#blueprint
402296 messages ยท Page 479 of 403
@keen atlas I us animation to make it fade
@stuck hedge you can convert float to string, and trim the number from left or right to get rid of the precision numbers
it's not garbage tho, it's just how floats are displayed
I've got a function that takes in a float and spits out string formatted as I want, i just had to add an extra snip because of the trailing numbers it adds.
floats should be displayed as we enter them.
this typically only happens with decimals.
ok
if I just enter 120 or another whole number it doesn't change anything.
it's how epic does it, and we have to work with it, doesn't mean we have to like it
is it possible to have a boolean in a blueprint turn on to reveal more attributes? like the switch parameter in materials
how much is too much when it comes to arrays? I'm using an array to store vectors and the more the better in my case, but I'm not sure what's reasonable or not. 100? 1000? 10000?
Anyone know if when carrying a physics object with a CarryHandle component, and then applying damage to the physics actor - why the damage would get passed along to the player?
not quite sure where to ask this.. my game is having an issue where I need to alt-tab twice before Windows focuses the window again. I really need this solved ๐ฆ Does anyone know how? (More info: It's a dev build since for some weird reason one of the experimental features (the blind accessibility) of UE4 doesn't work in shipped)
so nobody here is developing local coop games? I don't believe this
@deep elbow Initial assumption is that it probably attaches the physics asset to the player character somehow. Let me look at the C++ and see what it does when it attaches.
@chilly linden Reverse the timeline.
@stuck hedge Actually, what you're experiencing has nothing to do with Epic or the Editor. That's a basic computational problem with floats and has been since decimal points were allowed in computing. If you're curious about it, look up explanations on Floating Point Precision Error.
@maiden wadi it was an issue with tracing for object types and some other funky stuff, the usual user error ๐
Ah. Yeah. I wasn't seeing anything in the Physics handle about association with the actor holding it. Not that would cause apply damage on the physics actor to apply to the player character anyhow. Fun read though.
Yeah it was a bit of a wild shot, I figured it couldn't possibly be that but worth asking :p
Hi. How can i attach one actor to another without changing child location? (After attaching child changed his location)
I can provide screenshots
@maiden wadi whats the best way to make interactable objects?
@sonic basin How come you want to attach if you don't want the other actor to move with the one it's being attached to?
@chilly linden Like, opening a door or a box, or press F to turn on the lights?
@maiden wadi yeah like my character has press E to interact and I just want to make different things do stuff when he presses E
obviously if he is in the triggerbox by it
You're looking for an Interface. They're generic functions that you can call on non casted actors that'll do different things based on what actor you call it on.
for example, i have an elevator, and the triggerbox sets canInteract to true or false, but now I am not sure what to do
Your Elevator is a separate blueprint?
yes
i just want to do this correctly since i will have multiple interactable objects
like I know it would be wrong to cast to the elevator and call interact within the character bp
but that was my solution
how much is too much when it comes to arrays? I'm using an array to store vectors and the more the better in my case, but I'm not sure what's reasonable or not. 100? 1000? 10000?
@simple lantern Bumping this
I realize it really comes down to the specific use case, but I was wondering if there was a general rule of thumb about this sort of thing
@chilly linden Well, in short, to show you how it's done. You just need to create an Interface. This'll show you how to create it at least. https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface/index.html
Blueprints that declare functions to define an interface between Blueprints.
Then you need to implement the interface ONLY on the actor that has the event or function in it, so in this case your Elevator actor.
Then you message that elevator actor with an interface message and it'll play that event on that actor if it exists.
For small example.
My simple interaction interface.
This is the event from the interface being use in an actor.
Here I'm calling it from a line trace function in the character.
Thank you very much for your response
@maiden wadi
@maiden wadi last thing, the elevator goes down on interact, but how do I set it to go back up if he interacts again
i need to reverse the timeline but how
Easiest method might be to just use a flipflop node on the timeline. First time for play second time for reverse.
understood, thanks again @maiden wadi
Has the return node been deprecated?
I can't seem to be able to add a return component
I need to return a reference to an array btw
Could someone explain how the events work in a blueprint for references to another object.
Here I have a reference set and in the right hand inspector I am greeted with a list of events this object dishes out. Clicking on the green + it adds that event to my blueprint. However it never triggers.
If I do an event bind from the reference, it says it can't do it due to a signature error.
However I can bind a custom event and wire it up manually, this works fine - but it leaves me wondering why the editor has the functionality to be able to click the add button
Can i have hit detection within a widget blueprint? I'm trying to have an object inside a scrolling panel hit detect with a canvas panel and then have it display information. where 1 is the canvas panel, 2 is the object, 3 is the scroll bar, and 4 is the information display panel.
@simple lantern Like you said yourself.. It's quite dependent on the use-case. The technical limit is probably (didn't check) 2^32/2-1 (int32 -> 0 to max positive value = 2147483647) elements. But depending on what you actually try to do with the data it may be smarter to use other data structures like BinaryTrees or QuadTrees. If you always need all your data in the same order, filling it into an array shouldn't be a problem. If you only need to find specific Data (one at the time) then an Array makes less sense the bigger the dataset gets, as finding one specific value (if you do not know the index) is takes longer for each element in the array (O(n)). So you should easily be able to store some 100k+ Vectors in an Array without much concern (I am actually doing that quite a lot with procedural Mesh Data). You may find that if you loop through large Arrays, UE4 might trigger the automatic infinite loop protection. You can change the value in the project settings (Default is 1 million). As a general rule: Store only what's really needed in Class/BP Variables (incl. Arrays). If you need things only for a short calculation or for a specific functionality, it's quite possible that using functions and local variables is the smarter way to prevent "permanently" bloating your memory. If you need to find specific Values, take a look at Maps or if you need a way sort data based on it's 2/3-Dimensional location look into Tree Structures (not implemented by default in BP/UE4 afaik).
If you are very limited by Memory, you can roughly calculate the size of the array: 12 byte + numberOVectors * 16bytes
Array it self probably around 12 bytes.. shouldn't matter that much, FVector is 3 float numbers each 32bit/4byte + some bytes (4 assumed for the Vector Struct itself). That's only a really rough estimate though. In case you have limited memory available you might want to use the profiler to check actual memory consumption.
@bold garden That's really helpful, I appreciate the in-depth response. Copying that straight into my notes
Also, that's good news for me. I don't need to find any specific values, no loops, just a constantly updating vector array with every index that extends the array length past n getting deleted.
hey has anyone released on Steam? how did you gather min and recommended requirements
Also, that's good news for me. I don't need to find any specific values, no loops, just a constantly updating vector array with every index that extends the array length past n getting deleted.
@simple lantern Does that happen very frequently? And also is the behavior similar to this example: I have 100 Vectors and everytime a new one gets added (at index 0) one of the older elements should be removed (index 100 or higher in this case). Just asking because there might be a more performant solution in c++ in case this happens every tick (using Stacks or queue which are not implemented in BP). To be honest though, that would only really be needed if you experience performance issues due to manipulating the array each frame which again depends on the number of elements and also how much performance the rest of the game/app requires. You'll probably be fine. Just thought I'd drop the hint in case you run into problems later ๐
@deep elbow try find a bad laptops or PCs and run the game on it
Yeah, figured that was the case, pain in the buttocks ๐ @thorn moth
you can disconnect your video card and run on the motherboard card
need help with physics simulation
when a character dies, I enable simulate physics and add an impulse to spine bone
but the character goes out flying and flipping all around the map
i'm not using Mannequin skeleton maybe that's part of the problem?
decrease the impulse?
@bold garden very frequently, my array is being reordered every 100ms for nearly the entire runtime, with values being removed and added. The set up I have so far works well for the rough concept of what i'm developing, but what you're saying confirms the my suspicion that i'll probably need to rework this mechanic in c++ at some point if i'm going to aim for efficiency. Unfortunately for this guy, I have no experience with that, so I might have to seek some outside help at that point
decreasing the impulse to 0.1 multiplier didn't help :/
if I remember well, you can give the body more weight, but is not very simple
tip: dont change the gravity to fix that
actually even setting the impulse to 0
@simple lantern I'd suggest that you just try it at some point with real data and see whether it works well enough or not.. There's something called "overoptimizing" which can be quite a time trap especially for programmers as we often know something can be done more performant.. but sometimes it's not really needed as it works fine anyways.. But in case you run into performance problems later on.. hit me up.. I might be able to point you to some sources to get it implemented.
@jaunty dome Did you check that the physics asset of you character is set up properly.. I mean if you do not apply an impulse, does it correctly fall to the ground or does it act weird by itself (without external force)?
@jaunty dome You can modify the physics asset of the Character to match your skeleton properly.. You can find the physics asset in the same folder where you imported your Character Mesh. Double click it and adjust the Physics Capsules. You can Simulate it in editor so you don't have to restart the game all the time. If that works, the ragdoll effect should work fine everywhere.
Editor to setup physics bodies and constraints used for physical simulation and collision for Skeletal Meshes.
