoginScreen->AddToViewport();
}
}

arctic urchin
#

So i'd want to have my character have a different flipbook when jumping up and when falling. How can i do that? ๐Ÿ•ต๏ธ

oblique folio
#

Hi everyone, please excuse my bad english.
I'm fairly new to Unreal Engine and programming, and I have a problem that you might be able to help me with.
I am trying to implement a very simple oxygen-system using โ€œBox Collisionโ€.
With the trigger-boxes I want to create rooms and corridors in which the character can regenerate - outside of these trigger boxes the character uses an oxygen-tank.
With the help of "Begin Overlap" and "End Overlap" I set a variable "isOutside?"
It works that my character uses oxygen from his oxygen-tank when he leaves the "Triggerbox" as desired and refills his oxygen-tank when he enters a corresponding "Triggerbox".
However, if I now place two โ€žBox Colliderโ€œ directly in a row, it is not recognized that the character is leaving one trigger box and entering another at the same time.
Is there an event or function with which I can check whether I am currently on a "box collider"?

maiden wadi
#

@lime fiber C++ to blueprint is unfortunately a one way road. You cannot reference ANYTHING blueprint in C++. This includes blueprint made structs and enums. But your blueprint stuff can access all of your C++ stuff.

lime fiber
#

darn okay, ill have to keep both separate i guess thanks!

maiden wadi
#

@oblique folio I find that a lot of collision events like that are much easier to use by calling a checking function. Use Begin and End overlap to call the same function that gets overlapping actors of type. If overlapping actors of type > 0 then you're in the oxygen regenning zone. If that makes sense?

tribal umbra
#

Okay I got a vector question. I want to make two actors move away from each other if overlapping. I've solved the overlapping part but I can't work out the maths on how to find a vector between the two actors and to then move the actor in the opposite direction of that vector from the other actor until they are no longer overlapping. Anyone know how to do this?

willow lichen
#

Why can't I call the parent implementation of an interface in a child

Example:

Parent implements Interface function A
Child wants to execute parent function A and do something after it on that call

elfin hazel
#

should be possible. right click the function in the child and there should be a "add call to parent" option.

pure yew
#

Q: Let's say I have a Parent Class BP_Grid and Child Class of it BP_Battlefield.
I stored a Battlefield as a Grid (b/c where I'm storing it I may want to store other types of Grids).
But when I try to cast said object refence as a Battlefield it fails. Am I not able to do this?

willow lichen
elfin hazel
#

Right click the function node

willow lichen
#

rickt clicking it also doesnt show it

#

Damn

#

Right click the function node

#

That worked

#

Thanks man.

elfin hazel
#

yep yep, bit of a hidden thing.

willow lichen
#

Yes that is really very hidden

elfin hazel
#

@pure yew yes, you can do that. Seems the reference is either invalid or not the battlefield class (maybe just the grid class?). Print its display name to see what it is.

pure yew
#

oh right, ill try that

#

oh it looks like
there is no display name...so i must be storing incorrectly

ancient heath
#

can I somehow inherit stuff from other blueprints? I'm a bit thinking in c++ terms right now

pure yew
#

right click on one of them and make child class

#

to inherit

ancient heath
#

I think I did this years ago. Totally forgot this button is there. Thanks

pure yew
#

also if you have an existing blueprint, can go to class settings and change the parent class

#

(i imagine every bp you have is actually already a child class of something, like actor/pawn)

ancient heath
#

yeah, true. Just wasn't sure if I can make my own parent class. Forgetting basics sometimes when not using 'em ๐Ÿ˜…

pure yew
#

totally valid
and when you make a bp class, below all the common classes, you can search, which includes every class that you've made as well
so you dont neccesarily have to go through your asset browser to find the class and right click it

pallid grotto
#

I finally created an array texture. My problem is, how do I specify the UVW inputs required in the material editor?

lime fiber
#

does anyone know why when I try to add a "User Created" OpenButton, the height changes to 40 (it should be 32)?

