#blueprint
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yes buddy
you need to track an object to see whats running on it ๐
i did the same thing a day or two ago hehe
@latent arch Latent nodes of any kind are impossible inside of functions.
yeah im quickly realising, whats the solution to my problem in that case?
Does this need to be a function? Are you calling it from anywhere outside of this blueprint?
no thats the issue
Make it a custom event instead of a function
๐ค
You can call it similar to a function, but it goes into the event graph where you can have latent actions
basically its an audio logic BP thats setting out the bahaviour and locations of sounds
hmm
If you're not calling it from anywhere outside of this blueprint, always use Macros. There's two reasons for this. More functionality, and calling functions in blueprint is slower than calling a macro.
If you're not calling it from anywhere outside of this blueprint, always use Macros. There's two reasons for this. More functionality, and calling functions in blueprint is slower than calling a macro.
@maiden wadi ! ๐ thankyou thats great info, i will look to convert everything
@earnest tangle ill try doing this - but im still unsure how i can "tick" a delay without using and event tick - id like to use a timer as were all in the same BP here
yes buddy
@latent arch Thanks..It works now..lol, I swear it was always there in my project by default before.
hehe no worries dude easily done hat one
why do you need to tick the delay? I'm not sure if I'm understanding the problem
right here goes ๐
im trying to simulate speed of sound and the doppler effect with my audio logi
logic
ive got the locations and relative velocities of the player and all live sound emitters - this is ticked on a delay loop every 0.1 s as real time was a little overkill and could cause performance issues
Now i want to take my relative distances i already have calculated to delay the start of each sound to simulate the speed of that sound traveling towards you
what started out as a little cosmetic feature is turning into a full blown audio computer now lol
sounds like it ๐ค
if i can get this part working i can then use the information gained to also produce acurate echoes
interesting that the audio engine doesn't have anything for this builtin, seems they have lots of advanced features otherwise
anyone can help me with my problem above?i tried blend poses by enum like auther suggested long time ago but thats doesnt work
the main constraint i have is that its a MOD / Overhaul for a published game - so i dont have any programming capability outside BP :/
its like it doesnt switch the anim at all if i use sword or bow
@earnest tangle The UE4 audio engine probably does somewhere - im using a Wwise integration - the other small issue here
for every advantage there is a disadvantage it seems at the moment ๐
yeah it seems kind of tricky because you could just fire audio off at the initial distance, but then if the player moves closer it would no longer be accurate
I guess it would depend on how fast the player can move, at running speed the location difference would probably be so small it wouldn't really matter
yeah this is why ive gone this route - the distances in this game are multiple kilometres
@shut magnet Where are you setting the enum for the blend?
the players fastest movement speed is like 150 kph but obviously projectiles and their audio emitters travel much faster
at first i set the enum inside the state condition to whatever animstate it is but doesnt work second method i tried in april like u said using blend pose by enum in animgraph but doesnt work wither
im willing to give a copy of arpgis to someone as im really dont know what to do at this point
Hello guys! I want to make a sway effect on a FPS game, but I don't have any clues how to clamp the rotation, because right now the arms are getting out of the view. I just want the arms to sway just a bit according to the rotation.
trying this right now - seems to be working ๐
use a timer or timeline
Rookie question here why the hell do i have the static mesh from another actor in my character viewport ?
@gloomy linden No i just checked no preview mesh ๐ฆ
did you made that bp from scratch?
yeah both bp are made from scratch
Hi,
I am currently using a global time dilation to give my player the ability to slow down and stop time.
Can I set this to NOT effect the player pawn ?
it is in VR so when I stop time and try to teleport I cant because time being halted removes the ability to do so.
@gloomy linden Welp i tried the good old turn it off and on again and it's back to normal... I hate it when i don't understand why something wasn't working -__- thank you for helping
@dapper cradle https://www.youtube.com/watch?v=VeA2K1coDVw, in that way you can set custom time dilation to specific actors
What is Custom Time Dilation in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@somber igloo looks like your casting to third person character is failed, check your character
ok
@somber igloo looks like your casting to third person character is failed, check your character
@gritty elm but how to check it
When I double click on either a Media source or audio component it just brings me to an empty screen rather than the details. Does anyone have a fix?
can you post a screenshot? @mossy barn
Okay I fixed it. This problem has been bugging me the entirety of today and all I had to do was go to window, details.
@somber igloo can you show your character name?
Sorry but i didnt get it from where
@somber igloo can you show your character name?
@gritty elm
can you print string from here, to verify it casting failed or success
thank you @gritty elm I did look at that when I originally made my time dilation, but I will rewatch just incase it has a way to ignore actors/pawns in it.
play the game and see result, (not in editor, just play game)
can you please quickly check the name of your character by print string
this all stuff is in animation blueprint
so what is the issue having you right now?
your blueprint isn't showing flow or your animation isn't playing?
Actually i want my player to rotate his spine so i used this
And it is not working
Can anybody tell me a flaw in my blueprint as it is not working
@somber igloo here
i used this
can you open your new state machine? and post here what inside is this
it looks like your state machine is empty
this is it
it looks like your state machine is empty
@gritty elm no its isn't
@gritty elm Any clue sir
let me find issue, does your spine works in animation blueprint viewport?
ok sir
click on transform bone node, and go to rotation and select add to existing option @somber igloo
@somber igloo does this fix?
wait let me check
Oops sorry I didn't changed it
now it works
@gritty elm Thanks to you
So i've been stuck on this for a few weeks and managed to isolate the problem
Basically my Find node is messing up in builds, it always says -1 is the first element in my array while i declare it to be 0
in the editor it works perfectly fine
So its an inventory, it looks for the first empty slot
I have 15 slots and it should start from 1 to 15
but it starts at -1 in a build
and starts from 1 in the editor lol
is there a way to stop character from turning towards camera when he's jumping?
and just follow the actual jump direction only
or to be exact when character is launched in air
@hoary orchid, make sure to do this in your character blueprint
@gritty elm but that disables to movement of camera as well
hi so yesterday i had i problem when i hit the play button and i still have it i dont know what to do and i need to finish this project
here is the error Assertion failed: UniformExpressionCache.bUpToDate && UniformExpressionCache.UniformBuffer [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/ShaderBaseClasses.cpp] [Line: 383]
@hoary orchid ok try this, that should work fine
is there a way to get the section montage is in right now?
make sure to do this in your animation blueprint
@hoary orchid did you solve jump issue?
How would one get the position of a song with blueprints using an audio component?
How can i add a walking and running footsteps sounds to a first person character with blueprints only?
@sly finch https://www.youtube.com/watch?v=SazBtubiBMc
The first in the Estranged development blog series, an overview of a simple Blueprint to create footstep sounds in Unreal Engine 4.
are blueprints inside the Game Instance permanently loaded to memory, while the game is open ?
What do you mean by "Blueprints inside the GameInstance"?
Hey, I don't know if i am just being silly here, but is it possible to get overlap event triggered on a spline mesh component? I can't seem to get anything to fire for it? The spline is created in Construction Script and set the GenerateOverlapEvents to true.
I'm following a tutorial and in that tutorial, the person made a Loadingscreen function inside the GameinstanceBP and later makes a new one inside the LobbyGM
So, I've been wondering, if the blueprints that are inside the GameInstance are persistently loaded into memory or not, since the GI is permanent
@lusty escarp yeah but you might find that you need complex collision because spline meshes are ultimately distorted meshes and simple collision volumes don't work super well with that depending on the nature of the distortion
@tight schooner I am currently already using complex collision on the mesh
If the BPs are persistent, then I could just get them from the GI.
If they are garbaged, I should make it like the tutorial to avoid loading unnecessary assets
As far as I understand it, values are kept in GameInstance. But if you're talking about object references, they should become null on a level load as far as I'm aware since they belong to the current world and that is deleted at level load. So references should end up nulled out. But all functions, events, macros, or variables being stored that are not object references, should still be okay.
I have a question of advice:
When performing overlap or hit events, for example a Ball hitting a Wall, where do you put the event behavior? In the Ball's EventGraph or in the Wall's?
I was wodering is how to do a massive change to the level that includes many parameters on multiple things like height fog, directional light, skylight etc..
I have a daylight scene, and I made the stormy night one..I want to change all of it at one point, but there are just too many parameters to reference,.Is there an easy way to do this?
@tight cobalt I'd say those variables belong in the GameState.
But I am noob, I may be wrong. That seems right to me though.
Oh so you mean, i could change game state and affect all changes?