@bold garden I really appreciate that offer, thanks. Coming from 3D illustration/animation I was already prone to over-developing my work, and now as I get further along with coding it's like my brain's constantly having a field day trying to figure out the most optimal path. It tends to drain my time
@bold garden Indeed its the Physics asset that's broken, however i'm not sure how to fix it ๐ฆ
hi guys, i've got a simple question about structs, do i need to set it like in the image?
@jaunty dome UE4 does actually a somewhat decent job with automatically creating it if it's a somewhat regular Rig. But sometimes it just doesn't work for certain Rigs, especially if you have quite a few smaller and bigger bones close to each other. You could start from scratch by deleting all Capsules and start creating one for the upper body, one for the head, and then for each side (if humanoid), upper arm, lower arm, hand, upper leg, lower leg, foot. Then you need to setup the constraint so that each capsule correctly sticks to the others.. You can start from the upperbody constrain the upper legs and upper arms as well as head to it.. from there just constrain the next body part to the previous (lower to upper, etc.). This can be refined once you get used to using the physics asset editor.
oh wow
I was just trying to create a new physics assets
and it actually worked ๐ฎ
Thank you so much
@storm dove In this specific case it should not be needed. The set members struct input is reference so it will modify the provided struct directly. Just make sure you check where the struct comes from (function return, variable on actor, etc.) and whether the connection is a default connection (round circle in BP.. in case of structs that means it will copy the structure) or "by reference" (which will mostly be shown as a square thingy).
Hey, got Controller and Mouse support for my game. I've setup the normal input/axis mapping. Any event/switch to detect which one is being used? I want to change some UI /Hide when using mouse etc, or changing key prompt to Xbox controller instead of keyboard etc.
hi, guys
Each player sees the location of other players in different ways. This is achieved by setting the location for each player separately. The problem arises when dealing cards: first, we attach the card to the playerโs pawn and then play the animation of moving along relative coordinates. But immediately after the card is attached, it moves to another place (due to the different position of the pawns of each player)
Is there an experienced developer who could write in a private message to deal with the problem?
this is a very confusing problem for me
@sonic basin are you replicating everything?
@thorn moth yes, cards and players pawns is replicated
@wise karma the best way is to see what was the last button pressed and detect if its a keyboard key or a controller key
@sonic basin make all the players put the cards in position with multicast, sending the position
Each player sees the location of other players in different ways. This is achieved by setting the location for each player separately.
@sonic basin Only took a quick look at it, but I guess that could be the cause. The Animation plays locally but because each player has been repositioned (only on their own client) it messes up the Animation.
@thorn moth yeah, multicasting moving animation works perfect. But, problem arise earlier. Before delivering card to player - card attached to player pawn and at that point card changes own location
@thorn moth sure i get your advise. After attaching set old location on each client localy?
when you spawn the cards, are you putting them in the right location?
yes
you spawn the cards in the middle, them you play a animation and them put the cards back to the middle?
No, animations put cards in right place, but when i attach card to individual player that card "teleports" to another location. (attaching executed before playing animation)
hard to know what is happening with those information, sorry
@bold garden It seems i have found the issue that causes the physics go crazy
adding a socket to hold the weapon, and adding a preview mesh to it
causes the character physics simulation go nuts
is there a way to ignore sockets ?
remove collision from the weapon I think
@thorn moth You already push me to nice idea) and possibly save from suffering) tnx)
@jaunty dome It shouldn't be about the Socket. You might want to change the Collision so that your Weapon does not collide with the Character Mesh.
If you remove the preview mesh but keep the socket, does it work in the Physics Asset Editor (simulate)
Wait.. nvm.. Just realized the Sword isn't added as a preview mesh to the socket
So your sword is a preview mesh but not attached to the socket but rather to a specific bone
@jaunty dome Sadly.. most of the time it's not UE4 but a User Error. But I know how you feel.. I've been there too. So a Preview Mesh DOES appear in the physics asset editor and it DOES influence the simulation with it's collider. Like @thorn moth and I wrote before. Removing or changing the collision so the Sword does not collide with the character mesh should solve your problem. The Socket itself does not have any collision and will not influence the Simulation.
You may need to close the Skeleton/Physics Asset Editor Window and reopen it after removing the Preview Mesh
I guess that works because the sword now no longer intersects with a physics capsule of the character. Without a sword, the hand will now just drop through the floor. But should work indeed.
Could someone explain how the events work in a blueprint for references to another object.
Here I have a reference set and in the right hand inspector I am greeted with a list of events this object dishes out. Clicking on the green + it adds that event to my blueprint. However it never triggers.
If I do an event bind from the reference, it says it can't do it due to a signature error.
However I can bind a custom event and wire it up manually, this works fine - but it leaves me wondering why the editor has the functionality to be able to click the add button
@limber coyote It is actually behaving a bit weird. It seems to work if the Reference has been set in the details panel (Actor already in the world and referenced before Begin Play) but not if you call GetActorOfClass and set the Actor Reference after/at Begin Play. Not sure that's intended behavior.
not sure where to ask this but can anybody help me understand why unreal isn't receiving OSC messages? i've disabled firewalls, it's working in another program (TouchDesigner) without any issues on the same port, but for whatever reason unreal isn't receiving anything. tested the exact same set-up on someone else's computer and it's working fine
nvm. got it, had to manually specify IPv4
is that for voice communication or something @tulip owl ?
How do you use the project input when you disable input mode to UI only?
I cant seem to be able to call the input names.
I disable the buttons normally
How do you call the project input in the UMG widget when the input is set to UI only?
please for the love of god can some explain to me how to change this to opt in
do i need to swap the bottom two?
hey guys its probably stupid but i created a cube which has physics on it, movement works fine but i would like to change direction with camera rotation, now if i press move forward and rotate camera it still goes into that axis, not parallel to camera view
@near yarrow material graph questions go in #graphics or #visual-fx ... that said just try swapping inputs. Something will work eventually.
sorry
@gray fox On The Camera -> Use Control Rotation. Take A look at the First/Third Person Template. They have a pretty straight forward setup if you ignore the fancy mobile and VR input stuff
@bold garden thanks, i hope it will work on simulated movement too
@gray fox It works because you use the Set Control Rotation Node, might not work if you start rotating with physics. But the Cam should actually already work because of the spring Arm. Might need to adjust settings there
chmm rotation of cam works but rotationt of object does not
and when i created same bp as in third person cam is locked to object and does not rotate at all nor the object
@bold garden thing is i can rotate camera but movement input works globaly, not localy as camera is rotated for excample i want to rotate cam 90 deg and press W to move forward
@gray fox AddForce node takes a world direction vector.. So it will always move along the world axis. Take a Actor Forward / Actor Right Vector and multiply it with a float (AxisValue + Multiplier if needed)
@bold garden like this? but cube wont move
Try Get Actor Forward Vector
Should actually work with Add Movement Input and/or AddForce
@bold garden still nothing and with force it works but it moves with mouse input, if i look right it starts rotating there
like this? but cube wont move
@gray fox you dont need that multiply node in https://cdn.discordapp.com/attachments/221798862938046464/719939024688775268/unknown.png
@thin rapids deleted it but still cant move ๐ฆ and i used it for force cause without it i was not able to make cube move
dumb question, but did you bind any keys to the MoveRight and MoveForward event
jup, so issue is that movement works with force, but on global axis, i want it to move on local one, based on how i turn my camera
@thin rapids i posted old working bp few comments up, movement with force works but if turn my camera 90 deg, movement axis does not change and front back is for me left right
https://cdn.discordapp.com/attachments/221798862938046464/719939024688775268/unknown.png try switching GetControlRotation to <CameraComponent name>->GetWorldRotation
@thin rapids still nothing, it only kinda works when i add back add force but then it moves based on my mouse
hello, does anybody know how to apply a physics linear velocity to the 3d person character blueprint?
idk why but no matter how high i set the gravity value, the velocity never gets added to my mesh
@trim matrix Is your capsule simulating physics?
ah worked thank you ๐
uuhh
but now my character is constantly falling
and i cant control it anymore
Because it's simulating physics.
is there a better way to solve the problem?
Depends. I don't know what you're trying to do besides make something move with a physics function.
Is this in a character class?
yes
Authear, its possible to get a variable inside a class without spawn the actor?
If this is a character class(Assuming from the capsule), If you don't care about physics and you're just trying to make it jump, take off Physics Simulation and try the Launch Character node.
yea im trying to produce planetary gravitation
so i want it to be pulled toward an object
@thorn moth You mean retrieving a variable from a class without spawning an instance of it?
works perfectly fine, besides the physics isnt compatible or w/e yea
Does anybody knows, is there a way to replace inherited component with a child one in blueprints?
ill check the launch character node
found out @maiden wadi get class defaults and check de pins of the variables you want, ty
@trim matrix I'm not entirely sure on that one. I haven't done a lot of stuff like that. The default classes aren't really meant for it, so you might be looking at creating your own class from an Actor base with it's own custom movement component. But who knows.
