#blueprint

402296 messages Β· Page 493 of 403

gaunt monolith
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ur getting actor ratation every time the timeline updates

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and the rotation also gets updated

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u should get the rotation on begin play and store it mayB?

chilly linden
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ive stored it

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in variable

gaunt monolith
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like when its half way in , it still gettin the rotation it is at that time

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also, if you never used sequencer its pretty easy and movement like this wil be a breeze

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you just put 2 keyframes and done

tawny tinsel
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how do i disable the character turning around when it i more mouse? on locomotion asset?

gaunt monolith
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i dont know what a locomotion asset is πŸ˜›

tawny tinsel
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bruh how

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its free

gaunt monolith
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ahh mayB i should look at it sometime

tawny tinsel
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oh its good but a pain in the ass to work with

gaunt monolith
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anything that does a lot of stuff is

chilly linden
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@gaunt monolith I fixed the timeline, how do i now do the inverse?

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so it flips, then delay, flip back to original

gaunt monolith
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plug sometime in the reverse of the timeline?

chilly linden
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what i plug

gaunt monolith
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set actor rotation in a delay the delay circle back to the timeline

chilly linden
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@gaunt monolith I am trying to flip the platform every time the character jumps but I am not sure where to do this

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I know i shouldnt call in tick

tawny tinsel
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my collisions overlap each other how do i make them reach to one another ;-;

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im trying to do simple rigid bodies

chilly linden
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for some reason my timer keeps speeding up

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no idea whats going on

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lol

tawny tinsel
gaunt monolith
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thats not verry lady like πŸ˜›

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@chilly linden have the player bp cast to the platform bp and use the event instead of begin play

chilly linden
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@gaunt monolith what object do i use

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get owner?>

gaunt monolith
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you could try anim dynamics instead of rigid bodies

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prolly use a box collision and on overlap to tell the player what platform to cast to

chilly linden
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no, I just need them all to flip when the character jumps

tawny tinsel
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i need to use rigid bodies

tired latch
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Hey all, how can I set those surface normal rotations to spline point rotations? UE4 doesn't have SetRotationAtSplinePoint and I'm unable to solve this out with tangents.

gaunt monolith
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and i dont know what u mean by reach one another

chilly linden
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@gaunt monolith when the character jumps, platform must flip, when he jumps again, must flip again, repeat repeat repeat

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but I dont get how I am supposed to reverse the timeline by jumping

gaunt monolith
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use a custom event and cast to the platforms

chilly linden
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ive done that

gaunt monolith
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get all actors of class , for each loop and use plug the object from each loop in the cast

tired latch
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Oh, actually I was able to solve this by just SetSplinePointType->Linear.

gaunt monolith
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this is one of my rigid body setups, the rest is done is physics asset

chilly linden
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@gaunt monolith and to reverse the timeline?

gaunt monolith
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where begin play was comes the custom event, plug in a flipflop and other output of the flipflop in reverse

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it wil reverse now when jumped again half way

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might not be intended behavior, can fix with a bool tho

chilly linden
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I will give that a go later, thanks for the help

gaunt monolith
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np, gl

livid plinth
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my countdown does not disappear from the screen

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what is wrong with this ?

plain flare
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Pawn have a overlap all but my bullet cant collide with it

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no problem with bullet , it is working on other pawns

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i copied with thinking maybe i did something wrong but still dont collision with this pawn

true valve
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After I detach an actor how can I let it drop on the ground?

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Instead of floating in the air

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My gravity is checked

tawny tinsel
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how do i make the rigid body physics more stiff?

gaunt monolith
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add more drag

flint nymph
plain flare
gaunt monolith
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break the vector, and add a random number in range

sudden zephyr
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Can you spawn a collision primitive in BP on runtime?

plain flare
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I made like this, after how can i do random number. And how connect this to vector ?

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@sudden zephyr who

gaunt monolith
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get random float in range

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and add

sudden zephyr
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Me, it's my own question. πŸ˜‚

plain flare
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vector

gaunt monolith
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no, you get random float in range, 0 to 500 or something and add to X

twilit heath
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line trace makes no sense if you do not know the startpoint and endpoint, as in what are you tracing for

gaunt monolith
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with the add node

plain flare
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i know start point

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and end point

twilit heath
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even if it was some random proximity thingy that zaps around it

plain flare
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end is me , start is ai

twilit heath
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then you trace to the AI, not random

plain flare
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no end point have to be random. Otherwise it is shooting me 100% correct

twilit heath
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only time end can be just start + random

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is some random proximity electrical discharge

gaunt monolith
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you dont plug anything in random float, you add that to what u allready had

twilit heath
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and even then, it would require a random unit vector, multiplied by range

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not just adding a random float to the X component

bronze lily
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hi, all! is getting a specific actor through using an array the best/fasted way to do it?

twilit heath
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wdym by "using an array"?

still plume
gaunt monolith
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add a tag and get actor with tag

still plume
twilit heath
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most efficient way is to have the target actor register with something you can easily access, or have the object that spawned them inject dependencies

bronze lily
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i mean i want get distance between 2 actors and i need to choose each actor. the best i found was to get them was with using and array for each loop

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christ my english is crap today

gaunt monolith
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yea best way is to know what actor u gunna get B4 it gets put in the array and just get the number

twilit heath
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you should try with more specific use case @bronze lily

bronze lily
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im not sure i understand

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what do you mean "more specific"?

twilit heath
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generally, getting all actors, then iterating over them with foreach is one of most inefficient blueprint constructs there is

bronze lily
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yeah thats what i thought, thats why i was asking

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so tagging should be better?

twilit heath
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only slightly

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what are the 2 actors?

bronze lily
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right now im only using my character and a cube

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which will eventually be player 2

twilit heath
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players you can access in a way that you can't use for static mesh actors though

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gamestate has a playerarray array of playerstates, you can grab pawns via those

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*player pawns

bronze lily
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aha

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ok but for now i'm just gonna use a cube

twilit heath
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there are few more ways to get all players if you're server

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if you're improvizing for now

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find the cube at beginplay, once

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and stash a ref to it

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you do not want to be searching for it again

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if you have a scenario like you have a bunch of cubes, and you want the closest one

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then you stash the ref to all of them in an array

bronze lily
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i'm gonna take is slow and keep it 1v1 for now

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thanks a lot, btw

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this place beats the hell out of reddit

tawny tinsel
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can someone help me i need to change where the camera is positioned im using the locomotion asset

still plume
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Any one have idea why my line trace ignore other character? All actor begin to hit except the character

flint nymph
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set the trace response for visibility to block

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on your skeletal mesh

sudden zephyr
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I'm in a pickle, i can't stop a collision capsule from firing overlap event's on equipped weapon.

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How can i make the overlap ignore my equipped weapons?

still plume
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@flint nymph on the mesh the visibility is set to block but don't work

flint nymph
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@sudden zephyr either change its collision settings or create an actor object reference variable, set your equipped weapon to that, create a branch, if overlapped actor = equipped weapon true, do nothing

still plume
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@flint nymph i think my mesh don't have any collision set.. how can make the collision box?

flint nymph
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your skeletal mesh should have a physics asset

still plume
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yaeahhhhh

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πŸ™‚ it's work. I havent set the physics

sudden zephyr
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Man, its so much easier to work with traces xDD

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So, how expensive are they? xD

flint nymph
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traces are very very cheap

sudden zephyr
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Really?? Woohoo! Then don't need collision trickery. I wanted to add a collision with overlap where the gun would be if raised and check that. So if we collide, don't raise the gun. Essentially doing the same with a sphere trace. So if it's cheap, i'll stick to that then. Thanks!!

flint nymph
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yeah that should work fine

visual lagoon
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But it works perfectly fine if i, instead of using a function, just copy this outside a function?

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It spawns exactly 1 plattform, instead of 10.
If i copy the logic out of the function and use the copied part instead of the function, it works perfectly fine. Why?

still plume
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You have set the platform amount on the function?

visual lagoon
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Yes, i set a default amount of 10

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I really dont get it

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If i do the currently white setup. it works.
If i do the orange setup, it wont work.

