#blueprint

402296 messages Β· Page 501 of 403

kindred cairn
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ok

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I will do that

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then I will start working on my code first thing in the morning

tepid cipher
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And also functions and pure functions

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They will help you a ton

kindred cairn
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I used functions

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bur will start using pure functions

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ok thanks a ton mahn

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I will post more questions when I start working

tepid cipher
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πŸ‘Œ

grizzled rain
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My game instance is not keeping variables when a level stream is loaded. I'm wanting to have a loading screen load up with text based on selected level. The text is being set in game instance by the level selector and then loading the loading screen but when I get the text it's blank

rough wing
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Because I cant cast from widget component to an actual widget

zealous moth
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but when i create an actor with a poseable mesh component, i cannot change the material

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ok now it work

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curse you cache!!!

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@rough wing try get parent
@grizzled rain are you actually using your game instance? check the settings

grizzled rain
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I am

trim matrix
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Im trying to cause the sprite to change depending on character speed.

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and i can move them just fine

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but the sprite isnt actually changing

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It shoudl give out an exec signal to the Set Flipbook nodes once it detects im moving

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but instead im stuck in idle

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im just testing up and down animations for now

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so dont worry

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bout the others.

zealous moth
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@grizzled rain gonna go on a limb and say that you're setting them to nothing on level load; add a breakpoint or load those values on your pawn spawn

flat cedar
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Hi Guys, I'm pretty new on Unreal and I'm making one panorama Viewer, I wanted to show the model and the panorama on a split screen view.
To do that, I created a new player and changed the view of that player for a camera inside the panorama sphere.
When I go into that splitview I want the player 0 to go to a specific camera to, but it isn't working.

zealous moth
trim matrix
zealous moth
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@flat cedar why are you blending twice for?

trim matrix
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whoops

zealous moth
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@trim matrix yeah but print like "1" and "2"

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and see if they both show

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if they do, it might be too instantaneous

flat cedar
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@flat cedar why are you blending twice for?
@zealous moth one for each player

zealous moth
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ah ok i see

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i'm a bit confused; what is your expected result and what do you get? "it doesn't work" doesn't mean much :/

trim matrix
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nope, still doesnt play.

zealous moth
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but do you see your strings?

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do you see 1 2?

trim matrix
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No.

zealous moth
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ok, add 2 more print strings in your false branches

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call them 3 and 4

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it might be it's always false

flat cedar
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Ok, I will try to explain better.
I have a widget with all my panoramas listed as buttons
when I click on that button, I create a second player and change his view to the current panorama view.
the first player is supposed to change to, but not in the panorama, in the 3d moved to the "same location" (actually all the panoramas are inside inverted normal spheres 10000 offset on X value).
I already have the waypoint with the camera for the second player and is working just fine. the camera that player one should go is a child of the waypoint the secund blend that is not working. I even tryied to get the player one camera by tag and that didn't work.

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I actually would prefer to move the player one to the waypoint location, but that is not working for me also with the node setactorlocation

zealous moth
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ah?! ok, so there are a couple of things, can you show me the set actor location method?

flat cedar
zealous moth
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for the blending, its odd, you refer to an actor at first and then to a child

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yeah, i see why now

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the player controller is not a real actor

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it's a controller

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it takes your inputs and gives it to the pawn

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what you want to modify is the player character

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or whatever pawn it is you control

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that's first of all\

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secondly, location doesn't infer rotation; use transform instead

trim matrix
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Any clue what i am messing up?

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i have no clue what's supposed to be wrong

zealous moth
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did you add the other print strings i mentioned?

trim matrix
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Yes, none print

zealous moth
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check if your conditions are always false

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....

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is this function ever called?!

trim matrix
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Hence confusion

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Which function?

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Set my flipbook?

zealous moth
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set my flipbook

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yeah

trim matrix
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ah shit, i might be stupid

flat cedar
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it takes your inputs and gives it to the pawn
@zealous moth you are my hero

zealous moth
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put a print string right at the beginning, cause you should have at least 1 ouput

trim matrix
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no

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oits nto called

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hence my dumbass

zealous moth
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ah there we go

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do that then πŸ˜›

flat cedar
trim matrix
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@zealous moth i've been blueprint scripting for about a day now, how would i call a upon a function on spawn of character?

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cause i have no clue

dreamy ice
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Event BeginPlay

trim matrix
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ah

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so i would use my spawner to call on the function?

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i see

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Ehrm, i can't seem to call upon the function through my spawner.

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Any toher method>?

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?*

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i can do it manually through console

zealous moth
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i dunno much about flipbooks

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you'd have to check online

trim matrix
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i tried

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all i find are ebooks

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i just need to be able to call upon a function

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as soon as my character spawns

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Its a seperate entity from the actual spawner

zealous moth
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how do you make your character spawn?

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player start class? do you actually create it and possess it?

trim matrix
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here

zealous moth
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ok, you can also call the class after spawn actor and trigger it there

heavy lion
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Why do you need to do that? The default character should be possessed automatically

zealous moth
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usually the actor will have a begin play function you can se it up

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maybe it's different from the default

trim matrix
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@heavy lion it wasnt at the start, for some reason.

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so i jsut set it manually

heavy lion
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Set it in your game mode

trim matrix
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NOT MY MAIN ISSUE THOUGH

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Cap

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s

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my bad

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Im trying to launch a function at game start

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within the character

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or call upon it

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ig

heavy lion
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Create a function or custom event. And plug it in at begin play.

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Where does your function exist?

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In the character class?

trim matrix
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aye

heavy lion
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so just drag a pin off of the begin play and type the name of the function

trim matrix
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got it

graceful trench
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Question - I am using a "Set Editor Property" to modify an existing Material Instance. I am able to load the "Parent" material inside the Material Instance with a "Master Mateiral". But when I try to change the parameters inside the Material Instance with the Master Material now loaded. It doesn't work. Why?

heavy lion
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Are you using a Dynamic Material Instance?

graceful trench
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The blueprint is inside a Graph of a Widget.

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I'm accessing it as an "Asset" file, instead of a runtime connection.

heavy lion
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Bah. Not sure on that one sorry

graceful trench
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No problem. Thanks for trying.

true valve
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I have a swimming system. The player descend slowly to the bottom. Any idea why that happens?

earnest tangle
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@graceful trench the name of the property needs to match the name of the variable in C++ afaik. Check what it's called in the C++ code for the material, and check that it's actually a bool

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SwitchBaseColor or switchBaseColor could be worth trying

dapper kiln
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How do you make a smooth rotation of the character like the gif below? I tried disabling "use control rotation and yaw" when not moving, then re-enabling it. But as soon as you re-enable it, it just snaps your rotation to wherever your camera is looking. I did this inside the AnimBP. Should I do it somewhere else? https://i.gyazo.com/d9dc95ba4882aa6333d629275a2323cd.gif

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I could use RInterp to but then I'd still need to re-enable the "use control rotation and yaw" which will just intantly snap my rotation. I'm not sure how to know when my rotation is done so I can then set the "use control rotation" back to true.

worthy frost
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adjust your rotation rate

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so it doesnt rotate so quick in the CMC

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default value is quite high

balmy rampart
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have anyone tried to spawn an actor that has a media player inside?
guess what. this actor that has the media player works fine when used directly in the world.
BUT, when spawned by other blueprint, cant play the video. any thoughs?

oblique ruin
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Is it possible for an actor to create it's own post process material?

jovial bobcat
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Umm I have a question

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i dont really know how to program this

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i want my character ti be able to dash 8 directions

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I got it so it reconises what my input is, but i dont know how to make the character so if i press AS i want it to dash 45degress backward

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but i dont know how to do that in blueprint

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i heard you have to use \the make rotation from x vector

trim matrix
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what do I use an object library for exactly?

split ginkgo
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Is there a way I could receive InputAction events inside my player class and also receive them in ChildActor components?

haughty egret
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I have a custom c++ struct which i put into an array in blueprint. I can't seem to see anything when debugging though. Is there a way to expose current values to the debugger?

trim matrix
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@jovial bobcat use a "key press node" with a branch, use an and operator, and have it operate if only both the keys are pressed. if only W is pressed but not A do not operate, etc.

jovial bobcat
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I got the keypress working

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its just I dont know how to do dash direction

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like WD = 45 degress to the right

trim matrix
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thats what i said above, use the and operator with a branch

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to have it detect if both keys are pressed simultaneously

jovial bobcat
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um

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like

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I dont know how to use

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get actor forward location

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and like add 45 degress to it

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to make it dash sideways

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I tried to like split the vector and add 90 degress on the the yaw but it dosnt work

trim matrix
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@jovial bobcat Easiest way is to use the RotateVectorAroundAxis node. Set the rotation degree to 90 to test, then try 45 or whatever is desired.

