#blueprint

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crimson charm
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yeah if that doesnt work im just gonna try my backup method

trim matrix
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Is there a way to bypass ChildActor offsets in a Blueprint ?

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I have procedural offsets used by the ChildActor's Blueprint, but they don't work since the Actor has it's own offsets.

knotty quail
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Actually

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I may have an idea

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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

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while using the actor location for the enemy to get that value

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but this doesnt work

main lake
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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 ?

glossy trench
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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.

tight schooner
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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.

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I can't comment on what studios do as I haven't worked in the industry...

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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.)

twilit heath
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calling an event from a function is pretty standard

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without it, you would be very limited with what you can do from inside a BP function

glossy trench
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.. 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

twilit heath
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what arrangement of functions/events you use ultimately comes to readability

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events cannot return a value, and some logic can be extremely verbose for an event graph

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both are a good reason to use a function where appropriate

glossy trench
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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)

twilit heath
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then there is just readability, always go for what is easier to read/maintain

glossy trench
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thank you Zlo

pearl rose
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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

glossy trench
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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.

jovial bobcat
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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?

earnest tangle
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Generally any work that doesn't have to be done on tick shouldn't be done on tick

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Casting isn't super expensive but whether you should have that in tick depends on what specific thing you're doing

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Very expensive nodes usually have a warning in their tooltip about it (f.ex. GetPixels)

quaint arrow
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Can anyone tell me how to implement different animations for a single action depending on object or obstacle dimensions?

dusk dust
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How can I start to make procedural spline trees

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Structured in a tree like way

shrewd sparrow
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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?

twilit heath
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if you're not comfortable with the making a game part

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you will probably be doing yourself a favor by not tackling networking at the same time as the basics

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if you have the basics well covered, then you should implement multiplayer as you develop

shrewd sparrow
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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.

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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.

twilit heath
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if you have sufficient skill to make your SP systems with ease, you can network now

shrewd sparrow
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alright ill give it a go thanks!

shut hinge
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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..

shut hinge
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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.

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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.

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I need to see the set up to that so i can see it visually

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I will give you a link to the code as I recorded it on video. Hold on.

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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..

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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.

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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.

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apply the tag to the party member directly? Well I added them into each party member's actor tags in their BP under Self.

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Is there any example to show me how to use this output off this node for the pawns with the tags?

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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.

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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.

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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.

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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. .

static shuttle
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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?

shut hinge
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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. .

static shuttle
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oh so its not possible using just blueprints, id have to send out an API?

shut hinge
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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.

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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.

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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.

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Are you asian by any chance, you are repeating the same things.

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Don't give me a hard time just because i don't have the knowledge because you will regret it if you do.

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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.

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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...

lone ocean
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best way to learn is to try things out. You spent more time arguing than you would have needed to understand arrays

shut hinge
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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.

lone ocean
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what's your problem? You literally got a solution posted, multiple times

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it's not on us to make your game

earnest tangle
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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

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Everyone gets frustrated at this stuff sometimes lol

lone ocean
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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.

shut hinge
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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.

lone ocean
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I give up

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lmao

earnest tangle
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Yeah you're literally describing racist stereotypes right now

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:P

shut hinge
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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..

earnest tangle
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lol okay

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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

shut hinge
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Well we treated everybody equal in the tennis no matter who they were.

lone ocean
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lmao

trim matrix
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is somewhat Asian

shut hinge
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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.

trim matrix
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goes to read about arrays

lone ocean
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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

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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

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as long as you have one actor in your level that has the tag, the array will also have that actor contained

shut hinge
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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.

hazy igloo
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Where can I find a good overview of the navigation system with its 60 variables?

lone ocean
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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

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you say you "add pawns into the map" - so you have some variable that contains the current party members, correct?

shut hinge
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Hmmm I been assigning different tag names to each party member because I thought you had to give them each a differen tag..

lone ocean
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only if you want to handle them differently

shut hinge
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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. .

lone ocean
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yeah I get the idea, but it comes down to your code

shut hinge
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yeah I agree. I'm not good in that area.

lone ocean
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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

shut hinge
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I'm ok at the ideas and storylines in the game but not all the coding side...

lone ocean
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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.

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you will have to learn that

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maybe take a blueprint course somewhere

shut hinge
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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.

lone ocean
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no, it's you being too lazy to take the proper steps to become adept

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me talking to you and trying to explain things to you is already a privilege

shut hinge
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well. I see, so that's the attitude of the indy industry eh, too self reliant for their own good.. hmm...

lone ocean
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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?

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you think we know that stuff magically and didnt need to learn it?

shut hinge
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Probably not. It probably took years to learn it.

lone ocean
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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

shut hinge
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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.....

trim matrix
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Array stuff will take you a week at most @shut hinge

lone ocean
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there are no shortcuts if you want to understand what you are doing

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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

shut hinge
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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.

