#blueprint
402296 messages Β· Page 502 of 403
i want to have it like an icon on the ground, when the player gaze on it i want a menue to appear
I mean if you want it to move with the player but not with the camera, then attaching it to the pawn but some other component should work just fine
Ie. say you have Root -> Camera, attach it to Root
so to the default scen rout of my pawn?
ok will try it, but i think i tested it
@earnest tangle i think i want it attached to the camera, but not in the z axis
so that i can always moven down my view and look at the icon
i also do always forget the axis naming
yeah so if you attach it to the scene root, it would follow and rotate with the pawn
the camera is the one that gets rotated up and down
so it should function as you wanted
it should always be in focus, so it has to be attached the camera, but not during th normal view
up and down axis yeah
Why my skeleton goes broke? any ideas?
@earnest tangle
I still get into macros under some circumstances, even if I clicked "step to next"
I don't use macros in general and would rather not see the insides of all or standard macros when debugging...
in the example, there is one break point for the entire project and it opens a macro for me after it (probably because the end of the loop)
man im to stupid to make a simple pop up gaze menu :/
why can I only catch the first time???
hey guys, I want to slow the game down if a trigger goes of, now i simply say run consolecommand slomo 0.1 and then stop it after x delay. but that only works in play in editor view, any ways to do this in standard game aswell?
@sage compass Set Global Time Dilation node
thanks
When I want to add a "Child Actor Component" inside an actor.
I can only access its variables with the "Spawn Actor From Class" node, wen I mark them as "Expose on Spawn".
Can I set the variables of the child actor before they get created, so they can be used in the "OnConstruction" node?
why can I only catch the first time???
@frank heron you need to re-enable collision on release on the object
@astral fiber it returns the component so you need to get the child actor and cast it
@nocturne remnant I have set up a simple logic inside the child actor. Based on a boolean the material is ether green or blue.
Now I want to set this value inside the parent actor
I have exposed the variable so you can set it when you use the SpawnActor From Class node. But I dont know how to do the same with an ActorComponent
take the return pin from your add child actor component and do get child actor
yes, then I can set variables and call functions, but at this time the child actor is already constructed and rendered.
How can I change the variables so it has an effect while running the construction sequence
Is it possible to spawn an actor inside an actor, or can there only actorCOmponents be created?
oh, now I understand what's happening... because of the construction script... I apparently missed that. You could do a SpawnActor and then attach it
Thats what I am trying at the momen, but the Actor seems to not get spawned inside the actor
I am not sure if I can use this node inside an actor
@nocturne remnant Seems like you cannot use the SpawnActor Node inside the construction script, it works when used with the Event BeginPlay..
So I can only work with components. I just cannot set variables before construction
it'd be really bad if you could spawn stuff in the construction script since that would happen when doing stuff in the editor
i want my sphere attached to my camera, but not dependend on the up and down of my camera :/
having problems finding the right way to do it
rotation up and down
independent of Pitch
why aren't you just attaching it to the root component?
Seems easier to attach the sphere to the camera and use World as rotation method instead of local.
so this is a VR camera?
jap
hm, so you don't want to inherit pitch rotation, what about the other axes?
@elfin hazel my end result is a sphere on the ground that is moving with the player camera, but not in the Pitch axis of the camera. it shall inheriot the yaw of the camera
roll is not important
Oh them I'm not sure. Attaching a scene to your camera and having absolute rotation would make it follow the camera location but ignore the rotation all together. can't really prototype atm
what is the node called that translates a location
it is not called translate location
I'd like to align my Character's FPS camera to slopes.
I don't even know how to change the camera rotation, it seems locked.
Hi, I'm trying to cast a UI slider to a game instance blueprint, but I can't get the correct object wildcard for the cast. Any ideas?
Should be Player Character or Controller.
Using both of them returns a warning
Your BP is the UMG one here ?
Widget blueprint
I am pretty sure it's a UMG though?
Is there a way to change global audio volume from within the UI itself?
I haven't done a menu option for now.
Your BP is the UMG one here ?
@trim matrix Yes the one I show is from the UI
You need an object as INPUT for the cast
Thanks for watching. If you have any questions, write them in the comments below.
Quick summary:
- Sound Class is a container of multiple settings that can be applied to a sound wave class
- Since UE4 can't change sound class's properties during runtime, you'll need...