Axis for a typical 3D game in 2D plane is UpVector: (0, 0, 1). For tilted objects you have to find UpVector yourself.

jovial bobcat
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oh

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wait let me try never know a node like that exsisted

trim matrix
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me either, i googled it Google

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heh

jovial bobcat
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what

trim matrix
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wish i knew it from memory though so it would be cooler

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yeah. i had no idea either lol

jovial bobcat
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lol

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yo

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its working

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thank you so much i googled around so much fort this

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but somehow I didnt find the node

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@trim matrix

trim matrix
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you're welcome dude

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@jovial bobcat you making a game?

jovial bobcat
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yeah

trim matrix
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nice. i have 4 games to my name so far. unreal is really fun to use man. stick with it

jovial bobcat
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Thanks man

marble tusk
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So you know the 3D widgets you can use for Vector and Transform variables? They're pretty handy to edit directly in the viewport, but if I have an array of them I can't alt-drag to add new points. Anyone know if you can do something like an alt-drag to add points without adding to the array in the details panel?

golden kite
oblique ruin
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@golden kite What is it supposed to do and what is it not doing?

golden kite
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select thingy

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the index is false, false input is 1, but it returns 0

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you can see at right top that it is being used

oblique ruin
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I'm just trying to pick it apart in my head : |

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Right

golden kite
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yet it still returns 0

lilac lance
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@golden kite what are you trying to do

oblique ruin
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Yeah I'm trying to solve your problem, but I think your implementation is a little uhhh... interesting.

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So it multiplies the value by negative 1

golden kite
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use left and right (1 and -1)
if the bool is reverse, invert it
if left and right is 0, use 1

lilac lance
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I dont understand what you mean

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Bool can be 1 or 0

golden kite
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float is the one that is 1 and -1

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rotation value

lilac lance
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Explain what is this for, someone will help

golden kite
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okay so.
pressing left and right makes the value go between 1 and -1

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if not pressing left or right, it makes the value 0

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what Im trying to do there is, if reverse boolean is true, use the rotation value right away, if its false, use the negative one

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and then, check if rotation value is 0, if its 0, use the value 1

lilac lance
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What condition makes the bool be true or false ?

golden kite
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the part being at the left or right side of the vehicle

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if its at right, its 0

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there are 4 of the parts, wheels

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this is a skid steering wheel

oblique ruin
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Are you just trying to get it to return of value of either -1 or 1?

golden kite
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okay so, I magically fixed it

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I had to check if its zero or not at the beginning

lilac lance
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Congrats

oblique ruin
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My stupid little hack for returning 1 or -1 based on a bool is to subtract boolean from the inverse of itself.

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1-0 or 0-1

lilac lance
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Niceee

trim matrix
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Good time of day. Want to achieve this effect. https://www.youtube.com/watch?v=bLYhrB0w09U Need some help with understanding how I can apply the procedural slicing to the skeletal mesh. Also as I understood the destructible skeletal mesh also included into the slicing. https://www.youtube.com/watch?v=-04qNDKFFq0 but I also don't know how to make the destructible skeletal mesh. Any ideas. The dismember system don't want to use.

Releated Threads:
https://forums.unrealengine.com/showthread.php?29880-Rama-s-Per-Bone-Collision-System-Entire-Content-Only-Project-For-You

StepByStep:

  1. Import Skeletal Mesh
  2. Drag & Drop Skeletal Mesh into the Scene
  3. Activate "Simulate Physics" in the options of this Me...
β–Ά Play video
half osprey
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Is there a way to... "disable" acceleration movement? For example, could I make it so if the player presses forward for a second they are already at max speed?

atomic salmon
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@half osprey if you are using a Character based player, click on the Character Movement Component within it, then look on the right under Details. You will find plenty of options and settings to fine tune its movement.

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Find Max Acceleration and increase it.

obsidian pelican
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Hey Guys is anybody here that could help me out ? this should be triggered when im placing my item. It should check if the components of the placing actor is overlapping other actors.....if so then the overlapping component should destroy itself.
Here are my current problems :

  1. the components are really close to each other and they fire overlapping if another component of his own actor overlapps it.

  2. The check doesnt seem to work when placing those items and the components are overlapping each other (of the 2 actors)

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The green spots are created over each other instead that the currently building one is destroy its representative component

outer sparrow
obsidian pelican
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those components should perform the checking if it is build

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@outer sparrow looks like you dont have a hit and you use a variable of the resulting hit for the location

outer sparrow
obsidian pelican
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take the branch to check for the hit result

outer sparrow
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okay, I will try that

obsidian pelican
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why do you need the rotation

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?

outer sparrow
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I did it from a tutorial

obsidian pelican
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as i can see you check when component is hit and you get the actor which is hitting but you are destroying the actor which was hit not the one hitting is that right ?

outer sparrow
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yes

obsidian pelican
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maybe i should try that too with my problem πŸ˜„

outer sparrow
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πŸ˜„

narrow breach
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is there a way to tick an actor in the editor without c++?

atomic salmon
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@narrow breach if you need some basic in-editor behavior you can use the Construction Script.

narrow breach
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The construction scrip is my issue xD

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So I have two plugins, that cannot "depend" on one another due to user selection variance. So, I do a one time get all actors and search by a custom name. All fine here

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The issue is, OceanBP searches for SkyBP, this is usually fine via constructor

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But, if I update SkyBP, the reference in OceanBP TO SkyBP, gets trashed. But, since I updated SkyBP, it does not re-construct OceanBP

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And because it does not re-construct, when I hit play, the reference is still invalid.

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While this isn't an issue for me, its an issue for the 300 questions I will get "Why is the sky dark?"

atomic salmon
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Any chance you can use a BP_Manager to handle that and query/inform A and B?

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Usually adding a managing actor helps to deal with these issues.

narrow breach
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A BP_Manager would run into the same dependency issue

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Some users may not want the sky plugin, others may only want the sky plugin. Some both sky and ocean

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I'll just have to add the viewport tick via c++

atomic salmon
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Or have the two BP's update each other in a way that doesn't break if one of the two is not valid

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Interface-style

narrow breach
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They don't break. The issue is, if I update Actor A, then Actor B will not update

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But actor B references Actor A, which just got destroyed and recreated

atomic salmon
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So B would need to constantly refresh its reference to A

narrow breach
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Yes. Tick in editor basically.

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I really wish epic would stop hand holding users, and allow us to enable things like this via blueprint with a serious warning.

atomic salmon
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Sorry what would prevent A, once updated, to get a reference to B and ask B to update its reference to A?

narrow breach
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Because A does not know the B class exists, so cannot update a custom variable inside of it

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The only reason B can reference A, is because I am looking for a custom named directional light. Which is a class that already exists

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B does not actually reference the A Actor itself

atomic salmon
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And A does not even know the base class of B?

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Something it can surely call on?