The "SpawnLevel" function is the green circle below 1:1 copied out of it

earnest tangle
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@visual lagoon I think it might be because you have a return node hooked up into the loop body of the for loop

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if you return from inside a loop body in programming langs, it exits the function

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so most likely that's what's happening in BP's as well

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if you want it to work correctly as a function, hook up the return node into the completed pin of the loop instead

visual lagoon
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@earnest tangle i just took the default for-loop of the unreal engine, didnt edit it.
Or i might not understand you correctly

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AH

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sec, i think i know what you mean now!

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@earnest tangle you were right,thank you. When i auto-converted it into a function, it looked like this (orange connection)

earnest tangle
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ah

visual lagoon
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Thanks for pointing out the return. I know how it works programming wise, but i really didnt think about that while auto-converting it into a function

earnest tangle
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yeah easy to miss that

trim matrix
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When I run the Interact event twice in a row, the Respawn Item Event only gets run once. Why is that? Is it because only one Timer instance is used? If so, how can I create multiple Timer instances?

rough wing
normal rampart
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@trim matrix Yeah, I think it's bc only one timer instance is used. You can use the "clear and invalidate timer by handle" node to destroy the timer instance. Also, it seems a delay would work here instead of a timer

thin rapids
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you need to clear that timer before running it again

normal rampart
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Anyone happen to know how to prevent a character from "slipping" down a little bit when using the charactermovement component and having "Can walk off ledges" set to false? It seems because the capsule component can physically slip down a bit, it does. Here's an example:

trim matrix
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how can i get the speed of an actor in front of another actor and get it as a float

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use a parent actor?

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cast to it?

exotic cradle
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Ive checked all of these components and I do not see any reason why they should be doing this. Was working for the past week. I just hopped on today and now this.

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This causes my player to get stuck in position and constantly repeat the last animation when trying to mantle 1m but not when mantling any height above 1m.

sick sapphire
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why does my capsule collision (parented to default capsule of tps char) not seem to have any collision in game?

normal rampart
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@sick sapphire Do the other objects you're trying to collide with have their collision set to block pawn?

exotic cradle
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So can someone explain to me how this function causes my character to get stuck in position and constantly repeat the last animation when I try to mantle 1m or less objects
edited**:this wasnt the cause. It was only a moment of luck that I was able to actually mantle at 1m

sick sapphire
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@normal rampart not sure but its just normal level geometry, the original inherited capsule works fine

normal rampart
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@sick sapphire Can you show collision of original capsule?

trim matrix
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hit ~ and do this

sick sapphire
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default, not changed from original template

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@trim matrix ok done it
there is purple outline on both capsules

trim matrix
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just a tool to help not sure what the problem is exactly

sick sapphire
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@trim matrix alright thx

trim matrix
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@normal rampart Delay didn't work

normal rampart
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@trim matrix did you do delay and call the respawn item event in place of the timer?

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@sick sapphire Try changing the collision from Pawn to Custom and selecting Block for the visibility channel

trim matrix
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@normal rampart Aka this?

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doesnt work

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I think its because the root component teleports or something

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its not async mate, just like event

exotic cradle
normal rampart
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@trim matrix Hmm, I would think the print would still work for Respawned Berry with the delay. The actual respawning might not bc with that setup at least, the get pickable actors is never being called. After the delay, try calling the actual "Respawn Item Event" event

sick sapphire
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still not working, but ill try Ctrl+W the default capsule

trim matrix
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@normal rampart The print isnt called

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so no point changing it

thin rapids
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@trim matrix try retriggerable delay

trim matrix
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@thin rapids Didn't change anything

thin rapids
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didnt you have a timer instead of a delay @trim matrix ?

trim matrix
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@thin rapids I tried all 3

thin rapids
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you're respawning the item but you're not calling the 'Get pickable actors' so its not respawning anything because its not getting that reference @trim matrix

trim matrix
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@thin rapids It doesn't matter, it doesnt print the string

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which it should

thin rapids
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where are you calling the 'interact' event

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@thin rapids It doesn't matter, it doesnt print the string
@trim matrix fix it anyways because when you find out where the issue is that will work

trim matrix
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@thin rapids That's not the problem

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so no point fixing it

rough wing
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Even though I have a point where the loop will end, the infinite loop detector fires.

thin rapids
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@trim matrix did you try actually calling the custom event instead of connecting the pins into nodes inside of it?

earnest tangle
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@rough wing The infinite loop detection is based on number of iterations... there is an option for it somewhere in project settings iirc

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you can give it a higher number and it'll stop nagging about it, but I seem to recall it's already pretty high by default

rough wing
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@earnest tangle yeah its like 10000000 something

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I'm talking more like 200+

trim matrix
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@thin rapids yup, doesnt work either

rough wing
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when I put the value over 200 infinite loop comes up

earnest tangle
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Are you sure it only runs that many iterations? It's possible it might run more depending on how your code works

sand shore
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it doesn't actually track cycles

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eg, same node being hit multiple times

rough wing
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I have tiles that spawn other tiles, I control them all over in one manager

sand shore
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it's tracking the occurrence of particular opcodes. some are ignored, some are counted, and others are considered "reset points"

rough wing
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I keep checking if the tile count exceeds the desired amount

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and stop the spawning if it does

sand shore
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you could have a particularly long/complex loop and set it off quite early

rough wing
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Idk if this is the correct term but

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Do nested loops add up?

exotic cradle
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How do you debug a non-existent character movement curve.

rough wing
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(fixed) My problem was I would check every tile location instead of only the ones I will spawn. I changed that and it worked.

tranquil oxide
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how can you get the current screen resolution in blueprint? (I need it to work on mobile)

woven saddle
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anyone can point me to good resources to learn how to do a 'zone ability' (like in MMO's or MOBA's)? I'm trying to break down the process but could do with some pointing to learn more, cheers.

earnest tangle
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Might be helpful to describe what a zone ability is, at least I have no idea lol

sand shore
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@rough wing They have weird behavior but in general yeah they'll increase the counter

woven saddle
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probably not the correct name for it lol

earnest tangle
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"this content is not available"

sand shore
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Hrm

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So that would probably just be a niagara effect, Blizz Kappa

woven saddle
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I meant more the positioning of the decal

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I might have actually found some stuff, should've researched properly before, thank you anyways πŸ˜…

sand shore
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there's a concept of targeting in that system, often you'll apply visuals to that

woven saddle
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ah thanks for pointing that channel out

quick lark
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Is it possible to send data from a child actor to a parent actor? Scenario: Move child actor joystick, send movement request to parent actor vehicle

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the joystick in this scenario is manipulated via a VR motion controller and implements the blueprint interface Pickup Actor Interface

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I think I can conceptualize it now - the parent actor reads the child actors state on tick. the child actor does not initiate any communication to the parent actor

earnest tangle
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@quick lark easiest way to do it would probably be to have some kind of an event on the child actor which the parent listens to

quick lark
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Oh neat!

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I didn't know that could happen

earnest tangle
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I assume this is with a Child Actor component in the parent BP?

quick lark
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Not a ChildActorComponent, but a ChildActor

gritty elm
earnest tangle
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yeah that's a child actor component if it's in the component tree :)

quick lark
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oh okay πŸ˜„

earnest tangle
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basically you need to manually add a listener to the event in the parent's begin play since you can't directly add listeners into the event graph for it otherwise

quick lark
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Is the above screenshot of the child actor?

gritty elm
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yes

earnest tangle
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yeah that approach would also work

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but you can use get parent actor instead of actors of class

quick lark
sand shore
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Get all actors of class is bad here you'd use get attach parent actor

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Get all actors of class immediately prevents multiple instances of this drivable vehicle thing from existing functionally

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it's a source of bugs in general

quick lark
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oh neato!

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I really appreciate both of your help

sand shore
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Provided you have a typecast reference, that's a function call node that will trigger that function on the referenced object.

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You'd use it to start logic in the object (in this case, set the input amount or something)

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If you check the pins, @quick lark, you can find a stream called Blueprint Communication among other resources.

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Lots of goodies in that talk and the pins in general

quick lark
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If you check the pins,
What is this referring to?

sand shore
quick lark
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Oh heck yeah! thank you!

sand shore
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np

quick lark
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Wow, I just found out about the sequence node. Yes.

sand shore
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thing about sequence nodes - if you delay, the sequence will continue without waiting for the delay to complete

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just an fyi

tranquil hazel
static charm
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well, wall running is not wall jumping. but you'd have to skim through it and see.