@manic idol What do you mean by 'with a child one'? As in replacing one static mesh component that's inherited with another static mesh component, or?
Yeah, kinda
Not sure I've got you totally right, but like replacing general static mesh component with a component that is child of static mesh component
If that would be any help, in cpp it can be done with ObjectInitializer.SetDefaultSubobjectClass in constructor
Hmm. Not sure on that one. Only way in blueprint I could see doing that in general might be with the construction script? Create a class variable that can be changed that starts at the component's parent class, and add the component in the construction script. You could select a child class of the component there and it should work the same?
I could very well have missed something there though too.
well, now it says it cannot find the planet actor anymore in the function ....
its just pulling me towards the middle of the level now
so im trying to pull my player towards another actor usng the player launch node, but it wont recognize the actor i want to pull my player too
Yeah, thought about construction script or class defaults as well, but found nothing (yet)
Unfortunatelly, I cannot create component in blueprints since I need it in cpp =(
Well, thanks anyway, will try to think about something else
so i have to do the whole character from scratch?
Dunno. If you're just trying to make it move towards another object, you could have the other object do a sphere overlap for the character class and do some small movements. Let me try something really quick.
Are you working in zero gravity in general?
im trying to make planetary gravity
so i could have multiple spheres with gravity
i mean literally all i have to do is make this blueprint accept planet as an actor :/
kinda rediculous
"accessed none trying to read property planet"
I mean.. if the player is the only thing that gets affected by gravity you could probably get away with simply enabling simulation but disabling gravity and then manually add the gravity force with a direction vector calculated using the planet center location and the player location. A quick google search brought up this (didn't test it personally.. So not sure whether it works or is actually even safe to use): http://tefeldev.com/directional-gravity/
no thats sounds really bad
it should be a universal system or its p pointless
seems applicable tho
to all objects
I mean.. scripting custom greavity would mostlikely easily be doable for every object if you create a component and just add it to every BP Actor that should use it. But there's still some math required ๐
yea right thats true
but yea i just want it to work kinda it does irl
or well somewhat close
ok i think its bugging the hell out now
i just set it back to linear physics vector and it still says cant find the planet actor
rip me i guess
Hello guys. I am using "Set capsule radius" node to move away the character when trying to overlap the wall. Do someone know why the capsule is overlaping the wall? "Update overlaps" check box is cheked.
Here is the bp:
@autumn heron first of all why not just set radius direct without finterp? and second did you adjust Near Clip Plane in your project settings?
@autumn heron https://www.youtube.com/watch?v=oO79qxNnOfU
Just a quick tip for being able to adjust the distance that objects can be rendered before being clipped off the player camera. Especially useful if you are working on a first person game and need the weapon close to the camera for aiming down sights or anything similar.
also make sure your capsule collision and object collision set to block all & if you want to move away your character when hit wall (please go to bottom section of page): https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1508236-how-to-make-a-character-bounce-off-a-wall
So as simply as possible to avoid instant downvotes:
My Zero-G character STOPS suddenly when the head collider touches any wall etc. I simply want it to act as
i will try that thx
Could anyone help me with a landscape material?
Is there any way I could somehow use a scalar parameter with a landscape layer co-ord node to change tiling scale for individual texture layers in a material instance?
Compiling shaders each time takes forever
The object that did the thing
the object (actor, pawn, character) that triggered a certain action as Robin said
How can I reference a variable that I set in cpp (on my character class) in my animation blueprint event graph?
Try get owner - cast to your class - get the variable. The variable probably has to be blueprintable
How can I reference a variable that I set in cpp (on my character class) in my animation blueprint event graph?
@normal plinth cast to the class that owns the variable, and in that variable UPROPERTY you can set VisibleAnywhere, BlueprintReadOnly, BlueprintReadWrite or any other property that allows you to get that in bp
Is there anyway I could somehow only effect mapping scale on this node through a scalar parameter that I can use in a material instance?
where do I cast to class? in my character BP event graph?
Is there anyway I could somehow only effect mapping scale on this node through a scalar parameter that I can use in a material instance?
@languid lion multiply it by the scalar parameter you want
where do I cast to class? in my character BP event graph?
@normal plinth yes
how can I connect an event from my character to its animbp event graph?
@trim matrix casting to it
to the character
but why would you want an event from your character in its animbp?
cant you just make a boolean variable to see if that stuff happens? because there are stuff you cant access in the animbp
Can anyone help me with FootIK? I have followed the Content Examples version exactly as i can, but for some reason the character does not move the feet. Any tips or something that i may have missed will be a great help
#animation guys
Wrong chat?
okay, ill move over to there ๐
๐
do blueprint nodes report errors anywhere during PIE? Like "hey dude/tte you wanted to do this thing but didn't provide an object to do it on"
@trim matrix it will give you errors after you finish playing it
in the message log
np
@trim matrix Breakpoints work as well in pie. Might be more useful depending on the circumstances.
I'm still confused on how exactly to cast to the animation blueprint. I have a SwordAttack() function in cpp that gets called when I press a button using BindAction(). The function set's the variable sword_attacking = true; Now where should i call the Cast to Character in my blueprints? I'd like to refer to the variable in my animation blueprints
@trim matrix no, you don't always get reports. In widgets for example you can sometimes access invalid objects without getting warnings in the message log, though it will be output in the Output log : Window - developer, Output Log.
@normal plinth I'm confused about what path you're going. Are you going character - mesh - animinstance - cast to your animbp - set value, or are you going from your animbp-Trygetowner-cast to character?
I thought most people used Montages for specific animations like that?
I thought most people used Montages for specific animations like that?
Authaer they do
I'm not sure exactly the best approach. This is where I'm at right now ->
@normal plinth have you tried using anim montages for that?
and if you're casting to the default character class, is that the class you added the variable to? Or did you make a child class.
@thin rapids Hmm montages might be a good idea. I'll look into that. Thanks!
you're welcome, also Authaer kinda said that too https://discordapp.com/channels/187217643009212416/221798862938046464/719998034993348698
@elfin hazel The BP Class is made from the CPP character class
Then you need to cast to that class
Not likely. The whole point of baking lighting and shadows is to make it faster at runtime. Runtime lighting and shadowing is just dynamic lighting.
i think that it could only be done with dynamic lights, but idk
I know of this feature. Never used it though. If that doesn't fit the bill, ask #graphics
Hey, everyone. A simple question about the setvisibility function. What is the difference between these two scenarios of using a new visibility parameter?
The first one sets the visibility tot eh boolean value, the second one to a fixed value (in that example true)
So I have two different game mode blueprints. How would you guys go about making one lead into the other? The one is the default third person mode and the second one I made is for the main menu, is that even possible to have the main menu (maybe upon a button press) lead into the third person game mode.
not easily without a level transition
@stable python
hey there I have a problem:
So I wanna make my camera go up a little whenever I zoom out and go back in whenever I zoom in.
But it seems like whatever I do it just goes up all the time and never comes back down
@willow lichen thanks!
for the zoom I'm increasing the arm size.
for the "going up" I simply add a little value to the cameras Z
๐
@mossy cloak only by changing level to change the game mode
are you adding local or world?
Relative
How would I go about doing that @thorn moth
Just make a new level and somehow tie the main menu to it and then the same thing for the actual game?
@fair magnet do you have a SS of the BP?
yes, you can change between levels use servertravel command if you are making multiplayer game or just change level for SP
tip: you can use the game instance to save data to use in the other level @mossy cloak
are you changing the camera position? you only need to change the arm
Wheres the difference ?
the arm control the camera
rotate and change the arm length to control the camera position
@fair magnet take a stick and put your phone on the end of the stick. Now you have an arm with a camera on it. If you change the arm length, you make the stick longer. If you change the relative location of the camera, you place your phone somewhere else on the stick
Hey, how can I spawn my character in a specified spot (Player start maybe)? It would happen after I exit a house.
This just puts my character back to the default position
how do I wait until a certain condition is true in blueprints?
I'm waiting for a certain variable to reach a specific value
and then I want to continue executing
@unique wyvern Branch
I mean wait until a condition is true
I dont want to just check if a condition is true
if it becomes true it switches over
yes they do
if they wait for a condition why do they have a false output
for example:
as soon as I start crouchin or swimming
character isn't able to jump anymore
thats because you do it on input action
there is no wait for the condition to be true
if it is true, it just ends
no its a custom event that is called occasionally
you can also use branches for something like a death encounter...
as soon as your hp drop to 0 it becomes true
just try it out
no because if the condition isnt true, itll just end as theres nothing connected to false
I want to keep waiting until the condition becomes true
whatabout sending a SS
I havent implemented the code yet because I'm just planning it out first, but i know for sure just a branch wont do it
so it fires the event until it gets true
and if it's a costum even you can just connect the timer
no need to to a seperate one
I think
hey, is there a way to get when a timeline loops? I have a day-night system set up with rotation, colors, intensity, etc hooked up in timelines, and I'm trying to add a day counter, +1 every time the tl loops, but I can't hook it up to on finish because it's looping
@stoic vortex Add an "event track" to the timeline I guess
@fickle nebula maybe you're looking for something like this... a "Make PostProcessSettings"
cuz yeah breaking the struct doesn't work
this is also possible
both the "Make" and the "Set Members" nodes have a details panel where you can select the data inputs/ouputs
@tight schooner excellent, thank you, got it working
So I'm trying to figure out how I can rotate my character towards my camera a little bit slower so it looks better and not instantly popping into place. Any Ideas on how to do it? Right now I'm just enable/disabling "PawnControlRotation" and "ControllerRotationYaw" based on when I'm accelerating or not. https://i.gyazo.com/b0fd1382d7eb4c7cd35c196d88533f03.gif
@dapper kiln https://www.youtube.com/watch?v=gDpTInfUeKg This should help with that.
