#blueprint

402296 messages Β· Page 492 of 403

sudden zephyr
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Mainly due to armor detection etc, Damage resistance and damage thresholds etc...

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Gonna be a pain, i already know. xD

flint nymph
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heh I'm sure you'll do fine

mild pine
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Hmnmm, I implemented my weapon code in my weapon class, and calling it once the animation montage triggers it mid animation. Is that not a good method to do this?

sudden zephyr
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I mean it really depends. Really.

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If it's a MP and especially fast paced combat, you'd like to mitigate any latencies as much as possible.

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In a slower paced single player, you could roll with it.

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You could literally make same implementation on both and see for yourself.

mild pine
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Yeah πŸ™‚

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Well

sudden zephyr
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Or something even more simple, do a draw debug sphere, a red one for the anim BP and a blue for the character and run them by moving with the camera, that should show you what i mean.

mild pine
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In my old iteration it would only be the first trace that would start at 0,0,0 - but now it's every start trace that begins at the last trace's end position.

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Bleh ^^

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Hmm yeah

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@flint nymph I tried flipping the sequence and it made the line traces fire extremely short, as if they ignored the location of the end vectors. I'll try with a default line trace

flint nymph
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oh well looking at how you hooked it up that's what would happen, didn't notice you were using the same socket for the start+end but now I know what you're doing having seen the gif

obtuse glacier
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Hey, does anyone know how to recover/stand from a ragdoll simulation after some time?

flint nymph
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you can use a timeline to blend out of ragdoll

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if you want to do a recovery animation you can get the averaged direction of some of the body sockets to determine orientation and play a corresponding animation

obtuse glacier
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Do I need custom animations for this?

sudden zephyr
obtuse glacier
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Thank you!

sudden zephyr
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Np. ^^

mild pine
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@flint nymph Hmm, is there a more straightforward method to pulling this off than what I showed you? I tried implementing the logic you posted, but struggling to find a good result - probably just using it wrong

flint nymph
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oh you're mixing stuff up a bit

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you want to check if the variable is equal to 0,0,0

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not the get socket location function

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the socket location 1 variable is your previous frame, since it's being set after the traces

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and the previous frame is the one you want to check

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if you’re doing it this way then you might as well move the setters to after the traces and get rid of the sequence node

frank viper
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Need a little help here. Trying to create a saved game file from an array of component's world transforms. What would be the best way to hook this up? TY πŸ™‚

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I figured I would have to create an array first and then save those values out with a function.

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But little lost here ... πŸ™‚

mild pine
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oh you're mixing stuff up a bit
@flint nymph Haha yeah, I really feel like I am aswell haha, a little tad bit late over here. πŸ™‚ What you're saying makes a lot of sense, but even with the edit you sent I'm getting weird results. I changed over to a Linetrace now, and this is the result:

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Oh nevermind

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I was checking the wrong vectors; flipped them and now it works absolutely perfectly.

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Thanks a bunch for the assistance. πŸ™‚

flint nymph
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awesome πŸ‘

mild pine
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Hmm, oh nvm

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xD

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Another issue arose

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After an attack the last ending locations are being referenced as the start of the next attack

flint nymph
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you need to set the variables to 0

mild pine
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Maybe I should reset them?

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Yeah

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God

flint nymph
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at the end

mild pine
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xD

flint nymph
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πŸ˜‰

mild pine
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Sometimes just writing it down makes a little flip in your brain notice whats wrong

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Hahah

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Sorry ^^

flint nymph
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yeah for sure

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writing stuff down always helps the brain work its magic

tranquil gorge
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hey so this is my blueprint for my walk to jog to run animations. basiclly it works fine up until it gets to the running part. as soon as that part is triggered it T-poses

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any answers to this

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btw that really long float number didnt cause it. i just added it to test out.

mild pine
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Hmm @flint nymph , so I set the reset in the End Attack event which sounds reasonable to me, but I guess I'm not setting the reset appropriately?

flint nymph
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set them to 0,0,0

mild pine
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(I tried setting to 0,0,0 aswell)

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Uhh

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Wait

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It works now

flint nymph
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lol

mild pine
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God. I gotta go to bed

flint nymph
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πŸ˜‚

mild pine
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I mustve only set one of them to 0,0,0 and the other not... gaaaah. Haha, thanks a lot! 🀯

flint nymph
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ahaha np

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btw you can swap out your single variables for the socket name/vector variable for arrays

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and that way you can easily add/remove sockets

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and even do it dynamically

mild pine
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Oh that sounds like something I gotta do yeah! πŸ™‚

flint nymph
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do a for each loop on the socket name array with a break and trigger the break when you get a hit (if that’s how you want it set up)

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and then you don’t even have to manually add in socket names too, you can just use the get all socket names function on your mesh

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makes things a lot easier

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I haven’t tested how get all socket names orders things in the array though so it might not be ideal depending on the use case

mild pine
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Oooh, that's interesting! I do intend to iterate this over to my axes, halbers, spears, hammers etc, and they would need a variety of sockets.

flint nymph
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np, good job!

mild pine
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Thanks!

So I'm trying to trace vs the character's mesh in order to collect it's bone so I can spawn particles at specific hit locations and add hit reactions depending on where they're hit. I made a new collision channel, called WeaponTrace. I set the capsule collision of the characters to ignore the WeaponTrace channel, but I set the mesh components within (chest piece, head, legs etc.) to block it. I thought in theory this should be enough, but when I'm printing the hit bone socket name, I get none.

worthy frost
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if your hitting components

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how can you hit the bone?

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the components will block the hit before it gets to the skeletal mesh

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only the skeletal mesh can report the bone hits

mild pine
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Hmmm, that's another thing. Only the Head is resulting in a hit, not the rest of the character's mesh.

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Ohh, so I'm going about it the wrong way?

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I removed the blocking on the components, and now it works. Somewhat. I have to hit a character a bunch of times before I get a proper bone hit, which prints the correct bone. It seems to ignore the traces at certain conditions. @worthy frost

worthy frost
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you need to adjust your chracters physics asset

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and ensure the colliders cover properly

stuck hedge
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Interesting little bug. If you map names to input actions, it will not display the field for "name".

mild pine
trim matrix
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I got an Actor that has functionality that my new actor would like to have but I want to use a different static mesh. Should i just make a new Actor? because there is a bunch of undesirable code or repetative code. Or maybe I can reformat things.

flint nymph
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@trim matrix yeah maybe move the shared functionality into a parent class that both actors can inherit from

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I imagine it will require some refactoring but would probably be worth the effort

trim matrix
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Yah I think you're right

gentle tusk
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Hey guys, how do you use the mouse position to set as forward for a character, lets say like a top down but keep looking at it

rough wing
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Can someone help me out with this?

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Image above is what I've done.

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So I have an array of kingdoms and I want a random location for each of them.

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However I can't have more than 1 kingdom sharing the same location.

trim matrix
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@flint nymph i did it and it works good well worth it!

rough wing
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Here's the solution to my question if anyone needs a distinct random number generator!

sand shore
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wait what

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@rough wing hold on

rough wing
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?

sand shore
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this works?

rough wing
sand shore
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w-

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but you clear the array before you call the func

rough wing
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I clear the array and start with a new batch

sand shore
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I.

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Hrm.

rough wing
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idk what that means

sand shore
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This is just so esoteric

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Do the numbers constantly change?

rough wing
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What do you mean?

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When you run this event it will give you random numbers in an array

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That's the result

sand shore
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I think you have a logical fault

rough wing
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Just an array of numbers

sand shore
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You want to insert random numbers until it's full?

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is that the point of comparing a previous index to the value that was just inserted?

