#blueprint

402296 messages · Page 486 of 403

hexed coral
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I tried the cast to but that didn't seem to work.

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hmm the class method didnt seem to work either.

elfin hazel
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If that's the case, then make sure that the event fires in the first place. Place a print string and see if it prints.

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Or, where is this logic happening? Is this in the BP Lights class?

hexed coral
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yeah its definitely the Box collision its not recognising anything.

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This is BP lights.

elfin hazel
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Ah, your lights actor doesn't have any collision primitives.

hexed coral
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oh ok.

gritty elm
hexed coral
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but doesn the root have a collision?

elfin hazel
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Nope. You'll need a primitive for collision to happen. Meshes can be primitives, though they may not have collision set up. Another primitive is the "Shape" ones, like sphere, box.

hexed coral
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oh wow it worked! I just added sphere collision to BP_lights. I was fighting with that blueprint all day. Thanks so much!

elfin hazel
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Man, gameplay tags are a little bit of a pain to work with. Is there a more practical way to do this?

inner ginkgo
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I'm not sure about the rest of your design there, but you appear to be using tags for something that is probably best suited with another structure, like an enum.

elfin hazel
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The nice thing about using a tag container is that it can hold several items, where as the enum is just one state.

inner ginkgo
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Sure, but then this particular example doesn't seem to be making use of that feature.

oblique ruin
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Hi I'm currently involved in dev on a fighting game. It's early days for us, and I'm new to Blueprints. Currently I'm stuck trying to set the players for the versus mode. I have a slider on the menu that controls that, but I don't know how to connect it up to the battle game mode. Some of the tutorials I've been looking at have mentioned casting to game instances but I don't know if it's applicable to my current issues. Any help would be welcome, thanks.

elfin hazel
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Set players, controlled by slider? No idea what that means. But if you want to access a custom game mode class you need to Get Game Mode and cast to your game mode. Game Instance is another object, but would be accessed the same way.

hexed coral
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How do i make blueprint a move in certain direction constantly with an Finterp? I want to move the blueprint in ws not local space

elfin hazel
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oh, I read "battle game mode" as a specific class, but I guess you didn't mean to be that specific.

brittle fiber
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managed to make it work but, every second time it bugs must be due to visibility checks, how can I solve this issue? ive got: 2SKmesh/2Anim(increase_scale) and 2SKmesh/2anim(decrease_scale) link in video, please help me to solve this issue. Video anim link: https://www.reddit.com/r/Archetype_Novus_Aetas/comments/he1k2x/managed_to_set_up_anim_but_something_bugs_anim/. @thin rapids

full crypt
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Hey guys, just a question again.
My packaged game keeps crashing, the last thing in the crash logs are
2020.06.22-12.17.05:255][288]LogUMG: Display: Widget Class PlayerListMenu_C - Loaded Fast Template. [2020.06.22-12.17.05:255][288]LogUMG: Display: Widget Class PlayerChildWidget_C - Loaded Fast Template.

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should i assume something is wrong with the widgets?

oblique ruin
trim matrix
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Anyone know of any actual SPECIFIC non multiplayer problems with having widgets change properties on non widget objects?

oblique ruin
full crypt
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@oblique ruin why are you using a FLOAT to decide an int?

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like a count of players

oblique ruin
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@full crypt I'm using a slider 😐

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Unless there's an option to change what type a slider returns.

thin rapids
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managed to make it work but, every second time it bugs must be due to visibility checks, how can I solve this issue? ive got: 2SKmesh/2Anim(increase_scale) and 2SKmesh/2anim(decrease_scale) link in video, please help me to solve this issue. Video anim link: https://www.reddit.com/r/Archetype_Novus_Aetas/comments/he1k2x/managed_to_set_up_anim_but_something_bugs_anim/. @thin rapids
@brittle fiber the 'is visible decrease/increase' booleans are not changing the visibility, you know that right?

hexed jungle
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I have a blueprint set up to allow player to switch game luts using numpad 0 - 8 but for some reason numbers 2, 4 and 8 Don't work. I have checked and those keys are not reference by anything else in our game. Why are those specific keys not working?

hexed coral
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How do you display the collision during gameplay? I tried the console command 'Show_Collision' but nothing worked. It probably changed in the newer version of UE4.

thin rapids
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I have a blueprint set up to allow player to switch game luts using numpad 0 - 8 but for some reason numbers 2, 4 and 8 Don't work. I have checked and those keys are not reference by anything else in our game. Why are those specific keys not working?
@hexed jungle one thing to be pointed out: you're missing key 4

hexed jungle
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oops, ok fixed that. just 2 and 8 not working now

thin rapids
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@brittle fiber the 'is visible decrease/increase' booleans are not changing the visibility, you know that right?
@brittle fiber you should use 'set visibility' instead of 'toggle visibility' in that case

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oops, ok fixed that. just 2 and 8 not working now
@hexed jungle what exactly are they not doing?

hexed jungle
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i tested the key with a print string and the key still doesn't respond

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i can type it within the blueprint, works fine the key

zenith iris
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Anyone knows how to load the textures before playing the level? I'm trying to run my app on mobile, but the first seconds it is loading the textures while the game is already running

thin rapids
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do other keys work @hexed jungle ?

hexed jungle
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8 didn't work, and 2 doesn't work. all others do. I checked my mappings and those keys are not used there either

thin rapids
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no, i meant if you put other input key nodes in there if it works

hexed jungle
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ill try that

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i changed it to num3 and it works, tested with a printstring

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but 2 still nothing

thin rapids
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maybe try restarting your pc? maybe windows is glitching your keyboard out or something, idk this is a weird issue

hexed jungle
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ive been trying it for days lol so i dont think a restart will do it. ill have to reach out to tech support on unreals website

thin rapids
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hmm.... 🤔

hexed jungle
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just found it.....somehow this was set and i have no idea how

thin rapids
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and now does it work after you changed it?

hexed jungle
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no......jumped the gun there didnt fix it

thin rapids
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then i really don't know what is it

full fog
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Heya folks. I have some difficulties on finding some valuable info's about something. I am tracing under mouse cursor to get a world position from the impact point of the trace. That works fine. I just struggle to find two other things now:

a) make the camera "look at" this given impact point with some smooth lerp.

b) after the look at, setting this impact point as new (temporary) pivot point for camera orbit rotation

Any ideas?

https://i.imgur.com/4QAWZFv.png

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This is what i have at the moment

elfin hazel
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@hexed jungle Have you tried making an action mapping for your Num2 key to see if that event fires?

hexed jungle
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i found it now, turns out the keys 2 and 8 where being consumed by another level blueprint but when i used reference checker to find it, it did not show up. had to locate it manually

robust cliff
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anyone know of a free screen recording software(not bloated)?

thin rapids
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anyone know of a free screen recording software(not bloated)?
@robust cliff OBS maybe?

dense badger
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I would like to be able to call a function but dynamically specify what function gets called when that function completes. Is there a BP way to do this?

earnest tangle
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can you just not call the function and then call whatever you want called next?

dense badger
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I want to be able to call this utility function from anywhere but it contains delays so I need a handle to it's completed event

earnest tangle
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well if you make it a macro it can have an exec pin that you call from the delay

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otherwise you'd probably have to do something with setting up an event that gets triggered when the function completes and binding to it when calling

dense badger
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Ah yeah that makes sense

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Yeah I wanted to do that second thing but a macro is probably simpler

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Couldn't figure out how to set up the binding on call

earnest tangle
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basically you'd need to have a custom event dispatcher OnMyEvent, then you can bind to it from the actor, but it might not work if you have f.ex. a blueprint function library or something, since they can't really have event dispatchers

dense badger
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Ah ok that makes sense

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Macro is much simpler in this case but glad I know how. 🙂

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TY!

full fog
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There are days where I hate BP's

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fugginhellfugg

modern cove
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My Pause Menu can sort of use a gamepad or keyboard; problem is I have to press a Menu Button with the mouse first. How can I make it so that the Menu can be worked with the Keyboard or Gamepad without having to use the Mouse first?

full fog
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I just want to make my camera view look at a given point in space. We can create the biggest RTX landscapes with Niagara Falls and realtimeskitonmyskin GI but at simple look at is too much.

earnest tangle
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well the camera is not an actor :P

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programming is typically fairly strict about the types of inputs and outputs so you gotta make sure you have the right things

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and call the right functions

full fog
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Ah well.. I figured. Let's say I am a big dumb Viking (Artist) that found a Wizards poopy Broomstick (BP) and try to swing it.

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The things I know: If, Else, Fukkit, Trial, Error.

earnest tangle
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lol

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you have to pillage harder zomgmoFace

full fog
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And trust me, it sort of works for most things

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Simple..things..

earnest tangle
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anyway if you drag from the camera ref, it should have a get world location or something

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which should give you what you want :)

full fog
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I probably need to detach the camera from its camera boom arm

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Literally this is what i try to achieve:

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a) make the camera "look at" this given impact point with some smooth lerp.

b) after the look at, setting this impact point as new (temporary) pivot point for camera orbit rotation

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Or if anybody used Second Life before: Their camera "detach and move/rotate" system.

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I also created a temp actor at the mouse inpact point. So actually the current system should have everything setup for the camera to look at something

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I probably need to create a new camera there for it

mortal coral
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Hi there! I've got a blueprint that inherits from Actor (InteractableStation), and another blueprint that inherits from that (SteeringWheel).

I've got a SteeringWheel child component on another blueprint (ship), and it doesn't appear in either the blueprint viewport or the actual game. Is this due to something funky with how Unreal handles inheritance, or does adding a blueprint to a blueprint not work how i think?

stoic vortex
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hey folks, I asked elsewhere but I thought I'd check here as well. so I've got a character that I'm trying to rotate based on floor angle, and I'm successfully getting the floor angle via line trace, but when I plug that angle into a bone transform, I get something saying "rotation was visible but ignored." if I combine the struct pins, it works, but not when they're separated, and I only want the pitch here. anyone know what's going on?

honest forge
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Hi all, any suggestions on how to lock a characters y axis movement

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Then unlock it

mortal wharf
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Ok i need some help what i want to do is that if a specific mesh collides with the player it changes view / camera.