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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.

lone ocean
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weird crashes happen from time to time, to everyone

shut hinge
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ok

elfin hazel
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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.

lone ocean
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^^^

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I still learn new things everyday I'm trying to do something I haven't done before

shut hinge
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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.

lone ocean
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and sometimes new things about things I have done before. It's normal

shut hinge
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ok

lone ocean
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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

shut hinge
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The game was non profit it wasn't a commercial game.

lone ocean
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that's the same for everyone for a long time

shut hinge
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that's a surprise, I thought most guys were aiming for the marketplace with their projects.

lone ocean
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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

shut hinge
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that's true to resolve the issues before releasing them on the marketplace.

lone ocean
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yes, and to make it fun, pretty to look at, etc.

trim matrix
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yes, to make it

shut hinge
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otherwise people will get bored of it

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Yes the games have to be presentable.

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I guess that's why they say this engine has a steep learning curve.

hazy igloo
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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

earnest tangle
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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

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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

midnight rivet
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hi ๐Ÿ™‚

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was trying to check if a location/actor is visible for a camera, but failed

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ok, gonna test

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mm nope

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๐Ÿ˜•

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need to check if is visible by this camera (battle mode)

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variable struck?

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maybe youre saying array?

shut hinge
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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.

midnight rivet
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oh ok

shut hinge
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You have some examples given from Epic, but they don't show all the examples. They only show some basic examples.

midnight rivet
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ohh a text And integer

elfin hazel
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@trim matrix Are you asking how to make that whole setup in the image, or just the object that holds a text and int?

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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?

midnight rivet
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@trim matrix i think i need to check a location instead of an actor

dapper cradle
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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 ?

elfin hazel
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Okay, so Foo can just have an array of Bars.

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Or, if the Column Text can be discarded, you could make a Map of type Intvector - Foo.

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Then that's one struct less, and I personally quite like using Maps.

dapper cradle
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Does anyone know how I could get a menu to open to the page it was last on when it was closed ?

midnight rivet
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ok, im using a box collision instead guessing camera view

elfin hazel
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@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.

elfin hazel
dapper cradle
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Here is what I have so far, this chain of execution will also be closing the widget/menu

elfin hazel
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@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.

dapper cradle
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So it is a 3d widget (actor with a widget component)
when the menu is closed I destroy the actor.

elfin hazel
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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.

dapper cradle
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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...

elfin hazel
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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.

dapper cradle
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that sounds like it would work...
now to try and implement it.

elfin hazel
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Does the widget know when it is closed? Is it informed about that?

dapper cradle
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I am note sure about that.

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it is killed with a destroy actor, I dont believe the execution goes any further then that

elfin hazel
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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.

main lake
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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 ๐Ÿ™‚

elfin hazel
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@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.

dapper cradle
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@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..

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from the controller I would cast to the switcher and get the active index ?

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then on open menu I would cast to controller to get that index and set it ?

elfin hazel
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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.

dapper cradle
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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

elfin hazel
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But you have a custom Player Controller blueprint class though?

dapper cradle
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I might have, where can I find it ?

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I just read some documentation, it says that much can be done on the pawn

elfin hazel
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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".

main lake
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@trim matrix ARight but I want to do it ingame with windows that have properties and alot of other stuffs

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IT's c++ I'm not good with it, can I do it via Blueprint ?

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and also do you have videos instead of the doc ? Because I better understand by seeing someone doing it

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Did already do that on one of your project ?

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damn

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And are you sure that's the only way ? Like no way to do it with BP ?

elfin hazel
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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.

hazy igloo
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Where can I find a good overview of the navigation system with its 60 variables?

main lake
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Is it possible to make the gameplay viewport samaller and put it in game like this ?

dapper cradle
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@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

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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.

gentle tusk
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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 ?

cedar sparrow
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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?

trim matrix
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Hi guys anyone know how to get overlapped static mesh actor?

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this doesnt seems to work

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ugh I guess i have to enable generate overlap events

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not sure if its expensive tho

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Ok still doesn't work

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:S

spark robin
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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

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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)

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(Please ping on reply โค๏ธ )

trim matrix
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For your event hit

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just ignore the mesh that you dont want it to collide with?

dapper cradle
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why doesnt this work ?\

viral sundial
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Because you are casting something to itself

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Which doesn't make sense

spark robin
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@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

scenic mesa
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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?

drowsy sapphire
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Does anybody know how to set the refresh rate in the engine?

pearl rose
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@drowsy sapphire You mean the even tick? or you mean the FPS in editor/game ?

drowsy sapphire
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Well specifically when you query for supported resolutions. The function returns width, height, and refresh rate

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you can set width and height via a SetResolution node but I can't find anything for setting the refresh rate

pearl rose
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@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

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@drowsy sapphire T.maxFPS Your value

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this is how you set the fps

drowsy sapphire
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ah ok so it's all through the FPS

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do you also need to set the smooth FPS range?

pearl rose
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You can only force it to top a certain value

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after it's the hardware capacity that will do the rest

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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

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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

drowsy sapphire
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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

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so you'd set T.maxFPS to, say, 144Hz and the smooth range to say 124 low and 164 high?

pearl rose
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they is no such thing as a range

drowsy sapphire
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for the smoothed frame rate there is

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it's just confusing as to which of the values has actual control

pearl rose
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You are right, I just look over it

drowsy sapphire
#

ok thanks I'll try messing with just the variouis FPS controls

main lake
#

@trim matrix I have another question, Are the inputs mapping suppoed to override the Movement Inherited Component for a character ?

dapper cradle
#

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.