Yes, as long as you're using those variables to drive the desired effects in the ... level blueprint, or wherever you're using them.
I dunno about stuff like direction lighting
but the fog, yes
This is new to me,,never changed game state before..
Authaer is typing, he is way more experienced than I am. He may be able to give you a better answer
๐
lol sry Authaer, put you on the spot
k maybe his cat was walking across the keyboard ๐
A directional light and other lighting items, those wouldn't belong in the GameState because they'd be different every level
Hmm..
Stuff in GameState would have to apply evenly, no matter what level they're in, something like fog would be fine in there
Well in that case i guess game state change wont help
if it was a ground-covering fog and not like, fog coming out of a cave mouth or something
@tight venture I would probably say that highly depends on what you require to happen when the ball hits the wall. If the ball is supposed to do something no matter the surface, put it in the ball. If the wall is supposed to do something when a ball hits it then put it in the wall. Only exception might be like a specific type of wall that you want to affect certain things a certain way. Might put it in the wall instead of the ball just to avoid unnecessary logic calls in the ball.
oh he was answering my question ๐
can someone help me fine tune my wall jump, it feels really bad at the moment
Okay, thanks @maiden wadi, makes sense.
@tight cobalt you'll have to explain yourself a little more clearly in order to get a good answer
Sec..uplaoding the video
@chilly linden that goes for you too. post pics of your blueprint stuff at least.
@tight cobalt Are you trying to affect multiple levels with the same settings, or?
@tight cobalt Oh, I think I see what you were asking. What is changing these settings? What is the trigger for changing the weather persay?
@chilly linden hehe we can't read any of that. you'll need to zoom in a bit and post multiple pics probably
I am effecting the same level. Nothing changes expect parameters within the items such as directional light, skylight etc..
Change will occur when player solves all puzzles and collects all 5 keys. I need to change multiple parameters under Height fog, Ambient fog, skylight and sky sphere.
This is the daylight video...https://www.youtube.com/watch?v=-YlmJUsKZ6U
and then it will change into this. https://www.youtube.com/watch?v=lyfFG_-VzkM
Are you handling the puzzle stuff in the level blueprint?
I could probably change them under the level bp, but..there are jsut way too many things taht change in order to reference them and change one by one.
Yea all in level bp
I'm not sure you really have much choice but to get the reference from the level and change the properties one by one. Could easily hide it away behind a macro or function though. The only other option might be having multiple versions of these actors that you could swap out. Unless you're looking for more of a 'transition' effect. In which case I'd strongly advise going with a level sequence.
Hmm..
Is it possible to swap the actors like, turn off directional light_1 and turn on directional light_2..
I guess I could hide the effect with some animation or smthing. Maybe characted puts his hands to cover the eyes or smthing
I gtg be back in like 2 hours
Anyone know if it's possible to use Sync Groups between 2 different animation blueprints to have 2 characters in sync together? ex: rider and mount
so this is my jump and wall jump, it works, it just feels like shit and I am not sure how to improve it
did anyone knows why inputaxis on Mouse Y works just while left button mouse is pressed?
@vital gulch You likely have SetInputModeGameAndUI set somewhere. If you want it working without that, you need to SetInputModeGameOnly
I already try that, i will check the blueprints again, thank you so much!
It could be a different cause, but that would be my first stop. I think PlayerController SetShowMouseCursor needs to be false as well.
Probably not on the mouse cursor showing though, who knows.
Is it possible to create a collision component that follows the path of a Spline ?
@maiden wadi thank you so much! it was the setshowmousecursor it needs to be false
@lusty escarp I did some experiments at one point for my game involving spline roads and I found that having a bunch of collision volumes place along the X axis in the mesh itself like planks does actually produce a somewhat coherent collision when used in a spline mesh component, as long as the spline deformation wasn't too extreme. (I ultimately went with complex collision for its fidelity.) It should also be possible to do it in blueprint with individual collision components placed along the spline in some programmatic fashion.
Like you can make a script that adds collision components at every X distance along the spline.
@tight schooner Thanks for the reply, maybe you could help me understand further about splines and their movement capabilities. I am trying to replicate a Conveyor belt system that moves an items along the spline following the location and rotation of the SplinePoints. I don't want the items to collide on another but rather have them queue on the belt like this video (https://www.youtube.com/watch?v=vAu_ZrqM2Lw&t=69s). But i also want the belts to curve like this video demonstrates (https://youtu.be/go9vjytZu6U?t=6)
Unreal Engine conveyor belt physics demo: parametric object combination
Any help would be greatly appreciated
Random fun blueprint performance test.
figures the one with fewer nodes "wins"
a Math Expression would probably be even faster
vec(1,0,0) + vec(0,0,0)
or w/e
I was actually curious to know the difference between the vector addition vs the three floats into a make vector.
how do you check for the duration required?
Duration required for what?
for your node to complete?
If you're asking how I tested that, just type ` to bring up the console and then "stat raw"
yeah, hmm thanks
@maiden wadi any suggestions for the wall jump bp?
@lusty escarp I've never built something like that so it's hard to give you general pointers. My game has a lot of stuff (vehicles, projectiles, etc.) moving along the road spline, so a good amount of "blueprint communication" happens to pass references to the road spline around so that stuff can follow the road without physics or AI. Some things on the road remember their local offset vs the spline so that they can stay in their lane rather than be forced exactly into the center of the spline. There are multiple ways for things to follow/sample the spline, like via "time" (IIRC, total distance normalized to a length of 1) and "distance" (IIRC, variable total distance in Unreal Units)
as far as making things queue up goes, that's actually a puzzle and I'm not sure how one would best approach that
whether having some "manager" orchestrate the movement of the actors on the conveyor directly, or actors communicating with the adjacent ones and maintaining a "safe distance" in some independent fashion
@chilly linden What's wrong with it exactly? What about it feels bad?
@maiden wadi https://gyazo.com/87830432d5830a1343ddde46af6e32db
firstly, I am using a hit event which feels wrong, I cant get begin/end overlap to work for some reason
he sticks to the platform and if i hold a movement key he stays against the platform
i just want it to be more fluid
@tight schooner Cheers for the reply, I'll dig further in and let you know what i find. Thanks a bunch
@chilly linden Are you just trying to get a wall jump, no running along the wall or anything like that? Just jump against the wall and allow the character to 'jump away'?
yes jsut a wall jump
but I would like it to slide very slowly in the direction forward
so he jumps, hits the wall, slides along it very slowly and can jump off again
I am trying to achieve this https://gyazo.com/264895067b35d35aa9cd7f03c797dc2b
Hey all, so is this possible? id like to make a BP that calls events and locations from objects in other BP's. how can this be done? im trying to make an audio logic that is capable to tracking projectiles and actors simultaneously ๐ค
@chilly linden From the look of that, it looks like the powerup thing boosts them along. But in general if you're just looking for something that slides against the wall, I'd probably rely on something like... Jump. Hit the wall, on collision with the wall, do a check to see the x/y velocity. Find the direction along the wall that best matches the plane hit so that you can set the character's new velocity in that direction so that it slides along the wall. Set a boolean to true for like 'iswallsliding' that you can use for the next part. Find a way to limit the -z velocity. Maybe clamp just the Z velocity on tick to a minimum of -50 or something, might work. Then when you jump again or after a certain time or if you land on the ground or.. whatever else, you can set the iswallsliding back to false so it won't limit the z velocity anymore. I don't really know. But that would probably be my first guess with something like that. Games like JediFallenOrder's wall run probably relies on some sort of triggered sequence, but that's for a very specific specific behavior instead of just somewhat clinging to the wall.
Thanks I'll try get that working haha
@maiden wadi would you stop active movement on begin overlap do you think?
@latent arch the concept is called "blueprint communication" and is rather fundamental to the craft of blueprint scripting. You should Google the term and learn about how to do it; it's a deep subject.
Probably rely on the character capsule's event hit rather than overlap. You'd also not want to trigger the velocity set event from the overlap or hit while currently wall sliding, until you jumped again most likely.
To get the angle you desire (not exactly, but give you an idea of the mirror vector by normal)
and then just jump into that direction multiply by a float (to control your intensity). @chilly linden
and event hit 100%
Can anyone help, I have been trying to get this to work for ages. I have a blueprint that will set volume of a sound to zero% when clicked, when clicked again it will change it to 100%. It starts on, when I click the button for it to go off it goes off. When I click the button again for it to go on, the light comes on but no audio. Please can someone help ๐
Can you share your blueprint?
live in the future
Sure
what about setting volume directly instead of adjusting it
@pearl rose I am not too sure how to apply this to my bp
cause anyway you are making it instantly
@pearl rose What do you mean exactly?
