#blueprint

402296 messages ยท Page 484 of 403

trim matrix
tight venture
trim matrix
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the notifies in in that screen shot

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just looks different

tight venture
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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

trim matrix
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gotta flip my perogies brb

harsh topaz
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@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

carmine thorn
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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.

tight venture
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@harsh topaz

  1. Add a collider around the object you want to get picked-up (in its blueprint), coinciding with the area where it becomes "pickup-able".
  2. 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.
  3. 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)
carmine thorn
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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.

tight venture
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@carmine thorn fair enough

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thx btw, I found it. I think. Not doing what I thought it would do though

carmine thorn
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Yeah it can be a pain to work with. Only works when you reimport the file

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No problem

tight venture
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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

carmine thorn
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Yeah that would do it

trim matrix
harsh topaz
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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

trim matrix
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the message below

harsh topaz
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oh

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idk

trim matrix
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why is life so confusing?

harsh topaz
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tell me about it

tight venture
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@trim matrix no, that wouldn't have anything to do with your animation notifies not working

trim matrix
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so its an animation asset that i put a notify on is it not suppose to work with my ai animblueprint?

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the event shows up

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and i'm playing the animation in my ai controller

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from*

sonic crescent
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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?

trim matrix
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anyways notifies are working on my character when i attack just ai doesn't like them i guess

sonic crescent
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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.

harsh topaz
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@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
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@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.

tight venture
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@harsh topaz You can achieve that using what I described

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@harsh topaz

  1. Add a collider around the object you want to get picked-up (in its blueprint), coinciding with the area where it becomes "pickup-able".
  2. 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.
  3. 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
harsh topaz
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@tight venture I was trying somethings that i think you meant

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but it does not work, do you mind if i stream to what i want to acheive a little more specifically

lucid granite
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any of you solved that issue

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When trying to drag a component into your blueprint

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That is the blueprint header

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so it should be spawnable

harsh topaz
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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?

sand shore
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why are your weapons pawns?

tight venture
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@harsh topaz i can show you how to do it, step by step. i'll PM you in about an hour

harsh topaz
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thanks

ancient topaz
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Help with advice!
I can't understand why my ship is instantly moving to a specified point instead of moving slowly using timeline?

jolly trail
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@ancient topaz what if you plug it in Play from Start

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instead of Start

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Anyone got an idea why my AiMoveTo returns Success when my AI Is unable to get to the player?

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Basically if the AI is trapped in a cell for example it returns Success

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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

ancient topaz
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Thank you!@jolly trail )

agile mica
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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.

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Anyone know how I might clear these errors or know what is causing them?

limpid drift
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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.

small token
agile mica
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I'll try this, thank you

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Unfortunately still getting those errors, maybe I need to check that the value is not zero before I reset it?

small token
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Ah you need set reference after create widget then use reference to set value. Try that

agile mica
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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

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Not sure what actually fixed it ๐Ÿค” lol

quick lark
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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?

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I'd assume that a passenger getting into a vehicle and then moving with the vehicle would be akin to using attachtoactor?

hardy merlin
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What Attach Type are you using?

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There are options to snap to the parent, preserve world position, or make the child's current world position the local position.

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You might also be having collision issues

gleaming pivot
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anyone know where i can change the blend duration of a montage?

snow halo
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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 : /

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I have one character with an ai controller running around and when it hits an object my fps drops

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any idea what could cause this?

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never seen it before

bleak vector
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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 ๐Ÿค”

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trying to figure out how to handle all of my data

twilit heath
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is that blueprint only or do you use c++?

bleak vector
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just bp right now

formal leaf
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Does anyone know what might cause a crash when nesting a struct within a struct?

jolly trail
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Anyone got an idea why my AiMoveTo returns Success when my AI Is unable to get to the player?

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as in when it's blocked in a cell or something

latent arch
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@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 ๐Ÿ˜† ๐Ÿ‘

thin rapids
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@jolly trail did you put a navmesh in your level?

deep elbow
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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

midnight elbow
deep elbow
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you're setting actor location, drag off your door mesh/component and find "set location"

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actor will move the blueprint root and everything parented to it

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set world or set relative location

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you're probably going to choose Set Relative Location,. then all movement is relative to the root of the blueprint

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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

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or get the relative location of the door if you have moved it in the blueprint and set that as the door starting loc

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make sense? @midnight elbow

midnight elbow
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Im so new to blueprints, i just deleted everything after the timeline to start over. so from update i need to set relative location

deep elbow
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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

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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

gray fox
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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
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you can use a Map to pair things together

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if blue always = 2 and green always = 1

gray fox
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@deep elbow ooo thanks, but umm map? what funcion in bp is that?

deep elbow
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it's a variable type, like array, you can switch to it in the same way you change a variable to an array

gray fox
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great thanks!