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Not even the class name? If not the instance?

narrow breach
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There is no common class between A and B other than engine defaults

twilit heath
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use a generic Actor Tag

atomic salmon
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You don't need a common class. You need something to retrieve an instance of B and update the reference to A.

twilit heath
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its one of the few situations where they are useful

narrow breach
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If I updated Actor A in the editor, how would I use tags to force Actor B to rerun its constructor?

twilit heath
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c++ available?

narrow breach
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Yes.

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I only asked if there was a way in BP

twilit heath
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override PreSave on the level

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or on the Actors themselves

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to find and set the ref

narrow breach
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I figured as much

twilit heath
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every time you hit Save button, on Actor or Level, references will get updated

narrow breach
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Eh, I'll stick with using "virtual bool ShouldTickIfViewportsOnly() override;" because there are many times I don't want to save xD

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Its a shame unreal cripples blueprints to "save the newbs from themselves".

twilit heath
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some things aren't all that easy to expose, either

narrow breach
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Also really basic stuff like copying and pasting blueprint variables from the My Blueprint Tab, reordering functions as well.

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4.26 and we have all these new toys, but be damned if they do anything about quality of life xD

atomic salmon
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AActor::ExecuteConstruction may also help

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but yes it needs to be exposed to BP

narrow breach
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I really really love blueprints, when it comes down to repetitive iteration, experimenting ect, blueprints are a godsend.

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But sometimes I just want to hurt someone with how "limited" it can be sometimes xD

twilit heath
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they have their uses, there are also situations where doing something in BP is just asking for pain

narrow breach
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Sure, sure, but whats wrong with allowing BP users to update the seamless travel actor array? xD

twilit heath
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where do you draw a line though?

narrow breach
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With a BIG FAT WARNING

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simple. xD

twilit heath
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some things not being exposed, like SetPawn in Controller not being BPNative is almost criminal

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but if you turned everything BPNative all games not exclusively made in BP would take a significant performanc ehit

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also, the codebase would be significantly more unpleasant to read

narrow breach
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I thought they just duplicated the c++ stuff to BP, or extended/exposed it

twilit heath
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but when you call a native function

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you don't have to find that function by name via unreal's reflection system

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and if its exposed to BP you have to go with by name

upper dirge
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hey their. ive got a problem the an overlapbox
the eventEndOverlap is triggered while im still standing in it πŸ€”
some ideas to what might cause that?

twilit heath
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updating collisions while you're standing in it?

upper dirge
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not sure. ill have a look

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well there is a box collision yes

thorny cedar
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get distance to expects an actor but my Current Interactor or spheres arent actors

narrow breach
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Can you get both of their locations?

thorny cedar
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@narrow breach the relative location of one should be 0 0 0 the other i can get

narrow breach
thorny cedar
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so its basically the same?

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same calculation

narrow breach
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locationA-LocationB->Vector Length

thorny cedar
narrow breach
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If you are sure it will be 0,0,0 for the other actor, you don't need to subtract

thorny cedar
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im still not sure, if i need world or relative location, but my wheel only rotates around Z

narrow breach
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If object B is relative to A, then you won't need 0,0,0

thorny cedar
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yep understand that

narrow breach
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Z is still distance

thorny cedar
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my main problem was that i can grab a wheel and spin it but it wont move in a specific area

narrow breach
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0,0,100 = 100 distance

thorny cedar
narrow breach
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So, can you show more of the function?

hollow flame
crimson briar
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Super beginner question: I've created a blueprint and want to reference an object in the world to change its position. How do I get the reference to the object in my level?

thorny cedar
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@narrow breach i was thinking completely ina rong way

narrow breach
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You can only do that from the level blueprint

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@crimson briar

thorny cedar
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when i grab the wheel and spin it it works, but not in the marked area

hollow flame
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@crimson briar click on object on scene, and then go to level blueprint, right click then you have first option to get reference

crimson briar
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@narrow breach So I need to change the type of blue print I use? Is this the right choice to for triggering events? My goal is to animate a couple objects and niagara systems for a VFX. (water rising, lowering)

thorny cedar
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activate physics on release

narrow breach
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@crimson briar If you want to manage actors already placed in the scene, you want to do this in the level blueprint. It comes with every map

crimson briar
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Ah

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This also as access to niagara systems?

narrow breach
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then follow what slack766 said above. I am not familiar with niagara

crimson briar
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Looks like what I've been searching for, thanks guys!

narrow breach
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@thorny cedar so if you grab it in a "valid" area, can you drag it through the bad area?

thorny cedar
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Grabbing works perfectly

narrow breach
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You can grab it in the bad area?

thorny cedar
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It just rotates the wheel with a find look at

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It's just when I wanna spin the wheel

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Maybe the vector is not the right, when I move it not far away to the left or right

narrow breach
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You still have not explain the issue. I'm only even more confused now

thorny cedar
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ok im not that good at explaining^^ will start from the beginning

narrow breach
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Just make it simple, if you grab in the 12 o clock position, and do a full rotation what happens?

thorny cedar
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it rotates with the grabbing sphere (find look at)

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if i let go it spins

narrow breach
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And if you start from the 6 o clock position?

thorny cedar
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6 o clock it doesnt spin, if i let go in the range of 5 to 7 o clock

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out of that range it spins, so i guess maybe the distance is not long enough

narrow breach
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You are jumping the gun, does it GRAB in the 6 o clock position?

thorny cedar
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i can grab it at any position

narrow breach
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k

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Does end overlap fire when you release in the 6 position?

thorny cedar
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since its following my hand movement

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should fire but i will check

crimson briar
narrow breach
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Does the OnClicked fire?

crimson briar
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I'm not sure, how do I debug?

narrow breach
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rightclick the event, and at the bottom should be "enable breakpoint"

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then hit play, and click on your actor

crimson briar
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nothing happened

narrow breach
crimson briar
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I think I found the playercontroller for the project (I'm just the artist), but where would that setting be?

narrow breach
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try using the search bar above that, "click" and see if anything comes up

crimson briar
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Nothing

narrow breach
crimson briar
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wrong blue print then?

narrow breach
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yea

crimson briar
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Got it

narrow breach
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btw, you might want to work with overlaps, hit events. so when your character reaches the sink, you can enable a dialog to "Press F to use" or something. But that might be over the top for the artist, please proceed to beg your nearest programmer xD

crimson briar
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Well, I'm not really doing the programming at all. I just want to animate the whole systems I created to showcase how they will look and for that I need a basic trigger

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So water fills up or down

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A key press would be even better, mouse click is still not detected

narrow breach
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Yes, a key press would be much better, but you would need to watch some overlap and keypress tutorials

crimson briar
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unreal is always so complicated for every little bit πŸ˜„

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what's overlap?

narrow breach
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Its like a trigger, but when two objects overlap each other. Or like when an actor walks into a sphere. It triggers "Begin Overlap" and "End Overlap" as you enter/leave

crimson briar
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ah

narrow breach
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But im serious, you will need to watch some tutorials, its easy for it to not work

crimson briar
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I'm watching one right now, thanks πŸ™‚

narrow breach
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NP

obsidian pelican
#

@narrow breach are you good with those overlap things ? if so could you help me ?

hollow flame
#

how to convert world transform to relative transform

prime quartz
#

not sure where to post so i figured id ask in here.
im spawning an actor and hes setup to mimic my attacks. but his root motion doesnt work ? the anims are montage and hes using the exact same anim controller as me so im not sure why its not working
https://gfycat.com/GeneralUnacceptableEnglishpointer
any ideas are good ideas ^^

coarse forge
#

Are there any good write ups that make sense on how to properly soft reference an object in a blueprint

#

I'd like to make sure I don't pull my entire game into itself

teal burrow
#

Depends on your use case

#

I myself use soft references for modding support

coarse forge
#

When is it okay to use vs not then?