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Anyone know of a way to add descriptions to Actor assets, like in the content browsers for different blueprints, say i have 4 versions of a blueprint that i'm prototyping but want to have a short description/comment for that actor without opening it up.

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naming the asset, i run out of characters

earnest tangle
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Walljumping is pretty simple depending on how you wanna do it

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My game's got walljumping and I'm basically just linetracing left and right when in air and jump is pressed, and if it hits a wall, it applies a physics force based on the hit normal

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so it's a lot simpler than what's going on in that video I think

trim matrix
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Could someone help me a bit with the Timer event? Been trying 5h now, should be quite easy to do

tranquil hazel
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@earnest tangle i'm trying to recreate the wall jumping in warframe, so would i do a line trace and if it hits a wall have the character launched depending on what keys you're pressing?

trim matrix
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When I run the Interact event twice in a row, the Respawn Item Event only gets run once. Why is that? Is it because only one Timer instance is used? If so, how can I create multiple Timer instances?

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Yes I've tried with Delay

earnest tangle
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@tranquil hazel that could be an option yeah, in my case I just add a force opposite of the hit normal + 45 degrees up

flint nymph
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@trim matrix that’s just running one timer yeah

sand shore
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Anyone know of a way to add descriptions to Actor assets, like in the content browsers for different blueprints, say i have 4 versions of a blueprint that i'm prototyping but want to have a short description/comment for that actor without opening it up.
@static charm Yeah, it's next to class defaults... forget the label on the button. You can write a full description.

trim matrix
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@trim matrix that’s just running one timer yeah
@flint nymph How can I run multiple 😐

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I mean, I think you understand what I'm trying to achieve

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each Interact event should create its own timer, when it reaches the time, run the "respawn item" and dispose of the timer

flint nymph
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mhm yeah

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you could make a middle-man actor that houses the delay/spawning

trim matrix
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Not sure if I understand..

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sorry, quite new to UE

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you mean make an actor instance every time to handle the respawn and dispose of it later?

flint nymph
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mhm you could spawn a β€œspawner” actor and that actor has the delay and the subsequent actual spawning

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you could also just have the delay in the spawned actor itself to toggle its visibility/collision/functionality

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or have an array of floats corresponding to each actor that you check for the duration and decrement per frame by delta time

trim matrix
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So there's no way of just making an instance of the timer?

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I mean, in C++ that's what you'd do

flint nymph
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uhh I haven’t tried it personally

trim matrix
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but in blueprints I can't see an option for it

sand shore
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an instance of the timer, you say?

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You can create as many timers as you like

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"Set Timer" is what you're looking for

trim matrix
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@sand shore But thats wat I have, look at the image above

sand shore
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o

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yeah it doesn't loop and you never re-set the timer

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which do you want to happen?

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Oh I see

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it shouldn't be possible to trigger interact and have things happen twice in the span of 3s in my opinion in this sort of design

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But what you could do is store the handle in an array. this isn't super clean though because you can't really remove the timer handle from the array.

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I don't think storing the handle would result in the timer going more than once either

trim matrix
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yeah well, I know that much, that's why I'm here to get help πŸ˜…

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best solution would be make new Timer instance every time Interact is run

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since here if I collect 2 items it uses one timer

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aka resets in on 2nd item

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so it will only respawn the item once

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current:
Interact -> Start Timer -> Interact -> Reset Timer - > Respawn Item

goal:
Interact -> Start Timer1 - > Interact -> Start Timer2 -> Respawn Item1 -> Respawn Item2

flint nymph
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yeah your best bet tbh is probably to do an array of times that have matching indexes to the actors to spawn

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and by times I mean floats

sudden zephyr
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My 2 cents, I'd rather choose a fire and forget whenever i can rather them to keep track of arrays if i can choose. So, I'd choose Joe's "spawner dummy" actor personally.

rough wing
brisk kestrel
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@rough wing 1. have you checked your map size integer value? 2. Isn't it called more times? 3. Isn't there something what delays it -> it then looks infinitely looping

rough wing
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This is 50k and its working like charm.

So my ue4 was bugged and a restart fixed it.

modern cove
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I feel like I have a function that's not activating where it should.

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Without the break it prints the 'Hello' but doesn't carry out its order to add a line of data for each playable character currently in the Team array.

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Additonally: this break point is never tripped:

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Now sure why

brisk kestrel
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@modern cove have you checked the build roster event at second screenshot?

modern cove
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Those break points never trip

boreal sapphire
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anybody have any idea for what i could do to make the ammo in the gun visible, for example when i shoot i want you to be able to see the bullets in the clip

brisk kestrel
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@modern cove I don't know where can be a problem, but is reference to the status menu(first screenshot) right? I just guess you call it to another BP

modern cove
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Ya that's the part where the active Widget changes from Tactics Menu to Status Menu

brisk kestrel
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And are you sure you don't call a parent or child BP?

brittle fiber
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good night users, Psi with abother question

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is there a way to add 3rd text from plug in

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within blueprint?

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i can only add 2d text actor

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@rough wing your creation looks cool

brisk kestrel
brittle fiber
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@brisk kestrel yeah bro, i mean i want to add it within a blueprint, but 3d text is itself is a blueprint..

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its like a blueprint within a blueprint

brisk kestrel
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But it seems little buggy inside blueprint :/

modern cove
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@brisk kestrel I..might be calling a Parent or Child BP? The Status Menu contains a piece to which the Build Roster Event belongs.

astral fiber
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@brisk kestrel The child actor component inside Blueprint is very buggy. You cannot change the childs attributes from the parent

brisk kestrel
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but the 3d text actor has problem with calculating the mesh... the text is reversed and the font has problem with letter width at multiple words

astral fiber
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@brisk kestrel But you cannot let your child actor component be rebuilt (reconstructed0)

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For example, you have a boolean in the child actor. it is green when the bolean is true, and red if the boolean is flase. You cannot change the attribute and then let it reconstruct.

brittle fiber
modern cove
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It looks like what I needed was to move the Function call from the Switch to Status Menu to the Status Menu Event Construct. I got the team showing up! For my next trick I'll get the series of text entries more properly aligned, and get one of them to focus by default so I can use a GamePad or Keyboard to select

brisk kestrel
astral fiber
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@brisk kestrel what exactly are you doing?

brisk kestrel
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It isn't reconstructed, it just generates new mesh when is text changed

astral fiber
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Do you know how you can reconstruct a child actor?

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GIve the child actor a simple boolean attribute, and change something with the branch node. And then expose this variable also in the parent actor to the editor.

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And inside the parent construct script change the child actor

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@brisk kestrel

zealous moth
#

nice, so anyone seen this one before? widget creation in widgets returns errors if passing colors

#

tried to split struct but same error

wind atlas
#

hello, I'm trying to get a reference to a foliage type in my scene, but I'm not sure how. Using a line trace I can detect it and reference it, but I'm trying to do it at event begin play, I thought I could with one of the GetAllActors nodes and casting but it doesn't seem to show up

brisk kestrel
#

@astral fiber, unfortunately constructor of child actor class is called before the blueprint part of parent's constructor... but I think there are 2 simple ways to reach what you want

brisk kestrel
#

Also for special cases you can use c++ which is cleaner solution

astral fiber
#

what is the Init function is this one you created?

#

@brisk kestrel

#

Ok I know that the child construct is called first, but there is a CPP method inside the AActor.h: https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/RerunConstructionScripts/index.html

I implemented this into a simple static Blueprint node, if I give the node the reference of the parent it works, butt if I give him the child it does nothing

Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

brisk kestrel
#

@astral fiber The Init function includes the part that you would use in constructor, so you can call it whenever you want(also in runtime).

#

To be honest, I don't know about it much... but it's one of the things that needs to be rewritten by Epic. Some people solves it by own custom c++ classes to avoid using child actor component and similar

exotic cradle
#

So over the past day or so I have been trying to fix this bug. As this is a pack that is not common I have no been able to find a solution on google nor youtube. The problem occurred and was noticed upon attempting to mantle up a 1m surface. A 2m surface and all other surfaces > 1m tall work fine. The PositionCorrectionCurve only exists as a data struct but there are no compiling errors anywhere and no loops detected.
https://gyazo.com/7ecdb5cf3bc753ad07427bb16f60a5aa
https://cdn.discordapp.com/attachments/221798862938046464/729019499545624649/a4a1bcfcca40efab60b7a58e8e1ee2ca.png

brisk kestrel
#

@exotic cradle Check references with debugger

exotic cradle
#

I did

trim matrix
exotic cradle
#

?

trim matrix
#

is wrong?