trim matrix
#

Anyone here that can help me out with changing the actor tag of the blueprint. I don't want to change it from another blueprint I want the blueprint itself to change the tag of.. itself I guess xD

void cobalt
#

hello something broke in one of my blueprints and i dont know how to fix

#

i have a linetrace by channel shooting mechanic

#

for a top down game

#

so in my event graph i have it spawn an actor (the bullet tracer mesh) in the direction where the linetrace is going

#

before this all the spawning code was in the "determine hit object" which is the same function as where the linetrace was bein made

#

green line is where to bullet went, red line is where the linetrace went

#

it wasnt like this until i moved the spawn actor from the "determine hit"

#

does anyone know how i can fix this?

lusty escarp
#

You can remove the BreakTransform and MakeTransform when spawning the bullet before EventGunFireEffects. The Scale has been set before and and doesn't need to be set again

elfin hazel
#

@trim matrix You should be able to just remove the tag, either by index or by item as you would from any array.

lusty escarp
#

Also, the SpawnTransform is using the Weapon's Muzzle Socket location and not the ImpactLocation

void cobalt
#

i dont want impact location

#

if i did impact location the tracer would appear where the linetrace hit

lusty escarp
#

Try using the ImpactPoint, and see if that fixes the Bullet trace

#

if it does, then you can change the Tracer Start point to the Muzzle Location

glad rivet
#

Hello, I am currently trying to create a rotation of a plane along the right stick of a gamepad. I got it to work when the stick points to the right side, but there is a problem when I rotate it to the left side of the stick. Can some one point me in the right direction what I need to do to fix this ? :S

lusty escarp
#

Do you want it so it rotates on 1 axis only? and not on them all?

glad rivet
#

Yes only the axis pointing to the camera

lusty escarp
#

Because according to that print string, when moving the right stick, it rotates all axis

#

okay

#

at the Rinterp to, you can split the Rotation

#

and then split the SetWorldRotation's Rotation

#

you can then use a single axis to rotate the Pointer

#

This will prevent the axis moving in all directions

#

i hope

glad rivet
#

So I need to split it and only rotate it on the X Axis?

lusty escarp
#

Depending on your level and the characters direction, yes. but it will take some fiddling with

glad rivet
#

*Y Axis, sorry ^^

#

I already tried that, but I'll try a bit more, maybe I've been doing something wrong ๐Ÿ™‚ Thank you

lusty escarp
#

@void cobalt you got it working?

fast garden
elfin hazel
#

because the while loop will execute while the condition is true, completely locking the system. It never receives the release event because the while loop is executing.

lusty escarp
#

@fast garden The Loop Never ends because It Loops the Body , Should use a Loop with Break

void cobalt
#

no

#

its so goddamn confusing

lusty escarp
#

and then when you release, plug it into the Break

void cobalt
#

im trying to make a multiplayer game right?

#

and there was an issue with being able to see gun effects from the other players pov

lusty escarp
#

Yes, Replication

void cobalt
#

so me and a friend thought making a weapon firing interface would work

lusty escarp
#

I've been tackling replication for some time now

void cobalt
#

so it would in theory send that info back to the server

#

and back to the players

#

so everyone would see the effects

#

it didnt work

#

AND

#

now everything is in such a scramble

#

i dont know what to do

lusty escarp
#

I suggest you READ and UNDERSTAND this document by Cedric

void cobalt
#

we made an instance and interface

lusty escarp
#

Absolutely incredible document with A LOT of information

void cobalt
#

and to be honest i dont know the difference between the 2

lusty escarp
#

This document will tell you

void cobalt
#

it looks very long

lusty escarp
#

GameDevelopment isn't done in a day

#

Believe me

#

I scimmed through this document and didn't really read it properly

#

after running into so many problems during my game

#

i decided to read the document again, and MY GOD DOES IT HELP

void cobalt
#

ok i will take ur word for it

fast garden
#

I'd like the Ray-traces to be drawn while holding the mouse, so I don't have anything to iterate over (I found only the for/foreach loop with break).