Your adjust volume duration is 0, so I assume it's changing volume instantly
Yeah
quickly try it with this
@chilly linden basically you could mirror a direction. It's like a bounce and this can feed your upcoming jump
@pearl rose For which branch, the top or bottom. As in top 0 and bottom 1?
do it in both
Okay 0 for both
Hello people, I'm trying to use the asset manager but I'm a bit confused right now so I wondered if anyone would be able to give me a hand.
So I created a data asset type that contains some information and I added it to the asset manager, I added the path on which I will save this data asset types on the project settings and i figured that i can retrieve the data assets with the "GetPrimaryAssetIdList" node, but I cant figure out how to access the data inside each asset from the array of "PrimaryAssetId" that the node returns. Any documentation on how to do this?
(keep the sound value correct on both side right aha)
Maybe u need to cast it as the data type that you created
@pearl rose Still the same result
Not sure what those nodes does tho, I never even know they exist and for what purpose
Try casting and see if u can get your data
@trim matrix I tried but it doesnt let me cast to the data type
one that i created "LevelInfoDataType"
This are in order: The data asset, the project settings and the blueprint on which i want to retrieve it
I already tried, has this inside but still cant cast to a data asset type
If i split again that one it only has a name inside
R u sure u get the right primary asset type?
And where is this data u r trying to retrieve?
Yup, if i print the name its the actual data asset (DA_RiverLevel, as i called it)
So i have the data asset, my question is how to access what is inside it from there xD
Im trying to access the image and fname that are inside the data asset (the first screenshot i sent)
I guess u have to get the asset base class?
I haven't actually played with asset management, but I do notice there are some other functions that might be useful to you here. Like GetObjectFromPrimaryAssetID
And get the value from it the cast it?
@inner ginkgo Yeah, i also tried that and i get an UObject, the problem is that i cant cast it either to the data asset subclass i created
Oh
OH wait
I forgot to make it blueprintable

@pearl rose can you chjeck my bps for me please
Any way of changing material on instanced folliage within the blueprint during game?
Or even better to change parameters of instanced material, within level blueprint?
Okay so now i can cast to it (yay) but the cast fails. The data asset name is the correct one tho, and that data asset inherits from the type that im trying to cast to ๐ค
Can I stop instances from changing instance index when an instance with a lower instance index gets removed? Or otherwise, are there any other way of "tagging" instances, so I can identify a specific instance and make myself a reliable reference to it (that I later on can find)?
(Please ping on reply โค๏ธ )
@tight cobalt You can use material parameter collections. But that will change it for all instances.
All instances of that particular material?
That is fine.
Is it hard to do it? Never used it
Yes, all instances that reference the collection.
Nah, this should get you started on them: https://www.youtube.com/watch?v=i4Z2r7mGA0o
What is a Material Parameter Collection in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Hey all! Quick question about collisions with physics bodies: In the On Component Hit event, how do you check which physics body/collider generated the hit? Like, hand, foot, head etc
@inner ginkgo Gonna chek it out. Thank yoou.
@spark robin What is the context for 'instance' in your question?
So, im still trying things but nothing, I cant cast the object that i obtain from "GetObjectFromPrimaryAssetID" to its specific class, cast fails. Any more ideas anyone?
@solar sonnet Other Actor and Other Component are what you are going to look at. Most likely Other component for your particular question. You'll need to know what component you are looking for ahead of time, though.
Like, in short, Im making a voxel game where each block consists of several instances and how many instances are per block can vary from block per block, then I store all my data related to the block (Like block type rotation, location) in arrays. But Im struggling with drawing a red line between those arrays and the instances belonging to the block as the index of the instances change as you remove blocks @inner ginkgo
@lone cradle Get the object you get from that function and get its class. Then print/watch the class name. Verify what you are getting from it.
The function returns null
Thanks! That will return the other object we are hitting though. I'd like to know which collider on the object this Blueprint is attached to, if that makes any sense
Well that would definitely prevent casting it. ๐
Yup xD
Ill try to figure out why its returning null tho, as the name of the primaryobjectid is actually correct
I'm using Hit-> Hit Bone Name to get the other objects bone. But I also need THIS objects bone
Sorry, I don't have any experience in asset management to help more there. Seemed like a good idea, though.
I saw the data assets used on an Unreal training video and I thought it was super cool but I guess I need to know how to use it first xD
@solar sonnet My mistake. Then what you need to know is which local component is which. And then you can compare the hit component with an object equality.
Thanks for trying to help me anyway!
Right - So I have a mesh which has a physics asset. What I need to know is which body collided. Like hand, head etc
@spark robin Ok, so you have a block object. And then you have a bunch of meta data in arrays that relates to those block objects?
Yeah
The block objects are not objects tho, they are mesh instances of this component
@inner ginkgo okay, just saw the error
Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it
๐
@solar sonnet That's what I'm saying. You need to have a reference of each of those ahead of time. If they are in your viewport design, then just drag a ref down and compare it that way.
From the screen shoot I see array index 2 as the one that have the objecy
@inner ginkgo Oh OK! Thanks! I'll try that! ๐
@lone cradle
@spark robin If you can get a reference to the mesh, then don't use arrays to store the meta data. Stuff it into a map and use the mesh ref as the ID.
Yeah yeah, there was an index 0, the problem is that the data assets are not loaded until you manually load them, so the asset manager autofinds all of the data assets but doesnt actually do anything with them
Is up to me to load them and once they are loaded i can access whats inside
@inner ginkgo The issue is that I cant get that reference because the index (which is my reference) changes
Now I probably could update my other data (location, rotation etc) to bind to the updated index, but it probably wouldnt be very performant when dealing with large numbers of blocks :l
Tho unless I find a better solution I guess I will try that
You are removing the blocks by index, right?
If you remove the meta by index, does that keep them in sync?
No, because I have several instances per block, and the amount of instances per block varies from block to block
Describe/show how you add a block with meta.
A lot is fine, but I can't read those at that size. Use https://blueprintue.com/
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
I will try what I mentioned I probably could do earlier
Now I probably could update my other data (location, rotation etc) to bind to the updated index, but it probably wouldnt be very performant when dealing with large numbers of blocks :l
https://blueprintue.com/blueprint/sms96b_0/
https://blueprintue.com/blueprint/vico5piy/
@inner ginkgo
Np, I'll read through these and see if anything stands out as doable.
Lmao okay, Im glad if you take your time but really dont feel like you have to
I might get this working eventually anyway
Okay so for anyone interested it ended up working, you need to first load the data asset and then access it with the get object node, here are the two ss, thanks to everyone who tried to help me!
Nice! Glad it works.
How can I make my player move based on the camera rotation? This is my setup so far for the camera rotation and player movement. Now I need the player to move based on the cam rotation. Couldn't figure it out though..
@vital lava In your movement code, changing the GetForwardVector and GetRightVector to your camera should get you most of the way.
sooo, noobie question here. I have a BP in my game that handles when events happen - i want to create a MOD for said game and said BP without modifying the original PB - am i able to create a child of it or something along those lines? and then intercept the events in the original BP and manipulate then in my Modded one?
@latent arch If you change the original BP, do you want the new BP to have those changes, too?
no, its sorta the other way rounf that i need it to happen - basically im modding a UE4 game - but i dont want to actually physically alter the original BP because then it would be incompatible with other mods that may use that BP etc
Yup. You may some issues with the forward vector, though. If that works 'mostly' then I can describe how to fix the forward issue.
well it's not working well.. the Issue is for example if I look right and walk forward the player movest in the right direction
and if I look right and press D the player moves backwards
@latent arch So, I understand that you want to change the original behavior. I'm just clarifying that if the original was updated with new functions, you want them to work in your modded class. A child BP is what you want, then. For the behavior that want to change, you would use function overrides.
ah cool ok
@vital lava Backwards relative to the camera? Or backwards relative to the current player position?
so i can override a function in the parent and use the childs one instead?
Yes. Assuming you have a way to have the game use your modded class, it will use your overrides.
backwards relative to the camera
Can you describe what you expect to happen, then? I think I misunderstood the goal. I thought camera based direction was what you wanted.
Here is an example..
In the first 360ยฐ rotation I pressed W everytime and as you can see the movement is not right.