#

like this ?

#

tyvm!

candid gate
#

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!

dapper cradle
#

why doesn't this work to change the widgets active index ?

dapper cradle
#

@trim matrix is it possible to check if something is visible ?

fallen wedge
#

Hello. Is there any blueprint method of detecting when the ue4 process goes out of focus? (and then display a pause menu ect.)

cunning scaffold
#

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?

hallow night
#

@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.

cunning scaffold
#

Thank you!

hallow night
#

@paper quail would love a screenshot

oblique ruin
#

Is there a way to change what player ID my controller is, while previewing?

hallow night
#

@paper quail you created the event dispatchers in DialogEntryWidget_C not DialogWidget

#

is there a widget called DialogEntryWidget that you created?

plucky aurora
#

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 ๐Ÿ˜„

#

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.

serene vessel
#

I want to make a Roaming AI where they move along Curved Lines.

How would I go about doing this?

plucky aurora
#

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 ๐Ÿ˜„

#

i was just wondering if i have to set up the layers previously

#

to be able to edit them ๐Ÿ™‚

#

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 ๐Ÿ˜„

feral ice
#

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?

plucky aurora
#

Looks like you are just changin speed not trajectory but i have no clue tbh xD

lucid fulcrum
#

@feral ice for your scene root, set the rotation to the normalized direction of the new velocity

plucky aurora
#

@trim matrix you in for it or do i have to keep searching google ๐Ÿ˜„

feral ice
#

@lucid fulcrum ive never used nomalize before. Can you guide me how to set the code up?

lucid fulcrum
#

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?

plucky aurora
#

I think i found the doc for the whole system with the new layer parameters

lucid fulcrum
feral ice
#

@lucid fulcrum it worked.

#

thanks you saved me so mush time : D

#

much

serene vessel
#

Alrighty then, now what about making the AI Characters rotate while moving?

#

As in Rotating their facing directing randomly.

plucky aurora
#

hey if you dont find your answer directly theres a page where dev post bp snippets

#

blueprintue

serene vessel
#

Fair enough

plucky aurora
#

type it into google youll find it ๐Ÿ™‚

#

i am not a blueprinter ๐Ÿ˜„

serene vessel
#

Again, fair enough

latent arch
#

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?

lucid fulcrum
#

im not so sure in blueprint

#

lemme check

latent arch
#

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

lucid fulcrum
#

i assume you mean Physical Materials? you can get the surface types of Phys Mats in Blueprint

latent arch
#

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 ?

echo snow
#

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.

lucid fulcrum
#

im not too sure unfortunately. i wanna say this is possible in CPP but blueprint has its limits unfortunately.

latent arch
#

dang

#

ok thanks man

echo snow
#

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.

trim matrix
#

I'm new to Functions and I see I can't use Timelines in them.

lucid fulcrum
#

you cant use them in functions

trim matrix
#

How do I access the values of them inside Functions ?

#

I need to get their Float values outputs.

lucid fulcrum
#

you could just pass their float values to a function

trim matrix
#

Should I use Promote to Variable ?

#

And get the Timeline updated value from here ?

lucid fulcrum
#

id have to see your code

trim matrix
#

Like this ?

lucid fulcrum
#

seems fine to me

hallow night
#

Are you calling the function every time the value changes?

trim matrix
#

Well it needs to be updated.

main lake
#

Is it possible to have a render target that captures not a Scene Capture 2D but the camera of the player please ?

trim matrix
#

It works fine like this.

#

You can project cameras with render targets I think.

main lake
#

How please ? Because with a Scene Capture, there's a Texture tab where you can drag the texture target,

grim lantern
#

is there a way to turn off collision detection for the whole game? like an on and off

mellow stump
#

@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

grim lantern
#

Hmm, i wished there is a global switch

hallow night
#

@mellow stump why are you getting an actor and casting it to โ€œactorโ€ its already an actor reference

mellow stump
#

im testing you seqEvil

hallow night
#

๐Ÿ˜

mellow stump
#

you should see the rest of it seqKEK

hallow night
#

Nah Iโ€™m good. I had a stroke just by looking at that

pine palm
#

I know it's a very simple question..

hallow night
#

Get mouse position in world > ai move to location

#

Sorry I donโ€™t remember what the nodes are called but you get the idea ๐Ÿ˜…

pine palm
#

That's fine thank you :D

#

I just didn't know if there was any better way of 'doing it'

hallow night
#

Even unreal does that on their top down template

elder silo
#

Is blueprint hard to learn? And if you did take the time how long would you approximately take to fluently use Blueprint Scripting?

meager spade
#

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

grand kettle
#

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.

meager spade
#

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

grand kettle
#

Correct.

meager spade
#

No idea then, sorry

elder silo
hallow night
#

@elder silo nice start but youโ€™ll 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

elder silo
#

okay thanks so much for the tip!!

