#blueprint
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@mental lodge
in the construction script in the object
Well there it is
Do that on begin play
Oh so change properties of a single instance of an actor in the level instead of trying to add a new class to handle that specific logic. That would help a lot yeah
thanks for the help @sand shore youve been a great help!
No worries! Go forth and enjoy
@mental lodge The trace code you show has no filter to determine if the hit is the current object. It only checks if a hit exists. So if you are running that on all doors at the same time, they will all respond in the same way, visible or invisible.
I doubt it's multiple doors running this logic. Much likelier this is them all sharing one material instance
Immut, i tired your way, and it didnt change the result (though it sounded good)
It might be Eckish's way, but I don't know how to check to see if the hit result is the same as self
The simple way without changing your design is to break that Out Hit pin and check to see if the Hit Actor is equal to Self.
Actually, I need to cast to the hit actor to change the specific actor's dynamic material, but how do i cast to the hit target?
You wouldn't need to do that with this check.
T_T Somehow, managed to break what was working before. Not sure what you mean by not needing to cast to the speicific object
Its connected to an event tick
That's what I figured. You don't want to do the cast that you added.
You want to use the material var that is already present like you had in the first screenshot.
But wouldnt that just end up changing the visibility of all of the same objects again?
Nope. Because with the Hit Actor = Self check, only the one that was hit goes down the true path.
They DO all get changed. But only the hit one should get the true path change. The others should go down the false path.
Huh, i just thought of that type of boolean as a yes/no, without additional information.
and on setting it up, it works now!
Nice!
Man, blueprints are weird.
Honestly, just this setup is "weird". ๐
You have it set that each door is checking to see if the player is looking at it (or whatever that trace is). That means every door is always checking if it should be visible. Ideally, you'd flip this around to some event based thing where each door reacts to some other object doing the check.
In that case, you would likely do the cast on Hit Actor to perform the changes.
Ah, yea, that. Honestly, rather than something more efficient, I wanted to have the entire check/setup within the door blueprint. I'm pretty sure it would be better to have it all within the character, but I don't want to put anything in the character right now.
Does anybody know how to filter out EQS points for multiple AI so they don't all go to the same exact point?! I tried distance test but they still pick the same exactly point.
@inner ginkgo Ok, one more question though (though this is just for my curiosity, not really an issue or anything). With the setup that I showed, I have the trace searching for a visible block channel, and a collision box with visible set to block. Now, when I am checking the trace results, it comes out as Hit, Miss, Miss, repeating in that pattern. I haven't a clue as to why it is switching back and forth like that. Any clues?
This is still in the tick logic? Because you are probably seeing hit for 1 door and miss for every other door.
If I ever do debug print strings for something that I know will have multiples, I like to append the object name to the string so that I know who is reporting what.
Well gosh, yet another mystery solved. Thanks Eckish! You have saved me from many more hours of frustration. ๐
No problem
Is there a way in Widget to make sure that button animation goes from start until the very end before proceeding to do anything else? I am working on a button that animates image on mouse hoovered and mouse unhoovered. The problem is when the image unhoover animation happens, on the return path it overlaps again and it creates/triggers the hoover animation again by accident. Here is the BP screen, and video of the problem.
Hey guys, I'm trying to attach a weapon to my player mesh, but it's not working. I've heard that AttachActorToComponent was deprecated. What is the new way to do this?
AttachActorToComponent is still present in 4.25.1. Don't see any mention of it being deprecated.
Hmm, it doesn't seem to work for me, even without a socket name
@tight cobalt What data type is the book anim? And how are you playing it? Most likely you just need to track when the animation finishes and put some kind of checks in each of your overlap events.
Its a simple button anim
Can a socket only have 1 thing attached to it?
Ok, widget animation. When you play one of those there should be a finished pin. Probably the way that I would go is to create an event dispatcher in the widget to mark when the animation finished. And then call it on the finished pin of the animation. In your calling class there, you can bind to that event dispatcher to track when it's done.
Oh...hmmm.. seems like i didnt connect my bolean to the unhoover...its gonna return true all the time.
let me check if it makes difference when getting isbook check as bool
@timid forge You can attach lots of stuff to same component/socket. Can you show your BPs?
Ok, widget animation. When you play one of those there should be a finished pin. Probably the way that I would go is to create an event dispatcher in the widget to mark when the animation finished. And then call it on the finished pin of the animation. In your calling class there, you can bind to that event dispatcher to track when it's done.
@inner ginkgo Sounds like it could be the solution. Neve rused event dispachers, I am still a beginner.
What should i look for to learn about it? NVM
EDITL: FOund it>https://www.youtube.com/watch?v=ayCEqL7XFZY
What are Event Dispatchers in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@timid forge And what happens when you run that? Is your actor simulating physics? You'd normally need to disable physics when attaching.
I think I may have figured it out. If I have a subclass of a base weapon, and I initialize it as the default subobject of the base weapon class, will it not use dynamic dispatch to get the default subobject of my subclass weapon?
Nothing is simulating physics
Cause I think it might actually be attaching but there isn't a mesh on the base weapon, and it's being initialized without it
@tight cobalt The WTF videos are usually a good starting point: https://www.youtube.com/watch?v=ayCEqL7XFZY
What are Event Dispatchers in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
lol
Thanks ๐
Whew. almsot finished my whole project without this..and its suuuper useful.
@timid forge Certainly hard to figure out where it is without a mesh ๐ For debugging, you can draw a debug sphere in the weapons tick at the actor's location.
No it's definitely just not attaching
Okay so I tried making a button that spawns a new weapon and attaches it and that works so I don't get why it doesn't work in the other scenario
That debug string is returning a valid component name when called?
Yeah it's my players mesh and skeleton
It does seem odd, then. Other than turning off physics, that's the same method I use for my character attaches.
Hmm, I'm making a multiplayer game so do you think it might be some replication issue, cause I'm normally attaching it on the server, but even on the server the transform of the weapon doesn't change
And when I press the button that is just my client doing it'
Oh, that is definitely important information, lol.
I haven't done enough multiplayer to be an authority on it, but I believe you need to make sure that whoever is responsible for the position also gets the attach. Otherwise, the position being replicated will nullify the attach movement.
Does the weapon need to be like a child actor component or something to attach cause I just realized that in the outliner my manually spawned in weapon is under my player actor
And after I moved it out it was no longer attached
No, in the outliner, it should just fall under the parent actor in the hiearchy when attached.
Yeah I just realized
New to Unreal. Made this blueprint to press middle mouse and rotate the camera. Movement was too slow so the tutorial suggested to add a "float + float". Speed is now perfect but when i press the button the camera rotates by itself
Can anyone help me?
It shouldn't be a "float + float" it should be "float * float"
Otherwise it thinks your mouse is always moving
Like if your mouse movement is 0 and your sensitivity is 1 then 0 + 1 = 1 but 0 * 1 = 0
Perfect. Thank you very much ๐
How can i get a system environment variable in a Blueprint? Like the current user?
Is it possible to modify 4.25 volumetric clouds at runtime? None of the values seem to work at runtime
Hello, how can I lock my characters rotation so they only walk back and forwards?
is there a way to make it so that my character (animstarterpack) aims where the camera is pointing on the pitch axis?
Any idea why All Actos of Class on PlayerStart won't work in a packaged game?