The second time I rotated I pressed D and again it was not relative to the camera.
https://streamable.com/bybayr
@vital lava Backwards relative to the camera? Or backwards relative to the current player position?
@inner ginkgo the problem is that it should not walk backwards when I press D.. it should walk to the right position based on the camera
Sorry, I didn't realize it was first person. It should still work with that code, but you wouldn't need the camera ref. The pawn forward/right should work just as well.
Can you show how your component setup is stacked in the viewport?
Hi,
I am setting up a tutorial using a few widgets on a switcher.
I am trying to make it as easy to understand as possible, So I am inserting short video examples of the instructions.
The way I am doing it, I can only assume the videos will continue to play in the background as the player advances onto the next widgets.
I am only doing this because I am unaware of a way to stop the media playing. can anyone tell me if this highlighted node will perform that function for me ?
@inner ginkgo material parameter collection worked. Thanks a million. Although i need to manually edit my instances of grass now cause i used it from the same master mat..But it alright , I am glad the issue is solved.
@vital lava So yeah. You can remove the camera refs that I had you add. I was thinking 3rd person where the camera and player wouldn't always line up.
Still odd that the code wouldn't work.
Do you have any other movement related code?
If I use it like this for example to close the media player being used in the previous widget ?
and that's the very first thing I tried
It is a great engine, I promise. It can just be quirky sometimes with the built in stuff.
yeah I understand ๐
@dapper cradle I wouldn't draw the lines like that. I would just create duplicate refs to the players in your graph.
I don't.. maybe if you got time, you could try and reproduce it..? ๐ค unfortunately I couldn't find any tutorials for a simple first person controller. Most of them are FPS related, therefore they use animations etc. Or they straight up use the default fps controller without creating a new one from scratch
ok thank you @inner ginkgo I will do that then!
@vital lava Well using the prebuilt stuff is pretty common. No reinventing the wheel and all that. But it occurs to me that if you built this from scratch, are you sure you are using your code? Pull up the world details and verify that the default pawn is set to your pawn.
Window -> World Settings -- And then you are looking in the Game Mode settings.
@inner ginkgo I didnt quite get that thing I wanted to try earlier to work (Got a "None trying to access" error with a for each loop due to it trying to access index 0 in an array of length 0 (Which btw I have no idea how it can even happen, unless Im mistaken, shouldn't "For each loop" execute Complete once the array length hits 0 instead of doing another execution on the loop body?)).
Please ping me if you do get any bright ideas on how I could reference my instanced meshes, I honestly have no clue what I even can try next or of any other solutions for a building system that lets me use multiple instanced static meshes per block >.< I just want to tie some damn data to it for a permanent/reliable reference ;-;
So looking through your code, I still think the adding and removing by index should work fine.
Every time you add a block, you add all of the meta data to each array. So the arrays in sync by index value.
When you remove a block, if you know the index, then remove the same index of each array. And then it should still be in sync.
The reason why I want to make a first person controller from scratch btw is because i wanted to make a first person rpg game but the fps example has arms and a gun that can be seen in game. When I removed them I got compiler errors saying that some nodes dom't have a target and then I though I'll just make my own real quick with basic camera based movement. Witht that I could also learn BP a bit
Nah, it's fine. I'm still pondering on the issue. The directions shown in your stream add more confusion, just because they aren't consistent. And the code is so simple that it should be a simple fix, lol.
Sometimes it is simply that you have the axis backwards, but then I would expect more consistent results there.
Yeah it's really weird. Like I said, if you got time and you want to solve this, maybe try and recreate it. Maybe I messed up something ๐
anyone knows why my actor is going through other actors?
Both actors capsule component is set to Pawn and the Mesh is set to CharacterMesh
and yet im still going through it
Are the capsules the top level element?
๐
Pretty sure the character movement component handles that.
@vital lava I just recreated it and those pawn movement nodes don't work without a movement component. I suspect you have more relevant somewhere in there. Do you have more in the graph? Also, what is in that TriggerEvents graph?
@peak mantle Yeah, my point was that the movement component handles the physics like things just falling and pushing. You don't normally use physics + a movement component. They would fight with each other.
The only thing that I have is what I have in the EventTrigger node. I will send you a screenshot in a sec
That's the move code. ๐
oh ๐ well the whole move system is based on a guide I've found. I don't exactly know how everything works but I understand the most of it
Should still have something somewhere else for turning.
But that movement isn't going to work correctly. Change the AddActorLocalOffset to AddActorWorldOffset.
this is the whole event graph
did i forget to post this? ๐ค I thought I posted it already
oh yeah I did
but yeah.. there is nothing more as far as I can see
That part I've seen. But I still don't see anywhere that handles the turn stuff. Although, I probably don't need to see it for the fix.
is not the part in "mouse controls" handling the turn stuff already? That's how it was set up in the example controller
should I maybe create a completely blank project? ๐
That's adding inputs. Something still needs to consume the inputs and translate them into movement.
Regardless, changing the local offset to world offset as mentioned earlier should fix this.
And it explains the wonky movements.
I have a X blueprint class inheriting from UObject but when I create Object reference variables in other blueprints, I can't set X or X's child classes to that variable, how do I do it?
No problem.
@unique wyvern Not sure I'm following. Are you assigning instances to a reference? Or are you trying to set them through the editor?
Im setting them in the editor in the details panel inside the blueprint class
but when I click on the drop down to set, nothing appears
its empty
You won't be able to do that, because the instances don't exist.
Things like Meshes and Audio files are special and let you grab an 'instance'. But generic objects can't be assigned that way.
what is the problem here with the error?
what alternative can I use to instance other than UObject
I don't understand what it means with it's not a character. Do I need to check something on my player pawn?
What is your end goal with UObject?
I dont want to use an Actor
I wish to create item types that describe an item, the blueprint stores information such as the item name, description, inventory thumbail
@vital lava You are using a pawn. A character is a different class that adds more standard features to the pawn. You can't use character nodes with pawn stuff.
oh alright
@unique wyvern Anything that exists in the world will need to be an actor. However, if you just need it for data, then a struct is the way to go. If you need logic and data, then Object is the solution. You can use data tables to prefill data for your structs. For Objects, you need to create them at runtime (Construct Object from Class) and populate the data then. You could use a datatable struct combined with an object in that case.
thing is I also have functions in that blueprint that I'd like to call
such as use
so I cant use struct
That's fine. If you want editor support though, you probably still want a backing struct so that you can fill a datatable and get your data that way.
alright changed it to Character. Now everything works fine ๐
Haha, excellent.
night users, anyone online with knowledge of blueprints? need some advise, want to Private Chat
what is the blueprint equivalent to 'on movement input released'? so when I stop pressing 'WASD' do x
hi
i have an ai move to function that works weel, but when i make the ai the default pawn class the ai move to function just does not work
does anyone have an idea why this might be?
@keen prairie on input button events (define them in Project Settings -> Input) you get a Pressed exec pin and a Released exec pin
Input axis events work differently and you p. much have to sample them every frame
Thanks for the guidance @tight schooner . I see that input actions have these two pins but because movement is an input axis instead, these options aren't available.
ah
so would I need to map WASD as actions in the project settings?
Yeah. Axes are for analog controls. You can map buttons to axes but in BP they're translated into an analog value
right, that makes more sense. it's just such a strange work-around
@harsh topaz The move to node requires a working movement component. Make sure the pawn has one, like floating pawn movement or something.
follow-on question: how could i check to see if the player is holding down a key and not just pressed it once? totally a noob question lol
nvm, a bool checked on press and unchecked on release should do it. i think
okay, that didn't really work because of the context. the concept goes: if the player is travelling forward then set 'orient rotation to movement' to true (so that the player's direction is determined by mouse movement). how could i check if the player is moving forward without checking if a key is held down? thank you guys, I really appreciate the help
@keen prairie check if your move forward axis mapping returns 1
if you set it up correctly 1= forward. -1=backward
Assuming movement can be different than the inputs, you can also compare the velocity to the actor's forward vector.
he said if holding the button, velocity could change even without holding a button. thats what i though he asked atleast
I guess my wording was a little unclear, sorry. What I meant was: how do I check to see if the player is moving forward? because checking to see if the player is holding W wouldn't work for me. Basically, I'd like the player's direction to be determined by the camera ONLY if they are travelling forward. Thanks again
Do you care if they are actually moving forward? Or are you trying to determine if they are trying to move forward?
I care if they are actually moving forward, yes.
If you only want to trigger it when character is moving forward, then velocity (normalized) compared to the forward vector with a dot product will tell you how close to forward they are moving.