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i can pair in same way for example destruction types?

deep elbow
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map doesn;t accept certain types, but you can try

gray fox
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ok i ll try, last question is there any alternative if i wanted to pair more thing, like dmg response, destruction state etc?

vital lava
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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

deep elbow
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@gray fox yu might be better of making a struct, right click in content browser, blueprints -> struct

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@vital lava delta seconds is a pretty low number, print the value

vital lava
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uhm how do I print it? I'm pretty new ๐Ÿ˜…

deep elbow
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its a blueprint node, right click in bp graph and search print

vital lava
deep elbow
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yeah,. but needs to be connected with white lines or it wont run

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you can put it at the end of your chain, or right after tick, doesnt matter

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also if you use a Print on Tick, then set time to 0 - then it wont spam your screen ๐Ÿ™‚

midnight elbow
vital lava
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alright

deep elbow
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@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

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if you want two things to happen at the same time you could use a Sequence node

vital lava
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doesn't work yet

thin rapids
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@midnight elbow you're only reversing one timeline

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so it will only close one door

midnight elbow
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I see that lol, but it wont let me connect the other one

thin rapids
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try a sequence

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node

deep elbow
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that is because of what i said above ^

thin rapids
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oh lol i didn't see that, sorry rick

midnight elbow
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Lol let me check it out real quick

deep elbow
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no worries, just pointing it out ๐Ÿ™‚

dusky axle
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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

deep elbow
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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

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not required to be in the controller but depends on complexity of project imo

dusky axle
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ahh, so I should't be worried about that my BP class looks like mess and o lot of calculations are performed there? xD

bleak vector
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nope, I can't figure out how to save objects

deep elbow
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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

thin rapids
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nope, I can't figure out how to save objects
@bleak vector why? what's your issue?

deep elbow
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@bleak vector what are you trying to save

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haha ๐Ÿ˜›

bleak vector
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I'm trying to save an array of uobjects

deep elbow
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to restore upon loading or for some other purpose?

bleak vector
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yes

deep elbow
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did something similar recently, it may be about referncing the actual object or the class of the object etc

stone cove
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is there a way to make a wheeledVehicle with automatic transmission reverse?

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It reverses only if the "reverse as brake" is on

midnight elbow
deep elbow
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thanks @thin rapids too, glad you figured it out!

midnight elbow
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@thin rapids sorry, thanks too.

thin rapids
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Np

midnight elbow
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im sure ill be back with more questions eventually lol

deep elbow
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๐Ÿ™‚

undone raven
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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 :/

zealous moth
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@undone raven in the movement component check "rotation faces movement direction"

undone raven
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the characterMovement component ?

zealous moth
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yup

undone raven
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found it ! but it rotate a small angle

bleak vector
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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

undone raven
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@zealous moth can i dm you ?

vapid hatch
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is there an easy way to check if a user is using the keyboard or gamepad?

zealous moth
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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

deep elbow
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@vapid hatch get any key down and drag off, there is "Is Gamepad Key", combine with "Get Platform name" and do whatever

vapid hatch
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uh neat, thanks! gonna try that

undone raven
zealous moth
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see that "rotation rate"?

undone raven
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yes ?

zealous moth
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set Z to 99999

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or whatever high value

deep elbow
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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

undone raven
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yes but if a release my movement, it go back to the starting rotation

zealous moth
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then that's specific to your game :/

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no clue what it drives the movement apart from the defaults

undone raven
vivid plinth
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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

thin rapids
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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

vivid plinth
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but does it replace the index, is what I asked

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ill just print test it

frigid anvil
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Insert will add to the array on the specified index. Everything else will then get moved one index. @vivid plinth Does not replace

vivid plinth
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okay thanks

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I kinda figured but the tooltip was not clear on this / i just like to be sure lol

frigid anvil
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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

vivid plinth
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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

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anyway I got it figured out lol

dire onyx
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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

thin rapids
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@dire onyx where are you making that object reference variable?

dire onyx
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In my Character class BP

fair coral
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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

thin rapids
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and are you setting that reference using a cast, a spawn actor, how exactly are you getting that reference?

dire onyx
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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

thin rapids
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and are you spawning that weaponBase in the player?

dire onyx
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Yes that function spawn rifle works just fine. It's the variable that isn't working

fair coral
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are the UE macros set for blueprint use /write whatever correctly?

dire onyx
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Let me check that real quick

thin rapids
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because you cant get an empty reference

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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

dire onyx
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No my spawn rifle function works just fine. It's the variable that is giving me problems

lament scroll
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is there a node for when an actor is spawned then do ____?

thin rapids
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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?

dire onyx
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@thin rapids Well trying to call that variable inside my player BP, the variable itself is based on my WeaponBase BP

thin rapids
dire onyx
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No I just created the variable by clicking the add variable button and set it to BP WeaponBase

patent ermine
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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?

thin rapids
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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

dire onyx
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Is that because it's based on a C++ class? and how do I fix that?

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Also thank you so much for your help

thin rapids
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no, it's because you're referencing an empty value

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ok, so are you using a spawn actor node for that weapon?

dire onyx
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No that Spawn Weapon function was created in C++, can post the code if you want to see it, but that function works fine

thin rapids
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then you can set that variable in c++, for example 'CurrentWeapon = GetWorld()->SpawnActor<class>(params);

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just an example though

dire onyx
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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?

thin rapids
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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.

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so you can get the reference to that

dire onyx
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Oh, ok I think I understand lol

jolly jay
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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?

lament scroll
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is there a node for when an actor is spawned then do ____?
@lament scroll anyone have answer to this?

thin rapids
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use beginPlay on that actor like Lorash said

jolly jay
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Now i prove it

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thanks @trim matrix

brisk knoll
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Hey guys!