#

works just dont know if people do this

#

had to update my node

exotic cradle
#

If it works i wouldnt mess with it.

trim matrix
#

i made an event in parent so i can call it and have it fire in the child i call the parent function to give the parent the child

exotic cradle
#

The only time i mess with stuff is if it doesnt work. Like what Im dealing with rn with mantling. All I did was add interactable objects and now I cant mantle lol

trim matrix
#

i've been just trying to do things properly

#

i don't know why getting a reference to gamestate in gamemode and setting gamestate variable in the gamemode caused the variable to have errors yet it does set it

brisk kestrel
#

@exotic cradle I don't know how to help you if you haven't found a problem with debugger :/

trim matrix
#

so i had to make unnessisary casting to game mode to get this stupid variable in my gamestate

exotic cradle
#

Yeah that is why it is baffling to me

#

Ig Ill just restart again lol

#

Actually could probably look at a fresh project and see the difference but I doubt anything will be

brittle fiber
#

@brisk kestrel yo, thanks a lot for all this Hustle

#

Just got home

#

let me see what uve done

#

@brisk kestrel bug in BP editor solves itself after relocating

#

or at least, temporary adjustable xD

#

but dude I love the way this looks

#

@brisk kestrel @astral fiber in that picture for Markus what you did is not required right? I can adjust text within Blueprint? or wait a moment did you show how to make this text and material intro parameters?

#

anyhow im greatful, its a good lesson, if there is anything I can do for you let me know

woven lance
#

so i've got a bunch of capsule collision components attached to my character,
and i store them in a Colliders array.

#

i can use them fine in a for loop, like shown, because it's referring directly to those components,
but how would i get an individual element without it being a copy?

trim matrix
#

if you loop through you get a reference to element

woven lance
#

right, it's a by ref by val difference going on

trim matrix
#

i haven't had to get a ref like that always used copy but i noticed loop elements are references

#

i took me a day to figure out gamemode is made before gamestate so my on begin play to get gamestate ref was invalid

#

now i figure i'd use ?is valid on everything πŸ™‚

#

maybe i should make a c++ function that has a ?is valid with a print string automatically attached to is not valid with object as output xD

true valve
#

In streamable level, when I spawn something using a linetrace hit location, it kept getting spawned at location 0,0,0. When I debug its location appears right.

#

any idea why that happens.

trim matrix
#

not i

zealous moth
#

can you unpossess and then destroy??

#

or is it not the same object?

robust cliff
#

Does anyone know if I can load a level/map to get a render target in that level, while I am in another level/map

zealous moth
#

does anyone know how to track what spawned an actor? somewhere in my bps something spawns my camera manager, god knows what...

rich lava
#

does anyone know the best way to make rough landing camera shake

simple berry
#

hiya! so im having trouble locating help with this, im trying to make the players hand follow where the gun is based off of a socket on the handle. how would i go about that?

trim matrix
#

Winter wouldn't that depend on how big and the shape of the object

#

and in what orientation the object lands

#

what it lands on

#

velocity the object was going

#

the environments gravity

#

etc.etc

rich lava
#

also how do u make weapons not clip through walls without making them collide

#

like putting in a different layer so it appears over it

trim matrix
#

in halo 3 you can mount turrets and clip through walls

#

and if you mount then reposition the turrent and you are right next to a wall you can translocate on the other side

#

the solution i'm not sure

#

fun stuff though h3. was.

tranquil hazel
#

Quick question are you supposed to be able to jump twice if you use one jump node?

trim matrix
#

Winter wouldn't you have to turn on physics just a guess.

#

there are ways to use like character mesh collision to reposition the mesh

#

so you can make your arm lean on a object or something

#

would have to do the same thing i'd imagine because your object is equipted to a socket usually

rich lava
#

i mean how would i render the weapon on top of everything else like in unity there is a layer system which allows u to do this easily

#

how would i use panini projection

trail kestrel
#

hi, i have a problem with the debug flow lines not showing up on certain events, it works just fine with event tick and beginplay but nothing happens on events from inputs in the project setting

bleak vector
#

I'm wondering if anyone knows the best way to do this. I have movement that begins and ends snapped to a grid, but there is no object containing grid points. To check to see if a point is reachable I could do something like check each point every 150 units in a certain radius and see if there's a complete nav path within a maximum length to that point. I'm also certain there's a way to do it with EQS but I can't figure out how to do that exactly. πŸ€”

haughty axle
#

have a question guys, can i trigger other blueprint from level blueprint, but the one i want to trigger he have only construction script built

sudden zephyr
#

Can you get the camera boom socket world location or must i convert it from local to world?

bleak vector
#

I'm pretty sure all scene components have a world location

sudden zephyr
#

camera boom socket world location

snow halo
#

I'm losing my mind a bit peeps. Why in the world is Format Text with Print string adding a comma to a float i'm printing to the viewport?

#

If I do ABS node 15994, it prints 15994.00, but if I do format text and print a float in my struct it prints 15,994

sudden zephyr
#

I guess because you specified length?

#

I think it's treating it as a unit of 15,994 units/meters/centimeters, forgot which one UE used as single unit xD

trail kestrel
tight schooner
#

Are you saying one goes through Format Text and the other doesn't?

#

And yeah I was about to say ToText (Float) node if you want to customize it

trail kestrel
#

not sure if it's the best way but it works from what i can tell

#

use a totext(float) and disable grouping

sudden zephyr
#

We don't know what he actually wants to display xD. If you just want the plane float, i think it's easier to use append or simply state it as a float.

bleak vector
#

Hmm, setting can affect navigation generation only applies to an actor's capsule component, not any other colliders it might have πŸ€”

tawny tinsel
#

how can i get last and first spline point number?

sudden zephyr
#

Well, obviously the first will be the 1 key, or 0 key if it's 0 based, not sure and the last key is obviously the total number of keys. xD

#

How does one get a reference to a post process volume??
This PPV is handling item highlights and i added 2 items in the post process materials for which i want to switch the alphas. One hightlight should indicate the items around the player, and another highlight if it's actually pointed at for interaction.

snow halo
#

@sudden zephyr sorry for the delay. So the formatting is different if it's treated as a unit of length?

#

sorry i'm sooo brain dead right now

#

It's not that i want to dispaly one or the other all. My issues is WHY is is the comma added with some nodes and not others and why the .00 to signify a float there with some nodes and not others : /

#

a float is a float and it should display it consistently the same?

sudden zephyr
#

Dunno what you mean.

tawny tinsel
#

ah thank

#

now how can i make an object travel smoothly betwen all the spline keys?

sudden zephyr
tawny tinsel
#

noice

#

i cant call action mappings in actor?

snow halo
#

I am so confused... I'm trying to point that with some nodes ue4 formats my float which is for example 10123.00 to either print on screen as 10123.00 and then with other nodes 10,123

#

It has nothing to do w my getting the length of an object

#

It's just a float variable with that value either plugged into print string or plugged into format text and then print string

#

maybe format text automatically reformats when you use {length}? I dunno!

earnest tangle
#

format text might be using windows' localization settings for numbers

snow halo
#

yes something like that. thank u for understanding : )

#

was driving me nuts because i was worried my float was an int because it didn't have the .00 it usually has : P

#

until i realized it's just some node changing the formatting of what's printed on screen

sudden zephyr
#

πŸ€ͺ πŸ”«

earnest tangle
#

if the variable type is float it will be a float, it won't just become an int

snow halo
#

i'm very aware of that lol, but i have tons of values printing to screen all over the place (c++ and bp) so i couldn't easily verify each type

sudden zephyr
#

Then you're probably doing it wrong. Β―_(ツ)_/Β― πŸ˜›

snow halo
#

just too many debug print strings running

#

anyHOOOO, i'm too tired for the third degree right now haha. much love though. ty for the help

sick sapphire
#

this is default TPS character
even if I add a CapsuleCollision (parented to inherited capsule) and set it to blockall, it still wont have any collision. How can I make it so that there is collision?

sudden zephyr
#

Did you by any chance disable "hidden in game" to see what happens? You'll be surprised. xD

sick sapphire
#

@sudden zephyr yes i did, it goes straight through the default level walls

sudden zephyr
#

As far as i know, character capsule always takes priority. I'm not sure there's a way around it.

tawny tinsel
#

GOTTA CHECK PHYSICS SETTINGS

sudden zephyr
#

Nope, that's the surprise i was talking about, but he didn't enable it. xDDD

#

Try it. xDDDD

#

But point being, it wont do what you want.

