#blueprint

402296 messages Β· Page 498 of 403

trim matrix
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Yes the issue was camera component

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needed to be added to the pawn

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its resolved now

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@supple peak my advice would be, don't use sql on a local client. Since that's implying anyone who uses the client needs to have an sql servers installed right?

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But if you do want to take that route and not use plugins,

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Third party libraries are always an option.

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Like sql libraries for C/C++

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Which you can link with unreal engine.

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Other than parsing the files manually or using a plugin.

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I can't give much more advice

small oracle
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I'm using UE4.23 and I've got "Add Cable Component" in one of my blueprints, however whenever I startup my project it removes that from my blueprints. Is this a known/fixed bug?

cedar sparrow
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if im doing level streaming, do i have access to all of the level bp for each sublevel in my persistent level?

astral fiber
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How can I merge two texts, I did not find something like append text or a text + text node

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Should I use the "Format Text" node?

dense ledge
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When i call unbind all events, are events which were bound in another object (or which were bound in c++) also unbound (as in, is the delegate which we bind to reset to an empty state where absolutely nothing is bound to it)? And if so, is there a way to unbind only delegates which were bound by a specific object?

twilit heath
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they are

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you have UnbindEventFrom

deep ferry
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Hi i am new here, sorry for interrupting. I am looking for a tips or tutorial for mounted combat, holding and aiming a weapon like sword or lance while riding horse.. I managed to create the mounting system, but have problem to blend the attack and mount animation. Anyone know of any? let me know please.

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ahh i see, i will try thanks

jaunty dome
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I am unable to "spawn" a bp actor inside another bp actor

astral fiber
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You only can work with Components inside an Actor @jaunty dome

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What exactly are you trying to achieve?

jaunty dome
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procedural generation

astral fiber
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a little more information please

jaunty dome
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the goal is an actor BP class

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first step i want to do is add the goal on a random location

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add the player start (just an arrow component) on another random location

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create a path between the player start component and goal

astral fiber
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You can spawn a ChildActorComponent, and there you can select your BP

jaunty dome
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then work from there adding other stuff

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I can't find that method

astral fiber
jaunty dome
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that's what i am using

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it doesn't spawn it

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Goal variable is a BP_Goal object reference

astral fiber
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Are you sure you spawn it in the correct location?

jaunty dome
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even if i play this BP_ProcGen blueprint into a level

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it doesn't spawn the said goal

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this is the referenced BP

jaunty dome
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any clues ? 😦

boreal ether
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Did you select the "add child actor component" node and set the class?

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And target should just be self I think?

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@jaunty dome

spiral egret
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How can I merge two texts, I did not find something like append text or a text + text node
@astral fiber What version of UE are you on? I see a string append node in BP

worthy frost
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Format node

astral fiber
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@spiral egret This is for Strings, but nor for texts,
@worthy frost thanks I used the format node

true valve
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Is it possible to create something similar to No Man's Sky star system in UE4 using bleuprint?

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I know how to do it using World Composition but you have to place the planets manually. I was wondering if you randomly generate them.

gusty shuttle
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I need some guidance on my rotation. It always snaps to the side once I grab the box. It should be tracking where the box is in world space. It does, but always snaps to the side. The axis of the bone AND socket should only be on the Y. Any tips? @ me pleasssse πŸ™‚

lucid dove
proven coral
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Hi, is it possible to create a new ActorComponent in a custom GameInstance?

trim matrix
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So if you get the X and Y axis of a thumbstick and put the thumbstick immediately diagonally, it will need a couple of frames where it gets one of either as 0.0

wet siren
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@proven coral unfortunately not directly, but you can make a function in your actor that will create a component and call it from the gameinstance

proven coral
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I'm a bit new to Unreal... How can I create a new instance in BP?

wet siren
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New instance of what?

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GameInstance?

proven coral
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of the ActorComponent

wet siren
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right click on your actor blueprint graph and type add (which ever type) component you want

proven coral
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I added the ActorComponent to the GameController, but this looks like missing the point of having a GameInstance holding project data...

devout geyser
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Hey guys quick simple question: how do i use the boolean variable correct with HP? I mean, I have a boolean variable named "IsDead?" the point is he will be true if "HP"(float) will set to 0 how do I do it correctly this is what i have: https://prnt.sc/tilb5j a cute picture of cat will be sent to who ever will help me πŸ˜„

Lightshot

Captured with Lightshot

gusty shuttle
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@devout geyser Well first, you can connect your SET to your Branch

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But normally I use the node Event AnyDamage

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I think that's what it's called

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What you have is not bad, but getting the info from the cast is wack

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Apply Damage

devout geyser
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welp thx for the help brother πŸ˜„

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really appreciate it

gusty shuttle
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So on the weapon thats shooting, slap in the Apply Damage, and in your character/pawn that's getting shot, slap in the Event AnyDamage. Then reduce your heath from there. This vid covers that stuff

devout geyser
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oh cool ok

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other tutorials don't even mention that node

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that's odd...

gusty shuttle
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You also set the amount of damage in the thing that's applying the damage, that way, you can get hit from multiple things and not have to redue the code a bunch

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Yeah, Mathew Wadstein is the go-to for most stuff.

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Dude, half of game dev is finding the key root word for searching

devout geyser
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@gusty shuttle Thank you man πŸ™‚

cunning turret
tranquil hazel
pearl rose
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It is telling you exactly what to do

late shuttle
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In your CapsuleComponent or Collision - you need to have Physics > Simulate Physics enabled.

pearl rose
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your mesh need to have "Simulate physic" enabled to work with addForce

late shuttle
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*your collision needs to have Simulate Physics enabled.

pearl rose
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@tranquil hazel I'm quite sure you'll get some surprise if you are using the basic characterMovementComponent. Still very interesting to be able to do your own movement system using physic, so I encourage you trying at least! πŸ˜„

tranquil hazel
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i'm not talking about the simulate physics i'm talking about the "collision enable is incompatible"

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@pearl rose

pearl rose
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You are not reading well the message or talking about something else

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Ha, I was looking the picture with my phone, but if still the same issue and the same fix :)

tranquil hazel
pearl rose
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Make sure you have the physic and queries in your collision setting

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That all and then you should be good

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Need a screenshot or you found it?

tranquil hazel
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i found it but it makes the character ragdoll

nova herald
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@paper quail maybe try closing and re-opening the project (after hitting save all of coarse) I've had the editor wack out and restarting it fixed the issue at the moment

pearl rose
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@tranquil hazel that mean you did simulate physic on a skeletal Mesh, you could reduce or turn off physic on specific part of the Mesh. Maybe you should tell me what you are trying to achieve

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My guess is that you are trying to push the character in a direction, you could apply the physic on the collision capsule instead

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Or simply use launchCharacter directly

tranquil hazel
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@pearl rose ya i'm trying to push the character in the direction they're facing

pearl rose
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You could use physic for this, a little more hard to replicate on Network, but a lot more control

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But maybe give a try to launch character, just make sure it doesn't launch toward or at the same level of the ground, cause friction Will stop the launch

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@paper quail My guess is that you have put invalide animations in your animeBP

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Or you disconnect some important pin

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Cause the A poses is the default skeleton position

pine idol
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unity has a way to implement a message system on their prefabs, so that one prefab, can be reused multiple times, but have different methods/effects called when you interact with it. Is there a way to do that with actors and blueprints?

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For example, i have a jail door. one one side you can use the jail key, and the other, a key card. I want to be able to use either way, independently, and have it highlight the keyhole/keypad when i raytrace over it, etc.

astral fiber
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I have multiple maps, I want to check something when those maps start. Do I have to implement this logic in every Event Begin Play inside the LevelBlueprint or is there a function for event begin play or something in e.g. the GameMode?

native plover
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what am i sdoing wrong here?

