#blueprint
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I just right clicked on the track that I showed, clicked add notify, connected it in the animation blueprint's event graph... worked for me
@tight venture what i wanted to do was that I have a character that walks through a cave and then when it is in radius of an object that is pickup-able the player can just stay stationary and the item will execute a func, do you know how i would do that
i like calling it the origin point... pivot point is not as accurate IMO
@tight venture Pivot point is perfectly accurate. Origin point refers to the center of the world <0,0,0>. Pivot point refers to the point from which an object pivots, i.e. it's center of rotation. The two are not the same and should not be confused.
@harsh topaz
- Add a collider around the object you want to get picked-up (in its blueprint), coinciding with the area where it becomes "pickup-able".
- Check the collision settings for both the collider and the character, make sure they have either overlap or block for each other, and they both must have "Generate Overlap Events" ticked.
- Add an Event OnBeginOverlap node into the Event Graph for either:
a) The picked-up object's blueprint (attached to the collider)
OR
b) The character's blueprint (probably attached to their main mesh)
Although to be fair in some 3D software when you export, the pivot point tends to become the origin point of the scene in the 3D software.
@carmine thorn fair enough
thx btw, I found it. I think. Not doing what I thought it would do though
Yeah it can be a pain to work with. Only works when you reimport the file
No problem
I think I'm just gonna make that mesh a child of a placeholder root scene component (like it is by default), then just move it against that
Yeah that would do it
not sure why my viewport says this also not sure if it has something to do with why my notifiy's are not workign
it just means the lighting on 109 objects has not yet been calculated, you can build lights if you want to get rid of this
the message below
why is life so confusing?
tell me about it
@trim matrix no, that wouldn't have anything to do with your animation notifies not working
so its an animation asset that i put a notify on is it not suppose to work with my ai animblueprint?
the event shows up
and i'm playing the animation in my ai controller
from*
Help. I tought it was possible to move assets from content. So i clean them a better way. Then now, i realized that in other Level, i have a lot of "Error Loading". How can i fix that?
anyways notifies are working on my character when i attack just ai doesn't like them i guess
so i'm not the only one
Help. I tought it was possible to move assets from content. So i clean them a better way. Then now, i realized that in other Level, i have a lot of "Error Loading". How can i fix that?
@sonic crescent This problem occurs when packaging.
@tight venture I set a range for the objects to be pickable in, but i want that if they are just in that range, then when i push a certain button, then I can have a cool timeline or something happen
@sonic crescent This problem occurs when packaging.
@sonic crescent I find it. It was a the gamemap default in the Project Settings that do not tolerate that the level have moved.
@harsh topaz You can achieve that using what I described
@harsh topaz
- Add a collider around the object you want to get picked-up (in its blueprint), coinciding with the area where it becomes "pickup-able".
- Check the collision settings for both the collider and the character, make sure they have either overlap or block for each other, and they both must have "Generate Overlap Events" ticked.
- Add an Event OnBeginOverlap node into the Event Graph for either:
a) The picked-up object's blueprint (attached to the collider)
OR
b) The character's blueprint (probably attached to their main mesh)
@tight venture
@tight venture I was trying somethings that i think you meant
but it does not work, do you mind if i stream to what i want to acheive a little more specifically
any of you solved that issue
When trying to drag a component into your blueprint
That is the blueprint header
so it should be spawnable
Hi, do you guys know what I should do if i want to have other pawns that are on the ground that you can pick up, but i want you to be able to just push a button when you are in range of that weapon. Do you guys know how I should do this?
why are your weapons pawns?
@harsh topaz i can show you how to do it, step by step. i'll PM you in about an hour
thanks
Help with advice!
I can't understand why my ship is instantly moving to a specified point instead of moving slowly using timeline?
@ancient topaz what if you plug it in Play from Start
instead of Start
Anyone got an idea why my AiMoveTo returns Success when my AI Is unable to get to the player?
Basically if the AI is trapped in a cell for example it returns Success
I have this annoying issue where you can jump over a wall, the AI of course can't follow and it always returns Success unless I outrun it and lose it that way
Thank you!@jolly trail )
I'm working on a Character Creation menu. I have my morphs working and the sliders resetting correctly however I'm getting this error after runtime.
So here is the Widget called CharacterCreationMenu which is my primary interface
and then here is my Feature/Morph target widget which populates my sliders
Anyone know how I might clear these errors or know what is causing them?
Hey guys. I'm new here to this server but been using Unreal now for a couple of months trying to make a game. I got stuck on making a weapon equip and unequip system however. I know the logic of having an Overlap and end Overlap event when going over the weapon and using my interaction input event to grab the weapon and drop using E. However I just can't for the life of me figure out how to get it working. Is there anyone here that can possibly help me out. Maybe even enter a call and I can screen share. I've been stuck for like a week now and I'm seriously willing to go as far as even paying whoever helps me with this.
@agile mica
I'll try this, thank you
Unfortunately still getting those errors, maybe I need to check that the value is not zero before I reset it?
Ah you need set reference after create widget then use reference to set value. Try that
So I tried to move the "Populate body Container" to the event preconstruction and got errors on the button references for male and female. I reversed my changes and was still getting errors so I disconnected Preconstruction entirely and it worked with no errors
Not sure what actually fixed it ๐ค lol
When using attachtoactor on Actor A to Actor B, Actor A's location is instantly transported faaar away. Does anyone know what I may be doing wrong? I was assuming that from the moment of being attached, Actor A's transform would just be parented to all new movements from Actor B?
I'd assume that a passenger getting into a vehicle and then moving with the vehicle would be akin to using attachtoactor?
What Attach Type are you using?
There are options to snap to the parent, preserve world position, or make the child's current world position the local position.
You might also be having collision issues
anyone know where i can change the blend duration of a montage?
Evening all, i'm trying to prevent intersection of meshes using collision. I've never had issue with it before, but for some reason when two objects collide now the framerate drops by 40fps : /
I have one character with an ai controller running around and when it hits an object my fps drops
any idea what could cause this?
never seen it before
when I save a uobject, can I save the uobject directly or do I have to create a new one and set all of its variables to be equal to the other one ๐ค
trying to figure out how to handle all of my data
is that blueprint only or do you use c++?
just bp right now
Does anyone know what might cause a crash when nesting a struct within a struct?
Anyone got an idea why my AiMoveTo returns Success when my AI Is unable to get to the player?
as in when it's blocked in a cell or something
@maiden wadi Hi there buddy, hope you don't mind me pinging. So I've been playing around and tweaking my radar tracking etc and on the whole its working great. But i need a little help debugging some odd behaviour. It seams that all my tracked objects are not being treated individually - All the relative velocities seem to be affecting each other in a strange way - for example the more object being tracked the more the velocities are altered. they aren't being compared to just the player camera location, and they are being "grouped" rather than calculated individually. Hope that explains it ๐ ๐
@jolly trail did you put a navmesh in your level?
hey all, best practices for triggering audio using event hit on physics objects, velocity < arbitrary number, or is there a more optimal or clever way of doing it
So im running into a problem im new too blueprints so this might be a noob thing to ask... I have this blueprint setup to move my left door(hopefully my right door at the same time eventually) https://gyazo.com/3f580b720ad59b8690a00f25d7c34084 but this happens LOL the whole thing moves even the frame https://gyazo.com/f21651631281964d6b85896f8aa2e3ef .... This is my setup with the mesh https://gyazo.com/f21651631281964d6b85896f8aa2e3ef
you're setting actor location, drag off your door mesh/component and find "set location"
actor will move the blueprint root and everything parented to it
set world or set relative location
you're probably going to choose Set Relative Location,. then all movement is relative to the root of the blueprint
and instead of getting the world location and setting that as a default value you cause just skip that entirely and presume that 0,0,0 is the starting location
or get the relative location of the door if you have moved it in the blueprint and set that as the door starting loc
make sense? @midnight elbow
Im so new to blueprints, i just deleted everything after the timeline to start over. so from update i need to set relative location
better explanation: actor is a blueprint, something that can be placed in a level, component is something inside of an actor.
a static mesh placed in the level is a StaticMeshActor, and has a StaticMeshComponent. the component is the actual "mesh".
same applies to blueprints, the Actor is the blueprint itself, the Components are things inside the blueprint
I presume you are watching a tutorial for setting up a door? Most tutorials put it in the level blueprint (bad practice) so working on Actors is fine in the level blueprint, but doing it inside a blueprint you'll be working on Components
hey guys is there any way how to match variables and then pick random one from them? for example: i haveblue material and i want it to have mass set to 2, then green Material with mass 1, and by pressing key or on event begin play start with one of them?