#

Would it be possible to do this in c++ with async?

lusty escarp
elfin hazel
#

The while loop and the for loop executes completely during that frame. You say you want to ray trace while holding the button, so you need to use an over-time method, such as tick. you already have the bools set up, so on tick - query of the bool is true - if it is, linetrace.

brisk trout
#

Trying to use a free marketplace project, its an inventory system, finished it up, but now if I try to open the inventory, I get this error: Blueprint Runtime Error: "Accessed None trying to read property InventoryManager". Blueprint: ThirdPersonCharacter Function: Execute Ubergraph Third Person Character Graph: EventGraph Node: Toggle Inventory Open, no widgets open, however I lose keyboard and mouse control until I press the inventory button again.

elfin hazel
#

Well, the inventory manager reference isn't set so you get that error. as for the loss of control, maybe they change the input mode somewhere along the execution.

fast garden
#

@elfin hazel I wanted to avoid the tick but good info. Thanks.
@lusty escarp Thanks!

brisk trout
#

I followed the plugins documentation on how to set it up

#

(Am I allowed to link that?)

elfin hazel
#

I can prove that it is not - your error message :)
I honestly don't know how much you're allowed to share about a marketplace product.
But whatever has this inventory, is it placed in the level?

brisk trout
#

The player has the inventory

elfin hazel
#

do you have a player in the scene?

brisk trout
#

yes

lusty escarp
#

Does the player spawn the Inventory? or is it just the variable ?

elfin hazel
#

click it and you should see the Inventory manager property of that instance.

#

in the details panel, when you select an object in the level.

brisk trout
#

Not sure if its suppossed to say none

#

But there is nothing to select from the dropdown menu

elfin hazel
#

It's not, so is the inventory manager an actor placed in the level, or what?

brisk trout
#

let me check

#

I dont believe so, there is nothing I am able to drag into the level, and the documentation says nothing about an that

elfin hazel
#

looks like the inventory manager is a component, in what class is it attached to? Right click the inventory manager in the content browser and select "reference viewer"

#

though I bet you get a million results.

brisk trout
#

yeah

#

I got quite a few

elfin hazel
#

Okay, so open the inventory manager, and on its begin play - get owner - get display name - print string.

brisk trout
#

Can't

#

Get owner doesnt come up

#

Can get player display name though

elfin hazel
#

it's a pure function so don't drag with the execution line.

brisk trout
#

oh

elfin hazel
#

just right click the graph and "get owner"

brisk trout
#

nothing prints

elfin hazel
#

okay, so seems like there is no existing inventory manager. Just print "hello" to make sure, if there is any component, it will print.

brisk trout
#

ok

#

again, nothing

elfin hazel
#

This is just a guess and I have no idea how it's set up, but guess is that it is supposed to be added to the player class.

brisk trout
#

well

#

you partialyl fixed

#

it

#

now theres a hotbar

#

still get the error message though

elfin hazel
#

Now on begin play of the player character, Set the variable "inventory manager" with that component you added.

brisk trout
#

did nothing, already was set to that

elfin hazel
#

hmm really? How is that possible if you just added the component?

brisk trout
#

it was a part of the template

elfin hazel
#

hmm change that see if anything changes. you can always change it back.

brisk trout
#

in what way do I change it? :/

elfin hazel
#

the component you added , put it in the graph and have it be the input for "inventory manager".

vernal glacier
#

I'm thinking about making the tank with 3 players

Is approach with only the driver possessing a pawn and the others only controlling the turret BP proper one?

brisk trout
#

ok

#

nothing

elfin hazel
#

What inventory asset was it you got?

brisk trout
#

Let me dm you the link to marketplace and documention

void cobalt
#

does anyone know how to make a projectile go along the same path as a linetrace by channel?