#

@hallow night

idle elm
#

@pine palm there is always a better option it just may not of been found yet ๐Ÿ˜‰

trim matrix
#

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 ๐Ÿ™‚

knotty quail
#

@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

dapper kiln
#

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?

harsh night
#

Try to Set Focus to the player if youโ€™re having problems with pawn rotation and movement when you have them tracking the player

trim matrix
#

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.

serene vessel
#

Now I want to make a Pawn face the player when it is touched by the player.

dapper kiln
#

You could try a RInterp To node

serene vessel
#

@dapper kiln Yes, but what part of the NPC should have the On Component Hit Event?

trim matrix
#

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.

muted comet
#

try switching the axis around a bit, might be surprised sometimes the axis are different in the actor. @trim matrix

trim matrix
#

I tried but it doesn't change anything.

muted comet
#

weird isnt it, everything looks good to me so got no clue ๐Ÿ˜ฆ

trim matrix
#

Oh... I have some results by using the base nodes.

#

It's just very weak for some reason.

muted comet
#

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

trim matrix
#

There's just a problem with an extra set of nodes.

serene vessel
#

@muted comet Do you have any Idea on how to rotate an NPC to the Player when he is touched?

muted comet
#

i might know how to if i was making it lol

serene vessel
#

I have the On Hit Component Event in the Graph Editor, but I don't know what to do.

muted comet
#

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

dapper kiln
#

@serene vessel Depends on the collision I guess. I would think the capsule collision

serene vessel
#

Ahh

dapper kiln
#

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

serene vessel
#

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.

muted comet
#

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?

serene vessel
#

Maybe you have something switched up?

dapper kiln
#

@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

muted comet
#

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?

dapper kiln
#

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

muted comet
#

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

serene vessel
#

@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.

dapper kiln
#

@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.

dapper kiln
#

I hope that points you in the right direction. If not then maybe the animation channel knows more about it.

crimson charm
#

how would i set it so if the player does not provide any input for 6 seconds an animation plays

dapper kiln
#

@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

crimson charm
#

I dont have an animation blueprint @dapper kiln

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.

viral olive
#

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

lilac lance
#

@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

viral olive
#

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

lilac lance
#

He is probably making an array and chosing the type in runtime

viral olive
#

I don't understand, I wanna find where these are stored

lilac lance
#

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

viral olive
#

Someone else in another server said they were enums, but didn't provide any more info on how I would go about finding them

lilac lance
#

Unless he sets that array to a var after, the array is not stored as a var

mellow stump
#

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

lilac lance
#

Check if there is any enumerator on your content browser

viral olive
#

I think I've found it, thanks! ๐Ÿ™‚

#

ok, I think this is making more sense now

#

gonna have to some research on them

formal leaf
flat raft
#

@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.

formal leaf
#

GameInstance is the parent class

flat raft
#

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?

formal leaf
#

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

flat raft
#

So you have 2 game instance BP right now? Just making sure

formal leaf
#

No just one

flat raft
#

ok..

#

That's ur GIMain

formal leaf
flat raft
#

and you set that in your Maps and modes

formal leaf
#

I just named it GI_Main from this menu

flat raft
#

You don't have to cast to it

#

Just use GetGameInstance

formal leaf
#

But you can see I tried that in the print string

#

It returns the parent class not GI_Main

flat raft
#

print Display name

#

See what comes up

formal leaf
#

It is

flat raft
#

Your objectname and display name could be different

#

You are printing ObjectName. Try DispalyName

formal leaf
#

It's printing object and class display name in that picture

#

Like for the actual object?

flat raft
#

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

mellow stump
#

I cast to the game instance to store variables from one map to another

flat raft
#

interesting... I just use GetGameInstance and it gives me all the variables I put in my custom game instance

mellow stump
#

really? seqO

flat raft
#

if it is set in your Maps and Modes, GetGameInstance should give it to you.

formal leaf
#

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.

flat raft
#

if you have a child of ur custom, then I think u need to cast...but I'm not sure

#

Curious

formal leaf
flat raft
#

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

formal leaf
#

lol, thanks for the help anyways alex

flat raft
#

Good to know lol

feral stream
#

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 ?

cunning scaffold
late gorge
#

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.