#

I noticed that a hard refrence pulls in all the object dep tree of the other object

teal burrow
#

I use them to async load assets whether from mod content or pre-loading to avoid lag spikes during the game

coarse forge
#

ah

#

so no like general rule of thumb.. soft first

teal burrow
#

It's always good to use a soft reference especially if you're working with large assets, like Paragon heroes

#

During a lobby you might find it much better to just use strings of the respective paths so you don't load every character in existence

coarse forge
#

Ah

#

yeah i brought in a storm engine

#

that i made a blueprint to call that blueprint to change the water and waves

#

the storm blueprint is pretty big, because all the wave math etc.. so trying to make sure I don't bring it all in everytime i need it somewhere

teal burrow
#

If it's a persistent object in the level, a soft reference might not be what you need

coarse forge
#

i.e. Player completes something bp -> Storm Caller bp -> storm engine bp.. i'd like not to bring in the whole storm engine bp everytime i need it

#

well.. its an actor that is in the scene...

#

has to be there to do the things

teal burrow
#

Soft references are much more useful for things that are selectable but not loaded every instance

#

And by your words it seems like the storm is loaded every instance

worthy frost
#

@coarse forge don't ask the same question in multiple channels #old-rules 7 πŸ˜„

coarse forge
#

😦

#

sorry.. 1/2 of it is in c++ the other is in blueprints

#

😦

#

k wont happen again

worthy frost
#

i mean i have no authority just don't want people to get infracted for doing it so its just a heads up πŸ˜„

coarse forge
#

Thanks

teal burrow
#

The entirety of my project is BPs, including modding support

coarse forge
#

i basically am trying to figure paterns to reuse for other things i want to build

teal burrow
#

The only C++ I use is to adapt 3rd party libraries like Discord rich presence or exposing functions to BPs that otherwise aren't there

coarse forge
#

good to know

#

okay. so ..

#

soft ref to not load the whole big thing all the time

teal burrow
#

Soft ref for things that won't necessarily be loaded

coarse forge
#

is there a BP way of saying.. its already loaded once..

teal burrow
#

If it's already loaded once, it'll remain loaded

#

Whether in the PC's page file or RAM

worthy frost
#

and all other soft pointers to it, would automatically pull the loaded one

coarse forge
#

ah

#

cool

#

so in memory its object not object.memoryidentifier

#

like object.2345677 and the next time its object.84747389

worthy frost
#

would be silly to have 10 assets the same loaded

teal burrow
#

I believe the class itself is loaded

#

And the rest are just instances of the object

coarse forge
#

ha.. have you used javascript or java 😐

worthy frost
#

engine is smarter than that

coarse forge
#

^ thats nice

teal burrow
#

I've used both but my primary languages are C++, Ruby, Lua

worthy frost
#

dislikes Rub

#

Ruby*

teal burrow
#

Understandable, I dislike it too, but it was much more comfortable to write in it to create a JSON editor for my use case

worthy frost
#

Lua is a scripting not programming language tho πŸ˜„

#

to me anyway

coarse forge
#

But. point.. in other places i have to think about cleaning string objects up so it doesn't memory leak.. in this case it seems UE does the work for you so you don't have to worry so much

teal burrow
#

Aye, garbage collection does its job

worthy frost
#

UE4 types are pretty smart

#

not bullet proof

teal burrow
#

There's ways to create memory leaks ofc, but those are easy to predict once you get used to it

coarse forge
#

sweet

#

thanks guys

teal burrow
#

Generally I think UClass and UProperty types are garbage collected automatically

#

Unless you add your own type that isn't a U-something, memory leaks are only dependent on how your thing works

coarse forge
#

thanks!

#

so build it first.. deal with memory later πŸ™‚

#

im finding more of this is.. just getting it done and working then decide what to optimize later

teal burrow
#

I'd recommend you keep an eye out for potential leaks yourself

#

It's good to keep a mental note of what could happen before you have to fix it

coarse forge
#

yeah, which is part of why im in here asking 1000 questions before i click a mouse or type a letter

fleet cedar
coarse forge
#

@fleet cedar under class settings there is a parent class

#

that Parent BeingPlay is calling the being play function of the parent class

fleet cedar
#

Interesting

#

Thank you!

crimson briar
#

How can I set a public variable from a materialinstance inside level blueprint?

fleet cedar
#

What does it mean to be a "child" class? It inherits the logic in the parent?

#

I'm not a programmer either clearly

crimson briar
#

what's the dynamic instance variable? how can I create that? The only blue one I found is of type property reference, which doesn't work @fleet cedar

fleet cedar
#

Did you try dropping the create dynamic material instance function and then promoting it to variable?

#

I'm a noob but I've gotten this sort of thing to work in the past

plain flare
fleet cedar
#

try "Get player character"?

plain flare
#

yes

fleet cedar
#

Oh wait it's not your player is it

plain flare
#

yes

crimson briar
#

@fleet cedar you mean promoting the whole dynamic instance block to a variable? that doesnt work

fleet cedar
#

the "return value" as it is in the picture

crimson briar
#

ah, that worked!

plain flare
#

what should i do

fleet cedar
#

I'm not sure Berke sorry, beyond my ability

plain flare
#

is it hard to know object ? Im asking because i dont understand how we are getting objects to casts

fleet cedar
#

You could multiply a green constant overtop of it killua

#

a float 3

crimson briar
#

@fleet cedar is the set material function really necessary?

#

isnt the previous block setting it already?

fleet cedar
#

Promoting it to a variable? yeah maybe not necessary

#

I guess that's just if you want to use it elsewhere

coarse forge
#

@fleet cedar https://couchlearn.com/parent-and-child-blueprints-in-unreal-engine-4/ try this, it may help. or there are lots of videos on UE4 Inheritance you could look at

In this guide I will be going through Parent and Child blueprints in Unreal Engine 4. They are a key part of making manageable code and preventing repeated blueprint nodes in similar classes. Inheritance is an important feature in many object oriented programming languages. It...

fleet cedar
#

Bless you sir!

#

Not sure what the math is for most of those, but you can google it

#

Add and multiply are the obvious ones

#

Overlay looks quite good

#

Oh wow even better

#

Didn't know this existed

crimson briar
thorny cedar
#

how cann i check if two buttons are pressed?

#

its a vive controller

fleet cedar
#

Set a boolean for each button and do a "branch" to check

thorny cedar
#

isnt there a built in function?

plain flare
#

normally in the beginning of gif, progress bar have to be very low

#

because enemy damaged a lot

#

but progress bar updating when enemy died

#

how can i solve ?

supple dome
#

are you setting it directly? remember progress bar is 0-1, if your health goes from 0-1000 you divide by 1000 so it gives you 0-1

plain flare
#

oh health is 10.000

#

ok im gonna divide

#

thanks worked

hollow flame
fleet cedar
#

What are these Bytes?

molten ridge
#

Anyone available to help me please?

fleet cedar
#

Zee, post your question so we know if we can help

molten ridge
#

Hello, my gun fires only once and wont do it again. Ive linked it back to the start but still isnt working

#

im sure ive done everything right

atomic salmon
#

@molten ridge show your code otherwise it is impossible to advise

molten ridge
#

1 moment

#

there you go xD

#

i have the ammo float set to 30 so that isnt the problem

atomic salmon
#

@molten ridge I see some suspicious code already in your first image

rough wing
#

@fleet cedar I thing it checks if the two bytes (enum) are the same, if they are not, it returns true

#

Think*

molten ridge
#

whats that?

atomic salmon
#

The execution line from the Shoot event seems to connect also to something else (runs below the first Branch)

rough wing
#

You have a loop going on there

atomic salmon
#

Not sure this is wanted

#

Plus you are ORing a variable with itself, not sure this is wanted (but it is definitely redundant)

molten ridge
#

Thats where the end of the code loops back to

atomic salmon
#

I see this is looping back immediately

#

It should have at least a delay somewhere

molten ridge
#

ill check with the OR bool, but that was because ill be adding more weapons etc

#

and where shall the delay go? at the end of the code?

atomic salmon
#

This should be an automatic weapon, right?