Does anybody know what's the difference between Collapsed and Hidden in ESlateVisibility enum(Widget Visibility) ?

grave nebula
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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?

jolly jay
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@trim matrix I have this block inisde the third character, and i want the same movement, but with the character orientation

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which blueprint I use for get that orientation

sterile sun
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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)

maiden wadi
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@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.

jolly jay
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this doesnt work, here happens a little bit strange thing, it become like inside the actor, he dont move in actor X axis

sterile sun
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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'.

maiden wadi
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@jolly jay You are trying to move the actor forward by 30 units?

jolly jay
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yeah

lusty schooner
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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?

jolly jay
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but with the X axis of the actor not the world X axis

maiden wadi
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@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
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okey

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thanks @maiden wadi

maiden wadi
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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.

jolly jay
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but that i teleport the actor to far and in diagonal

sterile sun
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@trim matrix when detecting mouse position, do I need to tick any box in project settings?

jolly jay
spark bridge
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We can't know without the code ๐Ÿ˜›

jolly jay
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@jolly jay Try this.
@maiden wadi this code

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@spark bridge

mossy robin
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@jolly jay do you want to make a teleporting function? Then donโ€™t use set actor location use โ€œteleportโ€ actor

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And get actor forward vector and multiply by 30 to make it teleport 30 units simple

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If you want the character to teleport to an objects location, just get the actor and get itโ€™s world location and then link the node to the vector part of the โ€œteleportโ€ node

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You can choose to leave the rotation and others as they are (0:0:0)

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@jolly jay

jolly jay
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okey thanks that works @mossy robin

mossy robin
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I have planned on making more tutorials which system do you think I should make for the community @jolly jay

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Like on YouTube

plush ridge
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I have a sound cue with a 'Random' node inside, but when I play it, I need to get exactly which audio was played

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How do I do this?

jolly jay
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@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.

mossy robin
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You want me to make a tutorial? @jolly jay

jolly jay
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what ever you want

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@mossy robin

fiery rampart
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Is there a way to find place where AnimNotify(In AnimGraph) is created?

mossy robin
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@fiery rampart AnimNotify is not created in the graph it is created in the Animation Montage

fiery rampart
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@mossy robin You can create AnimNotify from animation state machine

mossy robin
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When I was learning ue4 on the ue4 channel I only saw them create it in Anim Montage @fiery rampart

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And they only teach the best practices there so๐Ÿคทโ€โ™‚๏ธ

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@fiery rampart

mossy robin
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You are๐Ÿ’ฉ @fiery rampart ๐Ÿ˜‰

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๐Ÿฅ„ spoon you @fiery rampart ๐Ÿด๐Ÿบ๐Ÿ™ƒ

dapper cradle
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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 ?

chrome quiver
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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.

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Right now it just never calls the Stop Movement

meager spade
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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?

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@chrome quiver

native juniper
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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

chrome quiver
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@meager spade Ey u right, haha thanks. All working now :)

dapper cradle
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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 ?

chrome quiver
#

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

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.

chrome quiver
#

I think there's a way to just make your own nodes..

#

Yeah look into Creating Custom Nodes @dapper cradle

dapper cradle
#

ok I will, thank you @chrome quiver !

dense mantle
#

@dapper cradle is a a common base class of what you are working on ??

dapper cradle
#

@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.

oak igloo
#

Im using an "Add movement input" node, what does Target: Self means?

#

nvm

#

but self always mean the blueprint itself right?

flint nymph
#

yeah the pawn

chrome quiver
#

Y'all know an easy way to have smooth transitions between these two? (The two being Mouse and WASD movement)

compact hill
#

@chrome quiver What do you mean by "smooth transition"? What's not smooth about it?

chrome quiver
#

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

soft swan
compact hill
#

@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.

tight cobalt
#

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

twilit heath
#

you assign a separate gamemode class in world settings

#

that has pawn/controller/hud... you need for that level

tight cobalt
#

So basically each level has its own gamemode?... and by changing that particular level gamemode all other things assigned to that mode change?

trim matrix
#

i am trying to create 3 buttons in widget, loop has 3 item so returning 3 times but it creates just one button why?

dense mantle
#

@trim matrix where is the return value going??

mossy robin
#

@tight cobalt yes of course

soft swan
dense badger
#

Anyone know if there's a way to disable BP from opening a new tab every time I double click a BP function?

compact hill
#

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

radiant spire
#

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)

flint nymph
#

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

chrome dust
#

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?

autumn heron
glad sigil
#

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?

mossy robin
#

Also donโ€™t have much experience with materials but try using tags , so like if t has tag then it affects it @glad sigil

glad sigil
#

How can I tell the post porcess to recognize a tag?