In this short video i show how to drive the camera rotation from the head rotation of the character.
Now for my project I worked out some camera things I was attempting to make work. NOW what I want to do is make the actor I have move according to the direction the camera is pointed, instead of a fixed direction [i.e forward /back , left right just by pushing those buttons.]
Should I try to grab the camera rotation and lock the actor to it then apply impulse based on the camera vector?
When creating a child class... am I supposed to cast to the master? Ex- raycast to pickup fruit. Fruit-Master is parent and children are apples and so on. When casting to get required variables, do I cast to the Fruit-Master or to each individual fruit child? PS - if not, is there a way to have a cast that doesnt fail for each individual child?
make a fruit interface
and in the parent use this inferface to give all informations you need
@rough blade casting is not the best way to go
Thank you!
@dapper kiln probably you need to make it overtime with event tick, rotating until get to position
@tight sleet are try to rotating the character base on the mouse movement?
@thorn moth Yeah I want to rotate the actor based on the mouse (which I kind of have down) but also want to have movement locked to the direction the camera is pointed.
Also not a traditional actor. Just a single bone skeletal mesh that is 'meant" to be entirely physics based.
Is there a way to make your camera not receive radial damage? For example in a third person game if something applies radial damage with a radius of 500, and I'm outside of that radius, but turn my camera inside the radius, I still take damage, even though my character isn't inside the radius.
Change the collision detection for the actor your camera is coming in contact with.
But It's not colliding with anything, its receiving damage from the "ApplyRadialDamage" event. That's where I'm confused, because I want my character mesh to receive the damage, but not his camera
So for that node in Blueprint, there is "Damage Prevention Channel" change it to camera.
that's for blocking damage such as walls, etc.
And on the camera.
Or create an array and add the camera actor hooked up to your character to it to the "IGNORE ACTORS" array on that node...
I'm not sure of an easy way to communicate that info from the player character to the explosive barrel blueprint.
It seems like everytime I go to use radial damage, I usually give up and create my own system because the default radial damage is just missing too much
when I opening anything from yesterday it's doing like that after 70-75% loading it's became stop and stucking
is there a way to cast a child actor component object reference to an actor?
You get the child actor from the component
You don't cast it. There's a Get Child Actor node that you would use.
You cast that reference, not the component itself
I'm using the add child actor component node
At runtime?
yes but also during construction
You do you, but you just as easily could spawn the actor on its own without the child actor component
only exception to that is the construction script
mhm
Anyway, if you're using a CAC, you gotta get the child actor manually.
Though it'd be super neat to wrap that functionality into a function library for later use
You just need to store the reference to the component and the method to retrieve the actor is the same. Get Child Actor.
But if you are spawning the actor to add to the component, it would probably be easier to just store references to the actor from the get go.
which is why I would think hard about why you need to spawn it in the construction script
it'd save a lot of headaches, CAC just about works
Hey I can't seem to find any information about how to handle different keyboard layouts. Is there any documentation somewhere about abstracted input layers?
I would figure that would fall under localization. I don't know if the documentation has keyboard layout stuff, but I would add that to my search terms.
I'm uhh, not sure what you mean by get the child actor manually. Unless you mean spawn it, search through children for a new child and then use that.
k, got it. I'm 90% sure I searched "actor" and the damn node wasn't there.
weird though that it breaks the convention so much though
Not sure what convention you are referring to, but it is a pretty limited use component. It is normally used for design-time adding actors to other actors. During runtime, you'd normally spawn the actor and store a reference, then attach it if necessary. I can't think of a good use case to make a child actor component at runtime.
Well, having code that can work runtime or on a construction is one
So for example modular buildings
(That can be recursive)
I guess that is it mainly, the ability to have recursive actor spawning
Again, you can just spawn and attach them.
But not in a construction script
Which can be important as a development tool.
(Or to make sure things are ready before anything else gets access to it)
As for the convention, the general convention is that nodes give you the highest applicable base class that still has the required info. I'm not sure why that node couldn't return an actor rather than a child actor component.
You can spawn in a construction script using functions.
No? I was trying the spawn actor node in a function that was run from a construction script.
Sec, I'm trying to find the tutorial. There was definitely a way to do it.
Hey guys, Is there any way to change the game culture runtime and how?
It "breaks convention" because CAC is such a hamstrung concept.
I have localized assets but how to tell the engine to load them
Really, you'd want something like prefabs, but since UE4 doesn't have that the easiest answer was "well, just add some component that is cognizant of actor lifetimes and handles the lifetime of an actor by its own lifetime" and it isn't a core concept at all
But I'm not aware of any such convention where you create a component and then expect an actor reference
@subtle blaze Sorry, I can't find the tutorial that I'm thinking of. And a quick test shows that I'm incorrect about spawning through functions (It doesn't complain, but it doesn't work, either).
@random shale https://docs.unrealengine.com/en-US/Gameplay/Localization/ManageActiveCultureRuntime/index.html
This page describes querying, applying and overriding the active culture. It also discusses the localization preview, culture remapping, and culture restrictions.
@sand shore I tried that, it's not working. I watched a stream from Epic that says if I change the culture I have to reload all assets, but how am I supposed to do that?
Furthermore, I have tried to use Restart Game node, but no luck there.
As "Restart Game" should purge and reload all assets
yeah I'm not entirely sure...
๐ฆ
Wait, there's a node for restarting the game?
haha yes ๐
Interesting. It probably doesn't keep the settings
I have checked in GameInstance if all of the variables are resetting, but they are not
Not actually sure what they mean by "reload all assets"... they probably mean that any FText has to be re-instantiated
So most likely referring to UI assets.
Have you tried tearing down and respawning the HUD?
that is the problem here, I don't have any HUD. I have dialogues that I want to switch with the localized dialogue assets.
If I change the preview language of the editor and start the game everything works fine. But I need the game to start in English and if the player wants to change the language in Runtime from Options menu.
Oh, well, then those need to be reloaded.
You can probably do that with the asset manager
Unload Primary Asset
But that assumes you've got things set up as primary assets
hmm
that is interesting
I hope this will work, I'll give it a try
sadly it's not working ๐ฆ
just updated a 4.23 projec to 4.25. Since there aren't motion controller keys beyond 4.24. what's the new way to get key pressed time down? My key pressed time variables aren't getting values now because no keys to draw values from:
Hello, I'm very new to this. I want to get a variable from an actor, destroy the actor, and create a new actor with the same variable. However, It seems that the variable is being retreived in the last step, so it doesn't work because actor is destroyed
Yep, create another dummy variable, either local or not that you copy the value into before you destroy the actor
Thank you, however I don't know how to create a local variable. Does that mean I need to collapse my blueprint into a function? That's what I'm finding online
Right click the variable, the option should be there
Isn't that like an instance variable?
No? I'm not sure what you mean by instance variable
Yea pardon my terminology. Just started playing with this. Is it ok if i post a screenshot? I'm modifying the puzzle example project
Go ahead
this fails because actor is destroyed before new one spawns
So getposition fails (that's what i think happens at least)
yeah, right click the yellow circle next to position and select uhh send to variable
and that should create a "set" node
put that before the destroy and then drag the vector variable from that set node into the spawn node
That do it?
Yes!!! Thanks a lot
sweet
Took me a while to figure some stuff out, but yup, exactly as you said
I was literally blind there, couldn't see that "promote to variable"
Ah, right. I almost never use that option so I couldn't remember the name
what I normally do is go to variables and add one manually
Ah you mean, you'd have both the position and the actor as the input from block clicked event? or?
Really the only thing that might not be a bad idea would be to set that variable as private, though for what you are doing probs overkill
No?
Just the position
Oh
I see
Yeah, probs.
Though what you have works fine

So the variables on the left, they're called blueprint variables? Local variables?
Just variables
Alright, thanks
If you were in a function you would be able to make a local variable
And it would be in almost the same spot just a bit lower
Can you also get to see blueprint if it's converted to a function?
Can you write that again but differently?
If I were to convert this part to a function, would I also see all these nodes and stuff? Or does it become a magical "function" that i can call and not edit?
Why wouldn't I convert everything to a function then?