#

making a top down game

elfin hazel
#

@glad rivet This simple method is surprisingly effective, but it is on world axis, but at least its a starting point.

glad rivet
#

@Robin thank you, I'll try this ๐Ÿ˜ฏ

elfin hazel
#

I'm so tired I even forgot about the set relative rotation. Use that node to have it be relative to the character direction.

honest forge
#

Hello, does anyone have some advice on how to detect water volume depth so I can have the player walk in shallow water and dive into deep water? I have water mechanics setup so that my player can swim differently when underwater and on surface. But the player starts to swim as soon as it enters the water volume no matter how deep it is ๐Ÿ˜ฉ

glad rivet
#

@elfin hazel Not quite the right Axis, but I guess with your help I'll figure it out, ty very much

trim matrix
#

How can I make a global function that specialized to one class? I mean, I want to make a fire weapon function but I want to trigger it on character when I press the button. But I only can call the function by casting or by that pistols/rifles reference. When I switch weapons I cant trigger the fire weapon anymore so my "equippedweapon" reference var. cannot be useable anymore

#

Since Equipped Weapon is a default actor class, i cant call "fire weapon" from it

#

I can promote my spawn actor variable but can not use its "fire weapon" function in other weapons

thorn moth
#

you need to save the reference when the weapon equipped

#

in a var, and when you press the button call the fire weapon from it

#

all your weapons need to have the same parent class @trim matrix

#

create a generic weapon that has a fire function, than from this weapon you create childs

trim matrix
#

I have a base bp and childs of it

#

I have called the "get all actors of class" in beginplay and set PistolBase ref

#

And I am using that ref for fire function its connected to fire function

#

But get all actors of class is returning an array

#

I can only use 0 index with "get" node

#

Oh, or I should use the reference from equipped weapon?

sand shore
#

I'm struggling to understand what you're asking, because there's no such thing as a global function in BP and you're describing a weird case

trim matrix
#

Ok my bad i guess ๐Ÿ˜…

#

wait a sec

#

When I equip another pistol that is a child of PistolBase (pistolref) i cant use the same function

sand shore
#

Okay, so... you have an action that is controlled from the player class - your "global function" - and you want it to only be usable with a specific instance?

trim matrix
#

I meant using the function in every actor bp class by calling it "global", I dont want to call my reference variable I want to store my variable in a function without calling/casting the actor in the class

#

I want to make a fire weapon function that works with every pistols/rifles

#

I just want to plug my refence variable to my function and make it work

sand shore
#

Oh, okay.

trim matrix
#

But my refence variable breaks when I change wep but my 2nd wep is a child class of 1st one already

sand shore
#

You have a few options. The easiest is to make a base "interactable" or "equippable" class. This can be just a base "Weapon" class.

Another option is to use interfaces. That would definitely be one of the first names I suggested and not Weapon.

Your other option is to use components. I don't recommend you use that option.

summer token
#

Currently working on a building generator. Bit stuck on how to actually create unlimited levels in the building? Is there some way of creating components at runtime for each of the levels? Or ideally a way of spawning actors from within another actor?

sand shore
#

But what you want to do is keep a specific variable for the active item you want to use - in this case the equipped weapon. You can keep a list of items that are available to use, if you like, and that list may include the active item.

When you want to swap the item you're directly using, you can just update the separate variable to reference the new active item.

#

Seems to me you have a Pistol, Rifle, Medkit (or whatever) variable - this is okay. Just have a common class/interface that they all have in common.

trim matrix
#

I understand

#

Thanks a lot for your guidance

sand shore
#

by the way, it's unrelated... the closest thing to a global is a function library. it doesn't solve your problem though

subtle dagger
#

Hey everyone this might be a silly question but is there a way to get the static mesh from a blueprint CLASS rather than an object? E.g. I have a sphere BP that displays a mesh in it based on the class assigned to its class variable. Can I access the mesh solely from the class type?