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im trying to make char jump where im looking or forwards it doesn't go forward for some reason

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it works on ground but doesn't work when im hanging on ledge

robust cliff
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@worthy frost Hey bro I am sorry to bother you. Are you able to answer a question in here regarding timelines?

native plover
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ask

robust cliff
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Ok so i have a montage playing and I am trying to set it on a timeline so it does not execute a behavior tree sequence. I am able to get it to work but only with a delay node. Basically i use the return value from the montage and plug it into the delay node and it works. However I cannot get it to work with a timeline. I would rather use a timeline. I guess it does not matter but I would like to know because I hate using delay nodes because they can be inconsistent

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@native plover how do you get those nice diagonals in your nodes?

native plover
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it's a plugin

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electronic nodes

robust cliff
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cool

native plover
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Ok so i have a montage playing and I am trying to set it on a timeline so it does not execute a behavior tree sequence. I am able to get it to work but only with a delay node. Basically i use the return value from the montage and plug it into the delay node and it works. However I cannot get it to work with a timeline. I would rather use a timeline. I guess it does not matter but I would like to know because I hate using delay nodes because they can be inconsistent
@robust cliff u can set a event in timeline. If it triggers do whatever

robust cliff
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ok

slate wasp
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is there a way to open the level bp of a level that's not currently active? the only way I've found so far is via find in blueprints - if it finds what you're looking for in another map's bp and you double click it gets opened

robust cliff
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I am not sure. I don't and have not used level blueprints because I heard it can be a hassle. But also considered nor have I needed to do so. Sorry

jaunty dome
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is there a builtin function to get a path between two points ?

cedar sparrow
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My brain isn't working right now, I have a camera component called MyCamera in my blueprint in my level. How do i set the player controller's view to be from that camera when the level starts?

coral pebble
twilit heath
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@cedar sparrow there is AutoManage Camera option that will aggressively set the camera to what it determines player should look at, all the way until BeignPlay

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cameras have a dropdown that lets them become automanaged camera for Player0/1....

cedar sparrow
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not when they're components in bps i tried that

twilit heath
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if you want to handle it manually, you should disable the option in PC

cedar sparrow
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but i found my answer

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set view target with blend

twilit heath
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ah, thats later

cedar sparrow
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yeah its to change view points of a level they can't move in

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like security cameras

twilit heath
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yeah, i was talking about camera while the level is still not ready to play

cedar sparrow
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yeah appreciate it, ill need that later for initial spawning i think

trim matrix
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I have this simple piece of script that doesn't work how it's supposed to. I'm not sure what I'm missing here.

twilit heath
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first thing first, replace those branches with SelectFloat nodes

trim matrix
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Basically when the relative rotation of a mesh is over a value, the Turn / Look sensitivities of the camera are set to Default, other wise the camera don't move.

twilit heath
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makes the blueprint far more readable

trim matrix
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SelectFloat...

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Not sure I'm supposed to use this.

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Ah ok.

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But I need the Set nodes.

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Nevermind.

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Ok so I use this instead of Branches.

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It does not work...

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Maybe Event Tick should be plugged so it is updated ?

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Yep ! Had to use Event Tick. It works now.

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Ok, there's another problem. It's supposed to work when I press a key / button, when I release it I need the values to go back to default and it doesn't when the sensitivity is at 0

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Using Tick makes the Pressed state continuous when it's Pressed and after.

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Ok, just had to use a Branch for this one. I'm set.

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So I am trying to create a constantly bouncing ball, just for practicing some things, but the blueprint doesn't work like it should

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The bounce happens once and then stops, how could I make it go indefinitely

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I am able to do it by setting the timeline on a loop but I would like to know if there is another way to do it

grim lantern
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Can I set a console variable to force a certain LOD ? I saw r.ForceLOD but not sure what it exactly does, doesn't seem to effect skeletons.

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Ah i guess it is: r.SkeletalMeshLODBias

boreal ether
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@trim matrix I think you need to use play from start on your timelines

trim matrix
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Ah okay will give it a try

boreal ether
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Otherwise it just tries to continue playing from the end

trim matrix
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I see, thanks a lot mate

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I just completed the Tutorial from Matthew Waddestein for beginners, and am experimenting to learn stuff.

boreal ether
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That's a good way to learn πŸ™‚

trim matrix
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I am making trying to make animation blueprints now

jovial bobcat
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Does anyone know how to make plhysics based enermy like TABS because all i can find is physics based animation and thats not what im looking for because you cant make the enemy go back if you hit him with something and i heard that you need to use inverkinematics but all i can can on that is foot IK and i dont really know how to apply it to the whole enemy, so is there any tutorials of documantation on how to do it? i would really appreciate it. thanks

latent arch
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Right, latest puzzle! :). I've got an event that is ticked monitoring the left and right view angle of the player (bit like a turret) what id like to do is check for when the turret stops moving and fire a sound effect once. Then once it moves again it needs to reset to the sound fires again when it stops. I've had a couple of tries but unfortunately i cant get the event to only be called once, it stops on movement but then will keep repeating on movement stop. Anyone got any tips? πŸ™‚

trim matrix
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Could we have blueprint screenshots/

latent arch
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sure

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ive tried gates branches do once's haha

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its a bit of a mess ill tidiy it a little and get a SS

cedar sparrow
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How do i access stuff in the level blueprint from other blueprints? I have a group of portals in each level but how do i tell the game mode where those are? do i have to constantly do Get All Actors of Class?

latent arch
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@trim matrix this is the simplest thing i could think might work but it doesnt quite

trim matrix
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Welp, this is a level above my current knowledge so....
can't help ya with this mate Sorry

latent arch
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haha no worries πŸ™‚

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thanks anyway

boreal ether
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Maybe you can interp the angular velocity so it's less likely to be 0 one frame and > 0.01 the next (If I'm understanding this correctly)

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Or use a timer to reset the do once

latent arch
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hmm

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a timer might be a good idea, but the touble is if i sit at 0 velocity it keeps doing it despiter the do onece lol. Is that the interp yourr speaking ofs role?

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curse my fat fingers this morning lol

boreal ether
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I guess that means the value is jittering a bit and doesn't stick to 0 when it stops moving? interp should help with that

latent arch
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yeah cool ill try that

boreal ether
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but it would also cause a delay before it plays a sound when it stops moving...

latent arch
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where should i put it? infront of the value checks?

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well that ok providing its not huge

boreal ether
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Maybe when it stops store the current angle, then every frame check the difference between current angle and stop angle, if it's greater than a treshold reset the do once

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instead of interping

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abs value

latent arch
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hmm thats an idea, what would that look like? πŸ™‚

sturdy crane
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i want to do a few execute consol commands in a blueprint. is it possible to make a small interface out of it with checkboxes? need your help guys πŸ™‚

latent arch
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speaking of colsole commands, is there a way to enable the console in the realeased game?

boreal ether
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Something like this I think? Don't have much time so might be wrong :p

mellow stump
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Anyone know how i can have lighting and shadow work on a 100km wide object? Object is fully lit and no shadow, i feel like ive tried everything(i totally haventπŸ˜†) . Any one ever done it? Its a planet.

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Also, its Procedural Mesh Component. Created at runtime using math, no static meshes.

latent arch
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@boreal ether thanks so much buddy ill try it out πŸ™‚

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@boreal ether can i ask how you got such lovely clean bends to you connections? πŸ˜„

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love the circuit diagram look! πŸ™‚

barren flower
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@twilit heath Got it done!

Haha jokes on you, its only 3000ms for 48 nodes!

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Im going to go commit the big sad now

boreal ether
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It's a must have πŸ™‚

latent arch
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wow thats so cool thanks! πŸ™‚

barren flower
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@mellow stump Okay well first a single level in UE4 has a limit of 20x20km, then floating point errors, so theres that

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Dynamic directional light rotating based on player position to center of the map as an approach, maybe?

hidden coral
hidden coral
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Thank you for the quick answer!

mellow stump
jaunty dome
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is there a node to get a random point in a vector ?

barren flower
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@mellow stump When you say no shadows, do you mean the planet self shadowing? I see shadows on your character

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Is whatever is lighting the char and ship dynamic or static?

mellow stump
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I disabled static lighting in the engine, so all lighting would be dynamic. The universe creates itself when you press the play button so i wanted to make sure Build Lighting would never happen, advised by Epic as well.

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Ive got Generate Distance Fields on and Light Propagation Volumes on.

barren flower
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Im jelous of what you've been able to do so far, and ill be straight with you, you are dabbling in things above my paygrade currently, haha.

I do know that UE4 is a bit of a bitch with procedural mesh generation, and its one of the things the unity people bang on about when converting people to the other side.

So, full disclosure I dont really know over, potentially it is distance related. As said, UE4 expects 20km max. What I would try? Spawn a new direction light in the center of your planet, toggle the old one off, does is fix?

mellow stump
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hmmm, ill try it

jaunty dome
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@trim matrix Lerp gives a random point in a vector ?

barren flower
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@jaunty dome I think you are confused to what a vector is

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A vector, as is normally understood, is an XYZ co-ordinate as a direction. So, like, an arrow pointing at something. You would describe the direction it was pointing as a vector. Look at how anything rotates with its XYZ in the details panel to understand this

jaunty dome
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that's exactly what i'm looking for

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so i use random int in range 0,100, use it as alpha in the lerp function

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oh yes

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random float in range 0,1

barren flower
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@jaunty dome , yes, multiply it by a random float in range 0,1

jaunty dome
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both A,B vectors are generated using a function i made that gets a random location in bounds (X,Y)

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so they won't always be 0,0,0

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thank you

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i'm trying generate a level

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my current idea is to randomly set the player start, and the goal

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then generate a random path between them and place the tiles

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how i'm going to get a random path, is by using a square centered by the first point i get using Lerp

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and use its extents to create a new point between the square extent and the goal

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and so forth until the path is filled with tiles

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i don't know if this is a reasonable plan or not

hazy igloo
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You have a path. You set the first tile on a point. Your tile has a fixed size: Why not "last point+(tilesize/2)" as the next tile centerpoint on the path?

jaunty dome
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but that's not random