Functions have some limitations like you can't use latent actions like delays on them
Basically the rule of thumb is that if you could use a bit of code in another place, try putting it in a function
Yea, it's not very clear to me how are all these things referenced between each other atm.
have you done programming before?
Yeah ๐
then I dunno how to help you. ๐
Basically it is just a programming language that is visual instead of text based
so what you would expect in a language is in blueprints
All of this is completely different. I've just started 60 minutes ago or so. Actors, blueprints, custom events - no idea what they are and how they fit with each other. Wanted to watch some tutorials but just decided to go head first and see what can be done. Happy with results so far
Yeah
So "actor" is the base class, blueprints is just shorthand for actor with code, and custom events are... events.
(Technically UObject is the base class but if you are using blueprint you probs won't run into it directly)
Alright, thanks
is there a way to make a progress bar stay in place and scale with the screen?
im having difficulty with keeping the bar centered as the position seems to change when I scale the viewport size
I'm having issues with delay I think? It even says when it's mouseed over that "Calling again while counting down will be ignored". But i want it to respawn the each block 1 second after its clicked
There is retriggerable delay but that's also not what I want.
does someone here know what coordinate systems those nodes are in? draw debug sphere and simple move to location
because they are getting different coordinates, and i c ant find reference about it
i have a space, realtive location range between X min-50 max 50 and > min-50 and max 50
now i want to generate coordinates, randomly, and give them to my ai BP's.
but im having trouble with the transform conversion.
most optimal i would like the move to command to be in local space. but i dont know if thats possible
no matter what i try or do, or how i convert those locations, the debug sphere is always somewhere completely else than the AI BP
Hey Guys. For some reason my Set Target Rotation doesn't work... What am I missing? The Set Target Location works fine, but if my Static Mesh, which is held by the Physics Handle, is spinning, it will never stop... Any Help is welcome
Oh I'm stupid. I grabbed the component at location. But I need to grab it at location WITH rotation. Who would have thought? ๐
@blazing ridge You're probably generating two different places if you're using random nodes. But both of those are world space vectors.
@maiden wadi oh shit that acutally may be the thing, thanks a lot, didnt think of that!
Remember that anything without a white execution pin is generally ran for every wire going to it when that wire needs a value. So if you have two wires going into the same random float or random integer node, those wires aren't actually going to have the same random number.
Hi there. Can you guys help me with a simple task. I need to trigger actions, like animations, turn of, on lights etc, any good tutorial or documentation for that? Thanks !
Hi I am a unity developer, want to learn unreal programing can u give suggestions
@thin heart you should take a look at this page https://docs.unrealengine.com/en-US/GettingStarted/FromUnity/index.html to get started with unreal when coming from unity
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
would you guys advise building a main menu inside the player controller or the game instance ?
What should be done in the GameState vs the GameMode?
mode are rules, and state are variables ๐
@hot fjord
MainMenu - If it does not need to be overlayed/opened during gameplay (which is normaly the case for a main menu) just do it in an empty scene that will load at startup (faster startup time). If you are asking about the player Menu during gameplay, you would probably place it (The Code to spawn and destroy the menu) on the player controller, because the player controller represents the actual (physical) player and it would allow for easy player specific menus in splitscreen multiplayer
@rare ember
- Game State vs Game Mode is like @hazy igloo stated meant to differentiate rules and game state data. However, you'll find that this only really matters in multiplayer games because of the way those two classes are replicated (or not in the case of the GameMode). So if you are hellbent on creating a singleplayer game, it doesn't really matter that much whether you store your game state related data on the game mode or game state. If you want to work in a clean way and per engine design, you would split it accordingly though.
@bold garden By Empty scene, do you mean on an empty level blueprint ?
And thanks for your answer !
hello - possible to bind a to an event in Construction Script, and have it reference a custom event in the main event graph?
@hot fjord A new Map.. In the project settings you can set the default startup map. Then you can have buttons to show Game Settings or start the actual game, level selection, etc. (That's my understanding of a Main Menu).
Oh ok, got it !
Anybody got experience with the Easy Multi Save thing from the marketplace? It seems that it never actually finishes saving if the game is paused which seems like somewhat bizarre behavior, considering you would usually want to save your game in a pause menu ๐ค
Nvm apparently it's just the way things are and you need to unpause during save... it's a bit iffy in a game where you might get shot during saving if it unpauses but I guess as long as it only advances a few frames it should be fine :P

Have you considered just adding a sphere collision component as its root?
any chance to find a tutorial to make a psychedelic / kaleidoscopic material?
something like this
never see
maybe search for separated material to make this one
probably starting with the mirroring
Anyone here that is familiar with keyboard control with UMG?
I want this simple interaction with a widget that you have:
"press e to open widget" -> "press e to close widget"
I'm trying to find answers/guides but don't find anything quite specific for this ^^'
you can make a flipflop with the input key E
@dim robin if you mean some animated effect made in the material graph, #visual-fx is the channel for that
so InputAction even with flip flop or? @thin rapids
Just dont know what to build on, sorry
Have only done mouse control input before
so InputAction even with flip flop or? @thin rapids
@meager finch connect the input action to a flipflop, A can be to remove the widget and B to make it show up, or the other way around
does it interfere with antyhing else? I have a collision box that creates another widget "press e to view"
i should use remove from parent?
does it interfere with antyhing else? I have a collision box that creates another widget "press e to view"
@meager finch not really, unless you make something else make that widget show up/ be removed
i should use remove from parent?
@meager finch yes
Hi very intermediate newbie, how do I do unlit in postprocessing?
ok thank you very much, feeling pretty stupid right now as it was really simple :p @thin rapids
sometimes I just get stuck on these small simple things...
ok thank you very much, feeling pretty stupid right now as it was really simple :p @thin rapids
@meager finch you're welcome and don't feel stupid, it's part of the learning process

๐
I have a resource class called "wood"
And it has a bunch of children I.e oak, birch, aspin etc.
If I get the class of one of the Children and check if the class is equal to the parent would that return true?
Or would i have to cast to the parent class using the child?
@stiff hatch ClassIsChildOf
Ahh thank you @maiden wadi !
Hey, can anyone please explain this to me?
explain what exactly?
Someone has six variables and wanted to make them an array?
It's in the pic...Getting var not in scope and I can't figure out why...
The var exists in those widgets, they are added to array before the loop and then for some reason, var not in scope...
I can provide additional info if you think it might be helpful
ideas? what should i (re)check maybe?! Nothing?
Nvm, figured it out, it's a struct and they don't show contained vars's values.
Hello, how to get the index of a collided instanced static mesh? The HitItem in the HitResult in OnComponentHit always is -1.
Hi. I'm learning blueprints again after taking a long break. I'm using the FPS Game project as a playground. Currently i'm trying to get communication between my Shop widget and my character working, but i'm having trouble.
Anyone have any input to how to communicate between Character and Widget?
I'm trying to make the widget execute functions in the character of the characterController that it is attached to.
you can cast to the character @trim matrix or do the other things that are in this page https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html
Overview of when to use different methods of Blueprint Communications.
Thanks for the doc, but i believe im already doing it, yet it doesnt want to work, and hence im a noob, i dont really know why
When i create the widget, it already has the specific player, so it can already access its variables. But i can't seem to change them, only get them
How are you trying to change them?
you need to make the player execute inside his widget
Server makes the specific player execute inside the his player controller with the widget ref
this is what I do
Im trying to have the widget execute functions that i have in the character. I can access them, like you see, but they dont seem to actually do anything when i run them
The "player cast" im using here is set in the player controller like so:
i have a bunch of child actor components that i want to detatch on death
calling this does not detach them :\
any ideas why not?
Feel free to PM me if you want to help with my previous issue ๐
@trim matrix I could be mistaken, but wouldn't you want to check if the player has enough money on the server?
Well, im not very into multiplayer so i wouldnt know what to replicate or not. I figured i'd start locally to just make sure it works between the widget and character and then make it replicate. Maybe its the wrong approach
Like it said, it seems i can access the functions but they dont do anything if i call them through the widget... If i try to call them in the character, they work, but through the widget, they go through the node but doesnt actually do anything
I try to always live by one serious rule when it comes to UI and this is single or multiplayer. Make functions in the widgets that update the widget itself for display. Only ever use widgets to get information from actors to display, or to call events in actors. That way the actors do stuff themselves. This makes it even better once you start translating stuff to multiplayer because UI is always client side.
Everytime i call the function, it just prints "Yes i have enough money" and the amount of money i have left, but doesnt reduce the money
Ah. Ok, that makes sense
What i'm trying to do is a shop similar to counter strike, thats why im spawning an widget overlay that i can interact with... So i dont actually want the widget to display anything from the player, rather to influence the player.
Hey, I have a similar problem to @trim matrix, I'm trying to create a Resource that the player 'Mines' and then add the mined resource into their inventory. The Resource has 50 Resources available(Amount) For some reason occasionally the resource will give the player move than the resource has to offer. Any tips on how I would go about making sure they can never go over the ResourceAmount?