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So basically when the mesh collides with me the camera changes.

uneven dock
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Whenever I right-click in blueprint to open the node creator there's a delay before it opens.

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And I don't know how to fix it 😢

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@mortal wharf Have you tried using event Hit or ActorBeginOverlap?

mortal wharf
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@uneven dock

uneven dock
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Let's see

mortal wharf
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How do i specify it to be only on player hit? @uneven dock

uneven dock
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So I'm thinking, not sure if this works

tiny meteor
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cast it to your playerBP

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the "other actor" pint

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pin

uneven dock
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Drag out other actor to an is [equal to] player character

mortal wharf
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Yeah but where do i link the blue output to?

uneven dock
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and then use the resulting boolean

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in a branch

mortal wharf
tiny meteor
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you dont need to do anything with it

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just cast succeed/failed

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if it succeeded, it means it hit the character, so blend the camera

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you should probably get the camera from the first person character bp though as that is the one you want to move

uneven dock
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Ow right do what he says

mortal wharf
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Thanks!!!

twin trout
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Having a brain drain tonight and need basic vector math help. I have sockets on meshes in my level with varying rotations. I need to set a BP actors rotation to where the sockets’ forward vector becomes the actor’s up vector. Hope I’m communicating accurately.

trim matrix
slate wasp
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how do I open the level blueprint of a level that's not the currently open level? I remember there was a way to do this but I forgot

twin trout
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@slate wasp im away from my computer IIRC in the Windows menu there is a Levels pallet. I’ve used it for level streaming and I believe I was also able to access different level BPs without loading the maps.

slate wasp
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I'm only seeing Persistent Level there - iirc that window is only for switching between sub-levels and the persistent level

honest forge
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Hello, really struggling with locking the players movement to the top of a water volume. Does anyone hove any tips on how to do this?

honest wolf
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would someone be able to assist me with an error I keep getting? idk why it's complaining, but everytime after I close my project, I get a runtime error where it can't read the return value of a function?
(The issue seems to be in the "main menu UI" part)
The application doesn't crash, but it's always throwing that error after I close it

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error leads me here, but Im not totally sure what's upsetting it

trim matrix
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@honest wolf GetPlayerController seems to be returning null

honest wolf
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do you maybe have an idea on what I should look at to fix it? @trim matrix

trim matrix
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so this is the level blueprint? not sure when the player controller is available actually... try adding a Delay 0.1 node (I know, it's ugly)

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or if you can add it inside the player controller itself

honest wolf
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this is this is my UI widget blueprint

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nvm, i lied
yes, its in my main menu level

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i'll try the delay node

upper dirge
honest wolf
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the delay did not seem to have fixed the issue

trim matrix
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@honest wolf just to try, add a delay of 2 seconds

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otherwise I would suggest putting the logic in the player controller class instead

upper dirge
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ignore my question.
instead of changing the value of the level distance, i changed the name of the layer LOL

honest wolf
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adding a delay did remove on of the issue related to the mouse cursor, but not the viewport

i'll try putting it inside the player controller class

devout geyser
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how do i make multiply outputs from 1 key press?

trim matrix
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you can from multiple actors I think, but not within the same actor

honest wolf
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I tried putting it in the playerController, and it didn't quite seem to fix my issue. I also did add a delay to the viewport, but it didn't seem to help either.
@trim matrix do you maybe have any other suggestions?

haughty egret
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Does anyone know why Uasset files might not show up in unreal even though I can see them in that folder?

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I read they could be files from an older version but how would I even know which version they're from ??

brittle fiber
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Hi all, could any 1 advise how to make it work? over there i got 4 skeletal meshes (2 are forming 1) and 2 animation for 2 of those SK meshes.. i nearly managed to make it work but it bugs on the second time bp is being overlapped.. what checks can i perform for the bug not to occur?

video:
https://www.reddit.com/r/Archetype_Novus_Aetas/comments/he1k2x/managed_to_set_up_anim_but_something_bugs_anim/?utm_medium=android_app&utm_source=share

@danielll with those visibilities on and of i managed to make it work, but when it is being overlapped for the second time, it bugs, meaning it uses activated animatiiin from 2nd anim and second sk mesh, but on the third time, it works again no problem. please lads, any ideas?

trim matrix
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@honest wolf are you getting the same error? did you replace the GetPlayerController node with self?

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@haughty egret they could be re-directors, then they are just pointers to another asset

haughty egret
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@trim matrix I have show redirectors on, and they still aren't showing up so I don't think that's likely

honest wolf
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@trim matrix this is the error, im getting, it's repeating itself 2x with the viewport instead of showing me the get cursor error 1x and the viewport 1x

trim matrix
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@brittle fiber I like your graphics 😄

brittle fiber
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@trim matrix im glad it pleased your sight😋

trim matrix
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@honest wolf can you post a screenshot of the new blueprint

honest wolf
trim matrix
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@brittle fiber it's difficult to help you, the screenshot is very low quality and doesn't show where the bools change state

honest wolf
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i removed it from the main menu level and added it to the playerController

brittle fiber
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@trim matrix alright, ill get better better one and comment bools as soo as i get home

trim matrix
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@honest wolf no idea.. do you know why you get the error twice? are you running a dedicated server?

honest wolf
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yes

trim matrix
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the dedicated server can't create widgets

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you can branch on IsDedicatedServer

honest wolf
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ok, thanks for everything @trim matrix

undone timber
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hey guys, just fast question, is there any blueprint node to call destroy actor that also gives an enum right away for the end play node on the target actor? or gotta do it by hand?

warped pebble
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Hi!
Need an advice
I just started to work with Dynamic Ledge Climb System. I can't change character walk speed(
I change Max Walk Speed in the Character Movement component but he continues to walk as usual with other max walk speed value
the same with other character movement properties, e.g. gravity
Any ideas where's the catch?

brittle fiber
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i think i need to turn something on

trim matrix
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do you ever change the bools or are they constant?

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instead of ToggleVisibility, maybe use SetVisibility to be more explicit about it and not depend on the previous state?

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@brittle fiber

trim matrix
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How can make those tickes consume less cpu?

trim matrix
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you need a profile dump to tell you more I would suggest... you seem to move a lot of things, maybe the components of those objects can use Use Attach Parent Bounds?

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turn off physics overlaps for movement if it's not needed

tight schooner
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damn, 38ms game thread

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you need to track down exactly what's causing that for sure

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If it's BP node execution, then figure out how to execute fewer nodes per second (and/or delve into the dark, perilous art of BP nativization). If it's the updating of hella actor components then yeah, figure out how to do less of that.

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but figuring out what it is first is key

crimson charm
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how would i go about having one button load a level and another button then open it

tight schooner
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You have to look into level streaming unfortunately. I've never done it myself so I can't give you advice

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but anything other than using the Open Level node while optionally throwing up a load screen requires level streaming as far as I know.

crimson charm
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gotcha

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thanks

full fog
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Hey there and good morning!

So, I am still on that little camera system that would allow to detach a Third Person Camera by using Alt/Ctrl/Shift + LeftMouseButton hold to navigate around.

I've made a video which shows the whole show that I try to replicate.

So far, I am able to pan the camera around and to get an impact point under cursor.

What I was not able to figure out for two days now is:

  • to make the camera look at a certain impact point with a lerp (smooth)
  • taking this impact point as new rotation for orbit
  • snap/move camera back from any position to the original third person view once the character moves

I know I am asking for much here but I have nearly 100 open tabs with topics that would go into that direction but are either other unanswered questions or going in complete other directions.

shut hinge
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Ryan's Laley's rpg levelling component works with 10 party members, Is it better to update it in the same widget or do we need 10 separate widgets so we can switch the widgets and turn on each party member status without trying to do it from the same widget in the blueprints.

trim matrix
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hey guys. I'm a total noob in UE4.
I want to make a top-down strategy type controls, where you move your mouse towards the edge of the screen to move the camera.
so I created a UI widget with buttons on the sides and I toggle the boolean variables on hover/unhover.
ontick I want to move the camera, and I created a public variable to contain my camera, assuming I can set it from outside the widget blueprint like I did with my character controller blueprint to my scene camera actor on the default panel of details, but I don't seem to find anything like that for widget blueprint variables

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where do I set it?

terse spruce
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hi everyone quick question

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how can i get the hit vector

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as in direction/angle of the hit

heavy yoke
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I think I'm do, I'm currently comparing it from another project what has it working to see if I went wrong there.

atomic light
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How can I tell whether I'm triggering animation transitions or not? I have this one but I can't change into the marked blendspace and I don't know whether the transition even takes place so I cant pinpoint where the issue lies

scenic tide
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l have created a coop gameplay game for 4 people but whener one of the characters dies, all the characters dies and only host repawns at the check point. Around 2 weeks trying to solve it but coundt solve it. Can anybody help me please?

heavy yoke
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Alright, it's something to do with the animbp i gotta work out how to do the switch thing now

shut hinge
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Could be a parent child issue if all of them are dying when one gets hit.

scenic tide
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There is no parent- child relation for each characters.

swift quiver
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@atomic light If you change the debug filter in the bp to whatever pops up in the dropdown when you play, then it will tell you what current state the animation is in. Not sure about transitions though

atomic light
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I found where the issue lies but it'd still be interesting to know, can you elaborate

swift quiver
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So you know how you can debug blueprints when playing in the editor. If you go into the anim blueprint and at the toolbar where it says debug filter you can select a class from the dropdown and it will show you the current state the player is in

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Im not by my pc right now so I cant get a screenshot

atomic light
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Oh I think I got it

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Hm, that dropdown doesn't appear in the AnimGraph though

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well, still good to know how it works for others

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thanks

swift quiver
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Np

trim matrix
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how can i get the distance beteween two actors

thin rapids
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how can i get the distance beteween two actors
@trim matrix 'distance' node?

trim matrix
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thanks

thin rapids
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np

atomic light
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is it true that interfaces>casting if multiple pawns are going to be using the same animBP

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as in all bipeds (player as human/human npcs)

vapid hatch
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is there any way to use chaos in blueprints or is it cpp only?

