#blueprint
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Is there a way to bypass ChildActor offsets in a Blueprint ?
I have procedural offsets used by the ChildActor's Blueprint, but they don't work since the Actor has it's own offsets.
How do I fix this?
Actually
I may have an idea
I'm trying to set the actorlocation for self to be at a finite value I can tweak so I can see what lines up with the animation
while using the actor location for the enemy to get that value
but this doesnt work
I have a camera that I can use to fly around (like a spectator camera) with WASD for the mouvements, the mouse for the looking around, and shift to go down, and spacebar to go up, the problem I have is when I press Shift to go down or Space to go up while I'm moving around, it makes me first go up / down before I can move around, I want that to be more flui and be able to move and go up at the same time, how can I do that please ?
Good day people, I have a simple question... is it "ok" to call a custom event from inside a function? (is that bad practice?)
I mean, a Function has a customevent call inside it.
Bad practice if it's a "pure" function, but for executed functions it's up to interpretation/ideology as far as I've seen whether an executed function should set things and call other functions & events.
I can't comment on what studios do as I haven't worked in the industry...
But I have seen other people here carry the ideology that functions shouldn't "change state", though there are plenty of functions built into UE4 that change state lol. So I take that to mean Epic doesn't care for executed functions. (The "pure function" tool tip however explicitly says you shouldn't make a pure function that changes state.)
calling an event from a function is pretty standard
without it, you would be very limited with what you can do from inside a BP function
.. what im doing is calling a function (so that i can immediately check if a unit is killed or not, health=0 or not etc_) before i even call the play damaged animation or play dead anim.
it currently works as intended, not sure if its bad practice or not .
Thanks for the input
what arrangement of functions/events you use ultimately comes to readability
events cannot return a value, and some logic can be extremely verbose for an event graph
both are a good reason to use a function where appropriate
yeah, it was all originally a custom event, but later on , i required a value returned (isdead) so i had to convert to hybrid (function , then customevent)
then there is just readability, always go for what is easier to read/maintain
thank you Zlo
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
blansiker, if it were me, id try going to the node with the error and doing a "refresh nodes" maybe you have renamed a variable etc etc.
I just have a general question here, is there like a list or guide on what you shouldnt do when coding in blueprint like whats a expensive node that you should never put under eventtick, i know that putting casting under event tick is bad but whatelse?
Generally any work that doesn't have to be done on tick shouldn't be done on tick
Casting isn't super expensive but whether you should have that in tick depends on what specific thing you're doing
Very expensive nodes usually have a warning in their tooltip about it (f.ex. GetPixels)
Can anyone tell me how to implement different animations for a single action depending on object or obstacle dimensions?
guys should i implement multiplayer straight away or build my game first then adapt it to multiplayer, i know it would be more wqork but i feel its easier overall?
if you're not comfortable with the making a game part
you will probably be doing yourself a favor by not tackling networking at the same time as the basics
if you have the basics well covered, then you should implement multiplayer as you develop
yeah that's a good point, i just haven't fully got my head around multiplayer networking yet so i would prefer to focus on that by itself. but i plan have a lot of systems in my game so it might be hard to do it later.
but you;re right might be better to figure it out now then go along and make it replicable rather then doing it all later.
if you have sufficient skill to make your SP systems with ease, you can network now
alright ill give it a go thanks!
I'm having a lot of trouble trying to do a simple thing.
Trying to get the Array in the player controller to check first for the TAGS of the players before registering the player pawns into the array. But its not working.. I need to know the logic to get the array to check for the tags, because all the array is doing is just adding anything into the array without checking for the tags..
I don't know the logic for it, this is why i been searching on google looking for it so I can put it in the array.
but not everything is on google when it comes to tedious little issues i the engine, this is why I have to ask online on discord to see if anyone knows it.
I need to see the set up to that so i can see it visually
I will give you a link to the code as I recorded it on video. Hold on.
Array Registration error. array swaps slots at random. can't insert new pawns in map without array interferring to try to register them and kick party members that are registers out of the array.
ok, have a look at my video you'll see the issues currently plauging my game. Like Levelling Component only working for just one party member instead of for all the party at the same time. But array has to be fixed to register all pawns so it stops swapping them around in the slots as that messes up their widgets when switching..
This needs to be done for all ten of the party members, not just one pawn.
You don't have to sit through the whole thing just, use the slider to get straight to the registration code so you can see what the code is to tell me where I should add the code in to fix it. it starts at 2:12.
because I don't know how to use the output of that node to add all my party members to it. I don't know the logic, so I left it as it is.
apply the tag to the party member directly? Well I added them into each party member's actor tags in their BP under Self.
Is there any example to show me how to use this output off this node for the pawns with the tags?
not all the docs are well documented by Epic. They leave certain things out. I found that out when I did the switching code from them to find its no good for loading levels.
This is to do with strings. I am working with pawns. I need to see how to use the output of the get all actors tags node. I need to see the output . Do I have to make a struct or something to get it to output my party members.
Simply Show me the solution to using that node so i can learn, I can't learn by just being lectured. I don't have the background knowledge to arrays so I need to see the solution then I can learn how to fix it in the future.
just show me the output with a couple of test pawns so I can see how to use the output for the get actor of all tags node. .
Hey guys if im hosting my game online to be played without the player installing it, how can i get a path to his desktop to save an image?
You ar not being very helpful, I asked you to show me how to use it with a couple of pawns and you want me to go through the whole ebture list and lecture me about arrays, you not understanding that craming my head with knowledge is not going to solve the problem when I don't understand all the technical details, this is the wrong approach, the right approch is simply to show me visual examples. .
oh so its not possible using just blueprints, id have to send out an API?
I can't see through your eyes because I don't have the background knowledge, that's why i have to see it visually in order to understand.
so you want me to create an array list under the defaults tab?, yes I already tried that, but the array would't let me add in my party members into the array list.... I kept getting an error saying Editing was not allowed.
Yes that was the error, editing this value in a class default object is not allowed, so there was no way I could modify the array to assign my party members to it.
Are you asian by any chance, you are repeating the same things.
Don't give me a hard time just because i don't have the knowledge because you will regret it if you do.
Those lectures on arrays may be useful to experienced users but not to those who don't understand all that jargon as I'm a lay person, not a technical guy and I learn visually not by a text book... Not everybody learns things all the same way either that is what you haven't understood..... So I will ask elsewhere to get the visual information that I need to see concerning this node and how to use it for the pawns to register them.
Plus I don't have 5-8 or years to learn everything in this engine, that's why I been asking for the knowledge online to solve problems...
best way to learn is to try things out. You spent more time arguing than you would have needed to understand arrays
just do literally what was shown you https://cdn.discordapp.com/attachments/221798862938046464/733990034184863765/unknown.png and instead of creating the array variable "Couple of Pawns" you plug in the result of your "Get all actors with tag" node. That's why it's visual, both color and icon should tell you pins are compatible
You not understanding so I will give it to you straight, I don't have 8 years to spend learning how to master this engne, if I started my game 10 years ago, then I would've been able to afford to spend that time in the engine before making a game, but the planet dosen't have that time.
what's your problem? You literally got a solution posted, multiple times
it's not on us to make your game
Top tip for getting help to your problems: Cool it with the racist remarks and don't be a jerk to people who try to help you
Everyone gets frustrated at this stuff sometimes lol
Tozan, the output of the "Get all actors with tag" node is an array (=collection) of actors in your current level that own the tag you specified. You now loop through that collection (=taking out one actor at a time) and do whatever you want with it by using the for loop.
No I was misunderstood. that wasn't meant to be racist, for I trained for a couple of years with an top asian guy in tennis as my training partner and they are known to repeat themselves sometimes and get stuck in a rut, like Lee Yoong was pretty robotic on the court because he was all caught up in too much technical and not enough feel of the ball , but overall they are good hard workers, they will do what you ask them to do, so the coach put me with Yoong.. That's not racist. at all, that's just mentioning their strengths and qualities they have as a people.
Your definitions are not fully correct. If you believe in what the world teaches for truth you will come to those conclusions, but I don't go by what the world teaches for truth..
lol okay
I'm just advising to keep those kinds of ideas to yourself in the future if you don't want to make a poor impression
Well we treated everybody equal in the tennis no matter who they were.
lmao
is somewhat Asian
Alright, I will keep that in mind in future, but what do I do about the 'Editing this value in a class object (the array list) is not allowed? Error that pops up. Seems to affect Pawn Type Arrays.
goes to read about arrays
see, that's a good question, you are asking about something you don't understand the implications of, and not just for someone to solve something for you.
