#blueprint

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plain owl
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and your Pawn needs to block whatever your static mesh is, probably WorldStatic by default

plain flare
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im sending image

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second is capsule component

trim matrix
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If i break a struct to get the variable (array). Can i fill the array or does break only give me the copy?
If i only get the copy, how do i fill the array in a struct?
I have tested it, breaking it and fill the array wont fill the structs array

plain flare
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third is mesh

trim matrix
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any idea how to do that without making it again, removing the old one and add the new one?

plain flare
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fourth is skeletal mesh @plain owl

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@plain owl and to collide with this object, what should my character's colliders ?

sudden zephyr
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I think i even tried something similar to your approach but without any results, the weapon either goes crazy and spins or points arbitrary someplace. Probably due to my setup.

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Thanks for trying tho! So i guess it's not just me, this is hard in general. xD

tough ore
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Hi! I need help, Im doing a dying and respawning system. How can i destroy actor and still do the nodes after it?

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I have this now, but How can i destroy the actor before spawning a new one

gritty elm
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@sly finch are you using set actor rotation? do not use this, use set control rotation instead : https://www.youtube.com/watch?v=vszgkMwahDA

What are the Get and Set Control Rotation Nodes in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/Epic...

โ–ถ Play video
tough ore
plain owl
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Because the actor is destroyed and thus doesn't exist

trim matrix
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Does anyone know, how i can store an array as value to a key? Dictionary only stores 1:1 data but i want 1:n

tough ore
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@plain owl Yeah i figured that out but how could i do it like the would work?

hollow cape
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move the destroy to the end?

tough ore
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But i would like to destroy it first and add a delay between destroying and spawning a new one

sudden zephyr
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Hide actor, do stuff, delay, spawn and destroy?

hollow cape
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then handle the spawning/possessing in the PC

tough ore
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@sudden zephyr How can i stop all movement on the one im about to destroy?

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Like mouse and wasd movement

hollow cape
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disable input

sudden zephyr
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๐Ÿ‘†

tough ore
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Oh, thanks!

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I'm new to unreal, so I'm pretty bad at it ๐Ÿ˜…

sudden zephyr
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I think you need to supply the controller index as well

tough ore
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Like plug the Controller to the playercontroller?

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I tried that already

sudden zephyr
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๐Ÿค” No idea then. New as well ๐Ÿ˜…

tough ore
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๐Ÿ˜ฆ

manic viper
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is there a way to get a reference to a NotifyState blueprint inside of an anim blueprint ?

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I'm trying to clear an array that I create inside the notify state

sudden zephyr
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Tho as Harvey mentioned, it would be better to implement the logic on player controller. That's what I'd do.

sly finch
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@gritty elm It's working
Thanks!

astral tendon
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Is there a way to open the full blueprint editor by default?

tough ore
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@sudden zephyr I changed the disable input to disable movement and it worked, but i can still look around. Can I lock the mouse movement somehow?

tight venture
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@astral tendon not that I know of. But it's not that big of a deal just to hit the Open Full Blueprint button when you open a blueprint, is it? That type of blueprint only opens by default in certain scenarios, anyway (I think where the only editable parts of the blueprint are member variables/parameters), such as for material instances.

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Question:

Each level I have contains a floor map comprised of different BP_Floor objects. (The one in the picture has 3: one hardwood and two carpet sections.)

In order to control my camera the way I want to, I need to be able to treat all the sections of the floor as one object (in order to call GetBounds on it, or whatever it's called). So, I thought of a few different options:

  1. Simply make a new blueprint class for each level, the components being a number of BP_Floor objects.

  2. Make a BP_FloorPlan class which contains a BP_Floor[], and include functions AddFloor(BP_Floor), GetBounds(), etc, and construct my levels at runtime from a set of data, maybe json data or something...

  3. Something else?

Thanks.

fathom portal
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Hey friends, I have a system where the world is randomly generated, and each chunk determines things that happen within said chunk. I understand streams, but am unsure how to make it so the chunk generates the same way each time, no matter what order the chunks end up getting loaded in.

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So if someone goes to chunk 24, 37, it should generate the same if that was first chunk that got loaded or the 150th

tight venture
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@fathom portal maybe make the chunk generation algorithm deterministic based on a seed, so that GenerateChunk(24, 37) will always produce the same (random-esque) chunk

fathom portal
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It's currently based on a seed, but the problem is it comes from a stream

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So the order that the chunks get generated determines what happens in said chunk

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I'm unsure how to make it any other way

tight venture
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I know nothing about UE streams. I don't even know what they are. Sry

fathom portal
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Basically it's a method of generating random objects, but it's a sequence

tight venture
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Oh. okay, I just looked it up hehe

fathom portal
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If I use the seed "4256" to generate 5 integers, it will always generate the same 5 integers in sequence

tight venture
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A la Half-Life 1, the way they had the entire game be one big level

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(That was a huge breakthrough in gaming, back when it first came out)

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@fathom portal you need to clarify. "... so the chunk generates the same way each time, no...". What do you mean "the same way"?

fathom portal
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If I regenerate the world 5 times using the same seed, every time I go to chunk 5,14 the chunk should be exactly the same

tight venture
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The world is randomly generated, so you say... so why would it matter if it's the same every time

fathom portal
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But currently, if I go south first, then north, the north will generate entirely different way

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Because I want the world to be seed based. Two players using the same seed should get the same world

tight venture
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You mean, if you visit a part of the map that's offstream, then go back to where you started, the map will now be different?

fathom portal
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No, if I generate a new world, and head south, then head north, chunk 5,14 will be different than if I went north then south instead

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Because it's based on which chunks generated in which order

manic viper
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i have been struggling with this sphere trace script for 2 days now and I can't seem to get it to behave the way I need it to.

If anyone can see any glaring issues that I might be missing I'd be incredibly appreciative.

(I have it setup to try and prevent the sphere trace from applying damage multiple times during the swing)

tight venture
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@fathom portal Sry, I can only answer in general computer science type language. I don't think I know enough specifically about level streaming to answer the way you want.

manic viper
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even with the array setup it hits like.. 12 times during the swing

gloomy linden
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it does the sphere trace a multiple times

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so, it does only apply damage 1 time

fathom portal
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@manic viper seems as straightforward as limiting the "hit actor" to a single time during each swing

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So you're already recording the hit actors, simply make sure the hit actors array doesn't already contain the actor

manic viper
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that's in there

rough wing
manic viper
fathom portal
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It's before the sphere trace though

rough wing
fathom portal
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You need to validate it from the "out hit hit actor"

rough wing
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But like in the photo, it goes all the way to the corner

gloomy linden
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at the start of the attack animation, when you start the sphere trace, start to record the hit actors, with each hit, check if the actor that gets hit is already in the array (if not, add it), at the end of the animation, clear the array

manic viper
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So the entire /contain, set and clear, after the sphere trace ?

gloomy linden
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choose where you want to apply damage somewhere in that sequence

fathom portal
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@manic viper you need to move your contains/branch to after the trace

manic viper
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Thank you i'll give that a shot

fathom portal
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Or simply connect the "hit actors" array to the "actors to ignore" list on the left side of the sphere trace by channel

manic viper
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moving the branch after the sphere trace didn't do anything different

flint nymph
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@manic viper I can help you later tonight if youโ€™re still running into problems

manic viper
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Haha I appreciate ALL help. I've been struggling with this one for a couple days

fathom portal
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Is "hit actors" a local variable? Is this inside a function?

manic viper
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yes its inside of a notifystate

gloomy linden
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@manic viper Start Attack Animation -> Sphere trace on hit: Add actor to array -> apply damage. In the Sphere Trace there is ignore actors, connect that array to it. When the Attack animation finishes -> Clear array

manic viper
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i was trying that earlier and I couldn't get a reference to my arrays outside of the notify state that I set it in

gloomy linden
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make the array public

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in the animation bp you can get the array

manic viper
untold pine
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I'm working on a piece of a blueprint about a movement system & want a multiplayer help with it, is it here or the multiplayer section?

gloomy linden
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get player pawn -> cast to pawn -> get hitactors array

fathom portal
manic viper
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its not on the player, it's on the enemy

fathom portal
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You'll get better help for multiplayer there, @untold pine

untold pine
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alright! ty

manic viper
flint nymph
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from the mesh output at the start of the node you can get anim instance->try get pawn owner

manic viper
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^ that's what I did in the notify state

gloomy linden
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use try get pawn owner instead of get player pawn

flint nymph
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you can create a notify event that you have at the end of your swing and do the same reference in your anim bp with try get pawn owner etc on that notify event to clear the array

manic viper
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that's what i was trying to do

jaunty dome
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^hey there

manic viper
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i get the pawn owner and there's no drag off for array

flint nymph
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you need to cast

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to your actor class

gloomy linden
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need to cast to the enemy bp

flint nymph
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try get pawn owner, cast to enemy bp, get array

jaunty dome
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why doesn't the Component Hit event return the physical material of the hit object while it returns the object's name ?

manic viper
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ok I'll go down that route, thank you joe and Remco very much for being patient with me haha

jaunty dome
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any clue why hit physical material is null ?

manic viper
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haha at this point. he hits once and does damage once, but then never again .. am I not clearing this array correctly ?

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oh i'm sure not

flint nymph
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check to make sure the notify is calling

manic viper
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that's not the right array.