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because i cant find any real tutorial on how to use it

jaunty dome
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heya

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umm, is there a visibility actor to be placed inside the map

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like for example I want to hide an entire region in the map, and only render it visible based on a trigger

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this region contains many different actors, so using set visibility is not really a solution

fallow path
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@jaunty dome u can use actor layers and move all the affected actors in that layer. Can trigger the layer visibility based on a collision

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never mind - editor only

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but sublevels should work

jaunty dome
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how about a material

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the goes invisible when the camera is near ?

hardy sentinel
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Hello, is it possible to BIND a custom event that I have in the event graph from inside a function?
For example if I have this spawn and bind inside a function of the blueprint, how can I bind to that event my "custom event" that is in the event graph? Is it possible? thank you

jaunty dome
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well, it's kind of a fog

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fog/clouds thing

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kind of like that fog door in dark souls before entering a boss fight

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I just want to have a thick layer of clouds/fog/whatever that hides the area behind it, and when the player runs through he starts seeing stuff

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i've tried local volumetric fog, but for some reason the shader computation is expensive

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I've also created an actor blueprint that generates "clouds" as static meshes with material opacity

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and it's not good enough either..

elfin hazel
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@hardy sentinel Drag off the event dispatcher and type "create event"

hardy sentinel
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@elfin hazel but, what is this exactly doing?

fallow path
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@hardy sentinel the dropdown shows function/events that have the same parameters as the dispatcher. You must create one

hardy sentinel
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ah, i can select my custom event there?

elfin hazel
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you need to assign it a function, and it works just like connecting it to a custom event, but without a red wire. It doesn't have to be an event, it can be a function too.

hardy sentinel
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this will call OnPathHandDisappearing custom event, no?

fallow path
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yes

hardy sentinel
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thank you!! very useful, I always thought that the only way was having the binds in the event graph

fallow path
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CreateEvent was a mysterium for me for ~2 years

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and it is very important

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as that allows you to do lots of stuff in functions instead of EventGraphs

hardy sentinel
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yes, that's the point

cedar sparrow
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Is there a way to get all saves in my save game folder?

odd plume
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I keep seeing that My Character and the branch are accessing none in the error log? What does that mean

hardy sentinel
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means that My Character variable is not initialized probably

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check it before the branch with an IsValid

odd plume
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ok.

waxen sorrel
odd plume
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The errors disappeared, but the hud elements are still visable at max health/armor

hardy sentinel
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yes, because the variable is not valid,

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you have to initialize it correctly

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before calling this event

fallow path
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@waxen sorrel "show splines" console command

atomic light
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how feasible is changing input during playtime, e.g. you have a third person controller with the regular WASD actions but then you switch to a top down camera, where its now point & click and wasd does something else

odd plume
hardy sentinel
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How are you sure? maybe the cast is failing

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or GetPlayerCharacter is returining nullptr

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If it's only this code.. you can fetch the GetPlayerCharacter in the function Show/Hide directly

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without having the var

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because maybe when you are executing Construct, the player character is not created yet..

odd plume
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Not sure. I tried connecting the getPC instead, but it was not compatible

hardy sentinel
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"because maybe when you are executing Construct, the player character is not created yet.."

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so GetPC is returning null

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what you can do is call GetPC IN the Show/Hide function

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and check there if it's valid or not

odd plume
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It didn't print an error out. It seems to be valid

hardy sentinel
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paste again the bp

odd plume
brittle fiber
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@thin rapids brought it that far, any idea what node to add to remove that bug where the second mesh after anom fishes stas at spawn location

thin rapids
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link is dead

hardy sentinel
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@odd plume when you call Show/Hide, it appears that you don't have a valid player character.

odd plume
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I have a player caharacter, the side scroller character derived from the c++ class

brittle fiber
thin rapids
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i have to go unfortunately PSI, cant help you

hardy sentinel
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NULL = not exists

odd plume
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I know what Null means, how do I get one.

#

And how would it be null, if my health bars work fine otherwise

shut hinge
#

To update the stats on the widget, should I use 10 separate widgets for each party member, or just the same widget for all 10 party members. If I use the same widget, I run into trouble.

elfin hazel
#

@brittle fiber The problem is that when you leave the overlap, you toggle the visiblity of the increase, so when you enter it again, it's not visible. You'll need to toggle it on enter too.

#

Though I'd recommend not using toggle, but more explicitly use Set Visibility.

hardy sentinel
#

@odd plume Don't know, but, if you are using GetPC in the Show/Hide function, you shouldn't use the My Chracter var. use directly the result of GetPC.

proud hull
#

@brittle fiber Copy what you have in begin play to the beginning of your begin overlap as well.

brittle fiber
#

@thin rapids np good luck,@elfin hazel i used set visibility but found that using this works better the fill plane inside the second triangle was translucent with electricity through it, so it bugged, i ll try to check it when i get home.. I think i got what you said since its a cycle i need to add a second, but if i add it to trigger, then on the event begin play, the blueprint on level will be displayed with the second mesh attached, so i have to make it invisible when level loads.. any idea?

proud hull
#

You also don't really need that begin play event since you can just set it "hidden in game" by default.

#

Also, since you are using "propogate to children" you only need to call it on the parent which is "frame"

sonic hare
#

can some one help me

proud hull
#

Check "propogate to children" even when you are setting them visible.

sonic hare
#

im royaly fucked

proud hull
#

@sonic hare just ask the actual question you need help with

sonic hare
#

hold on im seeing if i fixed it

#

YES!

#

holy shit

#

i fixed it

odd plume
sonic hare
#

on my own for once

#

actually @proud hull every time i build my lighting My trees go fully black

shut hinge
#

Set your directional light to moveable and skylight to movable.

sonic hare
#

i dont have a sky light

hardy sentinel
tight cobalt
#

How to prevent sound from being triggered 2 times in the trigger box?

shut hinge
#

do once node

tight cobalt
#

No I meant simultaneously

#

My bad

#

I have one longer sound that gets triggered 2 times if player walks in-out of the triggerbox and enters again.

proud hull
#

@odd plume What does your game mode look like? Specifically your default pawn class.

shut hinge
#

what are you trying to do for the trigger box with the player?

odd plume
#

My default pawn class? You mean my player character@proud hull

sonic hare
#

Set your directional light to moveable and skylight to movable.
@shut hinge they are still very dark

proud hull
#

@tight cobalt You need some boolean variable to let you know if the sound cue is still playing to prevent it from playing again too soon.

shut hinge
#

go down to lightmaps and change the light map. The trees may not have a lightmap set

proud hull
#

I am not sure if this check is already built into sound cues or if you will have to make it yourself.

sonic hare
#

go down to lightmaps and change the light map. The trees may not have a lightmap set
@shut hinge im sorry how do i do that?😅

shut hinge
#

Usuallty in Unreal Engine you have to build the checks yourself.

proud hull
#

@odd plume have you made a game mode blueprint for your project?

tight cobalt
#

@proud hull Hmmthat sounds good. Didnt think about it. I was thinking that there is something more like "is valid" or "is playing" node..

proud hull
#

There might be

tight cobalt
#

But Boolean should do too

shut hinge
#

Just be aware with is valid, that if your value is not valid, the code will be blocked it won't execute, so put a print string on is not valid to see if this is the case.

proud hull
#

Recreating the logic yourself would be just as efficient as using a "node" that does the same logic.

tight venture
#

Is there a way to position a camera based on what it can see?

For example, say I have a dining table with a big turkey in the middle. Is there a way to have the camera "focus" on a specific object, so I can have it zoom out or move away so that the whole table is visible, and then zoom in and focus on the turkey?

Thanks.

odd plume
#

@odd plume have you made a game mode blueprint for your project?
@proud hull I have the default C++ game mode class

shut hinge
#

i'm not very good with logic, so i struggle with building things in blueprints.

tight cobalt
#

Media player has node "is playing "- Check whether playback has started. Target is Media Player. But I am playing the sound through "play sound at location"...not sure does that counts as media player..

#

Probably not.I think only works for play node

hardy sentinel
#

@odd plume Have you tried the bp i sent? which print error are you receiving?

proud hull
#

^

shut hinge
#

Yes, you can change the FOV of the camera or the spring arm length to zoom the camera in or out.

tight cobalt
#

@proud hull I think I will just create counter that counts for the duration of the sound then changes the boolean value.

#

Simplest to do

sonic hare
#

Tozan35 how do i make light maps?

tight cobalt
#

Tozan35 how do i make light maps?
@sonic hare I guess you should ask in graphic section..You'll find more help.

shut hinge
#

go to LIGHTING, and check Overriden light maps. then rebuild and it should return it back to normal.

odd plume
#

@hardy sentinel No more errors, but when I walk into the pain volume, the health bars do not appear

shut hinge
#

put a print string on IS NOT VALID to see if the value is not valid.

#

if its not valid, it won't execute the rest of the code.

sonic hare
#

SOrry im really new at this where do i find the lighting Tab?

hardy sentinel
#

@odd plume .. have you debuggued which branch is going (true, false)? 😄 Or maybe putting a breakpoint there to see whats happening..?

proud hull
#

Just connect get player character directly to print string, the middle node is created for you

#

Your player character is coming back null most likely

#

So that will print nothing, but if it does print something, let us know

shut hinge
#

its found under details tab, click on your tree mesh and go down the details tab to lighting

#

and check overriden lights, and your trees should regain their lighting. The other way is to insert in a skylight and directional light and set them to movable so you lights are no longer baked.

odd plume
shut hinge
#

It won't not until the referencing problem is resolved so it can Past the IS VALID branch, otherwise it stays stuck on is NOT VALID and goes nowhere on false.

tight cobalt
#

@sonic hare You could watch this videos,plenty of tips regarding light density and lightmaps.
https://www.youtube.com/watch?v=dmXAptOv0J4
https://www.youtube.com/watch?v=k2bn3HiFAv8
https://www.youtube.com/watch?v=4Ye1DTbmxGE

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or with a donation via: paypal.me/Daedalus51

Hey guys,

Next session for the Lighting Academy featuring the Farron Keep environme...

▶ Play video

Follow me @https://twitter.com/tillederdon

If you like this content, please consider supporting me on Patreon: https://www.patreon.com/Daedalus51
or with a donation via: https://www.paypal.me/Daedalus51

Hey guys,

Next session for the Lighting Academy featuring the Farron Ke...