You are not allowed to edit that (and it's not due to being a pawn array) because the engine creates that information for you and manipulating that would mean corrupting it, essentially. If you could add an actor without that tag, there would be all actors with that in there PLUS the one without
the array will automatically contain all actors that own this tag. You dont have to add to it. It just gives you what you want
as long as you have one actor in your level that has the tag, the array will also have that actor contained
Alright so that's a limit put there....So the Array in the player controller picks any pawn in the map and registers it, fills the slots up.. So the array is not assigning specific party members to the slots but is just chucking anything into it. So it changes the slots randomly around causing party members to be kicked back out and swapping them in for other pawns other than party members if I add any extra pawns into the map. That's pretty much what the code is doing so far.
Where can I find a good overview of the navigation system with its 60 variables?
when you have, say, 10 actors/party members in the level with the tag "partymember", and you use "Get all actors with tag "partymember", the array will contain those 10 actors. It doesn't do anything to your other code responsible for handling your party members. That's up to you. You can now take those 10 actors and handle them however you want
you say you "add pawns into the map" - so you have some variable that contains the current party members, correct?
Hmmm I been assigning different tag names to each party member because I thought you had to give them each a differen tag..
only if you want to handle them differently
Well it is a party group system like final fantasy games wher you swap party members in and out of the group, or have one or two party members or single player. .
yeah I get the idea, but it comes down to your code
yeah I agree. I'm not good in that area.
so, if you have an array somewhere where you have all active party members contained, you will need to figure out the logic how to 'select' those that you want to have active
I'm ok at the ideas and storylines in the game but not all the coding side...
get all actors with tag just gives you all current actors in the level with that tag, and nothing else. It does not know about your active party members etc.
you will have to learn that
maybe take a blueprint course somewhere
So you guys think because you have got the knowlegde you can just pass the buck off to people to tell them to take courses because yourรฉ too lazy to teach yourselves.
no, it's you being too lazy to take the proper steps to become adept
me talking to you and trying to explain things to you is already a privilege
well. I see, so that's the attitude of the indy industry eh, too self reliant for their own good.. hmm...
ok, honest question. You really think I'm going to continue helping you if you call me lazy, because I give you good advice and you are too lazy to follow it?
you think we know that stuff magically and didnt need to learn it?
Probably not. It probably took years to learn it.
yes. But what you are trying to do does not require years. Just take a blueprint course and you might learn just enough for you to continue
I just don't have all the time in the world to learn it to do it the long way not after what I experienced, that's why I been taking the shortcuts to get it done quickly as I can.....
Array stuff will take you a week at most @shut hinge
there are no shortcuts if you want to understand what you are doing
picture this scenario: I do your code for you and fix your problem. Then you continue to do the next mechanic. You now have a problem that relates to the code I wrote for you. Now you are stuck. You have even more code that you dont understand now
a week. I guess that's right. Well I haven't had a big major crash with the engine for a long time. But I did ruin one of my projects, but that happened after I deleted a spline BP from my window browser.
when i deleted it from the browser it corrupted the construction script. The Spline was not in the map world at the time I deleted it.
weird crashes happen from time to time, to everyone
ok
You can either take the time to learn, and then be able to do things independently.
Or spend weeks asking for others to show you a solution to your problem.
You think you're playing the short game, but it's actually the long game.
Even so, I think you'll find that programmers with decades of knowledge still learn new things. So there's plenty of time to learn.
^^^
I still learn new things everyday I'm trying to do something I haven't done before
but the spline one was surprises. Yeah I can understand all that, but with people around the world getting dreams of the rapture now, time is running out.
and sometimes new things about things I have done before. It's normal
ok
Tozan, one final piece of advice for you: if you want to make a game, take your time to do it properly. Ask specific questions, that's ok, don't ask people to do your work for you. The reason is not that people couldn't do it, but that it will not help you in the long run
The game was non profit it wasn't a commercial game.
that's the same for everyone for a long time
that's a surprise, I thought most guys were aiming for the marketplace with their projects.
ultimately, sure, people want to make their games and sell them. But they have to spend the time learning how to do it before they can make games worth selling
that's true to resolve the issues before releasing them on the marketplace.
yes, and to make it fun, pretty to look at, etc.
yes, to make it
otherwise people will get bored of it
Yes the games have to be presentable.
I guess that's why they say this engine has a steep learning curve.
Steep? The documentation is very good, there a lot of examples, it gives a lot of YouTube videos and events. IMO the basic concepts are better as from Unity, it gives a Unity to UE4 help too
The docs explain many of the "big picture" items better than Unity, but everything else it's kind of lacking in comparison. Trying to find examples on how to use certain nodes for example is totally up to luck if there's anything whatsoever
If you kinda know what you're doing it's not such a big deal but if you don't, having even the basic level examples as in Unity's docs is pretty helpful
hi ๐
was trying to check if a location/actor is visible for a camera, but failed
ok, gonna test
mm nope
๐
need to check if is visible by this camera (battle mode)
variable struck?
maybe youre saying array?
Zomg is correct, Epic lack the documentation in detail, they skimp over the nodes briefly. They don't go into great detail unless we are looking at the wrong documents.
oh ok
You have some examples given from Epic, but they don't show all the examples. They only show some basic examples.
@trim matrix Are you asking how to make that whole setup in the image, or just the object that holds a text and int?
So the Text and Int is contained in an object, let's call it Bar. And there are 4 Bars contained in another object, let's call it Foo. So how does Foo know which Bar to give? Does a Foo only ever have 4 Bars?
@trim matrix i think i need to check a location instead of an actor
Hi,
I have a button In the world that opens the menu.
Is there any way to make it open up to the last page it was on when it was closed ?
Okay, so Foo can just have an array of Bars.
I would probably set it up like this
Or, if the Column Text can be discarded, you could make a Map of type Intvector - Foo.
Then that's one struct less, and I personally quite like using Maps.
Does anyone know how I could get a menu to open to the page it was last on when it was closed ?
ok, im using a box collision instead guessing camera view
@trim matrix Well, that's about it really. A struct (B) with a Text and Int. A struct (A) with an array of type B. A Map with an Int Vector as key and A as value.
It's a bit of pain to write to, but reading it is easy. https://blueprintue.com/blueprint/efxn85pu/
Here is what I have so far, this chain of execution will also be closing the widget/menu
@dapper cradle When you say "Close", do you just set the widget to invisible, or are you removing it? Because the widget switcher should remain unchanged between closing and opening, assuming it's the same widget and you don't actually manipulate it when opened or closed.
So it is a 3d widget (actor with a widget component)
when the menu is closed I destroy the actor.
Oh, well then you'll have to grab the active index before destroying and save it somewhere so you can look it up when opening it again.
is the method I am using so far ok for that ?
could you recommend a way to store it so that I can open to it ?
Sorry, its just that none of the documentation I have read mentions a scenario like this, forums , youtube and answerhub either...
well, I think the easiest - maybe not best - way would be to store the index in something like your controller. So when you close the widget, you grab the index and save it to your controller. Then when the widget is opened, grab the controller and get the index, and set the switchers index. The first time you open the widget, it will do the lookup but that value will default to 0, which I'm guessing is ok.
that sounds like it would work...
now to try and implement it.
Does the widget know when it is closed? Is it informed about that?
I am note sure about that.
it is killed with a destroy actor, I dont believe the execution goes any further then that
Well, it knows when it is opened - you have the Event Construct. Then you can grab the controller and set the switchers index.
But when you close it, you need to grab its index to save it to the controller. But then you may as well add an event in the widget that you call instead. So now the widget knows it is closed, and grabs the controller and saves the index. So the widget handles all of it.
Has anyone already created resizable and movable window like a norml software do like Unreal Engine ? By resizable I don't just mean resizable, I mean also dockable, and when you make a window smaller / bigger the windows next to it adapt to the size, please tag or pm me ๐
@dapper cradle Or actually, just realized that when you set the switcher's index while it is open, just grab the controller then and set the current index. Then you don't have to worry about when it is closed.