I'm having a fail moment. How can I get my characters max movement speed from another actor blueprint's construction script?
getting a reference to the character is easy enough, but max move speed keeps returning 0.f : /
here is one way i tried
since i'm in the construction scripped i figure i'd grab a reference to the archetype since no instances would be in the world yet (construction script)
this is also printing 0.f
@snow halo not sure you can do that at construction, since that's at load time... is Begin Play to late?
Hello, how can I lock my characters rotation so they only walk back and forwards?
@cloud gulch disable or disconnect the left/right input in the player controller? there are physics constraints as well, but disabling input seems more reasonable ๐
@trim matrix ya too late unfortunately : /
I use the character max run speed to determine where some procedurally spawned actors are placed at begin play
so i need to grab that max run speed before begin play
Is there any hope for me?
I even tried just adding a variable w the run speed manually entered in the default field and it still returns - when i Get Actor from Class in another actor in the construct script
what's w that : /
anyone got a picture of turret tracking logic for base (declination) and barrel (Azimuth) mounted on an actor that has 6DOF?
this is my current tracking logic for declination but seems to be quirky at some angles (upside down ships or ships at 45 degrees in multiple angles)
@undone timber Well, i have a head rotation logic that is based off on local space as i intend to add prone on belly, sides and back so that the head would always point in proper direction. I assume you'll have to do the same.
Rather then doing math, i think it would be easier if you translated it into local space since then it won't care if it's upside down or on the side.
Is there a way, other than making duplicate nav mesh links, to make various types of units have different behavior on links; for example a regular unit can only go down on a jump link but a jumper unit can go up or down
Can someone please explain this widget panel to me and how it's used?
Thanks @trim matrix
think of an item menu where you move around to pick items
So much missing doc's. -.-
Any recommended tutorials on foot IK i should check out?
why is SetActorLocation not working when the component that should move has simulate physicy enabled?
thanks i was able to do it with transforms and rotators instead of using the vectors was much faster
I need help plz
Hi. I was wondering is there a way to have the image over the button in widgetbp, but still be able to press the button thats underneath? I know about render order thing, but the problem is that my image has to be rendered over the button.
I thought you can put images inside button... ๐ค
Yup, why don't you just put an image inside the button?
Set the Image to SelfHitTestInvisible and you will be able to press the button
Also #umg
@sudden zephyr I have image inside the button. The scene is basically the desk in the dark room environment. I have a sections in the book on the table that represent the buttons. Problem is I want to add lamp that is casting light on top of everything, but if i overlay the lamp light and lamp on top of overything, then i cant press other buttons. See the scene setup in the video i uploaded here. https://youtu.be/CR8P_HRoinI
And this is the lamp that I want to add..maybe not exactly this placement..but..you get the point.
Damn..I figured it out. There is a component called Overlay. If you set it up to affect children with its properties then it will not register clicks. Happy
Looks really good!
Any way to smooth transition of SetActorLocationAndRotation?
yes
use something like a timeline and lerp or ease
@tight cobalt that's real neato
Thanks..
Looking forward to fix the book, the image i got is very low res. Trying to sharpen it and apply some filters to get some of the sharpness back. If nothing gonna repaint it like a stylised art.
Will this still work in the current version of ue4?
you can see the bluebrint if you go too the site
@carmine dirge i don't see why that shouldn't work in the current version
It just depenss on the rotation
Thanks @bleak vector You've taught me a lot today ๐
@thin rapids idk, maybe they changed some stuff
it will work.
awesome (:
Is there any speed difference between Map.Find vs Set.Contains?
Would contain search the lot while find stops at what you're looking for - just a guess
Contains returns a boolean not the item, no?
Pretty sure that's the only real difference
Well I just need to confirm that the item exists in my container. I don't want to use array since it uses linear search. So I thought about using a map but I don't have a meaningful value for my keys. That's why I can't decide between map and set
If it's not a key->value mapping then use a set
hi guys, how to destroy actor without getting "pending kill" errors from everywhere?
@cloud gulch you should use rinterp to : https://www.youtube.com/watch?v=yoKJMhgSxmU
What is the RInterp (Rotation) Node in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
@cloud gulch open your character, you need to make bool variable with branch like this:
Hey guys,
I want to make a runtime UI to tweak important gameplay parameters at runtime and then save them in a datatable or json/csv file. This so we can easily play with variables and create multiple profiles that can be loaded again for quick comparative testing and iterating. From what I can see you can't write to a datatable in unreal. So how would you guys implement this?
@storm dove make sure youโre stopping executions before destroying or add IsValid checks to them
but I would like to save the data permanently. The idea is that we can create a few presets of settings and later we can test each others or have players play the different presets and compare them
I'm guessing my only option then is to save it to csv or json and use a custom parser? Then I can import those files as a datatable and load the different profiles during runtime?
Yea but you can't write to a datatable from blueprint code right?
Hello everyone..
How to use color track in timeline?
I'm scattering HISMs through a BP. They have a dynamic material instance of a material that has its Basecolor from this image. This doesn't work. All the instances are the same color. What have I missed?
Nevermind, was using the same VecParam.
Was easy to miss because using the same parameter still allows for visually distinct preview colors.
Trying to ignore collisions between a spawned projectile and its spawner but it keeps hitting the hitbox of its owner anyway
"Mech Owner" is a reference to the pawn that spawns it
@trim matrix Idk of anyone who will be able to help with how you have it overlapping maybe not make such a troll post?
@cerulean summit What are your collision settings for the class?
hello i want to play a sound where my rock are
but i can listen here where ever i am
so that not nice
i want earn the sound only if i m near the rock.
Ah
@worldly gyro you need a sound attenuation
who
otherwise it wont make a difference
how
Reference for the various models available for controlling the attenuation of sounds.
you need a sound attenuation class to change how much sound you can hear depending on the distance @worldly gyro
@exotic cradle thanks for the reply-- these are the settings on the projectile
And these are the settings on the hitbox of my pawn. It's a static mesh attached to a socket on the skeleton
vector+vector
yes
Uh, is there a way to read keystrokes even with "input UI only"? I want to unpause with the same button but obviously it doesn't read it anymore since I use "input UI only"
Build powerful visual scripts without code.
Does your BP look like that?
@atomic light
Google is your friend ๐
Yeah I saw that one with overriding the onkeydown but I didnt quite get it to work
ill try again
Send pictures of your bp's where you are having the issue and it will make it easier to help as without visualization its hard to diagnose the problem with just words
This is the pause function I call from inside the character BP
and this is the resume button in the widget itself
so would I have to basically take the "resume" part of the function and put it into the override instead
since its not accessible at all when in the BP
Usually with pause menus and such when unpausing/resuming I have all widgets removed and my normal gameplay HUD created, Input set to game only and added to viewport.
Than set show cursor set to false
Yeah but that all works, my only issue right now is that the keystroke isnt registered
Could I maybe just disable input for the character?
Whoops misread it lol
Disabling input somewhat worked ^^
Yeah but doesnt that "UI only" node block you from re-entering the flip flop
Duh forgot about a specific part whoops
Trying to add names to a Data Table named ListPlayers, no luck so far adding them via a text box.
Does anyone have any idea, how I possible could do that?
@trim matrix Data Tables are static data objects, you cannot modify them
You can use iterables(arrays, sets, ...) instead
is there a way to add TODO in BP? Possibly a marker or bookmark so I can return to it later ?