#

On a side note, what is it exactly that you want to achieve with another collision box?

livid plinth
#

im having a problem with my countdown... when it reaches 0 it does not disappear from the screen so I get the word "Go" forever on the screen

silver agate
#

How does your RemoveUI function look like?

livid plinth
sudden zephyr
#

How do you attach a constraint via BP?

sick sapphire
#

psycho
i was going to disable one capsule and enable another selectively for different 'modes' of my player, long story short different collision boxes

sudden zephyr
#

If you disable the character native capsule, your animations wont work.

#

The character pawn is very restricted in that regard. 😭

#

Lot's of finicky s*** awaiting. Either that or a pawn actor with custom movement component.

tawny tinsel
#

hey so i got mi 2 splines in level that are teleporters

#

both at each end

#

i went on number 2 spile

sick sapphire
#

no i just use a set collision enabled thing and set to disabled or physics+query
the anims still work even if i use that
psycho

tawny tinsel
#

it teleported me at the end of number 1 spline

#

help

silver agate
#

@livid plinth Are you sure that the countdown is called, and not just once. What does your initialise function look like?

sudden zephyr
#

Gloria, that's a very vague question, what did you want to happen? xD

livid plinth
#

@silver agate

silver agate
#

Can you turn "looping" on?

#

I have that on, and for me it works

livid plinth
#

it does not work

#

@silver agate

tawny tinsel
#

@sudden zephyr i wantedd it to go from collision box 1 to colision box 2

#

but instead it went from colision box 1 to colision box 2 on another spline object

sick sapphire
#

@sudden zephyr so I can't have more than one collision on the default TPS?
would it be better if I ported everything to a new character blueprint

silver agate
#

Nvm, looping shouldn't be on. That was a mistake in my implementation.

sudden zephyr
#

NAS.Robot Nope, it's not because of the TPS, it's because of the character actor itself.

tawny tinsel
#

basicly i cant have 2 teleporters because the name of the colision boxes is the same and it doesnt know wich index to tp to

sudden zephyr
#

Gloria, your probably pointing it towards the second spline. Can't tell without the BP to see what you're doing..

silver agate
#

@livid plinth Can you show me your function names in the sidebar? Maybe there is a typo in there?

tawny tinsel
#

@sudden zephyr alrit you want to see the bp?

sick sapphire
#

@sudden zephyr sry i meant making a completely new actor BP in the same project

#

not making a new project

sudden zephyr
#

Robot, That's what i said and meant.

tawny tinsel
#

HERE

livid plinth
tawny tinsel
#

why is it teleporting me to another spline in the level?

#

how do i prevent this

silver agate
#

@livid plinth Can you rename the Remove UI to RemoveUI?

tawny tinsel
#

@sudden zephyr

livid plinth
#

just did that and didnt fix

#

let me just restart my UE

sick sapphire
#

ah ok
any alternate way to include more complex collision to the player?

#

except rotating and scaling the one capsule

sudden zephyr
#

Only by making a custom movement component in C++ or finding some alternative plugin that adds a movement component that could do what you want. 😦

livid plinth
#

still not working o.o@silver agate

silver agate
#

Hmm

sudden zephyr
#

Gloria, so i'm assuming the boxes are trigger boxes?

#

I'd suggest first to start naming things properly for your own sake. ... and ours. xD

tawny tinsel
#

yes they are

sudden zephyr
#

So why you need splines?

bleak vector
#

Hmm, is there a way to make a nav link proxy ALWAYS use the smart link behavior?

tawny tinsel
#

how do i only make it read the boxes inside this actor

#

not in the whole level

#

it teleports to another one in the level

#

because it has the same name

#

and last index

sick sapphire
#

wait, so the movement component is tied to collision? that is some bullshit limitation
but i remember doing custom collision to some enemies i made with character movement
they had 2 capsules with seperate collision params, and a mesh that also had its own collisions

silver agate
#

@livid plinth Can you screenshot your sidebar and your "Countdown" function again for me? To see what there currently is.

earnest tangle
#

@bleak vector I think you can disable the other link type

livid plinth
tawny tinsel
#

h i fixed it

#

by adding self

#

wait no it doesnt work now

#

it seems to be the way the things are loaded in the level

#

wtf

silver agate
#

@livid plinth Does your RemoveUI function have an input? (You can see this in the bottom left in the details menu)

#

Because the only difference I see is that you have a target parameter for some reason. While I do not

livid plinth
#

I have this input

#

I guess i'll redo the removeUI function

silver agate
#

Can you remove that one?

#

That's also a possiblity

sick sapphire
#

wait, so the movement component is tied to collision? that is some bullshit limitation
but i remember doing custom collision to some enemies i made with character movement
they had 2 capsules with seperate collision params, and a mesh that also had its own collisions
it wont work on the player?

livid plinth
#

IT WORKS

#

thanks @silver agate

#

πŸ˜„

silver agate
#

:D

#

Np! Good luck with the rest of the course ❀️

livid plinth
#

Thanks πŸ˜„

#

U too

silver agate
#

Thanks!

sudden zephyr
#

You probably can do some things with the character actor but it's hacking and workarounds and many intended features will either not work or bug up.

#

Google a simple prone collision to character actor and you'll see there's no solution for it. xD
Everything points to a custom movement component on a pawn actor.

sick sapphire
flint nymph
#

what are you trying to do @sick sapphire

sick sapphire
#

@flint nymph implement another capsule collision on my default tps character so I can disable and enable it and the default capsule at will
currently the collision on the non-default capsule doesnt seem to work

flint nymph
#

yeah that won’t work

#

what are you wanting to do with the other capsule

sick sapphire
#

when my character goes prone i want it to use the other capsule as collision instead

earnest tangle
#

I've been kinda wondering about the same ^

#

The problem is that the root capsule is used for collisions, physics and such

#

so you can't just swap it out

flint nymph
#

doesn’t the movement component have a crouch height setting you could use for that?

sick sapphire
#

@earnest tangle you cant add another either?

sudden zephyr
#

Crouch height only works for FPS since you don't have a body clipping issues.

earnest tangle
#

you can add additional colliders but it won't use those for the physics

#

in my case I need to adjust colliders for dead bodies... I'm just debating spawning a separate dead body actor with the proper collider :P

sudden zephyr
#

As i've said, for proper prone in 3rd P, you'll have to make your own solution from scratch or find one that has such features.

sick sapphire
#

@flint nymph yeah but i was thinking maybe another capsule might be easier for my other systems

#

@sudden zephyr alright then

tawny tinsel
#

how can i get spline point middle?

sick sapphire
#

@earnest tangle so additional colliders wont detect hit/overlap etc?

earnest tangle
#

they will detect it just not for physics for the character

sudden zephyr
#

Why nobody listens to me? xDDDDD

earnest tangle
#

just because we're talking about the details of how it works doesn't mean no one is listening to you :P

sudden zephyr
#

πŸ€ͺ

#

@tawny tinsel , still got issues with teleporting? I may have a very very simple solution if you're interested xD

#

Needed to test it out.

tawny tinsel
#

i sure do

#

whats your solution

#

@sudden zephyr

sudden zephyr
#

Sec

tawny tinsel
#

im waitin

sick sapphire
#

@earnest tangle ok tested it makes sense

sudden zephyr
#

Sorry πŸ˜… Uploading video, easier then to explain. xD

#

I think

tawny tinsel
#

ah thank

#

i hope tihs works

#

cuz this is a profesional project

#

i cant give up on this feature ;-;

sudden zephyr
#

LOL.... xD

#

It swollowed the part where i right-clicked and made actor blueprint πŸ€”

tawny tinsel
#

ok i watch now

#

OMG OFC

#

I COULD JUST CHECK HEY ARE YOU THE RIGHT ACTOR?