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Or you want to throw everything away if a duplicate exists?

rough wing
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Since they are random I don't mind throwing away the rest of the array

sand shore
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Hmmm

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I get it now

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quite strange, you should watch that you don't accidentally trip the infinite loop detector

rough wing
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In the previous version it did.

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I fixed it though

sand shore
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It's still possible (although unlikely)

rough wing
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Yeah

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I can easily limit it to a number

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But thats the main logic

sand shore
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Well, what's your goal with this generator?

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Do you not want any biasing at all? Like, is that the purpose?

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Bunches are okay

rough wing
sand shore
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If you don't mind having things a bit evenly spread I could suggest another solution

rough wing
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My map will have a number of kingdoms which I don't want evenly spread.

sand shore
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Yeah, I'm not suggesting a perfect even spread, but my suggestion would introduce a bias towards even spreads

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if you don't want that, throw in your limiter and then just adjust the duplicate

rough wing
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Yeah

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but at one point the adjusted number will be equal to another kingdom

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Though it will readjust

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makes sense

sand shore
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Yeah at that point you just find the closest unoccupied tile

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You might even source that from previous runs

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give you more randomness

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My suggestion would have been to bucket this - slice it up into X number of tiles and have each kingdom pick within it's subregion.

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That sounds pretty boring, but you could spruce it up by implementing some sort of ciphering/virtualization, where the region is noncontiguous

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you pick the tile in virtual space but it maps to various tiles all around

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Β―_(ツ)_/Β―

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Depends on what you're trying to get, in terms of feel.

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By definition you get unique tiles in one pass

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Randomization pass could even be unique per-play

rough wing
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Not sure how I would do that

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But cool idea

sand shore
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simple way to do that would be a stream

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use a seeded stream to do random tiles in range

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your likelihood for collision is pretty low

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BUuuuuuuuuuuuuuuuuuut that's not what I had in mind

trim matrix
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suppose to have gaps between those tiles?

sand shore
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probably not

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If you need to resolve any sort of spatial constraint, this becomes a nightmare to graph.

rough wing
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I was too lazy to adjust the gap

trim matrix
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well if you made it so that you could that would be cool

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pretty sure i did this in a shader with hexagons

sand shore
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Hrm?

trim matrix
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need the formula πŸ™‚

rough wing
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My game is going to be a chess-like game

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So I dont really mind them blending with each other

sand shore
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I was literally thinking you do something akin to this

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This transforms numbers in ascii space, but the formula is right there

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so you slice off random chunks within linear space to each kingdom, then apply maths to transform it into some other space where things aren't contiguous

trim matrix
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well hexagons reminds me of Catan

true valve
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Anybody knows how to add fog of war in a map?

sand shore
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You could source a variety of ciphers and then pick various ones to use based on a random index

true valve
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Let's say I press M to show the map, I only can see the areas I explored.

rough wing
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@true valve there's a free asset in the marketplace

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Idk if its still free

sand shore
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Make sense mono?

rough wing
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Yeah

true valve
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name

trim matrix
rough wing
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I dont remember the name but it had a duck on the thumbnail

sand shore
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You'd want to profile it to be sure that things aren't more expensive than generating a set of random numbers though

rough wing
sand shore
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random IS PRETTY cheap

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but maybe you like the feel better?

rough wing
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I think it wont be that expensive. It just remapping the letters

sand shore
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well in this case, numbers :P

rough wing
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Yeah

sand shore
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remember, we're not sending letters here. It's actually a uint8[]

rough wing
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true

sand shore
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Anyway glad I finally wrapped my mind around what you were doing :P

rough wing
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@trim matrix that material adjusts the scale of the hexagon?

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I dont really understand materials

trim matrix
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not that one must of deleted my blender file

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but if you search you'd prob find one

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just search for hex grid

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you may not understand shaders but should be same formula

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just research you can do it!

rough wing
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Looks nice

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Alright thanks guys

sand shore
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yeah the formula to go between regular XY grid and hex is a pretty standard

trim matrix
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i guess its not that hard to find lel

rough wing
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Oh

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so it's just calculating the positions and spawning hex's?

trim matrix
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i didn't watch but yah

rough wing
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I've done that my own style

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with experimented numbers

trim matrix
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yah now i'm trying to think of fun ways

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but the elevation seems pretty cool

rough wing
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yeah

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that looks awesome

trim matrix
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for castles and stuff

sand shore
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oh you add 50 each row?

rough wing
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@trim matrix never thught of that, cool idea

true valve
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You are talking about VaFogOfWar. It's for level map. I need it for my world map window.

rough wing
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@sand shore lmao yes

sand shore
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I always would evaluate odd/even and then I could offset by half the tile or whatever the thing is

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so 0, 2 row would be the same exact X

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but 1, 3, 5 etc would be offset

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You can do that with mod

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Adding half each time is definitely quicker but you end up with a diagonal grid

trim matrix
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imagine elevation and fog with elevation

rough wing
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@sand shore what do you mean by diagonal grid

sand shore
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@true valve Do you need it to be saved?

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where has my leonardo gone?

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sad panda

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1s mono

trim matrix
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Starcraft 2 fog of war is pretty cool. You need vision of highground inorder to see units; on the highground.

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Could use flying units and stuff to get vision(of highground) then allows units on the lower ground to see and attack those units.

sand shore
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wtf

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why is software garbage

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πŸ™„ hold on, reconstructing this visual example for the third time

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as you can see, adding a half offset each time gives you a hex grid

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but as you increase in one axis, you are always moving one way through the grid

rough wing
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My one is also the one at the left

sand shore
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Hrm

rough wing
sand shore
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oki

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not sure why I can't interpret what you're doing πŸ™‚

rough wing
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What i'm doing or how am i doing it?

sand shore
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how, I suppose

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It's probably just on my end though

rough wing
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The locations are all relative to the left top corner

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I just reset the X axis to 0 and print the second row

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(or spawn)

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But this time with an offset so the hexagons dont overlap

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and like your example, (i think) i used a switch

opaque elk
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Hi, can i make a question about BP here?

rough wing
sand shore
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ah I see

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destroy actor absolutely works

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I would bet money it works

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why do you think it doesn't work?

rough wing
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If destroy actor works how does print string work tho?

opaque elk
rough wing
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Does it work without plugging in the nav data?

sand shore
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@trim matrix it doesn't work like that. If all you're going to give me is "Destroy actor does not work" then I'm just going to continue to not believe you

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Destroy actor has always worked for me, each and every time, for 5 years.

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what makes you think it doesn't do anything?

rough wing
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you probably didnt call it

sand shore
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no no

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let's be skeptical but not condescending

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the custom event happened, this is the only string in the game that says destroyed

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What do you expect to happen which does not occur that leads you to blame DestroyActor?

trim matrix
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calling the event in a different actor?

sand shore
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(that's what I'm getting at)

rough wing
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But how does the print fire if the actor is destroyed

sand shore
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well, see

rough wing
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Does it work like that

sand shore
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it doesn't need the actor to be alive

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it only needs the actor's world

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technically it probably doesn't even need that

trim matrix
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i never thought this out xD

sand shore
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I'm pretty sure it'd print even without a world context

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that's just what PrintString does

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so long as a world exists somewhere in the engine

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it'll get on screen if you want it to

rough wing
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Shit, it does work

sand shore
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You set up a test case?? πŸ˜‚

rough wing
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I wish i knew that before

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yeah

trim matrix
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ok good now i dont ahve too

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going to bed

rough wing
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gn

sand shore
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nite nite

trim matrix
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πŸ›Œ

sand shore
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Yeah so

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statics like PrintString often don't care about actor lifetime

rough wing
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ohh

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thats why i thought different

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If it relied on the actor obviously wouldnt work

sand shore
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some of them are overly cautious and they won't work if the actor has been destroyed

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there's no way you can know without experimentation or experience (or looking at the source code)

rough wing
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well

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@trim matrix is calling from another actor and confused each other?