@deep elbow ooo thanks, but umm map? what funcion in bp is that?
it's a variable type, like array, you can switch to it in the same way you change a variable to an array
What is the Variable: Map in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
map doesn;t accept certain types, but you can try
ok i ll try, last question is there any alternative if i wanted to pair more thing, like dmg response, destruction state etc?
my player movement speed is always the same, even if I set a huge number for the movement speed. I think it is because of this:
but I don't know
this is the movement part with the inputs
@gray fox yu might be better of making a struct, right click in content browser, blueprints -> struct
@vital lava delta seconds is a pretty low number, print the value
uhm how do I print it? I'm pretty new ๐
its a blueprint node, right click in bp graph and search print
like this?
yeah,. but needs to be connected with white lines or it wont run
you can put it at the end of your chain, or right after tick, doesnt matter
also if you use a Print on Tick, then set time to 0 - then it wont spam your screen ๐
@deep elbow here is my fixed bp https://gyazo.com/9621b50bf093bed462e31dec3bd1ccd9 , both doors work now, but only one door will reverse and close
alright
@midnight elbow what do you think is wrong? are all pins hooked up? one of the timelines looks different!
a note: the Update output of a timeline happens every frame, so it gets called very often, you shouldn't think of it as happening only once. you won't notice an issue with your current setup because of how timeslines work, but if you put the exec pin into PlayFromStart yu'd notice odd behaviour
if you want two things to happen at the same time you could use a Sequence node
I see that lol, but it wont let me connect the other one
that is because of what i said above ^
oh lol i didn't see that, sorry rick
Lol let me check it out real quick
no worries, just pointing it out ๐
hey guys, do you know if all inputs should be handled in player controller? I don't wan't to PlayerConntrol become Blob pattern xD
it helps to have inputs handled in once place but can turn into a hellscape if you have a lot going on. makes setup take a long time so it depends what you care about
not required to be in the controller but depends on complexity of project imo
ahh, so I should't be worried about that my BP class looks like mess and o lot of calculations are performed there? xD
nope, I can't figure out how to save objects
if it works it works, if you NEED to put inputs in controller then do it, if you don't then don't. if you have many pawns active or trying to control many things at once it can be helpful
nope, I can't figure out how to save objects
@bleak vector why? what's your issue?
I'm trying to save an array of uobjects
to restore upon loading or for some other purpose?
yes
did something similar recently, it may be about referncing the actual object or the class of the object etc
is there a way to make a wheeledVehicle with automatic transmission reverse?
It reverses only if the "reverse as brake" is on
@deep elbow https://gyazo.com/ed629e74a7ff58dc25fc99f251feef86 thanks for the help
thanks @thin rapids too, glad you figured it out!
@thin rapids sorry, thanks too.
Np
im sure ill be back with more questions eventually lol
๐
Hi, i'm new to the UE4 and i would like to have help on something i dont find :/ I want to do a game with old pokemon/zelda movement. If i press right, my player rotate to an angle of 90, down, 180 left, 270, etc, but i dont find how to do that.
I found out how to move my player, but not to make him turn :/
@undone raven in the movement component check "rotation faces movement direction"
the characterMovement component ?
yup
found it ! but it rotate a small angle
I've tried it several ways now, currently I'm reading a data asset, creating a save game file, creating a new object, and storing the object in the save game file, then having the game state reference the save game file but it doesnt work
@zealous moth can i dm you ?
is there an easy way to check if a user is using the keyboard or gamepad?
i'd rather not. You can also change the speed at which it turns to face that direction, if you set it to 9999 it will be instant
@vapid hatch get any key down and drag off, there is "Is Gamepad Key", combine with "Get Platform name" and do whatever
uh neat, thanks! gonna try that
but their is no such information, i just have that
see that "rotation rate"?
yes ?
that is also not old-school movement, the character will move diagonally, i presume they want it to be locked to 90degreee directions, which will probably have to be done via set actor rotation and using a snap
yes but if a release my movement, it go back to the starting rotation
then that's specific to your game :/
no clue what it drives the movement apart from the defaults
my english is maybe bad, so here is a video of the expected result https://www.youtube.com/watch?v=WITYnVFbroI
what i want to do is rotate the player mesh independantly from the movement
hmm for arrays, do you guys know, if I use INSERT instead of ADD, does INSERT replace the element at that index? or does it push the whole array over
the insert node allows you to insert a value in a specific index @vivid plinth and the add node adds a value to the end of that array, increasing it's size when needed
Insert will add to the array on the specified index. Everything else will then get moved one index. @vivid plinth Does not replace
okay thanks
I kinda figured but the tooltip was not clear on this / i just like to be sure lol
Yes, it should have been clearer. The node Set Array Elem will 'replace' whats in the specified index. Which means the array keeps its size
right gotcha. I was surprised just now, I looked and I could have sworn there was a "replace" node but there isn't. Used Set Array Elem before. Huh weird
anyway I got it figured out lol
So hey question I have a simple (and I do mean simple) C++ class that I made a BP (based on) and when I make a object reference variable to that BP I get an access none violation and I'm not sure why
@dire onyx where are you making that object reference variable?
In my Character class BP
if i read that correctly than the problem should be that you cant reference from c++ to blueprint cause blueprint dont really exist at compile time
and are you setting that reference using a cast, a spawn actor, how exactly are you getting that reference?
I just create a new variable and make it of type (well in this case) WeaponBase (which is the BP in question) here let me post a quick picture
and are you spawning that weaponBase in the player?
Yes that function spawn rifle works just fine. It's the variable that isn't working
are the UE macros set for blueprint use /write whatever correctly?
Let me check that real quick
did you make something similar to this, or a cast?
because you cant get an empty reference
because if you try to reference something by just having a variable it's going to return none, you need some sort of connection between that variable and what you're trying to reference
No my spawn rifle function works just fine. It's the variable that is giving me problems
is there a node for when an actor is spawned then do ____?
No my spawn rifle function works just fine. It's the variable that is giving me problems
@dire onyx where are you calling that variable?
@thin rapids Well trying to call that variable inside my player BP, the variable itself is based on my WeaponBase BP
@dire onyx ok, inside the event graph are you setting that variable to anything (like in here https://cdn.discordapp.com/attachments/221798862938046464/723166496372686878/bbbbbbbbbbbbbbbbb.png ) ?
No I just created the variable by clicking the add variable button and set it to BP WeaponBase
I have a blueprint that includes a Widget, when this blueprint is clicked the Widget is displayed. This widget is using a specific Widget class, which is just the UI itself. This UI can display some text, how can i access and set this text from within the main blueprint? Shown in image is the Widget component, and the associated widget class "BillboardArrowUI"...inside billboardarrowUI I need to set a text block to display some text. Any ideas?
ok, so what is happening is that the variable has the value of NONE, if you try to call that variable without setting it to anything, it's going to get that access none violation @dire onyx
Is that because it's based on a C++ class? and how do I fix that?
Also thank you so much for your help
no, it's because you're referencing an empty value
ok, so are you using a spawn actor node for that weapon?
No that Spawn Weapon function was created in C++, can post the code if you want to see it, but that function works fine
then you can set that variable in c++, for example 'CurrentWeapon = GetWorld()->SpawnActor<class>(params);
just an example though
Ok but doesn't that create a variable that is based off the C++ class vs the BP class like I'm trying to do?
but you need that variable to be set to that spawned actor, and you're doing that in c++, you can expose that to bp later.
so you can get the reference to that
Oh, ok I think I understand lol
Someone can help me with the problem i have, I would like to catch the actor orientation and plus 10 to actos X axis, not to world orientation. I heve been seen some bluepprints like transform but i didn't have any results, any idea how to do it?
is there a node for when an actor is spawned then do ____?
@lament scroll anyone have answer to this?
use beginPlay on that actor like Lorash said
Hey guys!
Does anybody know what's the difference between Collapsed and Hidden in ESlateVisibility enum(Widget Visibility) ?
hello, i try to record my character blueprint in sequencer. However, something affect the transform so it rotated 90 deg in sequencer. I tried to use other character bp (like ThirdPersonBP) and everything goes well, i can record them. Does anyone know what nodes affecting character rotation in sequencer?
@trim matrix I have this block inisde the third character, and i want the same movement, but with the character orientation
which blueprint I use for get that orientation
Hey guys, trying to rotate my gun (3d sidescroller) towards mouse position around X axis. The gun is not rotating. What is wrong?
(this BP is gun's BP)
@brisk knoll Hidden just hides the object but does not 'take it out' so to speak. Collapsed will act like it no longer exists there. The best test for the difference might be something like a vertical box with three objects in it. If you hide the second one, it just goes invisible, nothing should happen beyond it not being visible and not clickable. If you collapse the second one however, the third one should move up and take it's place.
this doesnt work, here happens a little bit strange thing, it become like inside the actor, he dont move in actor X axis
X is the rotation I want to rotate on... Now the problem is it does not rotate by as much as I would like it to. Any advice how to 'strengthen it'.
@jolly jay You are trying to move the actor forward by 30 units?
yeah
Hey has anyone an idea how to spawn a projectile (bootle) which should hit the ground at a given position?
Or do i need to calculate the initial throw vector myself?
but with the X axis of the actor not the world X axis
@jolly jay You skipped the step of finding out where the actor is in the world. Right now you're just finding which direction it's facing and setting it from the center of the world at 0,0,0
@jolly jay Try this.