#

oh youre using 2 actors

#

thats not gonna work i need to keep them in one

#

because of splines

#

its a spline based teleporter

#

but ill try doing some actor checks maybe its gonna work

sudden zephyr
#

Why?

tawny tinsel
#

because for fancy polish

#

its gonna be like the charcater goes into the spline river and comes back at the other end

sudden zephyr
#

Uhm, there's no such thing as fancy polish, your are doing ambiguous things for a feature as simple as this.

tawny tinsel
#

this is the main feature of the game

sudden zephyr
#

Adds to complexity where there isn't any. xD

tawny tinsel
#

ya just dont get it

#

think of it

#

as a cart system

sudden zephyr
#

Hm, you can use the same trick i used, don't think it should be to hard to adapt. So just point to a spline and add a logic to get the first or last spline point or however you're utilizing that.

tawny tinsel
#

train

#

ya go at one point

#

get off at the another

#

yea i tried teleporting it to spline points it teleports way off the actual spline mesh for some reason

#

cuz spline points have 3 points

#

middle last and first

#

to control the curvnes

sudden zephyr
#

So it should teleport along a spline?

tawny tinsel
#

yes

hexed grotto
#

Hey guys i'm trying to create a "unit" class which has vehicles that use the vehicle components to drive, when i reparent the vehicle the movement component won't apply to the skeletal mesh anymore which kinda makes sense but how would one create a "unit" class then with for example a MoveToLocation Method that changes based on the child vehicle it uses tank/car. when i create a class that just a vehicle as a child component the movement works but i cant overwrite MoveToLocation from Unit Class to the Vehicle since the vehicle isnt really part of the unit class

sudden zephyr
#

shouldn't be to hard to do that then

hexed grotto
#

i can't explain it that well in english, hopefully someone understands my problem

tawny tinsel
#

it is hard

hexed grotto
#

yeah core problem is, how to use an actor thats based of a vehicle component in a selfmade class

#

one would think the unit bp knows his child actor(jeep for example) but blueprint says it can't work with that reference

gaunt monolith
#

@tawny tinsel cant you use a level sequence , that uses keyframes curve editor , stuff like that

#

considering the animator in the name that might be more up ur alley

tawny tinsel
#

no because i need splines

gaunt monolith
#

it can use splines aswell

tawny tinsel
#

also one level is probably gonna have like 20 teleporters thats gonna be too confusing to do with level sequence

gaunt monolith
#

you can add multiple lvl sequences in the level

#

1 for each teleporter

tawny tinsel
#

yea thats the hard part

#

id rather just have 1 bp thats easy to control and use

gaunt monolith
#

ahh k

#

i never used splines for teleporting, just smooth movement over curves

tawny tinsel
#

are they the same

sudden zephyr
#

It's ugly but it's up to you to fancyfy it. xD

#

Same trick as before, you point the SplinePath variable to the spline and everything else works by itself. So it makes it much easier to setup different paths using 1 parent actor.

#

And ofc, you can add lerp and proper orientation etc yourself. Can't do everything for ya. πŸ˜›

tawny tinsel
#

so it seems that its not the colision box names that make it bug out

#

its something else

sudden zephyr
#

Why do you rely on names? The best practice is to have one parent BP having the logic and just create children and use public variables for setup.

#

Because keeping track of names gonna go bad real fast in a larger environment. You should never do that. xD

tawny tinsel
#

does this work properly with 5 duplicates of this blueprint in one leve

sudden zephyr
#

Yup, that's the point. Reusability!

tawny tinsel
#

hmmmm

#

i guess ill try to copy your code

#

but does it go both ways?

#

both way teleporter?

sudden zephyr
#

No, didn't do that but should be easy to do. xD

tawny tinsel
#

hhm

#

whats the set event by time?

hexed grotto
#

Maybe this screenshot will help to understand my logic problem. Armored jeep is a driving vehicle that works great but i struggle to create the right connection between my unit class and the vehicle class, i can make a unit with a vehicle as an child actor but that wont allow me to override the methods which makes sense since armored jeep isnt really a child class of unit

#

so what i tried to do in the screenshot is just cast to armored_jeep and fire a function but that won't work because armored_jeep isnt inherited which makes sense too, im just too dumb right now to point out what i want to accomplish lol

#

okay got it, just gotta take the correct reference lmao

#

but it still feels wrong af to use a cast for that

uneven violet
#

Hi, I'm currently using timeline -> lerp -> set location for moving an actor, but every time it reaches a point, it slows down, before accelerating again and moving to the next one. Imagine a train going on route A-B-C , currently it goes to B, stops, and then goes to C while I want it to move by B without stopping. Any ideas how to fix it? I think for some reason the timeline makes it slow down and stop and I cant figure out what causes it as it should just move without stopping at all :/

twilit heath
#

which lerp?

#

there are several, and some of those are not really linear interpolations

#

like VInterpTo

flint nymph
#

@uneven violet if you’re using a regular lerp it’s entirely dependent on the alpha it’s getting fed from the timeline, which probably means the timeline track is not linear

uneven violet
#

which lerp?
@twilit heath lerp (vector)

#

if you’re using a regular lerp it’s entirely dependent on the alpha it’s getting fed from the timeline, which probably means the timeline track is not linear
@flint nymph Straight like a line, the only thing I'm doing to it is modifying play rate at runtime to emulate acceleration but it still stops even when I disable this feature

flint nymph
#

can you show the graph then

uneven violet
#

Done a bit more testing: it seems like with play rate set to 1, timeline with lenght of 50s, completes train's journey in about 4 seconds and other 46s sits in place :/

#

boi it ate the quality

kindred walrus
#

hi guys , if I want to set a reference to a vector inside a struct , how can I do it? I actually want the vector in struct update same as the vector variable.

uneven violet
#

I am not sure that's possible

flint nymph
#

make a setter function for the variable that also sets the struct vector I guess

#

and call that instead of the regular set vector when you change it

#

@uneven violet looks good to me as far as I can tell, what does the acceleration function look like

#

also keep in mind changing the timeline’s time doesn’t automatically adjust its graphs

#

you’re better off always having the timeline be 1sec in length and adjusting the play rate accordingly to distance

uneven violet
#

I disabled the acceleration currently - it is not causing the problem
and yeah, I've made sure the timeline's keys are in the right place so its not that either

#

its as if the timeline executes with the play rate I set, but finishes when the time with play rate at 1 passes

spark bridge
#

@uneven violet I think I know your problem

#

It's a general misconception about Timelines.

uneven violet
#

Im all ears :D

spark bridge
#

You are setting an actor's location via lerp right?

uneven violet
#

yep

spark bridge
#

I can barely see it from that RTX ON REALISTIC GRAPHICS screenshot of yours

#

okay good.

#

Let me tell you what's happening first.

uneven violet
#

oh god, is it because timeline executes every frame no matter what?

spark bridge
#

no not really

#

You are constantly setting the FIRST location of the actor every frame.

#

So the Lerp's first value is always getting updated.

#

What you should do is this:

#

Before Timeline, record the location of the Actor.

#

Then use it via lerp

#

Let me show you in screenshot

flint nymph
#

ah yeah you need to cache the initial location value

spark bridge
#

You are doing this.

#

This is wrong.

#

This is how you do it.

#

Store the location first, THEN lerp with it.

uneven violet
#

yeah, I got that at

You are constantly setting the FIRST location of the actor every frame

#

well, thanks for the help, no need to be so harsh tho

spark bridge
#

I was harsh? At which part? πŸ˜› Anyhow sorry if it sounded like that.

#

RTX screenshot comment was to tease you, no harm intended. ❀️

#

I do that myself alot of times

uneven violet
#

eh, maybe its the fact that the tone of what we say isnt conveyed really good through text :p

#

anyway, thanks for help once again :D

spark bridge
#

Yeah internet be like that sometimes. Stay safe muffin!

rancid quartz
#

Do other developers here find themselves constantly casting their game state and game mode inside of actors and widgets across their projects? I figure there must be a better way to store these often needed classes, no?

plain flare
#

Hi my AI normally - if i drag it to map - working correctly. But when spawned , it is working wrong

#

why and how can i solve

#

the code is this. Behavior tree isnt wrong, all selectives true but it isn't normal

zealous moth
#

@rancid quartz Yeah but then again, what else is there to do?

rancid quartz
#

I guess I just wish there was somewhere to store it. The only thing I've thought of is that I could store the mode and state references inside of the game instance and then I'd only need to cast the instance to get them but that only slightly reduces the process.

zealous moth
#

@plain flare why is this on tick and why are you spawning it on your mesh???

