#blueprint

402296 messages ยท Page 491 of 403

hard charm
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@soft locust ready i already have it done

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this is the code

jaunty dome
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any clue why collision events don't happen when the character walks on plane ?

wooden mural
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Everytime I try to migrate assets, the Engine crashes. This happens regardless of the project the assets are in. Any ideas?

upbeat bloom
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Any assets, or specific assets?

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....maybe try a different UE version?

flint nymph
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@swift pewter that's probably the best place to put it, especially for multiplayer

plain flare
gloomy linden
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Ai controller

plain flare
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thanks

feral ice
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anyone know why it just stops mid air? Asked this question before but noone seemed to have any solution, so ill try again XD

sudden zephyr
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Maybe because you asked the wrong question? ๐Ÿ˜›

feral ice
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hahaha xd

sudden zephyr
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What exactly does constitute a "stops in mid air" because apparently your definition differs from mine. xD

feral ice
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oh ok : D

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ill show you in a video

sudden zephyr
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I saw, but again as i can tell, it jumps and it comes down. What exactly you mean by "stops in mid air".

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Because for me, "stops in mid air" means, it jumps but then wont come down while its supposed to. ๐Ÿค”

feral ice
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if you look at the ai. it just stops and goes down

sudden zephyr
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Ah, so the issue is you're only getting a half arc.

feral ice
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maybe, dont really know what arc means xd

sudden zephyr
feral ice
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ah

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yeah exactly

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do you have any idea how to solve it?

sudden zephyr
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Sadly, no. ๐Ÿ˜…
But at least you know exactly what you actually need to solve.
Tho, a way to test that Launch Character isn't buggering up, perhaps try using Add Force node just to see what happens?

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If the behavior is the same, then something is overriding it somewhere.

feral ice
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if i use add force everything works perfect

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but i need to simulate physics which i dont want xd

sudden zephyr
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Just for funzies, try tick the Z override on the first node and XY override on second node, see what happens.

feral ice
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same problem : /

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if i want to find any solution to this, can i post it on reddit

sudden zephyr
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You say it's on an AI?

feral ice
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yeah

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like only ai

sudden zephyr
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Perhaps it's countering it and thats why he stops.

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Can you like temporarily disable the AI and launch it? See if that has any effect.

feral ice
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and when the ai is not moving it works good

sudden zephyr
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Because the AI tries to overcome it. It has a set where the AI thinks it needs to be and when you make it fly, it's countering it. You need to perhaps disable it's movement while flying from such an attack.

feral ice
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when you mean disable movement, do you mean set max walk speed 0

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oh

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wait

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nvm

sudden zephyr
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What ever rolls your boat. xD

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Just disable it by any means while mid-air from this attack and then re-enable as soon as it hits the ground, perhaps with a small delay.

feral ice
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mhm

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i tried set movement mode

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to something

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like swimming and flying

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but that didn't work : /

sudden zephyr
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It still has movement control mid air while flying or swiming ofc

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like when you jump forward and start pushing back, which slows you down.

feral ice
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disable movement literally stops the ai in air

sudden zephyr
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Hm... Didn't fiddle with that yet. ๐Ÿค”

feral ice
sudden zephyr
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Try the movement speed 0 then?

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There's gotta be a better way tho, perhaps later some guys that know could show up and answer. Sorry ๐Ÿ˜…

feral ice
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wowowowo

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wait a minute

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slow it donw

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i

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solved it

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i mean you

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xd

sudden zephyr
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Sweat! What solved it?

feral ice
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set max walk speed

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i works now

sudden zephyr
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Cool.

feral ice
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ik : D

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thanks for the help

sudden zephyr
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Yeah, Launch Character is Movement Component specific so that's why disabling it stops it mid air.

feral ice
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ah

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i see

sudden zephyr
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It's actually telling the m. component to "fly".

feral ice
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ah

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ok but for how long have you been doing ue4

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it seems like you know a lot

sudden zephyr
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Nah, must be my logical thinking and i modded lots of games for many years. xD

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So i know "game/gameplay theory" i guess?

feral ice
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mhm i see

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well you might not now the words for the code but you can identify the problem

sudden zephyr
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๐Ÿ˜…

feral ice
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and know what is wrong

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anyways

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thanks for helping

sudden zephyr
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Np. Glad.

feral ice
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you deserve it

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xd

brittle fiber
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greetings users.. i am to make a complex blueprint actor using anim sequencer plug in.. i have managed to record a sequence of 3 SM and 4 Text being animated ( appearing and disapearing - scale and loc transforms) .. it reccorded in one whole anim length 20 sec.. im looking for a command that within an actor blueprint allow me to play parts of this animation or any other way of playing this animation.. it must be controlled by a key stroke.. i also need to play them after delay, which will require similar node, can any user advise, thanks in advance..

trim matrix
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what's the blueprint ?

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guys i built a procedural mesh can i get the UVs of it during runtime

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or the faces whichever

brittle fiber
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bp to animate that plane with text

trim matrix
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nvm got it

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always get this stuff right after i ask anyway

flint nymph
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you should handle all that in your game mode

atomic prairie
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I'm using the SkyshpereBP and i'm happy with that bc i can set my stars brightness, but it's possible to set stars under the horizon?

brittle fiber
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with actor sequence master

hollow flame
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?

earnest tangle
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Have you tried putting a negative number into first index?

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Or just deducting say 180 from the index number to make it negative for the first half

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although I don't really understand why you even have a for loop when you only run the logic after it on the final 360th index...

sick sapphire
hollow flame
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if i plug get actorl location it gives same location, but it works, why putting values manually not works

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?

solid moss
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I would recommend debugging.

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Has anyone experienced a issue where the projectile when aimed at a certain angle. The projectile will shoot in a completely opposite direction? This is so odd and I have disabled collision.

stone cove
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How do you make a wheeled vehicle reverse? Setting throttle input to -1 just makes the car go forward with throttle showing 1 in the vehicle debug

sudden zephyr
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@sick sapphire I'm kinda certain you'll have to delve into C++ territory. ๐Ÿ˜ฆ Tho, i saw a game in development on YT "Welcome to the Future" and i think i saw a comment somewhere stating that everything is BP based, no C++ code. If it's not a lie, dude's a UE4 God. xD

sick sapphire
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@sudden zephyr i reposted it in #ue4-general because i thought it was washed away here

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theres a description there, i was not sure if it could be done by maths

sudden zephyr
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Perhaps check it out and send a comment. Maybe you'll get an answer if his player flight was actually possible without C++ and if he's not actually moving and rotating the world instead of the player.

sick sapphire
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could be a good idea, but Im thinking maybe he's using the same system as a plane pawn tutorial I have done
that one was not suitable as it directly moves the actor which conflicts with some of my systems

sudden zephyr
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The movement component is kinky when changing the pawn orientation but I don't think controller should have such restrictions. ๐Ÿค”

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Essentially if you figure out how to keep the camera yaw (looking right when you move mouse right) while rolling the controller, you're golden. I think, don't quote me on that. ๐Ÿ˜‚

surreal peak
trim matrix
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I have a simple clicking game. I have variables holding data like targets spawned missclicks and hits etc etc. But they are spread out across many actors. Is there a better way to store this data so i'm not casting to lots of things?

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because at the end of the game i want to display all this data in a widget

soft locust
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@trim matrix i was in a similar Situation once. I was worried all the time my casts were to much, but in reality my game was simple (as well) and all the casting wasnt really an issue. If u want some things really easy u could take some of the Blueprints u can cast to in every Situation like GameState or GameMode and store stuff there. Missclicks sound like they could sit in a GameMode or Controller.

solid moss
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Has anyone experienced a issue where the projectile when aimed at a certain angle. The projectile will shoot in a completely opposite direction? This is so odd and I have disabled collision.

trim matrix
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Yah I don't know why i'm all over the place I think i'll do it in the game mode thats where i programmed my targets and stuff

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i was storing clicked data in variables across actors that i clicked which is really bad

soft locust
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Maybe someone has a different approach, but i think it will make things easier for you

trim matrix
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well i know the gamemode is like server data i think so it's not a bad idea

surreal peak
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GameState is probably the best place to hold that data.

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GameMode is more for rules.

trim matrix
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hmm

surreal peak
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Then again, in a Singleplayer game, you don't have to care that much

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PlayerState works there too

trim matrix
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Well i do want to do things proper learning experience

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so gamestate i'll have to read a little documentation never touched that bp

surreal peak
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It's adviced to learn about all game framework related classes

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Before jumping into making an actual game

trim matrix
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well it's a simple game i made ๐Ÿ™‚ in like a day

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my teacher isn't the best really unprofessional

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learning stuff on my own basically

soft locust
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Can anyone point me in the right direction. I have some big objects and a lot of NPC i want to distribute evenly around these big objects. I did something with my Ai and it kind of worked, but its so complicated. I wonder if there is a better way. Basically i dont want the npc to group around the pivot point of the object, they should all touch the object.

trim matrix
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eqs?