What this is doing is getting the actor's facing direction, multiplying that facing direction by 30 to find 30 units in front of the actor, then adding that to it's current world location.
but that i teleport the actor to far and in diagonal
@trim matrix when detecting mouse position, do I need to tick any box in project settings?
thats waht happen, I only want o teleport 30 units in front of him
We can't know without the code ๐
@jolly jay Try this.
@maiden wadi this code
@spark bridge
i want to move the actor 30 units in actor X axis, not with world axis
with this code it move 30 units in world X axis
@jolly jay do you want to make a teleporting function? Then donโt use set actor location use โteleportโ actor
And get actor forward vector and multiply by 30 to make it teleport 30 units simple
If you want the character to teleport to an objects location, just get the actor and get itโs world location and then link the node to the vector part of the โteleportโ node
You can choose to leave the rotation and others as they are (0:0:0)
@jolly jay
okey thanks that works @mossy robin
I have planned on making more tutorials which system do you think I should make for the community @jolly jay
Like on YouTube
I have a sound cue with a 'Random' node inside, but when I play it, I need to get exactly which audio was played
How do I do this?
@mossy robin youtube is fine, im working in a project for hifgh school, with arduino and unreal engine. and mybe your tutorial will be fine for my work.
You want me to make a tutorial? @jolly jay
Is there a way to find place where AnimNotify(In AnimGraph) is created?
@fiery rampart AnimNotify is not created in the graph it is created in the Animation Montage
@mossy robin You can create AnimNotify from animation state machine
When I was learning ue4 on the ue4 channel I only saw them create it in Anim Montage @fiery rampart
And they only teach the best practices there so๐คทโโ๏ธ
@fiery rampart
Hi all!
Is it ok to copy/ call functions ? (and have many of them)
Also, I cant seem to rename this one I made, is it possible ?
Working on player movement, when clicking a location I want the player to finish going there, but when held I want to stop the player's movement with the release.
I thought perhaps I could still use the Stop movement feature, as it can stop the player movement when I like, but I also only move when a key is pressed in the first place, so I can't seem to tell it to do something when it's not pressed within that without issues.
Right now it just never calls the Stop Movement
Couldn't both just use simple move to and then you do the time check on release to see if you should stop movement or not?
@chrome quiver
Anyone know a good way to automate the import of assets? Or a tutorial/marketplace asset that covers that? I can only find a way to do what I need in UE Python right now
@meager spade Ey u right, haha thanks. All working now :)
Hi,
I have a use case where I am going to need to use 2 attach to socket nodes, many times within my project...
the only thing which will be different is the names in the sockets...
I wanted to make a macro or a function, but they wont work for this because I cant have different socket names in each of these macro/function nodes right ?
that means I only have 2 options right ?
I.e just deal with the eye sore and copy/past over and over, the nodes/ variables as many times as I need to in my BP's...
OR
Do the same as above but just go around afterwards collapsing the nodes ?
anyone have an opinion/ better idea ?
If there's an eye sore there is always a better way, haha. I haven't used macros much myself but I think you might be able to accomplish what you want with them, I'm sure looking deeper into macros would be a worthy venture as you might stumble upon something similar to what you want. @dapper cradle
thank you for the reply @chrome quiver but when you make a macro, what ever you change in one macro, is changed in all places which that macro is used.
I am pretty sure that is how they work (which is good when you want to change something and have it changed verywhere).
but I need to be able to change the names which go into the 'socket name' boxes of the attach component nodes, these names will be different in each case.
for that reason, I wont be able to use a macro for it.
I think there's a way to just make your own nodes..
Yeah look into Creating Custom Nodes @dapper cradle
ok I will, thank you @chrome quiver !
@dapper cradle is a a common base class of what you are working on ??
@dense mantle I am not totally sure what you mean,
but to give you an idea, I have used anim notifies to create events within animations, in each animation there is between 2-7 events.
I have lots of animations at this point.
Each event will be attaching SM into and out of sockets in the skeleton of an animation.
therefore, this will be pretty much a copy/paste job and change names.
I was wondering if there was a better way.
Im using an "Add movement input" node, what does Target: Self means?
nvm
but self always mean the blueprint itself right?
yeah the pawn
Y'all know an easy way to have smooth transitions between these two? (The two being Mouse and WASD movement)
(Function)
@chrome quiver What do you mean by "smooth transition"? What's not smooth about it?
For reference I'm remaking the controls of Don't Starve. I want to be able to after I clicked a location and am heading there to suddenly switch to WASD movement, stopping the previous pathing. Also going from WASD to clicking on a location and heading there instead. @compact hill
I'm trying to make it so that the (LoopCheck) box collider isn't visible until after the 2sec delay but I haven't been able to figure out where I'm messing up
@chrome quiver The Stop Movement function may be useful, it should stop pathing. I'm not sure how it works to have pathing as well as movement control though. You can say something like "OnInputAxis: If the axis value is non-zero, stop movement, and add the movement input. Otherwise, don't do anything"
@soft swan Is there a reason you're not using the "Finished" execution line? Then you just say "On Finished, set actor to visible"?
In addition, you set New Hidden to true when it should be false so it is no longer hidden.
I was wondering can anyone help me with this:
I have 2 levels so far, "Main menu level" that loads by default, and "level 1" where player explores the world. All good there.
Now I created new test level using existing UE4 provided flying template, and i would like to add that flying level after main menu instead, and then Level 1 to load after flying level is finished.
What do I have to change in order for controls to work, how do you handle things like pawn classes, plaer classes, controller, game state etc ..are they loaded and changed by different levels or ...
Sorry if its stupid question, but I have never done this.
Any helpful tutorial would be appreciated too
you assign a separate gamemode class in world settings
that has pawn/controller/hud... you need for that level
So basically each level has its own gamemode?... and by changing that particular level gamemode all other things assigned to that mode change?
i am trying to create 3 buttons in widget, loop has 3 item so returning 3 times but it creates just one button why?
@trim matrix where is the return value going??
@tight cobalt yes of course
@compact hill https://puu.sh/FXSX4.png Like this?
Anyone know if there's a way to disable BP from opening a new tab every time I double click a BP function?
If you want the loop check to be visible when the 2s passes, you need to change the target to Loop Check, but otherwise yes
Hi everybody, does anyone know how to set object's pivot rotation the same as parents pivot rotation via blueprints ? (I don't mean the object's rotation)
its pivot point? the only way to do that in blueprints may be to attach it to a scene component and use that as its new pivot point
Im trying to set my AI helicopter to take off from landing. How can I manually set the flying height to get the helicopter to lift off back into the air after landing?
Hello guys! Why "Set Material" is crashing my 4.19 engine? This crash is related: https://issues.unrealengine.com/issue/UE-62310 https://github.com/SiggiG/ProceduralMeshDemos/issues/5
Do i have to update the version?
Hi everyone, not sure if this question should be here. I'm trying to modify a post process material so it only affects some actors in some circumstances. I'm not sure if I'm doing it right, but I'm trying to differentiate it using the Stencil value, but doesn't seems to work. I don't have much experience with materials, can anyone help me out a bit?
Also donโt have much experience with materials but try using tags , so like if t has tag then it affects it @glad sigil
@glad sigil look into custom depth and custom depth stencils
Yeah that was my first choice, but doesn't seem to work.
I did this
If the stencil is greater should turn it of
I i connect it directly works.
For not for the ones with the stencil.
iirc you need to set the stencil value somehow, sorry it has been a while since I have done this
Yeah, i set it in the player character BP
The full story is that there is a post process for our mesh, but in some cases I need to turn it off. So the idea is to turn it on and off in certain cases.
I'm printing the stencil and is changing, but the postprocess doesn't seems to notice.
sry for asking here too, but UMG is half/dead (it usually is) and maybe someone here has an idea: I'm trying to make a "building tree" inside a widget. I've setup everything on the buttons hoping i'd do it with "draw line/draw lines" node but...nope, it won't do. Can anyone point me into a direction on how to achieve this? Line connections between the buttons - UMG, procedural.
not really sure if this should go here or in animation, but I've got a character set up with turning/leaning animations in a blendspace, and I can't figure out how to get velocity relative to the character; as is, the animations play relative to world direction, rather than the character's direction. any tips?
Silly question: I have a blueprint that is a house. The house is made of meshes and there is a blueprint door also (child actor component). When I move the house during the game, the whole house moves but the blueprint door stays behind. What might be causing this?
It seems to have a physics constraint on it - could that be the cause? If so, what is a physics constraint?
Go to the component's transform section and check whether the position is set to "relative"
in the details rollout
seems to be relative:
SimulatePhysics is the culprit. Will need to rewrite my door to not use physics I guess
wish the physics constraint could use a relative position ๐ฆ
I'm following the Epic's Live Stream on turn in place, the one with Jay Hosefelt. So I'm using the rotate root bone node to perform my turn in place animations. Now I've noticed that the mesh twitches in multiplayer whenever I apply my offset variable to the rotate root bone node. Has anyone else experienced this?
How can I actually spawn this mesh in editor in construction script? Or an actor?
Runtime a lot of quite different stuff happens with this class. The idea is to see what a spawner full of ____ will kind of look like in editor without having to pie and not just an empty box, it just needs to populate itself visibly in a random fashion.