I know, what I'm asking is, what object should I use?
https://www.youtube.com/watch?v=wLHnYEzZEFk
@trim matrix Alright I'll check it out
How do I get the floor angle ?
There's a Floor Angle node but it's a location vector.
I guess I have to get some information via a raycast hit.
@foggy coyote what type is your parent object ?
Pawn I believe?
If you mean the player object that is
I tried this configuration and it just gave me an infinite loop error
Most of the references to GlobalSoundVolume are not detailed enough
I no longer used the GI BP, deleted it
ok
Tried playing with that config just gave me this
Hi everyone,
I need help on something I'm trying to do on UE4 with blueprints, unfortunately I didn't find any help online for it but I'm sure it's not that complicated to do. ^^
Here is the situation:
On my PlayerPawn, I have a CardManager class. In this class, I have declared a TArray<TSubclassOf<AActor>> named Cards.
I've filled this TArray on Editor with Cards wich are Blueprint classes. Each Card has a C++ CardComponent with all the variables needed like CardName, CardCost, CardDescription etc....
What I want to achieve is to access CardComponent variables of a Card randomly picked in this TArray.
For now, I've succeed by using Spawn Actor to the card randomly picked before accessing its CardComponent variables.
But I want to know how to access those variables without using SpawnActor, because for example if I want to find a specific card in my deck with a specific name I have to Spawn all the Card Actors first.
I hope I've been clear, if not, feel free to ask questions.
If anyone has an idea please help me! :D
Thanks!
Hey well I am new to ue4 and I have recently downloaded the horror engine (An Asset pack which has everything you need to make a horror game) and I have a problem in which I can not add an element, the plus icon does not appear. Here is how it should be and how it appears to me. Please help me
Anybody know how i can make my character turn with the camera? Ive adding turning animations but they dont play he kinda glides side to side when idle and turning.
Hope that made sense xD
Hi all
Recently having an issue where Uproject > Launch Game versions of the project have stopped recognising Xbox One Controllers. Xbox 360 controllers work fine
Anyone pointers as to the potential issue? Please tag me in replies, many thanks!
@molten ridge Are you using a spring arm to the camera? Also, are you sure the Camera is attached as a child?
yeah i have. when the character runs it works just not idle @graceful trench
@earnest tangle I've tried various names, nothing seems to work. Is it even possible to change a variable's status on an instanced material via "Set Editor Property?"
Hi! I'm using set actor hidden in game to hide this actor on overlap, but the hidden actor stills has collision. How do I hide it and remove the collision?
@molten ridge So when you're idle and rotate, the camera doesn't rotate with it?
it rotates but the character doesnt move with the camera
like the character doesnt turn
but when running it does
Ahh, that's because the Character is a Parent to the Camera. So it will not obey the child's rotation. you'll have to somehow tell the Character to obey the child's rotation when you're idle.
i have a simliar problem, i want my char behave like the third person template, but when i move with mouse my character always faces where the camera faces....
ill have a mess around with it to figure it out @graceful trench thanks for the advice though
@river wigeon try turning rotation yaw on
click on your character in the bp viewport and type rotation yaw
and the check it @river wigeon
can somebody also help me
im not sure about your issue sorry @visual echo
use rotation yaw is enabled
ok no problem
How would I rotate/orbit one object around another object with variable speed and distance from the pivot object?
disable it @river wigeon
ok, now the char moves but never faces the cameras view xD
it should when your running @river wigeon it works with mine
I'm trying to drag a widget, but I need the offset of my mouse inside the widget so my set position can also be offset. How do i fetch that?
nope^^
Hi! I'm using set actor hidden in game to hide this actor on overlap, but the hidden actor stills has collision. How do I hide it and remove the collision?
@flat cedar Add another node "Set Collision Response to Channel" or "Set Collision Response to All Channels" Make sure to plug the relevant components in as the target, and set the settings to your desired effect
i mean i run in the direction i face, but the mesh faces always i direction
which direction?
x1
always right
seems like the mesh dont get the information about where the camera is facing anymore
have you got the mesh facing the correct way to begin with?
yep
no clue then sorry
it works with yaw checked
im honestly not sure, i have mine how you want it and all i did was diable the yaw
@flat cedar Add another node "Set Collision Response to Channel" or "Set Collision Response to All Channels" Make sure to plug the relevant components in as the target, and set the settings to your desired effect
@green echo
Hey all
I want to add a motion blur to my first person character when moving the camera
I searched on the internet but i didn't find what i want
is there a way to disable input for a pawn but not disable camera inputs? it so far "disable input" disables everything :x
@zealous moth Yes, input = all input coming from any device
If you just want to disable movement component, simply add a boolean in between the action yourself
Does anyone know if there is a way to force a cascade emitter to emit once?