You can use colored comments
I can... but then I have to search all my functions for a TODO comment.
start scrumming
scrumming ?
yes, scrum
like trello
or just write stuff down on post-its and put them on your wall
HackNPlan, Trello etc
or get that free plugin
where you can put comments on nodes
so i take it there is no way to do it in bp itself ?
other than comment fields, not really
bummer
Oh... pffft.. There is a way
Just type 'ToDo' in your Node, or Comment Block
Then use the "Find in Blueprints"
Though PostIt notes are more visual, I guess.
@flat raft You can make a plugin for that ๐, there's also python support in editor so maybe you can read a blueprints with that
But I think using external programs like Typora is more comfortable
Cool Thanks! I'll look into it
Hey, I got it setup I can grab a snowball and throw it
but the physics on the snowball(the actor) all pretty weird
anyone know a good tutorial for that?
its just an actor with a projectile movement component
that spawns from my hand
weird how ? Maybe just add an Impulse
it either goes trough the floor, or it hangs in place then dissapears
is this VR ?
no no
1st person ?
its just a sphere with a collision and a projectile movement component
I mean is your game a first person or third ?
third person but it doesnt matter lol
matters a little, but anyway.. you have to turn on simulate physics after it is spawned
Animations Used: https://drive.google.com/open?id=1iwO_GETdAEaBtmSffZ69wTp9qEqln_qD
In today's tutorial I show how can do the basic framework of picking up objects in the world with our player, carrying them over our head, and then throwing them.
Maybe this will help
Holy... 1 hour tutorial D:
Make sure you have adjusted your 'Initial Speed' in the Projectile Movement
I would like to state a problem about Projectile Movement; Changing some values after the spawning process does NOT work.
Such as Movement Speed. If the speed was zero when you spawned the projectile, you can't really change it.
In this first episode of Let's Make, we look at how God of War's Leviathon Axe Throw was designed, and have a go at recreating it using UE4. (Final Result at 8:55)
This is my first time making and recording a video, so I hope you all enjoy. It turned out a bit longer than I w...
This might be a better video as it uses the Projectile Movement @trim matrix
oof looks advanced lol
you can also lookup 'Unreal Grenade Throw' on youtube
ah ill check it all out! thanks ๐
got it
it was all connected to the defaultsceneroot instead of the static mesh
Hi i'm new to Unreal and I'm watching a tutorial on making a FPS, he's making a take damage function and creating a separate function for different amounts of damage, so he has a function for take 25 dmg, take 20, take 15, etc. I just want to make it so there's one function and there's a variable I can provide when calling to it that allows me to take differing amounts of damage
I know how to do this in code,```
void TakeDamage(int amount) {
health -= amount
}
you mean set variable?
yes
but i'm unsure of how to create a variable i can assign every time i call the function
you can just make a variable called damage
then have code to set variable damage
assuming its a float
then you can just ''cast to'' if you want to use it everywhere
but maybe your question is confusing me
here's a screenshot
the part that is highlighted is a hardcoded value of 5%, so when i call this function 5% of the players health will be taken. Instead, i want something i can change, so instead of having 50 different functions for different amounts of damage, i can just call the same function but change that variable
by clicking the purple function node, you can pull up its properties in the details panel and add different inputs to it
@clear ermine thanks so much, that's exactly what i'm looking for. this saves a bunch of time too :)
then you can name it and specify its type
after you add it, be sure to compile before you connect anything to it
maybe you're feeding in the actor's relative scale, but it's different in world scale? idk im pretty new to UE
im having an issue as well, but not one that can easily be explained without a college-length essay about what it is and why its not working
just wrapping my head around big snowballs
im wrapping my head around why i decided that my first ue4 project should be a mech game with an unorthodox, hard-to-implement control scheme
๐คทโโ๏ธ
@trim matrix if that doesnโt work you likely have the sphere as the root and you scaled that down in the blueprint editor, but the roots relative scale is the same as world scale so itโs resizing it back to 1
i do have the sphere as the root, but its fixed, just messed with the scale
how do you do dynamic material instances?
im trying to create one and set a static mesh to have that material
but it doesnt seem like there's a way to set a material on a static mesh
nvm i got it
@blissful gull there is a SetMaterial BP node
i had to set it on the current object since it was a spline mesh component
instead of setting it on the static mesh
rate my spaghetti
๐ฏ
LoL
bruh
Anyone know why when I type in "Stat Streaming" in cmd nothing happens?
i'm trying to get this to appear
https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/Streaming/Stat/index.html
Use the new STAT STREAMING command to report texture streaming metrics
Who can help me with Math in unreal
@hard charm try to be more specific
guys need some help, i build procedural building generator in construction script with mesh instancing and setting vector parameter on materials to change the color... but... then I generate building and merge it separate mesh, the material is only on one of merged mesh, others don't get the material.
Why don't people break things up into functions, encapsulate stuff into components
instead of making huge spaghetti mess
Is there a better way to do this? I'd like to dynamically switch whats coming out of the InventoryUI node
@worthy frost There's more ways to collapse nodes, separate, ... but people just doesn't know about them or aren't familiar enough with them ๐
guys how to do array of maps?
i want to save bunch of info for every round in the game
how to do it?
you cant have nested containers in BP
best to create a struct
and hold maps inside that
and have an array of those structs
So I have a character in my game I can shoot, and once the character has been hit with a line trace, I do the set simulate physics node, but whenever I shoot the character in game they pop upwards a little. Is there a way I can make my dead characters fall to the ground like they would irl
Could I get some help with this, I have honestly tried for several hours to figure out the proper way to do this, but I just can't seem to get it.
I am trying to make a smoother rotation when rotating the camera with gamepad, but cant find out how to more smoothly lerp in and out, maybe even ease in and out based on the speed of flicking even.
If I remove the multiplication and even change the interp speed, it really doesn't seem to do anything different...
Guys I need help I need to find a way to remove the EQS query location that has been selected so that the other AI can go to a different point. How can I delete or remove the location? So that the next guy goes to the next available point rather than the same one?
@storm dove make an array of strings that hold the name of the map
@flat sierra why you using FInterpTo
get the (AxisValue * BaseTurnRate) * DeltaSeconds;
will do what you want
I am not sure how else to make a smoother camera rotation. I see other games more smoothly rotate, but I have failed to find the way to do it.
Is there a way to make it where it will easy in and out of that more instead of just being a constant rate so perfectly ? HMm, how to describe...
not via Yaw Input like that
it just takes a -1 to +1 float
-1 being look down, +1 being look up
you need to slowly raise the the input value
but releasing input will just make it stop dead
no ease out
i mean you could check for the input coming in, and do your own float you pass to AddControllerYawInput that incremements/decrements as long as the input is > or < than 0
I see, I will have to play with it more. I had it like it is before, but ended on a dead end trying to find a solution. Thank you, I should probably check here more often to avoid that long waste of time. hehe...
hey guys,
I wonder if anyone on here can answer this.
If I get a bunch of static meshes and put them inside a blueprint with no logic, just a prefab. Will unticking Start with Tick Enabled affect performance?
I use BP for prefabs a lot, and was told that this could help perf. But it doesn't seem to have any affect at all.
wondering if it's something epic already thought about and fixed by default
Is it possible to modify 4.25 volumetric clouds at runtime? None of the values seem to work at runtime? The blueprint epic provides is using a dynamic material instance but modifying the values at runtime is not doing anything in game. Any insight?