Hi - why are the RGB numbers in UE4 different to photoshop and is there a formula to convert them?
@lusty escarp nodes without exec pins will generally run once per each connection... so your random integer in range is most likely giving a different result for the >= comparison and the amount to remove setter
This means that the condition might be false, meaning it'll use the amount to remove value, but because the random number for that is different, it removes more than it's supposed to
Easy way to do it: Min(Random, Amount), this way it would take whichever is lower, meaning it would never take more than is already in the pile.
@trim matrix I don't know if this will help you, but this is a simple way that I'm handling multiplayer ui. In this case, I set two references when I open this widget, one to a container actor and the other to the player's character. These two buttons call the same function with a different boolean for whether I want to move all items to the character or to the container. This calls an event in the client version of the character, since it's from the UI. This event does nothing more than call the RPC event to the server version of this actor, which then actually executes a function and then variables are replicated back to the client version.
@earnest tangle ahh okay, that makes sense, so if I understand, it should look something like this ? ****
@lusty escarp exactly :)
@earnest tangle Thanks mate, appreciate it a lot๐
@lusty escarp You could move it into a function so you do not pollute your whole BP with variables (AmountToRemove) only needed for specific parts
@bold garden Yeah, I like to spread my blueprint out in the event graph so i can visualise it better, and then move everything that needs to, into Functions once i know it works
Hi - why are the RGB numbers in UE4 different to photoshop and is there a formula to convert them?
@round idol first of all make sure to select your widget in debugger and try again, second solution is to break the struct and print string instead of watch value
Hey everyone, when I spawn a unit, DONT move them, and then spawn a spawn a collider over them, the collider doesn't recognize them as overlapping - however, if I move them first prior to spawning the collider over them, it does - anyone know how to fix this?
I am polling with get overlapping actors, but they're not in that list until they've moved once after spawning
@stable plume I just use the hex value, you can copy paste that from photoshop works fine
@gritty elm Thanks, yea, the widget was selected - ofc - and the struct was split. it's fine, I debugged it in another way. Thanks anyway ๐
@obtuse current That's what Google says also ๐ฆ - Problem is I have 2000 rgb values that I am trying to use dynamically and they're from a graphics program so I was hoping there was a formula to convert 1 to another
is it just 255 to 1?
Also interested to know why they're different
Unreal's is just a percentage of RGB values from 0-255, whereas photoshop and stuff is probably giving you it in 255
Do you have 0-255 values from your other graphics program?
If so just divide each R, G, and B value by 255, and try that in unreal
Yer I tried that but get a different colour in UE
crazy different, or off by just a small shading diference?
Crazy
works fine for me
photoshop on left, unreal on right
rgb values just divided by 255 with sRGB preview turned off
Hello
I had a crash and since then ( either way, it never happened before that crash )
I keep getting from time to times, this error, and there is litteraly nothing wrong with this blueprint, because, If I want to correct it, I just need to remove that Beginoverlap collision, and put it back, and rewire everything again
So basically, it still works, But I have to admit, rewire everything this node gets broken is starting to pissing me off a little bit
Anyone who got the same error, or maybe it's a bug that's only in my version ? ( 4.24 )
@visual fern https://prnt.sc/sxdwtm
that will work if your enemy hit is the same class
or it should atleast
@stable plume Your blue value is super off there? 136/255 = 0.533, not 0.0039
Looks fine when converted correctly
@obtuse current Holy fuck up Batman - you're so right! - see this place always sorts me out - thanks m8 ๐
Cheers
@lilac yarrow you need to make post process material to make it unlit: https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/PostProcessMaterials/index.html
How to author and blend custom Post Process passes with the Material Editor.
does anyone know how i can calculate the players velocity from the "PlayerCameraManager"? Ive got last know position working but for some reason the get velocity node does not work on the camera
no it doesnt work
ive tried xD
it works for position but not velocity for some wierd reason!
hmm, you could try getting speed but not sure if thats what you need
hmm
its really odd!
im trying to get relative velocities for player by the camera and all sound emitters for a nice doppler simulation - everything but the camera velocity is so far working
cant you use characters velocity? i think camera should be using the same since its parented to the character
why would position work and velocity not? cause you dont have a physics component as a spectator?
ill try
when you say character do you mean pawn / controller or?
controlled actor
if you need the camera velocity you might need to get the actor which is the view target and not the camera manager
I'm not sure if the camera manager would have the velocity from the view target
player character sort of works but its reading the controlled pawn not the actuall camera speed
hmm
id use something else but i want the effect to work for spectators too
the camera would usually be a part of the component tree of the pawn, and its position would be based on the position/velocity of the pawn, so it would usually not have its own velocity
at least in first person games the camera velocity should be the same as the pawn velocity though
yeah but i guess the issue where its getting confused is - if i go from say first or third person to "spectate" the camera stops moving but everything else doesnt
you could try creating a dummy spectator character with camera position in its center
so i want it to read your eyes location velocity no anything your actually associated with
its just so wierd that it gets location fine
works perfectly
you have to understand how the velocity works.. it's part of what's factored into the position by the movement code
hmm
something that's just sitting as a part of the component tree doesn't have a velocity because its movement is controlled by how the owning actor moves
and even in the actor, the velocity is used to just update the position
hmmm so how to i get the velocity of the camera managers actor? does it even have one>
?
can i give it one?
If you print the camera manager location, does it always return the same value?
you have to use the velocity of the actor which is the view target
no the location updates fine
the view target is the one that actually has the current camera
im reading it through the blueprint in simulate
right ok
do i need to get the managers viewtarget or is it a global thing?
alternatively you could attempt to calculate the velocity based on the position delta I guess ๐ค
I think it's usually the same but you might as well get it from the camera manager
that was my other plan but wanted a simpler way first lol
position delta might be easier if you want to get the velocity of the camera in say a 3rd person situation
since in that case the camera might be panning sideways without the actor itself even moving
yeah
dont mind that too much
right so ive got this, but i cant input the camera manager for some reason
need a camera referencee not an object reference it says
I think you want the controllers view target though?
@visual fern https://prnt.sc/sxdwtm
@white crypt Actually it works like that too !
Thank you, even if my bug pops up, I still don't have any idea why and how it's happening, but at least my rewiring will not take more than 10 sec now !
@elfin hazel the camera managers view target?
Has anyone had any luck in creating a custom collision Component? There's capsule, sphere and box. Anyone know how to go about creating a triangle shape collision? I'd like to avoid using a static mesh for collision.
Camera modifier is an Object that can modify the camera, such as the camera shake modifier. I'm just confused as to how you're going that route to get to the view target
That would probably work.
i know its updating location nicely
so i guess this is only other option
so whats best way to do hat? i need it to update well as opposed to acuracy i suppose
but wouldnt this method be the most accurate anyway? ๐ค
hm so do you just need its velocity in world space, or is velocity relative to another object?
so the camera manager would be the listener, right? So it would be like in https://blueprintue.com/blueprint/dfvijiqj/ , "Get velocity of listener", except instead of "player" it's the camera manager.
world space velocity cause relatives are calculated later i think ~:)
hmm ill try that but im not sure it will work - perhaps weve found a bug?
Okay, then it should just be "get location" - "last location" = velocity, then set last location = get location.
actually I'm not sure you actually need to divide by delta time, since its updated any frame anyway. A-B= velocity, dividing it by delta should just make the value even smaller. Or am I thinking about it wrong?
ah ok
no idea at this point buddy lol ill try anything
hmm nah still not working - its gotta be something to with its not got any physics properties - but how can i give it some?
google found this, does that make any sense to you? ๐ฎ
Hello guys, does anyone know how to pass parameters to a function using Set Timer by Function Name?
I've found out that in C++ is possible, but in Blueprints seems not? How to approach this?
Use C++
Hi.
I have a character with a function that can Add and Remove money(variable).
I'm trying to have a widget with a button that executes this function in my character. I have a reference to my character from when i created the widget in the player controller, so i can access the functions, but when i run them, the variables in my characters money doesnt change.
Is there something about controller/pawn <- widget communication im missing?
Or since its multiplayer, do i have to replicate stuff? Thanks for help
Use C++
@sand shore well... I've never programmed in UE with C++, how can I write just that piece in C++ and use BP for the rest? Is that possible?
Eh... yeah
@latent arch I don't know what the problem was but since delay node is mention, it means its garbage. And the solution was to compare cached location to current location after transforms are done, which is pretty much what you just tried but on the next frame.
You'd make a blueprint function library and you'd pass in the arguments and then set the timer. Handling the callback is going to be more complex if you don't move the function signature into C++ as well.
hmm
Adding a slim function library is pretty much entry UE4 C++ but I'm not going to say it'll be easy
You'd make a blueprint function library and you'd pass in the arguments and then set the timer. Handling the callback is going to be more complex if you don't move the function signature into C++ as well.
@sand shore Damn... I don't have any BP alternative?
Pretty sure you don't. Captures of any sort have no support in BP
how would i plumb this into the equation and try it?