I'm sorry, I'm super new to this. Could you please elaborate?
The velocity tells you the direction and speed of the actor. The forward vector tells you which direction the actor is facing. A dot product tells you some relationship data between two vectors. If the both vectors are unit vectors (hence normalizing the velocity) then the closer to 1.0 the dot product is, the more similar they are.
So if you only care about checking movement forward regardless of inputs, that's probably the easiest way to do it. You would need to decide on how close to forward you care about, though. If it just needs to be generally forward, then any positive value for the dot product will be correct. If you need it to be as close to exactly forward as possible, then you want to give it a small buffer for comparison (it will be hard to get exactly 1.0).
Right, ok - this makes logical sense to me. I'm going to do some research on the terms you used and then I should be ready to go. Thank you vm for pointing me in the right direction.
Hey there! Quick question, what is the order Events follow? As in, if I set a variable in the Tick event and then I set the same variable to something else in the Hit event, what value does the variable end up becoming?
I don't know if there's something I'm missing or if there's a list of the order of events I'm missing
It actually depends.
In your class defaults, you can change which tick group the class belongs to.
And that would impact when the tick fires.
The default looks like pre-physics, so ticks would fire before hit events.
@inner ginkgo in response to ur reccomendation to my problem with my ai movement, does as an inherited character movement component work too?
thanks!
It does, which it why it worked with a character out of the box, but not with a pawn out of the box.
But I also don't believe the character movement is available for pawns. It relies on other character default stuff.
is there a way to reset a code? In this example, if the code is already in progress and waiting 3 sec, can i reset the code and reset the delay?
@feral ice Nope. Delays are meant to be pretty dumb and easy to use. If you want to have the ability to cancel it, I'd suggest looking at a timer.
@inner ginkgo yeah i worked with a character bp the whole time, but when it is the main player it does not work, can I stream to you?
Quick question: is it wrong/bad practice to have some complex code in GameInstance? I need some vars to be extracted from data table to calculate & set other vars which are fixed for the whole game and it's the single place in which I can do it really since I change maps every battle during gameplay.
@harsh topaz I don't mind. I won't have my mic on, though.
just dm me input then
@round idol GameInstance is probably the best way to get data from one level to another. So I don't think there's an issue with putting related logic in there.
@inner ginkgo thanks, I remembered I saw it wasn't "best practice" to have code in there but I can't even remember if the source was epic or some random dude, so wanted to check again. It wouldn't make sense for it to be different but meh, idk. Thanks! ๐
I wouldn't put a lot of random game stuff in there, though. Just the stuff that relates to the data being passed around.
Hello I have a quite weird question:
I create array of actors to reference in another actor.
I loop over all these actors and set their static mesh component collision to "No Collision" .
A simple static mesh is able to now pass through as collision is disabled.
My player character is not able to go through this actor as when I jump on the object it starts glitching on top of it.
Any idea how to make it possible for character to also pass through the "no collision" actor or why does this problem occur?
Are you sure you set everything to no collision? The actors could have more collisions than the static mesh.
Yup. These actors only have one static mesh subcomponent, which I've set to root component
In your player character, setup a on hit and on overlap event. In each of these print out what is being hit. That might give you more clues about what is going on.
During runtime, you can also use the show collisions console command to see the collision boxes of everything.
If your actors still have collision boxes, then you haven't turned them off.
@inner ginkgo ofc not ๐ thanks!
It is weird - because I log the static mesh OnComponentHit method and it still fires no matter what for only one Blueprint Actor for the most right one. Doesn' do that with other Actors.
Here's a gyazo video of that.
https://gyazo.com/16f24c49330aca93ea67e95d3196a4c7
The gray cubes are the ones you expect to pass through?
im having a weird bug.. my breakpoints arent stopping the game, when they are being used
Yes. I will update the video - sorry about the last one
@tame stream Are they toggled off by chance?
toggled on
How did you verify that you are reaching that code? Print strings?
Maybe conditions on breakpoints?
Make sure the file is also compiled and saved. And try restarting the editor if you haven't already.
I update the weird problem of mine - it seems to trigger all on hit events for character, but not for the white cubes.
https://i.gyazo.com/243eb710f60fc0dd83dde6e4d76b5897.mp4
Oh, you have a client server going on?
Gotcha. I would probably suspect a replication issue, then. You need the collision off on both.
Thanks for the help ๐
Haha, yup. Good luck.
Can I put the declaration of a UStruct struct inside a UClass class declaration body?
The way you phrase that sounds like a CPP question. I would ask on that channel.
Do you know if you can stream a level from diff world?
You can stream a different level into your current one, yes. Streaming is a bit of a beast though with numerous things to account for.
This is in the parent class, I'm trying to pawn it controls to change is skeleton, once it spawns, the skeleton has no skeleton assigned, any advice?
How are you calling this code in the child class?
That's still in the parent class. What does the child class call to get here.
not called from the child class
called from level blueprint when the parent is spawned
Ok, so an external class is calling the event function. And this function is not defined/overidden in the child class?
correct
i thought it might be the cast, however the cast is suceeding, and it is setting the skelatal meshs
but instead of setting it to the ones i've assigned, it's setting it to none
Have you verified that the variables you are assigning have the correct values?
Can you show the default for German Skeleton?
Nothing obvious is jumping out here. I assume the American Skeleton is also correct?
Actually the skeletons are public editable. Are they being set somewhere else?
not being set elsewhere
Is there a way to either assign different game mode each stream level or do it via blueprint nodes?
You only get to have one game mode. It'll be whatever the persistent level has set.
@tame stream Any chance they are working, but you have visibility turned off?
Ok then can you change the default pawn class of the game mode via blueprint nodes?
@inner ginkgo no chance at all, it all works fine, but as soon as changing skeltal mesh goes invisible :3
Not the default, but you can have your player controller possess whatever pawn you like.
Gotcha. I'm not sure then. Nothing obvious seems incorrect there.
I've fixed it,
instead of having the mesh saved as a variable, just manually selected it
fixed it..
weird..
Then I'm still suspecting sabotage on those public variables. ๐
Glad you got it working, though.
@inner ginkgo So I set the Default Pawn Class in Game mode to none. Then when I'm ready to add a pawn class. I did this:
But doesn't work
Get Player Character will fail because you set the default to none.
It should be returning null.
If you don't already have a pawn in the map, you'll need to spawn one. Spawn Actor of Class.
And you can avoid the posses code by using the autoposses settings. Set the pawn to auto possess on Player 0.
Ok so Spawn from class then set auto posses
Yup.
The caveat is there can only be one of that pawn. If you plan to have multiples, then you need to go back to doing the manual possess that you were trying.
I don't see auto possess
Class Defaults -> Pawn -> Auto Possess Player
I am new to UE4. Is there a way you can build a login system in-game using Blueprints?
What kind of login system? Like a player select? Or an online one?
Like an online one
Then realistically, no. You could do a server/client deal with save games backing your login data, but that's just not really feasible.
I believe there's some networking solutions on the marketplace, which would make it possible. But out of the box, I'd say no.
I have a Paper 2D issue going on. For some reason the MoveLeft/Right and Up/Down inputs are automatically firing during simulation. When the button is pressed the character moves accordingly, but doesnt stop moving when the button is released
I asked in #multiplayer already, but.. what would be the correct way to replicate movement for the TopDownController?
Anybody know how to set up AI vehicle movement?
@chrome dust I've seen some video tutorials on AI vehicle movement for an RTS game, if that helps. I'd suggest writing down and mapping out how you'd like it to behave before jumping right in. There is also an #gameplay-ai channel too, which might be more useful for something like this. https://www.youtube.com/watch?v=ewD0vzhrr60
Welcome to the 27th Lesson (part 1) in creating a Real Time Strategy Game in #UnrealEngine.
In this lesson, using #UE4, we will begin setting up our vehicle AI focusing on steering input.
Please note there are unit portraits available below!
In the next video, released tod...
I know this is UE5 but im sure its possible in UE4, does anyone have any Resources/Links on "Contextual Animation Events"? Ive been searching and finding nothing but maybe im not using the right term?
Ahhh, Physical Animation Profile might be a start. Gonna try something with Sockets and Vector Length maybe. Anyways, I'll leave this here in case anyone else is interested. https://www.youtube.com/watch?v=_Xnx9L6DgfE
Unreal Engine 4 Physical Animation
This adds the simulated physics and the models animation
How do I do differnet footstep sounds on different layers on the landscape mat?