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i'm using this publication for reference

barren flower
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Yeah, this is not a reasonable plan. You are using tiles, so you know the grid, and its dimensions

jaunty dome
hazy igloo
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@jaunty dome You generate a random path and filled it with tiles then.

jaunty dome
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i'm looking on how to generate a random path in the first place

barren flower
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create 2D map

add N random obstacles

use A* to find shortest path

hazy igloo
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Or create 2D map, add random points, search the next point, build a line and use midpoint displacement

barren flower
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Actually, a WAY better way to do this is setup a grid, set a start and exit point, and just do a straight up A* Pathfinding

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BUT, on each visited node, add a random percentage to make it an obstacle, and control the percentage

jaunty dome
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not as easy as expected it to be

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the publication i sent, has this usage of squares that somehow make it easier for me to generate the level

barren flower
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OR, grid, set a start and exit point, and just do a straight up A* Pathfinding, but give each node a random weight on its F value, so some nodes are cheaper for no reason. Make every other tile an obsticle

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there are a million ways to do this, and none of them involve vectors

jaunty dome
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the squares idea seems to be helpful because i can use it to generate other stuff

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for example the two points on each squares left side would simply be the wall

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one of the two points on the right can be either an obstacle, a danger or a floor tile

barren flower
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Alright, go away and have fun now

jaunty dome
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the last point in the square will be used to calculate distance between it and the goal

barren flower
jaunty dome
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I know what A* is

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don't know the intricate details of it

barren flower
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IF ONLY THERE WAS SOME KIND OF VIDEO SOMEONE MIGHT LINK TO EXPLAIN THE INTRICATE DETAILS OF IT, FOR THE PURPOSE OF ITS USE IN A VIDEOGAME

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Alas, the technology just isnt there

jaunty dome
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sorry to have bothered you mate

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i'm just weighing my options thats all

barren flower
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Haha, I mean, its a gentle ribbing all in good fun. I forget that doesnt come over text sometimes

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not bothered at all my good man. Seriously though, its 11 mins and you will be sorted. The other vids are for unity, but the principles are the same. This is what you want, based on what you told us

jaunty dome
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i understand that it's a solution

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however what i'm looking for is a bit more complex

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the problem is i don't know how to paraphrase it

barren flower
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Is this what you want?

jaunty dome
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nope

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well in a sense yes

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that's the first step

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however working in grids feels a bit limiting

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for example

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the obstacles themselves can be on a different height

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yeah

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it solves my problem, i'm just not sure on how to add the other features

barren flower
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Create a square, spawn a square witht the same locaion 200 units away, in the direction of the exit. Randomly move the X location of the square some number of units to the last squares left or right. Loop that 40 times. Draw lines through each of the cubes to the next. Path generated.

jaunty dome
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that's interesting

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thank you

barren flower
jaunty dome
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the only thing i missed

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i generate the path

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on a random occasion there is a river

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it will cutdown the entire path

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select a point next to the river, that's the first "mini goal"

barren flower
jaunty dome
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on the other side of the river, same spot "parallel to the mini goal via river" i find the path to the goal

barren flower
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Stop planning your perfect system, start prototyping

jaunty dome
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yeah well

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i'll chip at it piece by piece until i find something suitable

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I did, and it was tested by a couple of people i know and they all loved it

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now

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I don't want to be designing the levels/puzzles

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I mean the 10 I included in the "vertical slice"

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took me too much time to do

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so i'm looking to make a plugin for the game, add some inputs like difficulty and such, and it churns out levels

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I can go over them myself and see what goes

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it's one of those "casual" puzzle games you find in the playstore

barren flower
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Im gonna stop you all right there. We've come far enough in this discussion. If you have a specific blueprint question, ask away, but this is a blueprint room, not the #design-chat room. None of you pay me enough to design your game for you anyway πŸ˜›

jaunty dome
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fair enough

lunar nest
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Hey, I've got a very specific problem with sound mix classes. Essentially, if I start any effect at volume 0.0, or set the volume to 0.0 at any time, the sounds of that class will never play anymore (silent even after increasing the volume). Does anyone know why this is happening?

barren flower
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Go into your SoundWave (not SoundCue) and look for "Virtualize when Silent".
Turn this on.

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Apparently it was a known issue in 2018, shoutout to whatever UE devs are in charge of audio

lunar nest
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Thank you

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That did it

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Well, the option exists both in the sound wave and the sound cue. Changing it in the sound wave only didn't work, but changing in both did the trick.

rancid quartz
barren flower
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What you want is a switch node

rancid quartz
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I don't need it to be efficient down to the metal but I do wonder if it's technically more efficient to check the most likely false first instead of always checking all of the conditions. Does anyone know if the And node executes sequentially?

barren flower
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Blueprint is only a few percentage points below c++ when nativized

rancid quartz
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Thanks for the suggestion, Bengaman.

barren flower
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@rancid quartz Sorry I only glanced at the million branch nodes

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you are indeed using bools, use an AND

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and a single branch

rancid quartz
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Okay, thanks guys.

barren flower
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@rancid quartz Not a problem. Also protip, comparitors like AND, OR, XOR, NOT, and the like are a tiny bit faster than branches. Not that branches are sllllooooowwww, they are fine, normal ways to program. But theres an emerging 'branchless coding' movement that does get down to the metal, and they will gush all day about their savings.

Anyway, when you can use a comparison/multiply/incriment/gate, instead of a branch, its the right decision.

rancid quartz
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Thanks a lot!

mellow stump
barren flower
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@mellow stump

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You think im gonna let you off that easy, punk?

mellow stump
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aww, it only accepts a ARCandidate object

barren flower
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Aww shit hes coming in for a second right hook

mellow stump
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closer, but alas, no cigar

barren flower
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@mellow stump

#

Its a blueprint, right?

mellow stump
#

Yup

barren flower
#

... what... uhhh..... uhm

#

mother forgive me

#

what happens if you create a sphere with the same radius, disable collision and make it invisible?

mellow stump
#

lets find out

#

These numbers are perfect, but i still cant feed them into my procedural mesh, halfway there tho πŸ‘

barren flower
#

Wait, why not?

mellow stump
#

theres no node or pins for it anywhere

#

I can get bounds but not set them, for Procedural Mesh Component

barren flower
#

You cant use set bounding box?

mellow stump
#

nope

barren flower
#

Why cant you use set bounding box

#

explain yourself

mellow stump
#

The Procedural Mesh node wont hook up to the Editable Mesh node

barren flower
#

You get a reference to mesh, you put the reference into get bounding box, you then put that return value into set bounding box, you blow all your money on blackjack

mellow stump
#

Ohhh, ProcMesh hooked up to Make Editable Mesh node!!!

#

@barren flower i love you

barren flower
#

Shutup baby, i know it

jovial bobcat
#

does anyone know how to make a notifier only fire once

barren flower
#

what have you brought upon this cursed land

#

I cant even

#

Just use a retriggerable delay and rethink your life

#

Also I KNOW youre not casting damage to that robot man. You're firing a custom damage event to it, and letting it sort itself out, like a sensible person

#

That way you can just fire 'damage' at EVERYTHING, and it can just decide if it cares or not, apply armour and powerup modifications, the works

#

ALSO just do a SINGLE sphere overlap check over your player, do a quick calculation if the overlapping actors are in your arcs degrees of fire, and be done with it. You are doing like a billion sphere casts

#

Know I love you, and im very proud of everything you've done so far, and how far you have come

spark robin
#

How would I rotate an actor with the add torque node based on the axis I want to rotate on (a rotation variable, which I already have) and a vector giving the direction of the spin (which I also have) (to get the spin the greenish circle is marking out)?

barren flower
#

Well, CarterTeal'c

Its very simple

#

im sure

#

But can you explain what you want?

#

You have a vector?

spark robin
#

Yeah well image that the purple line would be an axis that the ball can spin around, and the yellow line represents force making it spin

#

Thats essentially what I want

barren flower
#

Okay, gotcha

#

Pretty sure you want RotateVectorAroundAxis

#

RotateVectorAroundAxis takes in three parameters. First is vector you want to rotate. Second is angle in degrees you want to rotate vector. Third is on what axis you want to rotate vector

spark robin
#

That does sound like what Im looking for πŸ™‚

wispy star
#

Newb question. I have an array of SphereCollisions, but by default it's not initialized, (all references are NULL), how to make array of default SC?

barren flower
#

Yup 100% it is

"To rotate around arbitrary vector:

  • get forward vector,
  • rotate it around your vector (there is blueprint node to rotate vector around axis).
  • you should get new vector,
  • use "Find look at rotation" from [0,0,0] to your newly rotated vector.
  • you get rotator as result, now rotate mesh."
wispy star
#

default sphere collision

barren flower
#

@wispy star What do you mean defult SC?

#

Yeah but

#

what does that mean

#

You want to populate the array already?

wispy star
#

the one that initialized when you use add sphere collision

barren flower
#

or you want to set the TYPE of array?