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environment query system

soft locust
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yeah i wanted something simpler, because i have a lot of agents going on. I remember EQS slowing quit a bit

trim matrix
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Yah, then I guess you need to do math or there's some other solution. Not sure.

soft locust
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Most of the time there is very simple way and i am overthinking things

trim matrix
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knowledge of the functions certainly helps

surreal peak
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EQS is actually relatively lightweight, as they limit the processing time per frame

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Not sure you should call it every frame, but you can use it for the initial points or so

soft locust
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Mhhh when i get the points at start with EQS, i just need to find a way to check if a point is free or reachable

trim matrix
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i think i'm getting addicted to coding

zealous moth
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is the game state derived or dependent on the game mode? based on exi's doc, it seems to communicate differently than the game mode which is specific to a server or user; is it stored as a continuous variable or only when the game mode exists?

trim matrix
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ic so i can get variables from my gamestate in my gamemode

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forgot to hook up my gamestate false alarm

sterile sun
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Hey everyone! I've got a quick, and I think a pretty simple question, but I just can't figure it out. I've got an UI widget to display current game state (whether players looted the objective or not). The thing is, I can't find where did I put the code to call for change of the current UI text. Everything I have is this.

My question is: does this run every frame by default (how would it know abouth the change otherwise...), or am I being stupid and I just dont remember my own project implementation?

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It's a Text binding

trim matrix
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@sterile sun yes it runs on every frame and yes it's "expensive"

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I would either change it to be event driven or something I haven't tried myself, but should work, is to wrap it in an invalidation box

sterile sun
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I see. I am only just learning UE4 and I am following a Udemy course. Thanks for explanation, it was driving me crazy!

woeful dawn
surreal peak
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@zealous moth GameMode defines what GameState class to use. Despite that they are two different Objects, which have their own purpose

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GameMode is ServerOnly. GameState exists on everyone.

sullen oak
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@woeful dawn use a spotlight

pulsar nimbus
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I have a general question why do I only have build data for.only one of my levels?

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I have 4 in total

still plume
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hello guys. i have a question

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i need to stop the rotation of the third person manequin

gritty elm
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@still plume you need to detech manequin from parent and attach with some other point that is not attached to first person arms

cedar ruin
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Your hierarchy is kinda a mess.
I personally would recommend ordering like this
Capsule >3RD person mesh
>Boom>Camera>Mesh>Arms
Aswel as you have these checked https://i.imgur.com/CsCXpU2.png
I would recommend against using Pitch on your pawn, and instead use that on the Camera Boom.

trim matrix
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im getting 0 in my widget when i add a value to it if i use the set node

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any other way i can pass by reference without using this ++ function

gritty elm
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try this

trim matrix
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did you understand my question correctly?

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i know you're trying to help but i dont think that works

gritty elm
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what is your issue actual

trim matrix
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i'm inside a function

gritty elm
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i suggest you alternative solution

trim matrix
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and setting that variable with set node doesn't actually set it in my gamestate

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notice that increment node (++) has a diamond

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its because its a reference

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to memory location

gritty elm
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yes it should work inside func

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where you are calling this function? are you sure your function is calling? did you added breakpoint?

trim matrix
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yah it works

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i can output incremented values

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with that ++ node

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but its 0 if i use set node

gritty elm
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did you try my method above?

trim matrix
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because i think it converts it to a local variable because its not a public variable in the blueprint

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i can do it in a different spot

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i suppose

still plume
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i don't understud how separe the third person mesh to other component

cedar ruin
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Drag camera boom, ontop of Capsule. Attach(if prompted)

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Drag arms, ontop of Camera

still plume
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many thx man ๐Ÿ˜„ @cedar ruin

cedar ruin
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ok now, I have an issue

low venture
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Hello, how can I scale an actor around a point? (not in the editor, with blueprints)

cedar ruin
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I have a pawn with set actor location. It works, but asoon as I posses it. It no longer will move

still plume
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c++ or bp^

low venture
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Me? Can be both.

coral apex
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I need some help, the issue I am having is that when the floors spawn they are overlapping and not being spaced out, I added a delay option, but that's not exactly helping. I'm still a beginner.

still plume
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@low venture set actor scale. When you collide the actor with the point it scale ( it's a suggestion, im a begginer :D)

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@cedar ruin bp or c++? ๐Ÿ™‚

low venture
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But it scales always around the pivot point.

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It's math and I don't get why this doesn't work. It works, if the actor has rotation (0,0,0). But when not there is something strange going on.

trim matrix
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@gritty elm yah i was totally wrong set node is by reference was overthinking it my math was just off.

still plume
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sorry i can't help

cedar ruin
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bp

zealous moth
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@zealous moth GameMode defines what GameState class to use. Despite that they are two different Objects, which have their own purpose
@surreal peak I understood that part, that's why i was a bit interested in the gameState. My question was more akin to "if I disconnect from a session, will the game state disappear as well?" Or is it constant such as the game instance class? I would think it goes away if i load another map that has no defined game state and replaces it with a null value but i have no idea how to even confirm this

still plume
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@cedar ruin the pawn have a movement component? I had a problem with a posses in a my prototipo. Try to unposses and after posses the correct pawn.

cedar ruin
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It has no movement component.

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And there is exactly only one pawn in the scene.

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The goal, is for your screen to just be latched onto a camera, that is coded to move itself for its own reasons.

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But when possessed, yeah. It will no longer move at the will of its code.

blazing urchin
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Hi guys. New to UE, coming from Unity (spent three last years in C#). I would have some questions about building gameplay in UE. Would anyone have a few mins to have a chat with me?

low venture
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It drives me crazy that there is no such basic function in UE like scaling or rotating an actor around a point.

sour raft
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@low venture my workaround is to create two helper objects (one nested in the other), set the top one to the pivot point, set the child to the current location. Scale/rotate the parent, and see where the child ends up

opaque blade
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@low venture you can move the pivot / gizmo with alt+middle mouse drag to a new location so you can set the pivot is that what you are looking for?

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same for right click i think there is a "set pivot here"

low venture
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@sour raft Thanks but I want to do it by math because I need the function universal for every possible scene component/actor. @opaque blade No, not in the editor. By math, blueprints or C++.

sour raft
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yeah math is ideal, idk about doing it that way, although you only need ONE object to do this, and you could put it into a global place and just have a custom function for rotate/scale around pivot

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eg. its not like every component needs +2 extra objects, you only need one that keeps getting moved/transformed to get the outcome

opaque blade
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Transform the RotatingActor by the inverse of the Points Transform (probably another actors transform) - makes the RotatingActor "local" to the rotation point
Rotate
Transform back into space by applying the points Transform

sour raft
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can anyone help me with this? been stuck on it a few days

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im using "find look at rotation" to find an angle from knee->foot, but i want to preserve the roll so i can set a mesh to it

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the look at rotation will always make 'up' point up, so it spins around etc and doesnt care about the roll

low venture
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@odd eagle I don't get it.

odd eagle
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@low venture You're compensating the location after scaling, right?

low venture
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Yes and it works flawlessly if the rotation of the actor is (0,0,0).

odd eagle
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the problem is of course that when you rotate an object to a rotation that is different than 0, 0, 0, the direction in which you are moving will be different than the direction of the target point you're trying to match

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I haven't quite worked out how your bp works but you need to make sure the direction you are moving it is right

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and if you're using world space the direction will be the same regardless of rotation

low venture
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Yes. I tried to rotate it by the actors (world) rotation and then add it to the location, but it didn't work.

odd eagle
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You don't need to try to compensate in your own math if you use this

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also you're probably gonna need to convert the pivot point to local space to get the math right

zealous moth
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in the construction script you can create a point in space to rotate about and a radius. Then, in the event graph, either on tick or on a timer you can specify the circular function based on that center. A circular function is X^2 + Y^2 = r^2 and if you bracket your x or y and add or subtract from it, you move the center of the circle.

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it astounds me that folks do not rely on either trigonometry or vectors when using a physics engine...

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heck a funnier way to do it is to remove gravity, make it into a projectile and curve it enough to simulate the circular motion

warm scarab
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Anyway another thing - anyone know how to vary thickness of this outline?
@paper aurora To adjust the thickness, go into the custom post processing material that you created (mine is called PP_Outliner_M). In the lower section of the material graph, you'll see a SceneTexture:PostProcessInput that feeds into a multiplier, and a material expression constant that gets multiplied. That constant is what determines the outline thickness. Adjust it. Here is a picture of the section of the graph in my material, and the relevant constant is in the bottom left:

paper aurora
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Yeah I got that before, but thanks!

warm scarab
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You bet.

low venture
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Thanks @odd eagle but I think I'll give up on this for today. There seems to be more than one mistake in my formula. Should be so simple...

odd eagle
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working with world space I think you would have to do some trigonometry to get the right vector @low venture

sour raft
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Can anyone help on a similar issue, mentioned it above, I want an object to point to a location, but preserve the roll angle. Im using FindLookAtRotation but that just spins yaw instead of pitching all the way around

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how would you programatically figure out the direction your foot is pointing, based on ONLY knowing the thigh, knee, and foot locations?