#

No idea you could do that

slow hill
#

@glad sigil look into custom depth and custom depth stencils

glad sigil
#

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.

slow hill
#

iirc you need to set the stencil value somehow, sorry it has been a while since I have done this

glad sigil
#

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.

round idol
#

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.

stoic vortex
#

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?

stuck frost
#

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?

tight schooner
#

Go to the component's transform section and check whether the position is set to "relative"

#

in the details rollout

stuck frost
stuck frost
#

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 ๐Ÿ˜ฆ

rare hemlock
#

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?

rich carbon
#

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.

noble imp
#

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? ๐Ÿ™‚

Thank you!

tight schooner
#

@stuck frost you can probably set simulate physics during gameplay, so just enable physics when it's needed

dusk dust
#

how can i get the directional light to rotate to the point in space the camera is looking at

leaden leaf
#

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.

tight schooner
#

@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.

dusk dust
#

directional light

#

also thanks ill try it

bleak vector
#

is the level the only place to store objects? ๐Ÿค” 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

long fox
#

@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

sick sapphire
#

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

chrome quiver
#

@sick sapphire A roll-a-ball project could be a good reference.

sick sapphire
#

@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

lucid granite
#

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

lament scroll
#

I am trying to create a grenade function but it doesn't spawn the actor after 3 seconds and only destroys itself.

lament scroll
#

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

sullen iris
#

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!

tight cobalt
#

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.

spark bridge
#

right click on the node

tight cobalt
spark bridge
#

"covert to pure"

tight cobalt
#

"covert to pure"
@spark bridge Thank you very much

spark bridge
#

o/

quaint crow
severe ruin
#

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

smoky vector
#

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.

#

not sure on attach socket A to socket B though

#

I believe there is a Attach Component to Component as well

severe ruin
#

@smoky vector gonna try, thanks

simple summit
#

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

bold garden
#

@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)

latent arch
#

@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 ๐Ÿ˜† ๐Ÿ‘

lucid cargo
#

Just wondering if its possible to get the point where 2 landscape paint textures meet

dusky axle
#

using HUD class is deprecated, isn't it?

lavish ibex
#

So Iโ€™ve 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 โ€œCurrentArmorValueโ€ on an actor BP_Armor. On my BP_Projectile thatโ€™s spawned when I fire, it has a โ€œPenetrationValueโ€. 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.

twilit heath
#

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)

lavish ibex
#

Oh so it might be a collision settings then, then. I should have it generate overlap events, but not block the projectile? (Itโ€™s an actual moving mesh).

#

Though thatโ€™s really helpful for linetrace weapons, too.

twilit heath
#

doesn't matter really

#

it would be far easier to do in c++, if you have that in your project

lavish ibex
#

Willing to learn it. Just doing a quick BP proof of concept.

twilit heath
#

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

lavish ibex
#

Okay great. Iโ€™ll take a look into that.

topaz iron
#

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?

thorny cedar
#

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

twilit heath
#

then promote the timer to variable, and ClearAndInvalidateTimerByHandle when you pick up the object

thorny cedar
#

@twilit heath the return value of my set Timer by event is my timer?

#

fo example i can grab all iformations that i need?

twilit heath
#

it is, an FTimerHandle

thorny cedar
twilit heath
#

you can

thorny cedar
#

thanks

shrewd palm
#

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?

earnest tangle
#

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

wheat wave
#

Hey is it true i can make a game with blueprints without even coding?

thin rapids
#

yes

#

depending on your game yes

#

some things are exclusive for c++ @wheat wave

wheat wave
#

Awesome

#

Any good beginner tutorial on YouTube or should I start with unreal documentation

thin rapids
#

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

shrewd palm
#

@earnest tangle found something in a C++ code

foggy oyster
supple dome
#

isnt it right? looks right to me

#

if the normal is Z, the plane sits on XY

foggy oyster
#

Oh right okay, makes sense

#

how would I then allow the player to move both in the Y axis, and the Z axis

supple dome
#

make the normal X

sick sapphire
#

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

earnest tangle
#

@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

sick sapphire
#

@earnest tangle which nodes can I use to move the pawn?

steep tendon
#

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?

earnest tangle
#

@sick sapphire literally any of the nodes used to change the location of an actor such as set world location

trim matrix
#

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++?

thin rapids
#

@trim matrix try 'find look at rotation', i think that will do what you want

trim matrix
#

@thin rapids that is producing the same exact result

flint nymph
#

either add in the 90 degree rotation before set rotation to compensate or set up your actor so itโ€™s facing its forward vector

modest stag
#

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

zenith iris
#

Any idea how I could find the closest point to my character and move it to that position?

trim matrix
#

@flint nymph Thanks!

flint nymph
#

@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 characterโ€™s 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

gray fox
#

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

#

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

patent ermine
#

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?

gray fox
zenith iris
#

@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.

flint nymph
#

oh yeah ignore whatever I said then because this is much more specific

zenith iris
#

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

modest stag
#

@gray fox thanks, I'll have a look

lusty schooner
#

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?

zenith iris
#

Is it possible to make multiple connections output for a function? (not variable, but connections)

thin rapids
#

@zenith iris you mean exec pins?