#

Holdup. You have an array, yes?

wispy star
#

yes

barren flower
#

And whats it set to? Objects?

wispy star
barren flower
#

Its already set to SC

wispy star
#

yes...but they are all NULL

spark robin
#

Pretty sure you want RotateVectorAroundAxis
Actually it might not be what Im looking for, Im using the ball template which is physics based

wispy star
barren flower
#

@spark robin It has a forward vector, though, surely?

#

@wispy star How are you populating it?

wispy star
#

i'm not

spark robin
#

The ball? Yeah but I want to keep using physics for the project

barren flower
#

I mean, if you are trying to store the result of Sphere collisions, you actually need to do sphere collision calculations

#

@spark robin oh right, that just physically manipulates the ball, you want to apply force

spark robin
#

Yeah

wispy star
#

@barren flower what? i'm trying to store sphere collision component

#

i need 5 of those as array

barren flower
#

OOOH, gotcha, sorry. See, its midnight here, and ive fallen from grace a little

#

okay

#

so

#

Drag that bad boy into the blueprint, get a ref, and throw that into a set array node with the numbered position you want

#

Also, you should be able to click the array variable, and in the details panel on the right, you can add elements. Not sure if you can do it from there, actually

#

I suspect not

wispy star
barren flower
#

Alright, then you need to do the above get references and set array trick

#

Unless you can click and drag them in from there

wispy star
#

duh...i've hoped to avoid that

#

EPIC, why not to initialize arrays if they made in BP?!

barren flower
#

@spark robin Alright my respectful matey, are you ready?

spark robin
#

Yes I am

barren flower
#

Those both are different, but apparently workable solutions

#

Looks like maybe Set Physics Angular Velocity

spark robin
#

Thanks, I read up a little on what the add torque in radians node does (didnt quite understand it before to be honest), and the vector length of the vector you input is basically the amount of force you apply, and the vector is the axis that you spin around, so I think I can solve it

jaunty dome
#

ummm

#

is there a matrix variable i am missing ?

#

in other languages i'd use array[x][y]

#

what's the equivalent of that in blueprints ?

worldly moss
#

Have you tried using a flattened array for a matrix? array[x][y] is equivalent to FlatArray[x*number of columns+ y].

jaunty dome
#

yeah i've used that in an old project, now i forgot the math behind it

#

that'sΒ² a good keyword thanks

worldly moss
#

haha, I've only discovered it recently. I had a bit of a difficult time to wrap my head around it

wispy star
#

i've seen it on twitter, but cant find

jaunty dome
#

i gotta write down the common operations to use flattened array

#

ex: getting x with only y etc etc

onyx swan
#

I'm trying to save/load an array of object references, but something seems to not be working. Am I supposed to reconstruct all the items in the array on load?

jovial bobcat
#

Hey I just have one question, should i be making components for everything such as experiance and movemnt and stuff or do I just put them all into the player BP?

#

and also my line trace dosnt hit the enemy for some reason...

#

I just dont understnad

jovial bobcat
#

nvm i fixed my line trace problem

#

I just had to use camera instead if visibility

maiden wadi
#

@jovial bobcat Your first question is mostly about personal preference. I like to keep throw away stats like health/mana/energy directly in the character since these might be reset if you're allowing character respawns. You'd maybe want to set these at a new value on respawn. Things like experience might be kept somewhere else. Playerstate or PlayerController.

jovial bobcat
#

Oh can you not save the player though?

#

and also I have a really wired problem for the enemy I cant seem to get headshot on him, like the trace dosnt report as hitting the head, but when is is walking i can hit his head. but when he stands still i cant hit his head

maiden wadi
#

I suppose you could save the player, but a lot of the time the character is a throw away. Think FPS game in general. Spawn character, character gets shot, health goes to zero, character dies and then gets destroyed, new character spawns with the default full health and is possesed ready to play again, but maybe the player gained xp in that span of time. You'd want to keep that on the controller or playerstate instead of the character. Unless you want it to zero out every time the character dies. If your character can't die and you never lose it, it doesn't matter so much.

jovial bobcat
#

Oh ok

#

I see other tutorials they use actor component but you mentions player controller and playstate, but isnt the player controller used for controling the player?? and what is playstate?

#

Oh I see that that the default pawn collision profile ignores visibility traces thats why it wasnt working earlier.

obsidian pelican
#

Hey there is it possible to destroy only one component of an actor ?

#

My actor contains 3 meshes

#

And I want to destroy one component which is overlapping with other ones

maiden wadi
#

@jovial bobcat Components aren't bad to use. But it really just depends on how complex things are getting. As for the controller vs character argument, there are some people that believe all input should be ran through the controller, which really only works if you have one controllable object. Simplest example is a third person shooter with cars. When not in a car, you'd run around with WASD, but go up to a car and get in, and you want to attach your character to the car, but change possession to the car. Then use WASD to drive the car. That gets incredibly complex if you only use the player controller. Instead, consider using any input that directly relates to the pawn in that pawn and anything else in the controller. If you've ever played a PvP point capture game, you might understand with the common Tab screen. Character can die and you can lose the movement input and be unable to move around until the next character spawns, but still have a controller that has Tab enabled. Holding or pressing tab would show the score screen or a map of what's going on and work both while you do or do not have a character possessed.

jovial bobcat
#

ohhhhhhh i fixed it, you have to set the outer collision to ignor both camera and visibility

#

ok i understand

#

but i still dont really get why when a character is moving its collsion box is like lagging behind or something allowing me to hit the head even though its blocking visibility traces

obsidian pelican
#

Do you have an delay node ?

jovial bobcat
#

??

#

what do you mean by delay node

#

i have one in the blueprint but it dosnt get triggered

#

its for other stuff

#

also i have one last question, i asked it here before but no one responded was i asking in the wrong chat? but my question was
Does anyone know how to make plhysics based enermy like TABS because all i can find is physics based animation and thats not what im looking for because you cant make the enemy go back if you hit him with something and i heard that you need to use inverkinematics but all i can can on that is foot IK and i dont really know how to apply it to the whole enemy, so is there any tutorials of documantation on how to do it? i would really appreciate it. thanks

#

Oh well @maiden wadi thank you for telling all these stuff , it was really helpful, sorry to make you type this much...

balmy rampart
#

hey everyone. Im changing the level using open level.
in this new level I have another gamemode (with other controller)
but it doesnt change. I tried in the editor and in the packaged version..

if I open the level in the editor itΒ΄s working fine.
someone can give me some advice?

lucid cargo
#

If I add a child actor and assign a blueprint to it, is there any way to see the public variables in the details tab while playing the game??

frank hare
#

Does anyone knows a is divisible by 2 blueprint node that returns boolean or that doesn't exist?

#

Yea that % sign confused me. I thought it is percentage. Thx

#

It works

rotund basalt
#

Can someone help me with something by dming me ?

jovial bobcat
#

umm i have a gun parent blueprint and im creating child of the parent blueprint for different guns but the probelm is that the variable for the mag size and fire rate in on the parent gun and how do i make it so each child blueprint have their own values instead of the parents

#

???? but i dont see variables on the child blueprint

#

and the problem is that the reloading in on the parent gun so the parent gun reloads the amount specified on the variable but the variable is always 30 all the guns have to have a 30 mag size

earnest tangle
#

you have to choose to display inherited variables

#

click the eye icon above the variable list, it should be in there

#

I think it might also show up if you click on the class defaults button

fleet cedar
#

Hello. I am trying to make a "hookshot" type thing that would allow you to drag objects... I am trying to use a spline to do this, is this possible? How do I maintain the length of the spline?

#

And can I attach an object that has physics to the location so that it will be draggable

#

Thanks I'll have a look

jovial bobcat
#

@earnest tangle oh

oblique ruin
jovial bobcat
#

thanks alot

oblique ruin
#

So I am currently following this tutorial

#

Dealing with Splines

#

However for some reason all my spline meshes only want to connect to my first point

#

Here's the Constructor Script

#

I realize the tutorial is a little old, but it should still be functioning

tired wolf
#

Does anyone know how to use the Event CopyProperties in the Player State?

#

I can't figure out how it fires

hearty herald
#

Hey guys, I have a pawn that pawn-senses my player (who is standing on a custom actor platform) but the pawn clips right through the platform to get to my player. Both the pawn and platform have collisions set to BlockAll. Can anyone think of what I may be missing to prevent my pawn from moving through my actor platform?

jovial bobcat
#

is there a reason why i cant simulate physics?

#

nvm i figured it out you need to have proper collsion for it to work

shut hinge
#

Does anyone know how to update the flycam altitude value in the widget? I can't get the widget to update.

indigo bough
#

Hello, quick question:
Looking to get the velocity of the camera within my pawn blueprint, however "Get Component Velocity" doesn't work as it's relative to the parent which is naturally 0. Any way to get velocity of the camera/a component in relation to the world?

twilit heath
#

sum its relative velcocity with the pawns velocity

#

(if it moves relative too pawn)

#

if not just use pawn's

indigo bough
#

So this is more in relation to rotation of the camera arm. Basically to explain what I'm trying to do, I have a looping "whoosh" sound which I'd like to change the volume of based on the movement of my RTS camera (rotation and directional movement). When I'm rotating the camera, the pawn isn't moving so velocity is 0, but component velocity of the camera is also 0. Slightly baffled

#

Ahh, had to use Get Physics Linear/Angular Velocity instead πŸ™‚

lethal jungle
#

So when I'm aiming down sights of my gun then shoot something in my game (I use line trace) and don't move for about a second and then try to move around, my gun/camera get stuck and then a little bit later the gun/camera teleport to where I was supposed to be looking if it didn't get stuck. It only works when I'm aiming and not when I'm hip firing

narrow wyvern
#

Hello friends!