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eg. if your calf is at 90 degrees to the thigh, you foot is pointing the same direction as your thigh. if it's straight, its 90 degrees 'up' etc. finding it impossible to figure out how to work it out

low venture
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I still have the feeling that scale is handled somewhat else in UE than rotation and location. In the picture above the cube is rotated 90 degrees around the x-axis. It's local scale is (1,1,2). I have printed the WorldTransform of the actor. It should be (1,2,1) in world space, should'nt it? Or am I thinking wrong?

odd eagle
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Uh

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I don't think the concept of "local scale" is used a lot in the first place

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does that even exist?

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you're thinking wrong

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scale is always local

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@low venture

low venture
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Why shouldn't it exist? :p An object could have a scale in it's local coordinate system or in another system (e.g. world system). As I said, in the world it could be (1,2,1) and local (1,1,2). But good to know that this is not the case. Then "WorldTransform" is a bit misleading.

sour raft
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i dont think scale is always local is it? if you have a child in the blueprint and the parent is scaled down, the child is scaled down, but it read 1,1,1, but if you set world scale to 1,1,1, it pops back to full size

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"relative scale 3d" exists

odd eagle
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idk I haven't really dealt with that

low venture
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@sour raft But if the actor/root component has no parent then relative transform == world transform.

sour raft
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yeah

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Is there a way I can get the angle in degrees, between two lines? I dont want pitch/yaw/roll, just the angle difference if it took the direct route (as if it was 2d)

ripe rose
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i think you want unit direction vector

sour raft
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i need to know the rotation offset between two lines, so i can rotate something else by the same amount

ripe rose
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hm

sour raft
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if it was 2d it'd be easier, one rotation minus the other

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the problem is when its 3d i think quats come into it? perhaps

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if it was aligned to a plane, it'd just be the difference in pitch or whatever

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eg. two points on a sphere, whats the angle degree difference between them if youre at the center of the sphere and make a direct path

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think ive got it, dot product then ACOS it

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not the slightest clue how or why this will work but /\o/\

opaque forum
trim matrix
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What exactly is the role of the gamemode base? Is it in charge of creting and choosing levels and managing actors?

low venture
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acos of the dot product divided by the product of the length of the vectors @sour raft. Only if the length of both vectors is 1, it's the dot product alone.

sour raft
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i was going off this

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its normalizing it first

low venture
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Or of the normalized vectors. It's the same.

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Yes.

sour raft
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ah ok

low venture
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Good idea. Will add it to my math function library, too.

trim matrix
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also i tried without getting object reference doesn't work ethier

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the number will got to 4 then just stop

unique falcon
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Evening all. Does anyone know why, when moving an via SetWorldLocationAndRotation with 'sweep' enabled, the 'Location' from the Sweep Hit Result output won't be the same as the location we actually put the moved object at?

As far as I know, this is the location that the swept object will not collide with anything at so should probably be where it ended up...

zealous moth
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@trim matrix when are you doing this function? on begin play?

trim matrix
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only function i have is this

echo adder
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Anyone know why something translated to screenspace (and then drawn on the hud via 2D Line Draw) would show up fine while playing but distorted via HiResScreenshot?

zealous moth
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hm, it seems that the game mode doesn't know or see the game state. Try, in your game state bp, on beginplay, get your game mode, case to it and set its GameState var to itself

flint nymph
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@trim matrix have you referenced the game state

trim matrix
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i did because i was trying everything to fix
not sure if i have too.

flint nymph
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you can get the game state

trim matrix
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like if i just say get totaltargets variable it shows up

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without a ref

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but if i use that one and set it seems to stay 0

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with a ref it goes to 4 then breaks or somethign

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this is with

sour raft
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@low venture so that thing above is getting the angle difference, but its always positive, is there a way I can tweak it to get some kind of direction?

unique falcon
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@sour raft in order to get a direction you'd need to have a way to specify which way is positive and which way is negative

sour raft
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yeah i think i sorta solved it by dot producting some random shit

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well.. what i figured to be 'forward'

unique falcon
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okay cool, if you need more help chuck out a bit more context (you might have already done this, i didn't scroll up very far)

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I've been doing that sort of thing a fair bit recently so I might know a way that does what you need

sour raft
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this is sorta the context of it

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im trying to figure out rotating the foot, so that it points in the 'natural' direction eg. forward of the calf

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but with my IK setup im only getting locations etc so the rotations im having to figure out

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i think ive got it now though, at least for pitch.. ill also have to do rolling for if the calf is angled left/right

unique falcon
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you might be able to use cross products to give yourself a consistent alternative vector to use

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then you have a vector from which you can understand the direction of your dot product

sour raft
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well the issue is stemming from using "GetLookAtRotation" calf->foot, to set the rotation of the calf bone, which ignores roll so the foot model child just spins about

unique falcon
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that won't work if your joint can bend both ways though because it'll flip when it goes beyond 0 degrees

sour raft
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i think the way i have it now is working, and to get the tilt of the foot i can probably do the same but multiply it by the right vector

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dot product with the right vector i mean

unique falcon
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sounds like you've got it, good luck ๐Ÿ™‚

sour raft
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i suck with rotation math stuff, cant get my head around a lot of it

unique falcon
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same

sour raft
#

with that, i relied a lot on "blending" back into the anims default pose

#

like if the foot is lifted, i stopped overriding foot rotation and just left it to the base pose

#

but making IK calculations just in blueprint is a bit of a challenge. in the animBP it just does it fine, everything rotates as expected etc. but the blueprint IK function just gives you location outputs, doesnt give you any info on the necessary/outcome rotations

unique falcon
#

You don't get any rotators out of it?

sour raft
#

the blueprint funtion just gives you the end location and joint location

#

and you just tell is the bone locations

#

eg. rotation doesnt come into it

#

its just finding where the joint is, and where the end bone would reach to

unique falcon
#

I guess that's because it's IK, right?

#

though, you still want rotation for most o fit

#

most of it*

#

weird

sour raft
#

yeah, but i think behind the scenes, the animBP 'twoboneIK' function must deal with rotations too

unique falcon
#

I'm very unfamiliar with IK stuff, I'm fiddling with spaceships at the moment

sour raft
#

so that leg bones arent just rolling wherever

#

yeah ive no idea about IK stuff under the hood, i just rely on the magic function in animBPs usually

solid moss
#

Is anyone here good with projectiles?

#

Having a odd issue where it will randomly fly in a direction not aimed at.

late shuttle
#

My Character has a Max Speed of 3000 in the CharacterMovement component. When I spawn bullets as I'm moving fast, they do not spawn with that speed in mind, so everything looks super wacky. Does anyone know how to fix this? I'm guessing I would have to work some math on a vector velocity to boil it down to a float?

sour raft
#

you can just add your current velocity to the projectile velocity, if thats what youre wanting

unique falcon
#

@late shuttle yep, get your character's velocity and add it to the projectile velocity

sour raft
#

keep in mind it can get pretty weird doing it that way

#

if you shoot backwards at the projectile speed, itll hang in the air at 0 velocity

unique falcon
sour raft
#

aiming is a lot more difficult too, having to account for your speed

#

yeah this ^ lol

#

most games dont do it, quake / arena games etc will just give projectiles their set velocity, rather than inherited. it can make it very hard to aim if youre moving fast

#

another option would be to change the angle, but then clamp the vector to the max projectile speed

unique falcon
#

you can still do it if you want that realism but it'll probably feel very weird unless your character moves much slower than the projectiles

#

some games do it to make strafing whilst firing more challenging

sour raft
#

i think this game had inherited projectile velocity

#

but if i recall, they added it as an option so you could choose, i dont think a lot of people like it

late shuttle
#

The problem is I have two modes. A Mech "Walk" mode and a Mech "Fly" mode... so the difference in movement speed is large enough that I do need a solution.