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Alright no problem

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@sand shore Now I made it so kingdoms dont come near each other in a 2 unit radius

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get overlapping actors

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and check if your actor is in the array

plain flare
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Hi, i writed code for pawn's look at my face and it is looking always from side view. I want to do this look from opposite. What is wrong ?

tight venture
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@plain flare I am confused as to what you are trying to accomplish. Are you trying to change the transform of the active camera? Or where the player character (the pawn) is looking?

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And what is Mesh? What blueprint are you in?

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It looks to me like you're trying to make some other mesh (Mesh) always point toward the player. Is that right?

If so, I would think that those multiply-by -1 nodes are most definitely not correct. Multiplying a location vector by -1 would warp it across the world origin; I don't see the point of that here. Most the time I've ever needed to multiply a vector by -1 it was to reverse a rotation vector (e.g. the one obtained from GetForwardVector)

plain flare
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Ok i am in pawn, and i get my character and pawn's world location. After that i multiply these with -1 because otherwise pawn looking to where character looking to, and i dont want this, i want look at my face for pawn. After, for use just z rotation, i use break and make rotator. And i created new rotation, which is for look at my face. This mesh is pawn's mesh

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@tight venture But if i wont multiply, what should i do

tight venture
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Just explain what you are trying to do. Big picture, no implementation details.

plain flare
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ok im gonna send gif

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this is pawn and looking side

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and i want to look at to me

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it is always looking side

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im gona send one more ss from different position

midnight kiln
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Just a blind guess, but maybe your want to set the pawns rotation and not the mesh?

tight venture
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Okay. I understand now. So that is in the EventGraph for the blueprint of the other pawn, correct?

plain flare
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this codes inside this pawn character blueprint

tight venture
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yeah, @midnight kiln has a point, you'll probably want to set the rotation for the root of the object, not just the mesh. Or else it will complicate things in the future (your pawn will appear to be pointing in directions that it's not, cuz the mesh is pointed in a different direction than the root)

plain flare
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but i cant get rid of meshes from this code, what should i do

tight venture
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one moment, I'll post a screenshot of something that should get you on the right track

midnight kiln
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I'm just guessing and not an expert, but I'd try getting the actor and not the mesh.

tight venture
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actually, i'll just describe it. Your use of FindLookAtRotation is fine. (I actually didn't even know that node existed :)) but you're making it too complicated with the multiplies, and everything else.

All you need to do is get the location of self (the pawn), plug that into the first input, then get the location of the player and plug that into the 2nd input, then set the output to the rotation of the pawn

plain flare
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ok, im trying now

midnight kiln
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I agree the -1 sounds wrong.

plain flare
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no, it didnt work. Pawn always looking to same point. Im gonna send screenshot

tight venture
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Send a screenshot of your pawn's EventGraph. We don't need to see the in-game screenshot

plain flare
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yes i was senf

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sending event graph

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but actually other codes not about that

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so i dont think other codes will be help to solve

tight venture
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post your pawn's components tree

plain flare
tight venture
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Does that inherit from Pawn or something else?

plain flare
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no

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pawn

tight venture
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How is it behaving right now? After you made the changes I suggested? If you run in a circle around the pawn, for example, how does the pawn's rotation change as you do that? (If it changes at all)

plain flare
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Pawn rotation doesnt changing after your codes, before that it was changing

tight venture
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one sec

midnight kiln
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I think you are now missing you references from your previous code.

I would try what you had before, but with a reference to the actor and without the -1.

Also sorry for interjecting my random thoughts.

true valve
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I'm trying to attach a rope to fishing rod.

tight venture
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np @midnight kiln, on the contrary, thx for your input. I am not an expert on the Pawn class by any means.

true valve
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So added a cable. Now what do I do

plain flare
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@midnight kiln ok like i said , without -1 pawn was same rotation with character, so make this opposite, i used thats

tight venture
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what doesn't make sense about the * -1, Berke, is that you're applying that to a location vector. Doing that, in world coordinates, is going to bounce your vector across the origin point, and give you very confusing results, I would think.

plain flare
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hm but it was working closely true :) i wasnt know that, i am new and i am confusing vectors-locations and mathematical other things

tight venture
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@true valve You'll need to explain a bit further about what you're trying to do

sudden zephyr
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So added a cable. Now what do I do
πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚

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Plug it into a wall socket? πŸ˜›

true valve
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So i attached the start of the cable to my fishing rod and kept its end lose. When I swing I want it to behave like fishing rope and attach to the location it hits.

tight venture
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@plain flare So, if you have a vector like this

midnight kiln
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@plain flare done worry. We have all been new and in most cases still are.

tight venture
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Multiplying it by -1 will result in a vector pointing in the exact opposite direction, like mirrored around the origin

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If you do that to the location vector (in world coordinates), you'll end up getting some point in space that likely will have absolutely nothing to do with the direction you want your pawn to rotate toward

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Try what @midnight kiln suggested, and return to what was working for you, but just simplify it by removing the -1 multiplication nodes.

sudden zephyr
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At this point i'd just add a debug arrow to the root to check if the mesh is actually pointing in same direction as the root. πŸ˜…

tight venture
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^

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What he said

formal mesa
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I cannot set z velocity while i am falling. So my jetpack when i hit the ground will stop sending me up. Is there an easy fix in blue prints for this?

sudden zephyr
tight venture
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@formal mesa You'll probably want to have your jetpack work by applying impulses to a physics asset. The answer to your question depends on how you're doing the movement, though.

plain flare
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Δ± solve, correct code is this. Thanks for helps @tight venture @midnight kiln

tropic robin
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I am going to chime in since both him and I are working on this problem. Right now this is not networked but this will be networked.

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So I was applying impulses networked but it was very jittery

tight venture
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@plain flare glad it worked out for ya

tropic robin
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this is for the problem @formal mesa just posted

tight venture
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gotcha

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I don't believe that setting the value for a Movement Component's velocity will actually do anything toward making the root object move

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I may be wrong, there, but I think that's accurate ^

tropic robin
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It does move, but only if I am in the air first.

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Which I find odd

midnight kiln
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@plain flare Awesome, I'm glad we could help

sudden zephyr
tropic robin
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I removed the jump action

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I wanted to isolate the issue

sudden zephyr
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Ah, so i assume movement controller will let you add Z velocity only while in air,

tight venture
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Pretty sure y'all are looking for this node

tropic robin
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To put it simply I want a constant force to push me upwards.

sudden zephyr
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Nope, wont work on movement component i think.

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Add force and impulse don't work on character with movement component, needs physics enabled, which character is not.

tropic robin
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I did use the Add Force node before, but like I said when I multicasted that, it was super jittery.

sudden zephyr
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So, basically, you need to set your movement component to is flying state i guess.

tropic robin
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I did try that, is flying did not make a difference

sudden zephyr
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πŸ€” Odd

true valve
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@tight venture Did you get my question?

sudden zephyr
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Lemme try for the heck of it.

tropic robin
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Oh im sorry, I set "Can Fly" under Nav Movement, one sec

tight venture
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@true valve sry, no I didn't see it. Now I do:

tropic robin
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It doesnt seem to be an accessible variable

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I cannot see it in the details panel and trying in blueprint I can only get Is Flying

tight venture
#

Still, @true valve your question is too vague. You need to include how the results of your current solution differ from expectations.