#

Hello!!!!

#

I was going to message you directly but I didn't want to be rude

#

Or invasive

#

πŸ˜…

#

(bottom left)

#

I'm looking at the "vehicle blueprint" as well but the static mesh isn't showing up

#

I don't believe so

#

When the car overlaps with a sphere on the ground I want the rectangle to appear next to the car as well as having collision

#

when the car touches the sphere, the sphere disappears and the rectangle appears next to the car (basically acting as a powerup)

oblique sequoia
#

Hi guys, my first post here. Have you guys idea how to make a FPS hand rotation that will follow weapon sway? Because right now, my weapon is rolling right and left but left hand is staying still because its attached straight forward to gun socket. Any thoughts? ❀️

narrow wyvern
#

@trim matrix I just added it from the "add component" button on the blueprint

#

by the way, I am away from my PC at the moment so I can't send pictures and will simply just type off of memory

narrow wyvern
#

It is in my actor blueprint :(

#

At least, on the main page

static goblet
#

is there a way to make a console command stay active in a project even when you are in editior and not playing?
after closing/reopening unreal?

cedar sparrow
#

How do i deal with someone having a widescreen monitor? This is two images of us, both possessing the same camera actor in the level. His screen gets cut off at the top because he has a widescreen.

#

is there a way for me to lock the resolution? because then he'd just have black bars on the side

earnest tangle
#

Usually locking resolution in fullscreen mode does not produce black bars, instead it just stretches the application which would probably look pretty ugly

cedar sparrow
#

well i locked it and it produces black bars but the UI now still uses the whole screen

earnest tangle
#

maybe you can calculate where the camera would need to be for the playing field to fit on screen fully?

#

not sure, maybe there's some other ways to do it, but that should at least work :)

true valve
#

For Loop Delay was removed in UE4.25?

thorny marsh
#

You cant delay in a for loop? Theres never been a for loop with delay. Unless you wrote a macro yourself for it.

wispy star
#

Newb question. I have bound key action. one is mouse one is keyboard. Both work from the controller, but only keyboard events work from possessed pawn, why not mouse events?

dense badger
#

Anyone here used "GetPointDistanceToLine"? I'm getting really strange results from it and I wonder if I'm using it wrong somehow.

#

When I use this function as a sorting metric it doesn't return the furthest point

wispy star
#

@dense badger do you know that a-b not points in your case?

dense badger
#

@wispy star Not quite sure what you are asking? They are vectors that represent the two points on the line in world space

wispy star
#

nope...B is direction vector...

dense badger
#

oooh

#

duh

#

TYTY!

#

I was so blind, I read the tooltip like 6 times... each time not actually reading it.

wispy star
#

to make B the target point you may use (A-B) instead

dense badger
#

Thank you works great now!

#

Just didn't read πŸ˜„

#

Kept making the same assumption

trim matrix
#

Does anyone know how to change Camera Shake values in runtime ?

#

The Play Camera Shake node seem quite problematic.

dense badger
#

Ok now you will be a superhero if you can help me figure out if a point is inside a triangle.

#

There doesn't seem to be a BP function for that

trim matrix
#

The only thing I see is not using Camera Shake class and create something that acts like it.

twilit heath
#

there it a Daedalic Third Person Camera blog on the internets, they did go pretty deep into tips&tricks

#

even if it doesn't help your specific case, its a good read

wispy star
#

@dense badger nope, sorry, i've seen some general math examples on yt

dense badger
#

Yeah np I'm getting the math together πŸ™‚

trim matrix
#

What's your Camera shake Actor ?

#

Is it just a new Variable ?

#

How do you make straight Links btw ?

wispy star
#

links are Electronic Nodes addon
it's camera shake object

trim matrix
#

How do you get this as an Object ?

#

I only know about getting the Class.

trim matrix
#

Oh, okay. I didn't knew you could get this as an object.

wispy star
#

yep, my bad
afaik you cant make new custom shake from scratch, cause there's no way to attach it back to component, but you can use class as a template and modify it before play

trim matrix
#

Where do I plug RotOscillation ?

#

It's obviously not the way to change the values.

#

Play World Camera Shake is such a troll. It doesn't allow to modify the values the class holds.

wispy star
#

you cant use world camera shake for that
make camera shake component and modify it, this is the only way i can imagine

#

if you just type add camera shake it will be there

#

sorry nap time

trim matrix
#

It's so twisted...

grim lantern
#

How do I turn off physics simulation for the entire game?

vast lion
#

Can you rebase while flying around in the editor?

sullen maple
#

Is it possible to make a "Pure" Blueprint function thread safe?

#

I have a helper function in my animation blueprint but Unreal says it is potentially thread-unsafe

#

I've tried marking it as both "const" and "pure", but that doesn't seem to help

#

Hmm, I suppose it could work as a macro instead

#

Guess I solved it myself

twilit heath
#

you likely just removed the warning

#

animation graphs are better if you prepare the data in UpdateAnimation

#

and do not do any blueprint logic in AnimGraphs

#

if you do, your animation is forced on game thread

cloud temple
fickle nebula
#

I'm trying to use a spline to generate a palmtree, Does anyone know how can I add the leaves on the top of it?

cold harness
#

@cloud temple I assume you mean outputs. With a lot of pins, including structs like Out Hit there, you can right click on it and go 'split struct pin'.

cloud temple
#

Thanks

cold harness
#

Also works on transforms, vectors, rotators and a few others.

steep hazel
#

I can't seem to get custom variables working on my damage types. I've placed them in a child of the original called "BaseDamage," but I can't call the custom variables from my object array elements. I've set the array variables to be children of the "BaseDamage" class, and I've got the correct variable type chosen, but nothing seems to be going right.

trim matrix
#

can anyone point me to a third person weapon tutorial? i sercehd for 30 mins and i havent found one that is straight forward. a fourm or anything i just need a guide :)

spark robin
#

If i Have a rotator, how would I get the axis and angle (that I could later modify to feed into this node)?

#

Please ping on reply ❀️

trim matrix
#

anyone here like virtus or find him a god learning reasource?

spark robin
#

I watched his fps series, generally he is quite good at explaining things, tho his code is not very performant in all cases

trim matrix
#

If i Have a rotator, how would I get the axis and angle (that I could later modify to feed into this node)?
@spark robin tried saving it to varibles?

spark robin
#

Im using set (Not add) rotation nodes in 3D space, Im honestly not sure how I would do that (if you mean that I would set the axis and angle when setting the rotation)

trim matrix
#

@spark robin i've heard he's somewhat frowned upon in the community and when i was new to ue4 he was my resource but as i've leant more and more i see his work as sloppy myself and i just found out he changed his channel name so i have a feeling its because a chunk of the UE community doesnt like him

#

@spark robin okay so how do you want them to be set each time, i would advise sending a zoomed out pic so i can see more of what you're trying to achieve and understand your question better

thorny cedar
#

can i set a value in a animation vlueprint within another Blueprint?

#

its value ho fast sth is spinning

#

i tried to get the AnimClass and cast to the specific class, but i cant access the variables

clear pecan
mellow stump
#

Looks like you are trying to lerp a lerp that is lerping. Set starting location to a variable and lerp from that Dani. Everything is moving while your trying to move i mean

spark robin
#

Its a bit of code involved but, Im using the ball template, and Im implementing a system that lets you roll on all surfaces (no matter the angle they have), so Ive removed gravity and use apply impulse on event tick to simulate gravity based on the normal of the face the ball last had an event hit on.

Scene1's world rotation is always facing the direction that the ball is rolling towards if I were to hit W on my keyboard (no matter the rotation of the ball, or the rotation of the surface the ball is upon). My surface normal, is the normal output of the "event hit" node that comes with the template (so its the vector of the face the ball last collided with).

Now with the code in this screenshot Im setting the world rotation of Scene to get a rotation based on Scene1's forward vector (As the rotators X) and the surface normal, however then Im getting this weird issue where when I move my mouse in-game, the camera will continue to turn in that direction that I moved my mouse towards until I move the mouse back to the original location (And I honestly cant understand why this is tbh).

So Im looking for another solution for this that would help me get around this.

If I were to replace the "Make rot from XZ" node with the "Make rot from Z" node, this issue with my mouse and camera goes away, however the "Make rot from Z" seems to just pick a random value for the untold rotation, causing the camera to jump instead.