I want it to spawn a particle whenever I trigger an input
Ah nevermind, I can do it with SpawnEmitterAttached (though it's probably not exactly what I want since it creates new emitters)
I'm attempting to recreate a common data structure in BP but I'm missing something. I'd like to store a list of markers that belong to a player. So I have a map of Int->Struct and the Struct has a single property that is an Array. Currently only the first marker is added to the array. Subsequent attempts to modify that array are not working, as if I'm modifying a copy instead of by reference. Anyone know the step I'm missing?
I've also tried setting the modified array back onto the struct, and also tried re-adding the struct to the Map
@sly finch watch this tutorial, then you can control material parameters based on your camera movement from blueprint : https://www.youtube.com/watch?v=4ccBjlAFt0s
How to make a radial blur post-process material in Unreal Engine 4 (version 4.20.3) using a custom HLSL node and a radial gradient. Topics covered: HLSL, custom nodes, post-processing, material graphs. Thanks to Joubert van Zyl for the request, and special thanks to Tomura for...
@spare patio https://www.youtube.com/watch?v=64Q80zS88aY
@trim matrix try this instead: https://www.youtube.com/watch?v=XLwseuHI-wk
What is the Get all Actors of Class Node in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
I'm currently in the process of refactoring existing blueprint code... at the moment, that mostly just means moving it from one actor's graph to another.
Is there any good way of copying variables and graphs, and placing them in new actors? I can copy/paste some things, which definitely helps, but not everything can be copied, so it's a tedious and possibly error-prone process. I've googled around, and though I have found some useful stuff for cleaning things up... none of it is what I'm looking for.
In code, it's not too hard to just copy/paste everything, including function and variable definitions. Maybe I could copy the entire blueprint, but this is a situation where I have some code which I threw into the character class, and in retrospect, it should have been put in the controller instead... just making a copy of the character isn't an option.
Can I make a movement like this? like it's a 2D in 3D world, where I click left or right & jump or drop down, like if I have a path & the character walk that path no matter what direction it faces, with only go forward & go backward!
π Don't mind the silly drawing, that's my artistic limit!
Add: I don't want exactly how to do it, I just want to be pointed at the right direction!
While trying to make a health bar, this happens when health is updated. Any ideas on why?
This is the blueprint I'm using
This too, in WBP_HUD
maybe cause it didn't find it? but why?
I think this could be fixed if you made a "?is valid" node & link it to the target!
& if it isn't valid AKA the character or whatever then print "why it isn't valid" to fix it later, cause I think you should be sure that it ask the health to be change only in case it's valid!
Place it before the node that asks the target for anything!
Here, my capsule wont rotate, how so i fix that?
hello friends, may I ask for help here? Is this a correct place?
@river wigeon in the character under, in class defaults details under pawn, try to change these, this could help? I'm not sure.. only the check marks
@ionic junco it's the right place for blueprint help, yes
great, thanks
so my problem is why the cast doesn't work after async object creation?
@river wigeon in the character under, in class defaults details under pawn, try to change these, this could help? I'm not sure.. only the check marks
@untold pine wont work, i want it behave like the third person template, but the capsule just stays and wont rotate, trying to fix it since 4 hrous now
I found a couple forum threads about this but nowhere the answer
@ionic junco I've never used async, can't really help! you'll have to wait & see if someone will reply
@river wigeon even Camera settings in CameraBoom or Camera Option in the camera itself!?
2nd
don't mind that I have them all checked, I'm messing around with my character
yeah tried that, i also messed around with playercontroller
the damn capsule just wont rotate
i thought maybe it had something to do that i used 2d sidescroller template, but i change everything
idk, it might be!
there's an option to constraint movement on certain axis, did you change that?
might be set by default in the 2d project
where?
so is there an actual version of joint springs (unity) in unreal ?
ah yes, the movementthing is already unchecked, thats why i can run left right and so on
im damn desperate...
would using simpler models (low poly) allow me to do more calculations per tic without seeing a slow down?