#

w/ screenshots πŸ˜‰

sudden zephyr
tropic robin
#

To add on a bit of info. If I print my velocity out while I am firing the jetpack, before the add it prints 25, next it prints 50, then on the next tick it goes back to 25. So it flip flops between the two velocies

#

ok lemme give that a try

#

Ok so that did do it. Looks like I have to set the movement mode every tick in case of a bump with the ground.

sudden zephyr
tropic robin
#

So it works just with setting falling actually

#

if I set flying it has a strange behavior

#

the player is in a walking animation

#

if I set falling it allows the velocity change and has the in air animation that fits

sudden zephyr
#

Because the animBP was not set for it.

tropic robin
#

gotcha

sudden zephyr
#

You need to do some modifications there too

#

But i'd make that modification and not leave it on falling as a workaround. You'd always want to know exactly what it is your char is doing. πŸ™‚

tropic robin
#

fair enough

#

thanks for the help

sudden zephyr
#

This should do it

#

In the anim BP event graph ofc

tropic robin
#

Thanks, I appreciate it.

sudden zephyr
#

πŸ‘

tropic robin
#

Its strange instances like this where google doesnt exactly cut it because its so specific lol

sudden zephyr
#

And now my character has a jetpack... πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚

tropic robin
#

lol

#

luckily my friend found the discord and guided me here.

sudden zephyr
#

Yeah, examples are VERY scarce. 😦

#

And the ue forum was useless for me for some reason.

tropic robin
#

I will probably hang around and ask more questions here or there.

sudden zephyr
#

The best resource for modding i ever saw was for skyrim and fallout. Hands down, nothing comes close.

#

If we only had something similar for UE

formal mesa
#

Yea the mod community over there is insane

tropic robin
#

modding communities always have the best docs

sudden zephyr
#

While the discord community on Space Engineers is #1 on helping with coding. πŸ˜…

tropic robin
#

that game was so much fun

#

and so amazing at giving our friend motion sickness

tight venture
#

This discord community is pretty awesome, IMO. It has its occasional jerk, but for the most part, people are willing to help when they can

#

I was actually surprised to see this much activity here this late at night. From what I've seen, the server seems to be mostly American timezones

sudden zephyr
#

Oh, i didn't mean that this one suks or anything, dunno, i'm new here, so to speak. πŸ˜…

tight venture
#

That's not how I took it. I'm just rambling/babbling. Don't mind me πŸ™‚

formal mesa
#

Yea no for real noone was saying this community is bad this is my first day here i know nothing about this community :-p

static charm
#

well ill be the jerk and tell you this channel is for blueprint related topics

tropic robin
#

Setting the movement mode actually fixed the network jittering as well.

EDIT: Nevermind jittering is worse than ever

tight venture
#

lol @static charm true, true

low rampart
tight venture
#

Okay, here's a real question.

Given a random set of adjacent, non-intersecting rectangular planes all lying completely within the XY plane (such as the 3 pink ones shown here), what would be the simplest algorithm to determine the points which form its perimeter (the green dots), in order?

worldly gyro
tight venture
#

e.g. One of the possible answers I'd be looking for (in this case starting in the upper-left) would be:

(-2,2), (1,2), (1,0), (0,0), (0,-2), (1,-2), (1,-3), (-3,-3), (-3,-2), (-1,-2), (-1,0), (-2,0)

#

@worldly gyro You using an animation blueprint?

worldly gyro
#

no i using level sequence

#

but i want reset it from a blueprint i do

#

@tight venture

#

i want move a ball from point A to point B

#

And when user hit the ball the ball reset to his first postion and redo the animation

tight venture
#

Just to clarify... what exactly do you mean by "animation"?

worldly gyro
#

the level sequence

#

moving the ball point A to B

tight venture
#

okay, so you mean in general

worldly gyro
#

what is general

tight venture
#

Well, "animation" has a specific meaning in UE

worldly gyro
tight venture
#

Where are you triggering "user hit the ball"?

#

Is that an event, an input, or what

#

I guess I'm asking, what do you mean by that, "user hit the ball"

worldly gyro
#

when he overlap on my blueprint

#

and i use destroy actor

tight venture
#

Does the ball receive player input (i.e. the player is the ball)?

worldly gyro
#

no i m the sidescrollercharacter

tight venture
#

Okay, well, it sounds like you just need to determine the conditions under which you want to perform the reset

worldly gyro
#

i need to edit destroy actor by moving the ball the his initial position and reset the level sequence

tight venture
#

And branch off either the corresponding node in the EventGraph (such as a collision event), or create a custom event

worldly gyro
#

bc if i don't reset level sequence the ball wil move to the keyframe of the animation

tight venture
#

I don't quite understand the need for an animation. I was under the impression (from your screenshot) that any ball involved in the maze-like level you posted would be under the influence of gravity/physics. What does the animation do?

worldly gyro
#

or can i move the ball on the blueprint

#

I ball the travel the stage

#

and the player will have to jump for don't hit it

#

and when the ball hit the wall the ball reset and redo again

tight venture
#

ohhh okay. So the ball has a predetermined path that it follows?

#

and the player has to avoid it? gotcha

worldly gyro
#

yes

#

so i can do the ball path with level sequence

#

or in the blueprint of the ball

#

but when the user hit the ball i need to reset the ball path

#

for have a new ball redo the job

tight venture
#

I personally wouldn't use animations for that. I would simply define a path for the ball to take and enable collision against the player. On a collision event, you can just call SetActorLocation on the ball, or if you have other things that need to be reset, like a more formal "level reset", I think you can do that via the GameState

worldly gyro
#

how you define the path

#

if you don't use level sequence

tight venture
#

Well, I am no expert, but I know that either of these 2 solutions would work:

#
  1. Use an AI controller
#
  1. Manually define it as an array of vectors
#

2 cont...) and then move the ball along that path as simply a chain of SetActorLocation + VInterpTo nodes inside your EventTick

#

Having that motion be an animation is... not how I would do it. It may be possible, but IMO, animations should be used to change either the shape of a mesh or the relative positions of multiple meshes, not the absolute position of anything

#

In other words, if all you're trying to do is move a ball around a level, I would not suggest using an animation to achieve this.

#

The best solution would really depend on how exactly you want the ball to move through the maze; if you want it to be randomized like the enemies in Pacman, or if you always want it to follow the same predefined path each level.

#

But, no matter which you choose, the easiest way to trigger a reset would just be simple collision. OnComponentHit or OnBeginOverlap between the ball and the player.

#

@worldly gyro ^

worldly gyro
#

I just want the ball move point a to b on the stage

#

and return to initial position and do the thing again

#

like on scren

tight venture
#

Just use SetActorLocation

worldly gyro
#

and i enter the locaton that i have on my editor

tight venture
#

The starting location

sudden zephyr
#

I'd use a spline for path

worldly gyro
#

i need to enter the start postion the end postion and the time for travel

tight venture
#

^ this guy is more knowledgeable than me, I think

worldly gyro
#

what is that

sudden zephyr
#

Just easier to visualize if it's a fixed movement between point A to point B, teleport then reverse or teleport to point A.

#

Who? Me?

#

Nope nope nope nope...

worldly gyro
#

how to do

tight venture
#

hehe, yeah. I haven't used splines yet (no reason to so far)

worldly gyro
#

what is qspline

tight venture
#

A spline, afaik, is basically a mesh that can deform at certain points along itself, like a worm. Usually used to make tubes, etc. Again, that is based solely on what little I've read about them.

#

I think @sudden zephyr is suggesting using one for your ball's path

#

@worldly gyro Is your overlap getting triggered?

worldly gyro
#

yes why

#

i don't undesrtand what he said

tight venture
#

I wouldn't be able to explain further. Like I said, I've never used splines before. Just see if you can get something basic working, first.

#

So, you are destroying the ball?

#

I see...