#

The idea is that, as long as the trigger is and stays pressed (and it has bullets) it will keep firing

molten ridge
#

correct

#

ive checked if the ORbool was the issue and still doesnt work with the shootAK variable connected straight to the condition

atomic salmon
#

The proper way to do it is to use the input action (Shoot) to set the bFire boolean, true on Pressed and flase on Released

molten ridge
#

Im sure it should still work the way ive done it right?

atomic salmon
#

When the trigger is pressed, you can start a looping timer for the firing code, also checking the availability of bullets

#

@molten ridge your problem is that input actions are only triggered once when the key is pressed and once when it is released

#

If you want continuous input, you should use input axis

#

Input Axis fire continuously

molten ridge
#

Ive added a delay and it continues firing until there are no bullets

#

this is by pressing once

atomic salmon
#

Yes because it loops continuosly and there is nothing telling it to step when the key is released

#

Do this

molten ridge
#

do i need to add a stopShoot variable onto the released?

atomic salmon
#

When the key is pressed you set bFire to true and if, it is true, then you go into your first branch

#

You need to loop back to the bFire branch

#

Then from released you set bFire to false, that will stop the loop and hence the automatic firing

#

Coding-wise is not very elegant but it will work

molten ridge
#

ahh okay, i understand now

#

thank you.

#

This is my first game im creating without tutorials etc so just going with how my brain finds easiest

atomic salmon
#

You are welcome. We all went through this automatic weapon firing thing at a certain point.

#

An there are many ways to do it, also depending on whether your game is multiplayer or not etc.

molten ridge
#

This is just a game for friends to play before i fully create a multiplayer game

fast garden
#

I am trying to spawn a row of houses but I am not getting the right bounds. They are a bit too close together and thus overlapping.

zealous moth
#

@molten ridge you're in for a heck of a time

molten ridge
#

Can you not manually move them?

#

What do you mean by that lmao

#

@zealous moth

fast garden
#

I am doing it with a blueprint and a "Instanced Static Mesh" component

zealous moth
#

multiplayer is created ground up, not added at the end

molten ridge
#

i understand that

zealous moth
#

@fast garden it would mean your boundary vectors are off, add a fudge factor to it

molten ridge
#

thats why i said this game im creating now is for friends and then ill make another for multiplayer

fast garden
#

@zealous moth I don't quite understand. I checked the bounds on the mesh and they are aOK.

zealous moth
#

what does it look like in game editor?

#

in your level

fast garden
zealous moth
#

you sure it's X?

#

not Y?

fast garden
#

Yep I checked that

zealous moth
#

usually X is front, Y is right side

fast garden
#

Just did it 'wrong' in blender.

zealous moth
#

thinking

fast garden
#

Ok I tested it with a cube and it's not doing it right either. I'll look in the source to find out what those 'Min' 'Max' values actually mean.
@zealous moth Thanks anyways

zealous moth
#

maybe it is using your collision boundaries?

#

i personally work on a spline and use the length of the mesh

fast garden
#

Ha. Guess that's another way of doing it. Is it using 'Instanced Mesh' as well?

zealous moth
#

i think so

#

it's using this

#

@fast garden what I did was i created an actor, added a spline component to it (not spline mesh), defined the boundaries and used a for loop to add onto it spline meshes - the rest was tweaking it

#

so when you extend it, it adds meshes

fast garden
#

So you'll have to manually edit the boundries if you choose another mesh, right? The idea for my blueprint is to choose any mesh I want and find the appropriate distance automatically

zealous moth
#

yeah i haven't gone that far, my meshes are all 100 by 100 by 100

#

on the brightside, it makes making levels a breeze πŸ˜› so small price to pay

fast garden
#

Defenitly a good solution. Doesn't cost that much time.

#

Should I ping you a message when I found out what the problem was?

zealous moth
#

if you wanna but i am overly busy with a kid and all, so I'm not always around

oblique ruin
#

Does anyone have any understanding of how to properly use the screen position node as part of a UI Material? I've looked around at a few tutorials and haven't be able to find anything on it at all.

zealous moth
#

can you zoom out? @oblique ruin

oblique ruin
#

I've been experimenting with it a bit so there's not much to see

#

I posted this in umg but what I'm trying to achieve is a sort of scaling from the center of the material

#

When I added in a lerp that scales based on time

#

it scales it up and to the top left... which isn't the effect I'm going for

shut fiber
#

Should be "select children/descendants" in the right click menu

cobalt gulch
#

Hi, when exporting my makehuman character with a UE4 rig to UE4 I get this weird thing where the skeleton doesn't move and stays as it was in the pose on makehuman?

#

Do i need to select the rig which was imported somehow?

#

I'm using the default third person character

atomic salmon
#

@cobalt gulch check whether an Animation Blueprint is assigned to your Skeletal Mesh. Animations are handled by the AnimBP.

cobalt gulch
#

Ok thanks

#

How would I go about doing this?

atomic salmon
#

Open your character BP

#

Click on the Skeletal Mesh under Components

#

Check the Details panel on the right

cobalt gulch
#

Ok

atomic salmon
#

@cobalt gulch For an easier start, you should create a project using the Third Person template, then import your new character to it and replace the existing one

cobalt gulch
atomic salmon
#

Did you compile and save?

cobalt gulch
#

Yes

atomic salmon
#

Then open the Animation Blueprint as a separate window, go to the EventGraph tab and hit play. You should see the execution flow.

cobalt gulch
#

When importing should I have used the UE4 skeleton from the engine or the one from makehuman?

atomic salmon
#

If you want it to be compatible with the Mannequin and all its animations, you need to select the Mannequin skeleton on import

#

I assume it is rigged in the same way

cobalt gulch
#

Yeah

atomic salmon
#

Yep. Seems about right.

cobalt gulch
#

"No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
"

kindred cairn
#

@tepid cipher you here??

#

I need your help

cobalt gulch
kindred cairn
#

I did what you told me yesterday by creating the game Instance and then setting it and then using that to get my mesh

#

but I am not able to get it

cobalt gulch
atomic salmon
#

@cobalt gulch That is a typical message which is solved switching to face smoothing, but just a warning. I am not familiar with exporting from MakeHuman to UE4, so I cannot really help

cobalt gulch
#

Ok

atomic salmon
#

I assume if there is a UE4 compatible rig there should also be a way to export/import it correctly

cobalt gulch
#

It so frustrating because it says its the UE4 rig but i don't think it is

#

Is there anyone here who works with Makehuman?

#

@atomic salmon is there a way to change the third person skeleton to the one from makehuman?

trim matrix
#

So, i fixed the call function

#

pretty simple but it works

#

now

#

i've set the input value to be 1,0 or -1,0 depending on movement

#

Yet it absoloutely refuses to update the animation

trim matrix
#

Ok... im back! Ive got a widget component on an enemy.. but the enemies height changes. How do i make it so that the widget stays at the top of his head? because when the enemy is small.. it just hovers like 3 feet above him and looks very off

#

and when hes tall.. the widget is inside him

lusty escarp
#

Hi, I have a peculiar bug that I'm not too sure how I could go around fixing. I'm creating my own inventory with icons, but for some reason when I launched the project today, the icons no longer displayed on the Item. While debugging the issue, I placed a Print string to see where the blueprint would end, Hit play, and suddenly the icons are displayed? Seems like a weird refreshing of the blueprint type bug, but not sure. any help would be appreciated πŸ™‚

stiff hatch
#

@lusty escarp if you have a master parent/class of items then sometimes the master item needs to be re-compiled. I've had this sometimes when working on my inventory

#

I have a question. I have this line trace function and it should work shouldnt it? (use distance var is 200) and it is set to display for duration. why wont this trace? (yes it is being called by an input action)

shut fiber
#

I would debug it by getting the hit result and displaying the name of whatever it hit

#

I've had issue where some rogue object has a massive collision mesh that doesn't show up in collision view simply because it's so big that you're inside it - sometimes causing the line trace to hit that

stiff hatch
#

I have a branch at the end and it says there is no hit reguardless

trim matrix
#

could anyone help me find the cause of this?