Why can we switch on string, but not select on string?
Dunno. Making an enum may suit your needs though.
@delicate hound I don't know the exact performance cost of having ticking actors with no logic, but Epic seems to think that having thousands of them in a level has a tangible gamethread cost. You could always set up a benchmark...
Epic's mindset is it's better to allow functionality by default so that stuff "just works", and expert users that know better can manually manage ticking. But their priority is not to confuse new users. I think they explained this in one of their optimization talks.
line trace doesnt follow my relative rotation
I'm coming from a combo box which holds string, finding the correct enum is just as much extra work as switching on string is.
any ideas?
You're starting the trace above his head, but ending it level with his body
so it's always going to tilt down
if you want to start 3 meters above the actor location and go straight, you need to add that value to the forward vector
oh wait that's on X. so you're starting 3 meters off to the side
yeah, its just not rotate with the mesh, sticks with world rotation
not the relative
try getting the forward vector of the mesh instead?
if you're not rotating your capsule, then it's forward vector will never change
doesnt work either, even tried to add new arrow component parented to mesh
still follows world direction X
mesh result
can you show me the result using the mesh?
mesh result
this one
can I see how you have the mesh hooked up for that one?
and you're actually turning the mesh when you fire those traces?
each screenshot your character seems to be facing the same direction
i am using "control rotation"
to rotate my character
when mesh rotates
it fires the traces
If the mesh is actually turning that should be working right.
have you tried printing the rotation and forward vector of the mesh?
let me try now
print the world rotation
and then try doing whatever you do to turn the mesh to face other directions and see what it prints
this is input axis rotation
i will send world rotation now
and this is world rotation while im dragging to same direction
so it doesn't look like the mesh is rotating at all.
Does the mesh actually rotate in the game?
Like all your screenshots are facing the same direction
Solved
Thanks for your help anyway
You enlightened me by thinking about the real rotation
sure, that's how I often solve problems too ๐
does your character in game always face the same way and the world rotates around him?
yes, but "control rotation" forces my character to rotate
so it does not understand "actor rotation" or "world rotation"
XYZ is always set to 0 by world/actor rotation
@delicate hound I don't know the exact performance cost of having ticking actors with no logic, but Epic seems to think that having thousands of them in a level has a tangible gamethread cost. You could always set up a benchmark...
@tight schooner thx, yea the only reason i'm asking is one marketplace customer rated my product 1 star for not having them unchecked. I changed the setting and updated my product, but got no improvement in performance, not sure if he's just being pedantic, or if this actually helps somehow. I also don't know if the setting could cause issues or negative consequences (i tried moving around my BP's and stuff, seems fine)
Hi, Iโm struggling to add physical material to my spline. I used set physical material override in my bp but nothing took effect. Please if anyone could advise that would be great. Thank you
is it possible to duplicate a curve that's in a timeline?
How would I check to see if another event is running before trigger a event?
@rapid gulch It would depend on exactly what you're doing, but you could do it with a bool
why do I feel as if that exchange was sarcastic?
Oh
That's totally okay, but a lot of people are p sarcastic about things, I guess
Welcome to UE4
Also, a Do Once node would help you here
thank you I wrote it down in my notes I will have to give that a try!
Glitches out how?
have you set the length of your timeline to match the actual length of your track?
timeline is 1 second
and is that also how long your track is?
yes
why are you both lerping and using a timeline? If you're using a timeline to drive the rotation create the curve you want there.
you want it to just spin smoothly at a fixed rate right?
yes
360 degrees?
just 90
one second, I'll show you an example
ty
thanks
for some reason the that only works if i store rotation in a variable
and use that
on begin play
not sure why but thanks still workd
you shouldn't need to store rotation in a variable. make sure you connect to play from start
do you know to do that on a timer
i thought do a timer, run the rotate event, store a new rotation variable after it has rotated, then run it again
but that does not work
You can set timer by either event or function and set it to loop and basically do the same thing. Like loop every 0.01 seconds and add 1/100th of 90 degrees to the rotation.
but a timeline is better for smooth rotation
i mean do the entire timeline every few seconds
sure
set your loop amount to whatever you want
If you need to stop it later, promote that 'return value" to a variable. Later you can "clear timer by handle" if you want to stop the timer
okay
so where should i set the rotation variable
because if i set it after the set actor rotation it glitches out again
you'll have to show me your full code for that actor so I can see what's going on
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
you can paste your blueprint into there
you shouldn't need to set the rotation at all.
Also you need to plug into 'Play from start" not "Play"
That should have zero effect.
float track
okay just checking
plug it into play from start
Yes that looks fine
you don't need to tick any of that
spins like crazy
ah my mistake
one second
storing the rotation is correct
store it before the timeline
and then play from start
give that a try
one sec I'll give you a new screenshot
if you don't play from start it wasn't resetting the timeline
makes sense
each time, you store the rotation add 0->90 to it, then when it comes again store the new rotation and do it again
Is there a way to detect if collision is happening above from above? Ie. like in Mario
Edward, i doubt many know exactly how it looks like in Mario, and which Mario for that matter but i'd assume Event Hit and it's hit normal or normal impulse should give you something to work with.
Not sure but i think you can break up the vector and have a threshold on the Z axis to check for.
Like, at what degree would a hit count as "from above".
Hmm interesting
Truth be told I referenced Mario, but actually what I am trying to do is create a crumbling platform that only gets destroyed if the player lands above it
Tho, not sure about the abs before, you should test the values first without abs, see what you're getting and check accordingly.
Just print all values and start hitting it and see what values you get then you know what to check for. Maybe you need this
And lastly, you can do a on hit bool and check the delta between the 2 actors.
Cool that works thanks
You wouldn't happen to know anything about single sided collision would you?
Nope. ๐
I just remembered. I think the hit normal is face direction specific so if it's a box collision, then the Z should always return a proper 1 for above or 0 for any other face no matter what angle and -1 for under, or reversed, gotta test.
Wrong video. ๐
Oh, man there was like a video on this but can't seem to find it. ๐ค
what could be the problem if I cant teleport my character, a ball in my case?
it has physics enabled
mmmh I just realised it works with the ball template, I must have clicked on some wrong things...
I guess the prob would be that it's not teleporting?
ยฏ_(ใ)_/ยฏ
Vague question, vague answer.
Could be a million things. xD
sorry... well, I dunno if its easier to just start with the template again ๐
Or try figure out why its not working. Ya know... you'll never learn otherwise and if it happens again, you can't start over and over again on misshaps or something.
tried so long... kinda tired ๐ havent found anything on the internet, because all I see are very easy tutorials with just 2 nodes
and even that does not work
Seeing what you tried so far would probably aid in an answer to what might be wrong.
Teleporting is usually super easy.
right? I thought so too
so
If I add this for example
when I use the templates it works immediately
but in my case it does nothing
How does your case look like?
Or is that picture from it?
Should work. Check if it's actually firing with a print string
oh wait, maybe its because I have an event tick that adds en impulse?
yeah its firing
so I have a ball, I add an impulse to it to keep it on the ground
in an event tick
maybe thats the problem?
How does it look? Should still work, it should teleport you up and then add an impulse back down again but not keep from teleporting.