I can only select one phyics mat for my landscape mat
@chilly linden This Feature has been added in 4.23ish I think. You can set a physical material in the landscape layer info (per layer).
thanks
i have a weird issue with a wall jump
the first time my player hits the wall, he cannot wall jump unless i keep holding movement input, however, after the first jump its fine i no longer need to hold the key
factorio/satisfactory-esk electric systems are actually pretty diffiuclt to emulate
Hii
Morning all. Trying to figure something out. Using the character movement component, how could i make a character move in a circle? I keep trying add movement input and add input vector and have played with add controller yaw input (couldn't get that to do anything)
i cant figure out what the simple trick is
Hi, quick question. Whats the easiest way to add recoil to a fps character?
quick answer: camera shake
long answer: https://www.youtube.com/watch?v=LMQsQrMO_uA
If you liked this tutorial hit the thumbs up button and subscribe if you want to see more of my vids. If you have any questions tell me in the comments.
Assets:
GunShotDecal image: https://mega.nz/#!FItjkQRa!lfxM_GiEdNJFUXi_DJqF...
Really depends on if you're looking for real recoil, or just looking to disorient the user.
Im looking for real recoil, similar to csgo for example, while as long as you are shooting, X recoil is added to your pitch
When you stop shooting, it reverts back to normal, which i guess would just be current pitch - total recoil added
Use the same function to adjust the pitch of the character based on mouse movement.
You may want to consider making that a setting. Some people really hate aim compensation correction. They prefer to compensate aim movements on their own. But as for the general implementation, I can only make guesses with multiplayer. Possibly use AddControllerPitch/Yaw on server to change the pitch/yaw by how much you want for the recoil. Maybe keep a "desired" value for the pitch and on tick lower the aim back towards where the recoil moved it to. So if recoil changed the aim by -5, use tick to interp it back to the original desired amount. Might need to keep track of that on mouse movements too, not sure. Just random thoughts, I'm out of my depth here.
If it was just on the client, that would be simple. Probably a lot smoother too, but possibly susceptible to cheating.
You can simulate on the client. For players it should be smooth, for cheaters it'll be weird.
Hi guys
Sorry if this is a silly question, but is blueprint a desired skill in companies that use UE4? Is it more just for indie developers? Is there much advantage for me to learn it for professional use?
It can be useful for sure, not sure if I'd hire someone who just knew Blueprints. Usually some other skill is useful.
If someone can do art, design or something like that and do Blueprints that'd be really cool.
To be fair, if you're willing to put the time in to learn blueprint enough to professionally program, you may as well also throw in C++ for Unreal as well. Knowing the API through blueprints makes it incredibly easy to learn C++ in unreal with very little actual coding knowledge.
i know i wouldn't take someone who just knew BP - BP is required for game designers and technical designers imo, also level designers
a programmer that know only BP demonstrates a severe lack of professional curiosity i think, or just hasn't been doing programming long enough to be any good at it
having said that, i wouldn't take an expert programmer who doesn't have a full understanding of BP, either
I would take a programmer who doesn't know BP, as the programmer is far more useful than the other way around
i mean sure, but its the training wheels situation for a few months
i would not expect someone like that to be instantly useful
Hello, i am making RPG game and i can't solve one problem. I have created unit-bear(Character), that just goes to Player and attacks him and I have made spell blueprint that i called Ice Aery. It cycles around player and when it sees Bear it should fly to him and explodes. It is character because I used PawnSensing, but its not working. Event On See Pawn isn't functioning. Anyone help ?
There's really only been a small handful of engineers I've hired that have been instantly useful.
tbh I found BP's pretty easy to jump into as a programmer
I think it's just the general thing of either you know UE or you don't
Yeah, that's usually the case.
if you know it on the cpp side, then you probably could work with bp's too, but vice versa it might be a bit more challenging depending on your background
Is there a way to in a fast way create the variables in another B if i copy paste a function from one BP to another one?
iirc you can copy all the nodes and on the variable nodes you can right click and choose create variable
Blueprints hides a lot of aspects of C++ such as pointers and references.
I'm having this issue. When I load the game into a persistent level. And in its blueprint I create a widget. Unfortunately it ONLY crashes in Standalone Mode. Anybody knows why? I have a gamemode with the default player pawn class set to None.
Try to set a player pawn
I added a Pawn to my game mode as default pawn class.
@gloomy linden So Actually In my persistant blueprint I load a stream level. In that stream level I create a widget which causes the crash. The screenshot is in the loaded stream level.
Well the first stream level is the main menu level. 2nd one is char selection. then the actualy game level.
they are all part of the persistent level
Question remains tho
I don't have pawn class. I have a character which gets loaded after char selection.
As well the hud class
I don't have access to that early stage
Then just add a starting pawn to hold that spot until getting swapped
Are you making a mmorpg?
No
I added a Pawn to my game mode as default pawn class.
Just this... and.. this:
I don't have pawn class. I have a character which gets loaded after char selection.
I mean, they are kind of opposites
Partially, shouldnt do widgets in level bp's
I tried game instance it causes the same crash
Hud would be the proper way, pawn or player controller would come as alternative
Hey, how to change Collison on InstancedFoliageActor. I need to disable visibility channel. So my Sphere trace would ignore it.
@gloomy linden I created a Pawn BP and assigned that to game mode. In level blueprint, I have to cast to that BP and call an event in that pawn bp.
To create widgets
i know i wouldn't take someone who just knew BP - BP is required for game designers and technical designers imo, also level designers
@twilit heath Thanks guys. I am a 3D artist who knows a bit so far, but I am wondering where to go next with it.
Hey guys, i have this recoil function, which works for single and auto fire, and also can reverse the recoil for single fire. But the thing i cant figure out is how to reverse the auto fire.
If i hold and fire 10 rounds, then release i want it to drop back by the total pitch i added while holding
I tried doing it like this, that everytime i add pitch to the controller, i add that to the "totalRecoil" var, and then when i reverse the timeline, instead of just going from RecoilPitch to 0 i go from TotalRecoil to 0. But for some reason it makes me look down into the ground
So, im wondering why i can lerp from RecoilPitch to 0 but not from TotalRecoil to 0...
Hi guys I have a question
I have a large map covering many rooms and building
Is it okay to use 1 nav mesh? or should will multiple navmmesh improve the performance?
would making nav mesh bound for every building improve the performance at all?
@gray rapids you use alpha from timeline for lerping, i assume you do that 0~1 in the timeline, if you do 0 on the alpha in a lerp, it will just be the A value.
Well this just shows the nodes disconnected. Of course i put the alpha from the timeline into this lerp instead, and put the result from the lerp into the add pitch
I realised that the "TotalRecoil" was a positive value though, which was wrong, but even when it was negative, it lerped way to far.
what is your alpha output range? from the timeline
0 to 1 i believe
If you're running it on tick, but flipping the sign each frame... I don't get what your screenshot represents tbh
i believe you wan to achieve something like that?
@gray rapids
but i suggest using other method to do this recoil
as it needs to be impulsive on the recoil rather than smooth isnt it
Not 100% sure if this goes here, but does anyone know why the details panel is not showing anything? I created these components in C++. I've tried restarting the editor and recreating the BP itself. Still nothin'.
@blissful grail I don't remember which one, but it's a specifier issue if I recall correctly.
@maiden wadi Ah-ha! Thanks dude. That was it exactly. Completely missed throwing that on there!
hello, is there a select node that lets you have more than 2 options, so you pick with an int instead of a bool
@remote meteor Thanks ill take a look ๐
@wind atlas Just add pins.
blu
The next stage of learning and the next problem (there will probably be more of them) I use the save game to save the value of collected collections, but the problem is that each time the value is overwritten. How do you make only the greater value overwrite ?? Maybe someone would show a sample blueprint๐
@maiden wadi which node are you talking about? I'm trying with Select Float and that doesn't have an add pin option
it's wild!
woop woop woop
whats the opposite of a select node? where you pick which output the single input is routed to?
get mouse position isn't working when i hover to textbox in widget or editable textbox, what is other solution?
When doing melee attack, is there a way to stop the characters animation and hold there until the cooldown is over and player can do second attack?
For example: Player did attack1 from combo now there's a 1 sec cooldown
so I want player's animation to stay where the attack ended.
until cooldown of 1 second is up
im trying to move the origin point ? but its not moving am i missing something?