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i dont even know WHERE that array is

flint nymph
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lmao

manic viper
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I can't access the correct array from the notify state

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that's the notify state bp

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I can't access "Hit Actors" from the clear event

flint nymph
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use the HitActor array from your enemy bp

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you have the cast right there just pull it out

manic viper
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so i can pull out "Hit Actor" but not "Hit Actors" (which is the array from my anim notify)

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singular vs plural

flint nymph
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yeah just ignore the array you made in your anim notify state

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might as well not exist

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replace all its references with the Hit Actor array from the cast to your enemy bp

manic viper
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well shit..

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where did the Hit Actor variable come from ? Did i make that earlier ? HAHA

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I sure did

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I think this is a leftover from when I tried to do the whole array system in the enemy blueprint HAHA

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wow,. So Going forward... initialize arrays in the Character bps

minor whale
tough ore
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How can i freeze players mouse look, or like disable mouse look?

flint nymph
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you could use ignore look input

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or set up a branch with a boolean

tough ore
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yeah, do you know why disable input is not working? xd

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@flint nymph

flint nymph
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you need to reference your player controller

tough ore
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Like this?

flint nymph
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that should probably work yeah

tough ore
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But it isnt ๐Ÿ˜ฆ

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Tried to look it up but didnt find anything

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Can it be on the character controller?

zealous moth
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@tough ore where is that disable input node at?

tough ore
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On the FPScontroller

zealous moth
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your player controller? then remove the "get player controller"

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for your get target, try "self" - "get controlled pawn" - disable input

tough ore
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So i dont have anything on the target and the player controller is what?

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Im new to unreal xd

lusty escarp
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Hi Guys, Struggling with some overlapping events. I'm trying to get all the overlapping actors within a Sphere Collision and adding them to an array. For debugging purposes I am Ticking how many are inside of the sphere collision. But for some strange reason it doesn't get the correct number

scenic marsh
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where do you add them to the array

lusty escarp
scenic marsh
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so it's adding some but not all of them?

lusty escarp
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Theres 3 Containers within the Sphere Collision, but only 2 of them are being recognised

scenic marsh
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oh

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array starts at 0

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so its 0 1 2

lusty escarp
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Thought you would say that, So I added a Destroy Actor for all the Containers, and still only 2 get removed

scenic marsh
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can i see how you destroy them

proud hull
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In add energy container, can your print string from is not valid to see if any of them are ending there?

lusty escarp
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Okay, so I did what @proud hull , and It prints out three times 0,1,2

scenic marsh
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on the tick do forloop and instead of length print the name of each actor

proud hull
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Does "Energy Container" component already exist in "BP Energy Container"?

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You can directly reference your energy container component then instead of using "Get Component by Class"

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"Get Component by Class" is failing in your setup, and you are then getting null returned which is not valid and it fails that check.

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If you removed the is valid check, you would probably get an error for accessing None

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For example, these nodes both return the same thing, but one is a direct reference to the component, while the other still has to find it and has a chance to fail.

lusty escarp
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Okay, I understand you. But I fear that I described my problem incorrectly. I have a Actor that is placed within the level that has a Sphere Collision. There is another separate Actor that is placed within this Collision Area. On BeginPlay I need to check if there are any Overlapping Actors within the Sphere Collision, If so, Add them to the Array of actors.

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The Print string spits out 1

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The print string still spits out 1

elfin hazel
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What if you don't duplicate it, but drag a new one in?

lusty escarp
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@elfin hazel Same issue

scenic marsh
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try destroying every actor from the array

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instead of getting overlapping actors again

elfin hazel
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Hm. Interesting. Seems like it could be an editor issue.
What if you try having your sphere collision off by default and a short time after begin play, you enable it. Would that work for a cooked version?
The Get Overlapping Actors doesn't recalculate or re-check what it could be overlapping, it just returns an array that it already knows its overlapping. Objects gets added to the array, when the overlap happens.

lusty escarp
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@scenic marsh So, I looped through the Overlapping Actors, and destroy the actors and it still only destroys 1

scenic marsh
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if you print out the names of whats in the array then you know exactly whats in it

lusty escarp
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So Printing the Display names of the actors gives me two different actors, which is good

scenic marsh
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can you plug in the array element straight into the array instead of doing get component by class again

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oh

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hm

proud hull
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Why not use "Get Overlapping Components"? since you are directly trying to get the energy container that is overlapping, right?

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When I use that in my test, I get the correct array length for the actors in a sphere collision.

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Using actor is returning 0

lusty escarp
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@proud hull No can do, The Component I want to get is within the BP_EnergyContainer

proud hull
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But you then cast to Energy Container component and only use it when it succeeds.

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Ummm.... but it does return that...

elfin hazel
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You'd have to Get Owner.

proud hull
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In the blueprints, the actor BP_EnergyContainer is only used to access the component EnergyContainer, which I am guessing is the component that is overlapping....

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Therefore, you can get it directly instead of going through the actor first.

lusty escarp
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No, The BP_EnergyContainer is the object overlapping, The Component just houses all the EnergyInformation for the Container

proud hull
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What is testing for the overlap in your BP_EnergyContainer?

lusty escarp
proud hull
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Then do what @elfin hazel said. But also what I said. Get the components overlapping, get owner, then get your energy container.

lusty escarp
proud hull
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You don't need to get component by class, directly reference it.

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"get energy container"

lusty escarp
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Doesn't allow me to get it from GetOwner

proud hull
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cast it first

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Then get

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Your get overlapping actors should have worked as well. I got mine working now, not sure what caused it to print 0 before.

lusty escarp
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Im confused now, It is printing the Display names twice now for some reason

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Think I might scrap this design, and not have the option to have Containers within the Sphere Collision on startup

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Thanks for all your help guys, Much appreciated

trim matrix
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is there a way to line trace from my gun to cursor in top down?

proud hull
trim matrix
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well yeah thats what i have been trying to do lmao

white crypt
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try searching my previous posts in this channel, there was a discussion not too long ago

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there should be a link with all the nodes

trim matrix
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actually i think i got it since before i wanted it so it goes in the direction of the cursor and keeps going that way

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but now that i think about it it would be better if it just goes to where the crosshair is

white crypt
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you mean the player moves to mouse location or a projectile?

trim matrix
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wait no i just realised it shoots to the sky because that's where the cursor is

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aaaa

white crypt
lusty escarp
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@proud hull Just in case you wanted to know, I was able to fix the Error by adding a Delay Node before Get Overlapping Actors, seems Unreal doesn't runs begin play before everything is initialized, Seems like a timing issue

proud hull
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Hah, that makes sense now. I was doing more tests and sometimes it went back to returning 0, and most other times it returned the correct amount.

lusty escarp
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Yeah, slightly odd, but progressing now, Thanks for your help

trim matrix
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@white crypt thanks so much i have been doing this all day

white crypt
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np, let me know if it works correctly for you

trim matrix
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it does

white crypt
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k awesome then :>

atomic prairie
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I've a simple question, my skysphere is blue and purple, so my character has blue and purple shadow and reflectins, is it possible to change this while keeping my skysphere colors?

slow hill
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@atomic prairie you can use a custom HDR texture for the skylight i believe

atomic prairie
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It's a little too much purple everywhere ๐Ÿ˜†

slow hill
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Select Skylight > Source Type = Custom Cubemap

atomic prairie
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Yea it's the SkyLight!! I'm lookking for the settings

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That works but

slow hill
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you need to set a custom cubemap texture

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or it will just be black

atomic prairie
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Oh okay!

woeful dawn
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Hi dont know if anyone can help me but, I saw in a game the other day that it was using the name of my hardrive to set the my characters name. Does anyone know how to acheive this in ue4.

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never mind i found avideo ๐Ÿ™‚

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actually its the wrong thing

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anyone got any ideas XD

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I figured it out. if anyone is interested you u use the "Get Platform User Name".

atomic prairie
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@slow hill thx!!

flat raft
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What screenshot app do you guys use to show video?

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i tried Lightshot.. but its meh

atomic prairie
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OBS

flat raft
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sweet! Thanks!

fluid cape
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Obs is good, but you will likely need an external graphics card unless your computer comes with a strong one.

woeful dawn
static charm
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Just enable collison on the skeletal mesh so that it interacts with objects that have physics enabled too.

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There are other ways too.

dapper kiln
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Is it possible to play an animation montage in the direction you are looking? For example, If I'm looking straight up and then press the reload key, how can I make him reload while still looking up, instead of resetting back to looking straight ahead and reloading? I wasn't sure if I could do this in blueprint somehow or if I had to do something in the animBP.

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In my case, how can I play an animation montage the direction my aim offset is looking?

grim crescent
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can an interface implement another interface?

twilit heath
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no, and it shouldn't

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better to split into several interfaces, then to make one large one

exotic cradle
stoic raft
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is there a way to instance or inherit from a data table? i need the row name to be the same but modify the rest of the row and id rather not just duplicate it cuz if i need to add a new row id have to go through each one and add the row instead of just once in a base

flint nymph
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been getting a strange error in 4.25, just curious if anyone else has gotten it

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sometimes when making an array variable and compiling the engine will crash

exotic cradle
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Copy and Past

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Ooops one second lol

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You can right click on the asset or folder and hit migrate and move it to another project

true marsh
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Trying to nativize my blueprints and I'm getting a "must inherit UObject or a UObject-derived class" error. Anyone know how to resolve that? Its happening on my character blueprint.

rotund basalt
bitter star
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thanks @exotic cradle

exotic cradle
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No problemo

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๐Ÿ˜

rough wing
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@woeful dawn I went crazy when you jsut blasted that table on the guys head lmao awsome

sick sapphire
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how do I make it so that even when Roll in Control Rotation is not 0 (Upright), the Pitch and Yaw still correspond to the same directions on screen?