I will post videos demonstrating what happens in game when using both Make rot from XZ and make rot from Z in a moment

clear pecan
#

Looks like you are trying to lerp a lerp that is lerping. Set starting location to a variable and lerp from that Dani. Everything is moving while your trying to move i mean
@mellow stump i tried this but now goes better but still making rare things

spark robin
#

@trim matrix Hey sorry that it took a while :p

But yeah, I kinda agree about that he doesnt put a lot of effort into the way he design his code and therefore he doesnt really teach when to use what methods very well

mellow stump
#

When Default Scene Root moves, so will Static Mesh 1

#

that may be the problem

spark robin
#

Was that a response to me?

#

@mellow stump

mellow stump
#

Nah, Dani. Sorry

spark robin
#

Ah okay

mellow stump
#

Im not sure about the ball

spark robin
#

Yeah :l things get kinda difficult when dealing with many rotations

#

Ive solved everything related to the movement and controls tho except for this camera issue

#

If I could set the SpringArms X and Y rotation to local but Z to global (So Z doesnt get inherited from "Scene"), then I think this issue would go away

trim matrix
#

@spark robin it might fix it if you unparent the cam from the ball, still taking a look through your code tho

umbral whale
#

hi guys, i have a big problem in unreal engine , i just want set a seperate fov for my first person gun

spark robin
#

The "Scene" component is set to world rotation @trim matrix , so the ball itself doesnt affect the rotation of any of the other components, it just passes over its location and scale

clear pecan
#

that may be the problem
@mellow stump wow now works fine thx

mellow stump
#

Dani i think your bottom components are switched and y should be negative on the new first one

#

oh, nice Dani

spark robin
#

Idk how much you know about blueprints, tell us if you need like an example

umbral whale
#

separate fov only for weapon

spark robin
#

So do you have a variable that you can use to determine when the FOV should be what? How does the game know when you're in your "weapon view"?

blazing ridge
#

hey peoplez, i have a short question.
i am making a little dice game, currently only the d6 is working. i am checking which side is up by checking the face normals.
now this will get a bit more complicated for like a d20,. but should still work. However, for this to work i need to know every face normal preemptively. any reference on that? cant find something sueful on my own 😦

mellow stump
#

Seperate each face in your 3d modelling program and export it as a seperate FBX, then put them all on one actor as static mesh components

spark robin
#

@blazing ridge This is not really the answer on getting all the face normals at once/before the dice rolls but, an idea on how you could solve it would be running a line trace from above the dice once its sitting still on the table and reading the vertex color to determine what the number of the side that is up has

#

Actually I just realized that vertex colors cant be read in blueprints :l

#

@blazing ridge Otherwise use the object transform instead of the faces

blazing ridge
#

can i make a combobox or something similiar like a dropdown in a widget that uses an enum?

#

thanks for the responses btw

spark robin
blazing ridge
#

@spark robin is that in response to my issue?

spark robin
#

Those pings, yes

#

The "I solved it", nope, thats an issue that I had

normal rampart
#

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:

uneven violet
#

@normal rampart I beleive that this problem occurs exactly because of the capsule component - the character doesnt step off the platform but as the gravity is still pulling down and his bottom part is round, he just slips off. You can try adding another collision box into the character so it is flat or smt

normal rampart
#

@uneven violet Exactly what I was thinking. I just tried that, but it seems that with a CharacterMovement component, the capsule component will always override any other blocking physics collision

uneven violet
#

@normal rampart You can try changing capsule shape parameters and maybe you'll get a result that somehow works, otherwise I would suggest switching to a custom character, altho it wouldnt have as much ready-to-go features, it allows for more control over the character himself

#

afterall, the character class preset is made to work only with the capsule collision for the sake of optimization or smt

normal rampart
#

@uneven violet Oh! Good idea. I set the capsule component radius to .1 so it's basically just a line straight up from the center, which eliminates the roundness and thus the slipping problem I'll just have to add another capsule collision for the actual character collision, but that should be just fine. Thank you! πŸ™‚

normal rampart
#

@uneven violet This message used to say I had a problem with the capsulecomponent overriding the new component, but this turned out to be incorrect and actually an error on my part πŸ˜›

uneven violet
#

@normal rampart Sorry to hear that, but making ledge detection isnt that hard in the pawn preset if you really need it, another option would be to create invisible walls by the edges so the player cant fall off or smt
anyway, good luck

normal rampart
#

@uneven violet Ty

stray rain
#

best practice question: do you guys suggest using just one widget for your UI or multiple? I was using a new widget for every menu but now I saw a tutorial where created everything in one and just set the visibility

calm dock
#

Using multiple smaller widgets is better imo.
Once you want to change the look, you would need to change the whole menu instead of only one widget for the entries

rain wedge
#

I may ask a recurrent question, but is it possible to "mix" Blueprint programming with C++ ? By mix, I am not talking about much interaction between both, but for ease of production in one future project I'd like to use Blueprints for the cinematics and C++ for the rest

spark robin
#

@rain wedge You can create both c++ classes and blueprint classes. Ive never worked with sequences but, yeah, Unreal Engine is very much designed so that you can mix and match C++ and Blueprint based programming, both by adding "custom nodes" in the Blueprint graph ( a node where you can type in c++, and get inputs and outputs to have it "communicate" with the rest of the blueprint and that everything that is accessible and modifiable with blueprints, can also be accessed via C++

Then like in my screenshot, there are special classes designed for stuff like cinematics (Which arent blueprints)

#

Question: Im having struggles with the event hit node not always calling when my collision mesh hits another surface (Like in the video).

How would you guys tackle this? Do I have to be using overlap instead or are there any settings that I can tweak to get the event hit to call more often/every time it hits a surface?

(Please ping on reply ❀️ )

rain wedge
#

Alright, that's good to hear ! Thank you very much !

spark robin
#

@rain wedge I dont do C++ however just so you know, so Idk what kind of challenges that you would face with it. But Im certain of everything I said

rain wedge
#

It's okay, just wanted to know how I'd go and if the way I imagined was accurate. I'll face that, found a couple resources to help me get started
If I really am stuck I'll ask in the #cpp channel

spark robin
#

πŸ‘πŸ»

thorny cedar
#

can somone help me with finding a concept?

#

i want to spwan a trigger on top of my camera, when i enter a trigger box

unique basin
#

Anyone happen to know if it's possible to run multiple functions with input dialogues from a single function call in an EditorUtility blueprint?

#

And if it's possible to create a blueprint class from there?

woven saddle
#

you guys think it's possible to shake a mesh without animations?

frozen spear
#

@woven saddle yes..with impulses and physics simulating...

#

Thats a very vague question tho, i guess it also depends on what type of mesh and for what purpose, and what are your intended results

#

Heck you could even do it by sweeping setlocation on a time line...again the question is a little vague

thorny cedar
#

my UE 24.4 project is crashing so often :/ should set up my pc anew?

#

validating doesnt help anything :/

#

good idea

#

@trim matrix whats the best way to check mem?

#

when i restart my PC it works, but its not 100% prove fix

#

I was carrying my PC back to another place 10 km per car

woven saddle
#

@frozen spear my apologies, it's a simple projectile, during like a second or two I just want it to vibrate like it's being charged, I'm intrigued by the sweeping setlocation bit !

frozen spear
#

@thorny cedar are you getting an error report for the crash or is it a crash to desktop no error?

thorny cedar
#

@frozen spear just not responding in task manager

frozen spear
#

In a fresh project? Or just trying to start the engine?

thorny cedar
#

out of the blue
when saving, opening sth, play selected viewport and closing the preview

#

its just a bit annoying, it has tot do sth with my pc or settings

frozen spear
#

It could be any number of things but fresh or on a project you've been working on makes a huge difference...for example you could be getting stuck in a loop with ai logic which engine cant catch

thorny cedar
#

its just this pc on other it runs perfectly fine :/

frozen spear
#

Condiational loop is notorious for that which is why i avoid it at all cost

#

Make sure this pc meets the minimum specs required for the engine...

thorny cedar
#

2080 Ti should be enough same with the other components

frozen spear
#

I had an issue with my 2080 ti with raytrace enabled until i reinstalled my drivers

#

It would sit forever trying to compile lights

wispy star
#

@umbral whale search for panini projection

umbral whale
#

i did, but i have some issue with camera shake @wispy star

coarse obsidian
#

Hi guys, I'm getting crazy with an issue with my character falling through the floor ... If I launch and spawn directly on the level everything is good, If I go to that level using a openLevel node called from some UMG in my "mainmenu level" I'll spawn and fall through the floor ... I can't get my finger on the reason why it's happening ... anyone ?

umbral whale
#

@wispy star but tnx for your answer btw πŸ™‚

wispy star
#

well obviously, not a simple task to handle

umbral whale
#

yea

fleet cedar
#

Sorry if this is really basic but I'd like to attach a physics object to a location, so that my player can shoot a rope to it and drag it along, any thoughts how to attach it to the player while also having it simulate?

umbral whale
#

@coarse obsidian maybe you forgot to set the collision in your new level

coarse obsidian
#

Collision on the floor ? It's working well if I set the level as "default map"

umbral whale
#

@coarse obsidian i dont know whats going on there, can you send some picture about it ?

coarse obsidian
#

sure, you want to see colision profile ?

umbral whale
#

yeah

coarse obsidian
#

Here is the collision of the floor

#

Just to be sure, I'm not using my own character etc ... I set value like pawn class etc to default one

#

the character will also fall through blocking volume ...