Pretty sure you don't. Captures of any sort have no support in BP
@sand shore What do you mean with captures?
its a programming term, and is what you're asking for
never heard of it ahah
cool
I wonder how does people workaround this problem in BP...
Maybe you can pass the parameter in the function you're actually using with that set timer, and then use that function just after ?
Just a thought
Kinda never worked a lot of timers
@latent arch No idea how to make a position history.
@visual fern I don't think is gonna work
@split badger I guess you could use an array and "push/pop" the data that way. If the function is in the same object
cause it would be seen like another call to the function
That's soooooooooooo brittle though. Timing can really throw it off
hmm
0/10 recommend doing it that way
That's soooooooooooo brittle though. Timing can really throw it off
@sand shore yeah, though the logic might work, is quite unstable lol
this is sooo weirrd haha ๐ why allow you to track a cameras position but not its speed? ๐
Damn I'm surprised that a thing like firing a timed function with parameters is not possible in Blueprints...
This sucks a lot
How can i pass a reference to to my widget about an object that i want it to spawn? This doesnt work:
Thank you for your time anyways @sand shore ๐
I'm gonna figure out how to work around this
nw, would rather head you off at the pass to save you some time researching
If anyone knows how to achieve passing parameters to a timed function in BP message me!
take care
I have a widget with a button that when clicked i want to print the value of a variable of an actor that is not in the scene. How do i reference that actor in the widget?
@latent arch so just to test your setup, when you set the listener velocity, just set it to a constant say 10,0,0 value. Does your doppler work then?
yes mate
ive had it working fine on the player pawn
but i wanted to swap it to the payer camera if i could because then it will work in EVERY situation ๐
Ah so in your screenshot you subtract last position - get actor location. Swap those around.
ooh
sorry pal just read that
you mind showing me what that looks like?
i just tried this but no dice haha
that setup is a bit oof. First, you're setting last pos to actor location. So that then becomes actor location-actor location. which is 0. You're also subtracting delta time - delta time, so you're dividing by 0.
i'll make a setup
haha thanks buddy my head is spining at this point ๐
I guess the term "last position" can be confusing, it's about caching the location that the object was at, so that it can be compared to the current location.. later.
yeah
And again, i'm not sure you need to divide by delta time. The important part is consistency, either do it with all the things (that needs it), or none.
screenshot
Listener last position value needs to be updated after the velocity, othervice you're just subtracting current location with itself.
practically, sequence 0 and 1 needs to be executed in a swapped order.
Yes.
omg its alive! ๐
dude your a wizzard thanks! ๐
now, one last thing - how can i see that it is acting on all audio objects? and not just the closest one?
you know what
i think it is!
i just printed the end output feed to thertpc and its giving two values - one for my vehicle and another for the ai one i have for testing!!! L)
So.. you're asking if this setup acts on all audio objects? This is the Doppler object, right? And - I assume - that it is responsible for tracking the listener and emitter. so its gathering that and sending the data to the audio manager. So in a way this doppler object is the audio
well its tracking player location and sound emitters location
so i guess if theres more than one sound emitter it should work
it appears to be!
im getting two doppler shift values with different values
i belive one is my vehicles sound and the other is the AI one i have near me
would be nice to check the theyory though!
I mean, if you were to add a ball object that makes a noise as it rolls, it's not going to have this effect. You would have to attach this doppler effect to it. I'm assuming.
@elfin hazel well the idea is - that in order to make a ball play a sound is has to have an emitter attatched to it - its those that im tracking
i am currently making a flight game and i can move the plane horizontally and vertically
@paper sky There's a Clamp vector size.
but if i keep pushing the button to make it roll it just keeps going
@elfin hazel ive tried that but it also slowed down the acceleration for its turn
@elfin hazel this is the emitter side - AK Component is something that wwise audio engine uses for all sound locations
What parameter do i need to add to the input of my function to allow me to drag my casted player character into it?
This piece is giving me hickups. How can I optimize this:
https://gyazo.com/c25d03a4362cd2e3fb9f3c19ae72bf34
It's in AnimBP
@paper sky I don't understand what problem you're having, but it seems to be your implementation rather than just having a vector clamped to a certain size.
@elfin hazel this is the bluebrint for plane's yaw and pitch movements
at the end the pitch and yawn are managed with torque
and theres a constant force pushing the plane from behind
it works well but if i keep pressing the pitch movement it wont stop and plane will start flipping over
i want to limit the angle it can reach so the plane wont get its nose higher than a certain angle no matter how long i press the button for it
https://www.youtube.com/watch?v=pQ24NtnaLl8 for anyone whos unfamiliar with airplane controls
Simple animation explaining basic aerocraft movement.
Proste wyjaลnienie sterowania samolotem. Polskie terminy zaczerpniฤte z wikipedi.
Czy tylko mnie wydajฤ siฤ one dziwne?
hmm it seems odd to use a physics object and forces to achieve that. in order to stop the torque, you'll need angular damping.
oh flight game.. I read fighting game. I'm getting tired, sorry.
oh flight game.. I read fighting game. I'm getting tired, sorry.
@elfin hazel np
i checked the angular damping option and haven't the slightest idea how this works
I'm not too good with physics, but I think it's like friction. The more damping, the more force you need to change the accelleration. and the faster the object will come to a stop. I'm out of my depth on this.
There is a physics channel though, probably have better luck there.
Hi all, does anyone know why dragging BP_GoodSky into a new scene is not showing the sky? In fact, it seems the sky isn't rendering at all for anything : O
It miraculously works in another scene of mine
Question. Inside my function in the widget, i use the specific player of the target of my nodes, but on the outside of the function, it says the target is my widget. Will this screw things up?
@trim matrix Target of a function just means that the function is being ran on that object.
Nvm, found my issue. I was using a custom EV100 set to 12 which the sky sphere couldn't be bright enough for
Ok thanks
Anyone that's tried do a climbing BP with IK handling in it, got my climbing too work. But I can't get the hands to be place correct.
Do a sphere line trace using complex with a radius of 50ish from the hand location to hand location + actor forward vector*200 to get the location of where to put the hand
@barren rain https://youtu.be/C_UJF_jWZcY this is what i did for 0:33
@hallow night I allready have the linetrace and that works, but I'm just geting this
Looks like the location is wrong
My procedure is as follows > Get location of hand and do line trace > enable ik with interpretation enabled
Looks like you're enabling the ik before getting the hand location?
I use anim notifies to enable/disable the ik for each hand/leg
And when the player leaves the 'climbing' state i reset everything
I switch between movemenstate, I do a Multispheretrace in my character BP, And then I call a BPI with a holdshandoffset function and then i Update my hands after that.
Stupid question: I have a gun that fires a projectile straight. I want the projectile to move down while its going forward. What do i use? Add impulse??
Hi Guys - I am creating a game where I want to navigate inside a skybox by clicking on planets / actors but im having a hard time finding specific examples and tutorials. Basically I want to click and have the planet/actor come to my player character, then when i close the view go back to its original position.
Can anyone direct me to some tutes or YT vids that example this behavior? I dont want to make a c++ project. - thanks in advance
@trim matrix As in being affected by gravity?
Enable gravity @trim matrix
No not gravity i just want a controlled bullet drop.
I'm confused.
@coral ember When you click on an actor, save its current transform and use a timeline to lerp between its current and final transform (infront of player)
@trim matrix you can use tick to decrease the Z axis of the projectile but that's dumb in my opinion
Get world location > break > decrease z by 1 > set world location
What's the difference between gravity and controlled bullet drop?
I don't have my pc turned on or I would've given pics
@maiden wadi nothing, I'm assuming he is trying to make it less expensive because it doesn't have physics enabled
Because i want different projectiles to drop with different speeds
You can change the gravity scale and speed for each projectile
Yeah i guess, but for now i just to want one variable to change
that is one variable...
Yeah its the gravity scale variable to control the bullet drop
Well im using a finished project so i dont know how everything is connected, so i dont want to mess with stuff i dont know
you would mess more stuff doing it the other way
Well now im just adding a tick on 1 projetile
Tick is fairly expensive u know
And if you're spawning 30 projectile per second then you might as well start inviting friends over for a barbeque
Doing small stuff on tick really isn't bad. In fact most of the premade movement components run on ticks.
Why add more ticks when its unnecessary
Thanks anyways, i just wanted to test a thing
Did anyone try this plugin on their project before?
hey guys I'm attempting to make a grappling hook mechanic with cable component but for some reason the cable is very jittery or vibrates when I move with it or swing with it. Disabling motion blur and setting substep all the way down helps but it's still persists and still pretty noticable. Anyone know how to stop it from being so jittery?
This questions might not have a simple answer, but in multiplayer, what things needs to be replicated and what should be RepNotified?