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maybe I can use some vector math on the pitch and roll inputs to calculate how much of input it has to give to AddController Pitch/Yaw Input each so that the camera movement corresponds to it?

sudden zephyr
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Perhaps a better question, why are you rotating the controller roll?

sick sapphire
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@sudden zephyr in one of the 'modes' for my character it can fly like a plane
so there is a roll to it, so players can use pitch + roll to turn like a plane

sudden zephyr
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As in, perhaps rolling the camera itself might be a better solution?

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Ahhh...

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Well, perhaps take a look at the flying space ship project from epic and use that?

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Epic didn't add much flexibility with their base components for such things tbh. -.-
Hell, i even have issues with simple third person prone stance.

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They really want to keep it on the Z. xD
But my guess is, the first issue you would be getting among others is gimbal lock, i think there was a video on YT about that that might actually push you in the right direction?

sick sapphire
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what's gimbal lock? i am reading the forum right now

sudden zephyr
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Check this out, it surely gonna come in handy. ๐Ÿ™‚

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If you do end up following up on the tut, my suggestion, don't use V,C for roll, use the damn Q,E like 99% of normal games. xDDDD Just my personal note. ๐Ÿ˜›

sick sapphire
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yeah im using q e for roll lol

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who the hell uses vc

sudden zephyr
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My other suggestion tho would also be a timer with delay perhaps that would realign the player with gravity or a button for that, like X to realign if its not in space flight.
And perhaps you would like to keep the gimbal lock on some occasions, dunno. Gonna have to test it out.

sick sapphire
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yeah i would also like to have it realign but only after a certain condition
also this gimbal lock thing is there a way to do it just using blueprints? the guy inside uses C++

sudden zephyr
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Not sure. ๐Ÿ˜ฆ

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Feel your pain on this regard, if nothing, i keep away from C++ as much as i can because it's easier to move BP's between projects then C++ is. At least for me.

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Since i'm just a beginner, i move things a lot, like make a feature in some of the projects, while making the logic, lots of crap gets added/removed, then i clean up the feature i want and move it to a clean project.

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And C++ classes don't like that at all. xD

sick sapphire
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alright thanks anyway ill try to figure it out

sudden zephyr
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Np, wished i could help more, sorry. ๐Ÿ˜…

sick sapphire
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@sudden zephyr alright thx still
i might try to go further with the thing where i try to calculate the axis vals of different axis from roll value

sudden zephyr
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Not sure how you already implemented flying but i'd try to make the control rotations local to the pawn for start, don't apply anything on the controller. ๐Ÿค”

sick sapphire
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how do i do that
cause ive pretty much just been using the default 'add controller yaw pitch roll input"

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@sudden zephyr

sudden zephyr
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You don't need to mention me on every comment. We're having an active convo. xDDDD

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Jesus...

sick sapphire
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alright haha

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so uh how do i make the control rotations local to the pawn because im not really sure what that means

sudden zephyr
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Not sure how you implemented the flying in the first place, but there are Inverse Transform [Location/Rotation] for World to Local and Transform [Location/Rotation] Local to World space, if i'm not mistaken.

sick sapphire
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my flying is basically just normal input but I set the CharacterMovement to flying mode

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uh also my mouse input + roll is also just add controller x input

sudden zephyr
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Maybe reroute the input for when flying? Make a bool or something and use the normal input when walking and a different one when flying to implement different behaviors.

sick sapphire
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yeah i already have a bool for (IsFlying) i just use it for another thing

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the problem is just what kinda different behavior i want to implement

sudden zephyr
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Well, as i said, start simple and small. First, bypass the usual input when flying. Keep them separate as they are separate features, then start by making the character simply move properly in the directions your camera is facing. Something like Get Control Rotation > Get Forward Vector It's rather similar to the base input setup, but with verticality, meaning you'll be using the Z as well and not projecting on a plane. Make it so that Space and 'a crouch button' moves the character up/down, with `Get Up Vector. Thet's for directions, after the vectors, you can use the same nodes the epic movement uses i think.

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Because right now, you're asking a very broad question of how to make everything rather then something specific, if you know what i mean. ๐Ÿ™‚

sick sapphire
#

Ah alright then

#

Actually I already done that
Connected get forward vector to add movement input

sonic kraken
#

Hello guys, i have a question,
How can i get the first Cast? I couldn't find it in the functions, i just can find the second one(with the execution input pin), but i want to get the first one(without pin).
Thanks!

sudden zephyr
#

You right click on the execute cast and make it pure cast

sick sapphire
#

Right click convert purecast

sudden zephyr
#

๐Ÿ‘†

sonic kraken
#

Ok, guys, thanks

#

i will review it.

sudden zephyr
#

Btw, don't know if this would work, you could try something like that i guess?
Make the same branch on normal walking input only for when not flying ofc.

#

And you'll have to make a move up input action axis in project settings > input for the jump and crouch key to move it up or down.

#

Sorry, messed up, use the appropriate vectors! xDDD
Get Forward Vector, Get Right Vector and Get Up Vector respectively.

untold pine
#

Hey
So if I want to get the player movement speed I get Character Movement > Velocity > Vector Length = Speed
what about if I want to set that speed?
in Add Movement Input it's 0 - 1
I want to but I don't want to add movement
it might work with changing max speed, but don't really like that idea
any suggestions?

twilit heath
#

setting max walk speed is how its designed to work

#

on the CMC

untold pine
#

Hmm

#

I guess I'll make lerp between min speed & my mac speed & control between 0&1

sudden zephyr
#

What is the idea here tho? What are you trying to do in the first place?

sick sapphire
#

Phsycho wait why do I need a thing to move up or down I'm trying to implement roll with changing pitch and yaw ctrls not do a helicopter

#

Also ping me I'm on mobile rn

sudden zephyr
#

If you want simple walking, you could perhaps just divide the scale if you don't want to change max speed. Tho not wanting to touch that is like saying, "i could add a variable, but i'd rather use the lines everywhere instead."

#

@ S.Robot
Oh, well i assumed it's superman kind of flight, freedom in all directions and it's usually good to start from somewhere, so simple movement in all directions while in-air and go from there. Dunno. xD

#

Did you check out some unreal flyting character tutorials on YT? Might help.

sick sapphire
#

Yeah but a lot of them don't really work the way I want to
Most of them don't have the roll thing I want and the last one uses physics which is not very good for controlling my character

#

Imma try the calculation thing first

chilly linden
#

I have these boxes that spawn some items on destroy, however, I cant figure out how to spread them out more evenly when they spawn, any ideas?

untold pine
#

@sudden zephyr So I'm making my player move on LMB click
it do a "Simple Move to Location" & that location in "Get hit result Under Cursor by Channel"
but also if the cursor is too close then the speed would be slow & if the cursor is >= 200uu far from the player it's full speed!
& I've already set the rotation to be in the moving direction unless the character stops then it's where the cursor at!

chilly linden
sudden zephyr
#

Sure, ofc. Good luck. My idea was, you first need absolute control and a working prototype in the first place. To move the character around freely, so you can see at any point what corresponds to what, including up and down, it will come in handy for sure while debugging. Then start playing around with camera roll, and relative orientation. Dunno, something like that. But again, not sure, as Epic really restricted many things on the fact that Roll will always be Z up. -.-

untold pine
#

@chilly linden boxes as in collision? & you want them like spawn organized?

sick sapphire
#

Pshycho actually can you teach me later what the inverse transform nodes mean
I feel those could be useful

chilly linden
#

@untold pine so i have a crate, and when they crate is destroyed 3 items(bp_pickup) is spawned, but i would like them to just spawn a bit spread out because currently they are spawning in a line and are spawning close together

sudden zephyr
#

I'm a beginner two tho. ๐Ÿ˜… But as stated before, they convert world to local/local to world space.

untold pine
#

@chilly linden you can do that

#

1sec

sudden zephyr
#

Tho, i'm having trouble implementing those conversions myself, but i have a hunch it's due to orientation miss-matching. Like, the editor forward is X but for some god forsaken reason, the mannequin is Y forward so you can figure out the issues that brings. -.-

sick sapphire
#

Alright it's fine then I'll search documentation

untold pine
chilly linden
#

@untold pine that looks promising i will try and let you know

untold pine
#

@chilly linden or maybe you need as simple as this

#

I made it in a rush xD but I like how I made the crate in blueprint
you think it can work?

#

& good luck!

chilly linden
#

@untold pine so they are spawning but it seems like its still not that random

sudden zephyr
#

That has issues of it's own tho, what about terrain elevation, intersecting characters and objects etc?

#

I'd make a boudning box around the crate (you know it's a valid location that doesn't intersect things and elevation is correct, unless you fudge up the crate itself lol) and then radial force to scatter in random directions perhaps?

chilly linden
#

the radial force is not for the items dropped

#

its for the destructible mesh pieces

untold pine
#

Hmmm, true I didn't think of that @sudden zephyr

sudden zephyr
#

I know, but i'd apply it on them too, a smaller amount ofc. xD

#

Like a poof effect.

untold pine
#

yeah if you can add a bit of force it would be cool

sudden zephyr
#

I think i saw that in Don't Starve.