#

Why not just move it back to a starting position, instead of destroying it? And then reset the player's health, etc

worldly gyro
#

yeah i will destroy it when hit and respawn to the position

sudden zephyr
#

I never used it myself but shoudn't be rocket science xD

worldly gyro
#

i don't reset player health the game isn't ended

tight venture
#

Once you call Destroy on it, it's gone. You'd have to create another one to get it back.

worldly gyro
#

i would reset the ball to the position after x second

#

that why i use spawn actor

sudden zephyr
#

I'm interested in, can you show up a editable variable in the map viewport when clicking an object?

worldly gyro
#

for spawn a new actor

sudden zephyr
#

As i said before, it's not a good practice to destroy something you'll be spawning again right after in the same state...

tight venture
#

Oh shit. I just noticed, that's in the Trap's blueprint. Not the ball's...

#

@sudden zephyr what do you mean?

sudden zephyr
#

Can you add a custom variable or element or something that is bound to a variable in the right details panel?

#

I'd like to have a actor ref variable per pawn in world.

worldly gyro
tight venture
#

I think you're talking about... just public variables?...

#

Just gotta check the "Instance Editable" checkbox

#

Then clicking on it in the viewport, it shows up on the right:

sudden zephyr
#

Ah, thanks!

tight venture
#

πŸ˜‰ np

sudden zephyr
#

I'm sorry, you probably worked hard on what you already had but as far as i can tell, you went the wrong route, i'd suggest to start over.
Implement a simple move logic that is easy to change, adapt etc and then start from there.

#

Here's how flexible it is :)
Hope it helps.

#

We'll run you through it if you have issues. ^^

lament shard
#

when i use only Event Tick - camera works like i want, but there are always 2 errors, when game stops
but if i use Delay + Tick Enable - camera doesnt work, but errors gone

sudden zephyr
lament shard
#

i know)

sudden zephyr
#

Cuz i don't see the faulty node in the pictures

#

It said SetActorLocation with the Char2 as target input, didn't see it on any of the pictures. Access none means something was empty when it tried to read it.
So, go to the faulty node and work backwards, meaning check the Char2, where it gets set and when. Essentially meaning, before ever calling SetActorLocation on Char2, you must make sure it's either set or do a IsValid check before trying to move it.

#

Sometimes it can just be a trivial thing like the actor references being destroyed on session end before the Tick Event finishes, since it's async ofc, so a IsValid should be fine to use. Unless i'm wrong ofc. πŸ˜›

true valve
#

How do you attach a static mesh to the end of a cable in a blueprint?

tight venture
chilly sun
#

thanks

tight venture
#

@true valve Is your cable a skeletal mesh?

true valve
#

No a cable component

#

In a bp

tight venture
#

@true valve wow, I'd never even heard of that type of component. Had to look it up. Sorry, never used one.

#

@true valve It looks like cable components have a socket at each end. Just attach the static mesh to that socket

#

It looks like the sockets are named "CableStart" and "CableEnd" by default, so:

#

@true valve ^

sudden zephyr
#

Attaching an actor to a cable and cable to an actor are 2 different things. I'm not sure cable comes with constraints.

#

Meaning, you are attaching the cable sockets to other things but those things wont move based on the cable.

tight venture
#

Well, he asked how to attach a static mesh to the end of a cable... I think that would do it...

sudden zephyr
#

But you are not attaching a mesh to a cable, it's the reverse. πŸ˜›

tight venture
#

I see what you're saying. Yeah, I don't know anything about how a Cable Component's constraints are set up, you're right. But that would spawn an actor at the socket. How they'd behave after that, I dunno

sudden zephyr
#

Basically, the cable does nothing, only connects itself between socket A and socket B. No forces are applied by the cable on to the attached meshes. The cable is an "illusion" kinda of thing. You'd use constraints to actually attach 2 objects in a linear manner and then just use a cable to connect the 2 constraints to give the illusion it's connected. If it makes sense.

tight venture
#

You're saying Cable Components are purely cosmetic? Sounds about right.

sudden zephyr
#

Perhaps some trickery with enabled cable physics and lots of solvers and all but thats a BAD thing to do. xD

#

But anyway, follow up on the vid i posted Korvax and you should be on your way to have a fishing rod. πŸ˜„

tight venture
#

Yeah, from the UE docs page for Cable Components, it looks like they're not meant to be used to handle constraints between two physics objects, but rather be a simple way to add something that looks the part. Like, if you wanted to model some fuzzy dice connected by a piece of string, hanging from a rear view mirror... If you want the dice to have realistic physics, you'd need to use a spline mesh to model the string. If they were purely cosmetic and weren't affected by physics, then you'd want to use a Cable Component for the string.

That seem right?

#

Or am I way off

#

That's what my brain came up with for a tl;dr on the docs page hehe

sudden zephyr
#

Yup

true valve
#

So I needed to attach the hook to the cable.

#

If that works then wherever the hook lands, I want to attach the hook with the cable to that location.

#

In my case water...

#

I saw the doc and video before asking here. I will study the video more.

worldly gyro
#

i don't undesrtand this error

#

can someone tell me

flint nymph
#

what does the death event do

#

does it destroy the actor?

worldly gyro
#

no

#

death animation

#

i also death before have 0 hp

#

he don't like be shooting by 2 balls

#

idk why

#

with 1 ball ok but when 2 balls different he don't liek

flint nymph
#

I don’t know all of your setup but what the error means is that you’re referencing something improperly

worldly gyro
#

who

#

why

thorny cedar
#

and true, if i have a audio file set to the audio?

flint nymph
#

the result will be valid if the audio component exists

thorny cedar
#

so i have to check if it isnt empty?

tropic robin
#

So, im still working on my jetpack code and in need of someone who can help with networking because perhaps I am doing something wrong.

#

As of right now the steps I take are client pressed spacebar, sends bool to server to say its firing, the server replicates that bool to everyone. on the player tick I have a multicast that gets called to execute the jetpack function, the jetpack function checks that bool and if its firing it applys the force.

#

It all works

#

however

#

the client experiences jittering

#

And my assumption is im doing the rpc wrong but I cant quite put my finger on it

flint nymph
tropic robin
#

I have implemented it in both blueprint and cpp and same results so I know this is an error on my end and my compreshension of networked code

flint nymph
#

oh ok

tropic robin
#

ah crap im in blueprint

#

sorry

tawny tinsel
#

how do i have simple soft body collisions using advanced locomotion v4? i just want to simulate hair and skirt on my character

tawny tinsel
#

ok i think i got it

#

now my charcater falls thought the floor tho? as if it has no collision

#

the ragdoll works

#

but ugh i cant move

#

my physics are only set on a few bones

#

not all mesh

golden kite
fallow path
#

Thats not even the worst I have seen

thin rapids
#

why is unreal doing this
@golden kite you can just click the node it says is getting an error

#

and it will go to it

flint nymph
#

IsValid nodes spitting out access none errors is a weird bug I’ve been seeing/experiencing lately

golden kite
#

it goes to standartmacros

#

it doesnt go to the node that has the error

#

it opens the standartmacros of isvalid

#

I guess Im trying way too hard with ue4, i broke the thing

fallow path
#

@golden kite the access none is actually not an issue in this case. The display of the message is

#

except unreal breaks the execution flow cause of the issue

#

Atleast the message tells that is reading none from "ActiveGun". Thus have a look where to reference that variable

golden kite
#

issue was caused because I was checking for a actor component that was not valid

#

now, replace references always crashes

thin rapids
#

it goes to standartmacros
@golden kite did you press the 'IsValid' or 'Branch' node? the branch node will move you to standardmacros because its inside the isValid node

fallow path
#

The IsValid node should not spit that error, as it is THE node to check for 'NONE'

golden kite
#

both goes to standartmacros

thin rapids
#

πŸ€”

golden kite
#

I would say this is a bug

hazy igloo
#

@golden kite Oh, modern art πŸ™‚

golden kite
#

wut

plain flare
#

Hey what should i do cast object for projectile

fallow path
#

?

plain flare
#

im send ss

rough wing
#

@tight venture are you trying to find the coordinations of the points or the perimeter?