Hi everybody! I am trying to duplicate a static mesh from a BP to another BP, with both of them having separate dynamic material instances. I ran into these problems. Any ideas? ๐
Thank you!
@stuck frost you can probably set simulate physics during gameplay, so just enable physics when it's needed
how can i get the directional light to rotate to the point in space the camera is looking at
Silly question, but can I drag a component into a variable array in that same blueprint to store it there?
When I go to drag it, it selects the component and the details panel changes
Doesn't look like there's a lock option for this particular details panel, either.
@dusk dust prolly do a line trace out of the camera to determine a location vector of what the camera is looking at. Use a Get Look At Rotation node with that location vector, and the spotlight's location (I assume you mean a spotlight here) to produce a rotator that can be applied to the spotlight.
is the level the only place to store objects? ๐ค even if you construct a class object it gets dumped into the world, right? and if you try to store the class as a variable it's only a pointer to that scene object, right?
I suppose there's also actor components
@bleak vector you could also get all Actors from class in your BP
Question: is it possible to change player's movement component at runtime ? Or change player's BP altogether ?
My goal is to have shooter's mechanics at the first time, but when the player presses a button, it changes to a car
How do I make a player controller that can be moved around with AddForce, and I can also control the slow down rate (ground friction/air friction)
Ive tried to use physics without gravity but when I bump into stuff it messes a lot of stuff up including position and rotation of character, sth like the original FPS controller but with addforce
just ping me if anyone has an idea, i have too many discord servers
@sick sapphire A roll-a-ball project could be a good reference.
@chrome quiverive looked through it but i kinda want it to be able to bump into other stuff and not bounce back, like how you walk into stuff in tps character
actually my end goal is just to make a thing that accelerates up to speed and deccelerates like a car, but it just slides left and right like a endless runner
any of you had this?
how can I get an error for using the IsValid to check if an object exists?
I found out that the error is misguiding, it isn't the IsValid that was failing, it is that I was using another object that I should not have been using before assigning the input Object
I am trying to create a grenade function but it doesn't spawn the actor after 3 seconds and only destroys itself.
I removed the DestroyActor node but it's still destroying itself as well. I checked and it was compiled already as well.
I am trying to spawn a C++ actor blueprint if that helps
Heya! How could I add a component to an Actor via a function from a BP Function Library? From what I'm seeing, a function created in a BPFL doesn't implement the "Add __ Component" node (which makes sense- the BPFL inherits from Object Class and not Actor Class) I can't think of a workaround for this in order to add components via a BPFL function - anyone have any ideas?? Thanks!
How to add this node? i mean whats the name of it.
Also one more thing..how to cast to character without having the exec node.
right click on the node
I always get this one that has input and output exec node..when I try to cast.
"covert to pure"
"covert to pure"
@spark bridge Thank you very much
o/
Hey, I'm having a problem with nav mesh generating where a disabled terrain would otherwise be:
https://gyazo.com/799b197ac43273ff5f831f33aa8459f5
Is there a way to change the "Used for navigation" checkbox https://gyazo.com/d61c7ead23623372e263b64cb644635a in runtime from blueprints or do I have to do it with C++?
hello, is there a way to: object A has sockets, object B has sockets, specify in BP a specific socket from object A to attach to a specific object B socket? or am i trying to do it all wrong?
object=mesh
I get this warning, even though I'm passing the info to this event just like how SGK is doing it, but they don't give that warning.
@severe ruin there is these
not sure on attach socket A to socket B though
I believe there is a Attach Component to Component as well
@smoky vector gonna try, thanks
Hi all
I made a game for android with blueprints contain admob ads and ads working.
But when i use any ue4 plugins the ads stop to show !!
Any one can know how do i fix this.
Thank u
@severe ruin You can not directly attach two objects by it's sockets. Only one Object to another using it's socket. However, you could use the relative position of the original objects socket to offset it after attaching it to the socket (because it will use the pivot when attaching it to the socket of another object)
@maiden wadi Hi there buddy, hope you don't mind me pinging. So I've been playing around and tweaking my radar tracking etc and on the whole its working great. But i need a little help debugging some odd behaviour. It seams that all my tracked objects are not being treated individually - All the relative velocities seem to be affecting each other in a strange way - for example the more object being tracked the more the velocities are altered. they aren't being compared to just the player camera location, and they are being "grouped" rather than calculated individually. Hope that explains it ๐ ๐
Just wondering if its possible to get the point where 2 landscape paint textures meet
using HUD class is deprecated, isn't it?
So Iโve got an idea but I need to be pointed in the right direction to know what I should look for.
I have a float called โCurrentArmorValueโ on an actor BP_Armor. On my BP_Projectile thatโs spawned when I fire, it has a โPenetrationValueโ. Current, Armor blocks all projectiles.
What I want to have happen is on a collision or overlap, check if penetration value on the projectile is higher than current armor value and, if so, pass through BP_Armor. If not, it should collide as normal.
Where do I start with the collisions? I can do the value comparisons.
linetracemulti, i'd go with by channel
so you'll get the armor and the character hit every time, if no collision is set to block
then you go through your multiple hit results
and figure out if armor should stop it or not
@dusky axle whatever gave you that idea?
@lavish ibex basically you have both armor and character set to overlap projectile trace channel
you iterate through your hit results, if you find an armor hit and if the penetration value is insufficient to penetrate the armor, you just ignore all hits after that
(character can block projectiles here, its just armor that has to overlap)
Oh so it might be a collision settings then, then. I should have it generate overlap events, but not block the projectile? (Itโs an actual moving mesh).
Though thatโs really helpful for linetrace weapons, too.
doesn't matter really
it would be far easier to do in c++, if you have that in your project
Willing to learn it. Just doing a quick BP proof of concept.
as you get much better control over traces and responses
in every case, i highly recommend you add a trace channel for projectiles, and collision object type for your armor
Okay great. Iโll take a look into that.
Have been trying to add a selection of characters by adding color to the mannequin, but the colorchanges does not appear ingame.
Am I using an incorrect option?
hi i have a question with setting a timer
i want to have a timer that fires every 15 seconds, but immediatly stops when i pick up an object
then promote the timer to variable, and ClearAndInvalidateTimerByHandle when you pick up the object
@twilit heath the return value of my set Timer by event is my timer?
fo example i can grab all iformations that i need?
it is, an FTimerHandle
just to make sure. i can call this clear and invalidate timer by handle at anytime?
you can
thanks
Hi all, what's the way to go to get the standard 24hr time clock into a 12hr time format when running like a time of day system?
I'm not sure if there's a builtin method for that, but seems the logic for that should be fairly simple. Eg. compare if time is 1200 and choose am/pm and so on
Hey is it true i can make a game with blueprints without even coding?
Awesome
Any good beginner tutorial on YouTube or should I start with unreal documentation
i would go with the getting started pages of the documentation and then go to tutorials, but if you want you can start on tutorials
@earnest tangle found something in a C++ code
can someone explain why setting the plane normal to z
makes my player move on the Y axis
Oh right okay, makes sense
how would I then allow the player to move both in the Y axis, and the Z axis
make the normal X
How can I make a player controlled character that moves like this car? I want it to have acceleration/decel and braking, but the turning is just it sliding side to side like an endless runner. Preferrably not physics based as well
Ping me, thanks
@sick sapphire just move your pawn manually based on a velocity value you store. Ie. holding W increases velocity by some amount, and every tick you move the pawn by timeDelta * velocity
maybe some other ways to do it as well but that's probably the most straightforward method
@earnest tangle which nodes can I use to move the pawn?
Does anyone know of a way to constrain camera movement axes? Im setting up some new camera controls because using the pawn control rotation isnt working properly for what i want. Im having an issue where the movement is relative to the position and it causes it to tilt as if there is roll input. Anyone know of any solutions to this?
@sick sapphire literally any of the nodes used to change the location of an actor such as set world location
I want this to rotate to where the raycast hits on the sphere... but instead it is rotating to rotation orthogonal to that. any ideas?
Hey does anyone happen to know if blueprint array elements are stored contiguously in a solid block of memory like a vector would be in C++?
@trim matrix try 'find look at rotation', i think that will do what you want
@thin rapids that is producing the same exact result
either add in the 90 degree rotation before set rotation to compensate or set up your actor so itโs facing its forward vector
hey everyone, is there a way to read the microphone volume as an input method via blueprints? like if the player yells past a threshold, the player jumps
Any idea how I could find the closest point to my character and move it to that position?
@flint nymph Thanks!