#

Safest bet, and you avoid calcs and other checks for intersections.
I'd even apply a slight up-ward force too, to make an arc. Depends on game tho if it fits the theme.

chilly linden
#

they dont have physics

sudden zephyr
#

๐Ÿค”

#

Why not enable while they scatter and then disable once they stop moving, or disable as soon as they hit the ground?

untold pine
#

^ nice idea

sudden zephyr
#

You can even make a combo if you add the arc thing, count the bounce and disable physics if they bounce n times (like 3) or if they stop moving while on ground.

chilly linden
sudden zephyr
#

Oh, so they spawn in air and fly towards player? That should be even easier, no? Samwid's solution would work perfectly, just spawn them around in a radius, and add some min/max height as well and there you go. ๐Ÿ˜…

untold pine
#

& each spawn with timeline & lerp move towards the player character, this will act like a magnet I think!

chilly linden
#

spawn them around in a radius as in a random point in bounding box?

#

or the second thing you sent

untold pine
#

both can work, & the 2nd one as you don't really need the gravity or spawn under terrain
you can make the min Z is by getting it from a Z point at the player's feet if you want

sudden zephyr
untold pine
#

it seems ok

sudden zephyr
#

Or you can temp spawn a bounding box, i dunno if the bounding box handles unique random location spawning, if so, i'd use that instead and just input the location for the box, spawn all items and remove the bounding box.

#

So many ways to do it. xD

untold pine
#

I think the bounding box is only a calc of a point, not actually spawning a box

sudden zephyr
#

Yeah, spawn a collision box of the size and location the random stuff needs to occur and point the random spawn to the collision box.

untold pine
#

Yeah! so many ways, once I've spend like a month trying to make something work
& after I did, in 30min I figured out another way which would take me 10mins to make! ๐Ÿ˜‚

sudden zephyr
#

๐Ÿ˜‚ Aint that the truth

#

Happens to this day

untold pine
#

yup

hollow flame
#

when i enable set simulate physics the object it won't move if i try to change its' location like set actor location not work.

untold pine
#

never happened to me, I'm trying to think of a reason why it do that

sudden zephyr
#

How do people cope with the character orientation and mesh orientation for the mannequin?

#

Apparently, i can't get the simplest relative locations to work.

untold pine
#

no idea, I don't really know what are you talking about ๐Ÿ˜‚

sudden zephyr
#

Well, the third person character orientation is X forward, as is the editors default, but the mesh (the mannequin) is Y forward.

#

So i always have to counter that fact.

untold pine
#

hmmm

#

try to focus on one of them

#

I didn't really had a problem with this before

sudden zephyr
#

I tried, nothing works as to make sense to me. xD

untold pine
#

if you get
"Get player Controller > Get Controlled Pawn > Get Actor Forward Vector"
this will give you what?

sudden zephyr
#

The X forward ofc.

#

As i said the actor itself (character pawn) is properly on the X forward orientation but the mesh is not.

untold pine
#

hmm like if you want to set the rotation of the mesh you are going to deal with Y?

sudden zephyr
untold pine
#

idk why it's like this in the first place
but didn't really effect me
ok what exactly you want to do?

sudden zephyr
#

The unreal editors by default is X forward, no clue why the pawn that comes with third person starter has it on Y forward. I'm gonna get a stroke from my OCD impulses in my brain. xDDDDD

chilly linden
#

@untold pine @sudden zephyr I sorted it out thanks to your image @sudden zephyr now I will do the magnet

untold pine
#

xD I feel you @sudden zephyr

#

@chilly linden you're welcome, happy to help with how little I know! ๐Ÿ˜‚
update us with the result of the magnet!

chilly linden
#

would it be done in the construction script?

sudden zephyr
#

You could call an event from there but i guess you either need a timeline or a timer to make the magnet work in the event graph.

#

Well, it should be simple enough, yet i'm just not getting it right. The mannequin has a socket on which i spawn and attach an empty scene.
I'm simply trying to rotate that scene towards the cameras line trace hit location in relative space but i can't get the hang of it at all. My world to relative conversions seem to bugger up. For instance, if you would take forward axis of player pawn and drew a line, it would be forward as expect, the scene that i'm trying to rotate points left as it's oriented by the mannequin mesh (y forward).

#

Green is the empty scene (pivot i'm trying to rotate in relative space)
The magenta shows it's forward. xD Mind-f***
Behind the head you see the cam line trace. xD
Not sure how to translate that into relative space properly, apprently.

untold pine
#

So you simply want the "Scene" to always face the camera?

sudden zephyr
#

That's the first step, yes. But i'd really want it in relative space. ๐Ÿ˜…

untold pine
#

yes I understand that
& so even if the character is facing whatever, the scene will always face the camera?

sudden zephyr
#

Cuz i'll need relative space later, and if i can't get even this right, i won't manage anything else either i think.

#

Yeah, ofc, i'll rotate the character as well later, but for debugging, i'm just wanting to make sure that the rifle follows properly in the first place. That is, the pivot scene.

chilly linden
#

i have done the magnet but its moving instantly and i cant see why

untold pine
#

did you make lerp @chilly linden

#

?

#

instant instant? or like slow then fast & then really fast?

#

@sudden zephyr wait, I didn't really notice the weapon xD
so you want it to Aim?
cause I thought you want the scene to face the camera like if in this case you looking forward & the weapon pointing at the camera not forward

chilly linden
#

this is what i did

sudden zephyr
#

You're lerping from actor location to actor location? That aint gonna work. xD

#

You need to lerp from item location to actor location

#

*interp (you get what i mean)

chilly linden
#

hmm

#

i took out the pin

#

and swapped

#

still instant

#

timeline is 3s

untold pine
#

hmmm, idk about that, didn't make anything like this to know if it would work or not, but I thought it would be more like this

sudden zephyr
#

His should work, too if he edited appropriately.

#

It should be done fine with vectors in world space. Tho, i'd add an offset to the Z so it doesn't move to actors feet. xD

untold pine
#

@bitter star isn't this the default blueprint?

sudden zephyr
#

Third Person Class Defaults

#

๐Ÿ˜…

chilly linden
#

@untold pine It still seems to be instant

sudden zephyr
#

Show us the new BP

chilly linden
sudden zephyr
#

Btw Sam, don't mine rifle, it's attached to the scene so ofc, it rotates with it but that's not important currently.
That is the code that doesn't behave as i expect.

bitter star
#

@sudden zephyr Only the yaw was on and after ticking pitch and roll nothing changes

untold pine
#

@bitter star click on the root on the left & you'll find it on the right in class defaults, if it's appearing to you click on the middle top the Class Defaults button

sudden zephyr
#

Try detick them? xDDDDDD

untold pine
#

@chilly linden add a delay & make it a slower?

chilly linden
#

the timeline is 10s

#

still instant

untold pine
#

hmmm

chilly linden
#

something is going on

#

as soon as i overlap the sphere

sudden zephyr
#

I didn't use Timelines yet, does the New Time on 0 override the actual timeline's time or does 0 mean, use set timeline time?

chilly linden
#

not sure but i tried that and still nothing

sudden zephyr
#

Hm... ๐Ÿค” Should be straight forward.

#

Maybe post the timeline? xD

bitter star
#

Try detick them? xDDDDDD
@sudden zephyr I did and now the camera acts the way its supposed to but now the character gets out of the frame and always faces the same way :/

untold pine
#

nah doesn't need to worry about 0 leave it be, it will effect nothing

chilly linden
#

the timeline is just a float track

#

i havent done anything too it

untold pine
#

wait

#

float track, but you did place points in it right?

chilly linden
#

no i did no points

untold pine
#

xD

#

ok I'll tell you what to do

sudden zephyr
#

Hence why i asked. ๐Ÿ˜›

chilly linden
#

hmm, i originall thought i could just use a vector track

sudden zephyr
#

0 lerp/interp = instant.

chilly linden
#

and leave it default

sudden zephyr
#

No, you need a float

chilly linden
#

sorry guys xD

sudden zephyr
#

Np.

untold pine
#

open the timeline
Shift + Left mouse button
it will make a point on the graph
select that point
& set Time = 0 & Value = 0
then place another point
& set Time = 3 (as in 3seconds) & Value = 1
this means it will make 0 to 1 in 3 seconds

sudden zephyr
#

First click the F+ button to add a float timeline if it's empty.

untold pine
#

check on top "Use last keyframe?"

#

he managed to place the float in his picture

sudden zephyr
#

Was my picture. xD

untold pine
#

no the one he sent it

sudden zephyr
#

Didn't see. o.O

chilly linden
#

still instant lol

untold pine
#

hmmm, send a new picture

chilly linden
untold pine
#

cool

#

& the blueprint?

chilly linden
sudden zephyr
#

This should work. ๐Ÿค”

untold pine
#

exactly

chilly linden
#

i just restarted ue4

#

too xD

sudden zephyr
#

Some gremlins seem to hide somewhere...

untold pine
#

I mean, that's what a developer is all about, figure out wth is going on!

#

ok I have an idea

sudden zephyr
untold pine
#

tru dat!

sudden zephyr
untold pine
#

@chilly linden
Debug mode:! xD
make a sequence
1 Do once > 10 seconds Draw debug sphere on the spawn location
2 Do once > 10 seconds Draw debug sphere on the player location
3 on update from timeline after lerp the Draw debug sphere on show you the movement of the item
try to change colors & like 3-4 segements in each sphere is enough, make them small like 25 radius for also 10seconds
this maaaaaaybe show you something?