#

@rancid quartz I was going to suggest that but it doesn't solve your issue. You could always do a reverse referral

#

like, make you actors on spawn out themselves to your game mode

#

and then let the game mode do the dirty work

#

this of course would not work for all actors

rancid quartz
#

Maybe I'm looking for a solution that doesn't exist.

#

I could at least make them pure casts. That should save a frame or two.

zealous moth
#

doesn't matter really

#

i often hear the mythical "casting is expensive" but it is barely any costly and you often don't have a choice; else how will you access actor specific functions?

rancid quartz
#

I guess I could make a child of AActor that all my actors would spawn from and do my casting in there. That would at least look cleaner.

worldly gyro
#

Hello

#

I have a button and a door

zealous moth
#

again, you could just do a reverse referral

worldly gyro
#

How to open the door with the button

rancid quartz
#

Okay, I'll look into that. Thanks for your time!

worldly gyro
#

If both are separate blueprint

zealous moth
#

@rancid quartz oh trust me, there doesn't exist any documentation on that; i came up with that ages ago and i am surprised nobody else is doing it

worldly gyro
#

How button can know which door to open

zealous moth
#

@worldly gyro look up blueprint interfaces. Set up an interface and then add it to your door. In your button blueprint make a public variable for "door actor" and in your map assign it manually which door for each button. The BPI will then send the message to open to the right door

worldly gyro
#

Blueprint interface is a new thing for me xd

#

Do you have exemple

zealous moth
#

there are millions of videos on it, this is a very basic operation, please look it up first

dense mantle
#

@worldly gyro i liked the vid on blueprint communication

worldly gyro
#

@worldly gyro i liked the vid on blueprint communication
@dense mantle ?

sand shore
#

check the pinned messages in this channel

dense mantle
#

@worldly gyro unreal put out a training video about it and it covers the interfaces

astral fiber
#

Hi guys, I want to transition from Blueprint into CPP. If I make an actor in CPP how does this actor get shown in the Content Browser?
Is it a blueprint actor or does it get shown as somethign else?
Also If I want to make an actor which has some static meshes, do I need to do this also in CPP?
So do I need to set the locations via CPP?

zealous moth
#

@astral fiber i would ask in the cpp

#

is a component's holder called an "owner"?

tight cobalt
#

Is there a way to detect which control input are being used in game? I want to display messages on screen depending is the player using keyboard or joypad.

worldly gyro
#

where is the blueprint node for set a number

#

like float or int

#

like 4 or 5.4

brisk kestrel
#

@worldly gyro you have passed value through that instead of reference to the float variable

thin rapids
#

@worldly gyro it's called set <variable name>

worldly gyro
#

@worldly gyro you have passed value through that instead of reference to the float variable
@brisk kestrel ?

carmine dirge
#

Is blueprint good for starters?

thin rapids
#

Is blueprint good for starters?
@carmine dirge yes

brisk kestrel
#

@worldly gyro you need to assign the value into variable at first to change it

worldly gyro
#

so i need to crate variable

#

because i don't have node fro set value

thin rapids
#

so i need to crate variable
@worldly gyro yes, you need a variable to set it

worldly gyro
#

sad

#

wwhy you don't have node for set number value

brisk kestrel
#

You can do some operations with that(+, - , *, ...) but you cannot directly change it... It's typical return statement

thin rapids
#

wwhy you don't have node for set number value
@worldly gyro you do, but you can't set a delta value of a tick

plain flare
#

@zealous moth what should i do althought tick ? and it is and actor , and i give it a skeletal mesh a sphere so, thats why

tawny tinsel
#

how may i use input events in blueprint actors?

thin rapids
#

how may i use input events in blueprint actors?
@tawny tinsel

#

??

#

wdym

tawny tinsel
#

for example i got mi some code on a basic actor bp

#

i cant use input events

#

like jump

#

you know the action mappings?

#

i think thats what they are called

worldly gyro
#

i press f nothing happen

#

do you know why

tawny tinsel
#

thats because youre in a normal blueprint actor

#

not a pawn bp

#

i got the same problem

#

i just mentioned it

#

action mappings and input events dont work in bp actors

#

WHY NOT

#

how do we make them work

thin rapids
#

because you're not possessing these actors

#

so its not doing anything

tawny tinsel
#

but i cant posses them

#

its a button

#

you want me to poses a door

thin rapids
#

then do these input in the character or in the controller

tawny tinsel
#

i for example want to press e to open the door

brisk kestrel
tawny tinsel
#

yes

flint nymph
#

you can enable input on them

tawny tinsel
#

those dont work in actor bp

#

will that work?

thin rapids
#

@tawny tinsel you need to make these inputs in the character or in the controller

tawny tinsel
#

how do i cast them back to the actor im interacting

#

ill try to use the enable input thingy

#

lets hope it works

carmine dirge
#

Im gonna give UE4 a try tonight, what are some good youtubers with tutorials?

flint nymph
#

this is not the best way to do things but

#

you can do em that way

tawny tinsel
#

@carmine dirge virtus great for begginers

#

but anything more advanced he sucks at

#

@flint nymph thank i hope it work

worldly gyro
#

@tawny tinsel how i do then

tawny tinsel
#

you can try is overlapin but that doesnt work for everything

worldly gyro
#

what

tawny tinsel
#

my code dont work

flint nymph
#

you have nothing hooked up to the overlap event

tawny tinsel
#

but if i hook it up to the rest its gonna imeadeatly go off instead of only going off when i press interact

flint nymph
#

the references won’t call if it isn’t actually executing

#

follow the tutorial

worldly gyro
tawny tinsel
#

all that tutorial does is hey on end overlap you can disable input and on begin play you can enable it

#

BUT HOW DO I EXECUTE MY EVENT WHEN I PRESS E?

flint nymph
#

for each struct, break the struct and see if the targeted value equals what you’re looking for, and if it does save the index @trim matrix

tawny tinsel
#

is it even posible

brisk kestrel
#

Few months back I have made BP prototype of modular weapon system based on dispatchers and dynamically assigned components, so I can I have only one weapon BP and have unlimited weapon types with different behaviour based on values from data table. But assigning modules has to be "hardcoded"(in BP terms) so everytime I make new weapon module it has to have a node in base weapon BP

#

So is there any way to add custom actor component by class instead of directly adding a node for every component type?

quick lark
#

Would the "correct" way to have blinking text be to have a widget with the text and somehow incorporate the sequencer to it?

carmine dirge
foggy copper
#

someone know how make crouch sliding FPS?

flint nymph
#

@carmine dirge the Get Health Fill Color and Opacity 0 function is the one that had the error, can you show that one

carmine dirge
#

should i just delete it?

quick lark
#

How in the hoo-hah do I make an square outline of width N pixels in the widget editor? I'm a smooth brain

worldly gyro
#

I have hello and not in radius... wtf it is ?

trim matrix
#

Is it defaulted to false?

worldly gyro
#

yes

#

liek you can see

#

i m in hello

#

and he told me i m not in radius

#

idk why that work only with 1

#

@trim matrix

trim matrix
#

Does it also say bye

worldly gyro
#

yes

#

like i said that work only with 1

#

@trim matrix

vivid sleet
#

Is there a way to lag between two float values of a same float? (im trying to ease in and out my auto focus of first person camera)

worldly gyro
#

ok fixed didn't have to put enable input on begin on play

#

but on begin overlap

foggy copper
#

someone know how make crouch sliding FPS?

earnest tangle
#

@foggy copper when crouched, reduce friction

#

this will make you slide into the movement direction

foggy copper
#

oh thanks i made crouch sliding

tranquil hazel
#

Are you supposed to be able to double jump if you only use one jump node?