@elfin hazel I am doing this in VR so I would imagine that the controller would be the motion controller bp and not the motion controller pawn..
from the controller I would cast to the switcher and get the active index ?
then on open menu I would cast to controller to get that index and set it ?
uuh, I don't know anything about VR. There's still only one controller though? I'm talking about the player controller class, not VR controller.
ok well I think that would be the same procedure as non VR but I have never worked through it so I will have to find out where to access it
But you have a custom Player Controller blueprint class though?
I might have, where can I find it ?
I just read some documentation, it says that much can be done on the pawn
Yes, you can get the pawn too. In Either case you have "Get player controller" or "Get Player Pawn", then cast it to your custom class.
The player controller class would be found somewhere in the content browser. Search for "PlayerController" or "PC".
@trim matrix ARight but I want to do it ingame with windows that have properties and alot of other stuffs
IT's c++ I'm not good with it, can I do it via Blueprint ?
and also do you have videos instead of the doc ? Because I better understand by seeing someone doing it
Did already do that on one of your project ?
damn
And are you sure that's the only way ? Like no way to do it with BP ?
There may be a way to do it in UMG, but that sounds like a nightmare. Though even if I knew slate, it still sounds very complicated.
Where can I find a good overview of the navigation system with its 60 variables?
Is it possible to make the gameplay viewport samaller and put it in game like this ?
@elfin hazel still working on this, I am hoping this might work...
though I have forgotten what to put into the obect pins causing the errors XD
1 - is the menu button press in a widget on the switcher calling an event in
2 (the pawn) to get the active widget index.
3 is the actor holding the widget switcher calling an event in the Pawn to get the last index and telling the switcher to set it.
Im having an isue when i use mouse left click as input and it only detects the input once, tried other key and it works just fine, any ideas why this might be happening ?
If i'm doing a turned based card game like MTGA or hearthstone, does the GameMode or the GameState control the flow of the game? Like when a player presses End Turn, does that tell the GameMode to go to the next turn or should that be done in the GameState?
Hi guys anyone know how to get overlapped static mesh actor?
this doesnt seems to work
ugh I guess i have to enable generate overlap events
not sure if its expensive tho
Ok still doesn't work
:S
Hi, Ive been having some issue with my "event hit" node not always being called as my physics actor (mesh component) collides with another mesh.
So I were first thinking to use event being overlap instead then, however I need the surface/face normal of where the "hit" happens, and I havent quite managed to get that from either event overlap, nor by using line traces where the overlap occurs (Seems like you cant get a location of where the overlap happens?)
Do you guys have any idea how I would solve this? Any kind of idea is welcome, I really dont know how Im gonna solve this as it stands
Also in case you need a little bit of context, I need the event to get the vector driving the impulse "direction" for a event tick > "add impulse" (Which Im using to emulate gravity)
(Please ping on reply โค๏ธ )
@trim matrix Was that an answer to my question? I need to get event hit from pretty much all actors in the scene, despite that, even if the event hit havent run for a second or so, it still doesnt always trigger when the actor collides with something
What's a good way to fire a weapon on left mouse click?
Currently, i have a input axis event called Fire1 then triggers on Left Mouse Button with a scale value of 1.0
Everytime i left click i check if the value is 1.0, and then fire the weapon once/spawn projectile.
However, i believe that input axis events are called every frame similar to event tick. Is there a better way to implement weapon fire only on left click, w/o calling it everytick like how i'm currently doing it via inputaxis event?
Does anybody know how to set the refresh rate in the engine?
@drowsy sapphire You mean the even tick? or you mean the FPS in editor/game ?
Well specifically when you query for supported resolutions. The function returns width, height, and refresh rate
you can set width and height via a SetResolution node but I can't find anything for setting the refresh rate
@scenic mesa You don't want to use Axis input, you want a regular Action input and you should probably use a timer by function/event to trigger it over time when the player is pressing/releasing it
@drowsy sapphire T.maxFPS Your value
this is how you set the fps
You can only force it to top a certain value
after it's the hardware capacity that will do the rest
you can't guarantee a number of fps to the user since you don't know if he have an actual computer to play video game or not
and even if he have a really good computer, you can't predict what will happen, so you are basically just setting a max fps to insure some quality
sure, it's just an odd disconnect that you get capable refresh rates via the graphics query but (try to) use them via a console var
so you'd set T.maxFPS to, say, 144Hz and the smooth range to say 124 low and 164 high?
they is no such thing as a range
for the smoothed frame rate there is
it's just confusing as to which of the values has actual control
You are right, I just look over it
ok thanks I'll try messing with just the variouis FPS controls
@trim matrix I have another question, Are the inputs mapping suppoed to override the Movement Inherited Component for a character ?
how can I do this but looking for an actor of class instead of level ?
I want to check if that actor is in the scene.
this doesnt work
like this ?
tyvm!
Hey!
I've set up a really basic 2D Point and click movement system (based on a real old tutorial I found)
It's working, but I can't get it to obey gravity.
If you click horizontally, all good, he snaps to the right plane.
If you click above him, he will move to the mouse cursor (floating) and then gravity will kick in a second after.
Is there anyway I can ensure that gravity takes effect first?
The way it's set up, It finds the distance between the mouse cursor and the player and if it is within the allowed range, the animation plays and the character moves. I feel like this might be incompatible with what I'm trying to do.
I'm a total noob and am not sure what photos to provide but totally can! Sorry if this is garbled. Thanks a bunch for any help in advance!
@trim matrix is it possible to check if something is visible ?
Hello. Is there any blueprint method of detecting when the ue4 process goes out of focus? (and then display a pause menu ect.)
Hi, completely new to UE4 programming or game dev in general. Is there a method for an input method for mobile games which detects touch and drag speed, length and direction, or shape?
@cunning scaffold i think there is gestures input which you have to enable from the project settings and for the drag speed/length/direction you have a touch input for pressed and released and moved. You can calculate the touched location and released location for the direction and for the length you can just have a timer that starts when you press and stop when u release. For the speed you can calculate the distance/time which will give you the time. This will be my approach to the problem anyway.
Thank you!
@paper quail would love a screenshot
Is there a way to change what player ID my controller is, while previewing?
@paper quail you created the event dispatchers in DialogEntryWidget_C not DialogWidget
is there a widget called DialogEntryWidget that you created?
heyhey, currently looking into the material layer system in unreal, the one where you have material layering withing the material instance of a master material. main question is does anyone know how to access that type of layer system on runtime? it feels a little bit convoluted and i have not stumbled upon the documenation on this yet ๐
thats where i am currently at - i already pre-created the Material layer that could be added and a blend asset. but cant find to get any blueprint commands to do so in the construction script.
And i dont know what it means "MID" and "MPI" ๐
I want to make a Roaming AI where they move along Curved Lines.
How would I go about doing this?
yeah i was trying to figure out how to ingest information in there
material instacne dynamic i already know
but when i look at material parameter info
i just get Oo
do i have to go down the road of creating enums for this?
obviously they wont
i dont understand what they DO ๐
i was just wondering if i have to set up the layers previously
to be able to edit them ๐
would you mind going through this with me in a chat? tbh this feels a tad out of my current "ez pz" zone. be willing to hand over some brain power "fee" for this as long as its not too much ๐
i want to rotate the projectile in the direction its going but ive tried countless times and i cant figure it out. Anyone have any ideas?
Looks like you are just changin speed not trajectory but i have no clue tbh xD
@feral ice for your scene root, set the rotation to the normalized direction of the new velocity
@trim matrix you in for it or do i have to keep searching google ๐
@lucid fulcrum ive never used nomalize before. Can you guide me how to set the code up?
hello y'all, i am currently trying to modify the infinity blade assets to set the beam location to the center of a screen. I do the generic shoot line at center of screen and set that as a vector param in the particle component but its still off. any pointers?
I think i found the doc for the whole system with the new layer parameters
@feral ice something like this
Alrighty then, now what about making the AI Characters rotate while moving?
As in Rotating their facing directing randomly.
hey if you dont find your answer directly theres a page where dev post bp snippets
blueprintue
Fair enough
Again, fair enough
Hey guys, so i know a Line trace can teturn the PYM on hit, is it possible to get it to return the name of the material it hits? I.E dirtground_MTL, brickwall_MTL etc?
thanks dude
its mainly for debugging
i want to add some PYMs to some materials but i dont know which materials im looking at at the moment
i assume you mean Physical Materials? you can get the surface types of Phys Mats in Blueprint
no sorry i dot
this give me the PYM sure
but iwant the actual name of the material not the "physics atribute"
like the name of the material "texture"
must be a way surely ?