#

I've never used the inverse transform node before, so idk
I'm trying to think of it, but not getting anywhere
I need it in front of me to try to make it work

cold kestrel
#

im trying to make a blueprint setup that will grab all the materials from an array of meshes, create a material instance dynamic for each, replace the original material with the MID and then store the MIDs in an array for later use

#

but the MIDs are just using the world grid material as if theres an error, but im not getting any feedback about what the error is

EDIT: Figured it out. I was doing that logic in the construction script and it was overriding the source value in a recursive way that was just creating a series of self references, parentless MIDs

chilly linden
#

@untold pine what spheres are you talking about

sudden zephyr
chilly linden
#

i figured it out

hoary orchid
#

Is there a way to change character movement direction in Side Scroller:
Like first it was moving in X Direction, but once it overlaps the certain volume rotate everything, movement direction and camera manager

chilly linden
#

the code was correct

#

it was to do with the collision

#

rip

sudden zephyr
#

You didn't enable them, did you? That was meant for the other way of spawning them. xD

chilly linden
#

basically, I had an on overlap with the actor rather than the collision box which meant every time i entered the sphere i just picked the item up, I changed the overlap actor event to overlap event with the collision box and no problem

sudden zephyr
#

Glad you figured it out. ๐Ÿ™‚

chilly linden
#

yay new problem

untold pine
#

^ the story of my life

chilly linden
#

if i put one pickup into the world it works fine, when i spawn 3 pickups after destroying the box, they just fly the fuck away

#

im so lost

untold pine
#

glad you figured out!

#

by pickups you mean items or crate?

chilly linden
#

so the crate spawns items

#

im also getting these for some reasaon

untold pine
#

yes, but the problem is when you place 3 crates? or 3 items? or when the crate getting destroyied?

#

destroyed*

chilly linden
#

when the crate is destroyed, 3 pickups are spawned

#

but i enter the collision sphere to make the magnet work

#

but then they fly away

#

one sec i will show

untold pine
#

for that make "Is Valid?" before it, cause is it searching for a actor location for a destroyed object? if that's the case then "Is Valid?" should do

#

oh wait

#

so what's happening for that error it might be this
the items are spawned & you asked them to get the crate location? & then the crate is already got destroyed? it might be the case

sudden zephyr
#

Hm, does it matter where the cast is? Looked like it flew where the last known position when the barrel got destroyed.

#

As in, it only took the actor location once.

chilly linden
#

but they are individual bps

sudden zephyr
#

No, i mean the cast before or after the timeline.

#

Try moving the cast within the timeline exec path.

untold pine
#

or they fly away I think because they aren't getting the player location & it resulted to fly towards 0,0,0

chilly linden
#

it works fine when i place them in the world

untold pine
#

when you place the crate?

#

or the item themselves?

visual shell
#

So since UE4.25, I can't seem to find how to create the Haptic Feedback Effect asset. Does anyone know this?

chilly linden
#

when i place the item

untold pine
#

^ no idea!

chilly linden
#

the pickup itself

sudden zephyr
#

To make less confusion, a crate is a storage, a item is an item, and a pickup is an action performed. Ok? xD

untold pine
#

xD

chilly linden
#

pickup(item)

sudden zephyr
#

๐Ÿคช

chilly linden
#

๐Ÿ˜›

#

1 crate spawns 3 items

untold pine
#

ok, so do you want to go & collect them?
or do you want as soon as the crate gotten destroyed they go to you?

chilly linden
#

when the crate is destroyed, 3 items are spawned, since they have a large collision sphere, they should move to me like a magnet

#

like this

untold pine
#

so there is no chance you'll miss any right?

chilly linden
#

pretty much that should never happen

#

however,

#

there is a delay

#

so the magnet should only work after 1 second

untold pine
#

np!

chilly linden
#

see it works fine when i place them in the world

untold pine
#

ok, how about in the item itself make get all actor of class & select the character then for each of that array (which is only 1 character if it's single player) take the result then cast it to the player
this way you 100% that the actor location that goes to is the player character!

sudden zephyr
#

I'm confused a bit, it seems to me as it should work as is as well. o.O

untold pine
#

maybe lower the delay a bit like make it 0.5sec? it could be nicer! idk

sudden zephyr
#

It waits for an overlap, and only passes through the cast if successful, why does it trigger a null error?

chilly linden
#

what if i remove the cast

#

and just get player character

untold pine
#

from the for each?

chilly linden
#

fixed it

untold pine
#

cool! by what?

chilly linden
#

this is what i did

#

instead of the cast

untold pine
#

I see, cool, so it was getting a vector other than the player location

chilly linden
#

yeah something was going wrong with the player location

#

not sure

#

and lots of errors

#

in the log

#

xD

sudden zephyr
#

It was getting null ref from the cast and you get a 0,0,0 vector due to that.

chilly linden
#

that makes sense

untold pine
#

about the errors, make sure you use Is Valid! it helps a lot with errors!

sudden zephyr
#

What i don't understand is it shouldn't get a null in first place as it doesn't pass it. Weird.

chilly linden
#

where would i put is valid

#

btw

untold pine
#

if you want something's location place is valid for that thing! cause the error is asking where is X's location & X isn't even there! or can't find a reference to it!

#

like this is from my current project
so as you see to make sure I get all the info from the player controller without any errors I do is valid!

surreal peak
#

You should more or less be aware of this though

#

You should always know if something is supposed to be valid or not

#

Now you have a silently failing bug in your game if it's not valid

earnest tangle
#

Tbh I'm not quite sure when that would fail ๐Ÿค”

#

If you're processing input it's probably in a pawn or controller, and in both cases the player controller should be valid..

#

if it's not something's fucky

surreal peak
#

Not the point. In general guarding everything with IsValid isn't the best approach

earnest tangle
#

yeah I know I was just commenting the usage of it in general in that example he posted

untold pine
#

Yeah I can see that, maybe I'll place a debug print till I finish the project!

surreal peak
#

The example he posted should probably use GetController instead to refer that specific one, unless it's singleplayer

sudden zephyr
#

Sorry, ๐Ÿ˜… kept showing the wrong paragraph.

untold pine
#

@chilly linden is it a singleplayer?

sudden zephyr
#

Nope.

untold pine
#

xD

sudden zephyr
#

I can't get my character to aim even. Let alone delve into AI yet

untold pine
#

You'll figure it out!

sudden zephyr
#

I'm interested tho, since i don't get it, why did his original way fail?

untold pine
#

can't figure out why

sudden zephyr
#

He passed a overlap ref, the ref tried to cast to character and then timeline happens.

untold pine
#

so it should be the character & it's all should be ok

sudden zephyr
untold pine
#

how about this, maybe he has another character on that level? so it goes to it?
like he didn't take the location from "other actor" he took it from the cast? or this wouldn't work like this? it has to be this cast location cast it got a refence from other actor!

#

idk xD

sudden zephyr
#

Huh...

#

Sure, that would explain why it flew some place. But not the error. ๐Ÿค”
So the error was about calling a null ref in the get actor location, but the cast was successful, so the ref can't be null when calling get actor location. It buggs me for some reason.

untold pine
#

idk, he manage to make it work
I have my own problems to worry about & focus my 2 brain cells into it!

#

xD

sudden zephyr
#

xD

#

You're probably right.

earnest tangle
#

those things are probably things that get spawned at runtime

sudden zephyr
#

That's some basic stuff, check out some videos on essentials. But here's where you can find it.

plain flare
#

ok thanks i solved :)

sudden zephyr
#

Np. xD

#

Here's a peculiar question, number inversion, is n*-1 better then 0-n? xD

chilly linden
#

just wondering if anyone knows how to make a particle fade, this channel seems to have a lot of smart minds

earnest tangle
#

@bitter star you can't get runtime objects to show when the game isn't running

#

they literally don't exist

#

if you're editing it you should be able to see it in the blueprint editor

#

you can also manually place the character into the world

#

If you want to possess the character you place into the world there is a setting on it called auto possess player or something along those lines

sudden zephyr
#

๐Ÿ‘

trim matrix
#

Willing to pay a few bucks to someone who might be able to solve my problem..

I am trying to make a chat but, but I am stuck with a error that wont let me type in my chat..
Following this tutorial https://www.youtube.com/watch?v=L0JLSoiC7jE&list=PLnHeglBaPYu_aUsm78py_O_OENKhdCGZS&index=66
Here is my code to ChatComp https://paste.ofcode.org/CwKgGTAfG3yJjUzbB7rwNH
Sorry for the wall of spam

In this video we add the players name to his chat message so other clients know who the message came from. We also alter our length functions to determine whether or not the types message is to long with the players name included.

โ–ถ Play video
proud hull
#

@trim matrix can I see your "getChatComp" function?

#

Looks to be something in there causing it.

trim matrix
#

It in my ChatChar.cpp

#include "Characters/ChatChar.h"
#include "Components/ChatComp.h"

// Sets default values
AChatChar::AChatChar()
{
     // Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = false;
    


    ChatComp = CreateDefaultSubobject<UChatComp>("ChatComp");
}

// Called when the game starts or when spawned
void AChatChar::BeginPlay()
{
    Super::BeginPlay();
    
}

UChatComp* AChatChar::GetChatComp()
{
    return ChatComp;
}
proud hull
#

When you cast to ChatChar, can you add a print string on the cast failed? See if it is occurring at that point.