#

if so, you can only do that in macros, not functions

zenith iris
#

Yes, exec pins

#

Thank you

thin rapids
#

you're welcome

zenith iris
#

You already got somone addicted to macros. Didn't used it before ๐Ÿ˜‚

wet mountain
#

Is there a node in material blueprints that acts like a array for textures?

static charm
#

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

wet mountain
#

@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

static charm
#

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

wet mountain
#

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

inner ginkgo
#

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.

wet mountain
#

so i can bring up from my variable the desired texture

static charm
#

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.

wet mountain
#

okay, i'll try that method, thanks a lot @static charm and @inner ginkgo

static charm
#

a short 5-10 min youtube tutorial for setting dynamic textures will get you going.

fallow fox
#

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

chilly linden
#

for pick ups should the overlap event be in the character or in the bp_pickup>

#

?

inner ginkgo
#

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.

chilly linden
#

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

inner ginkgo
#

Event Begin Play is only called once. You'll never get back to your flip flop.

chilly linden
#

but surely calling it in tick is inefficient

inner ginkgo
#

Easy fix is to pull from the "Finished" pin of your timeline and feed it back to the flip flop start.

wet mountain
#

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

inner ginkgo
#

@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.

chilly linden
#

@inner ginkgo this doesnt seem to be working

inner ginkgo
#

@chilly linden Sorry, you'll also have to use Play from Start, not Play.

waxen sorrel
#

Whats the way to get the moving speed of an actor that isn't the player ? Velocity returns 0 to me

inner ginkgo
#

@chilly linden Ignore that. Brain fart there. What is happening after you set the finished pin?

zenith kindle
#

how to get object to slow down the closer it gets to target location so it doesn't over shoot it ?

wet mountain
#

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?

inner ginkgo
#

@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.

wet mountain
#

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

inner ginkgo
#

@waxen sorrel Is the object simulating physics?

chilly linden
#

@inner ginkgo i am not sure the object is just disappearing, I just need it to move up and down slightly

waxen sorrel
#

@inner ginkgo nope, I just picked the last location and current location and - between seems like works ๐Ÿค”

inner ginkgo
wet mountain
#

okay, thanks, ill check it out, thank you @inner ginkgo for taking the time ๐Ÿ™‚

inner ginkgo
#

@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?

waxen sorrel
#

divide the final ( current - last ) / Delta ?

inner ginkgo
#

Yes. If you are in tick, you can just use tick time. If you aren't, you can try using Get World Delta Seconds.

waxen sorrel
#

yep nice

#

one other question

inner ginkgo
#

It isn't perfect, because it only accounts for the last frame.

waxen sorrel
#

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

inner ginkgo
#

You are getting the inputs via axis inputs?

tight schooner
waxen sorrel
#

so will need to filter these ๐Ÿค” but bet will clamp one and no the 2 ?

#

let me check

zenith kindle
#

@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

inner ginkgo
#

@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?

tight schooner
#

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

wet mountain
#

@inner ginkgo thank you again, finally solved the problem ๐Ÿ™‚

tight schooner
#

That way it's clamping the vector length of your X input in relation to Y and vice versa

zenith iris
#

Does anyone recommend something to remove sliding when turning the character 90ยบ?

inner ginkgo
#

Do you mean the feet sliding? Or is the character position sliding?

zenith iris
#

character position sliding

inner ginkgo
#

Are you using the character movement component?

zenith kindle
#

@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

zenith iris
#

Are you using the character movement component?
@inner ginkgo Yes

zenith kindle
#

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

inner ginkgo
#

@zenith iris There's a Stop Movement Immediately node that you can try to use just prior to applying the turn.

zenith iris
#

@inner ginkgo thank you. This works, but there's the stopping animation. Any other workarounds you may suggest?

waxen sorrel
#

@tight schooner yup it worked better than expected, @inner ginkgo yeah is a custom thing for a custom actor doing something like to that

inner ginkgo
#

@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.

zenith iris
#

Thank you

zenith kindle
#

@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!

solar sonnet
#

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?

dense badger
#

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

inner ginkgo
#

@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?

dense badger
#

@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?

inner ginkgo
#

@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.

dense badger
#

Hrrm We are on 4.24.2 at the moment I will try and repro in 4.25 vanilla

solar sonnet
#

@inner ginkgo Wohooo! Yes that did it! Thanks so much ๐Ÿ˜„

inner ginkgo
#

Nice! I'll have to remember that for my future pausing efforts.

marsh seal
#

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

inner ginkgo
#

@marsh seal If you just want calculations that are accessible from anywhere, you might want a function library.

marsh seal
#

ok cool cool

lone cradle
#

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

tame stream
#

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

foggy oyster
#

On the point of splines, does someone know how I could constrain player movement to a spline?

tame stream
#

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.

dense badger
#

Is there a way to get the "first" element in an enumeration dynamically?

graceful forum
#

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?

inner ginkgo
#

@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.

sonic crescent
#

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?

dense badger
#

@inner ginkgo How do I do that cast?