▶ Play video
proud hull
sonic hare
#

its found under details tab, click on your tree mesh and go down the details tab to lighting
@shut hinge

tight cobalt
#

SHit.how do I remove YT preview?

sonic hare
#

oh wait

#

im dumb dumb

proud hull
#

@odd plume you should make a new game mode, so you can set your default pawn class to your custom player character.

tight cobalt
#

I mean, crating lightmaps should be checked on import..But honeslty I would suggest you to learn how to do it properly. To adjust the density and size.

#

Its all about managing resources. Just watch the videos I sent you,,it heleped me a lot when i started.

tight venture
#

I dunno if anyone saw this, so I'll post it again:

#

Is there a way to position a camera based on what it can see?

For example, say I have a dining table with a big turkey in the middle. Is there a way to have the camera "focus" on a specific object, so I can have it zoom out or move away so that the whole table is visible, and then zoom in and focus on the turkey?

Thanks.

odd plume
#

C++ class and derrive blueprint from it? or a bp class?

tight cobalt
#

@tight venture Maybe you can make 2 cammeras that change on key press or smthing

#

But i think you would ahve to do it for every item seperatelly

proud hull
#

You can just make it a bp class. Use C++ classes when you know you need to use C++ to utilize it.

shut hinge
#

Yes, you can change the camera's fov and Zoom by adjusting the spring arm length on the camera.

tight cobalt
#

Or maybe mark the asset as specific type, then if asset type is this...change this cammera parameters.

proud hull
#

Also, this is just to set your defaults and can easily be modified later or replaced with a new game mode

shut hinge
#

But if you're planning on switching kittiy meshes, (switch pawns,) make sure you have a collision sphere around your character so the camera dosen't end up inside the mesh.

tight venture
#

Yes, but can I have it automatically "focus" on an object, within a blueprint? If I'm hearing y'all correctly, that all sounds like manually adjusting the camera.

#

Just like the F key in the editor viewport, except in game

shut hinge
#

it can be done in blueprints automatically, to adjust the camera but i don't know the logic for that in blueprints.

proud hull
#

We are in the #blueprint channel though, so most people here won't be using C++ and might only have a C++ project since a plugin required it.

tight cobalt
#

@tight venture No..you set it once in BP..then its called everytime when you look the specific item. Maybe you could do line trace..SO it fraced object is "Food" cagetory, then zoom cammera .

proud hull
#

I know that, but if someone is asking whether or not to use a C++ class, then chances are they won't be using C++, hehe

shut hinge
#

Anyone know why chaacters don't resume their normal AI Navigation when switching pawns?

tight venture
#

hmmm, that's an interesting option @tight cobalt. I guess I can try that. Okay, so that will work, but I'd need a way to do a line trace of the corners of the camera's view. There's gotta be a node for that, right? Like, GetCameraViewBounds or something?

tight cobalt
#

@tight venture Hmm..Rlly not sure,I am not that experienced with that. I assume there is a way to shoot multiple rays all over the screen size.

sonic hare
#

its found under details tab, click on your tree mesh and go down the details tab to lighting
@shut hinge i did that and it dident fix it

shut hinge
#

rebuild the lighting again after selecting the light map override.

sonic hare
#

i d i d

#

and it went back

#

to black

shut hinge
#

What is in your world outliner, do you have a skylight and directional light in there.

tight cobalt
#

@tight venture The problem might happen if you have multiple items on the screen that need zoom..It would be buggy. I would still do center weighted screen line trace

sonic hare
#

What is in your world outliner, do you have a skylight and directional light in there.
@shut hinge i have both yes

shut hinge
#

are they on static ?

sonic hare
#

nope

#

they were on station

#

so i swapped them to moveable

shut hinge
#

you might have to just reimport the trees again and select import lightmaps

proud hull
#

@odd plume any luck getting your defaults setup and getting get player character to return anything besides null?

sonic hare
#

its fixxed

#

thannks

tight cobalt
#

@sonic hare Is your asset using SSscattering? Did you check model from all sides?

shut hinge
#

goodness, dosen't chucking in a skybox fix it either.

sonic hare
#

@sonic hare Is your asset using SSscattering? Did you check model from all sides?
@tight cobalt ?

odd plume
#

@odd plume any luck getting your defaults setup and getting get player character to return anything besides null?
@proud hull I'm taking a break. I found tutorials, but none of them go over a custom health component like have

tight cobalt
#

@sonic hare Nvm..Btw do you even need lightmaps for movable lights? I think its used only for baked.

shut hinge
#

a health component, uh oh, i had trouble with my levelling component showing the same stats of all party members at once on the screen instead of showing one stat at a time during switching.

#

It appears that customized engine built landscapes have a deformation problem, the landscape bends and warps as you get closer to it.

rigid heart
#

It appears that customized engine built landscapes have a deformation problem, the landscape bends and warps as you get closer to it.
@shut hinge You can change your landscape's LOD settings in the details panel.

shut hinge
#

What about the party members? If I use the same widget to read the stats from, I get overlapping problems of all their stats when adding the levelling component to them.

#

So I figured the only way I can try to do it is to put each of their party stats counters on 10 separate different widgets so I can turn on their stats one by one by turning on their widgets when switching to party members rather than to mess around with setting all their text changes in the same widget in the blueprints.

rigid heart
#

My editor (4.24) crashes every time I try to edit parent classes of character blueprints. Whenever I try to make a change to a component in a character’s parent class (changing the collision type for example), I get the error below.

This only happens when I make a change to a component that’s inherited from the default character class, such as the mesh or capsule component. Changes to any other components that I added myself don’t cause a crash, nor does compiling the blueprint.

Changing the collision type (or anything else) of the CapsuleComponent via construction script works, but editing it in the details panel causes a crash. Character blueprints without children are working fine.

Sorry for the wall of text, but I need to find a solution for this pretty badly and have no idea what I could do to debug it. If anyone has any suggestions, it would be appreciated.

tight cobalt
#

How to make engine chose random exec path? I have a branch that I would want to play different sound but to chose it at random from 3 or 4 sounds.

#

Any way of using sound at location somehow?

hardy sentinel
#

Right button, and select Sequence node

tight cobalt
#

Yea.,.sequence calls all

#

i was thinking about switch on int.

#

But I expecthed there is just some node that does random automatically

#

Yea yea..I used it before.

hardy sentinel
#

@tight cobalt create a macro node if you need it

tight cobalt
#

@trim matrix.. You are right Switch on int is great..Tnx.

I cant use random node in sound cue, that would be the best. Cause I have subtitles that need to be displaayed for each random audio.

#

Gonna do swith on int..Tnx

tight venture
#

Anyone know how to change the "Auto Activate for Player" setting on a camera within that camera's constructor? I see the SetAutoActivate node, but that's not exactly what I want... I want this:

sonic crescent
#

hi guys, is it possible to move the Nav Bound Volume with blueprint? How can i have a Nav Bound that cover the floor in a 'Running Game' type of Floor constructing?

#

My Nav Bound is parented to my pawn and set it to moveable but it do not move with it...

#

Can i set the Nav Bound location with blueprint?

#

I maybe need a Nav invoker?

meager spade
#

@trim matrix What do you mean?

#

No idea but I would never worry about it, readability goes over performance in a lot cases. It will never be a bottle neck

proud hull
#

@trim matrix I'm pretty sure it will have no impact on performance. When it is compiled, those references are simply just that, references.

meager spade
#

Having extremely hard to read code vs a bit slower easy to read code somewhere that would never be a bottle neck anyways is a bad idea imo

formal leaf
pallid iris
#

i cant see my phone in the blueprints using live link. i have connected to the same ip adress as my pc has. but it wont pop up anyone got a clue?

rotund basalt
#

Could someone dm me if they could to help with something?

earnest tangle
dim kiln
#

fading footprints with a 'set fade out' node used to work, has something changed in a recent update?

hot fjord
#

Hey everyone, I'm trying to find leads on how to make a system, where for example objects go through a bar and the player has to press at the right time or something like a circle, where a circle closes in from the outside and the player needs to press a button, when the circle is in a given area.
I don't know how a system like that is called, which also makes it hard on searching for any information.

atomic light
#

a quicktime event?

keen goblet
#

@hot fjord Sounds like a core loop for a rhythm game, like DDR. Maybe google "ue4 rhythm game system" or something like that

flint nymph
#

looks like distance field shadow artifacts

#

that question would be better in #graphics btw

dim kiln
#

oh yea thanks

hot fjord
#

@keen goblet i did, but couldnt seem to find anything that helped me

#

liek the results talk mainly about the msic implementation

somber galleon
#

Can anyone help me with soccer mechanics please?

trim matrix
bitter star
#

Hi guys, where can I change the gravity so the player jumps lower and seems heavier?

trim matrix
#

I'm new to blueprint

#

and I cba to learn it jus to interpret what I assume is a line of code

#

@bitter star increase the player's mass

bitter star
#

@trim matrix Thanks for replying 🙂 where do I change this?

trim matrix
#

Honestly no clue :D

#

I'm new to UE4 aswell

bitter star
#

im looking in the player's BP and there's a physics tab but no mass value

keen goblet
#

@bitter star To change gravity, you can do Project Settings -> Physics -> Default Gravity Z

thin rapids
#

Hi guys, where can I change the gravity so the player jumps lower and seems heavier?
@bitter star i think in the character movement component there's a option for the players gravity

#

https://gyazo.com/1f13310192301e2a4364789130ddfd08
Can someone translate this for me into C++ or something
@trim matrix FVector::DotProduct(GetVelocity(), GetActorLocation() - SwingPoint) * FVector(GetActorLocation() - SwingPoint).Normalize(0.0001f) * -2; i THINK this is how it would be in ue4 c++ (i'm not experienced in c++ at all so i'm not sure about that)

trim matrix
#

Thanks bro

bitter star
#

@keen goblet thank you! would you happen to know how to make sure the player's mesh collides with other surfaces? right now the player collides with the object but no fully (ie the arm goes through the wall but not the body)

thin rapids
#

Thanks bro
@trim matrix np

brittle fiber
#

@proud hull @elfin hazel @thin rapids, thanks again for your active help, ill do what you said as soon as I get back to my battlestation

thin rapids
#

you're welcome

mortal wharf
#

What is supposed to be in the target input on the Play level sequence node?

tight cobalt
#

@mortal wharf Level sequence reference

#

I usually make sequence in content browser right click --(its under animation--> level sequence). Then in levelBP under event begin play I create "Crete level sequence player". then under select sequence you chose the name of the one you made. THen I right click on return value and I promote it to variable and give it a name.