Why would a blueprint to rotate an object stop at 90 degrees on slower speeds? I gutted the entire thing to find the culprit and it's something to do specifically rotation speed.
im not too sure unfortunately. i wanna say this is possible in CPP but blueprint has its limits unfortunately.
I had a similar issue trying to adjust emissives but needed to get the params value.
BP has its limits for sure.
My issue is in a day cycle. If the speed is cranked up, it gets forced past the 90 / 270 degree mark.
Basically I'm setting an amount of hours a day can be and running it through a retriggerable delay. It goes up into a small bit of bp that ensures it isn't above 359.9994 or below 0.0, and fixes it if it does (for angular detection)
I've tried by simplifying the correction bp and detaching it altogether. This is triggered by begin play
If I run this through ticks, the delay, it also stops at 90 degrees from it's start.
I have no idea what the issue is.
I'm new to Functions and I see I can't use Timelines in them.
you cant use them in functions
How do I access the values of them inside Functions ?
I need to get their Float values outputs.
you could just pass their float values to a function
id have to see your code
seems fine to me
Are you calling the function every time the value changes?
Well it needs to be updated.
Is it possible to have a render target that captures not a Scene Capture 2D but the camera of the player please ?
How please ? Because with a Scene Capture, there's a Texture tab where you can drag the texture target,
is there a way to turn off collision detection for the whole game? like an on and off
@grim lantern im doing it right now in my solar system, i gave everything the tag "system" and ForEach Loop "GetAllActorsWithTag" and then cast to "Actor" and Set Visibility
its not an engine function but it works
Hmm, i wished there is a global switch
@mellow stump why are you getting an actor and casting it to โactorโ its already an actor reference
im testing you 
๐
you should see the rest of it 
Nah Iโm good. I had a stroke just by looking at that
What would be the best way to get my player actor follow my mouse???
I know it's a very simple question..
Get mouse position in world > ai move to location
Sorry I donโt remember what the nodes are called but you get the idea ๐
Even unreal does that on their top down template
Is blueprint hard to learn? And if you did take the time how long would you approximately take to fluently use Blueprint Scripting?
Highly depends how fast of a learner you are and how often you are playing around with it
Boring addition but fluent is very subjective as well, all you need to do is play around/follow a tutorial and learn how to find what you are looking for by using the right terms. Learning to search for documentation will probably be your most valuable skill
Is there a way for a separate blueprint to reference the location of a grabbing motion controller when grabbing an object, then move a distant object based on the movement of said motion controller?
Ex. VR Player in Room A tries to pick up a Cube, when doing so, it picks up a Cube in Room B instead, and moves it parallel to the player's hand(but staying in Room B).
Attempting to create a sort of RTS Camera the player moves from a control room by simply grabbing the mesh the Camera's outputting onto.
Should be achievable with an even that get's fired one time when the object is first grabbed to get it's starting location. After that you fire an event that gets fired continuously providing the new location so you can calculate the delta location and add that to the other object. I'm pretty tired and heading to bed right now but it sounds like it should work
Nvm, that would make both of them move. If I understand you correctly the cube in room A shouldn't be moving
Correct.
No idea then, sorry
(14 years old) my first actual script that im somewhat proud of
@elder silo nice start but youโll need to make that script inside a blueprint actor instead of the level if you want to add more rooms that work the same way
@pine palm there is always a better option it just may not of been found yet ๐
Ahoy, I've been having a really tough time with this current blueprint. A lot of elements of my game are linked to time of day (an ingame day is 24 real minutes), so I've been working on trying to get a nice basic day/night weather system. I made a blueprint that basically changes the rotation of the directional light by one degree every four seconds. I managed to get it so that it would change by 0.25 degree each second instead so that it looks smoother. My problem is that it still doesn't look very smooth at all, and its noticeable from shadows and the skybox that the sun isn't moving smoothly. I tried to use a rinterp to smooth this out but it's not working how I thought it would and I can't find any videos on this particular use of a rinterp so I'm not sure what I've done wrong. If anyone could help, I'd really appreciate it ๐
@trim matrix I'm also having issues with rinterp not being smooth at all. Except I'm using it to change a pawn's rotation to face the player.
If you figure this out, let me know how you fixed it. If you would
One thing you can try doing is promoting the interp speed to a variable on that node and trying to tweak the value. Try 0 first
I posted this question here instead of AI because I feel it's a simple blueprint question on setting rotations and movement. How can I make my enemy swim towards me without using the nav mesh? I have it already setup where he chases me on land. So he has a target player and moves to my location. For swimming how can I make him simply rotate towards me and move towards me?
Would using Interps work?
Try to Set Focus to the player if youโre having problems with pawn rotation and movement when you have them tracking the player
Does anyone know how to get the Turn and Look Inputs inside a Function ? I could get the player's movements (Get Last Movement Input Vector) but not the look inputs (only via Gamepad sticks nodes in fact but Y doesn't seem to work).
Oh I think I found it. Should be "Get Player Controller" and Get Input Scales.
"Get Player Controller" doesn't seem to be the right thing in fact.
Now I want to make a Pawn face the player when it is touched by the player.
You could try a RInterp To node
@dapper kiln Yes, but what part of the NPC should have the On Component Hit Event?
Is it normal only the Yaw is working here ? It's rotating a Weapon along the stick axis, but only left / right work.
Oh wait wrong screenshot.
I use the same setup for both axis but only 1 work.
try switching the axis around a bit, might be surprised sometimes the axis are different in the actor. @trim matrix
I tried but it doesn't change anything.
weird isnt it, everything looks good to me so got no clue ๐ฆ
Oh... I have some results by using the base nodes.
It's just very weak for some reason.
eh there you go
was gonna ask if you know much about vectors and rotations, ive just stumped my self on one that i feel should be simple
There's just a problem with an extra set of nodes.
@muted comet Do you have any Idea on how to rotate an NPC to the Player when he is touched?
i might know how to if i was making it lol
I have the On Hit Component Event in the Graph Editor, but I don't know what to do.
well you could break the hit data and get the players Location from that and use a look at node i think its called to tell the AI to face the player
@serene vessel Depends on the collision I guess. I would think the capsule collision
Ahh
So when the capsule component gets hit by a player character, then set the rotation of the AI to who just hit you
IDK how your AI is setup or what you're going for
I'm going for an AI that was built on a foundation from Ryan Laley's AI Tutorials.
But to make it so that it can Jump, Crawl, and Climb.
So I have this. Now I must figure it out!
hmm idk man, but would anyone happen to know why setting my characters(Actors) rotation would cause the player to instantly teleport back to its old rotation?
Maybe you have something switched up?
@serene vessel I like Ryan Laley he's a good teacher. So I think you can drag off of the "hit actor" pin and check if it's your player character. You could cast to whatever your character is called. Then use that cast which is your character as you're target actor. Here's how to use the Interp. https://gyazo.com/958016310ae2b70b76b7ce11cb01a844
@muted comet If you set the rotation once, then move, won't your character just rotate back to wherever you're moving? IDK
that is a good point
i thought that would be the problem, gonna be annoying to find a work around
you dont happen to have a idea for how i could get my character aligned with this object would you?
Hmmm you could use the RInterp to like I posted above. But I would think you'd need to keep calling that. I think there may be some tutorials on lock on systems like Dark Souls that may explain it better
not a bad idea
my brain thought it would be a good idea to try and calculate the delta required to make the necacary rotations and then use the add controller yaw input as that seems to be the only node that works
but idk how to calculate delta lol
@dapper kiln It works, but only when I keep pushing on him, I want to touch him once and then rotate to me.
As in Postal 2.
@serene vessel Hmm you could put it on a timer I guess. Maybe put a do once on the event hit, then start the timer and inside the timer put the RInterp to.
@trim matrix I think that's called Distance Matching if you need a keyword to lookup
I thought that's what it's called. Sometimes reverse root motion.
I'm not 100% sure though. You may be able to do it with some animations like this: https://www.youtube.com/watch?v=uh57zP_jaFo&t=17s
Quadruped locomotion is a nightmare. You never know which feet are in the air at any given time, so blending from a movement animation to an idle tends to look very ugly. I'm on a team of 6 and I can't waste time making multiple transition animations for NPCs. I prefer to neve...