@zenith iris you want to do a ForEachLoop to sort through the array of points and select the one with the minimum distance. Create and set a TempDistance float variable to a very high value, then for each point plug its location into a vector distance function and compare against the characterโs location. If the distance is less than the TempDistance float, set its distance as the new TempDistance and create and set a vector variable as the SelectedPoint vector
instead of raw distance you could find path length if you are using pathfinding and want to find the shortest walking distance
hi guys can i somehow send damage variable to blueprint of destructible object (actor)? but without using ray cast, i tried it from collision but it does not work
this is bp on object that should recieve damage
basically i want to aply certain amout of damage based on what values has player, for example if he deals dmg under 1 object will just fall, if over 1 it ll explode
I have an actor with a widget component attached. This i actor also has a billboard component, which is what you see in the images ( the dot ). This actors widget component is assigned a widget UI. When clicking the UI it should open and display content in the 3d world. Using this through PixelStream when clicking the Actor with the widget blueprint with the mouse, it doesn't register an onclick event and the UI doesn't open. I can cast a ray from mouse cursor to see what i hit, and i get the proper Actor. However, when i click anywhere withing the top right corner of that HTML overlay, and then proceed to go click on the actor in the scene, it all of a sudden works and the UI opens. Any ideas as to why clicking the HTML content on top right corner would all of a sudden make my widget behave as expected in the scene?
@stray trellis jup there is i did it for controlling fog and enviroment visibility 2 years ago as my school project but you need plugin,https://forums.unrealengine.com/community/released-projects/121393-windows-audio-capture-wac
For announcing the release of new products, or showing off your completed work.
@flint nymph kind understood it, but I'm not sure for my case. I'm doing a simple endless runner to practice. I've decided to have turns in it, as well as having fixed lanes to run. I think in my case will be better to get my current lane and it's location and move my character there, right? But there's also the speed, for some reason when I make the turn, my character still moves a little forward in the direction it was moving before the turn.
oh yeah ignore whatever I said then because this is much more specific
Nah, your answer was good for the question I made, I made the wrong question xD
My solution "kind works", but I still need to work the sliding
Thank you
@gray fox thanks, I'll have a look
Hey there I am currenlty messing around with GAS. Applying effects etc seems to be straight forward. But I cant find a way to implement a DOT out of the box. Do I miss smth here or do I need to create somekind of custom effect?
Is it possible to make multiple connections output for a function? (not variable, but connections)
@zenith iris you mean exec pins?
if so, you can only do that in macros, not functions
you're welcome
You already got somone addicted to macros. Didn't used it before ๐
Is there a node in material blueprints that acts like a array for textures?
you can do sub uv or flipbook texture , like a texture atlas basically
or you can do a dynamic material
and set the textures from regular blueprint
which u can then use an actual array of textures
@static charm thanks, but im not sure how I would work around my other blueprints/needs, a texture atlas is probably out due to the size of each texture
yeah then you would use a dynamic material
and set the texture from regular blueprint
its a little weird to setup at first, but once u do it, it's really easy to do some powerful stuff
but how would that work? i get a variable lets say from the blueprint and set it in the material parameter collection and bring it into my material
how do i assign a texture to a number
Depends on the use-case.
If you want all mats to change, then param collection works. If you want one mat to change, then create a dynamic material.
so i can bring up from my variable the desired texture
the texture itself will be it's own single parameter.
no collection needed
you just put a parameter name on the texture sample node in the material graph. then you call that dynamic material parameter in blueprints (after creating a dynamic material instance) and set the texture to anything you have in your assets content.
okay, i'll try that method, thanks a lot @static charm and @inner ginkgo
a short 5-10 min youtube tutorial for setting dynamic textures will get you going.
Hello guys! I have this for a mobile game! It's a touch screen for the entire screen. My question is, how can I make this more smooth? Right now the sensitivity is set on 4 but if I increase the sensitivity to 12 for example, it's very sensitive and even if I touch a bit the screen it's moving a little and it creates a lagging feeling. How can I clamp somehow, only if I move a bit my finger to activate the touch only. Thanks
That's a design choice where either works. Depends on how complex your pickup logic is, putting in the character code means you only write it once. But putting it in the items means you'll have an easier time customizing specific logic for each item.
okay, seems easier in the item itself
i am trying to make my pickup bob up and down but i am not sure what I am doing wrong
Event Begin Play is only called once. You'll never get back to your flip flop.
but surely calling it in tick is inefficient
Easy fix is to pull from the "Finished" pin of your timeline and feed it back to the flip flop start.
I tried your method @static charm and it's good for changing between 2 textures but how would you change between 20 or 30? still stuck on that one
@wet mountain The dynamic materials should extend to however many textures you want. You can use your array idea and store 20 mats in an array and pick the one you want out of that for assigning to the dynamic material.
@inner ginkgo this doesnt seem to be working
@chilly linden Sorry, you'll also have to use Play from Start, not Play.
Whats the way to get the moving speed of an actor that isn't the player ? Velocity returns 0 to me
@chilly linden Ignore that. Brain fart there. What is happening after you set the finished pin?
how to get object to slow down the closer it gets to target location so it doesn't over shoot it ?
the material is overly complicated, I would like to avoid having switching between 20 materials just for changing 1 texture in what could be 1 material
@inner ginkgo am I wrong in thinking like this?
@wet mountain I think you might be creating the material incorrectly. It shouldn't make the mat that complicated.
There should be a single param node that is your texture.
yea, thats how I have set it up now, but I'm not sure how to define a array of textures and pull out the one I want based on a variable that I can change in a material instance
@waxen sorrel Is the object simulating physics?
@inner ginkgo i am not sure the object is just disappearing, I just need it to move up and down slightly
@inner ginkgo nope, I just picked the last location and current location and - between seems like works ๐ค
@wet mountain Look at this video. https://www.youtube.com/watch?v=IVKVXjaT6QM. I don't think he covers a texture specifically, but it should be the same kind of logic.
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
okay, thanks, ill check it out, thank you @inner ginkgo for taking the time ๐
@chilly linden I just looked closer at your logic. You are only moving the thing up. So it'll just keep going up and up. You need to have it pick 2 points and move between them. So you'll want to record a start and end point prior to entering the timeline. Start might be the current position. End might be the current position +5 Z.
@waxen sorrel If you aren't simulating physics and you don't have a component like a movement component tracking speed for you, then you have to do it manually. Getting current - last position works, but you probably want to divide by the frame time so that your velocity is in seconds.
@zenith kindle How are you currently moving your objects that you want to slow down?
divide the final ( current - last ) / Delta ?
Yes. If you are in tick, you can just use tick time. If you aren't, you can try using Get World Delta Seconds.
Like this.
It isn't perfect, because it only accounts for the last frame.
I got 2 inputs of X and Y and the max values are 10 and 10 in each axis, how I can limit the speed to 10 when both are sending the value ? because I get up 15 speed
I mean is combining forces basically but would want to clamp it or limit it somehow
You are getting the inputs via axis inputs?
Maybe with this? https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Vector/ClampVectorSize/index.html
Clamp Vector Size
so will need to filter these ๐ค but bet will clamp one and no the 2 ?
let me check
@inner ginkgo i need to apply a speed modifyer 0.0 - 1.0f, going to 0 only when within a range thats close to the target
@waxen sorrel So the default setup shown in most tutorials is to get the axis inputs and handle each one separately. Get X, move X. Get Y, move Y. What you will want to do is to get both values and store them. Then handle movement once in your code, like in tick. Then you can do things like clamping prior to movement handling.
@zenith kindle I understood that. But there's more than one way to move objects in the engine, which means there's more than one solution to your problem. How are you accomplishing movement?
You could split the vector input & output pins on that Clamp Vector node (right click on data pin) and feed Get Input Axis X & Get Input Axis Y into the node
@inner ginkgo thank you again, finally solved the problem ๐
That way it's clamping the vector length of your X input in relation to Y and vice versa
Does anyone recommend something to remove sliding when turning the character 90ยบ?
Do you mean the feet sliding? Or is the character position sliding?
character position sliding
Are you using the character movement component?
@inner ginkgo when the green actor is told to move to 3 it will start at 0% speed. once it reaches 1 it will be at 100% speed
when it reaches 2 it is still moving at 100% speed
as it approaches 3 the speed will drop from 100% smoothly to 0% so it doesnt over shoot 3
Are you using the character movement component?
@inner ginkgo Yes
i cannot controll how it moves or why it moves, all i have is a speed multiplyer 1.0f - 0.0f to stop it from overshooting its destination thats all i can work with
@zenith iris There's a Stop Movement Immediately node that you can try to use just prior to applying the turn.
@inner ginkgo thank you. This works, but there's the stopping animation. Any other workarounds you may suggest?
@tight schooner yup it worked better than expected, @inner ginkgo yeah is a custom thing for a custom actor doing something like to that
@zenith kindle If you are > x distance speed is 1.0. If you are <= x speed is lerp from 0 to 1 alpha is current distance / x.
@zenith iris Animation is a whole other beast. The stop node helps you solve the logic, which effectively sets the speed to 0 instantly. You'll need to change your animation BP to not key off speed, which is not my area of expertise.
Thank you
@inner ginkgo thanks i never thought to use a lerp node at the end. i added the actor's top speed / acceleration to influence the final result and it all works!
Hey all! I'm trying to pause my game for a moment, say 1 second, and the unpause it. But timers don't seem to run while the game is paused. I'm really scratching my head here, any suggestions?
Heya just one more try asking if there is a way to make it so BP doesn't open a new copy of the edit tab every time I double click a function?