#

@inner ginkgo NM got it! TY!

dire onyx
#

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?

static charm
#

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

dire onyx
#

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

rugged nexus
#

Why is my multisphere trace not drawing

inner ginkgo
#

@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?

rugged nexus
#

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

inner ginkgo
#

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.

rugged nexus
#

nvm im dumb

#

didnt set the start location

inner ginkgo
#

Working now?

rugged nexus
#

Yes lmao

#

thanks for being my rubber duck

inner ginkgo
#

Awesome.

quasi socket
#

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?

sacred gull
#

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.

tight cobalt
lucid granite
#

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

undone wing
#

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

surreal peak
#

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.

undone wing
#

@surreal peak so I can use the "defaultsceneroot" or I should have something in my level?

surreal peak
#

You could just pass "self"

#

You are in an actor already

undone wing
#

I tried that the 1st time ๐Ÿ˜ฆ

#

@surreal peak maybe it's\ not working because it's a "Editor Utility BP"

surreal peak
#

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

undone wing
#

@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. ๐Ÿ˜•

#

It is not needed at runtime

elfin hazel
#

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.

undone wing
#

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.

surreal peak
#

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

elfin hazel
#

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.

surreal peak
#

If you need that much freedom, you might need to use cpp and the native way of extending the editor

undone wing
#

@elfin hazel I will try printing something.
@surreal peak was hoping blueprint would work, otherwise have to move to slate.

swift grotto
#

@surreal peak sry for that question but could it be that you are from austria? ๐Ÿ˜„

surreal peak
#

Germany

swift grotto
#

ah okay, we have here in austria also Neukirchen

#

!ghelp

gaunt monolith
#

newchurch i think

surreal peak
#

Something like that, yeah

gaunt monolith
#

or kitchen

#

๐Ÿ˜›

swift grotto
#

we have also Neunkirchen.. mean 9 churches

gaunt monolith
#

my german is a tad rusty

stark trout
#

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?

tidal cove
#

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

trim matrix
#

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

dapper cradle
#

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 ?

trim matrix
#

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?

tidal cove
#

yes, that works, thanks, i missed out "get player character"

trim matrix
#

You are welcome

pseudo tusk
slender hawk
#

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?

sly finch
#

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)

thin rapids
#

@sly finch you could use camera shakes

sly finch
#

Can the camera shake do the same thing as well?

#

I mean moving the camera on the z axis?

thin rapids
#

If you use the correct settings it can

sly finch
#

ok thanks

thin rapids
#

Np

trim matrix
#

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?

brittle fiber
#

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...

bold garden
#

@pseudo tusk In case you havenโ€˜t fixed it yet, the alpha is prettymuch the same each frame if you only multiply it by delta time but donโ€˜t actually modify it.. deltatime wonโ€˜t 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.

dapper cradle
#

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 ?

thin heart
#

Hi How to create movable dust

#

Please help me

sterile sun
#

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.

thin rapids
#

the 'overlapInner' is a custom event

#

i named everything the same so it wont be confusing

sterile sun
#

How did you add variables, if I may ask?

thin rapids
#

the 'innerCircle' variable is a component, like the one you have in c++

#

from that you drag that 'bind event' node

sterile sun
#

I mean, variables to the event. ๐Ÿ™‚

thin rapids
#

just create a custom event and connect the delegate

#

'add custom event...'

#

is the name of the node

#

it automaticly sets the variable

sterile sun
thin rapids
#

no, drag it FROM the 'event' pin to create the custom event

#

and then the variables will auto-create

sterile sun
#

Got you.

#

It worked, thank you!

thin rapids
#

You're welcome!

thin heart
#

Hi please help me

thin rapids
#

Hi How to create movable dust
@thin heart use either cascade particle system or niagara

dapper cradle
#

is there a node to close/stop all media ?

crystal mural
#

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?

gloomy linden
#

The error

crystal mural
#

slow clap

#

Let me rephrase. Will this work for the children? Will it cast to their individual instances of the animBP?

thin rapids
#

yes

#

is there a node to close/stop all media ?
@dapper cradle wdym with media?

dapper cradle
#

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

full fjord
#

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?

thin rapids
#

@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

dapper cradle
#

ok @thin rapids thank you ๐Ÿ˜„

full fjord
#

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

thin rapids
#

ok @thin rapids thank you ๐Ÿ˜„
@dapper cradle Np

odd plume
#

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

hallow night
#

Why are you returning 0 exactly?

gloomy linden
#

Isnt it something like currentHealth / maxHealth

chrome orchid
#

pls help my camera in game only goes left and right not up and down and my character wont walk straight

gloomy linden
#

Did you setup the inputs right?

chrome orchid
#

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

nocturne sundial
#

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 ? ๐Ÿ™‚

dapper cradle
#

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..

tight schooner
#

Yeah make a new BP of class GameInstance

#

Go to your project settings โ€”> modes

#

Set your new BP as the game instance

dapper cradle
#

If I change to a new one, am I likely to lose any functionaility ?
(any that is built into the default)

tight schooner
#

Don't think so

dapper cradle
#

thank you for the info @tight schooner !

tight schooner
#

Cuz of how "inheritance" works, child classes shouldn't lose functionality at the start

dapper cradle
#

brilliant ๐Ÿ˜„

#

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.

thin rapids
#

this one is greyed out so I cant select it..
@dapper cradle isn't it greyed out because it's a c++ class?

dapper cradle
#

im not sure but I have made a new Instance now anyway ๐Ÿ˜„

thin rapids
#

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

dapper cradle
#

I need to make the game instance handle the part I circled in red

#

when the button is pressed in the widget (see arrow)

thin rapids
#

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

dapper cradle
#

thank you @thin rapids I will try to do that now.

thin rapids
#

You're welcome Nut Shot!