I hope that points you in the right direction. If not then maybe the animation channel knows more about it.
how would i set it so if the player does not provide any input for 6 seconds an animation plays
@crimson charm You could setup a boolean variable and then when you set the variable to true, you'd disable input, then in your animation blueprint you would use a blend by bool and plug in your boolean variable. Then just play your animation on the true pin
I dont have an animation blueprint @dapper kiln
how does your player play animations without an animbp? Well if you dont have one just play the looping animation in your character blueprint.
I am new to blueprinting and trying to learn, so I am looking through someone's example scene and I'm trying to figure out where and how to make custom arrays? I'm not sure if that's the right term for this.
they have all this custom stuff and I've been trying to find where to look for them, or how to make my own that appear in this drop down
@viral olive that way you are making a variable of type array with the array beeing of type whatever you select it to be
You can plug a var to that make array and it will make an array of the type of the var
Arrays can be of any type of var, or custom vars
so if I make an array var anywhere, it'll start appearing in these drop down menus?
Because going through this persons file, I don't even see any variables for these
unless I am misunderstanding
He is probably making an array and chosing the type in runtime
I don't understand, I wanna find where these are stored
He is doing it in runtime i belive
So they wont be stored unless he is saving something
Guive more info or screenshots and someone will be able to help for sure
Someone else in another server said they were enums, but didn't provide any more info on how I would go about finding them
Unless he sets that array to a var after, the array is not stored as a var
yeah, thats an enum file, if you hover over it on the left it should say of what type and thats the file name, or go to content folder and in search bar type "enum" and if they types the term enum in the file it should show up
Check if there is any enumerator on your content browser
I think I've found it, thanks! ๐
ok, I think this is making more sense now
gonna have to some research on them
@formal leaf I think there can only be one GameInstance...
GetGameInstance will get you the one currently being used, no?
Test it by adding a variable in your game instance, and see if you can get that just by GetGameInstance, instead of casting.
GameInstance is the parent class
Ohh I see
I've never tried subclassing a game instance
wait...when you say parent, you mean you make a game instance, and then you make another from that game instance ?
or, you made one from the main engine game instance?
When you create a GameInstance, you select GameInstance in the Blueprint create menu right? That would make GameInstance the parent class I believe. So you'd have to cast it first to your child GameInstance class or else you can't access the data on the child class since GetGameInstance only returns as the parent class.
But I don't understand why it would fail the cast unless the engine just isn't setting my GameInstance like it should. Maybe a restart will help
So you have 2 game instance BP right now? Just making sure
No just one
and you set that in your Maps and modes
I just named it GI_Main from this menu
But you can see I tried that in the print string
It returns the parent class not GI_Main
It is
Your objectname and display name could be different
You are printing ObjectName. Try DispalyName
It's printing object and class display name in that picture
Like for the actual object?
Yea.. from game instance, get displayname
not class name
you can restart also...maybe it's a bug, but I think you don't need to cast.
Well..I've never needed to cast
I cast to the game instance to store variables from one map to another
interesting... I just use GetGameInstance and it gives me all the variables I put in my custom game instance
really? 
if it is set in your Maps and Modes, GetGameInstance should give it to you.
It returns the same name. I will try restarting, I'm almost positive after seeing the name that it is still using the base class for some reason.
Also I used GetGameInstance and it wouldn't let me access my variables so that's why I was casting.
if you have a child of ur custom, then I think u need to cast...but I'm not sure
Curious
I restarted and I guess that worked. Probably a bug.
Also no options until after cast, idk how you got that to work.
Oh nope... sorry...you're right.. I did cast to the custom one
I did a inventory system last year, don't remember casting. But I just did it now.. gotta cast
lol, thanks for the help anyways 
Good to know lol
Hello, Can anybody tell me where I can set the step for the "Input Movement" node? I want the acceleration to top speed to be faster or at least control it somehow ?
I have a pawn subclass that heavily overrides the way pawns move. I reparented it to a character instead and now add force and add impulse no longer work.
the character version
the pawn version
do i need to apply force/impulse to some other component? capsule component does not seem to work. neither does applying force or impulse to character movement.
@cunning scaffold This is how I rotate the sprite in my project based on the mouse being on the left or right of the char - just rotate the sprite itself if you want that
So I'm new to Animations, I could get one Blueprint to play an Animation but only for 1 Blueprint in game. Basically I have 2 guns one in each hand with the same Blueprint but only 1 plays the animation. I don't see what I'm missing.
hey guys do you know if i can add a PYM to a material function?
@feral stream Thanks for the reply, I figured it out myself. BTW does your solution alternate between two fixed rotations positions or does it smoothly rotate?
This is a alternator
@cunning scaffold for a smooth rotation you would have to implement some sort of lerp
Yea figures
Like this
works pretty good
Does anyone know how to switch cameras between different actors?
set view target with blend
Thanks I'll check it out
How do I make a camera attached to some blueprint available to use by another bluepritn?
get the camera component? idk
cast it to camera maybe
sorry i don't understand haha ๐ฆ
UE4 / Hello together. ๐ Iam trying to attach one actor to many other actors (one after another) with"Attach Actor to Actor". But it only works with the last one. - All Actors are from the same class. Did i miss something here?
aaah i did it :))))
Its like the previous ones are detaching somhow
1 to 2 > 2 to 3 > 3 to 4 is working fine. 1 to 2 > 1 to 3 > 1 to 4 works only with 4. -.-
question: is it plausible to create a complex multiplayer survival open world game purely using blueprints for even the networking?
how would i go about setting it so that i rotate the visibility of 2 meshes on my character when i press a key
max follower number = 15
current follower number (default) = 0
when game begins, actor spawns 15 new follower actors
i destroy some followers and it is set to tick
but it doesnt update
stucks at branch, why?
This is a kinda weird drawing but, the black dot represents 0, 0, 0 and the yellow lines represent vectors (so the end of the vectors that are not at the black dot are the vector locations).
How would I get the value where the blue dot is?
Im in 3D space btw
(Please ping on reply โค๏ธ )
what are the constraints?
Wdym?
Like I was thinking of using the pythagorean theorem
do i know the lengths of the sides of the triangle
Uhm I mean they could be normalized to always have a vector length of 1
And then multiplied to what you like
Then you can possibly derive the angle between two yellow lines?
Hmmmm, isn't there a feature called raycasting or something?
Yea so I guess hypothetically you knew the vector for both the yellow lines, then the vector that touches the blue dot is basically the position of the blue dot
I actually just got a little unsure about how I thought about this tbh
I will just say what Im up to instead.
So Ive setup a custom gravity system with event tick and a add impulse node thats driven by a vector (so I can change the direction of gravity), and I wanna make it so once my character is in the air (which I can know if it is with the help of a boolean) and the player tries using the move forward/backward/sideways keys, there will be an add impulse node adding impulse in that direction, based on the direction of gravity, but that I want to be able to get that sideways/forward/backward velocity WITHOUT the velocity caused by gravity.
So I wanna get that velocity where gravity is ignored, which I know the direction of with help of a vector
Does that make any sense?
'but that I want to be able to get that sideways/forward/backward velocity WITHOUT the velocity caused by gravity.' I'm not sure i understand lol
mmmmm lemme think about it
so what do the lines represent?
so what do the lines represent?
Yeah ugh I just got lost about that myself lol
oh so basically, you don't want additional speed from the effect of gravity
No thats not it (Im typing as fast as I can here)
So to give an example, if the character is facing upwards, gravity goes towards X+ and the player hits W the player would start moving a little upwards (while still being sucked by gravity).
Now this Ive already figured out how to do, but what I now I wanna make it so the character has a limit on how fast it can move sideways/backwards/forwards while falling by having another add impulse node that gets the sideways/forwards/backwards velocity (velocity ignoring any velocity in the direction of gravity, which is not always Z-, but can be anything (That we know the direction of with the help of a vector)) and then multiplies that by -1 (to get the reverse effect) and executes that
I will record a video of my game so you can see how it works
I have a bool-condition based on which I wanna pick value 1 or value 2, what node can I use for that (similar to Switch or Branch basically, but with bool and 2 data inputs) ?
If you drag out from your bool output @tidal venture you can type in OR, AND, NAND etc which lets you have several conditions
just to clarify, the gravity is pushing the character not down, but sideways, yes?