sand shore
#

no

#

It's because getting it from the class technically involves getting it from the default object, and BP doesn't really have strong const support for objects. That's why you can't get subobjects (like components) from the class either.

subtle dagger
#

Got it. Thank you!

verbal narwhal
dense mantle
#

double click on something in the world outlin

#

outline

#

if on windows alt + Tab

#

@verbal narwhal

verbal narwhal
dense mantle
#

restart editor ??

verbal narwhal
#

nope ok it's fixed I focused by pressing F

dense mantle
#

SWEEET good to heat ... HOw you ?

glad rivet
#

Hi guys ^^ I still have the problem with rotating this plane along the right stick of the gamepad. By checking how it is done in the twinstick template I found a way on how it could work. I changed the blueprints a bit to fit the axis I need and voila... it only works half xD When I rotate my stick to the left it the plane seems to just mirror the stick on the right side. As you can see in the print it only gets values from 90; -90... Google search threw words at me like gimbal lock, which I heard when working with 3D Art software, but I dont know how to fix this on the programming side :S Can anyone help me out here?

late gorge
#

how do i get the length of a widget animation?

#

since animation might change

vast lion
#

Do BP breakpoints still work in standalone?

tight cobalt
#

I am trying to get variable from AnimBP to use in FPSCharacterBP in order to do the check. But I dont know what to hook in the object node to make it working.

#

Nvm ..found it..need to get anim instance mesh.

indigo zenith
#

@late gorge from animation - get end time

late gorge
#

@indigo zenith ty

short pawn
#

Hey guys. I have an actor with a static mesh that is overlap for all collision. It is recognizing that it gets overlapped, but when I spawn an emitter at any location of overlap it spawns the emitter in the middle of the mesh not the point I walked on it

#

How can I fix this?

#

That's what I tried

short pawn
#

Nevermind I had to get the location of the actor first...

dim robin
#

guys what do you think I should use to give the player a certain amount of time to perform his action before changing to the next player? I was thinking about a timer by function/event which runs the "switch to next player" after the specified amount of time. Also I would need to clear the timer if the player acts before the timer to finish, would this work?

earnest tangle
#

That seems reasonable

maiden wadi
#

@glad rivet Heyo, you ever solve that arrow issue you were having?

chilly linden
#

anyone have any idea how to do a wall jump mechanic with a slow slide if you dont jump again?

glad rivet
#

@maiden wadi No sadly not so far

maiden wadi
#

@glad rivet I went messing around out of boredom. Would this help at all? This is using mouse, but I figured thumbstick control directions should be able to work the same way.

glad rivet
#

I'll try it out ^^ I'll get back to you with the results soon ^^

maiden wadi
#

@chilly linden Wall jump in what way? Like jumping at a wall and sliding along it, or?

chilly linden
#

like this not really sure the mechanic behind it

maiden wadi
#

Are you looking for the character to slide down the wall slowly if another jump is not made?

chilly linden
#

yes

#

i kind of have a jump mechanic going for the walls but it feels bad

tawny tinsel
#

LogBlueprint: Error: [Compiler PersistentLevel.lvl] Spawn node Create Widget must have a class specified. from Source: /Game/buildings/Maps/lvl.lvl:PersistentLevel.lvl

#

help

#

what is persistent level.lvl

#

i never created this file

#

i dont have it

#

i cant locate it

#

why is it giving me errors

glad rivet
#

@maiden wadi The rotation is even more broken if I try your fix :S It is completely dependent of the Actors rotation and only goes from 0 to about 20degrees

earnest tangle
#

@chilly linden maybe try to first make the jump "stick" on the wall instead of having it fall down? Then once you have it sticking, you can have it slide down along an axis perpendicular to the the wall's normal or something

maiden wadi
#

@glad rivet That's odd. The only dependency should be the actor's location. The rotation is driven entirely by world rotations and control input.

glad rivet
#

Mhm for me it alwys rotates like 2 degrees when rotating the character ^^

maiden wadi
#

@glad rivet Wait, is this only a problem when the actor that it's connected to rotates?