#

I am 100% fine with firing a projectile backwards and having it go 0

unique falcon
#

it should be simple to implement, give it a try and see how it feels

sour raft
#

keep in mind, if you want some kind of realism, if its a 'rocket' type of projectile they wouldnt keep going at the new inherited speed

#

eg. if its powered, it'd probably go down to the intended speed

late shuttle
#

That's the problem. The Projectile doesn't have a Velocity on Construct. It has an "Initial Speed" and a "Max Speed"

sour raft
#

theres projectile velocity, from the projectile component

#

which overrules the 'speed' i think

unique falcon
#

alternatively it's the direction * initial speed (i assume)

sour raft
#

you might need to get a reference to the projectile movement component

atomic prairie
#

@brittle fiber thanks ๐Ÿ™‚

late shuttle
#

Thanks. I'll try ๐Ÿ™‚

solid moss
#

Any idea why a projectile would fire in a different direction than where your aiming?

sour raft
#

what are you doing after that part

solid moss
#

woops

sour raft
#

my eyes

solid moss
#

What is that website where you paste blueprints?

sour raft
solid moss
sour raft
#

you sure the trace isnt hitting the gun barrel or anything

solid moss
#

not positive. I have been debugging for this about a month

#

just now seeking help >.>

sour raft
#

print the hit actor,

solid moss
#

i removed all collision at one point

sour raft
#

drawdebugsphere where the hit point is

#

you might find some weird stuff going on, projectile hitting the barrel, player capsule, etc

#

when i do projectiles (usually MP games though) i always spawn them down the line of sight, and hide or lerp it with some clientside effects

#

you can run into weird stuff

#

shoot something very close, and the angle of the projectile might just go straight up

solid moss
#

it goes straight up sometimes its like at certain angles

#

i tried moving the camera and socket WAY out

#

and it still does it

#

lol

#

its so odd

#

its only at certain angles.

sour raft
#

just add a DrawDebugSphere, plug location in to the sphere location, set radius down to 30 or whatever

#

see if its ever drawing one in a weird place, or if its always at the crosshair hit point

#

99% sure thats going to be the issue

solid moss
#

just added that ill try to add sphere as well

sour raft
#

the other 1% is if the projectile itself is hitting something or bouncing off itself or something odd

worthy frost
#

don't use print string

#

print debug spheres

#

and debug lines

#

those will really help more than text

sour raft
#

you have the hit trace being drawn too, if that is ever all green, something has gone wrong

solid moss
#

i have the line

worthy frost
#

ok

sour raft
#

you sure your socket name exists on that mesh too

#

not mispelt or anything

solid moss
sour raft
#

other than that i cant see anything wrong in this context

solid moss
#

let me double check

worthy frost
#

also you are better to trace from camera forward towards crosshair, then get the adjustment, fire from barrel of gun, with the adjustment

sour raft
#

thats what hes doing

worthy frost
#

i don't see the adjustment in them snippets

sour raft
#

the lookat rotation is getting the trace endpoint

#

then pointing from his barrel

worthy frost
#

all i see is FindLookAtRotation

sour raft
#

rather than just using the camera rotation directly

#

yeah, is that not what youre suggesting ?

worthy frost
#

not really

sour raft
#

hes tracing from the cam forward to where his crosshair 'hits', then angling the projectile so it points barrel->crosshair hit

solid moss
#

i get what UKaos is saying but if its not working like this..

#

thats not going to help

#

lol

sour raft
#

im not sure im following what hes suggesting, it appears to be what youre doing

worthy frost
#

first trace comes from camera, second from muzzle

solid moss
sour raft
#

thats whats happening here though

#

whats the need for a second trace?

trim matrix
#

So i basically made a workaround for my gamemode/gamestate problem and just made an event dispatcher(bind) in a blueprint that already had the Reference to my gamemode to update my variable for my gamestate lel.

worthy frost
#

cause mine is hitscan, but i don't use FindLookAtRotation cause it causes weird issues

solid moss
#

so I guess because its not getting a actor sometimes

#

so it just goes whereever

sour raft
#

ah, yeah if youre shooting the sky or whatever, or your trace settings arent going to hit anything

worthy frost
#

you need to use location

#

not impact point

sour raft
#

just do a Select vector, if blocking hit, use 'location', otherwise use endpoint of the trace

worthy frost
#

if non hit

unique falcon
#

@trim matrix that's an elaborate solution for sure, probably want to look at that again with fresh eyes at some point ๐Ÿ˜‰

sour raft
#

non hits wont have a location @worthy frost

worthy frost
#

trace end is what i meant

sour raft
#

ah

#

yeah

worthy frost
#

this is my code, i know its C++

#

but this is what i do

solid moss
#

i dont think i ever use impact point

sour raft
#

im not sure i see a difference here from what hes doing

#

one trace goes down the line of sight of the camera, hits the target, then the projectile just goes from the barrel to that point (look at rotation)

solid moss
#

so I need to drag out from blocking hit

sour raft
#

yeah

#

select Vector

#

switch between trace end or location, location if there was a hit

worthy frost
#

i mean maybe FindLookAtRotation does what i do but in a node ๐Ÿ˜„

sour raft
#

yeah, that just gives a rotation from point A looking to point B

#

so barrel looking at crosshair-final-hit-point

worthy frost
#

but yeah, if no blocking hit, you need to use trace end

#

else you will end up going to some weird location (possibly 0,0,0 or something)