@spark robin i already have the final bool evaluated and want to use it as input so that it takes either ValueForTrue or ValueForFalse and outputs it from the node so i dont need extra variables on the way
I think you need to set a variable for that
Like on false, set a bool variable to false (and the same for true)
ok i found something similar: "Select Object"
it is
i need this for another type though, is there no generic "Select" node?
need it for a color
I guess "Select Color" is it then ๐ thanks found it
i thought there would be a generic one but there isn't
So can you explain the graph you showed before
This is the code that runs when I hit W in the video btw
Cause I'm pretty sure you can solve it with trig
The red marking always has a value of either 0, 1 or -1 telling if its supposed to go forwards, backwards or do nothing (then I will have this same code again for sideways)
So essentially I wanna replace the physics get linear velocity > normalized output with something that doesnt take the velocity in the direction of gravity into account
Because when I hit W, you can see how this code reverses the effect of my gravity, which I dont want (and is what I wanna get rid of, so the second add impulse node in this code only add impulse sideways (in relation to gravity, which we can know the direction of with help of a variable) )
The reason to that Im not just breaking the Get linear velocity > normalized into floats and then using a "make vector" with the Z being set to 0 is that gravity is then not always on the Z axis
I feel like Im giving quite a horrible explanation rn XD Should probably take a break and get back to this later
Yea ok it looks like this seems like something out of my scope
but i found this
Hello guys just started to learn blueprinting but can't seem to make my player move (it's a 2.5D platformer) would really appreciate the help
So law of sines
probably had something to do with your graph
and since you're looking for the speed magnitude, this is fine, i'm guessing
actually ignore the last sentence
unless you're actually using speed vectors
or uhhh
best of luck
Im using vectors, that determines the speed
We only know B in that image you sent tho
I will take a break and try solve this later, thanks lol
what about the 0,0 point
@trim matrix You should post a screenshot of the Movement Update section of that BP
Where is the function Movement Update being called?
Here I guess
Do you have your inputs set up in your project settings, specifically MoveRight
Yes
First, add a print string at the very end to make sure it's firing at all; if it is, delete the custom event Movement Update and replace it with Axis Event Move Right (called something like that)
@hardy swallow Thank you a lot, that's very kind of to help me have a great day
Did that fix the issue?
Not yet but I am working on it
I'm pretty sure this comes under mainly blueprints, however I'm having some trouble with adjusting the world origin location, I'm able to change the world origin, but whenever i do, my spacecraft goes out of control. The spacecraft is a pawn blueprint, using physics thruster to move around and reorient. I've set up a grid system which always spawns nodes around the player, once the player has overlapped one of the collision volumes. the world origin is shifted to the node's world position then the nodes are destroyed and placed around the character again in order to be able to keep shifting the origin as far as i want. But i can't seem to find out why the craft goes out of control, I've spent a couple of hours researching and can't seem to find anything. Any help would be appreciated. Thanks in advance :).
If you're doing anything on your ship that is "world location" that could cause it. When 0,0,0 is behind you and you rebase, 0,0,0 is at your center for a second. Are you adding force in like, negative z world direction or anything?
I want to dynamically create static mesh using the asset full name (path/name)
however this node is confusing me
Apart from activating the physics thruster and adjusting the strength of it using a timeline, i don't think so
Im doing a bunch of world origin rebasing math right now so im knee deep in it 
and im currently confused i should say
kind of
I've just started and it's pretty terrifying
indeed, theres no google search that gives answers so im inventing it all in my mind 
I guess it's all part of the fun of discovering and figuring it out for ourselves xD
I have an Animation and a Particle system that work for 1 blueprint but they don't work if I use a "clone" of this Blueprint. I need the second to act like the 1st and I don't know why it doesn't.
IS there a way to Set GLobal Illumination Intensity via blueprint of a post process?
Hey, I'm trying to create a Hierarchical Instanced Static Mesh BUT I want to be able to determine the area where it won't be spawned. I made this and I have no idea why it doesn't work
Stream requires a seed to be set, a Stream variable, Set Stream seed.
Interface Call vs Casting
which one is cheaper?
Stream requires a seed to be set, a Stream variable, Set Stream seed.
@mellow stump The loop index is a stream seed
How do I make casting work from the level blueprint?
(it works i have no problem) just posting my learning progress. im getting somewhere.
Yes me as well, just copying the tutorials has been quite useful
How do I make the background show up beyond the borders, so its persistent?
About my question from earlier, if I could get the velocity around a specified axis (that is not X, Y or Z) that would do as a solution
Or if I could get the local velocity (instead of have it in world space)
@spark robin i dont really know the specifics of your problem, however i suggest you look inside ContentExamples MathHall example map, there's common vector operations idk, maybe you vector subtractions would suffice for you somehow?
just for inspirations
Ah just found my solution. A friend of mine (Jet) sent me this in my DMs, that way I can convert my vector to local space, remove the Z axis and revert it back to world space and voila ๐
word
hmm
if you're sure about the actual size, only thing I can think of is restarting the engine
@paper quail
Or running the game standalone (if that is running in-editor)
Tho I doubt its gonna help
Had a weird issue just yesterday where I had some event hit node not always triggering when playing in-editor, had to launch as a standalone game for it to work
if/when you re-launched the editor, did it still happen? @spark robin
I didnt restart the editor, I ran the game standalone
Strangely, the issue stopped occuring in-editor afterwards as well, which was totally unexpected
hi quick question...is there a reason blueprint callable function would return null in bp but work in c++?
Is there a node to lock mouse position?
An example for this would be clicking and holding the mouse and then locking the mouse position on where you were clicking. (Like a button or something similar)
(i have no clue what im doing) but im wondering what this script does? ( when i look at it i think it turns on the light after a delay then does damage to your character)
just experimenting
nvm that obviously makes no since lmaooo
Is there a way to bake or apply transforms to a mesh in blueprint editor so that child objects don't need to be detransformed to their normal size? I'm importing my mesh and it'
s out of whack.
In future I'm surely going to fix the problem in the other software so that this step wouldn't be necessary, but meanwhile I'm taking this as a learning opportunity. Thank you.
are anim notifies only accessible in the animation blueprint or are they accessible elsewhere?
@zealous moth
I found this on
https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Notifies/index.html
"Skeleton Notifies enable you to create a Notify Event of the same name in the Event Graph or Transition Graphs in the State Machine for a Skeletal Mesh's Animation Blueprint"
I hope this is relevant
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
yeah i saw that but i don't know where the notify events can be called in. I tried the event graph of my actor and of my animBP but they just don't have the events called after the anim notifies
why don't animals run away from the player?
I downloaded AboyandHisKite to study the Bp of the animals, because I saw in a video they were running away from the player https://www.youtube.com/watch?v=yWZxH2qSWu0
but when I went to test they don't react, they are like statues running looped animation
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is there a problem with Bp, or was it originally not designed to react to the player's presence or simply move around the scene?
@zealous moth I would say make sure it's a skeleton notify, else... I'll keep looking
@low forge Try look for AI code in the animals' BPs, if you can't find any, it might mean they aren't designed to react to the player
i mean, this is it, no?
Right, i think so, have you saved that?
I'm gonna try set up an anim notify on my end, see if it works
this is the kind of thing you want, right? @zealous moth
yeah
@fallen wedge I found an AI but I can't open it to edit it or anything like that
@low forge , hmm, i'll look myself in the project as well, maybe we can get to the bottom of this
@zealous moth mine works
I added a notify to an animation, then called it in the animBP
ok now i am confused, if i create a new notify blueprint, it won't be taken in by the anim graph; if i right click and create it then it does work... what is the difference between those two?
https://youtu.be/hNgcQ0BeGCs?t=89
@low forge From what i can tell from this video, they have implemented some kind of path-finding to the deer, I'm not sure exactly what's wrong with your project, maybe try a different source
The second in a two part series, this livestream covers aspects of the creation of "A Boy and His Kite", the cinematic showcasing the new large world features in Unreal Engine.
This video covers new and improved features for AI and Animation. Michael Noland kicks us off, cov...
@zealous moth if all the functionality that you need can be obtained WITHOUT the notify BP, don't worry about the blueprint
I haven't worked with them myself, but I believe the only real difference is the code is executing on the notify BP side instead of the animBP, although I could be wrong
@fallen wedge thanks man
i will see here
So I'm currently trying to add a reference of another gamemode class to my BPI instance.... But uhh... I'm not entirely sure how to do this in Blueprints
@fallen wedge ok, I see the difference but then there's an issue of inconsistency
if i create one, I cannot call it on another animation
if I create the BP, I can
so if I wanted to create a notify state for instance such as "can be interrupted", then I'd have to do it over and over each time.
so now my question is, how are anim notify bps used if custom?