#

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.

feral stream
#

@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

trim matrix
#

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.

latent arch
#

hey guys do you know if i can add a PYM to a material function?

cunning scaffold
#

@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?

feral stream
#

This is a alternator

#

@cunning scaffold for a smooth rotation you would have to implement some sort of lerp

cunning scaffold
#

Yea figures

#

Like this

#

works pretty good

#

Does anyone know how to switch cameras between different actors?

hallow night
#

set view target with blend

cunning scaffold
#

Thanks I'll check it out

#

How do I make a camera attached to some blueprint available to use by another bluepritn?

hallow night
#

get the camera component? idk

cunning scaffold
#

oooh wow i didn't know that

#

it says objects aren't compatible

hallow night
#

cast it to camera maybe

cunning scaffold
#

sorry i don't understand haha ๐Ÿ˜ฆ

dense heart
#

UE4 / Hello together. ๐Ÿ™‚ 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?

cunning scaffold
#

aaah i did it :))))

dense heart
#

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. -.-

shrewd sparrow
#

question: is it plausible to create a complex multiplayer survival open world game purely using blueprints for even the networking?

crimson charm
#

how would i go about setting it so that i rotate the visibility of 2 meshes on my character when i press a key

weak cosmos
#

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?

spark robin
#

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 โค๏ธ )

cunning scaffold
#

what are the constraints?

spark robin
#

Wdym?

cunning scaffold
#

Like I was thinking of using the pythagorean theorem

#

do i know the lengths of the sides of the triangle

spark robin
#

Uhm I mean they could be normalized to always have a vector length of 1

#

And then multiplied to what you like

cunning scaffold
#

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

spark robin
#

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?

cunning scaffold
#

'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?

spark robin
#

so what do the lines represent?
Yeah ugh I just got lost about that myself lol

cunning scaffold
#

oh so basically, you don't want additional speed from the effect of gravity

spark robin
#

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

tidal venture
#

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) ?

spark robin
#

If you drag out from your bool output @tidal venture you can type in OR, AND, NAND etc which lets you have several conditions

cunning scaffold
#

just to clarify, the gravity is pushing the character not down, but sideways, yes?

spark robin
tidal venture
#

@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

spark robin
#

I think you need to set a variable for that

#

Like on false, set a bool variable to false (and the same for true)

tidal venture
#

ok i found something similar: "Select Object"

spark robin
#

Yes thats also an option

#

Idk if its really faster tho

tidal venture
#

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 ๐Ÿ˜› thanks found it

#

i thought there would be a generic one but there isn't

cunning scaffold
#

So can you explain the graph you showed before

spark robin
cunning scaffold
#

Cause I'm pretty sure you can solve it with trig

spark robin
#

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

cunning scaffold
#

Yea ok it looks like this seems like something out of my scope

#

but i found this

trim matrix
#

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

cunning scaffold
#

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

spark robin
#

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

cunning scaffold
#

what about the 0,0 point

hardy swallow
#

@trim matrix You should post a screenshot of the Movement Update section of that BP

trim matrix
#

Don't know what is wrong

hardy swallow
#

Where is the function Movement Update being called?

trim matrix
hardy swallow
#

Do you have your inputs set up in your project settings, specifically MoveRight

trim matrix
hardy swallow
#

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)

trim matrix
#

@hardy swallow Thank you a lot, that's very kind of to help me have a great day

hardy swallow
#

Did that fix the issue?

trim matrix
#

Not yet but I am working on it

noble sigil
#

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 :).

mellow stump
#

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?

jaunty dome
#

I want to dynamically create static mesh using the asset full name (path/name)

#

however this node is confusing me

noble sigil
#

Apart from activating the physics thruster and adjusting the strength of it using a timeline, i don't think so

mellow stump
#

Im doing a bunch of world origin rebasing math right now so im knee deep in it alex

#

and im currently confused i should say

#

kind of

noble sigil
#

I've just started and it's pretty terrifying

mellow stump
#

indeed, theres no google search that gives answers so im inventing it all in my mind seqEvil

noble sigil
#

I guess it's all part of the fun of discovering and figuring it out for ourselves xD

trim matrix
#

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.

true valve
#

IS there a way to Set GLobal Illumination Intensity via blueprint of a post process?

arctic lark
#

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

mellow stump
#

Stream requires a seed to be set, a Stream variable, Set Stream seed.

weak cosmos
#

Interface Call vs Casting

which one is cheaper?

arctic lark
#

Stream requires a seed to be set, a Stream variable, Set Stream seed.
@mellow stump The loop index is a stream seed

cunning scaffold
elder silo
#

(it works i have no problem) just posting my learning progress. im getting somewhere.

cunning scaffold
#

Yes me as well, just copying the tutorials has been quite useful

spark robin
#

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)

cunning scaffold
#

@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

spark robin
#

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 ๐Ÿ˜„

cunning scaffold
#

word

fallen wedge
#

hmm

#

if you're sure about the actual size, only thing I can think of is restarting the engine

#

@paper quail

spark robin
#

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

fallen wedge
#

if/when you re-launched the editor, did it still happen? @spark robin

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

fallen wedge
#

right, that was what I was wondering

#

ue4 derp

gilded chasm
#

hi quick question...is there a reason blueprint callable function would return null in bp but work in c++?

trim matrix
#

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)

elder silo
#

(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

trim matrix
#

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.

zealous moth
#

are anim notifies only accessible in the animation blueprint or are they accessible elsewhere?

fallen wedge
zealous moth
#

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

low forge
#

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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โ–ถ Play video
#

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?

fallen wedge
#

@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

zealous moth
fallen wedge
#

Right, i think so, have you saved that?