#

@plain flare get actor location'i -1le carparak isi bozuyorsun

tranquil hazel
#

Does anyone know how to replicate warframe's wall jumps?

icy mica
#

@tranquil hazel YouTube has an advanced tutorial about wall running might be worth the watch. search for "wall running unreal engine 4"

#

I am not 100% sure it covers jumping though.

tranquil hazel
#

ok thanks

exotic cradle
#

Trying to make a line trace for this camera is going to give me an aneurism

#

Jeeez

#

No mater what location I use it goes the exact same direction and the only thing that changes its position is my characters position in the world. I think maybe the problem is I have my camera separate from my actor?

#

Lmao. Might have figured it out. I probably need to get a reference of the camera location using my camera_interface. Duhhh

trim matrix
#

Anyone know how to set up a function that would take Vec X and make a (Vec Y) at a distance between X and Y that I want control of?

#

basically I'm spawning a new actor at a random location but i want to have a bias based on distance between the last actor that was spawned

#

Z is 0 ofc

exotic cradle
#

So you want a random number on the Y-axis?

trim matrix
#

x and y

#

right now i have an area thats fixed

exotic cradle
#

Well he said he wanted to make a Vec-Y at a distance between X and Y so he is looking for Y

trim matrix
#

sorry i said that wrong

exotic cradle
#

Oh

#

So you basically just want it to randomly spawn?

trim matrix
#

yes

#

but i want a distance i can control with a slider widget

#

doesn't have to be like fixed distance from vector

exotic cradle
#

Ah

trim matrix
#

just a bias

#

so maybe random relative vector i guess to that distance offset from vector 1

#

i guess

exotic cradle
#

One second.

#

Ugh my internet went out one second let me get the link I was about to post from my pc

trim matrix
#

Np any help is appreciated

exotic cradle
#

Okay go to google. Type in Advanced β€œRandom Actor Spawning” Blueprint

trim matrix
#

k

exotic cradle
#

Idk if that’s what your looking for or not

trim matrix
#

ah! transform location

exotic cradle
#

Thatll do it lol

trim matrix
#

thanks!

exotic cradle
#

No problemo!

tight venture
#

@rough wing I was just trying to generate walls around a floor which is made up of an unknown number of rectangles, such as this:

worldly gyro
#

How to know each node

tight venture
#

I came up with a pretty decent algorithm:

  1. Put the corner point of each rectangle (cuz I have access to those) into a map of Vector2 -> int, and each time I find the Vector2 in the map (duplicate corner from the meeting of two rectangles), I add one to the mapped int, else add a new Vector2 index. So, basically, just keep track of how many rectangles each point is a corner for.

  2. Only consider points with odd numbers in the map.

#

Then the remaining points would be the correct minimal outline of the perimeter

#

You can see it more clearly if I mark the number next to each point

#

keep the 1s and 3s, ditch any even numbers, the 2s.

#

That works for everything except one case:

#

That case ^

plush ridge
#

How is this possible? My "EnemyType" variable is BossVikings, and for the enum, it selects Viking, but the actual output is Knight?

tight venture
#

So I'd have to figure out how to work in that edge case, and... besides that, I'd have to work out the missing part at the end of the algorithm:

How to determine how to connect all the remaining dots correctly, cuz it wouldn't necessarily just be fetch your closest neighbor in a cardinal direction cuz then you'd run through the middle of the map, such as (in the top diagram) going from the upper-right-most 3 point straight downward a short distance has you run into a 1 point, so how would you know how to link the points together

#

Anyway, it doesn't matter anymore. I knew as I was attempting to solve it that all that was unnecessary, I just thought it was interesting to solve. It doesn't matter anymore because I realized that I'd need to put up walls in the middle of the room sometimes anyway, so it was moot at that point.

#

@plush ridge I'd have to see your enum layout in order to say for sure. My guess is that it's not actually using "Boss Vikings" but rather the "All" option, which I presume you are using as a default/catch-all value

plush ridge
#

was my fault, sorry. I was overriding the EnemyType variable right after this so the second time it looped around it had Viking as the input, so Knight as the output

tight venture
#

ah, k well all's good then πŸ™‚

gritty elm
#

@thorny cedar you need to understand the concept of nullptr in c++, if you destroy this component then you will get false, otherwise if audio is empty it still return true, because you still have valid component constructor

thorny cedar
#

what would be the right check for checking if it has a legit audio file?

#

so i basically check, if the component(audio) exists

rough wing
#

@thorny cedar IsValid, I guess?

#

Does it not work?

gritty elm
#

@thorny cedar well, that is very easy, you need to get sound from that component and then get outer and you can check if you have valid loaded sound asset πŸ™‚

sweet hinge
#

hey all, really simple question here that I can't seem to overcome - trying to make something move from a bone location to 500 units in front of my actor. Everything works except my beam just goes off in random directions instead of forward, and I can't figure out what I'm doing wrong from tutorials or why my math is wrong. I have tried everything from simple getting location and multiplying forward vector by 500 for the end point, to attempting to build a custom transform for the new endpoint

#

I'm doing something really simple wrong I just can't seem to snag it

gritty elm
#

@sweet hinge can you tell the name of bone you are attaching to?

sweet hinge
#

using the UE4 3rd person starter kit stuff and just one of the finger bones

#

or actually it's the 'hand_l' bone specifically

obtuse glacier
#

I heard there's already a way to convert BP to C++, does anyone know what's this feature called? I'd like to learn more about it and see how stable/reliable this is

thick pewter
#

@obtuse glacier It is nativization

obtuse glacier
#

@obtuse glacier It is nativization
@thick pewter

is it built-in or a third-party plugin?

thick pewter
#

@obtuse glacier it is built in, you just do it to increase performance especially for complex bps

obtuse glacier
#

great, thank you @thick pewter

gritty elm
#

@sweet hinge you are doing wrong, you need to attach to head or root, because if hand move your attached actor will move too

sweet hinge
#

if I want the particle to start at the hand, do I just get it's location in world to set as start point then and force the rotation for 'spawn emitter at location' rotation pin from the root?

gritty elm
#

yes something like that

#

you don't need to attach anything in order to spawn particle

sweet hinge
#

ok will give it a shot using rotator from root real quick - thanks for the idea πŸ™‚

gritty elm
thorny cedar
#

@gritty elm basically checking, if i can get my sound

hexed jungle
#

i have a blueprint that works only some of the time, the blueprint compiles fine but because it compiles and works some of the time I cant work out why this error keeps coming up..... what exactly does it mean saying "accessed none trying to read property"

sweet hinge
#

@gritty elm my emitter spawns forward from wherever the character is facing now after your assistance. Thank you SOOOO much!

mighty sinew
#

me want fire noise

#

@someonewhowillhelp

#

i made fire noise

#

but it sounds scratchy or roboticy

#

i dont know why making a new event beginplay made the fire not duplicate itself

pulsar oxide
#

i have a blueprint that works only some of the time, the blueprint compiles fine but because it compiles and works some of the time I cant work out why this error keeps coming up..... what exactly does it mean saying "accessed none trying to read property"
@hexed jungle Just before "Set Scalar..." run an "isvalid" on the "spot emit mat" reference. My money is the reference is null.

woven lance
#

i've gotta get the midpoint of two points. is this "make array" node a performance problem?

inner ginkgo
#

@woven lance The node itself isn't a problem, but you are essentially adding the 2 vectors and then dividing by 2. The method you have now is probably overkill.

woven lance
#

right, it'd be more suitable for an actual bunch of vectors to average

atomic crescent
#

hey, are you able to move the player character to a location? Im bascially playing as a dragon & want to be able to fly down to the cow on land