chilly linden
#

@earnest tangle i will try this

glad rivet
#

Nope. With your tip it always only rotates in the span of 0 to about 20 degrees but when I rotate the character it rotates a bit more even when not touching the right stick

chilly linden
#

@earnest tangle im not sure, i am using a line trace to find impact point on the wall but how would i set the character location to the impact point?

earnest tangle
#

SetWorldLocation, no?

maiden wadi
#

@glad rivet I dunno then. No matter what I do to the actor, the arrow keeps it's rotation set based on the Y plane.

chilly linden
earnest tangle
#

Right, so the location should be the point where the wall was hit

#

If you put the character there it'll probably work, it might look a bit wonky visually if it's clipping a bit into the wall, but it should be a start at least

chilly linden
#

@earnest tangle it works kinda with world location, however, i cant set world location for self, only a scene component

tawny tinsel
#

ok so my start level is a main menu level its a simple create widget add to viewport

#

LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.lvl] Spawn node Create Widget must have a class specified. from Source: /Game/lvl.lvl:PersistentLevel.lvl

#

what does ue4 want from me?

#

i leanred that my main menu lvl is my persistent

white crypt
#

open the level blueprint

tawny tinsel
#

but why does it want the widget to be inside it?

#

ok

white crypt
#

and set the class for your widget

#

you probably added at some point

honest forge
#

Hello, does anyone have some advice on how to detect water volume depth so I can have the player walk in shallow water and dive into deep water? I have water mechanics setup so that my player can swim differently when underwater and on surface. But the player starts to swim as soon as it enters the water volume no matter how deep it is ๐Ÿ˜ฉ

tawny tinsel
#

its just a simple widget

#

how am i supost to set a class for it

white crypt
#

yeah but have your read the error?

tawny tinsel
#

10 times today

white crypt
#

show your level blueprint

#

with create widget

tawny tinsel
#

ok

white crypt
#

hmm you have the class set. can you try deleting create widget

#

and making a new one?

earnest tangle
#

@chilly linden if it's an actor there's also something like SetActorLocation which does the same

white crypt
#

sometimes unreal can play nasty tricks

tawny tinsel
#

recreating the widget will be alot of work

white crypt
#

no

#

just delete that blueprint

#

and add a new one

tawny tinsel
#

b-but all my work in that widget

white crypt
#

not the actual widget

#

but the code

#

that adds it to your viewport

#

this

#

and add a new one once again

tawny tinsel
#

oh

white crypt
#

also move the set input to the end

tawny tinsel
#

i did that already

#

then tried packaging again

#

didnt help

white crypt
#

if that doesnt work add a delay

#

at the start

#

you need to take into consideration how everything is being loaded

tawny tinsel
#

after event begin play yes?

white crypt
#

probably it doesnt have enough time

#

yes

tawny tinsel
#

ok ill try

#

brb

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Error: [Compiler PersistentLevel.lvl] Spawn node Create Widget must have a class specified. from Source: /Game/lvl.lvl:PersistentLevel.lvl

#

again

#

if only i could just disable it form being persistent

#

i tried creating a new level with the same blueprint

#

but that didnt work

white crypt
#

you might want to delete your saved/intermediate folders

#

and repackage it again

tawny tinsel
#

that usaly helps ill try that

white crypt
#

yeah in some cases that might help

tawny tinsel
#

WOAH

#

i just play tested the game inside the editor

#

i cant go back to the main menu from pause menu

#

it closed the play test

#

wtf

white crypt
#

what error did you get?

tawny tinsel
#

wait its cuz i changed the name of the level

#

nvm my bad

white crypt
#

... ๐Ÿ˜„

dim robin
#

I have this to handle player turns, I'm missing just one thing.. I need to run "turnend" if the input action "shoot" is triggered inside the bp_pawn. any quickhelp? I can't think right now..

#

(this is in the gamestate)

tawny tinsel
#

ok packaging now