Ah, so your impluse is too high
It actually teleports you up but the impulse is so high, meaning the velocity downards is so fast it instantly puts you back down, i'd assume.
I thought so too right now but I put the impulse to 0 now
it shows Q as I print it but it does not do anything
I'd set impulse to 0, set a height and then tweak the impulse so it's pushing you down reasobaly.
Also, perhaps swap out impulse for Add Force
Might work better.
ah add force works quite well, but still no teleport ^^
I changed the impulse with force, I like that
Try adding the Ball reference to the target of the setActorLocation as well
Very odd tho... should work on self. o.O
I dont unterstand it myself, I changed it to character because I thought that might work
youโre using a physics ball right
๐
or not
yeah
yeah so
Wait, in what way doesn't it work, he never moves or...?
the capsule is moving up lol
xD I see, what should I change the parent class to?
but the physics ball is independent of the capsule because itโs simulating physics
just actor probably
Now I spawn in worldlocation 0 I think ๐
Man... making inventory system suks
@sudden zephyr lots of widgets?^^
yeah you need to add your actor location to the teleport vector
SetActorLocation to GetActorLocation + 0,0,500
but how do I set the place where to start
normally would be player start or the ball blueprint that I set into the world
right
No, just the general concept of it is horrible. First i need to think of the layout, then i need proper structs for so many items and put in proper things etc. Just boring.
This is if you want to "jump"
That is, teleport up from it's current location xD
right now prob is my char is not spawning at all
oh yeah sorry misread, youโll start wherever player start is put or wherever you put the actor in the world with it set to auto possess
you may want to make its parent class pawn
that was it
woot got it to work
thanks to you two @flint nymph @sudden zephyr
so it was the class setting
hey
I found this
https://docs.unrealengine.com/en-US/BlueprintAPI/FileUtils/index.html
File Utils
File Utils
but I'm unable to call any of them inside a BP, the level BP, or a BP lib
are they BP callable ? (I'm guessing so since when you go inside their docs it shows a picture of a node)
File Utils
guessing this is the right channel
Have you tried searching by name and turning off the context sensitive check?
not really sure why they'd show up as BP nodes in docs and then not be available
Hey, so I've been doing a few small RTS projects in Unreal with the Blueprint system, unfortunately I've lost all of it a year ago due to reformats. I am planning to re-do it from scratch after the tutorials, obviously with my own touches just to get a hang of things again. Has anyone made a object that you can click on and click "Upgrade" to change the object into something else? That let's say, produces two units instead of one? Or opens up further options?
hey guys, is there an uncomplicated way to call something on application close, or quit game? not only on a called quit, but also on something like alt f4
does anyone know how can i make procedural terrain using blueprints
Does anyone know a way to share variables similar to inheriting without casting? Let's say I have an inventory that has an array of different items, how can the player have the same variable? Can I create an actor or other component and add that?
@bitter star auto exposure maybe?
@bitter star sorry, I don't know then - is hidden in game checked by accident?
@blazing ridge You can add event to detect f4 with a modifier for Alt
For quitting game, you can use a "Execute Console Command" node with "Exit" as string parameter
Also, that's if you want to make a "custom" quit, usually, alt+f4 send a system signal to the process, who will then kill himself
glad I could help
Also, I have a question.. ^^'
Dunno if it's the good place to ask for this one, but I have a NPC that moves thanks to his inheritance of the Character class, now, I have a problem with my moves
Meaning, I have animations for it, disposed on my Blend Space, but for exemple when I ask him to look somewhere and walk next to him, he will walk on the side like he was walking in front of him (not sure I'm clear here, sorry ^^')
Do you know how I could fix that ?
you mean he is strafing?
He doesn't, that my problem ^^
I want him to move at a location while still looking at another
And, with animations following
if it's about his rotation, there are quite a few flags - always need to look it up my self, but the keyword in that case would the "rotation" and "controller rotation"
maybe have a state for that in your AI, and adapt the "look at" in that case
Umh, okay, I'll take a look at it, thanks !
(Can I come back later if I still have problems with that ?...)
sure, but I'll be offline in a bit
but I am sure there's always people around that can answer your question + I am by no means experienced
Is it possible to set collision for a single interaction?
maybe you can deactivate it after it was fired
or change a Boolean after it was hit - and inquire that Boolean upon hit
the event hit is set to my destructible, how do i set it to the hitbox?
its making to many decals lol
is it cause i made it the root?
Hi, I'm having some trouble with my projectiles and its kinda driving me mad,
can anyone hsow me how can I make a projectile or a bullet that doe snot bounce?
I made a projectile added a simple sphere collision to detect if it hits something , When it hits an enemy directly from the front it works , damage is applied and the projectile explodes however if I shoot towards the enemy and the bullet touches the capsule component but not the mesh it always bounces, what should I do?
Wasnt there a check box to set if the projectile can bounce?
you want the projectile to be destroyed?
yes
hit capsule-> apply damage-> destroy
but when it bounces no hit or overlap event is triggered
so its destroyed only when it reaches a certain distance
oh so its hitting the capsule collision instead of the mesh?
yes
but I want the capsule instead of the mesh
but idk why it just bounces
2s I'll send a vid
just realized I cant send that here >.>
you can do a streamable
I am currently working on some Camera Movement, I know people dislike spaghetti wires. Is this relatively clean enough? Does it also matter in relation to performance the cleaner it looks, or does it not matter?
Looks good enough to me
Hey all - attempting to set time dilation for a character mesh but without effecting the player input for turning the third person camera.
Can someone direct me towards how to set custom time dilation for the mesh, but not effect the camera
I got a issue in relating to my Camera Panning. For some reason I can't pan the camera on the X Axis, and I am trying to figure out the issue. Anyone had experience in doing Camera Pans on the X and Y axis?
Hi guys.
I have a LOT of accessed non errors in my project...
I have looked into it and i am still not really sure how to handle them...
how would I use an 'Is valid' node to fix this ?
the highlighted node in the SS belongs to the first error in the list.
would it be like this ?
Yes, it's a good idea to use the "is valid" node when you're accessing variables like this. If you're trying to access this object, you might want to try and cache the when you create it. Not really sure what your situation is though, so that may not be a great idea.
@dapper cradle
@hardy swallow in this case....
I have a button on my controller dedicated to controlling the time dilation of the actor seen in the 'get actor of class' node
that actor is not out all of the time which is likely why I am getting this error...
I have no idea how to fix it though...
also thank you @hardy swallow for looking at this for me
I don't have a lot of experience using time dilation outside of setting it globally, but if you're getting this error, it's because it's unable to find the BP in the world. Is this object something you dynamically create, or is it placed in the level?
I set it up like this and got these errors ( I believe they are the same errors..
Is there a chance I am getting them because this BP exists in the level BP ?
I have a widget which I use to spawn this BP into the world.
by pressing a button on the widget.
so in othere words, the BP doesnt exist in the world until the player chooses to spawn it in by pressing a button on a widget.
Go through your line of execution and make sure you're creating the BP before you're setting it's time dilation. Since this seems to happen whenever the player hits the Y button, there's a good chance it doesn't exist until that point.
Could I the something with the 'Is NOT valid' pin ?
to tell it to do nothing if there is no BP present ?
An easy way to do this is by setting up some print strings. So, one in the begin play of that blueprint then another before the flip flop.