Laster on you can use it in any time just by attaching that variable to any play sequence node in your bp.

obtuse current
#

Hi everyone, I am having a strange issue - I am constantly checking if I am overlapping actors (as seen in screenshot), however it doesn't work for units that are placed in the level ahead of time. If I spawn one in dynamically, it also won't work, but if I teleport the dynamically spawned one, then it WILL start to work - any ideas as to why this is so finnicky?

#

My characters are all setup correctly to generate overlaps - collision response channels are correct

mortal wharf
#

@tight cobalt But how do i do it in an actor bp?

twin trout
#

Can anyone help me with a vector math & socket problem? I have sockets on meshes in my level with varying rotations. I need to set a BP actors’ rotation to where the sockets’ forward vector becomes the actor’s up vector.

tight cobalt
#

@mortal wharf SO you want to play sequence right?

mortal wharf
#

Yes

#

@tight cobalt

mortal wharf
#

is that in an actor bp? @tight cobalt

tight cobalt
#

Do you know how to make sequence..i mean do you ahve it?

#

No..its level bp

mortal wharf
#

It needs to be actor bp for me.

tight cobalt
#

Why would you play sequence in actor?

mortal wharf
#

Because i need the sequence to play after something that happens in the actor.

tight cobalt
#

Hmm..not sure about that. Never tried it

#

You can make boolean in actor when something happens to the character, then call it in level bp to start the sequence.

#

@mortal wharf I gues the process is the same in Actor bp..you just need to make event tick node.

#

Or..maybe you can use set timer by function name to call the event

flint nymph
#

you can plug the actor’s self reference into the instigator pin

#

and use the get instigator node in the fireball bp

gloomy linden
#

@tight cobalt hi, i really loved your Disinformation Overload album!

#

Pull of the dark is an amazing track 😎

tight cobalt
#

@gloomy linden haha..Not me lol.But I know the sound :0

gloomy linden
#

Ah lol 😅

tight cobalt
#

Strange ppl still listen to gabba..I thought they vanished long time ago from the face of the Earth

gloomy linden
#

Gabber is dead but the spirit is still here

tight cobalt
#

heheh..yea..I agree

#

@gloomy linden Gie this one a go..you will like it..One of the finest hc albooms

thin rapids
#

does anyone know how to use niagara?
@unique flicker niagara related questions should go to #niagara

bitter star
#

Another question, how can I choose which actors are affected by a given light?

#

basically i want a directional light to affect the player but not the scene

#

i can t find it in the detais panel, has it moved?

#

found it, my bad

#

so then you get the lighting channel in the player s BP?

#

*set

trim matrix
#

hello

#

anyone here? 😄

crimson charm
#

i want to change the main image of "button1" when "button2" is pressed in my main menu. How do I do that?

silver wharf
#

Is there a way to get the debug camera (F8) location? and if it's active? Have a shader that needs to know where the current viewport camera is located.

wet siren
#

returns cam pos in world space

#

i want to change the main image of "button1" when "button2" is pressed in my main menu. How do I do that?
@crimson charm bind to button1 on click, and edit button2 style or the image texture

twin trout
#

Take 3; Can anyone help me with a vector math & socket problem? I have sockets on meshes in my level with varying rotations. I need to set a BP actors’ rotation to where the sockets’ forward vector becomes the actor’s up vector.

bitter star
#

Anyone knows how to change a player's lighting channel?I ve read everywhere that channel 1 is for player and environement, channel 2 for player only but when put my light on channel 2 it doesnt affect my player anymore

silver wharf
#

@wet siren nice. I also need a camera "right" vector. Would that be available? I can see a few others pop up...

bitter star
#

Found it 🙂

sonic crescent
#

I need My BP_Enemy to get some splines from my BP_Spline actor when he born.

thin rapids
#

you need an object for that cast

sonic crescent
#

What do i need to connect to my object?!

thin rapids
#

are you spawning the BP_Spline actor in your BP_Enemy?

sonic crescent
#

nope, my bp_spline is in the level. It maybe a better way to store somes spline for sure. (if you have a better idea)

#

The result i need is my BP_Enemy to get random spline for his path.

#

I tried to create a array of Spline Component. But i can't be able to understand what to put in it. Everything are wrong.

pine trellis
#

does anyone know how to get this node in the blueprints material?

#

I dont know what that is

sonic crescent
#

it's a constant value@pine trellis

thin rapids
#

does anyone know how to get this node in the blueprints material?
@pine trellis constant

pine trellis
#

ok thanks! im trying to get some post processing working in VR, hopefully this works

sonic crescent
#

Any idea Danielll?

#
  • what the best way to store somes Splines?
#
  • and i'm not able to cast from my enemy to my Bp_Spline containers.
#

I fail everywhere.

thin rapids
#

is the spline related or referenced in the BP_Enemy class anywhere else?

sonic crescent
#

nope. The splines can't be in the BP_Enemy.

thin rapids
#

well, then it has nothing to reference as the spline object

sonic crescent
#

If i wan't my just borned BP_Enemy to get somes spline from elsewhere, how to do it?

#

where to store the splines?

thin rapids
#

hmm... i don't really know how i would do that with splines specifically(nor what exactly what you want to do with the splines), so i really don't know how to help you on that

haughty egret
#

Does anyone know why Uasset files might not show up in unreal even though I can see them in that folder? (They aren't redirectors)
I read they could be files from an older version but I don't think they are and how would I even know which version they're from ??

trim matrix
sonic crescent
#

@thin rapids that splines are a path for my enemy arrival. Actually, i'm doing this like that:

#

with a Get actors of class. But i was trying to find another way because unreal warn that using GetActor of Class is a slow process.

pine trellis
flint nymph
#

should be component mask

#

yeah you can select the channels

mortal wharf
#

Ok i need some more help how would i do this: Change camera if a character is in a specific animation in 10 secs but if the character is not in animation don't do the countdown.

tight venture
#

Does anyone here have experience using orthographic cameras?

Specifically, what does Ortho Width mean? The larger I make it, the more the camera can see, but what are its units? If it is in world-space distance units, then what does having an Ortho Width of, say, 512.0 mean? Does that mean that the camera will be able to see a 512x512 plane centered at (0,0) when the camera is at position Z on the z axis? How would I solve for Z?

I have a plane that is 4000x4000 on the XY, centered at (0,0). What do I need to set the Ortho Width and the Z position of the camera to to ensure the entire plane is in view?

Thanks.

round idol
#

I'm possessing various pawns during gameplay - it's about a spirit, so it's kind of the point of the game. That's all fine. The problem is savegame and re-spawn. How do I pass the "current pawn" as "player pawn" to the game instance so when I load the game, it spawns me properly, as the pawn I was possessing when I saved? Or how can it be done?

#

@mortal wharf is the animation played via AnimBP/StateMachine or Montage? If it's via AnimBP, get the bool from it (when entering state, or make another one) and use that to condition your camera. If it's in montage it's very simple: trigger event for camera on animnotify set right at the beginning of your anim timeline.

shadow bronze
#

so how do i switch the capsule collision for a character to be a box or something more complicated?.. the internet has not been helpful at all.

round idol
#

@shadow bronze in bp, afaik, you don't

#

you can make your custom "character" from a pawn

shadow bronze
#

oh?

round idol
#

well, add skeletal mesh, movement component etc and make your own character from pawn. I know it's possible but never tried it myself. As I remember, the movement component wans't exposed to bp or something - dunno if i got this right tho, has been awhile and things have changed in these 6-7 versions since then

shadow bronze
#

so its the same thing, just without the capsuel to start with?

round idol
#

yes, you can avoid the capsule, but as I was saying, I'm not sure about the movement component and it's relation to the capsule. Try it out, it really depends on what you want/need

#

If you don't need it or want to make your own movement logic, then you should be fine without using character class at all

#

the only thing which makes it "special" is pretty much the movement component

spring magnet
#

@shadow bronze a pawn is something the player can posses and control, and a character is a type of pawn that also includes the ability to move around like a typical player would, and that movement requires a capsule to work properly

#

if you want your player to control something like a ball or whatever, then i would suggest making that from a pawn

#

@round idol you could consider storing the class of the current pawn and using that to spawn a fresh version on game load

round idol
#

@shadow bronze First thing that came to mind ofc, not working in my particular case. Found some other option but the problem I have now is with a function override on GameMode which initializes before the player pawn class is spawned but (somehow) requires as output an actor not a class -.- "SpawnDefaultPawnFor" is the function...Makes no sense

#

by all logic, it should ask for a class, otherwise it's half-useless if used during level init 😐

trim matrix
#

Hey! I'm trying to build a game where you can manipulate chains using magic to attack enemies. I got the other systems down, I just don't know how I'll build the chains, or extend them. I also want a way to attack using them. How would I do this?

shut hinge
#

seems to be a bug in the widget... Opacity stops working for the widget when changing a variable inside a widget, or when removing a component from the parent BP like the levelling component, when that levelling component is BOUND TO THE WIDGET.. Had this problem before. And when the opacity stops working the widget starts to Overlap itself on the screen making a mess.

shadow bronze
#

so if my character is a tank what your telling me is that it needs to have that useless capsule hitbox? @spring magnet @round idol

round idol
#

@shadow bronze no, we were telling you that if you want to use the "character" class for it's movement component/whatever other reason, then yes, it needs to have it. But a "tank" in my game would always be of "pawn" class, not character

shadow bronze
#

oh ithink i get what tyler ment now

#

okay

round idol
#

🙂

shadow bronze
#

do either of you guys have a mic?

round idol
#

I do but can't speak so sry 😐

shut hinge
#

I did not think removing the component from the parent would corrupt the widget but it did.

shadow bronze
#

just was asking so i could mayber friend you if you had one

round idol
#

If it's really a tank, you should search for ue4 vehicle movement component on youtube, that's different and it's for what you need

shadow bronze
#

its not

#

just an example

round idol
#

lol 😂

#

well there it is. Just forget about the capsule, how does it bother you exactly lol

#

just put your own collision on top of it and be done with it 🙂

full fog
#

Next update to my Second Life Camera reverse engineering:

  • Panning camera works
  • Local rotation of camera to look at an impact point in space (from hit location under cursor)

= next issue in line: when I am doing the panning, make vector on x,y for mouse axis x,y works fine. Sadly not if I want to move the camera into the direction that the camera is looking at. I found an "vector forward" but doesnt seem to work. Any idea how to tell the make vector to act locally to the cameras forward direction?

round idol
#

disable it's own collisions on all channels with the "no collision" preset and it's like it never existed in the first place (almost)

shadow bronze
#

i am yet to find a unreal tutorial on youtube worth shit, so cant figure that out

#

but me and a friend have been trying

shut hinge
#

When switching to diferent pawns, you have to make sure you have a sphere collision around your character you are switching to or your camera will end up inside the player mesh.

round idol
#

@shadow bronze idk, i've learned ue4 from official epic tuts back in the days and other tuts from various others, live trainings from Epic and demo projects+content examples, also from epic so idk what you're talking about m8 😆

shut hinge
#

you need the camera and the springarm and also the collision sphere.. Well I use a collision sphere to push the camera out from the player because
I can't be bothered using the player capsule to keep the game camera out of the player's mesh.