#

my character is still stuck in idle animation

wet notch
#

Hello there! First time digging in to blueprints... I've got a dodge roll animation that plays, but it stops player movement and rolls in place. What am I missing here?

stiff hatch
#

big dumb. just restarted my edior and fixed my issue

#

you have to move the player upon rolling @wet notch
moving the character with interp and stuff could work. or if the animation moves outside the player's capsule you could look into root motion.

wet notch
#

Interesting, I had Root Motion enabled, but as soon as I disabled it, it worked as intended. Thanks for the help anyway! @stiff hatch

valid osprey
#

Hey guys I have a question on projectiles!

I am creating a projectile on a multicast event. Then when I go to destroy the projectile when it hits something it works fine if it hits a rock or a tree (everyone sees it explode and die). But if the projectile hits a player, the projectile deletes for everyone except the client who casted it. I cannot figure it out.
I would like it to also get destroyed for the caster, but for some reason it plays the explode particle but then keeps flying through the player

stiff hatch
#

@wet notch sorry that it wasnt too much help..you might be able to get some help from others that know more in #animation

wet notch
#

No worries, it's working now! But I'll definitely check out that channel as well if more issues pop up! πŸ˜„

trim matrix
#

Any good tutorial about character wounds by materials or other ways?

dreamy ice
#

If I wanted my characters to be able to interact with a load of objects throughout a map how would I go about creating that functionality? I'm assuming I'd use trigger volumes to let the player know they're able to interact with this object. But how would I notify the player that they can interact? Would I cast to the character that overlaps and run an event or function on that character or is there some sort of InteractComponent I could code in. I'm looking for a clean reusable method.

quick lark
#

Hi all, is it possible to match a blueprint's spline to an existing landscape spline? This is to have a vehicle follow the landscape spline of a road

sly finch
#

Hi, i have a problem with playing an audio
So i added a box trigger in the map and it will change an actor location when the player overlap with the box trigger, and it will play an audio at the same time. But the problem is the audio is playing multiple times at once
How can i fix this problem?

dreamy ice
#

When inside that box it's calling the audio multiple times before teleporting by the sound of it. First make sure the audio will only be triggered if a player is inside the box. Other actors can set off overlaps. Then if the problem persists before calling the audio to play check to see if it's already playing. I haven't worked with audio much but at worst a Boolean would suffice. @sly finch

stiff hatch
#

@dreamy ice look into blueprint interfaces. you can send a message to any blueprint so long as you have a reference to the actor your interacting with and send it a message to trigger an event without casts. if it sends a message to a blueprint that does not implement the interface nothing will happen. no access nones or anything. but if it does implement the interface, it will execute the event corresponding with the message sent to it.

#

on the actor the message has been sent to

#

@sly finch the event you're using is it a "actor begin overlap" or "component begin overlap"?

kindred cairn
#

@tepid cipher you here bro I did the game instance thing but it still didnt work

quick lark
#

I am trying to have a blueprint spline match a landscape spline. Is it possible to get the control point locations, rotations, and tangents of a landscape spline in blueprint?

#

I am able to get a landscape spline, but it seems that I am only able to get its spline mesh components. The mesh components do not accurately give the info needed for the control points.

kindred cairn
sly finch
#

@stiff hatch actor begin overlap

quick lark
#

a landscape spline with 7 control points ends up returning 160 spline mesh components πŸ˜†

stiff hatch
#

you could have the audio as a component, and when overlapping you can check if the sound is already playing and if so dont play it again to prevent overlap if you want it to be re-usable

quick lark
#

I see that it exists when turnign off context sensitivity, but am not sure how to access them

sly finch
#

@Birb ok i managed to fix it by calling the Play Sound 2D node before changing the actor location

stiff hatch
#

ahh okay. that being said it was overlapping another actor upon setting the location activating it more than once.

sly finch
#

I think the reason it was playing multiple times because of the timeline I'm using to change the actor location

feral stream
#

So I'm trying to create a dash to Location function but it's creating an infinite loop because it's not happening over ticks : What are ways to fix this ? I'm thinking of just sticking it in a component to be called every tick and just execute it based on a variable within the main char- Would this be a feasible solution ?

teal burrow
#

One variant would be to create a projectile and attach the character to it @feral stream

#

That's how I do dashes in my game and it's been working so far

#

However I won't be able to help you with UE4's projectiles, I've made my custom ones for better performance and easier manipulation

unreal wing
#

this is a big question, but im currently working on a game where its a fps without arms, i cant find any tutorials on weapon sway and picking up and dropping weapons. if anyone can help me out, lmk :)))

earnest tangle
#

you can just move the weapon based on a curve for example

unreal wing
#

how would i do that?

earnest tangle
#

you could use set relative location or something

weak cosmos
#

Any ideas?

earnest tangle
#

it would help if you explained what the problem is lol

weak cosmos
#

Skeleton is broken when i change skeletal mesh

#

When i click that button skeletal mesh is changing (skeletal mesh is connected to "set master pose component" at consruction script)

#

And when its changed the animation or mesh is broken

#

I have 3 meshes connected to "set master pose component" like this, i guess it is causing the problem but i dont have an alternative way to make modular characters πŸ€”

tardy hazel
#

Hi all! Is there a way to control elements of the unreal UI from a separate blueprint? i.e Enable 'Compress Lightmaps' (under World Settings) from a user made blueprint?

feral stream
#

One variant would be to create a projectile and attach the character to it @feral stream
@teal burrow
Hwat - so in that case I would - Create projectile -> link char to it -> "shoot" projectile to location -> at location decouple projectile from char -> destroy projectile ?

teal burrow
#

Ye

feral stream
#

Can you show me some implementation of this cause i can barely wrap my head around it

#

@teal burrow

teal burrow
#

Though that's why I said I can't give you much of an implementation

#

On the BeginPlay of the projectile, you can attach your character to it

#

Or in the ability itself

#

Mine's essentially custom-written abilities and projectiles and makes it rather hard to give an implementation

#

But again, mine is really specific to my project so that's basically all the example I can give right now

feral stream
#

Hmm ok after writing it out I think I get what you're doing - It's a bit out of scope for me to implement it like you but I like the idea and am gonna save it for future reference - I can imagine use cases for it actually - the dash in Gunpoint -type of stuff

teal burrow
#

Projectiles are how I do all my dashes

#

Though I use projectiles for custom movement like sliding on the ground or having an acceleration that's not just gravity

#

And it's focused on performance once again

feral stream
#

Considering Im working on a 2D sidescroller and am still in the alpha prototypes stages- performance isn't that big of a concern at the moment - I just want to get everything working as in the design

teal burrow
#

It may be ugly but it allows me for custom movement at a large scale

#

I see

feral stream
#

So seing as you sync up the movement of both objects i presume your character collisions stay in tact ?

teal burrow
#

Yep

#

The only difference is that I set my character to overlap with other characters

#

Instead of blocking (which is the default in my case)

split ginkgo
#

How would I check if an actor has a component?

teal burrow
#

You have an option to get children components of another component @split ginkgo

#

In most cases that can be a DefaultSceneRoot

feral stream
#

Do you ease in /out at some point ?

#

while dashing and could you please show me how you do that ?

split ginkgo
#

Ah okay

#

@feral stream You mean FOV?