#

is the ai controller something that will tell it how fast to transform the location? not sure how to go about this haha

inner ginkgo
#

All of the move-to style nodes work on AI Controllers only. Player controllers usually work with manual movements and/or movement components.

atomic crescent
#

thanks, i will look up movement components

inner ginkgo
#

Did you want the "fly down" to be automatic? Or should a player be able to move up and down at will?

atomic crescent
#

i wanted to make it automatic. once the dragon 'sees' the cow a string is printed saying 'press f to swoop down' and then basically I want to auto move the player character from where its flying to the cows location. i have the string printing on event overlap w/ the cow (cow has a large sphere competent)

inner ginkgo
#

Ok. So, it is basically a scripted event. There are no easy 'move to' nodes for players in that regard. So, you'll need to look up some other stuff in addition to movement options. A timeline might be handy.

atomic crescent
#

dam im pretty new to blueprint & coding logic in general. but i really wish this worked haha

flint nymph
#

@atomic crescent be careful with large sphere collisions on lots of actors, they can potentially be costly

atomic crescent
#

hmm, thankyou

#

im assuming the large sphere is not the best practice

flint nymph
#

if you’re going to do it that way just have it on the dragon

#

instead of on every cow

atomic crescent
#

hmm, smart haha

#

@inner ginkgo thank you. i will look into timelines too

flint nymph
#

you can lerp between your current position and the cow position with a timeline as a really simple way to do it

inner ginkgo
#

^

flint nymph
#

you just need a track on the timeline that goes from 0 to 1

#

and you can scale the timeline’s play rate by distance

#

if that’s something that’d be relevant

tranquil hazel
#

does anyone know how to recreate warframe's wall jumps?

true valve
#

Can you use flipflop with montages? If not any alternatives?

flint nymph
#

what are you trying to do exactly

zenith kindle
#

how do i test if a bitmask int32 has a specific enum set in it ???

atomic crescent
#

thankyou ! @inner ginkgo & @flint nymph

quick lark
#

Hey all, my motion controller is spawning far away from my HMD. Does anyone know why? Super simple setup. MotionControllerR and VRCamera have a location of 0, 0, 0

zenith kindle
#

so dumb, im just ganna right a helper function in c++ just to properly use enums & bitmasks in blueprint... 2020 wtf ?

exotic cradle
#

So i made 4 child bps for my 1 parent interaction bp. How do I go about having each child actor print something different on the screen when I interact with them as opposed to what the parent BP says when interacted, which is "Interacted" I cant seen to change what the child Bps Print to String tho

#

I am going to need an override for that specific function?

#

If I am misunderstanding something feel free to point that out as well πŸ˜„

narrow kelp
#

@exotic cradle one easy way would be to override the Interacted function on each child actor

#

you could also keep a variable on the parent, and change the variable's value per child

#

and it will use the child's value

exotic cradle
#

So just have the interact function directly with the child actor not be inherited from the parent

flint nymph
#

@exotic cradle the easiest thing to do would be to make the string that gets printed a variable

#

and you can change that variable in the child classes

true valve
#

@flint nymph So If I left click once I play a fishing rod swing animation. If I click again it plays another animation to pull to rod back.

flint nymph
#

yeah you should be able to use a flipflop for that

true valve
#

So I've attached a static mesh to the end of a cable. After I swing it I want whatever the SM hits to become the cable's end location and sticks to it. Any idea?

flint nymph
#

on hit attach to the other component that was hit, keep world location etc, maybe that could work

true valve
#

my overlaps are not detecting the floor

tranquil hazel
#

does anyone know a video that will help me recreate warframe's wall jumps?

zenith kindle
#

i just laffed at ue4 and no one retaliate???

unborn turret
#

nativization doesn't support level bps

#

what is the alternative to that?

cunning anchor
#

does anyone know a video that will help me recreate warframe's wall jumps?
@tranquil hazel - Raymond cripps has a good grinding/wall running devlog channel

cloud gulch
#

What's the node to stop movement in certain directions world coords?

tropic robin
#

So Im using a third person view and firing a hitscan weapon. Since the camera is offset in order to fire from the player to the crosshair I need to make two line traces. One from the camera to the crosshair, then another from the player to the hit result of the first linecast. Is there a way I can do this in one linecast? Im looking to not having to do the cast from the camera because if the camera is pressed against a wall or object the initial cast hits that object and the player shoots in the wrong direction.

trim matrix
#

@tropic robin that's one of the difficult 3rd person problems and I don't think you can do without two line traces... doing two line traces in one frame isn't that bad

tropic robin
#

I see. My main issue right now is the first line trace, if it gets anywhere near a wall the first trace can be behind the character

#

Can I make a trace ignore the first hit?

#

Or lets say I use a multi linecast, can I guarantee the order of the traces they give me so I can ignore the first hit?

sudden zephyr
#

Are you casting literally from the camera?

tropic robin
#

Yes

sudden zephyr
#

Why?

tropic robin
#

Because I want the bullet to go towards the crosshar

sudden zephyr
#

You should cast from the character offsetted by the camera.

#

So your camera could even clip, the trace would be from the character and shoot roughly in the proper direaction with no intersect behind.

tropic robin
#

lets say I have a literal position on the gun I am shooting from. I have a node set from the tip of the gun. I cannot guarantee if I offset the cast that those will match due to using a physical animation and I have floppy arms

#

I imagine just offsetting will not work then

#

however the argument could be I dont NEED to shoot from the exact tip of the gun

sudden zephyr
#

Well, there are 2 solutions , one the proper line trace from camera i mentioned and a line trace from the muzzle to the crosshair. It's easy and simple really.
Second is making the weapon move/align with the trace. (Which i did) But requires a specific setup in my case tho so...

tropic robin
#

The line trace from the muzzle from the crosshair is what I am trying (have) achieved but its wierd because of the two casts I use.

sudden zephyr
#

Well, it's always gonna be a bit weird doing that. You get the "fallout 3" effect. The closer something is to you, you will still hit the target but the gun when looked more closely would seem as it's shooting somewhere else. Immersion breaking. Or you have the "Metal Gear" effect where you actually align the weapon to aim to the trace, which is a bit more involved but looks much nicer.

tropic robin
#

Right now I am using a very loose physical animation which points the two guns in the direction you are facing

#

which makes for some funny things

#

like naruto running

sudden zephyr
#

Or just use the camera line trace for the hit. But in any of those cases, you have to originate the cam trace from the character so you don't hit things between the character and camera.
You have to choose which route you go.

tropic robin
#

the pressing against walls and objects I am trying to at the very least water down the negative effects

#

I think its more of just that being my question more along the lines of how to accomplish the inital cast. Ive done the cast and it works, I just have issues related to the first cast

sudden zephyr
#

Well, in that case no idea. xD

#

Why don't you try a camera line trace from character and see what kind of results you get? It sounds like a much more simple solution then doing a mumbo-jumbo of inconsistent results. xD

tropic robin
#

Sure, I will give it a shot

#

so am I subtracting the camera and player transform and casting from that?

sudden zephyr
#

I have a snippet if you want. Using Camera Boom connected to capsule. (Same as from the original third person character starter pack) unless you changed it

tropic robin
#

sure if you dont mind me talking a look at it

sudden zephyr
#

Ofc not. πŸ™‚

tropic robin
#

I did change the offset of the camera on the boom if that matters

sudden zephyr
#

I know, i have a switch sholder so this should account for that

tropic robin
#

gotcha

sudden zephyr
#

This is a macro where you put the length of the trace in units and it should handle the left right offset from the boom. Tho i didn't hook up the up/down offset as i didn't use it. If you do, should be easy to hook up as well.