#
``` that is basically what this line does
solid moss
#

@sour raft what can I use as a case for that? like branch or sequence? a if statement?

sour raft
#

Select

#

just type select vector

#

plug blockinghit into PickA

#

then A = location, B = traceend

sour raft
#

^this

unique falcon
#

it's just an elegant way to pick the right vector without doing any if/branch nodes ๐Ÿ™‚

atomic prairie
#

hey! I use this in my widget blueprint, i want a start menu, (press any key for start) but i need to remove this widget when the other widget is added to the viewport and i want disable the mouse click

#

Is it possible to do this in the blueprint widget or i need to go through the BP level?

unique falcon
#

as far as my understanding goes, you should probably handle this outside of each widget blueprint and keep just the widget's own functionality inside that widget blueprint itself

flint nymph
#

@atomic prairie I don't think that's something you want to do on tick lol

#

but yeah what you're asking is very doable in the widget

atomic prairie
#

humm

flint nymph
#

you can use your setup there but you'll want a DoOnce node after the branch

solid moss
#

@sour raft thank you. this fixed the issue

atomic prairie
#

It would probably be easier to go through the level bp? bc in the widget bp Even Tick is the only one that I found ''interesting'' to use

unique falcon
#

Doing it in the level would be the better of the two options you suggested, the level BP can use input events as events rather than doing it on tick (though I've never done an 'any' input event before).

atomic prairie
#

Okay i made this

unique falcon
#

Any issues?

atomic prairie
#

It works perfectly! but now I just want the''Any Key'' not take account to the mouse clicks

unique falcon
#

No idea on that one, glad the rest works though ๐Ÿ™‚

thin heart
#

How to add particle effect in layer landscape

manic viper
#

am i just not understanding the BP flow correctly ?

#

he gets to me and starts swinging while still trying to move

#

oh that's a good observation

#

it's coming from a see pawn*

#

ill bet you that's doing it

#

but then he'll never do it again right ?

#

so more like this ?

#

what if i used an "is attacking" bool instead ?

#

hmmm

#

it "works" as it is

#

the only issue is the amount of time it takes to get back to moving after the swing

solid moss
#

is there any quick way of making a projectile explode when hitting landscape?

solid moss
#

Yeah I mean what do I trigger off of though

manic viper
#

woof. I dont know anything about animation slots yet

#

HAHA

#

but that's not a terrible idea.

#

Very cool, thank you!

solid moss
#

roger that.

solid moss
#

is there any way to make this work so if it collides with any landscape it explodes?

zealous moth
#

no clue what happened but when i open a map in play mode my animations and controls are frozen. I can toggle my widgets no problem and they even do what they are supposed to do: they spawn stuff and they work as intended but beyond that, i cannot control my pawn and it is frozen in place animation wise

#

any clues?

#

found it, invalid game state with game mode

#

whew

thin heart
#

Hi add particle effect in landscape layers

tight cobalt
#

Hi. Any idea why my HUD is not being displayed? I remember disabling it long time ago, and now when i hooked it again, it just doesn't display.

#

Even compared the blueprint to newly created fps template,, cant find anything that can cause the issues.

#

Not sure could this be the issue, descriptio of the hud event it says something about delay nodes.

#

Could it be that the issue is if i am using delay nodes in the level blueprint or smthing.?

#

Damn..Nvm..I didnt change it in the world setting ๐Ÿ˜‰

manic viper
#

Any thoughts on why Im getting this error

Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_DamageCauser". Blueprint:  BP_TestEnemy Function:  Execute Ubergraph BP Test Enemy Graph:  EventGraph Node:  SetActorRotation
#

its doing the intended behavior, but i get the error every time I stop playback

trim matrix
#

add an IsValid branch att the start for DamageCauser perhaps? @manic viper

manic viper
#

I think i tried that and it didn't work ๐Ÿ˜ฆ

#

when i did that, the behavior stops. so it's .. apparently not valid lol

#

I just don't know how to approach that

surreal peak
#

@zealous moth The term is "Persist" and no, GameState does not persist. When disconnecting, only the GameInstance persists.

#

@manic viper You are calling ApplyDamage somewhere.

#

You must pass a valid DamageCauser at that point.

manic viper
#

Im not 100% sure how to do that. The damage is being caused on the player BP

rough wing
#

When i spawn these useless blueprint actors, the performance drops from 120 constant to 40's.

I even disabled the tick and it still has issues.

Does spawning in this much blueprint cause performance loss?

sudden zephyr
#

I'd say there's roughly 400 actors. Hm... ๐Ÿค”

hazy igloo
#

@rough wing Try to use "Instanced Meshes"

#

He has made some slides with useful informations in his video

tight schooner
#

@rough wing I would look into profiling to narrow down the issue. Even typing in Stat Unit in the console would help determine if it's a game thread, draw thread or GPU issue.

I wouldn't think spawning a few hundred BP actors on their own would cause a persistent performance drop it they're not executing any BP script. So maybe it's something else like occlusion culling or who knows.

trim matrix
#

Trying to make a chatbox.. Any way I can bring it up by pressing enter, instead of using my mouse?
Can I make it through my blueprint, or does it have to be in my blueprint in my character?

grim lantern
#

Is there a way to get the name of a button that was clicked in UMG?

tight cobalt
#

@manic viper What exactly are you trying to do

#

And what is self in this case?

manic viper
#

I am trying to get my enemy toturn and look at whoever hits him

#

i had never assigned a "damage causer" like cedric had said. so I had to go into the apply damage function and assign the person doing the damage and then it worked

onyx prairie
#

anybody know how id be able to connect an animated reference into a save file? it isnt compatible.

trim matrix
#

maybe as a soft object reference?

onyx prairie
#

the connection wont work that way either

#

i guess i need to find a way to read off the float value of these

#

maybe i need to do another set or something

#

i think i figured it out

#

i had to delete the mesh and reload it with the changes

#

might need to create something to reload the sliders though

#

once it loads back up

pine palm
#

Quick question regarding Gamemodes... I'm going to keep this short and simple but how do they work. I have a basic understanding with them (Like Game State, Player State, etc) but like within the Gamemode BP how can I begin the match? And change the map?

On the website it said this, but I don't see these functions anywhere... Any help would be so good :)

fleet nimbus
#

Hi ! Uh...
I tried to make a character (not controlled by the player) move from one point to another while looking at a target, I've tried to update every tick with Find Look At Location, the LookAt function, ect.. I can't get it to work... any idea, or should I say, hint on how I can implement it ?.. Thanks !

halcyon zephyr
#

it's like it doesn't see all the logs but just one at a time so i have to sell a specific log it sees so i can sell the other log

surreal peak
#

Well, you are getting some random actor of class Log with that function.

#

If there is more than one in your scene, then you have no control over which one it finds.

#

Might be the first one that is spawned.

halcyon zephyr
#

Any way of fixing it? I tried get all actors but that gives me an array

surreal peak
#

Advice: Don't use these GetActors/GetAllActorsOfClass functions.

#

Idk what you are making there

halcyon zephyr
#

What would you suggest?

surreal peak
#

Why do you need to get them at all?

halcyon zephyr
#

So it's basically like this: you break the tree the tree spawns 3 logs which you grab one by one and sell

#

but

surreal peak
#

You say you sell them, why are they not referenced in whatever logic takes care of that?

#

Grabbing it should just save the reference

#

And then you use that ref to sell

#

@bitter star What makes you think it 's not the right way?

halcyon zephyr
#

i was gonna do that but say you hit the log with ur car and it ends up on the sellling place the game will break

surreal peak
#

That's a design issue then though

#

Don't sell logs that fly in via physics

halcyon zephyr
#

hahah aight thx for your help

surreal peak
#

@bitter star Well you only set it when you press T

#

That's one single call

#

For real time, you'd need to set this on tick

bitter star
#

Is there a way to have the tick interact with multiple nodes?

fleet nimbus
#

I think you can use a sequence then ?

onyx prairie
#

what are these called again

#

where you can refer to variables

#

i cant remember

opaque blade
#

Left is a Getter, right a Setter

#

Other thing you may look for - pure nodes

onyx prairie
#

this one. i dont know what to type to bring it up. cant find it for my other options

#

i cant get it to pop up exactly like this and i cant remember what to type

opaque blade
#

you only need to type "get body fat morph float"

#

and it should show up

you may need to drag out from an pin of that type that has this property
otherwise if you are in the blueprint you can drag in the variable from the Variables panel

onyx prairie
#

oh okay. found it. context sensitivity is annoying in this screen. keep having to switch it on and off.... forgot how i did this a few hours before.

opaque blade
#

It is a learning progress
Context sensitivity is really useful i rarely disable it now, but I also started using the palette for blueprints which is a nice alternative

onyx prairie
#

yeah. i seem to have got the thing i am working on partially working as is.

#

now im just looking for solutions and such to build ontop of it now

fleet nimbus
#

Also another question : how can I destroy a static mesh after a set period of time ?

sour raft
#

Is there a way to dynamically set collision profiles? Doesn't seem to work just setting a profile name. Do they need to be added in the project settings or is there a way around that?

jaunty dome
#

is "UCrowdFollowingComponent" available in blueprints?

woeful dawn
#

Does anyone know how to make the vehicles in cluster truck?

earnest tangle
#

Haven't played it but from the looks of it that's just a solid physics object?

onyx prairie
#

https://blueprintue.com/blueprint/kl_wpq_6/ would anyone mind helping me out with getting this blueprint setup correctly? it's for a character creation screen that I am working on currently trying to get the save/load feature running correctly. if you notice anything weird, or have suggestions, let me know so I can learn.
it's been really hard with distance learning and i dont really have anybody to review things like this.

#

currently the problem is that i cant get the floats to load in after i save and load it.

warm flax
#

how do i check an enum in blueprint? ive made an enum and and an instance of it, and i need to check what its value is in blueprint. in c++ i would simply make an if(EnumInstance == EEnum::SomeValue) what would be the equivalent of this in blueprint script?

fleet nimbus
#

You can do a Equal (Enum), it's proposed as an output from enumerator get nodes, if you want ^^

warm flax
#

that was exactly what i was looking for, thanks!

fleet nimbus
#

Np :)

worn zodiac
#

Can someone here please help me with Animation Budget Allocator . Like how do you use it?

steady elk
#

hi

#

i did a navmesh tutorial and it worked, problem is: I don't understand it

#

I don't understand how it knows to follow the player rather than any other pawn. (tried to make two navmesh characters see each other but they didn't react, they only react to player)

sudden zephyr
#

I'd say because it "as the node kinda clearly hints" AI to move to node is telling the AI logic to move to any instance of type ThirdPersonCharacter actor.

#

So, since i assume 2 AI placed in world use a different character, but you spawn in the game as ThirdPersonCharacter, it will naturally move to you.

steady elk
#

i tried to have it move on the "cast failed" event, same result (assumed the cast would fail since the other isnt a character)

sudden zephyr
#

But did you check if it fails, because i doubt in this instance it will fail as i assume you spawn every time in the game as well. So it will always work, it always gets "you".

steady elk
#

same result as in one doesnt follow the other (they would stop following the player though)

#

i dont quite understand where the player reference is coming from in that script.
I thought it senses every pawn and tries to convert it to thirdperson, if successful, it follows

changing to casting failed event , i thought the cast would fail for the other navmesh and follow it, that wasnt the case

sudden zephyr
#

Nope, it senses any actor but if it find one that is of type ThirdPersonCharacter, it will take action.

#

It does not convert anything.

steady elk
#

then whats the point of the cast failed event?

sudden zephyr
#

Logically, if the pawn that got returned from On See Pawn does not correspond to a thirdPersonCharacter, it would fail, as in, what ever object it is, it is not of type ThirdPersonCharacter.

#

Thats why its there.

steady elk
sudden zephyr
#

What should it follow btw?

#

Another AI or you?

steady elk
#

I'm trying to control what it follows, for now another ai

#

Im trying to understand how it works, seems like a magical node to me xD

plain flare
#

i have a question about AI too

#

Is there a function like " if you are near to goal ( target )"? I mean i want to attack when AI near to my character but how can i do that with "simple move to actor " ?

sudden zephyr
plain flare
#

no

sudden zephyr
#

I mean did you check if it's set, if so, try uncheck of course. xD

plain flare
#

they are all of true

sudden zephyr
#

Note for future, it applies to anything, check what options it has and if something makes sense, many times, you'll find answers right there. So, logically, it says, only see player pawns. So AI pawn will never be seen. xD
Btw, the picture is for @steady elk to avoid confusion. xDDD

plain flare
#

but i dont have a problem with that. It is coming to me but when coming, it is always attacking animation, so i want to set my is ready for attack boolean with when AI come my near

sudden zephyr
#

And Berke: well, you already have the pawns and players location, check the distance and when in reach (define something like 1 or 1.5 meters), start the attack? Shouldn't be that hard i think.

steady elk
#

ahh thanks

#

it worked ๐Ÿ˜„

#

how does it know that im a player? is there like a special class on the character i move?

plain flare
#

yeah i thought that , but i was ask is there a function like if you near ? if you succesfully came ? just one function. Anyway, thanks

sudden zephyr
#

Well perhaps, not sure. But until you find if there is, you can always come up with your own implementation.

#

And you can always collapse it into a function or macro

plain flare
#

yes, thanks again

#

I think i was looking something like distance command

#

I couldnt know there is a command like this

sudden zephyr
#

@ movsac, i guess it's internally checking/evaluating if a pawn it senses is possessed. That's how it knows if it's a player. You could possess the Ai Character, for all it cares, its up to you to instruct it what to do with the info.

steady elk
#

ahh okay

#

thanks ๐Ÿ˜„

sudden zephyr
#

np

#

Did i actually implemented it wrong?

#

I'm essentially calling this event from begin play and it's meant to run throughout the play session, as a substitute for the Tick Event. As it's not something that needs a per-frame precision, i through i'd just use a timer instead.

#

I mean, does it matter?

flint nymph
#

lol Iโ€™ve never seen it done that first way but I guess if it works itโ€™s fine

sudden zephyr
#

Cuz now that i'm thinking about it, i'm setting the timer over and over again " in theory". xD
And i kinda don't like making useless calls.

flint nymph
#

yeah youโ€™re setting the timer and its update time each timer tick

#

shouldnโ€™t really impact much though I guess

sudden zephyr
#

Hmm... I wonder. ๐Ÿค”

opaque forum
#
{
    wearable->DestroyComponent();
    wearable = NULL;
}
``` is it ok to destroy component such way?
sudden zephyr
#