@wintry grove you can't move origin point, but you can change the import location offset to make it center of origin point by click re-import base mesh. the second solution is to re-import this mesh to maya or 3d software and correct that mesh pivot point to center and then re-import in unreal
could i share screen with you? i have been pressing reimport base mesh but its not doing anything i want
@gritty elm
no i did not make the asset a freelancer did. i was just looking for an easy fix lol
this is what keeps poping up i will see if the guy can resend model
I mean i have those problems too ofc, but I have a 3d software where I can fix the pivot point so I never look for a workaround in the engine (if there is any)
I guess u can play around with the import translation?
i have been but it does not move the arrows or even the mesh
Hi, could anyone help me out?
The events in my game mode have stopped firing for some reason
The only change is that I made a game instance to store some stats
Game mode itself hasn't been touched
I'm having an issues with a few events on a weapon child class. They both call the same reload event function with their own input variables and applies the function's return values to their own variables. Unfortunately, that's not the case for the child's reload event; the variables for both sides are being replaced when the child reloads. I doubt that the variables' names are to blame, but, just in case, the child's variables are only differentiated from the parent's variables by having "Alt" at the beginning of the name.
This is the reload function that is called
I hope that there's enough pixels there lol
omg
I see the issue
The function needs adjustment
oki, so 2D arrays seem to be a pain in the butt to work with ><
@teal ruin I think there are hacks you can use to emulate multidimensional arrays in blueprints. Probably with macros, I dunno, but I've heard others talk about it.
Yeah, I found one using a struct of arrays inside of an array
but it sounds so complicated
It's a lot easier in C++, yeah. I'm trying to learn blueprints, but sometimes I kinda wish I would've started my project as a C++ project instead.
I'm BP only. Never learned C++
Trying to figure out if I can build a better way to communicate my board layout to the level to check for things. Doing a chess-like game with custom boards.
Blueprints need more data structures. Arrays, sets, and maps are not enough.
You're probably going to want a function that takes board coordinates and returns the square from the array, so it's easier to do operations on it.
For example, you could store every square on the board in a single array, then create a function GetSquare(x, y). Then, if you stored your board like this:
...
9 10 11 12 13 14 15 16
0 1 2 3 4 5 6 7 8
then GetSquare (1, 4) would return the value at square 13
errr... oops the bottom row has 9 squares on it. lol, but you get what I'm saying, I think
@teal ruin ^
hello, is it possible to for a function to have mulitple execution input pins? I'm trying to make an interpolator function with local variables, but i need a frame update exec input and seperate inputs to set the interpolation target
@wind atlas macros can have multiple input execution pins, pretty sure.
Maybe look at something like how timelines work, and emulate that. (Try double-clicking on a timeline node and see where it takes you?)
I tried with a macro but it doesn't seem to support local variables
oh oops nvm double clicking on a timeline node just takes you to the timeline editor
@wind atlas from a quick Google search, yeah it looks like, if you want multiple input pins, you're gonna have to use a macro. What about passing in any local variables you're gonna need into the macro? Macros have no sense of what's "local", anyway, because they can be plugged in anywhere. Probably why you can't have local variables inside them.
i.e. their scope is undefined
yeah that's why I was looking at 2D arrays @tight venture not sure how to do it in a single array though
I mean create a macro with multiple input exec pins, and also an input variable for each local variable you'll need inside the macro
if it was a square, not too difficult, but the shape will vary depending onlevel
ooh i can put my function in my macro
@teal ruin multidimensional arrays are actually arranged in memory identically to a single-dimensional one, anyway. The compiler just does the pointer arithmetic for you. In other words, to a computer, Foo[16] is the exact same thing as Foo[2][8]
It's just easier, in certain applications (like a chess board) for our human brains to think about the layout in multiple dimensions
@wind atlas You can't put a function in a macro. You can call a function in a macro, though... if that's what you meant
@teal ruin even more so, then, you're gonna need a function like GetSquare(x, y), so that, no matter what shape your board ends up taking, you won't have to think about doing any square-to-square arithmetic. If you need the square above and to the right of GetSquare(x, y), then you call GetSquare(x+1, y+1)
@tight venture thank you, yeah I think I meant to call.
sooooo complicated ๐ฆ
I've got the level atm creates an array of all the tiles
so what I'm thinking is to, when it's move time, do a quick run through the tiles and confirm which tiles are appropriate moves
personally I try not to do any bp in the level itself
eg for each tile > get position (x, y) > if move ok, set active true, highlight
for a chess board (8x8), it would be pretty simple:
PieceType GetSquare(int x, int y) {
return Board[x*8 + y];
}
because each tile has pos_x and pos_y integers to set it's position in the level
the 8 you could put in a variable, instead of hard-code it, if the board dimensions are going to change.
yeah, square I could do but I want to do all kinds of shapes
brb
Is there a way to make blueprints interact with each other?
I suppose I could do a hack method and just set tiles to 'inactive' and non-visible to change the board layout..... so it's still a square but you just can't see the missing ones so they're not really there.....
has anyone come accross a weird bug when using retargeted animations where your character seemingly falls through the group in between transitions?
not dealt with animations yet v.v sorry
Hi
I just would not recommend using retargeted animations @zealous moth
if you got them from mixamo or something just redownload them
@harsh topaz and why would you not recommend using retargeted animations?
@timid rune how do you need them to interact
I need a variable to change in blueprint A when something interacts in blueprint B.
You could make A a variable inside B
How would I do that.
inside blueprint B, make a variable of type blueprint A. Then, at some point, you'd have to set the instance of B's value for the A-type variable to whichever instance of A you'd need to change.
For example, you have a Car blueprint which contains a Motor blueprint as a variable. Once you've set the Motor to a specific instance, you could call motor.start() or whatever you want to it
if blueprint A and blueprint B don't truly belong together, such as using composition, as in my example, but simply need to talk to one another, there are other ways to do that. not at my computer atm, so i'll tag you when i get back
Okay, I'm here
sry, phone rang
Okay, so... @timid rune, in your situation, where is the variable that you need to change when this trigger/event happens? ... in the pawn or in the level blueprint?
When a pawn gets hit it updates a variable in the blueprint.
When a pawn triggers a hit result from a collision? it needs to update a variable in the level blueprint? Can you explain a bit more? Maybe post a pic of the level blueprint?
If that sounds right, then you'll probably want to do something like this:
Yeah exactly.
One question first: do you have access to the blueprint that triggered the hit result on in the level blueprint?
Yes.
K sry, sec. I realized that I'd never done something exactly like this before. Gonna run a test. Looks like you'll need to use an event dispatcher.
Okay, so, I think this should work
@timid rune
Since you have access to the blueprint that will be receiving the OnHit event inside the Level Blueprint
You probably won't need an event dispatcher, but instead you could just do this:
This is in my level blueprint:
I have a blueprint class BP_Poop
At the point you say you have access to your blueprint, you could just use a "Bind Event to On Actor Hit"
Create a custom event, and then, whenever that actor receives an OnHit event, it should fire off that custom event
DoStuff, in my screenshot
Try that out. I think that should do what you want.
I think an event dispatcher would only be needed if you didn't have access to that actor in the level blueprint. Then, with nothing tying the two together, you'd need a dispatcher to send a message between them.
What should be connected to the cast
Is there a way to turn a text box entry into dots? (For passwords, using Blueprints)
Hello guys
I want to make a sprint/stamina system but u dont want to us W+Shift the commun way to triger the fuction and i want to use a double click on W for it but I cant figure out how to do thats
and I dident find anny tutorial for it
sory Im just a bigener and Im out ouf idea if some one can help me withe my blueprint
manny thanks
Add a Flip Flop Node I suppose
flip flop wouldnt do anything in his case. it would just switch between A/B outputs on each input
one idea that comes to my mind is to use a gate. 1st click opens the gate, 2nd click enters the gate. there should be a timer as well after the first input, which if you didnt press the second time in a given time it would close the gate
you can try to look for a tutorial how people set up dash/dodge
atleast it should be a similar concept
Does anyone know where the best resource to learn blueprints is? i am new to unreal and would very much like to learn
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
this is a must to watch for beginners
you can always check the pinned messages, theres a lot of useful info there
ik i didn't ask for it but thank you :)
If I have an Array of Structs that are Array (basically nested Arrays), can I insert something directly into one of the inside arrays without having to totally remake the entire array and save it?
hey guys this blue print set up has my character moving forwards and backwards but not right and left(that is the error) does anyone know why.
do you have your input axis set up?