#

Why I use a collision sphere around the characers, is because its easier and it also stops any other AI pawns from also overlapping and going inside of each other as well.

oblique ruin
#

is there a way when creating an instance of widget to scale it and set it to a specific part of the screen?

#

ie. when it's created put it in the bottom left or right corner?

shut hinge
#

Ok I got an issue. Player Start cannot be linked up to Possess Pawn . I need player start to possess the pawn.

#

but the pins are not compatible.

#

My commander is the Player Start. I can switch to all my other players in the level, but not to the commander.

#

The error I get in level blueprint is as Follows:

Player object reference is not compatible with Pawn Object Reference.

teal nexus
#

how do I spawn an actor with its Z axis aligned with surface normal ?

shut hinge
#

anyone here know how I solve this dilemna?

All my meshes in the level can be possessed with possess Pawn except the Commander as hes is a Player_START Object.

How do I get my commander to possess if hes a player Start Object?

bitter star
#

How can I add a track in sequencer for keyboard/joystick input?

harsh topaz
#

Hi everyone

#

I found this in the input section in unreal and I was trying to use this

#

is this litterally what it seems?

#

I searched online but could not find anything for it

fair magnet
#

I'm not sure if that's the right channel...
But I'm curious if I can somehow make my foliage I place down with the foliage tool be interactive... (like press e to pick up) or do I really have to put them all by hand as an actor ?

small token
#

Hey.. Does anyone know how to not overwrite save game. I'm using struct array. If I quit the game and trying add other struct it just replacing old save game

slender hawk
#

Can anyone advise me how to fix this issue?

I have a broken variable that shows up white and if I click on it the editor crashes and closes.

I had two structs one was a duplicate to test something and I had accidentally used both in my BP, so I deleted one (and chose to replace references) - but the variable that previously stored that struct turned white and appears 'blank' (hovering shows no type).

spring magnet
#

@fair magnet you can place foliage with the in editor tool as either meshes or blueprints, if you want to player to be able to interact with it, you can make a blueprint of it and place those with the tool

small token
#

Nvr mind I fix it lol

exotic cradle
#

I finally found the correct channel to ask my question in lmao. I need to sleep

#

The good ole why wont my cursor with the cube snap to the sockets on the spawned actor and be able to spawn an actor and attach it directly to the socket on the other actor question

#

Sorry for asking in a few different channels this is the resting place for this. Its been a long day so I do apologize.

true valve
#

Is the Skeleton Mesh Tick component configurable?

#

Skeletal World Mesh[TickComponent]

exotic cradle
#

To me?

true valve
#

Anyone

#

Also a diff question- What's the alternative to RotateTo?

shut hinge
#

any one using Layley's RPG Levelling Component?. I can't get the component to stop all the other party members EXP bars when switching into different party members. The component is running off the tick.

shut hinge
#

When I click Loana and leave her exp bar for 20 seconds then switch over to T6 the droid pawn, the EXP of both keep on resetting back to 0 and starting their counters all over again instad of continuing on where it left off in only the active party member.

#

Whe I switch to a different pawn, the Levelling Component is losing its buffer XP and not carrying it over to the pawn i switched to.

wild moth
#

Hello :)
Does changing the struct that a DT is based on wipe all previous DT data? (All BP)

rapid robin
#

Hi folks. When I test my level in editor, a random blueprint appears on begin play that isn't supposed to be there. It's not there in the map in edit mode. Are there any tricks I can do to find out what's spawning it?

wild moth
#

What blueprint is it?

rapid robin
#

@wild moth it's just a random blueprint, a caged bird in this case

#

Reference viewer isn't giving any clues

#

I'm also experiencing the opposite; some blueprints that I place in the map don't appear when I play in editor. I've never had this before...

bleak vector
#

is there a method other than changing max speed to make an enemy walk instead of run?

rapid robin
#

I'm trying to make a map for Hello Neighbor btw

bleak vector
#

what in tarnation

shut hinge
#

Oh goodness that looks like elm street

serene onyx
#

Has anyone got AdMob ads to work with their mobile game? Mine doesn't seem to work at all but the google play achievements and leaderboards do work, my game is completely in blueprint and using the show ad banner

tired chasm
#

: )

shut hinge
#

how do we increase XP counter when walking around with the player ?

surreal peak
#

You might want to ask the person that created the component

shut hinge
#

I am about to concerning this problem, I got it working Cedric BUT when you switch pawns the Counters dissapear and only the active pawn shows the counter, they don't stay on screen unfortunately until I switfch back to that pawn again..

mortal wharf
#

i tried that it did change camera but 1. it didn't do it after 10 seconds it did it after like 3 secs 2. the character wasn't even in the animation when it happened.

west jasper
#

Hi, How can i display a live edit on a blueprint inside the viewport without pressing play? I setup my blueprint to change the color of a door for customization and made the variable public. when i make an edit to the color it doesn't show until i press play

thin rapids
#

Hi, How can i display a live edit on a blueprint inside the viewport without pressing play? I setup my blueprint to change the color of a door for customization and made the variable public. when i make an edit to the color it doesn't show until i press play
@west jasper you could probably put that in the construction script so it will also change in the editor without needing to press play

west jasper
#

that worked straight away. Completely forgot about that!

#

thank you:)

#

also is there away to set the vector param that changes the color to an actual color pallette type thing if that makes sense?

shut hinge
#

how do I get player experience to increase by walking around ?

#

i just want to increase a simple counter by walking. how do I do that?

west jasper
#

@thin rapids thanks again for that!

thin rapids
#

np

#

also is there away to set the vector param that changes the color to an actual color pallette type thing if that makes sense?
@west jasper you could use material instances

west jasper
#

@west jasper you could use material instances
@thin rapids Yeh i've used those but it didn't quite go as planned as it slowed me down when creating assets then wanting to customize colors to create variation if that makes sense

#

figured it out using the ToVector(linear color) node

willow lichen
#

how do I get player experience to increase by walking around ?
@shut hinge You check if the player walked since the last frame/second and then apply the xp

#

So check velocity or position change

shut hinge
#

how? I been trying max walk speed but its not working.

thin rapids
#

wdym you've been trying max walk speed?

shut hinge
#

trying to get one of my party members Rex to walk a certain speed to increase up his XP. Rather than increasing his XP over time. I want the player to walk around to increase it. Currently his XP increases when he levels up.

full fog
#

Hello folks, me again - that Viking bastard.

May I steal a minute from the brave folk here to take a look at a target Blueprint and what I could do to add a proper Lerp to make a camera look smooth to a point in space?

https://i.imgur.com/6vlUbeI.png

#

the gif shows how it works at the moment. Sadly my attempts on lerping with RInterp to did not work

#

I would also need to change the Reset Relative Transform which starts when the character is moving again. This little gem here should end in a system like this:

cedar sparrow
#

How would I sort an array of strings alphabetically?

#

is there a node or do i need to make a function

supple dome
#

@full fog just make the new rotation the target for rinterp, current is camera rotation, and place it on tick for the delta time

thin rapids
#

Hello folks, me again - that Viking bastard.

May I steal a minute from the brave folk here to take a look at a target Blueprint and what I could do to add a proper Lerp to make a camera look smooth to a point in space?

https://i.imgur.com/6vlUbeI.png
@full fog shouldn't it be FInterp instead of RInterp?

#

nvm FInterpTo is not for rotation

#

my mistake

full fog
#

-uff. I can try. Little note: I am just an artist learning BP's, a cow can better code than me.

#

like this? I wonder what would be good numbers for delta time and interp speed..

shut hinge
#

what is forward in unreal engine, x or y ?

#

as in walking forward

supple dome
#

delta time comes from tick, interp speed you tweak to your liking

#

x @shut hinge

full fog
#

so, i did this -- the current problem now is that the cam moves, but stops. its actually just moving to the direction of the target but not the whole way.

shut hinge
#

ar you sure its x, i'm not getting any response from the print string when walking forward.

supple dome
#

yes

shut hinge
#

I'm switching pawns, but its not registering the print string. hmmm, not sure why.

supple dome
#

HitLocation comes from mouse click, while interpolating on tick, make sure the clicked location is saved to a variable, then use it to interpolate

full fog
supple dome
#

yeah the hitlocation is getting lost

full fog
#

i also tried this

#

but same outcome

#

I know I'm close..

supple dome
shut hinge
#

well hasn't worked, I put this in rex's BP as a custom event, Get actor of class\Target = Character Movement = Updated Primitive = Get Forward Vector <= 20 (Branch) Print String "Walk Forward"

supple dome
#

its only moving while you have it pressed, shouldnt be like that

full fog
#

oh

supple dome
#

organize a bit your code its getting confusing :p

full fog
#

well, i am organizing all day like on the yellow BP part but this here was trial and error for the last two days

shut hinge
#

I'm firing it from the widget because i can't fire it from the rex BP because its a child of a parent.