Probably should ask in #cpp ๐Ÿ™‚

opaque forum
#

oh yeap

#

just notice wrong chat

#

sorry

plain owl
#

Does anyone know how I can get Actor Has Tag to work from Break Hit Result? I put the tag on the actor in the game viewport but it's reading 'none' as result

sudden zephyr
#

ยฏ_(ใƒ„)_/ยฏ

earnest tangle
#

@plain owl if you use it on the "hit actor" that should work

plain owl
#

Yeah it should, but it's not :/

sudden zephyr
#

Also, i'd double-check i didn't tag a component rather then the actor.

plain owl
#

I've tried getting it from both

sudden zephyr
#

Probably something stupid that is being overlooked... xD

earnest tangle
#

Component tags are different than actor tags yeah, so you need to make sure you've tagged the right thing

#

checking on hit actor should definitely work, I use it myself, so verify you have the tag in the right place

plain owl
#

Where is the right place for that then? ๐Ÿ˜„

sudden zephyr
#

If it's not component specific, i'd stick to actor tag. Also, try print out the actor you get from which you try to get the tag...

earnest tangle
sudden zephyr
#

No need to loop for components and tags if it's something actor specific. Imo

plain owl
#

I can't seem to get the actor display name to print either

sudden zephyr
plain owl
#

Do you think it has to do with the actor itself? Since I'm testing it on a brush?

sudden zephyr
#

nvm, beat me to it. So you don't get the actor in the first place, so it's not the tag that's the issue. ๐Ÿ™‚

#

ยฏ_(ใƒ„)_/ยฏ
Too advanced for me. xD Still learning.

plain owl
#

Yeeeeah it was the brush

#

Works on a regular static mesh

#

๐Ÿ˜›

sick sapphire
#

I am trying to use this system so that even when the camera is not upright (roll =/= 0) Mouse X and Y will still correspond with the same directions on screen (up/down)
however this seems to break in weird ways? I am using the rotator from axis and angle. this is just the Mouse Y input

astral fiber
#

Can I reconstruct a child actor component in blueprint?

#

Or can I somehow access the template section of a child actor component via blueprint?

steady elk
#

how can I make my ai roam when player is outside the navmesh volume?
this is what i currently have

#

it roams perfectly and when it senses a player it follows. However, when player goes outside the navmesh volume, it doesn't go back to roaming and i have no idea how to make it

solid moss
#

anyone have an example of a big map overview? sectorized? a1 a2 a3 etc.

obtuse glacier
#

Hi, does anyone know how can I (via-blueprint) procedurally bind an action to an event, like a simple print would work already.
I was already able to create the input mapping thru blueprint
But I can't seem to find a way to reference this procedurally generated action for the InputAction event

earnest tangle
#

What is the action you are talking about? A custom event dispatcher?

obtuse glacier
#

Like when you create a new action in input settings @earnest tangle

#

Thru project settings

#

However, I'm doing this procedurally

#

So, my blueprint creates this action and assigns key 1 to it

#

Now I don't know how to bind a simple print to this new procedural action because I can't reference it

#

The idea is to make a key pressed event

low venture
#

Hello, how to convert this formula into quaternion operations to avoid gimbal lock?

proud hull
#

@obtuse glacier What are you trying to do with these procedurally generated input action mappings?

#

Are your players going to be creating the functionality behind these new action mappings?

#

Or are you just trying to allow your players to create custom key bindings?

radiant latch
#

Greetings! Does anyone know how data storage works inside Blueprint Data Assets? I'm using them to store really large arrays (in the thousands) and no matter how much info I throw in there, they always seem to have the same size when I check them in the explorer (1.44 Kb)

obtuse glacier
#

@obtuse glacier What are you trying to do with these procedurally generated input action mappings?
@proud hull

The idea is to procedurally create and bind actions for non existing ones in Project Settings Inputs, the method itself doesn't matter that much, could be a simple print as other developer will overwrite this when plugin is packed

#

Another question I had was, how do I assign multiple blueprints to the same character? For instance, let's say you want BP_1 to only handle ground attacks and BP_2 to handle in air attacks?

#

Where do I assign BP_1 and BP_2 to coexist in same character?

proud hull
#

@obtuse glacier So you want blueprints to inherit from other blueprints? Would air attacking characters also have ground attacks? If so, just make air attacks BP a child of the ground attacks and then the character is a child of the air attacks.

#

As for the input actions. I am not seeing a way to do that in blueprints, but you could use placeholders for it.

#

Like make a bunch of input mappings with generic names and use them.

#

They don't need keys set for them, just the name needs to be there so that you can create the event for it.

obtuse glacier
#

gotcha, okay so inheritance is the only way to add different behaviours to the same character... thanks for the tips @proud hull I'm coming from other engine where I could attach multiple scripts that's why I thought it would work the same

proud hull
#

There are other ways too, it isn't the only way.

#

I'm not sure how to do it, but you can make custom components that get attached to the character similar to the character movement.

kindred marten
#

hi does anyone here knows how to fully replicate a ragdoll? not just the location but also the pose as well

obtuse glacier
#

hmmm custom component? interesting... I'm gonna try to find something about it

proud hull
#

That is for invisibility to other players, but same would apply I think.

kindred marten
#

as you can see the server and client are in different posture

#

my goal is client will follow server's ragdoll fully.

blissful gull
#

is there a way to bind a delegate to players joining/leaving? im trying to make a multiplayer player list widget

odd eagle
#

I have a blue print called BP_Door, that contains logic for all doors. How do I name blueprints that contain the same logic but have a model?

sudden zephyr
#

Wow, nice models Knight. Jealous

#

Glor, right click create child actor

lament shard
#

i have a little problem, i need to turn on EventTick after EventBeginPlay, with a little delay.
how can i do that?

sudden zephyr
#

Damn autocorrect

#

Zyphear, Delay node, enable tick node?

lament shard
#

5 sec ill try smthg

#

nah, my last idea didnt work
PSYCHO thx but i just cant understand HOW, i mean...
yes delay node, enable tick... but i cant put it together with nice result

sudden zephyr
#

Lol...

lament shard
#

my brain is gonna blow right now, but i want to end this today :p

#

wait ill try)

sudden zephyr
#

I think you should watch a few introduction to ue4 blueprints videos. ๐Ÿ˜‰

lament shard
#

okay it works, now i have 2 errors instead of 153

#

progress

#

The problem is: character 2 spawn from controller
printString write that "Char 2 failed" too

#

i thought it was a only one problem, but...

#

and i know that there is no need in Cast, but it fixed errors with char1

sudden zephyr
#

I'm not really clear what yore trying to do here.

#

But anyway, the error means that Char 2 is empty. Did you make sure both Char 1 and Char 2 are spawned before calling the casts?

lament shard
#

there are two characters, and this BP control camera to follow the middle of a vector between them

#

thats why i wanted to use delay, but it fixed only 151 error, and left 2

sudden zephyr
#

Why don't try a do once on the tick with an is valid condition before you call the casts?

lament shard
#

i changed delay value, but... 2 errors still here

#

hmmm, ill try it tomorrow, midnight

sudden zephyr
#

๐Ÿคฃ

#

Nightie night.

lament shard
#

thx)

plain flare
#

Hey, i want to change this location like if this value > 204 set this 204 . And after that i want to conenct this with new location. How can i make ?

thorny cedar
#

i have point A and Point B i need the Vector between these 2 and add 50

plain flare
#

thanks :)

#

but there is so much vector which one should i use ? which vector have location output ?

onyx prairie
#

anybody know how i can get somebody to check my code? dont really have anybody to give me honest help thesedays because of distance learning. is there a service for it? do i have to pay for it? what should i do

sudden zephyr
#

Berke, half the question doesn't make sense, maybe explain what you want to do? ๐Ÿ˜…

plain flare
#

@sudden zephyr ok so, i have a pawn, and it is teleporting near my character's location. And sometimes it is teleporting to underground. So, i just want to change z location when teleporting, how can i make ?