Yes, you could have it create the BP if it isn't present, but you might have it creating the BP twice, which is why I suggested checking your line.
An even easier way is using debugging stops
breakpoints
this app is for sports and each button in the widget spawns different bp
the BP all share the same parent so that when the Y button is pressed the player can choose to view the action in slow motion or even pause it.
so I wouldnt want to spawn anything on NOT valid because it should be up to the player what/when to spawn them in, if that makes sense ?
If I toggle ON the breakpoint will that stop the error ?
It won't stop the error, but it will tell you when things are being executed. If you set a breakpoint right after the begin play of the Authaer BP, then another on the flip flop, it will tell you which one executes first. Figuring this out will tell you if your BP is trying to be referenced before it's spawned.
Hmm I didn't even think along those lines...
this is what I have set up on the begin play in that BP
On the sequence, toggle the breakpoint. Then toggle the breakpoint on the flip flop in the other BP. Then play, and see which one fires first.
@hardy swallow How will I know which one fires first ?
The game will stop when it's executed and bring you to the breakpoint.
ah I was wondering why the game froze when I pressed the Y button XD
@plain owl I'd ask on the animation channel. It looks like he's reverting to a default pose for the first frame
it is taking my to the flip flop node @hardy swallow
@hardy swallow you saying channel made me realise it might have to do with the root bone rotation in the animations
@dapper cradle What this means is that you're trying to access the BP before it's being created.
Alright, nope that wasn't it, I'll ask in animations thanks
this might be a daft question.
but can I get away with not fixing this then ?
because I don't understand how to.
the idea is to view animations...
the controller buttons are used to adjust speed.
I cant help it if the player presses those buttons before there is an anoimation to slow down :/
unless I can use a branch to fix it somehow ?
Is that BP supposed to be spawned every time the player presses the Y button? If not, the yeah, use the "is valid" node and on the "not valid" pin, do nothing. If it is supposed to exist every time the player presses the Y button, then you need to figure out the problem.
setup is like this...
player in empty world (there is a widget menu in front of the player)
the player uses the trigger button with a line trace to select buttons...
each button spanws a different animation into the world and back out if pressed again.
when the animation is spawned in, the player uses the Y button to stop/freeze the animation...
so this button is not for spawninn the BP, it is only for changing its speed.
In that case, it sounds like this doesn't have to execute if the animation hasn't spawned in, so yeah, make sure you're using the "is valid" node so you don't get errors and you should be good.
No problem man
when you say "do nothing' you mean to leave that pin empty right ?
Yeah. You can set up a print string if you'd like (which won't be visible in your shipped game, but will tell you what's going on)
is this using the 'Is valid' node correctly ?
Yeah
I'm having a really dumb moment right now. My player wont spawn? I believe it was spawning just fine when I was last using the project. I have a character in the level and set the Auto-Posses to Player 0
but for some reason i can't take control of the character
@lusty escarp Do you also have a player start?
nope
Is your game mode set to use a specific pawn?
Have you checked the pawn to make sure it's supposed to get auto-possesed?
If you don't have a playerstart, you have to spawn the player actor yourself, or else camera will be at 0,0,0 as it got no player to get attached.
@spark bridge If you have a pawn in the world, you should be able to set it to be possessed by the player controller. I've done it quite a bit in the past, you don't need a player start.
Could have sworn that I haven't been manually spawning the character before, Something seems to have changed
And I am very confused
He didn't say he had a pawn in the world.
Setting a pawn in game mode does not fix that problem.
Without Gamestart, you have to manually spawn the actor via Spawn Actor node.
That is strange. It should be possessing. Are there any other instances of BP_Character in your world?
Nope, just the one
I have nothing inside the Gamemode either, which would be conflicting
tbh, it should be working. I just tried it on an empty project and it works fine. As dumb as it sounds, I'd close and reopen the project to see if that works.
Maybe you got something wrong going on with the camera itself then
Try this node on camera
What's weird is the the BeginPlay inside of the Character is triggered, but I cannot posses it
Yeah, I'm honestly not sure what's going on. Sorry man.
Very weird
For buttons in the UMG, how do I make the hovered style apply to the text on the button and not just the button?
@cedar sparrow
The hovered style won't apply to the text, you'll have to set that up in BP
got it
ty!
@hardy swallow why do I need to have that bind event node? Can't I just use the OnHovered event?
Yeah, that would work too.
how can i check if an array is set and has atleast 1 eleement? is valid index correct?
ok i check if the length is <= 0
ahhh i just have to check the first index for valid
Iโm kinda new to UE blueprint, Is there a way to get value of variables in the last frame or older? Or any pattern I should look into if I wanted to do something like that. Thank you. ๐
you'd need to save the variable into another variable
Hi guys, I'm creating a car with an RPM system, how do you convert RPM to km/h? I don't want to create a full simulation, but a simple thing like mario kart for instance. But with working RPMs.
This is entirely up to you
You could for example multiply by a gearing value and translate it into a physics force which pushes the car or something like this
Note that a lot of arcadey racing games don't actually use a "real" kmh value, instead they just show some kind of estimation to give you an idea
Yeah, I think I'll fake the kmh value as well.
I just don't know if the RPM should be a simple factor, or a force that would push the car. The latter is the solution I want to go for, but something weird is going on : when I release the accelerator, the RPM drops, but the speed continues to increase. Because I use the RPM as a force, so it doesn't slow down until the RPM goes to 0 and a friction force enters in action.
you could try tying the rpm into current velocity
yeah, like directly
If i want to make sure 4 players dont have the same character before starting, can I just do a check like If char1 != char2 != char3 != char4? or do i have to check every character against every other character one at a time
what is the best way for make a chance to spawn different actors
like 50% to spawn a sword, 20% to spawn something else
without using a lot of Branchs
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item_1". Blueprint: TestBenz Function: Set Teleporters Active Graph: SetTeleportersActive Node: Set Activate
need help to get this fixed
how do i make the right check?
If this is for the check if array has at least one item in it, just check if the length is bigger than 0
@earnest tangle and how if the function is called without having any aaray attached?
for ecxample only activate/Deactivate an array of teleporters?
or is it -1 then?
I don't understand the problem
If you have an empty array then it's an empty array
Using a for each loop in an empty array works but it doesn't actually do any iteration because there's nothing to iterate
@tawny tinsel You can move the Red End Line to the last Key
@thorn moth You could use an Array of actors
Set 4 of the actors to the desired actor
which would give you 40% chance
and so on
it magicly worked ok
Is it possible to get a vector parameter from a material to BP?
Context: I have a bunch of HISMs and I need to cache their random color to the BP.
hi, my progress bar doesnt working, when i change percent from widget, it is working, code is also true but it isnt working in game , why ?
why it can be
from here, i can see it is working,
code is this
in game, it is full every time
hi guys !! I got a issue , i'm checking if the player is out of the field of view but it don't seems to work , i've try to check is the player is in the field of view and thats work (just by doing >) can you help me please , thanks :D
i'm using a AI sensor btw
You should not need to do this
If you use the AI Perception system, it will send a perception update even if line of sight is lost
oh
the successfully sensed flag will be false in that case
ye but i only want it execute the function 1 time
for exemple when i can't see the player
yeah so check if the sensed actor is the player
oki thx
So basically this is my issue: I have a bunch of HISMs with PerInstanceRandom-color from the shader. I'm replacing the HISMs to a PhysicsAsset-version of the same mesh once player gets close and then swap them back to HISMs when player gets away. I need to be able to pass that PerInstanceRandom-data to the PhysicsAssets.