I always end up with like 50 tabs after an hour or so
@dense badger I don't think there is. But if you aren't using the tabs for navigation and are just double clicking functions, is having them open really an issue?
@inner ginkgo I tend to either use find, double click node, or double-click function names about 60% of the time. I use the tabs the rest of the time but once there's 50 of them they become unreadable. I swear it didn't have this behavior a few revs back. If the tab was already open it would just focus that tab... not sure what the point of this new behavior is? Why would I want 3 copies of the same function open in different tabs?
@solar sonnet I haven't played with pausing too much. But under class defaults, there's a tick section. If you expand the advanced section, there's an option to tick even when paused. See if that has an impact on your timers in the same class. If it doesn't, you might still be able to tie your pause logic to the tick in that class.
@dense badger Oh, that sounds like a bug. If I double click an open function, it just focuses for me in 4.25.1.
Hrrm We are on 4.24.2 at the moment I will try and repro in 4.25 vanilla
@inner ginkgo Wohooo! Yes that did it! Thanks so much ๐
Nice! I'll have to remember that for my future pausing efforts.
Hello all, I'm making a perk system in my RPG.. i need to get some kind of static functionality I think.. where i can just access a calculation class to see if a perk applies when certain events happen (damage dealing, damage blocking, special kinds of damage)
i think i saw that you can't make static blueprints or static blueprint members or functions..
i think i could just make an object class and then construct it and then do the calculation on it.. but it seems heavy..
If i have to do it in CPP i will
but if anyone has any insight into what im looking for.. just a way to make a bunch of static calculation functions.. takes in a float(damage), source Actor, target, Actor.. outputs a bool(applied), float (damage)
one of them can check to see if that guy's stamina is below half.. in which case the damage would be reduced or something
one could see if the source actor's speed is a certain amount and then increase the damage
@marsh seal If you just want calculations that are accessible from anywhere, you might want a function library.
ok cool cool
Hello, not sure if this goes here but Im using the asset manager and I didnt know where to ask.
As I said Im using the asset manager and when I try to cook the content for windows i get this errror
Error: Registered PrimaryAssetId LevelInfo:DA_RiverLevel for asset /Game/Logic/Level/LevelsData/DA_RiverLevel.DA_RiverLevel does not match object's real id of ! This will not load properly at runtime!
Anyone who used the asset manager can tell me what im missing? I dont understand the error (also it seems that its not printing some parts of the message?)
Solution found: In the asset manager on project settings set ShouldManagerDetermineTypeAndName to true
super quick question, how do I add more spline points? i've just added a spline blueprint and can't figure out how to add extras
On the point of splines, does someone know how I could constrain player movement to a spline?
theres a marketplace thing I have called path follow, has all those functions in it boop, i can't remember if it's a free one.
Is there a way to get the "first" element in an enumeration dynamically?
I'm trying to load my datatable with async asset loading to reduce the time user spends on black screen. However I make the user wait on my custom splash screen until Completed pin is executed and now it takes longer than when it was stuck on the black screen. Is there anything that I should be aware of while using AsyncLoadAsset?
@graceful forum The completed pin only fires when it finishes. And since it is async, it doesn't have thread priority and may take longer. It doesn't really make much sense to use async when you have a loading screen. It is more useful for doing things at runtime when you don't want to pause the user experience.
@dense badger Enums are just numbers. Byte in BP. Casting 0 to your enum should get you the first value.
Hi, to get more richness in my levelmap, i'm fliping some model in blueprint. Unfortunately the normalMap is reverse too.. Do you know a way to flip the normal in blueprint? or any way to fix this problem? any way to access the "Flip Green Channel" of the texture?
Hey so right here I create and set my variable and when I use it, returns an access none violation ideas where I'm going wrong?
Either the weapon int ref wasnt ready before getting and setting that soon after begin play or its not there at all
Where is INT weapon itself created
I created the INT_Weapon in my blueprints folder
eh disregard my question my project is badly broken now. It throws an exception error now and crashes no matter what I do
Why is my multisphere trace not drawing
@rugged nexus Hard to tell without seeing the code. Did you set it to draw? Does it need a duration? Is it drawing, but not where you think it is? Is it even being called?
It's set to draw persistently, it has a duration of 5.0, its not drawing visually and the list of hits is empty. It calls on f9
is there a bug with them like in 4.22?
where if the start and end were identical it wouldnt call
Not sure that's a bug, but it easy to test. Just move the end a bit.
If you just want to get the overlaps of a sphere, then use SphereOverlapActors. Sphere trace is for getting collisions over a distance.
Working now?
Awesome.
How would you do something like a lasso from red dead redemption 2? Or a smoker tongue from Left 4 Dead? How would you animate and stretch a mesh like a rope and make it act like a projectile?
So I have a "weapon trail" that the animations i use have a notify, to call on that trail. Well how could i get it to where i can change the particle effect without directly changing it in on the mesh. I am trying to have different weapons use different effects, and there isn't a way to just have it set to a new effect anytime the weapon is switched.
How to change this in blueprint?
I can't get my material to pulse with Time + sine wave, any ideas?
also, this does not pulse either
any ideas?
this does pulse
but that is not using
Solution!
I didn't have Realtime checked
I want to open a EditorUtilityWidget from a EditorUtilityBlueprint but the following setup isn't working. I don't know what should be added to "World Context Object" pin, most probably the issue is there.
Help please
An actor for example.
Any actor would do. The widget create widget node might not need a world reference, but lots of nodes do and this basically asks you to pass in something that has a reference to the current world.
@surreal peak so I can use the "defaultsceneroot" or I should have something in my level?
I tried that the 1st time ๐ฆ
@surreal peak maybe it's\ not working because it's a "Editor Utility BP"
Most likely
Some things aren't meant to be used without playing the game
If you were in a proper actor you wouldn't even see the worldcontext object pin as it defaults to self usually
@surreal peak I am trying to make a plugin which will add functionalities to the editor. So I have to do it without playing the game. ๐
It is not needed at runtime
Instead of trying to have the actor create the widget, right click the widget class in the content browser and there should be an option to 'run widget' or something.
The problem is I have to integrate the widget with the Plugin. So I am calling the blueprint (because I can't seem to find a way to call the widget itself) which in turn is creating the widget.
That create widget node is for runtime though
Editor widgets are added through the run widget thingy or can be found somewhere in those menus at the top
Which should all be explained in the docs
Also not sure these widgets are able to be referenced
Hm, ok. Does begin play even execute though? Have you verified that with a print?
utility objects have some other events, like on run or something. Check the override functions. Was sometime since I used ed utils.
If you need that much freedom, you might need to use cpp and the native way of extending the editor
@elfin hazel I will try printing something.
@surreal peak was hoping blueprint would work, otherwise have to move to slate.
@surreal peak sry for that question but could it be that you are from austria? ๐
Germany
newchurch i think
Something like that, yeah
we have also Neunkirchen.. mean 9 churches
my german is a tad rusty
Hey, im trying to make cut-able trees with "hierarchical instanced static mesh" component. Its reducing the draw calls automatically when i spawn trees procedurally within the same blueprint. Which is great. But i want to place trees by hand. Like foliage tool. But that way draw call count is super high. How can i combine HISM to reduce draw calls somehow?
Hello, i am new to blue prints - im using the default thridperson character mode, how do i refer to the thirdpersoncharacter (mesh) in my blueprints, given that it automatically spawns when i click play (rather than being in the scene / layer editor for me to drag into blueprints as a reference)? I want to create a script that hides the chracter for a few seconds
Hm, hide mesh for a few secs from another BP?
@tidal cove
Just, eh, use Cast to Third Person Character and in Object connect Get Player Character, then from As Third Person Character you can do anything you want
I am insereting event nodes to create notify events...
is there as way to select multiple nodes from the search frop down window to save time ?
Hm, I have created two buttons which are camera rotation controls. I need to press mesh but I can't, because this mesh is behind one of these buttons. Some idea to workaround this?
yes, that works, thanks, i missed out "get player character"
You are welcome
anyone know why this isnt working framerate independently
I'm still a noob and need a nudge in the right direction.
I'm trying to make an expandable Ability and Resource System (handles the use of abilities and the management of resources like stamina, energy, rage, etc.
I want to have some abilities regenerate resources over time (like a Heal Over Time) - and I want them to be stackable so multiple can be active. My understanding is that timers can't be created dynamically; instead it will just be reset using the new inputs.
Can anyone suggest options for something like this?
I have a question
Can i animate the camera in the first person character when the player is walking?
It's like moving the camera up and down a little bit while walking (just like the one in Dark Deception)
@sly finch you could use camera shakes
Can the camera shake do the same thing as well?
I mean moving the camera on the z axis?
If you use the correct settings it can
ok thanks
Np
Hm, I have created two buttons which are camera rotation controls. I need to press mesh but I can't, because this mesh is behind one of these buttons. Some idea to workaround this?
Sooo, got some help?