yes @swift warren
can you put a print node that prints the axis value of moveright
no thats not what i meant
remove the movement input node
and attach the axis value output to the in string input
@swift warren @tranquil gorge might be a good idea for you guys to share screen in DM, that way you can show and talk in real time
@tranquil gorge
would you like me to continue with a screen cap or should i show my screen via stream
also i didnt press anything and thats just started the movement
the character just started moving forward
you guys oughta go to the voice chat and bells should share his screen
use get right vector
Just out of curiousity, why are you using get rotation X vector and not get right vector?
ahh ok lets see
@trim matrix telling people to go DM is the worst, how others are supposed to learn then
someone else might have the same issue
and wont see the answer
i do feel like i want ppl to learn from my mistake ty again ๐
@white crypt sorry, new here, I should said stream in the VC
still that beats the purpose
ah, right
but np
btw, would any of you guys happen to know the blueprint to replicate the mechanic for Yoshi's tongue in a 2D sidescroller?
do you have sprites for that animation?
yeah
um you would probably have to add a collision box at the tip of the tongue
I'm super new to UE4, so I'd prefer if I could screen share on VC
umm i doubt that anyone will be willing to jump on VC
nvm, I'll just keep looking at a tutorial for now
and its a pretty specific mechanic you want to make
ah
i doubt there are any resources regarding that
well do you at least know how to make a character glide? that seems pretty simple
I'd imagine it'd have to do with decreasing falling speed
could be a number of ways how to approach that
easiest one would be changing the gravity
and you set your desired scale
i mean i dont have the time to make you the whole system, in most cases you will be on your own
Hello everyone in this video I will show you how to make a paraglider inspired by Breath of the Wild in Unreal Engine 4. This 100% blueprint.I always wanted to make a glider in unreal engine.
In this video we first make a paraglider actor.Then attach the actor to a component...
just look at some tutorials
there are plenty of themm
just typed it into google and this came up
np, if you are using a movement component this will work for 2d as well
dont limit yourself just by searching for 2d stuff
in most cases same logic applies
wew
im trying to create a hitstop type of thing but i can't seem to get it to work
any ideas on how to get the slo-mo type effect games on only for a split second on hit
Wht is not working
time is a lot longer than i want it to be, the animation doesn't play as soon as it hits, kinda plays randomly?
ill show a vid
How many time does the event hit fire have you checked?
i have not checked ๐ฎ
why are portals so hard to make seamless
i keep bouncing back as i go through mine despite having a function that should rotate the velocity properly so that you keep your speed
i just
i cant even put something here for help because this entire system is so backwards and broken
Not sure how to help then
you cant
the only way i could possibly be helped here is to be handed a completed blueprint-only seamless portal with velocity project
i found a website that tells exactly how to do this in code
but the thing is
i dont wanna learn how to use a new programming language for this
its too complicated for me
if anyone could help me make seamless portals that would be amazing seriously
For free? Not likely someone would do it
hey guys. so im at another bump with player movement i dont know how to apply. and that is how to make my character turn when i press right or left just like the tutorial starter character does (or any 3rd person character)
i tried mimicking the original blueprint but this got me nowhere
alrighty im gonna probably just wrap it up for tonight and bring up the question again later. its late and im tired ๐
i want to make a static mesh disappear if you click a button. like if you pick it up. this is what i have so far. which nodes should i use to make a static mesh disappear? in my other node, i already have setup basic interaction with other things. just need to know the blueprints i need to use to make a single static object disappear after a button is pressed...
i think i messed up how to reference the mesh component.. going to fix that.
is this right.. hmm
Does anyone know if you can call input actions directly instead of just when that key is pressed?
@onyx prairie the first picture you sent is very bad
you need to learn how to connect blueprints correctly
at first i thought that it was a joke ;d
you dont need a gate there nor flip flop
im on a deadline. i dont really have time to get it right.
i'd love to learn more but i dont have any time at all..
i mean it wont work
ever
but if you dont have time to learn then dont know what to tell you...
how do I even get it right? there's not enough information. it's just trial and error until you find a way to get it to show...
If you've ever wondered how blueprint determines the order of execution of your logic, this video will give you a quick rundown of how the two major types of nodes differ from each other.
twitter: https://twitter.com/KorkuVeren
twitch: https://www.twitch.tv/immutablelambda
watch this atleast
and is your input "E" inside an actor or character?
Thanks for the video. I don't know how it applies to me yet as my game is just very simple event functions.
This is one example of something that functions.
ok , in your picture you didnt connect the enable input. thought you didnt even know that
It connects to another thing, which is a simple toggle...
besides that, you are enabling input for your character
basically just makes a journal appear, shows some widgets.
is that what you want to do?
yeah, essentially, i was thinking i might be able to reverse engineer it in someway by using the gate system to make an object go invisible once i interact with it
via E
which would save me sometime
is that code inside character/controller or an actor?
this code is in the level map
i think i need to add it to the static mesh
which would be the sword
but i dont really understand how to reference from the static mesh to level map blueprints.
you need to call it somehow..
you cant access level bp from anywhere
it can only get other refferences
if your current setup kinda works and you dont really care fixing it
yeah. so i need to make it reference to the object material once the onactor beginoverlap is triggered to change its visibility once you press E.
its just a static mesh i put on the level already.
so click on it
then open level blueprint
then you will see this
thats your reference
then you can use this
okay, i got the reference.
okay. after that i just need to link it up with the button press
yeah
and it should work...
I'm pretty new to unreal. A month in. Haven't had enough time to learn all the basic fundamentals for blueprinting. Unfortunately, I'm just in a introductory course...
So, I'm relying on secondhand information and a lot of tinkering on my own end to get things working.,
what you are doing is a pretty bad practice
hopefully after your deadline you will take few steps back and try to learn the fundamentals
I intend to.
Thanks. I'll be fixing it up now.
Done for now. Looks like it is working.
Hey, I wrote a blueprint which uses the VaRest Plugin to fetch some data from a REST API microservice. Is there an easy way to load the target url from some kind of configuration text file? I have to adjust the URL alot (company network <.<) and I am kinda tired of rebuilding and packaging the app every time I have to adjust the url...
Thanks in advance ๐ (Feel free to ping me)
what deadlines in an introductory course what
maybe just some regular homework, who knows
Does anybody know, why "Get World Rotation" returns zeros in Construction Script? Is it an engine bug?
@white crypt thank you
np, sorry i couldnt give an exact example. its not something i played around with. would have needed to test it myself. but atleast you know which direction to go
I have a simple question about the screen position node. In the documentation https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/ExpressionReference/Coordinates/index.html?utm_source=editor&utm_medium=docs&utm_campaign=rich_tooltips#screenposition and the tutorials I saw there's only one output pin. If I add this node I get two pins "Viewport UV" and "PixelPosition". Am I using the wrong node?
Expressions that perform actions on texture coordinates or output values that can be used as, or to modify, texture coordinates.
Hi, I'm trying to build a system that uses different impact vfx based on what angle the projectile hits a wall and I need help figuring out a vector that's straight up from the hit location. I tried taking the hit location and doing another line trace from there but adding 500 to the Z which works for hitting the floor but not for hitting walls, I need a way to make that straight up line trace no matter the angle of the surface being hit.
@dense saffron try normal hit
Normal hit gives an angle
This is the code I'm using to summon the line traces
And this is the result from that. It's not fiving me the straight lines I'm looking for
You need to add the start location to the end location first.
At the moment you're adding a location to a normal, which has no location.
So it's trace start plus trace end plus location and normal?
You're always after a straight up from the hit location?
Should be hitLocation -> ( hitLocation + (0, 50, 0) )
You shouldn't need to use the Hit Normal for that
That is just getting me lines in y axis so when I'm firing at an object facing the x axis the line is going accross the object not out. Unless I'm miss reading what your formula was. You meant Trace start (Hit Location) Trace end (Hit location + 0,50,0) right?
I'm not fully following what you're trying to do
Your trace hits a surface - what're you after from that point?
The hit result gives you the location, and the normal of the surface. You already know the direction the trace came in from
When I shoot a bolt that hits a surface I'm wanting to get the direction that wall is facing so I can do a dot between that direction and the bolt impact direction and spawn an impact effect that's differenct for a glancing hit and a head on hit.
That's what I thought but when I'm using the hit normal on a straight wall the line I'm getting out is a slant
This is when I'm taking the hit normal and multiplying it by 50. The small one is my bolt trajectory and the large trace is apparently the normal. I'm on the content example basic map so it might just be a cast of the unreal object normals being off?
@dense saffron If you're multiplying the hit normal by only 50, then that's the small one, not the larger one.