As you can see, the PhysicsAsset is a different color than the HISM. Any help is appreciated.
um quick help
what's the "Level" variable type in blueprints ?
I want to save an Array of Levels so I can switch between them in blueprint
like that
my progress doesnt working
but they are same code
from widget, i can test it and it is working but in game it isnt working
code in up
How do I control the z order of objects in a horizontal box?
Hi, guys!
Sorry for the nub question: I need to feed an array of actors into Cast To node, so the only thouse actors can interact with current BP Actor.
Thank you in advance!
Is there a way to construct an object from a string? I've seen the mapping solution but that's not realistically scalable
or is there a better way of reconstructing game state from saved data (json)
Trying to add a custom curve to a timeline node but the option is greyed out. Is there a setting i need to hit?
kano_risa what does the target blueprint look like?
@devout grove
ok as a child it doesnt work :/ when i just place it in the level it works hm. funny is, that i have the exact same way of doing it in another actor
with the child actor component you have to separately get the child actor from the component
based on what your logic looks like, you're casting the child actor component itself into the BP_Spin which would fail
this works
@earnest tangle what i dont understand why it works in the second image
yeah that's kinda weird, I suspect the cast is still failing in the first one, so check what the actual object is
the cast isnt falling
maybe i forgot to connect it somehow
@earnest tangle ohhh i think i found my problem
the bind is in a loop
is there an event somewhere that triggers when the viewport changes size? like a player changing their resolution or going from fullscreen to windowed etc
Clamp Float
Thanks man!!!
No Worries
I'd like to delete the Default Value here, just for the purpose of some tests. How to delete it please ?
Is it possible at least ? ๐ค
nope not possible
its a Enum
there HAS to be a default
if its an issue, make a None mantle type
and assign it that.
That's what I did with my enums
<None> is the first in all my enums
just to make sure I have them set correctly because <None> will throw lots of errors if it ever gets through
Alright, so I have a line trace on tick event
& Print "Got hit" if the trace hit a "component has a tag" = "Stone" for example
& if it's not "Stone" = "No hit"
why I'm getting
Got hit
No hit
Got hit
No hit
& even if I did a print for the hit result of that component after != "Stone" tag I still get in the print "Stone_a" which is the static mesh that has the tag I want!....
[I fixed it]
When you try and set up a CSV file to import as a curve file I keep getting the message row 0 has less than two cells...im not even sure what that means
@worthy frost Ok so I'm gonna do it. Thanks !
Does anyone know if this is a bad thing to do? It is working, but I'm not sure if this causes problems somewhere down the line?
you should make a array
I mostly do arrays as well, but a while back I thought it's weird that I can do that!
is it new? like since when I can do this? since 4.23? or much older?
An overview of Blueprint Arrays, including creation, editing, and use.
Yeah I have 4 scene-components, which I call this way via a custom event in the component.
I would normally just repeat the process for each scene-component, but I just noticed I can just plug in all 4 and it works the same way
well leave it like this is you want but this is better to create a array
thats should work just fine
should*
idk, I never actually tried this to say if it has any problems.
I mean, you can leave it like this & place a comment to reminds you that you not so sure about this if any problems you got later!
I don't get any error messages, and I don't know any c++ so I suspect in c++ it would just be like a list of objects to call? Like "object 1, object 2, object 3" and o on
ye
np
Can anyone reminds me what was it the way to fire an event on variable change?
like I think the other day I found like a bind event or something?
Is it possible to have a base actor bp that both actor and character bps can inherit from?
Also, I'm working on a RTS game, and I can't figure out if I should use a pawn or a character bp class for the units
... And just for complete my previous question and be sure to understand : If I disconnect the nodes with the red cross, below, I think that if the MantleHeight value is true, it returns the Default Value (which is HighMantle - see my screenshot up above -). But what if there was no default value ? What would be the return value if condition is true in this case ?
Not for this case specificaly but I mean, in general, it would return the last value set, that's it ?
if you dont set the variable and it is in the event graph, it will use the last set
if it is inside a function will uise the default
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:
is it possible to check for class tag?
Anyone know how to get the "Collections" List to appear with the "Paths" info on the "Content Browser" it doesn't give me the option in the "view options" area of the Content Browser and having to switch between "Paths" and "Collections" kinda drives me bananas. Thanks in advance
Not sure if this is the right channel, but how do I get my character (which inherits from the Character blueprint) to inherit the rotation of a scene component they're attached to? Their location is following it fine, I just need the player to also rotate properly. It's first person, so I'm not sure if I want to inherit the pitch and roll yet (worried it might be too disorientating) but I definitely need to at least inherit yaw. I'm probably missing a checkbox somewhere either on the character itself or its CharacterMovementComponent.
currently your pawn probably has its orientation forced to the controllerโs
this is the node I'm using to attach them (mounting point is a scene component)
there are a couple different checkboxes to look for to sort that out if so
no ways to check for class tag?
Okay, yeah i think that's true, I just still want to be able to control look while attached
looks like i have "Use Controller Rotation Yaw" on and "Use Controller Desired Rotation" off, swapping them doesn't do the trick
can anybody help me with this really dumb issue, I'm simply using a boolean to check if a number is equal to another and it returns false when it should and just does nothing when it is supposed to be true
Probably unlikely you will ever have that exact rotation of 315
the number is 315 though and even with a tolerance of like 5 it still doesn't trigger as false
try tolerance of 15
still get nothing with a tolerance of 15
like it's just not returning anything when it's true
it'll return false just fine when its not equal
its so bizarre
hey guys, I'm trying to use GetRandomPointInNavigableRadius with custom Nav Filter, but it kind of ignores it and finds a location regardless of a filter
any tips on how to do this?
(blue sphere is a valid location, red one was too close to the pawn)
and blue area is my custom TestFilter
what are move forward and move right? could be it's only true very briefly for a single frame
alright, I found with trial and error method, I had to exclude other nav filters in Filter>Areas
Is you attach an object to another one in the hierarchy and move the parent blueprint with SetWorldLocation, will that also change the position of the child bp?
@trim matrix yes, the world location of the attached object will follow the parent, the relative location will remain unchanged
Same thing happens with all transforms too? (rotation and scale)
yes
Thanks! ๐
https://www.youtube.com/watch?v=zlzBifkjXDk after following this tutorial, my character was only able to go left and right but not forward and back. How could I fix this? Using valve index
How to make advanced joystick locomotion for VR in Unreal Engine 4. This is a similar style of movement seen in games such as Pavlov, Zero Caliber and Skyrim:VR. Topics covered: Blueprint scripting, controller inputs. This tutorial was made using an Oculus Rift S headset, but ...