Greetinga users, i call for your aid.. If anyone can direct me where to learn or see video:
ive got a spere, i need to animate its increase, may be mask it, on the triangles or squares like you see on the picture, i must write data: incert picture, video, text...
i will need to come to the object, masked or pixelated sphere with glowing core, interract with it, it will expand, (optional: change material) and present information i aim for..
r/Archetype_Novus_Aetas reddit thread where i record stages of my project...
@pseudo tusk In case you havenโt fixed it yet, the alpha is prettymuch the same each frame if you only multiply it by delta time but donโt actually modify it.. deltatime wonโt change much and multiplied with a static speed variable it will simply result in a more or less static alpha value and not actually give you a smooth interpolazion between ghe two values.
I have a tutorial on a widget which I spawn when a button on a seperate widget is pressed...
How do I make it so that once the player has seen it once it will not appear again ?
would a 'Do once' node solve this issue ?
How can I achieve this via blueprints?
I wrote the class in C++, but I want to learn BPs as well and I am just converting it now. I just can't figure out what node to use in order to add a delegate to the event.
@sterile sun
the 'overlapInner' is a custom event
i named everything the same so it wont be confusing
How did you add variables, if I may ask?
the 'innerCircle' variable is a component, like the one you have in c++
from that you drag that 'bind event' node
I mean, variables to the event. ๐
just create a custom event and connect the delegate
'add custom event...'
is the name of the node
it automaticly sets the variable
Yep.
no, drag it FROM the 'event' pin to create the custom event
and then the variables will auto-create
You're welcome!
Hi please help me
Hi How to create movable dust
@thin heart use either cascade particle system or niagara
is there a node to close/stop all media ?
Quick question. I'm setting up a character and I'm trying to cast to the animBP. But I want to make sure it works with all the children. What am I missing?
The error
slow clap
Let me rephrase. Will this work for the children? Will it cast to their individual instances of the animBP?
I have used several media players for my tutorial.
I want to know if there is a node I can use which universally closes all sources of media.
For performance, incase I am accidentally leaving a couple running in the background without realising
@thin rapids
so I'm trying to make a system where if a Guard sees the player, the game ends and if the player runs into the guard physically (like from the back), the guard dies. Do you guys think that I should use an AI system based on perception or should I use trigger boxes?
@full fjord AI perception should be the better choice for what you want to do
I have used several media players for my tutorial.
I want to know if there is a node I can use which universally closes all sources of media.For performance, incase I am accidentally leaving a couple running in the background without realising
@dapper cradle I don't think there is a node specificly for that
ok @thin rapids thank you ๐
so I have the perception thing set up I guess I'm just having trouble with it. I created a task for "Kill Player" that casts to my character and "destroys actor". Feel like it's not as simple as this tho lol
ok @thin rapids thank you ๐
@dapper cradle Np
What is the "Correct" way of doing this. I am trying to make the health bar not show up if at max health. But instead this happens
Why are you returning 0 exactly?
Isnt it something like currentHealth / maxHealth
pls help my camera in game only goes left and right not up and down and my character wont walk straight
Did you setup the inputs right?
yes
but if i click the use pawn control rotation on my camera it fixes everything but the camera moves to a bad spot which you cannot move it back
Hello there, im not a blueprinter but would you folks have some ideas on how to do character dash ?
move quickly point A to point B by some units
from what Ive seen and we tested launch character or add Impulse might both be problematic on slopes etc
is it possible for example to perhaps should some trace and move smoothly quickly without teleporting along with it ? ๐
is it no possible to edit the default game instance ?
or do I have to make one ?
this one is greyed out so I cant select it..
Yeah make a new BP of class GameInstance
Go to your project settings โ> modes
Set your new BP as the game instance
If I change to a new one, am I likely to lose any functionaility ?
(any that is built into the default)
Don't think so
thank you for the info @tight schooner !
Cuz of how "inheritance" works, child classes shouldn't lose functionality at the start
brilliant ๐
How can I communicate between a widget button press and a game instance ?
On button press i want a mini tut to open, but I only want it to happen once in a session.
It currently refreshes when the player changes level, which is why I am trying to use the game instance.
this one is greyed out so I cant select it..
@dapper cradle isn't it greyed out because it's a c++ class?
im not sure but I have made a new Instance now anyway ๐
How can I communicate between a widget button press and a game instance ?
On button press i want a mini tut to open, but I only want it to happen once in a session.
It currently refreshes when the player changes level, which is why I am trying to use the game instance.
@dapper cradle in the widget you can get a node called 'get game instance' and get whatever you're trying to get from your instance from there
I need to make the game instance handle the part I circled in red
when the button is pressed in the widget (see arrow)
you can make that into a custom event in the game instance, and from the widget class you can cast to the game instance(object being the 'get game instance' node) and call that custom event in the widget
thank you @thin rapids I will try to do that now.
You're welcome Nut Shot!
does html platform in unreal support multiplayer? if yes, then what kind of multiplayer, dedicated or local? any article
@nocturne sundial i would do a line trace from A to B to very the path length is the max dash distance (else set B to hit point location of the line trace), and then FInterp from current location to B location
@gritty elm html is discontinued
@gloomy linden i'm using 4.22, i created build with html, i want to create a build with html with multiplayer
i don't think ue4 supports multiplayer in html
i think that someone made an experimental plugin for html multiplayer but i'm not sure about that
@thin rapids can you please post the name of plugin
Heyyy is there any way to push destructible actor without destroying? i already setted up my player to cause 0 damage, but mesh is static and i would like to appky physics, ticking ion phyiscs does not help :/
it worked thank you @thin rapids , exactly what I was hoping for!
@gritty elm the only thing i could find about that plugin was this post in the ue4 forums https://forums.unrealengine.com/development-discussion/html5-development/33770-html5-multiplayer
Web developers can discuss their HTML5 questions and projects
it worked thank you @thin rapids , exactly what I was hoping for!
@dapper cradle you're welcome
how to download specific commit from unreal engine
When i unpacked my game i coudnt save a variable at first with the save game stuff. it works in editor but when packed it doesn't work. When should i create the save game object?
I did it on the construct of the mainmenu UI so you could start saving variables as soon as possible.
i also get this error in the save logs "[2020.06.20-19.10.34:337][431]LogStreaming: Warning: Failed to read file '../../../Game/Saved/SaveGames/Slot1.sav' error."
maybe it's trying to read a save game that has not yet been created @full crypt
I created a savegame during the event construct of the mainmenu.
I created a savegame during the event construct of the mainmenu.
@full crypt and is the slot name that you're trying to save Slot1 (like the one in the error message)?
Is there an easy way to find a structure in an array? Let's say I have an Inventory (which is an Array of ItemStructures), I know want to find all fields in Inventory with a given ItemStructure. Do I have to loop through all fields, break the structures and then compare some values?
@thin rapids
im currently trying this.
to see if it works.
Its a lot different currently.
hmm.... one thing, you don't need to cast a class to itself btw
Why do you cast to a bp which is already it?
it gave me errros
so i spegget code
im like
retarded
Do i NEED something in the widget to focus?
if this IS the widget?
you know that you made it so if the save game doesn't exist it wont really create a slot right? just the save object
Focus is to set the widget focus in viewport
so if there already isn't a save there its useless
How do i make the save then?
Save game to slot
you forgot that one node that Remco said
i see.
i was under the impression that the object was somehow the save
because i got brain rot or somethin i dunno
Just missing some info, dont pull yourself down like that
np
yeah, just make the 'save game object' in the 'save game to slot' the return value of the create save game object
and select a class on that node
no, the return value from the 'create save game object'
and you just select a class from the dropdown in that node
OOOOOO
ok
ive working on my stuff for like 4 hours.
my brain is starting to cave in
it did it
It worked, thanks to you both.
you're welcome
hello, anyone has experience with (H)ISMCs? in particular, removal of instances? I am getting behaviour as if indexes are getting invalidated just after three removals
in short, I create isntances, remember their indexes and then later I want to remove some of them, but it all goes haywire after only few removals
I thought it is because of indexes moving by 1 after removal, but taking it in account didnt help, in fact, it works even worse
@full crypt now add in between the node Does Save Game Exist
Or do you have it already?
Ah you have it, nvm then
Keep it up
@modest gulch the array updates each time something is removed iirc
I do have an issue with a replication but i doubt anyone would help me, do you know about multiplayer stuff @gloomy linden ?
I.e. is you have index 0 1 2 3 and you remove 0, 1 becomes 0, 2 becomes 1 etc
@full crypt only my own network structure, i dunno how the replicating of ue4 works. Best is to ask in #multiplayer
That's how I observed it worked too (re: HISMCs)
BP arrays work different then the "normal" arrays
Remco renzu yes, but as I said, taking it into account does not help. in fact, looking into component during play it looks as if components move existing instances into freed indexes.
Much easier but its also a brainfart if you have to switch between them
Well yes, the array updates and empty indexes get dropped
anyway I am sitting in test project trying to check wtf is happening
There is no use to keep track of the indexes of the meshes in a different array
They will desync fast because of that
Best is to re-traceline them to get its "current" index
Yes, there is no use in that other than using twice the memory for the same thing
No, at that point, the index is correct
๐คฆโโ๏ธ
But when you delete that ISM, all others get an updated index
So the index of that ISM will differ from what you have in that array
well if it is incorrect in unpredictable way after removal then it is utterly useless
and how do you deal with that then
Then i gave up tho as my idea wasnt achievable in bp :d
if tou cannot use that index
Traceline
seriously?