#

and if I fire it from Rex's BP then all the players fire it.

#

problen, can only link the scene component forward vector, the other forward vector pin won't link up.

full fog
#

@supple dome Is it a function like this that i would need to use?

#

I am totally sorry, i just worked with pressed and released events before

supple dome
#

no your code was fine, i just think your tick was plugged on that branch+DoOnceNode, meaning it wouldnt interp every tick

#

im assuming what you have down there is a tick

full fog
#

yeah I kinda had to do a do once because ..the camera moved already.. but just on pressed, not on its own and did not stopped

#

maybe the new rinterp will stop that but i was just happy that "anything" worked there

#

ok now its moving to this point - but yeah, just when pressed

#

But initally its doing what it should do.. just need to figure out that it should do it on clicked(?) and not need to press it and wait

shut hinge
#

why is that moving so fast

thorny cedar
#

i need help to make a check if my particle trace hits a speciofic object

verbal canopy
#

A specific object, or a specific class?

thorny cedar
#

my box to hit is in a BP, but i only get the whole BP out, when i print out the hitactor

#

its a gas tank and i wanna check if the user fills in gasoline for a specific period of time

verbal canopy
#

So you need to check "is this object a gas tank?"?

thorny cedar
mortal wharf
verbal canopy
#

Cast "Out Hit Actor" to your gas tank blueprint

#

If succesful, do stuff

thorny cedar
#

yeah that works, so my cast is my check?

#

ahhhh its normal to use casts also as a check

verbal canopy
#

yea, it's a very common use

thorny cedar
#

in my case i have to cast to the BP where my collider is within

#

another question do you have any idea how i can check how long someone hits the tank?

verbal canopy
#

set a bool when the hit starts and save the time

thorny cedar
#

save the time is the difficult part, i guess i just never did it befiore :/

#

ok i want that the user fills the tank for 5-10 seconds

verbal canopy
#

so how are you checking for collision

#

just beginoverlapevent?

thorny cedar
#

predict projectile path by trace channel

trim matrix
#

Hey guys)I have a question
How best to store an item in inventory? The item changes its properties over time. It would be possible to describe by means of structure, but I cannot describe all subjects by one structure.
It can be done so that after I pick up the object, make it invisible on stage and in the inventory there will be only a link to it. But I think it's a bad idea....
So I want to ask you for advice. If you know how to help me, then use @ and my nickname, please. So I can see your message =)
Thank you in advance for your help ^^

verbal canopy
#

I'd create a float variable a set it to GetTimeSeconds when you start hitting the tank. Then just check if more than 5 seconds has passed since that time

#

as long as you keep filling it, obviously

#

if GetTimeSeconds > YourSavedTime + 5, hurray

thorny cedar
#

perfect thank you

sick sapphire
#

what node do i use in the anim blueprint transition so I can know how long has passed since an animation started/blended in

trim matrix
#

@trim matrix In a loop, check each element of the array

remote meteor
#

for each loop, if one is false, return false, if it finished the loop, return true

mortal wharf
#

I can explain again If my character is in animation set a countdown for 10 seconds if his animation doesn't change and the countdown fully ticks down change camera but if the character animation changes cancel the countdown.

verbal canopy
#

That's what they were giving you

#

for each loop, if one is false, return false, if it finished the loop, return true

trim matrix
#

@trim matrix Create a function. In it, cycle through all the elements. If at least one element is false, then the function will return false. In this case, if the function returns true, then all elements will be true

remote meteor
#

function library it and make it a pure function if you want

trim matrix
#

@trim matrix Conversely, you can create a function to check if all elements are false

mortal wharf
#

Does anyone know how to fix my problem above?

remote meteor
#

@mortal wharf you want an event that will only trigger after 10 seconds into an animation state?

mortal wharf
#

I can explain again If my character is in animation set a countdown for 10 seconds if his animation doesn't change and the countdown fully ticks down change camera but if the character animation changes cancel the countdown.
@remote meteor

trim matrix
#

@trim matrix You can also create a function that returns the type int. Also you check in a cycle all elements and return 0 - if they differ, 1 - if true, 2 - if false

mortal wharf
#

I have two animation sit and stand and after 10 - 15 seconds the character changes from sit to stand anim but when the character is in stand anim i want a countdown for 10 seconds if the timer ticks down change camera but if character is not in stand anim don't do countdown.

#

@remote meteor

trim matrix
#

@trim matrix The best option is to create a function that returns a bool. Compare each element with the previous one, if they are different then the function will return false. And then on the first element you look, whether all elements are true, or false

slender hawk
#

Is there a way to get the name of a variable?

trim matrix
#

@trim matrix Unfortunately, I can't send it to you now because I'm at work. Except in the form of a code and not a drawing, if you will

cedar sparrow
remote meteor
mortal wharf
#

I have two animation sit and stand and after 10 - 15 seconds the character changes from sit to stand anim but when the character is in stand anim i want a countdown for 10 seconds if the timer ticks down change camera but if character is not in stand anim don't do countdown.
@remote meteor

remote meteor
#

instead of describing how you want to do it, why don't you describe what are you trying to achieve

#

i dont quite understand your "method"

mortal wharf
#

What about it was it that you didn't understand?

#

@remote meteor

remote meteor
#

sit > stand > n sec later still in stand > do something

#

?

mortal wharf
#

Sit is the neutral pose but after 10 - 15 seconds my character switches to it's attacking pose which is stand and when the character is in stand pose start a 10 second countdown if the timer ticks all the way down change camera but do not do the countdown if the model is in sit pose. @remote meteor

trim matrix
#

@trim matrix I was wrong. Give me 5 minutes and I'll set an example for you

mortal wharf
#

Here is an answerhub post i made on this. @remote meteor

remote meteor
mortal wharf
#

Is that the Animbp? @remote meteor

remote meteor
#

Sit is the neutral pose but after 10 - 15 seconds my character switches to it's attacking pose which is stand and when the character is in stand pose start a 10 second countdown if the timer ticks all the way down change camera but do not do the countdown if the model is in sit pose.
@mortal wharf i mean you pretty much gave yourself the answer

#

within the animbp event graph yes

trim matrix
#

@trim matrix@remote meteor You need to compare one element with all the others, ie you will have two cycles and one will be nested in another
In principle, this algorithm will fit any array whose elements need to be checked for equality

shut hinge
#

Levelling system is working, running xp is working for all party members, BUT HOW do I spawn my Commander into the world when hes a play start Capsule?

Possess Node won't do Player Start Capsules !!

#

For the possession is being done from the Level BP's works ok for all my party member meshes but the commander is a player start capsule and I can't spawn him from the level BP !

#

And if I do put his mesh into the Map, and possess from Level BP then there are two copies of him because of the player Start causing problems.

remote meteor
#

oh

#

to check all the boolean to be the same?

#

yeah then you need to check one by one

shut hinge
#

help, how do I get rid of the spawning commander, a second copy is spawning when I start the game when I already got a copy of his instance in the map referenced by the possess node in level BP.

remote meteor
#

@mortal wharf

mortal wharf
#

What's that? @remote meteor

remote meteor
#

right click?

#

use the anim notify instead

mortal wharf
remote meteor
#

try it lol

mortal wharf
#

it did print the string but it didn't do it after 10 being in the stand anim. it prints it after like 5 seconds in the sit anim where it is not supposed to do anything. @remote meteor

remote meteor
#

i mean

#

trying things out isnt difficult

mortal wharf
#

Do i do that with both? @remote meteor

#

It still didn't work. @remote meteor

tight cobalt
#

How to pass var info from one actor bp to another.

Usually when passing info from character bp, I use get player character and plug it in cast to object node...But what to plug in to actor bp actor node? For example if I want to get some variable data from actor bp to show in level bp.

remote meteor
#

do you have to ping every message

mortal wharf
#

Sorry i just don't know if you will see the message or not.

tight cobalt
#

I never understood this, and been avoiding it all the time by making all variables either in level bp or char bp.

woeful dawn
shut hinge
#

ok how do I get my dialog trigger on overlap to detect the rex pawn, it only works for the commander pawn. But when I switch pawns, it stops workig.

tight cobalt
#

@woeful dawn You should ask in vfx section maybe.

remote meteor
#

only on the sit state, leave stand state empty

hexed coral
#

anyone know a workaround?

tight cobalt
#

You need to set material to be UI

shut hinge
#

how do I set up an array with On Component overlap, I need my party membrs to be detected so they can use the dialog triggetr.

mortal wharf
#

Still didn't work.

hexed coral
#

im trying to set the material of an object via blueprint interface not a umg object

shut hinge
#

and not just the commander, but I need it only to be active when switching to different party members so only one party member at a time can trigger dialog..

tight cobalt
remote meteor
#

did u even

#

set the transition rule

#

to "isStand" variable

mortal wharf
#

What do you mean?

hexed coral
#

@tight cobalt im trying to set the material of an object via blueprint interface not a umg object but i want to set it through umg

remote meteor
tight cobalt
#

@tight cobalt im trying to set the material of an object via blueprint interface not a umg object but i want to set it through umg
@hexed coral Oh..i see.

#

What node are you using to set it?

hexed coral
#

Event click and then an blueprint interface call.

mortal wharf
tight cobalt
#

@hexed coral Not sure, but maybe you can try set material instead?

thin rapids
tight cobalt
#

That the one i was using to do thin..although never in UMG

mortal wharf
#

That didn't work i will say this as i said before i have got a sit and a stand anim i have a timer from 10 - 15 seconds to switch to stand from sit and when my character is in stand start the 10 second countdown if character is not in stand do not do countdown but for me to make him sit again when he is in stand is to simply go up to him and then he will sit again.