#

he receives input from the controller

umbral whale
#

do have a character ? are you sure about it ?

#

i think you just playing game with camera

coarse obsidian
#

yeah I'm using the third person one, I can see the character falling

umbral whale
#

check the character collision

#

and set it to block all

coarse obsidian
#

set block all on capsule component of the ThirdPersonCharacter, still falling

#

still falling only if i go to the level from an "open level" node

umbral whale
#

there is a problem with open level node

#

wait let me check

#

where is your open level node ? in your level blueprint ?

coarse obsidian
#

in a widget

#

The user widget has a button, onclick event will execute the open level node

umbral whale
#

it's working for me

#

the open level node

coarse obsidian
#

hum

umbral whale
#

you have collision problem

coarse obsidian
#

but the objects are the same between fresh launch from editor and open level ... I mean the level, game mode etc are all the same

#

but yeah, definitly something somewhere that is triggering this

#

I printed the collision profile of the character during gameplay, and it's all the same

shrewd sparrow
#

hey guys i was wondering if i can get some help or advice on a system im trying to implement

coarse obsidian
#

@umbral whale thanks for your help πŸ™‚

late blaze
#

What kind of Blueprint class or C++ class would I need to store data like stats in a turn based combat system?

faint pasture
#

@late blaze I would store the stats on the actor / character

#

You'll probably want a component to hold everything

late blaze
#

Yeah, I am just wondering what kind of component that should be

faint pasture
#

It should be an actor component.

#

Actor component is the bass class, then scene component is an actor component that has location properties, and a primitive component is a scene component that can be rendered

late blaze
#

So just a regular blueprint actor?

faint pasture
#

No, a component, that you add to whatever actors you want to have stats do you know what a component is?

late blaze
#

Well, I am kind of new. But I was hoping to store that kind of stats in its own component and then have IDs set up to cast to the different blueprint characters given that I have like 20+ characters that I want to store data on.

#

I am trying to make a battle system inspired on tem-tem and pokemon which is why I am asking πŸ˜›

faint pasture
#

You won't need to do any casting. Put the stats in the component, then in each character you can change like the HP and power or whatever on a character by character basis.

#

Idk if he knows what casting is really. Casting should be rare.

Make a base character. Add the component to the base character.

When you spawn a character, you can set the mesh, the stat values, etc.

#

Using Pokemon as an example, you wouldn't have a Charizard BP. You would have a Pokemon BP, and to make a Charizard, you spawn a Pokemon with the name Charizard, the Charizard model, and the stats it should have, and the move Ember.

cedar sparrow
#

I have a question about which blueprints to use for my game. So the game is 2 different campaigns. Each campaign has its own unique 4 levels, but both campaigns follow all the same gameplay rules, they just have different narratives. So do I have 1 gamemode that both campaigns use? Or do I have a GameMode class that has all of the general stuff but then made a child for each campaign that stores its specific narrative stuff? Or do i just use the same GameMode but have different GameStates?

#

sure but what if a choice on level 1 affects what they can do in level 4?

faint pasture
#

@cedar sparrow store that in Gamestate

cedar sparrow
#

gamestates get cleared between each level

fleet cedar
#

Anyone familiar with the cable component? I can't get it to follow the parent of skeletal animation... is this possible? I've parented it to the bone and zeroed its transforms

shrewd sparrow
#

hey guys im trying to make a claim land/territories system where the player places an object it creates a large box collision trigger around so that every time the player enters they know its owned by that clan. but what i want is when multiple objects are placed close together the overlapping box collisions should display like a DMZ zone but i cant get that overlap to work properly any ideas?

cedar sparrow
#

Yeah I guess I'll start simple and see where that takes me

#

ill try doing it in the levels

#

and maybe just make variables for important decisions in the GameMode or GameInstance, we'll see what works best

fleet cedar
shrewd sparrow
#

have you watched the Cable Component training stream epic did on there youtube channel?

fleet cedar
#

no

#

sounds good, let me have a look

shrewd sparrow
#

ill link it

fleet cedar
#

tyvm!

shrewd sparrow
#

no problem!

#

im trying to get this intersection point to be its on section of the trigger box

#

this is my code but i cant seem to get any luck going

#

i am trying to set a value that gets incremented every time the player enters a trigger box so that the section where to trigger boxes meet the int would be 2 and i can do something with that 2 but it only works going in and not leaving the box

faint pasture
#

Question. Is there a way to setup a component to automatically implement interface calls? That is, so when I call Damage on an actor, the HPComponent is what handles it, or do I have to implement the damage interface on the actor and have it communicate with the HPComponent?

echo snow
#

I don't know whether I've confused myself or it's not clear.

I'm trying to extract a parameter value within a material - instance or master, it doesn't matter. It is a scalar.

#

This is for a day cycle, and light detection as the built-in exposure detection has troubles with cell shading.

trim matrix
#

@shrewd sparrow you still around?

shrewd sparrow
#

yeah i am

trim matrix
#

Oh hi do you still need help making your zone thing?

shrewd sparrow
#

yeah i do, do you have any ideas?

trim matrix
#

Yea I’ve done almost this exact thing awhile ago

#

I’m not sure your understanding of programming but are you familier with arrays and blueprint references?

shrewd sparrow
#

i sure do! been programming for 6 years

trim matrix
#

Oh perfect then!!

true valve
#

Do I have to have suspension in a vehicle skeleton mesh in order for it to drive properly? If so, is there a way to add it in UE4?

trim matrix
#

Ok so how I acomplished it was by having an array on my player that saved every β€œzone” it was overlapping with.

#

The zone would add/remove itself from the array on overlap start and end.

shrewd sparrow
#

oh wow that’s smart i didn’t even think of using arrays for that!

trim matrix
#

Then each time it would call a function on the player which would update the widget based on like array length or something

#

I hope that helps!

shrewd sparrow
#

i’m going to try that out thanks a lot for your help really approximate it!

trim matrix
#

Oh just make sure to use add unique

shrewd sparrow
#

appreciate!*

trim matrix
#

Np

shrewd sparrow
#

i’ll keep you updated on how it goes thanks!

trim matrix
#

Awesome

hard kettle
#

Hey looking for some advice

#

I'm using a primary data asset for my items, storing the static mesh

#

When the items are in the inventory, they're being stored as class references

#

But when they're dropped on the floor I want to be able to get the static mesh

#

Is there a way to grab a static mesh other than spawning the object from the class?

wet siren
#

@hard kettle That would require a static class variable, which I don't think you can do in only blueprints.

#

you might be able to code in c++ something that takes an actor class and gets the first static mesh component and returns the mesh reference

hard kettle
#

Yeah okay I'll just spawn it

shrewd sparrow
#

@trim matrix It Worked perfectly! thanks again

#

the code is a bit messy but for testing works beautifully

trim matrix
#

nice then!

#

im glad i could help

tight schooner
#

@faint pasture in my head you could do something messy like get all components, loop-with-break until you find one that implements interface.

#

Or get component with tag etc but yeah. Not sure if there's an automatic way

fading pewter
#

Is there a way to grab the Soft Object/Class Path from an asset in the Context Browser?

gentle tusk
#

Is there a way to block a component rotation ?

fading pewter
#

All the rotation? Or just on a specific axis?

pine trellis
#

does anyone know if there is an enable disable post process effect node?

#

I have a post process component in my character and I need to turn it off or on with a button press but i cant find a node

keen goblet
#

@gentle tusk In the component's Details panel -> Physics -> Constraints, you can set which axes to block rotation in

white field
#

how do you Allow CPU Access, required for converting StaticMesh to ProceduralMeshComponent in cooked builds?