#

I'm gonna try set up an anim notify on my end, see if it works

zealous moth
#

yeah

low forge
#

@fallen wedge I found an AI but I can't open it to edit it or anything like that

fallen wedge
#

@low forge , hmm, i'll look myself in the project as well, maybe we can get to the bottom of this

low forge
#

the character's AI is in C ++

zealous moth
#

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?

fallen wedge
#

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...

โ–ถ Play video
zealous moth
fallen wedge
#

@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

low forge
#

@fallen wedge thanks man
i will see here

oblique ruin
#

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

zealous moth
#

@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?

fallen wedge
#

It walks you through how to set up anim notify BPs

#

You might have to scroll a bit

zealous moth
#

yeah and i saw that also

#

but my question stands, where do i access this?

#

the chapter stops at creating it

#

lol

fallen wedge
#

I donโ€™t understand, you want to access it?

#

Itโ€™s an overridable function in the anim notify BP

zealous moth
#

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.

fallen wedge
#

Yeah, basically

zealous moth
#

perfect, thank you for the help!

astral granite
#

What's up guys, how's it going? How can I make a player resurgence system on brueprints?

trim matrix
#

How do I apply my component transform that's applied in the details tab so that it doesn't span to child components?

ionic gull
#

Quick question: How can I program a capture mouse, release mouse system in Blueprint?

mortal wharf
#

How would i play a level sequence when i press an actor with a widget with a widget interaction component?

true marsh
#

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

trim matrix
#

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

main lake
#

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

round bloom
#

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.

main lake
#

That's not what I want, I already have it as a standalone

#

I want to really have 2 windows but ingame

worthy frost
#

there isn't a way to load a standalone window @main lake, at least not in BP

#

could possibly do it with C++ OFC

main lake
#

mhh ๐Ÿ˜ฆ

rough sinew
#

Maybe you want a Scene Capture 2d?

main lake
rough sinew
worthy frost
#

well that is just Slate, and UMG is a slate wrapper

#

but i am not sure if such functionality is exposed to UMG

main lake
#

I'm not good at coding, so is Salte about coding stuff in c++ ?

worthy frost
#

yes

main lake
#

fack

worthy frost
#

that could be handled using Drag and Drop

#

but the snapping part would require some work (resizing containers to accomodate it, etc)

main lake
#

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 ?

worthy frost
#

probably but i have never done it

main lake
#

so an editor inside a game

worthy frost
#

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)

main lake
#

what do you mean by shipped game ?

worthy frost
#

released game

main lake
#

I won't it will remain private

#

And it's a challenge

worthy frost
#

doing that above entirely in blueprint

#

would be a nightmare

main lake
#

But I'm not an expert with C++

trim matrix
#

Is there a way to have 2 boolean conditions in a Select (Float) ?

#

Tried Array booleans but it cant plug to it.

rare ember
#

How does this make sense: A valid Game Instance fails casting to the type set in project settings - but only in packaged game?

trim matrix
#

Can you change public values for the player character when using PlayerStart somehow? ๐Ÿค”

signal oracle
#

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 ๐Ÿ™‚

flat raft
#

@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.

wind kernel
#

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

twilit heath
#

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)

wind kernel
#

and i can assign the primitive variable to a BeginOverlap ?

twilit heath
#

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

wind kernel
#

Thank you

twilit heath
#

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

flat raft
#

in your cube star, don't inherit

#

be sure to save the variable so you can inherit the events

#

@wind kernel

elder stream
#

what is the correct to use player start in level streaming?

trim matrix
#

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.

crimson charm
#

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

trim matrix
#

@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.

marble tusk
#

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?

thorny cedar
#

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

flat raft
#

@crimson charm try the FlipFlop node

#

@thorny cedar lookup 'Unreal Skeletal Controls' by a guy named Caesar on YT.

thorny cedar
#

@flat raft i guess there is no default way to do it?

jaunty dome
#

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 ?

flat raft
#

@thorny cedar well... what do you mean by set Transform Bones at Runtime?

thorny cedar
#

yes

#

i want the player to spin a wheel that starts the motor of an engine(animation)

flat raft
#

So the character walks up to a wheel, the player pushes E, and the Wheel spins?

thorny cedar
#

its in VR im sry

flat raft
#

Oh I see... try this guy...

thorny cedar
#

grab the wheel release the wheel. its basically a unvisible wheel on top of the skeletal mesh

flat raft
atomic salmon
#

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

thorny cedar
#

physic would destroy everything^^

atomic salmon
#

No it won't, just makes it much more complicated to handle as you will need to use tracking or physics handles/physics constraints

trim matrix
#

aren't bones just constraints as well?

thorny cedar
#

cant i just use a variable in my Anim BP?