I could rewrite it in C++
I recommend it
You don't need to save the "add instance" output into an array because HISMCs kinda already maintain their own array of instances
Because if you have to do traceline each tick, get the index, update the HISM, you will notice increase in frame time
renzu but I do need some identificator of particular instance...
my use case is like that
Especially if your HISM amount get large numbers
I spawn isntances and remember their ids
There are chuncks to counter that though
then later some of those will be removed
so if you have some external array that represents HISMC instances, when you remove an instance, you also have to remove that same index number from your external array, so that both arrays resize in tandem
otherwise yeah, they lose sync
carefully selected so I need some kind of RELIABLE identificator of given instance
you said C++ may be better, it is because I can hold ponter to instance or something?
I recommend doing it in c++, there is a reason ASTRONEER didnt do it in bp either
Bp could be the same thing in end, but likely with many more steps
ugh, it is so bullshit. I would like some unique identificator for every instance that wouldnt change regardless of removals etc. Is this that much to ask? ;/
Nah, but check first all those ISM nodes
Just add them in your bp and check the return values
And see how far you can get
FWIW, my use case is ISM feathers that make up a winged enemy; when you shoot it, it uses "Get instances overlapping sphere" at the hit location to determine which feather was hit
so that way it selects a specific instance
I already tried to take changing indexes so they are in sync with ismc but it looks like it works differently than I thought
Maybe its enough for your project, maybe not. But you dont shoot, you will never hit the target
What does FWIW mean? (Im old)
Ah, thx
well, I would like to avoid traces and other sillness
if you need a way to determine "which instance ID is this?" in your game world
I already know which isntances I wamnt to remove
I am getting closer. My C++ code was shot, so I re did it. Now the bars are not moving unless empty.
ok, for now I will check other nodes hismc has to offer....
but it is still terrible pain in ass.
Welcome to game dev :D
Have you considered removing the highest to lowest HISM index?
it already holds transform, it really could hold constant unique identificator ๐
does anyone know how i can change pitch modulation for just 1 class instead of global?
robin order is unpredicatble
so I can't
some instances may be removed first other last in different time
depending on player actions
so yeah.
If your HISMC doesn't have to update that much then you can do a brute force approach where you don't care about the preexisting instances; instead you use your external array variables or whatever to drive it
every time you need to update the instances, clear all the instances and remake them again
not very elegant but depending on your use case (number of instances, average frequency of updates) you could get away with it
thats absolutely out of question, unfortunately
while deletion should be rare, there are thousands of instances
yeah, thousands of BP node executions to update the HISMC...
I already was forced to spread out spawning new areas (in background) over many ticks to have acceptable framerate ๐
(my game is basically procedurally generated labirynth)
and in my experience UE is pretty unfriendly for procedural generation, but that's different topic...
In my winged enemy, I also use this node. (I have externally managed arrays of transforms for interpolation purposes.)
So that's another way to not-care about which instance is which
my instances are static
they are walls, floors, ceilings and other objects in game area. whole deletion thing is used to things like secret passages or hiding areas further away generating in background
idea is that if player turns away or is far away then walls are removed
so he never sees areas generated on fly, breaking game immersion
and yes, having no walls where there were walls previously is more than acceptable
this is suspense/horror game full of slightly unnatural elements so in fact this will add to atmosphere ๐
anyway thanks for help, I will try to deal with it. somehow...
should i be doing my menu navigation scripts in the Game Instance or in a HUD bp?
the epic tutorial i saw did all their show/hide menu stuff in the game instance bp, but would it work in a hud BP?
does it matter?
@cedar sparrow yes it work in hud bp, you need to create new hud class, and assign them in game mode override in project settings and world settings
@thin heart https://www.youtube.com/watch?v=8YBlvth89ds
https://www.unrealengine.com/marketplace/en-US/product/affordable-landscapes
Hey if anyone is able to help. I have a open level function with a on clicked event as the trigger. So when I click the a button within the hud widget it takes me to another level. The issue is it only takes my camera to the level and not my player. Any ideas?
anyone know if there is a way to do an 'input held down' without using tick?
I'm having a very odd, small issue. I have a drag/drop set up. Everything works great except one small part. I have a macro that takes in key presses both press and released and sets bools based on which key was pressed released and sets an enum as well. For some odd reason, if I open my userwidget with the dragdrop and then press one of these modifier keys, the first time I start a dragdrop it seems to call 'release' on all of my modifier keys. After that first time it's running perfect, until I close and reopen the userwidget. The Widget is in focus. Nothing seems to stop that very first drag/drop from causing all of my inputs to 'release' Every following drag drop when done in the exact same manner works as intended, just not the first. This includes dragging and dropping the first time where nothing would change, which means no code is being ran that could possible change this and yet the second drag will work smoothly. Clicking the buttons before hand is no use. I'm utterly confounded by this.
@woven saddle What are you trying to do with the held down button? Reason matters a lot.
What are the Enable / Disable Input Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
maybe that can help you out
@maiden wadi while held down, it'll slow down time (time dillation)
@woven saddle Set your time dilation to slow on pressed and then normal on released with an action mapping.
@bold flax Maybe check the levels Game Mode Override and make sure the default pawn class and player controller class are what they should be and not empty or something else
@maiden wadi oh wow that worked lol, thank you!
weird, I thought you had to do something more for an 'input held down'
appreciate it
@swift quiver Thanks! Got it working.
is there a way that it doesn't affect the camera?
@bold flax No problem, glad you got it working!
@swift quiver Always the simple issues take forever to figure out!!
@woven saddle youโll want to multiply something by 1/time dilation. Maybe your input mouse axis values for the camera controls or maybe the player controller time dilation it all depends on your camera setup
Iโm sure there are plenty of ways to approach it though
also this node but Iโve never used it https://docs.unrealengine.com/en-US/BlueprintAPI/Components/Timeline/SetIgnoreTimeDilation/index.html
Set Ignore Time Dilation
thanks, gonna give it a look
looks like that node is specifically for timelines tho
yeah it's just the camera I want to ignore, I want the player to be slowed down too
yeah then maybe try multiplying the input axis values for controller pitch and yaw
multiply by 1 yh?
multiply the axis values by 1/time dilation
so if youโre setting time dilation to .25 itโll multiply the inputs by 4
hm it's a bit wonky but it might be my setup
this isnโt something Iโve tested so no clue how itโll work lol
How would I display a blueprint widget on an object like a persons arm or something? A perfect example is the pipboy in fallout.
@steady orbit look into widget components
How can I view the cpp in the add movement input function? I'd like to know how it moves the character along a directional vector for use in another function
Grr..I tried a bunch of different node combinations from a bunch of different videos trying to assign an 'Exit Widget / Unpause game' to a button on the Keyboard / Gamepad, but none of them do anything when I make them.
@shy palm Just open up the files in visual studio or whatever editor and search for the node name without spaces. In this case, AddMovementInput comes from Pawn class, so you'll want to look in Pawn.cpp for that.
Finally got it working: My exit function had to be placed inside the Widget; doesn't work if its only in the Player. Strangely: I tried setting Input mode to Game and UI but it still couldn't work.
For my next trick I'll get so that I don't have to use the mouse in order to start using the keyboard/gamepad on the menu
guys? can i somehow use input key in construction script to change values on press? thanks for help
You wonโt be able to use input during the construction script. @gray fox
@trim matrix so i cant even controll what is in construction script with event graph?
thing is that i set up actor relative scale 3D on damage object i can controll it in level bp but sim is not correct on hit, it works only in construction script where is generates random scale and works correctly, but thing is that i want to change scale in game
@gray fox The construction script is a single function that gets executed when you change any properties on the actor. It only happens while you are in the editor as well. It will not be executed during runtime.
like generate it again
So you are using the construction script to change itโs scale? But you want to be able to also change its scale during gameplay?
You might want to put that functionality for that into a custom event or function.
this is correct with construction script
and this is exactly same bp but in event graph
Iโm confused on what exactly your trying todo
i am trying to do what is on first image (without levitating) but binding it on input key in event graph does not work, it gives that weird error (second pic)
I'm struggling to figure out how I can do this. I have an inventory system, where I'm able to store various types of world objects, like trees and houses. And I want to be able to place those objects into the world. Like a building system, but for specific pre-built meshes.
Oh ok. So your input is in the level bp right?
this is bp for scaling
table is actor
i dunno its probably some type of scaling issue, i tried different types but same result after sim is running it gets weirdly stuck and levitate
unless its done in actors construction script
Itโs an issue with how your getting the random scale from your array
You want to pick one of those entryโs in your array to be its scale randomly right?
Two mins I gotta goto my computer
jup jup, thank you alot for help, i am trying to silve this all evening now ๐
ok let me make a working version real quick ill show you.
okok