#

@sudden zephyr ok so, i have a pawn, and it is teleporting near my character's location. And sometimes it is teleporting to underground. So, i just want to change z location when teleporting, how can i make ?

thorny cedar
#

@sudden zephyr i try to get a wheel that is grabble and spins

plain flare
thorny cedar
#

i tried it with physics and an actor

plain flare
#

And i want to plug getrandomreachable...'s random location to set actor location's new location with setting z

thorny cedar
#

so my reference object for the wheel is behind my grabbing point

sudden zephyr
#

@ Kano
Actually, i probably didn't get the question right, If you want the middle between 2 vectors and then move from that middle 50 units, then i think this maybe?

#

@ Berke
This will make it so it gets the random X and Y but stay on 0. That's how you usually do.

#

But the elevation might be off so you might need some extra code do get a proper Z (height)

thorny cedar
#

thank you

plain flare
#

Thank you, thank you !

thorny cedar
#

i dont think that this the best solution to my problem :/

sudden zephyr
#

Like, perhaps a line trace from lets say 200 units down and just take the return height as the Z

thorny cedar
#

grabbing a wheel creates a constraint between the interactor and the wheel, but when i move it to the left it spins right?

sudden zephyr
#

Berke, an ugly implementation but should get results or push you in the right direction. :)

#

Actually, add like +10 to the Z just in case, always try and spawn something a bit above the ground. ๐Ÿ™‚ Unless the gravity is so high, 10+ units would kill it. xDDDDDD

hot fjord
#

can someone explain, how i can set the third person character reference to the character that I clicked on ?

left bay
#

Heya folk; having a problem with a select throwing 'Accessed None trying to read property x' because one value isn't valid. This is fair, but it's coded in a way that the select won't choose the 'none' value because the wildcard is based off of the value being set... Is there a way to correct this rather easily? I believe that currently, a Select will try reading all values before it determines which one it needs.

#

I know I could do this via a branch, but isn't this the entire situation Selects are trying to avoid?

#

@hot fjord if you insert a print string after the branch True, does it print (IE, does it ==Third Character Class)?

hot fjord
#

Yes

#

but I cant hook the hit actor to the target variable

left bay
#

and you're trying to set 'Target' as that actor?

hot fjord
#

because it is a third person type

#

yes

mossy gale
hot fjord
#

yxz (i think ?)

mossy gale
#

trying to get that axis without it reading x and y but rather x and y together

left bay
#

@hot fjord you could just drag from Hit Actor to Target; right now you're setting Target to null (there's no input)

sudden zephyr
#

Since when are vectors simple? ๐Ÿ˜๐Ÿ˜๐Ÿ˜

left bay
#

yeah Reggie you're going to need to use vector math

mossy gale
#

Ok cool gonna look into vector math now, thanks

left bay
#

well actually, if you're using that direction for something specific like a line trace @mossy gale you could just use Get Vector Forward for instance but

#

if you're just asking how to return its specific direction in the x,y,z I think you could Get Rotation and then break result

sudden zephyr
#

Actually it's not really clear from pic what you want to get

mossy gale
#

@left bay I'm just trying to get the distance between two actors so i can trigger something off of actor moving along that axis

sudden zephyr
#

The angle between x and y or x and z or...?

left bay
mossy gale
sudden zephyr
#

Still not clear?

#

Why between those axis?

#

Only when it's at a specific angle or...?

mossy gale
#

Think of Soul Calibur if you played it, p1 vs p2 fight game in 3d

sudden zephyr
#

Nope but go on

mossy gale
#

p1 n p2 move back and forward on x axis camera stays on x axis

hot fjord
#

@mossy gale Arent you just looking for a simple ActorTransform ?

sudden zephyr
#

Ok so what do you want to happen with what?

#

Usually it's easier when we know exactly what it is you're trying to do.

outer lance
#

Wah, I've been troubled by spline component, a lot the 2 last days. I am making something like the Carrier in Starcraft, with small ships that are on a bigger ship, and the splines are meant to be the path to target and back, and be updated as the main ship moves and the targets of course if destroyed, no target but still the "path home".

mossy gale
#

but if they move up on y axis camera goes side ways on y axis but if they move between the two x axis and y axis i need to read that x+y only and trigger a different camera angle between y axis and x axis

outer lance
#

I think I have problems with local vs world coordinates, and rotation. So I split the splines out to a separate blueprint at 0,0,0 with the world coordinates for path, and the desired rotation for each point..

sudden zephyr
#

Reggie Maybe delta rotation would work then

#

Try that

outer lance
#

yah I wonder what "addpoints does, if it assumes the points are local or world coordinates with the new approach it doesn't make a difference so

#

But the rotation, might have to do with tangents in the splinepoints

left bay
#

Admittedly I'm not familiar with splines, but can they be updated during run-time?

outer lance
#

currently I have tangent 0,0,0 on all points, and there are 4 points, first is linear, second and third is curve, last is linear

left bay
#

unfortunately saying tangent and curves is above my head. ๐Ÿ˜ฆ

outer lance
#

I still get weird rotation of the small ships on the carrier while the carrier moves around, it should be if it was how I wanted it, the docking rotation position, which I get from hidden static meshes at the docking position each frame, so why do they rotate? the start of the spline might have been adjusted towards the destination if any.. maybe..

mossy gale
#

thanks for advice gonna read up on all suggests and run test.

outer lance
#

I guess the strategy for me right now is just trial and error .. ๐Ÿ™‚

still plume
#

hello guys. How can make a simple ironsight aim for multiplayer? i can't use a socket because i need the pitch on the arms and weapon and block it for the third person character.
Any one cal help?

outer lance
#

I got the positions right at least, but there's also the spline length, now that the splines are forced world coordinates it should have worked with splinelength * travelinterval (scaled to 0-1) to access position, still of some reason the ships move to target in too short time, and stay there for a longer time (should return instantly), and I wonder, is the splinelength local? in that, scaled by actorscale? but then now with the separate actor scaled 1,1,1 and all world coordinates it should have worked.. the duration of the spline is 1.0 and the travel time period is 3-4 seconds, hence I do a splinelength times interval.. hmm..

#

Anyways, two problems, I'll figure it out. Rotation and time of travel..

#

(making an RTS)

mild pine
#

Hmm, when I'm attacking an enemy and killing it, I can't attack and damage (or even trace against) a duplicate of that enemy. Is there something I need to reset? Im doing a Do Once node so I dont deal more damage than once when I hit a linetrace, and then I reset the DoOnce node when the attack is triggered again

outer lance
#

@trim matrix I don't know for sure, but print string says "editor only" so I assume the nodes will get removed from a standalone build

#

Without knowing, I would assume they pass on to next node, not break the chain

#

Otherwise I am fcked lol

mild pine
#

Hehe yeah sorry, tried to show you the overview of where the Do Once got triggered from ๐Ÿ™‚

#

The Attacking Event is being called from the animation montage the player runs upon input

#

(Node's from the Melee System Plugin on the Marketplace - it's a C## asset)

#

Yeah same, waiting for the author to reply back to me. Was hoping there was just something wrong I was doing with my actual code

sudden zephyr
#

Wait, how you know the hit returns false?

#

You added a print string not seen i pictures?

mild pine
#

When debugging I see that the code stops there - let me add a string just for good measure

sudden zephyr
#

Oh, so you see exec go up till the branch after melee trace thing.

mild pine
#

Yeah

#

Sec, showing a gif in a sec

#

As you see, the traces dont register any hits - whereas when I hit the first enemy, it works as expected

#

Might just be an issue with the plugin though... who knows

sudden zephyr
#

I doubt that node is faulty but...

#

Probably something else missing here.

mild pine
#

Knowing me - probably. ๐Ÿ˜›

sudden zephyr
#

Wait, it always works on one pawn but not on another or only then you hit once

#

Lemme see the vid again. ๐Ÿ˜…

#

Because if it works on one but not the other, perhaps the channel got goofed somehow? Like, it's not tracing on the same channel. Also i noticed changes between first pictures and the last picture where the channels changed from WorldDynamic to Pawn. Dunno. xD

mild pine
#

If I hit the same pawn without hitting another actor it does. If I hit the first pawn once, then hit another pawn, then I cant finish off the first one, and I didnt even damage the one I had hit.