#

I actually made something like this not too long ago

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I used a time line

teal burrow
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In this case no, this dash is one that slides on the ground and the speed is tailored to be fitting with movement speed

feral stream
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no I mean during the movement - do you move at a linear velocity at all times ?

teal burrow
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Linear yes

feral stream
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hmm ok ty for the explanation

worldly citrus
#

anyone got any tips for making a runtime mesh

teal burrow
#

Depends on your use case

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If you want to create a voxel engine, imma dip

worldly citrus
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no

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just plain mesh lol

teal burrow
#

Considering custom projectiles, having something to "emulate" them to know where they're going is a bonus

worldly citrus
#

you do that in blueprints? or cpp

teal burrow
#

BPs

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Open original because it'll be tiny otherwise

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The long For is to generate where the vertices will be

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What you want is maybe after the Completed pin out

worldly citrus
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I think I understand it for the most part

teal burrow
#

If you want to copy the BP 1 for 1, Width must be >0, Tickrate is the emulated tick delay, 0.01666 for 60 FPS, Init Velocity/Rotation generally says which direction it'll go

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My material is 2-sided, you'll have to keep in mind the order in which you add vertices since it'll dictate which side is "up" for the generated triangle

oblique tulip
#

I'm looking for a method to spawn a "moving" decal under the X/Y pos of an actor. Looking to add a crosshair under a flying airplane to show where the "bomb" will drop on the ground. My first thought was to do a linetrace on the event tick, but that seems way more intensive than it needs to be.

teal burrow
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Traces aren't as heavy on performance as you think

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I'm using tracing for every single projectile and I can have hundreds of them tracing per tick

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Tracing once for 1 object is negligible on performance

oblique tulip
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I'm experimenting with doing a single linetrace, then using "spawn decal attached" at the hit result, attaching to the player.

teal burrow
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I don't think attacked is the one you need

oblique tulip
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didn't work lol

teal burrow
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Spawn Decal At Location is

oblique tulip
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That wont follow the player though, I'm going to use event tick as a last resort lol

teal burrow
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It will

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Just spawn a decal with lifetime of 0.001

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Also make sure your decal has all 3 axises set to >0

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It won't work with just X, Y, 0

oblique tulip
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Yeah I believe I have the location where I need it to be, going to try using tick now

teal burrow
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Also I'm not sure if I remember correctly, but spawning a decal attached applies the decal only to whatever you attach it

oblique tulip
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yeah I never really messed with decals before, I think you're right since I couldn't even get it to show up using that node

dense tulip
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This BP is make from a Spline, but i seem to be unable to edit the spline itself to change its shape, how can i edit it ?

static shuttle
#

Hey does anyone have any experience with using APIs in blueprint? I want to get info for my web game from the website im hosting on

teal burrow
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I've exposed something like the Discord API for my project but most of the stuff is specific to discord

oblique tulip
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thanks mehtehtrollface, got it working perfect from tick.

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Except the decal material is really messed up, no clue why. Can decals not use Masked blend mode or something? It looks nothing like the material I made.

teal burrow
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Make sure it's rotated properly

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Usually you have to apply like 90 degrees to the pitch so it looks fine when applied on top of something

oblique tulip
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Yeah I tried -90, 90 and 180 degrees on the Pitch, same result :/

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180 on the roll too

teal burrow
oblique tulip
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Whoops lol, didn't even know those settings existed. Thanks!

latent arch
#

Hi All, i wonder if someone can help me with this. Id like to know if there is a way that i can have a arent blueprint have a list of all the child classes and then have a switch slector dependent on the detected class run different logic for them?

teal burrow
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That eliminates the purpose of abstraction

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Have an overridable function/event that gets called in the parent

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In every child, override that function to whatever you need it to do

latent arch
#

yeah I've been doing that but all i want to do is destroy some certain components on one or two child types and i figured this might be a easier quicker way to do it without modifying more than one BP

teal burrow
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Issue is when it comes to optimization

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If you reference every class, it loads them

tawdry osprey
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is this the right spot to ask a question?

teal burrow
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If it's related to Blueprints, yes

tawdry osprey
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yeah it is

teal burrow
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Do you set that actor to be something before you destroy it?

narrow kelp
#

Is there a way to use a timer to call an event every frame?

teal burrow
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Timeline

dense tulip
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isnt that what Tick is for ?

narrow kelp
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I have an object that doesn't tick

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but I want to simulate the behavior in some cases

teal burrow
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Try adding a timeline

static shuttle
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@teal burrow oh but is there any ready nodes for getting info from the web page or do i have to create my own API?

teal burrow
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That's all I can tell your right now

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There's HTTP request I think integrated by default, you can try that @static shuttle

narrow kelp
#

The thing is an object, not an actor

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so it doesn't tick and can't use a timeline

teal burrow
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Ah

narrow kelp
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but I can make timers and stuff

teal burrow
narrow kelp
#

I was thinking to make a timer with a very low time val, and check game time to prevent too much duplicate behavior

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but thought i would check discord first πŸ™‚

oblique tulip
#

sorry for the strange actor / socket names, but I'm trying to spawn this simple physics actor and have it fall straight down, but it's not going where it should. Any ideas why?

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it's set to overlap pawns, so I don't think it's colliding with the pawn spawning it

oblique tulip
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Sorry, figured it out! I just locked the X and Y constraints on the physics actor

trim matrix
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Im working on a 2D topdown game, and im running into issues when switching between movement states in terms of sprite animations playing.

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Any idea how i could intergrate MCWalkUp and MCWalk Down without everything going haywire?

earnest tangle
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you just need to add a comparison for the up/down float

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that's pretty much it

trim matrix
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can someone teach me how to do the following for a Yoshi-tongue mechanic I'm trying to replicate? (I'm really new to UE4 so I need help):
Spawn a projectile that moves forward (the direction the player is facing). Have a cable component starting at the player with the endpoint attached to the projectile. If the projectile hits the other player (overlap, hit event, etc.) then attach the projectile, create radial force behind the player to launch them towards you then despawn the projectile and cable after a short delay.

trim matrix
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you just need to add a comparison for the up/down float
@earnest tangle I've tried that, it doesnt really work, the sprite gets stuck in one of the animations depending on which was triggered

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and wont actually play

earnest tangle
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It shouldn't really make any difference. For example, you could hook it up from the == pin

trim matrix
#

lemme show you how i did it

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@earnest tangle This is basically the script i whipped up for it

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Its a mess

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i know

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but it should work in theory

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yet it DOnt

earnest tangle
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let's see..

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I think the problem is that you have return nodes at the end

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the return node will exit from the function, so it would never go into the up or down comparison part

trim matrix
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i see.

earnest tangle
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you could simplify this by modifying it so the up/down comparison comes from the == pin of the left/right comparison, so it would be a bit simpler

trim matrix
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Gow would it difirenciate between the two if i can't compare it then?

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How*

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I'm using this in a top down

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so it'd be moving on two axisa

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axis

earnest tangle
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well, if you think of it, when your left/right movement is 0, then you could still be moving up or down

trim matrix
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Well yes, but i have an animation for both

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i can't just make it guess which direction

earnest tangle
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oh you have like 8 separate animations for it and not just the 4 up/down/left/right?

trim matrix
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No, but if i'd set it to me ==, then my flipbook woudlnt know which one to display

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i have 4

earnest tangle
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ah right

trim matrix
#

The issue im having now is this, hold on

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hold on, lemme show you the issue i had if i made it simpler

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now the left/right ones play

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but up/down freezes mid animation

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Like sure its a step towards ana nswer

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but still no clue why it wont loop the animation

earnest tangle
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I'm not a 100% sure but it might be switching the animation twice when going up and down which resets the position

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because with your current logic, when left/right is 0, it sets the animation to idle, and then it compares up/down, and chooses one of the up/down animations

trim matrix
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Correct

earnest tangle
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it's kind of quick and shitty edit I did in paint but if you did it like that, then it would not switch it twice

trim matrix
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Dude

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i've been strugglign wtih this for hours

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whats your paypal, im selling my kidney for this

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jk, but fr

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Thanks

earnest tangle
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haha

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glad it worked

trim matrix
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lol

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dude im a fresh dev, you think i can earn money?