#

Also can print out what "get player character" is returning too.

trim matrix
#

Tells me an error

#

Or it says hello haha, but that is the default I guess

#

How can I go about printing out the info on " Get player character" ?

proud hull
#

Add print before your cast and just drag output of get character to it. It will auto-convert to string for you.

#

Seems like your project doesn't know to use ChatChar as your default player character.

trim matrix
#

yes I think so too

tranquil gorge
#

hey i tried doing some digging to no avail and seems like i couldnt get an answer. any advice on having my character stop snapping back to neutral along with the control stick and just just stay facing the last direction that he was moving.

trim matrix
#

Thanks Slashin8r, I figured out how to change the default pawn ๐Ÿ™‚

plain flare
#

Hi, how can i close shadows for a mesh for a character ?

thorn moth
#

@trim matrix Switch string?

plain flare
#

is there a way to close shadow ?

thorn moth
#

I dont know what close shadow means

plain flare
#

ok wait im sending ss

thorn moth
#

remove the shadow right

plain flare
#

from where ?

thorn moth
#

click the skeletal mesh

#

inside the character

#

in the right unmark "cast shadow"

plain flare
#

im searching

thorn moth
plain flare
thorn moth
#

stop playing the game?

plain flare
#

i amnt playing

#

ok

#

i closed

#

thanks

#

but is there a way to close from character's settings because character spawning from player start so when it spawned, shadows become open

#

and when i close cast shadows, gun's shadows still open

thorn moth
#

you need to make the same in the gun

plain flare
#

but they are together

verbal canopy
#

they're different mesh components in the same blueprint, I assume

#

you can still change properties on each mesh, inside the blueprint

plain flare
#

ok, but i have still 1 problem. Im starting to game with "player start" and when i spawned shadows getting active

verbal canopy
#

because you're not changing the default value

#

you're changing a specific instance

#

open up your blueprint and set the shadows in there

plain flare
#

ok ! im trying now

#

i did it thanks ! @verbal canopy @thorn moth

pliant flame
#

hey, i'm wondering if anyone's had an issue where trying to spawn a projectile from an actor's location causes the projectile to first spawn at 0,0 for its first frame and then snap to it's correct position? i'm using the spawn actor blueprint node passing the player's location in. video of the issue here: https://media.giphy.com/media/Tex4qHcLzjeLDyp2xz/source.mp4

thorn moth
#

show the part where you spawm the projectile

#

with a SS

pliant flame
pliant flame
#

i think it's actually just the particle system that's snapping into place

tame pecan
#

Anyone knows why cable component don't respond to line trace that it gets hit by? Just goes straight through, I've enabled collision on the cable component.

pliant flame
#

i got my issue resolved, just needed to add some warmup time to the particle system

sonic hare
#

do any of you guys have a good tutorial to use if you are making a sandbox game?

#

like gmod

white crypt
#

you wont find a tutorial on how to make a complete game from start to finish...

astral fiber
#

The child actor changes its look dependent on that boolean (false = red color, true = green color). If I now change this variable in the construction script of the parent actor, the child does not get reconstructed.
Am I doing something wrong?
Can I tell the child actor to reconstruct?

white crypt
astral fiber
#

How do I get that node?

white crypt
astral fiber
#

it still does not update its look

#

AM I doing something wrong @white crypt

white crypt
#

um you can do that set material part in the parent

#

child should inherit everything

#

and add a print string to see what is being printed

#

oh but if you added child component then it migh be a bit different, i thought you created a child class from the parent

#

another guess would be that child component cant inherit stuff on construct, try putting it on begin play

astral fiber
#

When I use BeginPlay, than it would look wrong in the editor right?

#

Added demo prints, first the child Construct gets called, than the Parent

#

The whole "Set Material thing" is just a prototype, in reality there is much more going on, its just a simple test.

#

I just put the whole Construct logic of the parent into "EventBeginPlay" but this does also not work

#

I am struggling since many days with this, I also created a BP node via CPP which updates an actor. If I use it in the parent it works, but if I give the node the child it does not get updated

#

Any other Ideas @white crypt

white crypt
#

cant you call an event inside the child component?

#

that would set everything up

#

and do you get any errors for casting to the child?

#

@astral fiber works fine

astral fiber
#

@white crypt Yes this works, the problem is I am working arround the Construct script, and not with it.

white crypt
#

this might work in construct as well

#

but it only updates when you compile the parent bp or change some variables

#

its seems that the event is not being called when you start the game, so you might want to consider setting up everything in a different way

astral fiber
#

This is in every Actor which gets used as a child actor somewhere else.
The construction script calls an event"Reconstruct" which builds up the actor.
This "Reconstruct" Event can be called outside the actor (in the parent actor which holds the child actor ocmponent) as well.

BUT:
This does not reset the build child actor in the first place.

  1. The child actor gets built
  2. The parent actor gets built
    (Inside the parent construct, the child gets modified and the Reconstruct event gets called)
  3. The childs Construct gets called again.

So the childs construction script gets fired two times.
So the "Reconstruct" Event has to undo everything which gets executed in the first "Reconstruction" iteration. Otherwise if you spawn a simple mesh there, it would exist two times.

#

@white crypt So if you have a very complex actor which gets used as child actor, it gets very messy. So I thought I might do something wrong here.

compact quest
#

Having a bit of an issue that is confusing me. I have a trigger box that, when active will move the camera to a predetermined location and track the main character until the overlap ends (a sort of cinematic camera ordeal). However the playable character has the capability of transforming and possessing another pawn actor. I would also like to have the camera track this additional pawn but it does not seem to want to work.

#

Despite the fact that the player controller is possessing the new actor, the set view target with blend will only focus on the player character rather than the possessed pawn.

#

I feel like I'm missing a disconnect in the system here

compact quest
#

Ignore my previous question. I missed a step and figured out my issue. My apologies

mystic olive
#

Had a question trying to make a tracelined interactable where for example lets say you have a lock on a door you would look at it Hold A to grab it and than using the left joy stick move it either left or right to lock or unlock it?

How would I need to go about telling my playerBP to stop play the grab animaton and than interact with the item or just interact with it in realtime.

odd eagle
#

What could this mean?

astral fiber
#

@odd eagle you are trying to access an object which is not initialized or simply not present at the time you want to read a property of it. Try the "Is Valid" Node before you access the property and put some demo Prints there

strange stream
#

My rotation towards the mouse works fine, untill I get close to the character.. it seems to spaz out like crazy, anyone know why?

#

I get that there's something with the Pitch going in minus, but I can't really clamp it above 0 either

astral fiber
#

Is there an initial overlap?

strange stream
#

what do you mean?

astral fiber
#

make a print after the hit result with a branch, "Initial Overlap"

#

check if thats false all the time

strange stream
#

I just realised the problem

#

My ''shooting'' point is the arrow, so when i put the arrow ''into the gun'' it basicly fixed it

plain flare
#

hi, when i press 2 in a level , UE4 freezing/crashing. But from the another level , when i press 2 it is working. So in the level which is not working, why can this happen? I checked level blueprint and not about there. I checked gamemode and they are same , so not about that too. How can this happen, where should i check ?

strange stream
#

But I still need the point of shooting to be at the barrel, so I'm not sure on how to handle that

feral ice
strange stream
#

The collisions on the cube maybe?

feral ice
#

ok

#

can try that

#

wasn't the collision

#

: /

#

what was your solution @trim matrix

#

ok

#

ill try that

#

: D

hollow flame
#

@odd eagle you need to check "isValid" before doing anything

odd eagle
#

well it is not valid

#

I don't really know how to fix this

#

The pawn should have a subobject that inherits from UCharacterMovementComponent

#

So I don't understand why it's not not working

#

the pawn is valid

plain flare
#

hey i am in demo map and when i press 2 it is changing map, passing to the another map. But i want to remove this input , where can be this input ? not from level blueprint , where should i look ?

hollow flame
#

@plain flare search for all blueprints using keyword " press " or "2" something like that

plain flare
#

is there a command like "search from all blueprints"

#

i looked package's all folders but there is no blueprint

strange stream
latent anvil
#

Hi there everyone. I have a question regarding a camera system. I'm interesting in replicating something close to the older Zelda games, where rooms/map tiles were laid out in a grid, and when you left one tile the view would switch to the next.

In my concept I won't be using rooms/tiles - it'll be an open world - but the top-down camera will following the player in large increments once they leave the camera's FoV in any available direction. Will it work? Maybe, idk, but I'd like to try. My question is simply, is there a name for a camera system like that which I can start researching? I keep googling things like "Zelda-esque room camera", "corridor camera" and "switch camera when exiting room", but I haven't found anything helpful yet to get started with. Any pointers would be appreciated! Thanks in advance

sudden zephyr
#

@strange stream Managed to figure it out? In case you didn't, the timer starts with the delay by default, and you can simply call the fire event between the button press and set timer node.