#

and set the rotation of my wheel every tick?

atomic salmon
#

Bones are not constraints. The physics bodies associated to each bone in the physics asset are constrained one to the other.

trim matrix
#

why'd you animate an invisible wheel in the first place

flat raft
#

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?

thorny cedar
#

can i add a handle on the wheel of my sk mesh and spin it? i must set limits for the forces?

flat raft
#

Ok I see.. you're basically triggering the wheel animation on overlap with your vr hand

thorny cedar
#

basically deactivatinf the physics when grabbed

flat raft
#

Gotcha

#

you can use a Timeline node, or the tick

thorny cedar
#

thats the wheel in my sk mesh

#

thats the wheel a player has to spin somehow

#

or to fake the spinning

flat raft
#

AnimBP has Skeletal Controls...

#

I think it's Transform bone... or modify bone

thorny cedar
#

and just update the bone transform every tick

#

and blend over to the actual animation on the best possible spot to avoid irritations

flat raft
#

animation runs every tick automatically, you just turn on the alpha

thorny cedar
#

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

flat raft
#

Maybe you can do relative rotation? I'm not sure what the Transform bone supports. Give it a try.

thorny cedar
#

yeah thank you

atomic salmon
#

Use Bone Space

#

Makes it easier

thorny cedar
#

@atomic salmon is it a plugin?

#

I'm super new to Animation stuff

atomic salmon
#

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

thorny cedar
#

or do i have set the sk mesh as input?

#

where can i set it?

atomic salmon
#

Transform (Modify) Bone is in your Animation Blueprint

#

In UE4 you manage your skeletal mesh animations from there

thorny cedar
#

got it

#

how can i get specific bone?

#

set

atomic salmon
#

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

thorny cedar
#

ahhhhh

flat raft
#

Just a side note.. check out the radio antenna from halflife..

#

It's a animated piece, and it activates on overlap.

#

Then it basically scrubs the animation

thorny cedar
#

kinda hate animation stuff ๐Ÿ˜„

atomic salmon
#

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.

flat raft
#

it's pretty cool

#

in the vid, nimsony shows u a way to see where each is

#

and how it works, and the bugs ๐Ÿ˜‚

atomic salmon
#

Not easy to do that kind of interaction 100% bug free. ๐Ÿ˜‰

flat raft
#

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 video shows you how to scrub through an animation using a float value.

atomic salmon
#

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.

flat raft
#

btw Marco, I love your tire vid. the compression as it goes over the hump looks really great

thorny cedar
#

ok grab something to eat and then try to get it done

atomic salmon
#

@flat raft tnx! That is actually a skeletal mesh.

flat raft
#

yea.. I was about to ask. lol

#

you're scaling the bones from the center, or is it dynamic Bones around the rim?

atomic salmon
#

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

flat raft
#

oh I see

#

I didn't even think of physics capsules

atomic salmon
#

they are all around the tire. the constraints are soft, which is what deforms the tire when they hit something

flat raft
#

very cool

atomic salmon
#

you can do the same with other shapes, like make a soft cube

#

looks pretty neat

flat raft
#

jello ?

#

๐Ÿ˜‚

#

jello is on my list of practices to do

#

Flex was recommended by someone at work

atomic salmon
#

yes, depending on how you configure the constraints it may look like jello

astral granite
#

What's up guys, how's it going? How can I make a player resurgence system on brueprints?

atomic salmon
#

pretty easy to do and good practice

flat raft
#

but capsules seem like it would work nicely

#

anyway.. I'm out.. night all!

atomic salmon
#

good night

green echo
#

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

thin heart
#

How to create a custom folder in unreal and moving assets to that folder

#

Please give me one idea

steep hazel
thin heart
#

Any one please give me one idea

#

Creating a custom folder using blueprint or c++

steep hazel
#

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.

thin heart
#

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

trim matrix
#

hey guys can you please help me

#

I need to pause when I press Shift+Z

#

but it wont work

steep hazel
#

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.