proper vine
#

Hey guys i need some help so im creating a main menu to my game and my begin play is in my character blueprint so now i want that event begin play be an when on clicked playbutton (from main menu widget) i dont know if i was clear or if thats possible to do Thanks.

thin rapids
#

Hey guys i need some help so im creating a main menu to my game and my begin play is in my character blueprint so now i want that event begin play be an when on clicked playbutton (from main menu widget) i dont know if i was clear or if thats possible to do Thanks.
@proper vine can you rephrase that question please?

proper vine
#

so i need an event on my character BP to replace that begin play because im making a main menu

#

so now i need a event that do all that code and i want to be when i click the play button on my main menu

#

a event or other thing ( when clicked on playbutton from widget do that code)

#

my english is not my principal language sry xD

covert mason
#

Here is a wired problem. Packaging is convinced that I have a need for source from a piece of marketplace content I have only used once. Even after a complete clean out and reinstall and an attempt to build a clean Third person template I get this. Any idea where the config system is picking this up from?
UATHelper: Packaging (Windows (64-bit)): LogUObjectGlobals: Warning: Failed to load '/Game/InventorySystem/Documentation/InventorySystem_TUT_Porting': Can't find file.
and the same error for InventorySystem_TUT_Porting': Can't find file.
Failed to find object 'Class /Game/InventorySystem/Documentation/InventorySystem_TUT_Porting.InventorySystem_TUT_Porting_C'

proper vine
#

can someone help me

#

pls

worldly gyro
#

Hello guys I would like to push a rock suddenly with my character when I am next to him I can interact with him to move him
Either I press e like and it moves it on the axis of a boom
or it is linked to my character and it will move with me when I go forwards or backwards
Is it easy to link the rock to his character?
basically I will have to get the postion of my character
and like if i advance on x of 10 ben the rock too

modern cove
#

Trying to think here..I've got the Status Menu that will list each playable character currently on the team; done via a For Each loop that does an Add Child to a Scroll box. Trouble is, to make it controllable via gamepad/keyboard, one has to be selected by default. I tried adding a button to the scroll box to serve as the Lead Character's button and adjusted my loop to exclude Index 0 of the Team array, but the resulting menu had the lead character on the bottom. Is there a way to tell the Add Child mechanism to slot under the lead instead of above?

I'm also thinking about using something to retrieve the name of the First Added Child so I can use that to set the focus.

brittle fiber
#

Good Eve.. I have been workin on this BP, which has ANIM sequence.. on button press within trigger 1 i need it to play first part of animation, then on trigger 2 I need it to play second part of animation, I nearly made it work, but there is something missing please tell me what command must be used there

gaunt monolith
#

there is a 3sec and 5 sec delay with nothing plugged into it, that sorta stuff makes no sense to me

#

but what part isnt working?

brittle fiber
#

@gaunt monolith the second part, where I want to play anmiation from 3rd second to 8th second

#

i would love to overlay second trigger and play second part of animation

gaunt monolith
#

and it plays the 1st part again?

#

i would set the play range after the play for starters

#

but i dont know what goes wrong

brittle fiber
#

let me try, i managed to play both when I activated second trigger then activated 1st trigger while trying

#

let me see

gaunt monolith
#

i mean play after set range

surreal peak
#

The delays don't do anything. Just making sure that's clear to you, PSI

gaunt monolith
#

i allready mention that πŸ™‚

surreal peak
#

Yeah but they didn't react to it

gaunt monolith
#

less nodes ppl wil look at it faster

surreal peak
#

The second part won't play if you overlap both triggers

gaunt monolith
#

i have to go btw so cant help atm 😦

surreal peak
#

Cause it expects the boolean to be false

#

When you overlap and enable input

#

In addition to setting bool 1 and 2 to true

#

Set the other one to false

alpine wedge
#

How do you make a fixed camera rotate towards a moving actor?

surreal peak
#

Otherwise you'll block the second play node if both booleans are true

#

@brittle fiber

#

Gotta sleep now. Just make sure not both booleans are true at the same time

brittle fiber
#

alright

#

ill see to that

#

Roam the Astral

#

@gaunt monolith ty, ill use less nodes

carmine dirge
#

Charater isn't showing any animations while walking accept the idle one, did I do something wrong here?

modern cove
#

Finally got my Character List working with the gamepad; Ended up needing to make the Custom Widget Button Focusable

carmine dirge
#

Really need help

brittle fiber
#

@surreal peak @gaunt monolith thanks again, I figured what you said.. removed disable input which conflicted, worked no problem

carmine dirge
modern cove
#

When I add a Child Widget via nodes in an Event Graph, am I able to give said Child a Name?

My roster menu shows a list of current team members; I want another Text on the screen to show the name of the character currently selected.

meager spade
#

@proper vine I didn't read if anyone helped you but you would createthe main menu from the camera controller instead

copper pendant
#

Look at the starter animation pack or the third person temple @carmine dirge. You aren’t setting speed

carmine dirge
#

wdym with You aren’t setting speed?

modern cove
#

My Other Text to show currently selected character is always showing the First character on the list and won't change to the others. According to what I could squeeze out from the debug process, the Array of Names is correct, and its getting the buttons I added to the Menu based on the current team data, so I suspect the Has Any User Focus node is returning true for Index 0 even when I'm not selecting the Top Char?

hollow flame
#

@proper vine you need to cast to your character class from ui, for example inside ui graph when press button you need to get player character and cast to your character and from that character you just call custom event

modern cove
#

Changing to Has User Focus and Has Keyboard Focus had no effect

#

Through a series of Print Strings in various places, it seems to think That the default button is Focused at first, then, once I move off that, it thinks no button is focused despite showing a highlight over the next one down and responding when I press Enter.

proper vine
#

@hollow flame what do i do with the input on character bp then?

bleak vector
#

Is there a better way to control how characters handle nav links? Sometimes they're not using the smart link (walking into the wall instead of calling the function from smart link reached, or falling off a cliff instead) I'd like it for them to ALWAYS use it

trim matrix
#

Can someone help me figure out what this error means? I can't find an answer anywhere and it doesn't tell me where this error is happening at. Here is the error 'Failed to find index for saved pose node while building ordered pose list'.

old bobcat
#

How do you implement multiplayer in a way that the dedicated server is not called until you enter a specific map? My current implementation only works if I start from a specific map, and doesn't work if I run it from splash screen/main menu.

trim matrix
old bobcat
#

kk

rough wing
#

Hey I have a question

#

I'm spawning this actor from another actor.

#

There are no missing components or anything

#

Idk why this would cause an error

inner ginkgo
#

What's the error?

rough wing
#

I'm spawning around 1000 of the same actor

inner ginkgo
#

Does it happen if you spawn 1 of them?

rough wing
#

No]

inner ginkgo
#

It is probably taking too long to make 1k of them and tripping the infinite loop detection. There's a setting to increase the timeout, but I'm blanking on where it is atm.

rough wing
#

yeah I have an animation which is why i slow the generation through a delay node

#

let me try without it

#

thank you

inner ginkgo
#

Found it. There's a Maximum Loop Iteration Count. But that isn't time based, so that might not be the issue.

exotic void
#

Hi, Im new to UE4 and looking to quickly get used to the engine by learning Blueprints... However good code is something I always strive for, so is does anyone know of any good places to learn blueprint coding best practises?

sand shore
#

The pins of this channel would be a good start

exotic void
#

Oh thats great thanks Immutable

#

dont use discord often so I didnt know that existed

sand shore
#

nw!

exotic void
#

Yeah I was terrified of using event tick so that video will be great

sand shore
#

Summary: Use functions where possible; learn timers. Function Libraries and Macro Libraries (also macros) are useful.

#

Interfaces let you not worry as much about casting if you want to have different base types for things that you use in a similar fashion (eg: vehicles + telephones. Both respond to "interact" but one should not be derived from the other).

mental lodge
#

Hey gang. So, I have a little bit of an issue. I am trying to make an object disappear when a line trace hits it, and i have that working, but it currently makes every instance of that object disappear, which is not ideal. I made it so that I control a parameter in the material of the object, and I even created a dynamic material instance for the material in the construction script in the object, so I am a bit confused why other objects (of the same blueprint) disappear when the material should be dynamic (aka, specific to that object/blueprint? or is that not how it works? Here is a screen of the event graph