gritty elm
#

does html platform in unreal support multiplayer? if yes, then what kind of multiplayer, dedicated or local? any article

gloomy linden
#

@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

gritty elm
#

@gloomy linden i'm using 4.22, i created build with html, i want to create a build with html with multiplayer

thin rapids
#

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

gritty elm
#

@thin rapids can you please post the name of plugin

gray fox
#

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 :/

dapper cradle
#

it worked thank you @thin rapids , exactly what I was hoping for!

thin rapids
#

it worked thank you @thin rapids , exactly what I was hoping for!
@dapper cradle you're welcome

gritty elm
#

how to download specific commit from unreal engine

full crypt
#

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."

thin rapids
#

maybe it's trying to read a save game that has not yet been created @full crypt

full crypt
#

I created a savegame during the event construct of the mainmenu.

thin rapids
#

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)?

full crypt
#

Yes.

#

It is Slot1, thats the name i set.

quasi valley
#

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?

full crypt
#

im currently trying this.

#

to see if it works.

#

Its a lot different currently.

thin rapids
#

hmm.... one thing, you don't need to cast a class to itself btw

gloomy linden
#

Why do you cast to a bp which is already it?

full crypt
#

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?

thin rapids
#

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

gloomy linden
#

Focus is to set the widget focus in viewport

thin rapids
#

so if there already isn't a save there its useless

full crypt
#

How do i make the save then?

gloomy linden
#

Save game to slot

thin rapids
#

you forgot that one node that Remco said

full crypt
#

i see.

#

i was under the impression that the object was somehow the save

#

because i got brain rot or somethin i dunno

gloomy linden
#

Just missing some info, dont pull yourself down like that

full crypt
#

Lol

#

thanks for the help though, imma go test it. hype

thin rapids
#

np

full crypt
#

@gloomy linden @thin rapids Should this work?

thin rapids
#

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

full crypt
#

like so?

#

@thin rapids

thin rapids
#

no, the return value from the 'create save game object'

#

and you just select a class from the dropdown in that node

full crypt
#

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.

thin rapids
#

you're welcome

modest gulch
#

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

gloomy linden
#

@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

full crypt
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I do have an issue with a replication but i doubt anyone would help me, do you know about multiplayer stuff @gloomy linden ?

gloomy linden
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I.e. is you have index 0 1 2 3 and you remove 0, 1 becomes 0, 2 becomes 1 etc

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@full crypt only my own network structure, i dunno how the replicating of ue4 works. Best is to ask in #multiplayer

tight schooner
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That's how I observed it worked too (re: HISMCs)

gloomy linden
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BP arrays work different then the "normal" arrays

modest gulch
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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.

gloomy linden
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Much easier but its also a brainfart if you have to switch between them

modest gulch
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at least I interpret it like that

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it is hard to explain

gloomy linden
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Well yes, the array updates and empty indexes get dropped

modest gulch
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anyway I am sitting in test project trying to check wtf is happening

gloomy linden
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There is no use to keep track of the indexes of the meshes in a different array

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They will desync fast because of that

modest gulch
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errrrr

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to be clear

gloomy linden
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Best is to re-traceline them to get its "current" index

modest gulch
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I am doing this

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are you saying that Return Value is effectively useless?

gloomy linden
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Yes, there is no use in that other than using twice the memory for the same thing

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No, at that point, the index is correct

modest gulch
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๐Ÿคฆโ€โ™‚๏ธ

gloomy linden
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But when you delete that ISM, all others get an updated index

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So the index of that ISM will differ from what you have in that array

modest gulch
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well if it is incorrect in unpredictable way after removal then it is utterly useless

gloomy linden
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The (H)ISM are already added in an array

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I wasted a week figuring that out

modest gulch
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and how do you deal with that then

gloomy linden
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Then i gave up tho as my idea wasnt achievable in bp :d

modest gulch
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if tou cannot use that index

gloomy linden
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Traceline

modest gulch
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seriously?

gloomy linden
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Traceline by channel for object or something

#

Yes

modest gulch
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oh, UE, you sometimes suck so much.

#

wait, you said in bp

gloomy linden
#

C++ is better for that tho I think

#

Already a tiny bit faster

modest gulch
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I could rewrite it in C++

gloomy linden
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I recommend it

tight schooner
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You don't need to save the "add instance" output into an array because HISMCs kinda already maintain their own array of instances

gloomy linden
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Because if you have to do traceline each tick, get the index, update the HISM, you will notice increase in frame time

modest gulch
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renzu but I do need some identificator of particular instance...