RepNotify is just an easy way to run a function if a variable gets replicated. You don't necessarily need it. For example, I replicate an Array. I have a UI that relies on it, but I don't use a repnotify to update the ui if the array changes. Instead I rely on the widget's tick to tell me if a cached version is different than the one in the actor because that ui isn't always on screen and I don't care if the UI updates when it's not on screen. Something else you might not use Repnotify for are state variables. Something as simple as crouching. RPC to the server to set the state variable to crouch, let it replicate back, but let your animation blueprint detect that it's changed on it's own. Somewhere you might use it though is sprinting. Change the character's movement speed on repnotify.
Anybody know how to get the camera location in editor from a BP in the world?
@mellow folio should be able to do this:
that's what I thought.......but it isn't working. 0,0,0
hey guys I'm attempting to make a grappling hook mechanic with cable component but for some reason the cable is very jittery or vibrates when I move with it or swing with it. Disabling motion blur and setting substep all the way down helps but it's still persists and still pretty noticable. Anyone know how to stop it from being so jittery?
@native plover are you changing the cable component size when using the grappling hook?
can you show your blueprints that are related to the cable component?
just the ones that modify anything in the cable component?
i have no modifiers except changing visibility
so it looks jittery when you change the visibility?
no only when moving
it probably has to do with the cable component physics
ye but what do
you could try making the cable a sprite that extends until wherever you want
can you make it a video?
is anyone able to tell me what I'm doing wrong here?
Try asking in #multiplayer
ok, I'm just afrade that someone is gona tell me to open up visual sutdio XD
Hey! I've implemented a query system into my slot inventory so I can trigger events related to having or not having certain items. I tested it with print strings and works fine, but the thing is I want to change the print strings events for the actual event, wich is a trigger-box based teleportation feature already implemented. How can I manage to trigger that teleport event on key press while staying inside the trigger box only when having a required item in my inventory? Any help would be much appreciated!
@slender venture you probably have something more sophisticated than random vector in mind?
I don't have UE open but is there a "Random Vector in Range" node?
You basically need to take the output of that, and add the location (vector) of your center actor, and there you go
ok, random unit vector returns a "length of 1" which means it'll output a sphere
this is kind of messy but you can try this
this should output a vector within a 10x10x10 box
(keeping in mind 1 Unreal Unit = 1 cm so it's a pretty small range)
g2g
@slender venture
enter different numbers into the "random float" min & max
or multiply the vector it makes
(before the vector + vector)
if you want the range to be 10 meters, then well, 100 cm goes into 1m lol
Is it possible to make a scene capture component only render the least detailed LOD for each mesh?
Does anyone know what's wrong with this Multi Line Trace? It only prints the name of the first object it hits
And during gameplay:
Oh, nevermind, I just realised it has something to do with overlap and block with traces
Is there a way to increase the font size of Blueprint Nodes?
Uhh, anyone have a good idea for how to take screenshots ingame automatically? I have a weird use case where I need the screenshots to be at the rate of the program, not at the refresh rate of the monitor. (So for example, 400ish a second.) Also, how do you get a camera actor from a camera component?
Anyone know how to change the color and properties of the "focus" overlay? https://cdn.discordapp.com/attachments/127723854171734016/720452153256443924/bandicam_2020-06-10_18-39-16-260.jpg
What's the best way to get a BlueprintFunctionLibrary in a UObject?
I'd rather not just make it an actor since it doesn't have to be spawned in world
It's just annoying that the only way to have static code is tied to being an actor ๐
You'd need a slight amount of C++ to have an object that implements the GetWorld() function
Even if you have a context object
So then if I have getworld implemented how do I actually get the node in blueprint? @sand shore
That's it. That's the trick.
@haughty egret It would then appear in the list of functions
I found this nugget of brilliance which explained it
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/44901-uobject-vs-actor-event-graphs?p=451253#post451253
The only thing you need to make sure is that your implementation does not in some way call the original UObject::GetWorld() method, because when the original method is called, the UObject base class concludes that you haven't overriden GetWorld.
In my case, I called the original UObject::GetWorld by accident via Outer->GetWorld() where Outer did not have a custom implementation.
I was calling Outer->GetWorld() because that seemed sensible to me
Ah, nah.
Just return nullptr
that being said.... uh
If you can't get a world context pin to appear, maybe you make a UObject* member variable that you can set from BP
It's hacky, but hey.
So what is the best way to actually get your world object then if you just return nullptr?
Because I was heading down the set the variable when constructing it route
@sand shore I also can't seem to call GetWorld on my actors, why would that be..? (in blueprint)
Hi,
Is there a way to get all actors and have multiple actors on that node so I can run a destroy actors and hit them all ?
so, with replication blueprint, i can essentially create a basic multiplayer server without c++ coding?
is that correct, or is there some reason why you need to use c++ functions through some editor feature to do something that you cant in blueprint?
Do you know why this is happening after migrating the data table ?
hey, im fumbling around with blackboards and behaviour trees right now.
got a question tho.
i would like to generate some variants from the normal/default mvoe to task thats in unreal.
however i cant seem to find or open that one anywhere to take a look how its set up
anyone knows where to find it?
and, can i also plug in 2 conditions?
like lets say i have a selector that goes for "curvedmovement" and i want to get inside it either by the key CurvedLeft or CurvedRight to be true?
or wont that work
it'll work... the move to task is a C++ thing, I recall it's AITask_MoveTo or AI_MoveTo or something along those lines
so no real need/sense to look into it for now since im blueprint only atm, thanks @earnest tangle
if you wanted to make your own you could also create a custom Behavior Tree Task which just does pathfinding in some other fashion
do you by any chance have some reference or documentation about movement patterns and how to code them?
i dont really need pathfinding, only different patterns
i have 1 object that should move to targetLOC
in the BT i let it decide by keys which one to use.
then im making tasks for the patterns themselves. now i just dont know where to exactly start to f.e. make a curved movement path out of the linear
calculations are my end boss
I think the builtins mostly just deal with direct point to point navigation
if you wanted to move in a curve you would need to find a way of generating a curve from two points, there's probably some math that can do it, ie. bezier curves
or you could probably use the curve component and place it when you want to do curved movement
alright then ill start digging it =)
one more question that i asked in general before.
for mobile platforms, would it make more sense to use niagara, or stick to cascade? i dont have any experience yet on mobile with those
anyone got a quick and dirty guide i can follow for setting a value by X each time you press a button? same for decrease? i want to go up and down with time dilation using my mouse wheel ๐
very handy for testing physics
is there anyway for me to hide the model of a player for only that player? so a view-model weapon can be seen, but not anything else. but other players can see him
hello, good afternoon
I am trying to implement a free view camera system to my project can anyone help
my character is currently bound to the camera and moves at where i am looking
but when i press and hold a certain key I want the character movement to be disabled so I can move the camera alone to look around
and when i release the key it would just go back to its original form and place
sounds like you need to change the playercharacter, so you'd need to change something about your character model to one without
and then have somesort of movement function made for it
so it can ascend xyz
sounds like you need to change the playercharacter, so you'd need to change something about your character model to one without
@onyx prairie ooooh thats actually a pretty good idea to switch characters
i can probably make another pawn inside my character with a small size and disable movement for it so it can only rotate
yeah thats how i was told its generally done. never tried it myself but look around in that direction for guidance.
For VR, should I put a bone in any lever or knob I want to interact with, adjust the physics body pill thingy and interact with that OR should I take the lever, attach a box on the lever and a box on my hand so they can snap to each other and follow each other?
thanks lexx
im still learning fundamentals, so when i eyeball questions here, im just trying to think if i could do it or not. np hope i pointed you in the right direction.
chris, what kind of event would that require? somesort of custom event with the target?
@lexx I'm going to be making a flight system like No Mans Sky
So I need a throttle and a joystick to interact with
okay, interesting. so you got a basic widget setup for this?
No widget needed for this I don't think. Its in VR using motion controlers
ah a bit beyond me. i think you are right. there are two ways with it... you could do it with the interface hud by using a slider component. you could theoretically influence movement of your character (the vessel you are viewing out from)
or it could be with a pawn of sorts. i think the hud one may be easier to code. never tried something like this before, but...
Well I mean for the player to grab the throttle and joystick and move them around
Sall good. I just need to find out from someone who has noodled with it
sounds interesting. not sure a lot of people are around right now,
Yeah the glories of asking for help on the East coast haha
but when they are, try to ask the question again. my view is that the interfaces code and its connection to other blueprint event graphs may be a direction you ought to head. but this is theoretical thinking on my end,
I mean the movement of the throttle will be tied to the speed of the ship. same with the joystick. Probably either a bunch of box colllisions or based on rot of X and Y for input movement
what exactly is the owning actor coming into the tasks from the blackboard/BT?
is it the pawn/character, the aicontroller, or the key i set in the BB? my casts are always failing, cause i dont know which actor is getting passed here
nvm, got it, its the AI Con
can I possess another object in the same blueprint ?
like driver is my main character but i want the possess the "FreeCamPawn" but they are in the same blueprint
That's not a pawn though
You can only have components in an actor, and you can't possess a component
maybe you should have it move the camera instead? or have a second camera and set it as the view target?
(at least it sounds like you're trying to get multiple camera angles of the same thing)