#

Yeah - Im changing between the channels right now actually to see if thats an issue

#

Yeah, changing the collision channel didn't do any wonders

sudden zephyr
#

Super odd. Maybe it is the node. Who knows... -.- Trying to stay away from marketplace stuff as much as possible. At least any that are code related. xD
I can work with weapons i.e. only models and such, but i like to make my own implementations even for weapons with logic in them. xD

mild pine
#

Yeah - was hoping to skip some steps when it comes to replicating them, but yeah... think I'll try another plugin if I don't get help from the author any soon, already been a couple days. I've made a similar tracing system earlier, but it wasn't as optimised as this one.

sudden zephyr
#

Not sure what you mean by optimized. What does it do so specially?

#

I'm probably wrong but seems to me you could just as well replace Melee Trace with a line trace and get same result and probably better and more reliable as it's part of the engine, in hopes that a marketplace node can never be better implemented then Epic can, it can either be on same level or worse. xD

#

Not trying to undermine the MP and coders tho!

onyx prairie
#

i forgot

sudden zephyr
#

The idea being, this should give back the distance of the sword blade or rather how much of the sword blade hit the target.
Meaning, the closer it is to the handle, the more of the blade got into the target so more damage should be applied then if only the tip hit the target. ^^

onyx prairie
#

is it like a call on event thing

#

okay i remember now

sudden zephyr
#

Man, i so wish i was in the gaming industry, but i'm in the wrong country. ๐Ÿ˜ญ

sudden zephyr
#

So uhm, probably a stupid question, but i created a player controller and changed world settings to use it but now my third person character won't move. What am i missing? ๐Ÿ˜…

sudden zephyr
#

Ahahaha, found the issue, i by default uncheck Start with Tick Event Enabled whenever i create something new, and only tick it when needed. I did not know Player Controller BP needed it on by default to pass controls to pawn. Hihi, silly me.

flint nymph
#

ha nice

#

good habit tho, I do the same thing for the most part

rotund juniper
#

Hi, anyone knows what to do when the blueprint no longer matches the c++ class?
I had a GetItem function that returns a reference to an Item class in a widget BP class. I added a BP pure inline function to get a property from the class Item because I was missing one. Now the WBP graph says the Get Item node is of type "HOTRELOAD Item 3" and it doesn't show any of the properties of the class
I tried compiling the code again, reloading the WBP...nothing works

worldly gyro
#

hello a make a ball that player must avoid

#

that ball go from Point A to Point B

#

When the user take it i want to destroy the ball and reset it to this position

#

how to instantiate the gameobject

sudden zephyr
#

Should probably ask in #cpp

#

@ pytchoun, why would you destroy it if you want to spawn it right after on a new position, rather move it there directly instead of destroying it?

worldly gyro
#

yeah maybe i can move it

#

but how

sudden zephyr
#

set actor position with teleport checked

worldly gyro
#

And how i still can move it from pont A to point B ?

#

My Level animation will be broken

#

no ?

#

teleport checked ?

sudden zephyr
#

And no idea by level animation. No idea what you're talking about. xD

worldly gyro
#

my level animation still playing

#

so even i move my actor to a new location

#

the animatino still running and the keyframe will automatic move the actor

#

i need to reset the animation to start

sudden zephyr
#

ยฏ_(ใƒ„)_/ยฏ

worldly gyro
#

how i can reset the level animation to start

#

what that mean

sudden zephyr
#

I guess you should find the proper question first. ๐Ÿ˜…
From "level animation" alone we can't know what that could possibly entail. We don't know your implementations.

worldly gyro
#

this is level animation

sudden zephyr
late shuttle
#

I'm guessing we're looking at a ue4 cinematic animation?

worldly gyro
#

but it should be on my blueprint condition to reset the animation

sudden zephyr
#

To advanced for me. ๐Ÿ˜…

mild pine
#

@sudden zephyr Oh wicked, what does that piece of code actually do? ๐Ÿ˜ฎ

sudden zephyr
#

I'd guess it's then set to play from somwhere, you could try and find references for it and see how they start. xD

mild pine
#

Oh, and it's supposed to make multiple traces like they do in melee sword fighting games like Chivalry and Mordhau

sudden zephyr
#

Dunno, didn't try.

#

Is the node running off on a tick/timer?

#

If so, then yeah, you get a continuous line trace.

mild pine
#

Yeah, it's running of a timer event

#

Sec, I'll show you my own implementation - it's not perfect, and requires a lot more sockets & traces to be able to trace well. And for some reason it begins the first trace at world coordinate XYZ 0,0,0 - on the very first trace, but not after. A strange issue I havent found the solution to.

flint nymph
#

I'm working on a weapon trace system right now lol

sudden zephyr
#

Who, what luck!

#

๐Ÿ˜›

flint nymph
#

there could be a few reasons it's starting at 0,0,0 depending on your implementation

sudden zephyr
#

It's a sword trace tho

#

Shouldn't be that hard tho

flint nymph
#

but whatever's going on it's tracing before your values are setting

#

(most likely)

sudden zephyr
#

Dbh, i'd just add 2 sockets to sword, start and end socket on the blade and get the locations for the traces. xD

#

Precise and easy

rotund juniper
#

Quick question. I have a Text Box in a Widget and I'm trying to display an int32 on it (quantity).
ToText gives me a Text type result but the variable says "Text is not compatible with Text Object Reference"...what the heck? ๐Ÿ˜›

#

how should I convert it to?

flint nymph
#

not as precise as you'd think psycho ๐Ÿ˜œ

sudden zephyr
#

Hmmm...?

#

What are the possible issues?

flint nymph
#

no trace direction, too frame dependent are the main issues

mild pine
#

There you go, had to neaty it up a little bit as I implemented it very roughly and fast while trying to see if it worked better than the plugin lol

flint nymph
#

if you have a fast swing there'll be gaps

mild pine
#

Oh wait, oops. I'm using the plugin traces there

#

Lol

sudden zephyr
#

Well, i'd put it in the anim BP ofc to avoid lags

#

Just return the hit to the pawn for further actions.

mild pine
#

But the code is essentially the same, plugin trace or no plugin trace. The first trace begins at 0,0,0 - not sure how to set it correctly prior to the trace hmm

#

It's the Start Trace of the first Linetrace that starts at 0,0,0 - and ends at the proper End lcoation

#

Do you spot what I'm doing wrong?

#

@flint nymph Cool, Mordhau-style tracing or? ๐Ÿ™‚

manic viper
#

Joe, whats a better trace option than that ?

sudden zephyr
#

Not sure, but i think you're overcomplicating it there. I'd suggest to make something more simple and just make it work consistently and you can jump from there.

flint nymph
#

@manic viper capturing current and previous locations/rotations and doing shape traces is what I'm doing

manic viper
#

๐Ÿ˜ฎ that sounds like black magic to me

#

or rocket science

flint nymph
#

lol it's pretty simple

manic viper
#

Could you give me the eli5 how that actually works ?

#

is it every tick you check where it was and then where it is now ?

flint nymph
#

yeah you trigger it whenever you're attacking and store the data every tick

sudden zephyr
#

What are you doing with that data?

flint nymph
#

doing the traces

sudden zephyr
#

Yes, but what are you doing with it? With so many traces and all, making precise body hit calculations?

mild pine
#

Hmm, got any tips to how I can improve the code I've got? Trying to achieve the same as you, @flint nymph

#

Aye, precise body hits that dont skip frames

flint nymph
#

yeah pretty much

mild pine
#

I.e if one player is lagging

sudden zephyr
#

Doing some prediction logic for MP latencies?

flint nymph
#

heh not in my case no, don't wanna fiddle with multiplayer logic more than I already have to

#

@mild pine yeah you're setting your location variables after you do the traces

#

which is why it's starting at 0,0,0

#

sequences execute in order

#

so for the first melee trace, Socket Collision 1 is not set

#

same with the other trace

mild pine
#

Oh, so I should swap the sequence?

flint nymph
#

yeah probably, but I'm not familiar with that plugin so I don't know all of what it's doing

mild pine
#

Yeah, its not the plugin, thats my own implementation, just forgot to swap out the melee trace node with the default linetrace node ๐Ÿ™‚

sudden zephyr
#

Well this is my pending implementation for knives when i finally get around to it. ๐Ÿ˜…
I aim at approximations and simplicity. Ofc, this is one giant ugly function, should be broken into smaller functions or macros. Just for demo and easy screen shot sharing so it looks a tad bit ugly.

#

A mix of damage multipliers based on the closest socket from the hit and based on how much the knife blade was entering the body.
And since it's running on AnimBP, it's synced with the animation

flint nymph
#

yeah nice that's a good idea

#

ye the graph in my implementation is fukn big just because I'm accounting for a lot of features

sudden zephyr
#

Yeah, my will probably also grow overtime but gotta start from somewhere. xD