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Is it possible to either zoom in or take a higher resolution screenshot?

young holly
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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

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how can this happen?

earnest tangle
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if Lean is true it picks A

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note the parameter is called "Pick A" - so if that is true, it uses A, otherwise it uses B

steep hazel
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Yeah, simply move what is plugged into B over to A and you're good

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This is local rotation, right?

livid plinth
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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

thorny cedar
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@atomic salmon ehich translation space should i use
world
component

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parent bone
bone

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i tried several and the wheelisnt spinning but i good some results where it was spinning around the wrong axis

sonic crescent
#

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?)

livid plinth
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?

earnest tangle
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If you did it following that guide, the value is already stored in the State variable is it not?

young holly
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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

livid plinth
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@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?

earnest tangle
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One way to do it would be to send a message to the car from the traffic light about the light state

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eg. in the begin overlap event, you would for example use an interface function call on the overlapping actor

livid plinth
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btw the car is automatically moving in a spline

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I didnt get it @earnest tangle

earnest tangle
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do you know how a blueprint interface works?

livid plinth
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im new to bp

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cant I access the variable using this ?

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BP_SplineController has my speed variable

earnest tangle
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if you have this in your traffic light yeah that should also work

livid plinth
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im casting the splinecontroller from my traffic light BP

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but what now? How can I access it ?

earnest tangle
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is the car actor different from the spline controller?

livid plinth
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the car actor Is a BP too

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the splinecontroller is another bp

earnest tangle
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Okay, so you would need to get a reference to the spline controller actor somehow in order for this to work

livid plinth
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in the splinecontroller I "ask" for a pawn, and I select the BP_Car

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so my "object" is my BP_Car

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right ?

earnest tangle
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well, you can't cast the car into a spline controller because the car is different

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you could try using get actor by class, but that would only work if you have just one spline controller in your game

livid plinth
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ATM i have 1

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but I'll need two splines

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let me show you

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the X is the car, the "square" is spline 1 and the round one is spline 2

earnest tangle
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okay that makes sense

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so you said the spline controller is the one that moves the car, and contains the speed value?

livid plinth
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yes!

earnest tangle
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does it also spawn the car?

livid plinth
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well, kinda. when I press play the car spawns in the 0,0,0 of the spline

earnest tangle
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Right, but the spline controller has a reference to the car actor in any case?

livid plinth
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in the .h file

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(i'll delete this )

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then on my splinecontroller_bp I choose the BP_Car to move around it

earnest tangle
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Okay, so basically you need to get a reference to the spline controller from the car that overlaps with the traffic light

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you could add a variable into the car, and assign the "owner" spline controller into it

livid plinth
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can I delete the pictures?

earnest tangle
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this way you could then read the variable in the overlap event, and then access the spline controller correctly

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yeah you can do that

livid plinth
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will it work when I have the 2 splines?

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when the 2 splines intersept, It automatically will have to choose if he wants to keep forward or to change to the other spline

earnest tangle
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yeah, because you will be accessing the objects that are colliding, not just randomly picking things from the world

livid plinth
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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 ?

earnest tangle
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I don't think it really matters, whichever you prefer

livid plinth
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like this ?

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this is on BP_Car

earnest tangle
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you probably need to do this in the spline controller, since that's the one which knows who's who

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the car doesn't have a way to access the spline controller as far as I understood from your description

livid plinth
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yeah the BP_Car is just a car, it has no variables in it

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the splinecontroller controls the speed

earnest tangle
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that does nothing :)

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the execute pins on the cast to node aren't connected, so it's ignored... plus this wouldn't work anyway

livid plinth
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damn im too bad at this

earnest tangle
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Don't you already have a reference to the car in the spline controller?

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like, in the code that moves it?

grizzled wyvern
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Hi, unreal newbie here. What is the difference between Gameplay Tags and Actor Tags that you see on the gameobject? Are they same?

earnest tangle
worthy frost
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i really hope they remove ActorTags (as FName) and use the GameplayTag system

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its a lot nicer to use

earnest tangle
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@livid plinth there you go - you can assign the spline controller into the car from there then :)

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@worthy frost agreed, all the magic strings business feels a bit iffy

grizzled wyvern
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Is there an equivalent of Get All Actors with Tag for Gameplay Tags?

worthy frost
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no]

livid plinth
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I should get/set the "ActorToMove" @earnest tangle ?

worthy frost
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you can make your own function though

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iterate all actors, and then check there tags via the tag interface

earnest tangle
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@livid plinth you could just do it in C++ after you spawn it, that seems much more straightforward

grizzled wyvern
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Will it be as performant as GetAllActorsWithTag?

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That is my concern.

livid plinth
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@earnest tangle basically I need to say that the owner of the ActorToMove is the BP_SplineController?

earnest tangle
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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

livid plinth
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cant I just to this? ActorToMove->SetOwner(this)

earnest tangle
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Yeah as I said, try it and see :)

grizzled wyvern
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Is there a way to check ActorTag array against GameplayTagContainer?

worthy frost
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you cant

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you place it in the level and adjust it to cover your map

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and it creates a navmesh

median jacinth
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hello, im making an endless runner, how can i make that when player tilts the phone to left, the character moves left
anyone pls?

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@worthy frost do u know my ans bro?

worthy frost
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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

livid plinth
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@earnest tangle why cant I access the speed variable of the splinecontroller_bp ?

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it does not show on the "as bp spline controller" pin