#

Brightside, it's to broad a question yet not that mainstream so i doubt there's any tutorial aimed at such thing. You'd have to start from somewhere and as you go ask more specific things. First thing tho, you need to establish some things. How you want to handle this, is it meant to be dynamic or grid based. As in, depends on how the map is designed. What i mean is, you could make the camera set it's bounds on first character spawn, then when ever the character moves outside those bounds, it would move in the direction the character went from the bound. Tho that can show some issues where there could be weird camera location based on map. The other solution would be to map out the map itself into a grid system with locations, this is a more fixed thing so technically you could audit the locations and add offsets for parts of maps.
Here's a scenario:
You have a map with a beach and sea, dynamic camera could run into the issue that the camera could move at the edge where the camera points mostly in see while character is on the edge of the beach and the cameras bounds. If you get what i mean. If you made a grid system, you could automate this and still go into a specific "tile" or grid location and set manually the location and bounds so the camera would position on the middle where water and beach meet.

latent anvil
#

@sudden zephyr Thank you for the reply! Your first example is closer to what I was initially thinking. I like the idea of moving the camera once the player leaves it's FoV (is there a way to do this other than "Was Recently Rendered"? Like trace from the camera's FoV?), calculating the world location of the player vs the level camera, then using level BP to move the camera in my desired increment. Unless I'm overlooking something obvious, this seems like a good way to to always center the camera's increment so that it's overlapping the player?

The issue I see with using pre-calculated bounds (and again, I'm a relative newbie at this so I could be mistaken) is that I'd need to do all of the legwork figuring coordinates out beforehand, vs the above scenario where I could effectively just add whatever level geometry I wanted and have the camera flexible to keep up? Idk if that makes any sense

sudden zephyr
#

Just to help with visualizing, it could be anything, a house, some other obstacles or geometry that you'd want specific cam locations. If you get your theory, issues and possible solutions, then i'd suggest starting to develop the cam system. As if you just start blindly, it will bite you in the ass later to fix stuff, rearrange or change the concept. ๐Ÿ™‚

#

You'll be doing legwork regardless. I think. Sadly, i'm also a newbie to unreal so i can only help with the theory. But now you have a good starting point to search for/ask for help. Moving the camera is easy, determining the movement is the prob. Now, if you want FoV based, now you can search for projecting FoV bound or ask if someone knows how to get a bound from FoV.

latent anvil
#

I see what you mean. That's a really good point I hadn't thought through entirely. Even in my concept level I have one-way cliffs (kind of like in Pokemon), and it would be really frustrating to accidentally jump over one without realizing it because it was just barely out of view.

#

It sounds like I need some effective way of visualizing a grid, and then maybe build around that for the time being. I can then set a camera up so that it plays nicely. Regardless of it locking to coordinates or not, I will need to design the level around it. Thank you for the feedback, it's going to save me a lot of time! I'm going to look up projecting cam FoV, just to see what I have to work with. Thanks again!

sudden zephyr
#

Np, glad i was at least of some help. ๐Ÿ™‚

#

Well, in theory, you perhaps don't need to build the map around it. Rather, what you could do is make a system that can self determine such situations.

#

What i'd do is, before moving the camera, i'd safe the last bound the character was in, get the next bound location, shoot a line trace in each direction getting any obstacles and modify the bound based on that. Hard to explain. ๐Ÿ˜…

foggy sundial
#

Am I not already setting it to moveable in the graph above?

latent anvil
#

Just to finish my theory. ๐Ÿ˜…
@sudden zephyr I think I see what you are saying. That's a little more complex than what I think I can wrap my head around right now, but I am going to make a note to revisit that when I get the basics of the camera working. I imagine I'll have to work around situations like that sooner than later, so, thank you, lol. ๐Ÿ˜„

sudden zephyr
#

Np, GL. xD

trim matrix
#

when i eject and fly around and view from different angles i see them

sudden zephyr
#

I finally managed to make the weapon pivot rotate to line trace target in relative space.
Now, anyone know how would i get the angle between the line trace target and an offset point?
That is, would i get an angle from a vector or rotator?

sudden zephyr
#

I think i figured it out. o.O Tho, i'm waiting for any bugs to arise. Been like a few days trying to figure this thing out. ๐Ÿ˜ญ

scenic tide
#

Hello guys. Do you know any tutorial about multiplayer checkpoint system and respawn and multiplayer death system by touch to an object?

chrome orchid
#

my character spawns in as a spectator how do i fix it

trim matrix
#

Fixed was something wrong with my material lel.

#

Can't trust template mats heh

weary ledge
#

Is there an easy way to reset action mapping keys back to their defaults? I've created a user widget with a few InputKeySelectors to allow custom binding of inputs, but I would like to include a reset button?

#

i.e the user changes the action mapping 'jump' from the space key to shift but then wants to reset it. How can I get the original value defined in the project settings?

proud hull
#

Can't you just make your own default map and have it load from that when they hit reset?

sudden zephyr
#

Just a check up, to calculate rate of fire (rounds per minute) and translate it into a delay for a timer, i do RateOfFire/6000? ๐Ÿ˜…

proud hull
#

60/RateOfFire

#

Save it in your game mode for easy access.

weary ledge
#

Yeah I had thought of that. Only issue with that is its duplicating the data

proud hull
#

Does it matter if it is duplicating it if you cannot access the other data? Data is only usable if accessible.

weary ledge
#

It matters for the devs haha. 2 places to update any axis/action mappings instead of 1.

#

Not the biggest deal-breaker, but another thing to remember.

proud hull
#

Just ignore the initial project mappings and use only your default and custom mappings.

#

If you save them yourself, instead of relying on what the engine half-ass supplied for you, then you can have much more control. For instance, you could save profiles of key mappings and allow players to change between them. Players can reinstall game and load their previous profile, etc.

weary ledge
#

yeah perhaps. Wouldn't be hard to save them in a save game.

#

seems kinda silly though. The input binding system works so well otherwise

proud hull
#

Many things are setup that way. I'm sure there might be a way to access those, maybe through C++ or some node I cannot find.

#

You would still want to make input actions and such, just do it all through blueprints instead of project settings.

#

Like when game first loads, you would do a check to see which inputs already have a key, and if there is anything missing, you load it from defaults.

exotic cradle
#

Yes

#

@bitter star

hard pawn
#

Hi guys, anyone of you can tell me where you learned bp's? I'm trying to help my friend :D

rugged epoch
#

I learned through some online course

#

not sure if I can share the link, I could share to u on private

hard pawn
#

Yeah, come pv

hoary wagon
#

Hey all, maybe someone here can help me out with this. I'm trying to do something very simple with Steam online sessions and ue4, that is just updating player names in a lobby. I successfully have people joining lobbies but only in the backend part. However, I'm getting a very weird issue. In the game mode class I've defined (and I know is active through some debugging) the Event OnPostLogin is not calling at all when another player joins the session. Am I doing something wrong?

hard pawn
neon maple
#

anyone know how to prevent AI from launching way up into the air when they spawn near each other?

#

happens sometimes lol not sure how to prevent that

exotic cradle
#

I have two BPs. One is named "Base_Character" and the other is a child of that named "AnimMan_Character".The main character is human and all of characters are AI controlled animals. Should I still go for using a child of the Base_Character to create them or create a completely different character bp for them for bp efficiency sake?

#

anyone know how to prevent AI from launching way up into the air when they spawn near each other?
@neon maple Video? Maybe apply a random/predetermined location offset and delay timer so that they dont spawn in the exact same location and dont spawn all at once.

#

Hey all, maybe someone here can help me out with this. I'm trying to do something very simple with Steam online sessions and ue4, that is just updating player names in a lobby. I successfully have people joining lobbies but only in the backend part. However, I'm getting a very weird issue. In the game mode class I've defined (and I know is active through some debugging) the Event OnPostLogin is not calling at all when another player joins the session. Am I doing something wrong?
@hoary wagon Is this similar? https://answers.unrealengine.com/questions/251940/post-login-event-not-firing-on-active-clients-afte.html

#

Hi guys, anyone of you can tell me where you learned bp's? I'm trying to help my friend :D
@hard pawn The way I have learned BPs is through youtube and google tbh, thought about doing some of those online courses but tbh most of those things can be found online for free

hoary wagon
#

so i have a question

#

is onpostlogin only running on clients

#

or does it run on the server as well

#

and how would the server know if a player joins

exotic cradle
#

Its called whenever the player first logs in

hoary wagon
#

yes but is it called on the client only, the server, or both

late shuttle
#

I know the FPS would be balls terrible, but is there any way to fade between two cameras? *not fade black/white

exotic cradle
hoary wagon
#

so when a client joins a server, the server does not call onpostlogin

#

only the client calls onpostlogin

exotic cradle
#

Yeah sorry was busy

stuck hedge
#

On the open level node there is a list of "options" there. Is there a function on the newly opened level/game mode that takes in that options string so that you could parse information from it?

exotic cradle
#

OnPostLogin is called by the server when a player connects because than once that happens and OnPostLogin is called it is than safe to start replication

hoary wagon
#

That's what I thought, and what I built my graph around

#

however, joining a session successfully, a joining client does not trigger the onpostlogin delegate on the server

hoary wagon
#

that's the issue that I'm having

exotic cradle
#

whoops lol

hoary wagon
#

Okay, but I don't understand why even successfully joining it does not trigger the delegate

#

I'm very close to nuking my project and starting over with a blank slate, because something is seriously wrong if a key delegate isn't firing when the proper conditions are met

rough wing
#

Hi, I'm making a grid system and I want to store what type of tile there is in the coordinates

#

How can I do that?

thorny marsh
#

@rough wing Use a Map

#

Or wrap the Enum and Coordinate in a Struct

#

And place the struct in an Array.

rich lava
#

hi im working with enemy ai and im trying to cast to "focus" which is a blueprint class that tells the enemy what to focus on. but the question isnt about ai. i am just trying to figure out what the blueprint class inherits from so i can cast to it and change the bool true but i dont know what it inherits from

exotic cradle
#

I have a wardrobe for clothes, a gun safe for weapons and ammo, a gear locker for backpacks and other in-game items. The player interacts with each and it allows them to customize that particular aspect of their character. The question is. For all of the items should I store them in 1 enum or make a seperate enum for each category? Would one be more efficient than the other?

paper aurora
#

If i'm doing material blueprints, is this the right channel?

exotic cradle
#

Blueprinting yes

paper aurora
#

ok

#

So I'm using a tutorial

#

for outlining objects using a second mesh with a meterial with normals "flipped" (it uses 2d materials and masking)

#

And because the meshes I'm using don't have vertex smoothing (low-poly), this happens.