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my use case is like that

gloomy linden
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Especially if your HISM amount get large numbers

modest gulch
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I spawn isntances and remember their ids

gloomy linden
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There are chuncks to counter that though

modest gulch
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then later some of those will be removed

tight schooner
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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

modest gulch
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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?

gloomy linden
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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

modest gulch
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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? ;/

gloomy linden
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Nah, but check first all those ISM nodes

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Just add them in your bp and check the return values

#

And see how far you can get

tight schooner
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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

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so that way it selects a specific instance

modest gulch
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I already tried to take changing indexes so they are in sync with ismc but it looks like it works differently than I thought

gloomy linden
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Maybe its enough for your project, maybe not. But you dont shoot, you will never hit the target

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What does FWIW mean? (Im old)

tight schooner
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for what it's worth

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just giving you ideas

gloomy linden
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Ah, thx

modest gulch
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well, I would like to avoid traces and other sillness

tight schooner
#

if you need a way to determine "which instance ID is this?" in your game world

modest gulch
#

I already know which isntances I wamnt to remove

gloomy linden
#

The key is to traceline when you need too

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(Avoid Event Tick as much as possible)

odd plume
#

I am getting closer. My C++ code was shot, so I re did it. Now the bars are not moving unless empty.

modest gulch
#

ok, for now I will check other nodes hismc has to offer....

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but it is still terrible pain in ass.

gloomy linden
#

Welcome to game dev :D

elfin hazel
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Have you considered removing the highest to lowest HISM index?

modest gulch
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it already holds transform, it really could hold constant unique identificator ๐Ÿ˜‰

trim matrix
#

does anyone know how i can change pitch modulation for just 1 class instead of global?

modest gulch
#

robin order is unpredicatble

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so I can't

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some instances may be removed first other last in different time

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depending on player actions

#

so yeah.

tight schooner
#

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

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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

modest gulch
#

thats absolutely out of question, unfortunately

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while deletion should be rare, there are thousands of instances

tight schooner
#

yeah, thousands of BP node executions to update the HISMC...

modest gulch
#

I already was forced to spread out spawning new areas (in background) over many ticks to have acceptable framerate ๐Ÿ˜›

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(my game is basically procedurally generated labirynth)

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and in my experience UE is pretty unfriendly for procedural generation, but that's different topic...

tight schooner
#

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

modest gulch
#

my instances are static

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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

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idea is that if player turns away or is far away then walls are removed

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so he never sees areas generated on fly, breaking game immersion

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and yes, having no walls where there were walls previously is more than acceptable

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this is suspense/horror game full of slightly unnatural elements so in fact this will add to atmosphere ๐Ÿ˜‰

#

anyway thanks for help, I will try to deal with it. somehow...

cedar sparrow
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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?

gritty elm
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@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

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bold flax
#

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?

woven saddle
#

anyone know if there is a way to do an 'input held down' without using tick?

maiden wadi
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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.

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@woven saddle What are you trying to do with the held down button? Reason matters a lot.

gloomy linden
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maybe that can help you out

woven saddle
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@maiden wadi while held down, it'll slow down time (time dillation)

maiden wadi
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@woven saddle Set your time dilation to slow on pressed and then normal on released with an action mapping.

swift quiver
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@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

woven saddle
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@maiden wadi oh wow that worked lol, thank you!

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weird, I thought you had to do something more for an 'input held down'

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appreciate it

bold flax
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@swift quiver Thanks! Got it working.

woven saddle
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is there a way that it doesn't affect the camera?

swift quiver
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@bold flax No problem, glad you got it working!

bold flax
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@swift quiver Always the simple issues take forever to figure out!!

flint nymph
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@woven saddle youโ€™ll 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

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Iโ€™m sure there are plenty of ways to approach it though

woven saddle
#

thanks, gonna give it a look

flint nymph
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looks like that node is specifically for timelines tho

woven saddle
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yeah it's just the camera I want to ignore, I want the player to be slowed down too

flint nymph
#

yeah then maybe try multiplying the input axis values for controller pitch and yaw

woven saddle
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multiply by 1 yh?

flint nymph
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multiply the axis values by 1/time dilation

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so if youโ€™re setting time dilation to .25 itโ€™ll multiply the inputs by 4

woven saddle
#

hm it's a bit wonky but it might be my setup

flint nymph
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this isnโ€™t something Iโ€™ve tested so no clue how itโ€™ll work lol

woven saddle
#

yeah no worries, I'll figure it out

#

thanks!

steady orbit
#

How would I display a blueprint widget on an object like a persons arm or something? A perfect example is the pipboy in fallout.

flint nymph
#

@steady orbit look into widget components

shy palm
#

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

modern cove
#

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.

maiden wadi
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@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.

modern cove
#

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

gray fox
#

guys? can i somehow use input key in construction script to change values on press? thanks for help

trim matrix
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You wonโ€™t be able to use input during the construction script. @gray fox

gray fox
#

@trim matrix so i cant even controll what is in construction script with event graph?

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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

trim matrix
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@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.

gray fox
#

like generate it again

trim matrix
#

So you are using the construction script to change itโ€™s 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.

gray fox
trim matrix
#

Iโ€™m confused on what exactly your trying todo

gray fox
#

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)

wheat wave
#

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.

trim matrix
#

Oh ok. So your input is in the level bp right?

gray fox
#

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

trim matrix
#

Itโ€™s an issue with how your getting the random scale from your array

#

You want to pick one of those entryโ€™s in your array to be its scale randomly right?

gray fox
#

yup

#

even better would be to be random and different than previous one

trim matrix
#

Two mins I gotta goto my computer

gray fox
#

jup jup, thank you alot for help, i am trying to silve this all evening now ๐Ÿ™‚

trim matrix
#

ok let me make a working version real quick ill show you.

gray fox
#

okok

trim matrix
#

@gray fox