Yeah that makes perfect sense @zealous moth , have a look at the Custom Notify States https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Notifies/index.html
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
It walks you through how to set up anim notify BPs
You might have to scroll a bit
yeah and i saw that also
but my question stands, where do i access this?
the chapter stops at creating it
lol
I donโt understand, you want to access it?
Itโs an overridable function in the anim notify BP
when my actor undergoes that animation and the notify is hit; how can i get it to tell me?
At this stage, i am thinking of creating a notify begin override inside the AN and get the owner
but this is completely unintuitive considering the previous way of doing it
ok, so to recap, there are 2 ways to create AN, one is on the animation itself and it generates an event on the animBP; the other is to create your own anim notifiy bp but the inside of it, access the owner.
Yeah, basically
perfect, thank you for the help!
What's up guys, how's it going? How can I make a player resurgence system on brueprints?
How do I apply my component transform that's applied in the details tab so that it doesn't span to child components?
Quick question: How can I program a capture mouse, release mouse system in Blueprint?
How would i play a level sequence when i press an actor with a widget with a widget interaction component?
I have a similar question to @ionic gull - I dont want mouse capture to trigger when clicking on Widgets (such as an inventory), but I still want it enabled in general
I'm setting my physics linear velocity on axis input right and forward to my root objects right vector and forward vector. Sometimes I can go left and right and sometimes back and forth. What's going on?
I'm setting the root component physics linear velocity, which is a collision capsule
Is it possible to make unreal engine open a second window when you press play to launch the game ? Like I want to have 2 windows, 1 containing the UI, and a second for the game please
Is it possible to make unreal engine open a second window when you press play to launch the game ? Like I want to have 2 windows, 1 containing the UI, and a second for the game please
@main lake Right next to the Play button you use to run the game, there's a little arrow that you can click and select different options. Choose "Launch" and it will launch the game as a standalone process in a separate window.
That's not what I want, I already have it as a standalone
I want to really have 2 windows but ingame
there isn't a way to load a standalone window @main lake, at least not in BP
could possibly do it with C++ OFC
mhh ๐ฆ
Maybe you want a Scene Capture 2d?
@worthy frost And do you know how to create windws that could snap, and be resizeable with umg like this https://gyazo.com/d1d1b4bc1de83b87e0dfd9c6bcac42b1
An overview of the Reflections example level, example 1.7: Scene Capture 2D
well that is just Slate, and UMG is a slate wrapper
but i am not sure if such functionality is exposed to UMG
I'm not good at coding, so is Salte about coding stuff in c++ ?
yes
fack
that could be handled using Drag and Drop
but the snapping part would require some work (resizing containers to accomodate it, etc)
Shows how you can create drag and droppable UI widgets with UMG.
and what about having 2 tabs / windows next to each other, is it possible (in UMG still) that when you put your mouse in the middle between them and, that when you move to the left it makes to left tabs smaller, and the right one bigger (adjust to the window) and vice versa ?
probably but i have never done it
that would be a lot of work without C++ stuff
and you have to also remember you cant use Editor stuff in a shipped game
(against the UE4 licence)
what do you mean by shipped game ?
released game
But I'm not an expert with C++
Is there a way to have 2 boolean conditions in a Select (Float) ?
Tried Array booleans but it cant plug to it.
How does this make sense: A valid Game Instance fails casting to the type set in project settings - but only in packaged game?
Can you change public values for the player character when using PlayerStart somehow? ๐ค
Need some help with getting the blueprints right, im trying to set up a system where when you crouch the WorldCameraShake (recoil) is set lower. Any tips?
NVM i got it, made it more complicated then it had to be ๐
@trim matrix you mean after you hit play? If so, you can eject, select the character in the world outliner, and change the exposed variables
@main lake play with QtDesigner. It's a UI builder for Python. It won't help in Unreal, but it will give you experience on how UI systems work. Unreal's UMG is basically the same as Qt's.
Newbie here , I made an item pickup parent blueprint and made 4 child blueprints. 3 of the child blueprints works with the sphere collision component , but the 4th item is a box and it needs a box collision . is there a way that i can change the collision component for the 4th Box_Star Blueprint
yeah, put a variable for PrimitiveComponent in your base
remove the component itself from the base
add sphere/box collisions to each derived class separately
and assign then into the PrimitiveComponent variable (PrimitiveComponent is a type here, not variable name)
and i can assign the primitive variable to a BeginOverlap ?
you should assign it in construction scrip of derived classes
you add a sphere collision to RedStars
you assign that component into PrimitiveComponent type variable
and your base class can do common logic using that variable, while derived classes are free to assign whatever collision shape they want into it
Thank you
you might lose few BP shortcuts doing that
like not having OnComponentBeginOverlap(PrimitiveComponent) node you can place directly
im not sure, but you can bind the event handler manually in that case
@wind kernel
in your cube star, don't inherit
be sure to save the variable so you can inherit the events
@wind kernel
what is the correct to use player start in level streaming?
I can't get to change my Character's Camera rotation when I press an input. Looks like it's locked or something. I'd like to force it's relative Rotation to a very specific value according to a Timeline.
trying to make it so that the sniper is shown first and every time the user presses the input to switch weapons it will toggle between them
@crimson charm I'm not here myself but I guess you'll have to make checks what weapons you're holding and create switches with Branches.
Do For Loops look for the first and last index per loop or just once when it's first started?
I'm thinking since it's a macro it checks every time, right?
is there a way to set the transform bones of a skeletal mesh on runtime?
i want to imitate the rotation of a wheel
copy is the better word
@crimson charm try the FlipFlop node
@thorny cedar lookup 'Unreal Skeletal Controls' by a guy named Caesar on YT.
@flat raft i guess there is no default way to do it?
quick question about Array Add unique
If the Array Element already exists, will the function return a fail state ?
well yes it does, but what is "INDEX_NONE" ?
I know its an enum but is it set to -1 ?
@thorny cedar well... what do you mean by set Transform Bones at Runtime?
yes
i want the player to spin a wheel that starts the motor of an engine(animation)
So the character walks up to a wheel, the player pushes E, and the Wheel spins?
its in VR im sry
Oh I see... try this guy...
grab the wheel release the wheel. its basically a unvisible wheel on top of the skeletal mesh
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a fly wheel connected to a piston that converts rotational movement into linear movement. This is using Physics Constraints
All my UE4 tutorials: https://www.youtube.com/watch?v=B...
That is physically driven, I understand the OP is asking for animation
Unless it is part of the gameplay/challenge, I won't recommend spinning the wheel physically but just animate it as if the player was spinning it
physic would destroy everything^^
No it won't, just makes it much more complicated to handle as you will need to use tracking or physics handles/physics constraints
aren't bones just constraints as well?
cant i just use a variable in my Anim BP?
and set the rotation of my wheel every tick?
Bones are not constraints. The physics bodies associated to each bone in the physics asset are constrained one to the other.
why'd you animate an invisible wheel in the first place
How do you do this with a vr hand?
you said you want to grab the wheel, and spin it.
Do you just want to trigger the wheel spin?
thats basically my wheel fake rotatation
can i add a handle on the wheel of my sk mesh and spin it? i must set limits for the forces?
Ok I see.. you're basically triggering the wheel animation on overlap with your vr hand
thats the wheel in my sk mesh
thats the wheel a player has to spin somehow
or to fake the spinning
and just update the bone transform every tick
and blend over to the actual animation on the best possible spot to avoid irritations
animation runs every tick automatically, you just turn on the alpha
you see the inner spines these have to be at a specific position to avoid the jump to the 1frame of the animation
maybe checking when the wheel made a full rotation and then destroy the fake wheel and start the animation
Maybe you can do relative rotation? I'm not sure what the Transform bone supports. Give it a try.
yeah thank you
It's one of the options within Transform (Modify) Bone
It asks you to define the transform space, you want to use the Bone Space in this case
Transform (Modify) Bone is in your Animation Blueprint
In UE4 you manage your skeletal mesh animations from there
Once you add the Transform (Modify) Bone node to your AnimBP, click on it and look at the settings in the Details panel
The node needs to go in your AnimGraph
ahhhhh
Just a side note.. check out the radio antenna from halflife..