#

I'm using World Position offset with the vertex normal and it causes these seams or "face splitting" - does anyone know how I can fix this without reimporting every mesh with vertex smoothing enabled?

exotic cradle
#

So the yellow outline being that way bothers you?

#

I thought it was kinda cool ngl

warm scarab
paper aurora
#

I don't think I can use post-processing in my project

#

bbut ill try it thanks

#

@warm scarab Yeah, if it needs a post-process volume I can't use it, because there's no predetermined map

paper aurora
#

oh nvm it can be unbound

paper aurora
#

Anyway another thing - anyone know how to vary thickness of this outline?

sudden zephyr
#

I'm using that article for my outline, the thing i'm wondering/wished it covered as well is how to add a fade on the outline. That would both fix the thickness and look so much nicer.

paper aurora
#

Yeah I saw that video ๐Ÿ˜›

#

A fade would be cool

#

but honestly for me the static outline is better

#

anyway I figured out how to change the thickness, so if anyone needs help: Multiply the InvSize of both input nodes in the material by some scalar before it feeds into the next node.

sudden zephyr
#

How does one use enum for socket names?
This does not seem to work. Wished i could set the Enum of some type.

twilit heath
#

make a TMap<ESocketName, FName>, fill it and then use it to find name from enum

sudden zephyr
#

Pointers how to do that? I have an enum with bone and socket names, should i make a struct with a Map variable and add to the array the socket enum as key and name as value?

trim matrix
#

my excuses, is there any way to use the Physics Asset for character collision physics instead of CapsuleComponent?

trim matrix
#

aha

#

thanks

sudden zephyr
#

In short, nope, not instead. The furthest you can go is make some convoluted hierarchy of child assets parented to Capsule and all that jazz.

#

Sadly ๐Ÿ˜ฆ

trim matrix
#

though i'm willing to apply custom collision for human characters, it'd be good to have accurate object (interaction) animations and physics

#

oh really?

#

sad

sudden zephyr
#

You can check root motion and enable physics bodies on the character mesh tho.

#

There's plenty tuts on YT, even by Epic's live training or something i think on that matter.

trim matrix
#

sounds good

sudden zephyr
#

That's what it's for so use that.

trim matrix
#

also, is it possible to use AES encryption in a BP-only project?

sudden zephyr
#

No idea about that.

trim matrix
#

i've tried, but i get a... sort of weird error when i try to package with encryption

candid whale
#

hey guys... quick question... how can I send my .apk file off to a player? (without play store)

trim matrix
#

compress the package?

#

pretty sure that .zip unpacking is possible on mobile

candid whale
#

thanks! :)
never used either of those options before though.. Could you elaborate a bit on each?

trim matrix
#

i mean,

#

idk much about mobile projects but you could compress the folder the package is in

#

and so when the client unpacks the .zip, they should be able to get all the files in the build

candid whale
#

oooh alright, thanks ๐Ÿ™‚

trim matrix
#

yeah it isn't

#

i meant rightclicking on the folder

#

wait what?

#

Win64 and you're saying .apk?

candid whale
#

also running a windows build haha. Didn't need to ask anyone for that ๐Ÿ˜‰

candid whale
#

nope, .zip doesn't seem to work ๐Ÿ˜ฆ

sudden zephyr
#

What does "doesn't seem to work" entail? xD

#

Didn't export, didn't unpack, couldn't install, didn't start... See the conundrum? xD

#

Just a note, keep in mind that some android versions have/need some settings enabled for unsigned/local .apk files to be able to install, if i remember correctly. Google for more info. ๐Ÿ™‚

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On another note, i have a new problem, i have a socket on the mannequin's spine_02 and i have a socket on the rifle. Essentially the socket on the mannequin is just for location, the socket on the rifle is rotated, how do i align the rifle mesh so that the rifle socket would align with the mannequin socket? Any ideas?

bitter star
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where do you change/set the speed of the player's movement?

sudden zephyr
bitter star
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Thanks!

dense ledge
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Is there a way to preview a computed value in the details panel? If i have two float variables, for example, called A and B, can I preview the result of A*B+A**B in the details panel? I tried creating a float variable called ResultPreview and setting its value in the construction script but it doesn't update the value in the details panel it seems like.

sudden zephyr
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Probably is, but what's wrong with just printing the value or breakpoint?

dense ledge
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I want to see the result of the formula when I edit A and B. If the result is the total damage dealt for a weapon and A and B are weapon properties, I want to see the resulting total damage when I edit A or B in the details panel

earnest tangle
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There should be a way to create a custom editor widget or whatever it's called for your actor type, so it could show information like that

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I'm not sure if this can be done in blueprints however

trim matrix
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How do I disable the wasd camera movement on the default player controller in the game world.

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Because even if there's no actor in the world I can still move camera around.

split musk
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Hi, Im observing a very weird behaviour here. I have create a base GameplayEffect class for my effects and I derived child classes for different effect variants. However, when I change the parameters in Child class, the Parent class's values got affected. What is happening here?

lunar holly
thin rapids
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How do I import the FirstPersonBP assets to my existing 3rdPerson Project?
@lunar holly 'Add New' -> 'Add feature or content pack'

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and select firstPersonBP

lunar holly
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@thin rapids Thanks. That was easy.

thin rapids
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np

wooden mural
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When I press the jump button (space bar) while sprinting the character keeps on sprinting. When I move the jump action to tab he will start jumping. This happens regardless of changing the input consumption settings.
Is it simply not possible to have simultanious actions with space bar and another button that is being pressed?

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Because it doesn't work with lettered buttons (e.g. x), too

thin rapids
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If I want to show the damage value above a players head when they take damage, should I use repNotify for my health variable or will replicated do?
@swift pewter repNotify

plain flare
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Hey how can i change my BlackBoard

haughty spade
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I'm looking for a way to get the highest point within a radius - including landscape and meshes placed within radius. Any suggestions on how to do that? I'm thinking about maybe sphere tracing from a high altitude and get the point that way. Anyone have a better suggestion?

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@plain flare select your ROOT in the behavior tree.

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Should be on the right then

plain flare
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@haughty spade i did it thanks

hard charm
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guys how is a drop outside a widget panel

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I want to drop objects if I drag it out of my panel

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now i have my sytem drang and drop but i want drop my object of my invetory

trim matrix
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How can I take the default camera movement away from the player controller? Like in an empty project in the editor, the player controller can still move around the viewport?

soft locust
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@trim matrix im not sure its the best method. But u could use a Gate-Node and close the gate for the movement events when u are dead or variable changes

flint nymph
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@trim matrix is it defaulting to a spectator pawn?

trim matrix
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Yes

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My knowledge on unreal is limited so I'm assuming the player controller is whatever is viewing the world.

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Like the viewport

flint nymph
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if you go to your maps and modes in your project settings you can set the default pawn to none or a pawn youโ€™ve made that has no movement input

soft locust
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@hard charm not sure what u meant. But if u want to drop ur drag. You go into the Widget on that u want to drop and u override the Function onDrop

trim matrix
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ah I see.

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SO default pawn class is defaultpawn

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spectator class is spectator pawn

flint nymph
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yeah so itโ€™s spawning a defaultpawn that your controller is automatically possessing and the default pawn has movement etc

trim matrix
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so if I set it to none

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It won't spawn anything?

flint nymph
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yeah just your controller

trim matrix
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but if I set it to none, would I jus tnot be able to see anything..

flint nymph
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your controller has a camera

trim matrix
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Oh I see

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Yes so I think I get it

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So by default it spawns me at 0,0,0

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How would I change that

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I'm assumin

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it could be done in the level editor

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like get player controller then set position

flint nymph
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I'd recommend you make your own pawn class and by default it has no movement, probably easier to manage

trim matrix
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Ah I see

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thanks

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Also this is more of a model based question but.

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I want to make actors in my level respond to mouse clicks but I want to have a manager in the level that spawns these actors.

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Should I put my mouse event listeners in each actor that is spawned.

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Or place it in the manager spawning the actor

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then check which actor was clicked.

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THe way I would normally do it is use the manager spawning the actor also have the event listener and check which actor was clicked.

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But Unreal's model might be different have a different preference.

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If it's purely preference I'll just keep the mouse listener in the manager if thats possible.

flint nymph
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you should be able to do it either way

trim matrix
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Oh actually! What I could do is when the actor is clicked, to send the event to the manager.

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So the actor should hold an instance

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of the manager

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Yes I'll try it that way

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๐Ÿ‘

hard charm
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I already have it done ๐Ÿ™‚