#

Calling GetSectionFromStaticMesh on Orbal-073SM02-11kTri-HAND but 'Allow CPU Access' is not enabled. This is required for converting StaticMesh to ProceduralMeshComponent in cooked builds.

gloomy linden
twilit heath
#

it is an option on static mesh assets iirc, just a checkbox

flat raft
#

Is there something special that needs to be done to Drag a button widget ? I get a drag detect from a image, but not a button.

twilit heath
#

thats because button consumes your click

#

and doesn't detect drag

#

in theory having it on PreciseClick mode should make it draggable, but i don't think its working

#

other solution is not to use a button

flat raft
#

is there another widget that has hover like the button?

twilit heath
#

all custom widgets have OnMouseEnter/OnMouseLeave

#

so you can slap something together

flat raft
#

ahh I see

#

cool, Thanks!

twilit heath
#

you do need to be really careful when you return handled or unhandled from mouse function overrides with drag&drop

flat raft
#

How so?

twilit heath
#

you'll likely also have to have click functionality OnMouseButton up

#

otherwise you might end up activating and dragging a widget at the same time

flat raft
#

ok, I'll try it now

twilit heath
#

i know precise click was broken on 4.22-4.23, not sure what its at atm

flat raft
#

seems like its still broken

#

I followed a older tutorial, and it works for him, but not for me

flat raft
#

so, OnPreviewMouseButtonDown was what I needed, instead of OnMouseButtonDown. (in the drag detect override) @twilit heath

#

Now the button detects the drag.

twilit heath
#

nods

flat raft
#

It was in the comments section for the tutorial I was watching πŸ˜‚

main lake
#

Hi, guys I'm trying to create a simple flying camera (like a spectator mode) that I can move with WASD, Shift to go down, Space to go up, but it doesn't work for me 😦

twilit heath
#

makes sense

#

now that you said it

flat raft
#

it passes through the event

#

@main lake youtube 'unreal spectator pawn'

#

there are a few HowTos on it

main lake
#

already watched alot of tutorials but it works for them but not me 😦

flat raft
#

youre just trying to make a flying camera, right?

main lake
#

yeah that's the first part, later I want to be able to drop objects on the level like Sims 4 and other RTS games (but I don't want a camera that has a fixed angle)

flat raft
#

create a pawn, add a camera, possess it by your player controller

main lake
#

Look at the picture above that's what I did

flat raft
#

thats a pawn? or character?

main lake
#

pawn

flat raft
#

remove the movement component

main lake
#

where ?

flat raft
#

sorry movement component

main lake
#

yes ?

flat raft
#

remove it

main lake
#

then ?

flat raft
#

hold on my engine crashed

main lake
#

is it good now ?

pearl rose
#

Does someone know what would be the best way to remove a variable that doesn't show up in the list?

#

I had to do some manual copy/past and that reference was broke and not showing up somehow

crimson charm
#

so if you have 2 players, how would you go about hiding a skeletal mesh in the current players camera, but not the second players

pearl rose
#

@crimson charm using this

crimson charm
#

so something thats completely obvious, but i managed to miss

#

thanks

pearl rose
#

No worries, I used to code it myself using "Is locally control" into a "branch"

flat raft
#

@main lake yea sorry

#

make a pawn, add a camera, add the FloatingPawnMovement component

weak cosmos
#

Max Followers is "9"

static charm
#

Disconnect the loop to see if thats even the error detected.

weak cosmos
#

Disconnecting "for loop" solves the problem but i need it

static charm
#

Where is max follwers set. It might be setting incorrectly or at wrong time?

weak cosmos
#

It's default value is set to "3"

#

Should I set it at beginplay?

static charm
#

Ah i see the loop is spawning zombiebase, zombie base is where the looop error is

#

Is this function that spawns zombie bases, also a zombie base?

weak cosmos
#

yeah, it was

#

changed it now and it works

#

thanks

static charm
#

Nice work

main lake
#

@flat raft Still not working, should I drop the pawn on the scene or just a Player Start is enough ?

pine trellis
#

how can I get the post process settings out of my post process component? I can only find guides for the camera

main lake
#

the video doesn't work

flat raft
#

hmmm... 1 min

trim matrix
#

hey there! ive got a question thats hard to explain.. ill try my best.. but i may just fail completely. as a test project im attempting to recreate some PokΓ©mon mechanics. basically when the player throws the ball... it checks to see if it hit a pkmn. if yes... i need the game to find out what kind of pokemon it is.. and let me mess with the pokemons values from inside the ball BP. all pokemon are a child actor of a BasePokemon actor i put together.

#

i figured id do this with casting.. but id have to cast for every single pokemon.. how can i streamline this?

#

if that was too dumb to understand id be down to call 🀣

crimson charm
#

so you need the game to determine what pokemon was hit with the ball the player threw?

trim matrix
#

yes/no. it can already tell which pokemon was hit.. what i need it to do is grab information on what was hit.. for example.. the catch rate.. which is a byte variable inside the pokemon

#

i take that back.. it cant tell XD

#

it can tell what actor was hit... but it doesnt know its a pokemon

#

again.. i believe i did a poor job of explaining

crimson charm
#

just think it over for awhile and find a way to rephrase it or if someone is helping you out explain it a bit at a time

flat raft
#

@trim matrix use an Enum to label your pokemon. Then use a MAP variable to fetch it's data

#

look up inventory tutorials on YT.. Its basically the principal

trim matrix
#

hmm ok.

#

im unaware of what a MAP variable is

flat raft
#

a MAP uses a Key to get a set of values

trim matrix
#

ok.. but what do you mean by using an enum to label my pokemon? i know what an enum is.. but what exactly am i labeling?

#

i have a stream going... if someone can pop in and help me

flat raft
#

Here is what you do...

#

Make a Structure variable. Add the attributes you want. Things like HP, MP, Name, Type of PokΓ©mon...whatever

#

From that, make a DataTable. Using a DataTable you can fill out all the info you need

#

In your base class add a structure var, and get the info from the table.

#

you're basically making an inventory of your PokΓ©mon.

trim matrix
#

what base class? base pokemon? player?

#

pokeball?

flat raft
#

Your PokΓ©mon

trim matrix
#

what is the datatable used for

#

ive used datatables before in other projects.. but not like this

flat raft
#

it will have all the attributes of your PokΓ©mon

#

so at anytime when you are play testing, and your pikachu is too weak, or strong...you just need to change it in the DataTable, and all the pikachus in ur level will update

trim matrix
#

ahhh

#

i think i get it

#

ill lyk

flat raft
#

coolz

trim matrix
#

I still don't get the Cast To OBject node. This is a Weapon Blueprint that communiates with the Character BP.

#

I think the Object should be what holds the Weapon in the Character BP.

#

try get player character

#

or get player controller

#

Bit I'm not sure what's supposed to hold the Weapon.

#

It doesn't work.

#

NewAgent is the player?

#

Oh sorry ! Character does.

#

lmao

#

I confound both.

flat raft
#

Plug, get playercharacter into object

trim matrix
#

Yep. Now I need to know how to get the Weapon BP in the Character hierarchy. It has to be Child of the Camera.

flat raft
#

your weaponbp is a child of character?

#

like a child actor?

trim matrix
#

It has to be Child of the camera.

#

Yes Actor.

#

I guess.

#

ok @flat raft .. i need the Iv's (6 different integers) and the shininess (bool) to be random. how would i go about that

flat raft
#

Look up math random

trim matrix
#

?

#

can i use that in a range? the integers need to be a 0-31.. and the bool is 1/8000

flat raft
#

Yuki, I think it's Get Children Components... or child component... somethinglike that

trim matrix
#

and if it needs to be random... do i include in the structure?

flat raft
#

RandRange

trim matrix
#

is that a variable?

flat raft
#

node

trim matrix
#

ok.. but where do i put that

flat raft
#

I don't know... lol what are you doing with it?

trim matrix
#

in the structure you told me to make.. you told me to put in all the pokemons data into it.. however.. some of that data is random... such as shininess.. level.. IV's ... Max HP... ect

#

how would i make those random.. do i just not include them in the DT.. and make them variables right in the pokemon?

flat raft
#

I don't think you can do that. You have to set it manually in ur table.

#

DataTables are read only

trim matrix
#

shit

#

thats an issue

flat raft
#

how many different PokΓ©mons u have ?

trim matrix
#

386 are planned

#

thats all the pokemon up to generaton 3

weak cosmos
#

Their "can ever affect nagivation" tick is checked, why they dony affect navigation?

#

Collision set to "BlockAll"

#

Dynamic Obstacle is set to true

#

this was where the first pawn spawned, its navigation didnt changed while moving

crimson charm
#

i have 2 skeletal meshes on my character. one is the body and its child mesh are the arms.
I am trying to make it so only the arms will move up and down with the camera. How would i do that

#

Please tag me if you respond

flat raft
#

What do you mean up and down?

#

parent the skmesh to ur camera ?

crimson charm
#

I need both meshes to move side to side with the camera, but only have "mesh2p" rotate up and down with the camera

#

@flat raft Also is that thor on your pfp?

flat raft
#

LoL.. yup

#

Lady Thor

crimson charm
#

nice

flat raft
#

Look up Skeletal Controls. You can link the root joint to ur camera on X

#

Not sure what your end goal is, but maybe that will help.

#

Are you trying to do a "aim where you look" kinda thing?

crimson charm
#

yeah

flat raft
#

These two show what you want.

trim matrix
#

Ha... I have a problem with my Weapon BP offset now.

#

I used a ChildActor in my Character BP to use my Weapon BP, but now the Weapon BP offsets are overridden by the Character BP's Child Actor.

#

So it's locations and rotations are 0 0 0 by default.

#

I have to use the offsets I use in Weapon BP.

crimson charm
#

@flat raft the problem is with those is they are designed for a body that is 1 piece

#

i have a body and arms that are seperate

flat raft
#

Just apply it to ur arms

trim matrix
#

should still be generally the same