#

Made a mistake. πŸ˜…

tropic robin
#

On a related bit, with the camera collision, I cant seem to understand how to set the probe channel. I want the camera to not reposition itself when a player walks behind you but cant seem to get that set right

#

its a jarring feeling to have someone walk by and your camera shifts

#

I guess thinking about it, that then opens the possibilty of the first cast to hit them and running into the issue where then the second cast goes from the player to behind yourself.

sudden zephyr
#

Dunno what you mean.

#

Also, i thought the Camera channel is ignoring pawns. o.O

#

Dind't work on NPC's yet

#

You could setup a custom channel to apply query on all except pawns and i think you can edit the collision presets and set it up appropriately.

tropic robin
sudden zephyr
#

Yeah, i see. This is odd.

tropic robin
#

ignore the back attachments, I know thats a studio light and not a jetpack

#

the swords and the studio light both have no collision

#

so they shouldnt interefere

sudden zephyr
tropic robin
#

just to confirm, the channel is what it WILL collide with right?

#

in case I am misunderstanding it

sudden zephyr
#

Yup
Set all to block, check which preset the pawn uses and change it accordingly. Likewise if you see camera bouncing off on an object of given type, you can check it's preset and make an ignore on that too. Or, i think you can just go into the pawn, change preset to custom and make Camera channel ignore.

#

Tho, i'd rather setup my own as i don't know what other things could rely on a pawn blocking the camera channel. Like other nodes or marketplace things etc. Keeping defaults as much as possible has it's benefits.

#

Anyone have any pointers how to make weapons jiggle on back when attaching a weapon to a socket?

plain flare
#

Hey i want to down health projectile to projectile. What should i do ? How can i do if overlapper shotgun , health -50. If overlapper rifle , health -20. I know setting health parts but how can i say " if overlapper shotgun"

sudden zephyr
#

Use a bool, or rather use something to identify the overlapping actor being in fact something you care about, and then switch the floats around.

#

Or if you don't care what overlaps, just do a Is Valid.

plain flare
#

no, i dont want to make like that. First of all, i want to apply damage gun to gun. If damage causer rifle, damage for example -20. If causer bomb , damage -50 etc. I have 5 gun and im gonna apply differently. And my problem is getting this rifle and saying "if damaged by rifle ". Or casting to bomb and saying " if damaged by bomb". My problem is this, i cant do that, i couldnt say " if damage causer rifle ". Anyway, this question, i think so long to help. So, im gonna ask part to part in different times, im working to make this.

sudden zephyr
plain flare
#

:D

#

one minute

#

cast's object

#

i asked yesterday but no answer

sudden zephyr
#

I didn't get to this yet, but i have a feeling you're not doing it properly. Firstly, what does the overlap do? Is it to detect the actual physical projectile?

plain flare
#

No, i tried if overlapper projectile, apply damage

sudden zephyr
#

Is it to detect the actual physical projectile?
Well that's what i asked. xD

#

You should use On Hit event for that i think.

plain flare
#

Inside overlap ?

sudden zephyr
#

Oh boy...

#

It's what it's for.

plain flare
#

Ok, but my event hist is small

#

ok i opened

#

so, im gonna try with event hit, thanks for now. Probably im gonna ask some questions too.

sudden zephyr
#

I'm sure you will xD

plain flare
#

:D

trim matrix
#

i have a bunch of actors that i want to know which one has the biggest scale and i need to know with a fast update because i want to draw a line from my mouse position to that object and have it update

#

having troubles getting it to work properly

sudden zephyr
#

Show us what you tried so far so we get a sense of your implementation.

trim matrix
#

yah its bad i know

#

2 actor variables

#

1 to set an actor then compare

tight cobalt
#

Anyone knows the console command for "Num Dynamic Shadows Cascades"?

trim matrix
#

problem is its switching to random targets and not keeping my biggest circle

sudden zephyr
#

What i'd do is set a scale variable instead.

#

Lemme try a mockup

trim matrix
#

if i run on completed is nicer but it will trace to a object thats just wrong πŸ™‚

#

those circle are scaling from 0 to 1 then back to 0

#

anyways going to bed anyone feel free to pm me a solution or ideas on how to go about this would be appreciated thanks

sudden zephyr
#

Lol... nvm then. xD

trim matrix
#

3:41am where i am lol πŸ˜‰

#

uploading a quick gif to show

sudden zephyr
#

Not sure if this is what you're looking for.

trim matrix
sudden zephyr
#

This is rather hard do decypher. xD

#

But yeah, definitely make it on complete, and make sure to remove those missed traces first, just makes it harder to see what it's actually doing.

trim matrix
#

yah i wouldn't of thought it would randomly trace smaller actors

#

wait lol i think i read something weird in my code

#

lol

#

im dumnb

sudden zephyr
#

You're checking the wrong scale axis or something? xD That's my other hunch

trim matrix
#

had the wrong actor in the set variable

#

i was suppose to read

#

temp actor > then looped actor

#

was being set

#

and i needed to set the looped actor to that set node at the end

sudden zephyr
#

πŸ˜‚

trim matrix
#

now i just need to translate this to widget

#

thats what happens when its late

#

and your eyes are half open

sudden zephyr
#

yup

trim matrix
#

thanks was fun now i sleep

sudden zephyr
#

gn

plain flare
#

i did projectile damages thanks but now i have another problem. When i shooting ai and if it is dying , it isnt destroy yourself althought i used destroy. It is destroying yourself when it came my near

#

i used everywhere if health 0 destroy yourself. Almost between every peace but it didnt work

#

still it destroying yourself when my near

#

if it is far from me, dont destroying

sudden zephyr
#

Well, what you expect? It checks the health only when the pawn sees you.

#

You need to move the destroy where the take damage is. Meaning, whenever the pawn takes damage, check the health after and destroy if <= 0

plain flare
#

no but i destroyed from damage things too

#

one sec

#

event hit

sudden zephyr
#

Omg... xD

plain flare
#

lul what happen

#

it is working, so dont worry about different things :D

sudden zephyr
#

When you need to use a bunch of branches, you know stuff is very wrong.

#

You should somehow pass the damage and apply. But that's besides the point here i guess. πŸ˜‚

plain flare
#

i recognize it isnt working correct

#

i deleted all of these

#

i recognize damage count doesnt applying, if bullet came , after pawn is dying , if bullet damage 10, but pawn still dying ( and pawn health 100 )

minor whale
plain flare
#

Im trying to when i hitted by shotgun , damage 35 but there is happening interesting thing. When i play with shotgun, it is damaging 35 every frame althought if i dont shoot. So between branch and apply damage , what should i do ?

minor whale
#

How can I download an mp4 file from a website and save it?

tawny tinsel
#

my characters physics are all messed up when she is in the capsule how do i fix it so the capsule does not interact with the mesh collisions

gaunt monolith
#

@tawny tinsel both the mesh and the capsule have collision checkboxes, you prolly just have to set the mesh to ignore pawn

plain flare
#

i have an AI an what should i give this pawn's cast object ?

tawny tinsel
#

ah yes it worked

#

thank

plain flare
chilly linden
#

how do I get a platform to flip its roation smoothly

#

i just want it to flip smoothly 180degrees

#

the pivot is set

gaunt monolith
#

@plain flare there is a possibility there are multiple of that BP in the level

#

so it needs to know wich instnace of the bp it needs to cast too

#

like get it with a linetrace or overlap

#

if there is 1 in the level you could get all actors of class, get 0 from the array and use that, but this is bad practice

#

@chilly linden get actor rotation and add 180 over time?

#

or use sequencer

#

lerp between 2 rotations

#

many ways to do it πŸ™‚

chilly linden
#

its like glitching out lol

#

this is what i did

#

using a float track of 0.5s

#

it doesnt rotate 180

#

it does like 175

#

for some reason

gaunt monolith
#

and the float goes all the way to 1?

chilly linden
#

yes