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anyhow, yehaw

earnest tangle
#

πŸ‘

trim matrix
#

can someone help me blueprint this to replicate Yoshi's tongue mechanic? I'm super new

steep wind
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if im having issues with the detection of certain inputs during gameplay where should I go?

tawdry osprey
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are there any good tuts or documentation on making a wave system that spawn enemies in increasing numbers out there? Preferably multiplayer? if not im sure i can figure out how to replicate it

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thanks

trim matrix
tawdry osprey
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thanks ill give this a look. saw it a while ago and wasnt to sure this would work for my project but ill give it another go around

trim matrix
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@tawdry osprey dude, if I've learned anything, it's that you just gotta sometimes throw shit at the wall and see what sticks

steep wind
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@trim matrix always a good way to go about things, in and out of mechanic creation

rich lava
#

after turning off and on use pawn controller rotation how to I set the camera to be the the same position as it was when it was off when i turn it on

zealous moth
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would anyone know how to get the camera from either a player or pawn without casting into it?

steep wind
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what do you mean @zealous moth ?

zealous moth
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I am setting up an animation notify that is intended to not cast. Instead, it will find the owner, get the common component that contains a BPI reference and then send a message to such component to change the forward facing value to that of the camera

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my problem is a way to refer to the active camera

steep wind
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hhmm

zealous moth
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i'd like to refer to the player controller and its active camera however i have no node to do so unless i cast...

earnest tangle
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you might have to use get component by class or something

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or use a BP interface I guess?

zealous moth
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ah, the camera component by class was a good idea, thanks!

valid compass
#

Anyone know why this math expression is giving me an error? It's something about the negative 2 but it's not really saying anything other than "error"

marble tusk
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Like this?

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I just replaced the -2 with an input and set the input to -2

valid compass
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Ya, that worked too. @ hcorion helped me with it; turns out the math expression node doesn't support the unary operator, so no literal negatives

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I'm looking to create a macro that only runs when it needs to, kind of like a pure function. However, the macro has a while loop inside of it that I need to activate somehow. Is there a way to implement something like that

cosmic forge
#

I'm having trouble equipping both swords to my character.

I was given some advice to:

"Create a blueprint "DualSword", and have two meshes in it. You can spawn this blueprint and attach the two sword meshes individually to left and right hand."

When I create two meshes in the Master weapon they stack.

This is currently where I am at:

I have the Equip Function equipping the weapons based off the equip sockets that I set for each mesh.

I've copied both my Equip Function and my PickUp Event. To give you an idea of where I am.

wind atlas
#

hello, I'd like to modify the position of a specific spline point, but I can't find any "get spline point(s)" node, only set spline points, which requires a spline point array, but how can I get that?

#

oooh

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oh no

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its just an array of vectors?

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ahh ok lol

prime bison
#

also, if you want to get spline points you can get how many and loop through with a for loop

wind atlas
#

yep!

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thank you

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and to get their current pos vector ?

prime bison
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I have a problem with navmesh I had back in 2015.. and I dont know how to fix it anymore in editor the cost of a path is cut of at the navmesh tiles

wind atlas
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get location at spline point?

prime bison
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yep

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this is my navmesh and all those lines cut of pathcost calculation when in editor

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makes it hard for me to work on it even tho it might work in game

tame owl
#

how should I make this work better/less messy? Right now i have a line trace by channel thats being used to detect when a bullet hits something which is then connected to this break hit result which does... all of that.. and I also have some code in the enemy itself

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I'm using the word "code" even though I'm referring to blueprint functions but you know what i mean

trim matrix
#

Is the issue the messiness or is there an issue that you need help debugging?

tame owl
#

I just honestly hate how messy it is, and i'm wondering if theres a way to detect when an enemy is hit within the enemy blueprint itself rather then the gun. (I'm hoping to add multiple enemy types)

earnest tangle
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the messiness is probably because you didn't straighten up any of those lines lol

trim matrix
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yes there are ways you can detect when hes hit

earnest tangle
#

it doesn't look very messy in terms of the logic

trim matrix
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And yea take some time to clean that up oml

earnest tangle
#

it's just that... seriously just clean up the layout of the nodes lol

tame owl
#

im kinda newish to making blueprints like this

trim matrix
#

Anyways theres an on any damage taken event. It looks like your applying damage to the enemy so you can use that from within the enemy which will let it know when it takes damage

tame owl
#

ah, thanks

trim matrix
#

that one

covert arrow
#

@trim matrix after you're done helping pryzm i want to ask you is it better to line trace for climb/vault or what do i use instead

trim matrix
#

Oh im not sure never made any climbing or vaulting.

covert arrow
#

oh ok thx

tame owl
trim matrix
#

Your using a random float in range?

#

Im guessing you wanna add in some randomness to the damage?

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@tame owl

tame owl
#

yes

trim matrix
#

maybe you might want to save the amount of damage variance to a variable.

#

Then use that to calculate the minimum and maximum damage value.

tame owl
#

so have a float with a number attached to it and plug it into "max"?

#

or...

trim matrix
#

one sec ill just show you what i mean

#

This is what i meant

tame owl
#

aah, i think i get it

trim matrix
#

If you see the minimum damage is the Damage number - Damage varianece. And the Maximum is the Damage number + the variance

#

You could even improve on that by having the variance represent a percent.

#

meaning like the damage could fluctuate within 10% of the damage dealt or something

covert arrow
#

@trim matrix is this the best way to check if he is moving or failing and if he is falling dont set max walk speed but if he is not falling check if he is moving if he is moving set max walk speed is that good

trim matrix
#

I don't think there's any problem with how your doing determining if the charecter is moving or falling.

#

Although your trying to set your walk speed or something?

#

Im wondering why and exactly what your trying todo

covert arrow
#

@trim matrix im doing a stamina system

trim matrix
#

Oh stamina

#

Well anyways yea that’s totally fine way to figure that out

#

It should work for you

covert arrow
#

@trim matrix ask that in cpp channel this is blueprint

#

srry

#

maybe someone in this channel does know

trim matrix
thorn ermine
#

@trim matrix yes. UPROPERTY(EditAnywhere, BlueprintReadWrite)

#

will expose as an editable programmable property in blueprint

#

No, then you can make it VisibleAnywhere, then it(the property itself) can not be overwritten from blueprint.

#

So my understanding of EditAnywhere is wrong, it has more to do with editing it in property windows. πŸ™‚

#

I always get confused between EditAnywhere and BlueprintReadWrite.

#

πŸ˜›

covert arrow
#

@trim matrix like i said there probably someone who knows c++ I'm just begginer

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@trim matrix but asking cpp channel is more reasonable and you will probably get a answer faster than here

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just saying

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i see

#

ok

#

im not forcing you too ask the cpp channel instead i know that some c++ games use some blueprint or are balanced

plush compass
#

i haven't really done much with huds yet but i'm working on finally implementing one. Should I put it in the character bp or the controller bp for best practice

twilit heath
#

@plush compass neither

#

you should use a HUD derived class to manage your widgets

trim matrix
#

Any ideas how to do it in UE4?

wise gulch
earnest tangle
#

@wise gulch not sure but you could use the stepping option that steps over it without stepping into the macro?

crimson briar
#

Does anybody have an idea why my value is getting overwritten? I set it at the beginning of the level blueprint and when I use my acion key to start an animation the z value is at 0 even though it was set to 75 at the beginning?

#

Do I have to save the value somehow? Is using the set method not enough?

stuck frost
#

are you sure its being set to 75?

thorny cedar
#

maybe im not in the right mood, but how can i have a object in my player pawn, that is attached to the pawn, but not the camera?

earnest tangle
#

Attach it to one of the other components in your pawn

thorny cedar
#

then it doesnt move, when i test it somehow

stuck frost
#

I don't understand the question