Does anyone know any resources or perhaps and ideas how to create a property system? (Like land claiming - Claim land then build base)
Hi i'm using a projectile for my gun and i have a "pain volume" which is just a trigger are and when the player walks into it they take damage. I'm using a EventActorBeginOverlap node for this, however, when my bullet projectile enters the pain volume I take damage. How do I check if it's the player colliding with the volume instead of just any mesh?
cast to ThirdPersonCharacter from the Other Actor node on the overlap event
just like this?
yeah
right now anytime anything overlapโs the volume youโre getting a direct reference to the player character
it's still doing damage when the bullet hits the volume
what does the blueprint look like now
ok nevermind i fixed it
aight ๐
i had to connect the execute line to the "cast to thirdpersoncharacter"
thanks so much, i'm new to unreal and blueprints in general so I appreciate the help
np! references and casting can be tricky at first but itโs pretty simple once you get whatโs going on
Hey folks, what's a good introduction to blueprints (tutorial) for someone that is not a programmer and gets a taste of everything that is fundamental to blueprints. Preferably, free of course. ๐ Thanks in Advance!
Can one of you please test something really quick?
Create a Widget. Go into the Blueprint, and add a "Editable Text Box Style" Variable. Go to the "Background Image Hovered" Tag, and try to change the "Margin" value. press compile and safe.
Does the value get changed or does the value set itself back to 0.0?
I cannot change this value. After pressing Compile it restets to 0.0. THe same is for the "Padding" value.
Hey everyone, is there any way to modify the value of a class default?
@quasi relic Can*t you change it inside the "CLass Defaults" Tab inside your Actor BLueprint?
Or do you wanna do it within the blueprint?
I just found a "Get Class Defaults" Node.
Hi there ! I wanted to desactivate the HighMantle and FallingCatch modes (in others terms : keep only the LowMantle) in the Advanced Locomotion System V4. I simply added a "DoNothing" enum and change the Mantle Type here :
To this :
But I had a feeling that it was not so simple... ๐
So indeed, it doesn't work. My character freeze when I hit the jump key in front of a high obstacle (in fact, when "Mantle Height" > 125)
And I have this error message :
@astral fiber I'll try that, thank you!
If someone could enlighten me...
@quasi relic If you find a way of doing it with blueprint code, please tell me, thats something I am also looking forward to
@trim matrix I dont have that much experience with the whole locomotion system, but you are just changing an enum here, if you want to disable it I would delete or disconnect it inside the State Machine
@astral fiber I tried changing the margin of the widget to 5 but the values get set to this:
@quasi relic thanks for trying, so the margin value also does not work for you. Can you please also try setting the "Padding" value to something diffferent?
If this also does not work, I will create a bug ticket
I was able to change the padding to 8.0,4.0
@quasi relic thanks for testing
after pressing Conpile does the value still stay at 8, 4
Yes, after compilation the values stay at 8,4
Thanks it works now for me too. Seems a little buggy. If you do it by manually adding the vlaues to the four dimensions it works, but if you insert it in the "global" field it does not work.
Is ther a hotkey for hiding and showing the Content Browser ?
@flat raft As far as I know there is no default hotkey for that, because you normally always need the content browser. Maybe you can bind yourself one
Nevermind.. found it
@flat raft could you bind it somewhere?
CTRL + SHIFT + F is default
I bound it to TAB in the Editor Prefs -> Keyboard Shortcuts -> 'Open Content Browser'
Only works in the Viewer Context... so maybe not too helpful when on a laptop
@astral fiber Ok, I've searched something linked to the mantling in the state machine but damn, there is so many functions... ๐ I found nothing clearly linked with the mantling. I don't even know if there is cause almost all is based on curves. Here I've found some animations looking like the mantling animations but I'm not even sure... :
I really don't know what to desactivate ! ๐ฎ
@trim matrix Right click on the mantling animations and check out the "Reference Viewer"
There you can see all places where it gets used
Guys does any 1 know how u can see where a particular widget is being constructed?
nvm found it lol
@astral fiber Ok, I click on the HighMantle animation then on "Reference Viewer"
Now I'm on this window :
Hey guys, I am new to unreal I have a small doubt I have an image widget how do I set it at run time with data from structure? In structure I have declared a image along with other data and when I import an image from desktop it turns into texture... So how do I convert it back to image for applying in image widget
@astral fiber I guess that is what it's linked to the anim but I don't know what I'm supposed to do with this
@trim matrix What does the FootstepAnim_Notify BP?
@astral fiber Not sure at all but I guess it's to tell when the character must stop the footstep during the mantle ๐ค
( That's the Footstep_AnimNotify )
@trim matrix Well I am sorry I cannot really help you there, I dont have that much experience with locomotion, but in this discord are many talented people, who hopefully can help you figuring out how to disable it
@astral fiber No pb sir. I know this ALS is a real labyrinth ! ๐ฎ I'll try my luck later ๐
@trim matrix I also dont have the files of your locomotion system sadly. But as I said here are many people who know this topic far better than me and can help you quicker than me
Good luck
@astral fiber Thank you
Hey guys, I am new to unreal I have a small doubt I have an image widget how do I set it at run time with data from structure? In structure I have declared a image along with other data and when I import an image from desktop it turns into texture... So how do I convert it back to image for applying in image widget
@wet epoch anyone pls help me
What exactly do you mean with "Image Widget" @wet epoch
You mean a widget with a "Image" component ?
I think with this node
Yea widget with image component... I tried using set brush with texture but it was not setting it up for some weird reason @astral fiber
@wet epoch I'm not sure about what you want but I think you'd really check this new free asset of the month : https://www.unrealengine.com/marketplace/en-US/product/psd2umg
is there a expression node in BP ? where I can input something like value<20?20:value
So there is this structure which had the image object reference but at runtime I am not able to assign it... As the imported images from explorer are converted to textures @trim matrix
@wet epoch I never did my own widgets so I can't help you but the free pack that I've just show you seems to do what you want... Maybe you should try it...
or wait for help from someone else ^^
Thanks @trim matrix
Anyone know the short cut to copy and paste an object to cursor location?
so i dont have to drag an object 5 miles
When I set a pawn class to my game mode using blueprint. I had to execute the restart player function. Is there any alternatives?
@flat raft Not sure if this is what your looking for.
The math expression node allows you to type in a math expression and builds the appropriate sub-graph to create that expression.
@flat raft Not sure if this is what your looking for.
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/MathNode/index.html#:~:text=The Math Expression node acts,new sub-graph is generated.
@midnight kiln It is.. Thanks!
The math expression node allows you to type in a math expression and builds the appropriate sub-graph to create that expression.
Is that a node that takes 3 vectors, checks if Vector A is located between Vectors B and C and returns a Boolean accordingly? I want to make a search function with a limited range and that requires that the player be facing the hidden object in order to find it.
Is there a debug to see navigation mesh?
f8 or summat
yep that's it ๐
nope never mind that just ejects
I need to see it while possessing
@modern cove I don't know of one. If it was me, I'd just try and spawn a collision volume in front of the player and look for overlapping actors. Someone else here may have a better idea.
@bleak vector you want to see the navmesh in game?
yes
I'm not 100% but try the console command "show Navigation true"
Or something like that
Is it possible to have a timeline float track in a parent class be changed by the child class, or does it have to be part of the child class to be child dependent? I really don't want to have to add a timeline for each child that needs it, but that may be the only simple option.
Currently on one child needs it, but I would like to be able to expand it without reopening the parent each time I add a said child.
Does physical material works on Auto materials?
@steep hazel I like this question and would like to hear what others think about it.
I don't know if this helps, but I found this while looking for something to help.
https://answers.unrealengine.com/questions/865634/timeline-change-a-float-0-to-1-over-x-seconds.html