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HL:Alyx's Hands seem like they are just Physics based, but there is always so much more going on than what you see...
It's a animated piece, and it activates on overlap.
Then it basically scrubs the animation
kinda hate animation stuff ๐
Half Life Alyx is great at mixing physical animation with traditional ones
It is hard to tell where one ends and the other one starts. They did a fantastic job there.
it's pretty cool
in the vid, nimsony shows u a way to see where each is
and how it works, and the bugs ๐
Not easy to do that kind of interaction 100% bug free. ๐
it's fun to watch
So, Kano, check that out. It kinda avoids using Transform modify bone.
but you'd have to have a animated bone that you can scrub through
This week, Jay will demonstrate the coveted turn-in-place! He will also cover methods an animator or designer can use to take a seemingly daunting feature like 'turning in place' and breaking it down into smaller pieces to get the results you're looking for.
During this strea...
This video shows you how to scrub through an animation using a float value.
There are literally 10 different ways of doing what has been asked, the one to choose also depends on the level of expertise with Unreal. The simpler the better.
btw Marco, I love your tire vid. the compression as it goes over the hump looks really great
ok grab something to eat and then try to get it done
@flat raft tnx! That is actually a skeletal mesh.
yea.. I was about to ask. lol
you're scaling the bones from the center, or is it dynamic Bones around the rim?
there are bones all around the rim. each one has a physics capsule. each capsule is constrained to the two near it and to the central body
they are all around the tire. the constraints are soft, which is what deforms the tire when they hit something
very cool
jello ?
๐
jello is on my list of practices to do
Flex was recommended by someone at work
yes, depending on how you configure the constraints it may look like jello
What's up guys, how's it going? How can I make a player resurgence system on brueprints?
pretty easy to do and good practice
good night
Could someone confirm for me whether the input "Any Key" also returns for gamepad input?
As it's got "Keyboard" as it's category I'd assumed at first it was just keyboard inputs, but it appears that some behaviour from our "AnyKey" input is triggering on gamepad analogue stick usage too.
I'm guessing my best option for detecting keyboard vs gamepad is to remove the any key for my "AnyKey_Keyboard" input, and actually list every keyboard key
How to create a custom folder in unreal and moving assets to that folder
Please give me one idea
About the Any Key: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/96407-detect-if-any-key-on-gamepad-or-keyboard-is-pressed-switching-widget
Build powerful visual scripts without code.
just drag and drop in the editor. you can move to the correct folder from there. if you are asking about creating a folder, you can simply use the right click and the option is there.
I am asking about custom folder with programing
And I want to move all materials and textures to the folder
@steep hazel please help me
hey guys can you please help me
I need to pause when I press Shift+Z
but it wont work
Are the booleans on the end nodes supposed to be checked as true? I can barely read what I'm seeing, but I assume that it's that. Is it supposed to pause only when the key + shift is held down? It looks like it activates both on press and release.
Is it possible to either zoom in or take a higher resolution screenshot?
I am facing some problem here. The Make Rotator returns a non zero value, the variable Lean? is true, yet the value after Select is coming 0
how can this happen?
if Lean is true it picks A
note the parameter is called "Pick A" - so if that is true, it uses A, otherwise it uses B
Yeah, simply move what is plugged into B over to A and you're good
This is local rotation, right?
hi everyone, how do i make a traffic light and store the value of each light ? I want the car to stop when the red light appears && is inside the trigger area of the traffic light
@atomic salmon ehich translation space should i use
world
component
parent bone
bone
i tried several and the wheelisnt spinning but i good some results where it was spinning around the wrong axis
Hi, anybody can explain me Spawn Emitter Pooling Method ? Or can point me to a good explanation? (i'm doing a shmup with a lot of explosion... i'm not using any method pool. Do i have?)
I followed this tutorial about traffic lights, https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/27837-point-light-blueprint-for-traffic-lights, it works perfecly, but how can I store the values so the vehicle knows when to stop (red) or when to keep moving (green)
?
If you did it following that guide, the value is already stored in the State variable is it not?
I actually was using the wrong node. I wanted to use the other Select in which the below one is used when True, but picked the Select Rotator by mistake
@earnest tangle exactly.. my bad..
Another question I have is, my traffic light has a collision box, everytime my vehicle enters the collision box I want him to stop if the state is "red". How do I set the speed of the BP_Car (vehicle) to 0 when that happens? How do I access the speed variable on the BP_TrafficLight?
One way to do it would be to send a message to the car from the traffic light about the light state
eg. in the begin overlap event, you would for example use an interface function call on the overlapping actor
do you know how a blueprint interface works?
im new to bp
cant I access the variable using this ?
BP_SplineController has my speed variable
if you have this in your traffic light yeah that should also work
im casting the splinecontroller from my traffic light BP
but what now? How can I access it ?
is the car actor different from the spline controller?
Okay, so you would need to get a reference to the spline controller actor somehow in order for this to work
in the splinecontroller I "ask" for a pawn, and I select the BP_Car
so my "object" is my BP_Car
right ?
well, you can't cast the car into a spline controller because the car is different
you could try using get actor by class, but that would only work if you have just one spline controller in your game
ATM i have 1
but I'll need two splines
let me show you
the X is the car, the "square" is spline 1 and the round one is spline 2
okay that makes sense
so you said the spline controller is the one that moves the car, and contains the speed value?
yes!
does it also spawn the car?
well, kinda. when I press play the car spawns in the 0,0,0 of the spline
Right, but the spline controller has a reference to the car actor in any case?
in the .h file
(i'll delete this )
then on my splinecontroller_bp I choose the BP_Car to move around it
Okay, so basically you need to get a reference to the spline controller from the car that overlaps with the traffic light
you could add a variable into the car, and assign the "owner" spline controller into it
can I delete the pictures?
this way you could then read the variable in the overlap event, and then access the spline controller correctly
yeah you can do that
will it work when I have the 2 splines?
when the 2 splines intersept, It automatically will have to choose if he wants to keep forward or to change to the other spline
yeah, because you will be accessing the objects that are colliding, not just randomly picking things from the world
you could add a variable into the car, and assign the "owner" spline controller into it
@earnest tangle i should do this in c++ or bp ?
I don't think it really matters, whichever you prefer
you probably need to do this in the spline controller, since that's the one which knows who's who
the car doesn't have a way to access the spline controller as far as I understood from your description
yeah the BP_Car is just a car, it has no variables in it
the splinecontroller controls the speed
isnt this making the Car the owner of the splinecontroller?
that does nothing :)
the execute pins on the cast to node aren't connected, so it's ignored... plus this wouldn't work anyway
damn im too bad at this
Don't you already have a reference to the car in the spline controller?
like, in the code that moves it?
Hi, unreal newbie here. What is the difference between Gameplay Tags and Actor Tags that you see on the gameobject? Are they same?
actor tags are just simple text strings, not much more than that... gameplay tags are a more complex system https://docs.unrealengine.com/en-US/Gameplay/Tags/index.html
Gameplay Tags can be used to identify, categorize, match, and filter objects.
i really hope they remove ActorTags (as FName) and use the GameplayTag system
its a lot nicer to use
@livid plinth there you go - you can assign the spline controller into the car from there then :)
@worthy frost agreed, all the magic strings business feels a bit iffy
Is there an equivalent of Get All Actors with Tag for Gameplay Tags?
no]
I should get/set the "ActorToMove" @earnest tangle ?
you can make your own function though
iterate all actors, and then check there tags via the tag interface
@livid plinth you could just do it in C++ after you spawn it, that seems much more straightforward
@earnest tangle basically I need to say that the owner of the ActorToMove is the BP_SplineController?
Yeah something like that would work. You might need to use a custom variable on the car instead of using the owner variable, I'm not a 100% sure if the owner works for this purpose, but try it and see
cant I just to this? ActorToMove->SetOwner(this)
Yeah as I said, try it and see :)
Is there a way to check ActorTag array against GameplayTagContainer?
you cant
you place it in the level and adjust it to cover your map
and it creates a navmesh
hello, im making an endless runner, how can i make that when player tilts the phone to left, the character moves left
anyone pls?
@worthy frost do u know my ans bro?
you cant spawn navmesh bounds at runtime, you need to have it in the world from the beginning, and set your navigation to dynamic so when a actor is spawned it can produce navigation for it