#

He didn't want to sit again he just glitched out.

hexed coral
#

yeah nothing shows up in UMG but it does appear in the actual blueprint. I'll just daisy chain some nodes until it works. Thanks @tight cobalt

tight cobalt
#

@hexed coral Np.

remote meteor
#

tbh

#

it will be better

#

if you can draw a flow chart for us

#

LOL

#

full 2 row length sentence without any punctuation i cant comprehend

mortal wharf
#

Everything goes right apart from this one thing: When i go up to him to try and sit him down he tries to sit down but he can't so he just stands up again. This was not a problem before this.

tight cobalt
#

@mortal wharf maybe hes tired of sitting? 🙂

mortal wharf
#

😕

tight cobalt
#

😛

#

Anim states can be painful. You should relax for the rest of the day, and try again tomorrow. Happened to me more than once. Been trying to figure them for hours with no luck, then another day fix in no time.

remote meteor
#

for what i understand

#

he can only sit for 10 sec

#

then he will stand

#

after standing up

#

10 seconds later if hes still standing

#

then trigger the camera thing

shut hinge
#

how do I get another character to detect the trigger when I have switched over to that pawn?

remote meteor
#

wouldnt you want the trigger to detect the character instead?

mortal wharf
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He starts off in sit and i have a random float set up between 10 - 15 seconds and in between there he should stand up and i can go up to him and make him sit again but after this it didn't work anymore. And if i for example forget about the character and let the timer tick down change the camera.

shut hinge
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the trigger (box collision) works fine for the commander, but soon as I switch over to another player character and posess them, I can't get the on overlap component to detect that player.

remote meteor
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@mortal wharfuhh

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change back to your own variables?

shut hinge
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So only my Commander pawn can trigger the dialog but not my other party membrs I possess

mortal wharf
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???

remote meteor
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i can go up to him and make him sit again
you make it sounds like you have more things

shut hinge
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what I'm trying to do is complex as I have 10 party members in my game.

mortal wharf
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Yeah what about that?

remote meteor
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i can go up to him and make him sit again
you do this by setting the Sit variable to true isnt it

mortal wharf
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How do i do that?

remote meteor
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you said it worked before

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how did you do it

shut hinge
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well its hard to set up the game for 10 party members. To get the dialog triggers to work for them. At the moment they only work for the commander.

mortal wharf
shut hinge
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as long as I don't switch party members, dialog system will work, but if I switch, it will cease to work and when I swtich back to the commander, it stops working, that's because I got an annoing second copy of the commander spaawning in. I did delete the player start instance but it keeps spawning in.

remote meteor
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and where is the Should Sit used within the abp?

shut hinge
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how do I get another pawn to detect the dialog trigger, I'm now using print strings to try to get detection, tried actor of class, tried == object, but its not working.

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How do I do it when possessing another pawn to get that pawn to then use the same trigger?

remote meteor
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im mean it should not be aproblem for an actor being unpossessed and go through the trigger

mortal wharf
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I might just use delay's instead.

remote meteor
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its more about how the trigger collision is overlapping to your corresponding actor

shut hinge
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I put my commander through the trigger, the dialog shows. I them Posesss Rex and take him through the trigger, nothing happens, no print strings showing. So Im not sure if the nodes I have wired in the on overlap are correct or not, its trial and error.

remote meteor
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first

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make sure the overlap happens first

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that it triggered the on begin overlapped event

shut hinge
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Because in Dialog Master BP, for the Commander on On Overlap, I have him connected to the Cast and Object to Other Actor...

But for Rex, I don't know how to wire hin up so On Overlap detects him coming in.

remote meteor
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hold up

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whos doing the trigger

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your commander

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or the trigger box

shut hinge
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Now his Cast is to his own BP, but if I cast to his BP, then how can I cast to Rex's BP when he comes in? I

I think its set up so he can use it. And it was done this way to stop all the other pawns from firing everything off.

remote meteor
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oh well

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on casting there is a cast failed exec node

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you can cast to rex on a second try but i dont really recommend doing this

shut hinge
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So I'm casting to the Child BP of the commander. Not the Parent.

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maybe I need to solve this other problem first.

Here's the problem. I have an instance of my commander in the map. But another copy of him spawns when starting the game.

I don't know where its coming from.

Now in level BP in order to posess him. his instance has to be in the map level.

BUT, the copy that spawns in is the only copy that works with the dialog trigger. I can't figure this out. The Instance of him that's in the map won't work with the trigger IF I switch to another party member then switch back to him.

A bit stumped..

remote meteor
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uh

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did you happen to manually spawn a commander?

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and have commander set to being the default pawn of the game mode?

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for trigger, and fast, you can do this but i suggest find another way to determine if the overlapped actor can use the dialog or not. Either an Interface, or an Actor Component, so you can use it to identify whos able to trigger stuff.

shut hinge
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I did get rid of the Player Start Instance.

But somewhere the game is spawning in a player start instance, even though I deleted this one from the map.

I tried setting player spawn to 0 under ai properties to force it to spawn me in the one copy of the commander to get rid of the second copy. But that copy that is in the map that's hooked up to the possess node won't work with the dialog.

remote meteor
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being possessed or not doesnt matter

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its how you do the overlap

shut hinge
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Is player character BP an actor component.

remote meteor
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its an actor

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an actor component is an plug that goes into an actor, and the actor shall have the component's functionality

shut hinge
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why do you need the bind event to the trigger box?

remote meteor
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oh well its a level blueprint

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its the same as the overlapped callback

shut hinge
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my Dialog master BP is an actor Blue print (ts not in the level blueprint.).

remote meteor
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its the same GWcmeisterPeepoShrug

shut hinge
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ok

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I'll just get my dialog master bp.

remote meteor
shut hinge
remote meteor
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CH_Player is commander?

tight cobalt
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I need some help with flying pawn doesn't collide with anything in level. All collisions are set properly, it register overlap events...but collisions dont work..plane flies through objects.

shut hinge
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Speed Freak, just put a Collision sphere around your pawn. Surely that will stop a wall.

remote meteor
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@tight cobalt the root component needs to be a collision for character movement to register collisions

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also you need to block

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not overlap

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for stuff that you dont want to pass through

tight cobalt
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Sec..gonna try

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Yea i mean its set to block all

remote meteor
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well

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block the thing that you dont want to pass through

tight cobalt
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I thought there is some glitch in detection, so i tried trigger box.

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All working fine

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Except collisions..

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It flies through the mountain

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Gonna try suggestions now

remote meteor
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does the mountain has collision

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and your flying pawn's collision needs to block the object type of the mountain

tight cobalt
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This is what i have there

remote meteor
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how do you move it?

shut hinge
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there's no colllision sphere

remote meteor
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without a movement component

shut hinge
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No player capsule either.

remote meteor
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Plane mesh can be the collision

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but usually you want a capsule to be the collision

shut hinge
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if it has a collision when imported.

remote meteor
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unless you are doing precise collision thing

thin rapids
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without a movement component
@remote meteor speed_freak has a rotating movement component tho

shut hinge
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ok so now i need to get that dialog system to detect other pawns.

remote meteor
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you dont move by rotating

tight cobalt
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Movement is regulated by forward speed var

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Also there is a boost in speed key, whish is not important atm

remote meteor
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check Plane mesh collision profile

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also

thin rapids
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you dont move by rotating
@remote meteor but unless its a floating pawn movement there aren't many other options for movement components (for pawn classes)

remote meteor
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i see you manually code the input movement

shut hinge
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well at least the flycam works. Just got to get the dialog to work for my pawns.

remote meteor
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why dont you use a movement component?

astral fiber
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I have an actor which has a spline in it to generate a mesh along it.
I created a new actor with the spline actor as child actor. If I now add spline points to the main actor in the editor the spline actor construct still tells me there are only 2 (2 are default) spline points. Any ideas why?

shut hinge
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Don't delete splines in construction scripts.

tight cobalt
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This is the collision under plane mesh

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I tied block dynamic too

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Checked my mountain collisions,..under player collision view. they all seem to be fine

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Tried box and simple plane,,still no collision

remote meteor
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try adding a sphere collision as the root component

tight cobalt
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Will do now

remote meteor
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and have it set to the same profile

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your mesh doesnt have a collision built in, also it depends if you use simple or complex collision as simple

tight cobalt
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your mesh doesnt have a collision built in, also it depends if you use simple or complex collision as simple
@remote meteor Hmm actually I didnt import collision. The auto generated had some holles in it so i deleted it and i thinkI actually use complex as simple atm

remote meteor
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well

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using complex as simple, and the engine actually renders the object twice, one for mesh, one for collision

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so if you dont need that super accurate collision

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just use a sphere collision as the root component and have the static mesh set to no collision

tight cobalt
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Dont need anything acurate..just want to respown plane if it reaches the level boundries thats all

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But invisible wall didnt work neither

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So I am pretty positive problem is in bp of the plane

shut hinge
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Add Component Sphere Collision. Set it around Plane, then Attach to mesh.

remote meteor
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but then

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mind if i ask whats the reason to code movement input yourself rather than using a movement component with flying mode?

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there's even Floating Pawn Movement Component

shut hinge
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i got my movement set to walking in the dialog system for testing it.

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My dialog dosen't have camera switching yet.

mortal wharf
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So everything goes as planned now apart from one major issue. https://gyazo.com/b7db2a018ec4333e2c3c939533a8e6b7 This is my blueprint and as i said everything goes good apart from that if i enable my IsStand Variable it will do this: It doesn't detect if the character is sitting or not for example: if i make my character sit again after standing the delay is still ticking and then changes camera when character is in sitting form. But if i disable it he won't attack me at all please help.

tight cobalt
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@remote meteor It was new thing to me, it was my first time to try flying. Honestly didnt know what i was doing, jsut wanted to make plane flying as my initial idea was to just use it for the camera sequence where player need to jump out of the plane. I needed speed to be instant as the plane starts in the skies.

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Attaching sphere didnt work..Made it root too, it just messed up the proportions and spring arm.

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Weird..

shut hinge
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Well I never heard of a mesh that dosen't accept collision spheres.

tight cobalt
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Plane mesh is root..and it should be working.

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Also i checked plane mesh has valid collsions

remote meteor
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the sweeping isnt hitting anything

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thats why it goes through

mortal wharf
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are you talking to me? @remote meteor

shut hinge
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no target for the sensing?

tight cobalt
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Any way to fix sweeping thing?

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Ignore the smoke and lightening..its attached to plane cause later on I have event where lightening struck the plane, this was the easier way to make lightening follow the plane