Does someone now how to make this:
I need a object, and if you hit that object you will respawn ad you're starter location. I'm a bit new to unreal engine, and i can't find a video of it
?
When in landscape mode on my android device, the player doesn't move when you touch outside the center of the phone
if I were to show how the input "zone" ends up looking like it'd be like
that
the area in the center
When I just want it split
How would I check to see if something is being rendered by a scene capture component? I need to know if something is within the FoV of the Scene Capture 2D.
This seems like it should be obvious but I cant figure out what to search I guess. How do you deattach an actor back to the root of a level after you use the AttachActorToActor node.
Nevermind, I apparently forgot to search Detach
Struggling with a widget.. yes its shameful and sad... but who plays with UI/Menus all the time? Right?
I digress..
I just need to make a widget that sets an Invisible UI/Overlay that triggers when left/right click are held. While held the mouse courser location triggers bools.
Can't for the life of me remember how to make hover over triggers on a Widget. ANY HELP IS APPRECIATED
I found this but I can't even figure out how they are getting event triggers on the dang widget > . <
How do I connect one exec to more than "one path"?
@trim matrix Is that a node I can find with Right Click?/
I don't find it here. π¦
might be the type of bp you are working in maybe??
how to I reference a variable from another bp with in a widget?
within*
It's a widget blueprint
Thanks. I found it before, but I tought it was a switch statement or something. π
How would I make it when you hold mouse click that the mouse axis stops moving camera and only gets registered on an invisible widget
If i save an object reference of something in the map (this being already placed down in editor) and then load that save with the object reference will it be valid?
Okay, so right now im having issues with my RPG Dialogue, this is the single text bubble blueprint i made, and its decently simple, and works fine. However, if i want to create advanced dialogue (choices for each answer, leading to another), how would i go about that? Anyone know a good tutorial to follow that wont take me 5 episodes?
Or is it simply that demanding
Since it seems easily doable with a simpler blueprint software
(If i used alot of 'If' statements that is)
(these are in one event graph, messy, but im new.
Anyone know a trick to place 3 numbers one right after another to make a new number, ive gotten as far as append but its adding decimal points and zeros, outputs only 23 (StringToInt)
im feeding it X=23 Y=14 Z=59
need it to return 231459
@mellow stump truncate the floats first. then to string
truncate rounds to the nearest whole number and provides and integer that you can put to a string.
Wow, that worked right away, your a lifesaver
glad I could help
if you dont want it rounding to the nearest then use either floor to round down or ceil to round up
This should work great, should be a unique seed for every location i need to generate content at. I was worried if i multiplied or added the X Y and Z's that there would be repititions elswhere, others that would add up to the same number/seed. This should do nicely tho π
yee, plus constant math can bog down the system if repeated too much and frequently
(very little but it piles up lol)
indeed
Anyone able to help with my previous issue? I've been chopping at this all day
is there any method or node in UE4 to simulate keyboard strokes or key inputs? On key down events, you can set it to consume input and whatnot but there doesn't seem to be a consume function
Is there some reason you want to simulate key events?
In the past ive ran custom events into the same node a key press goes into, both execution lines went in
^ yeah usually if you need to trigger the same thing as a key press would, you just need to use a custom event or wrap it into a function or such, and call it
I'm trying to cast something to my UMG_MainMenu to use some variables, but everything I've tried, it says it doesn't inherit from. Any ideias? Thanks!
You're probably trying to cast the wrong thing
but it's hard to say without seeing what you've got
GetAllWidgetsOfClass has worked wonders for me in the past, promote to variable and you have access to all the widgets goodies
from anywhere
@mellow stump Hmm, how do I access the 0 index of the returned array?
Sorry, BP isn't my strength.
@mellow stump Thanks, that worked. π
And Set Array Elem for if you actually need to change it
I've been up an hour and a half. I could probably use a beers right now.
@earnest tangle Yo, about my problem, you're quite reliable, see any simple solution to have yes/no questions on it?
or would it require a remake
its a collision and input triggered text box
Regarding how to do that RPG speech choices thing?
Mhm
SOrry for the late response
Right now i can only do a singular text box
Due to my shit skill
You might want to come up with some kind of data structure for this
I'm assuming yes/no choices would lead to different branches of text possibly?
Correct
So i'd have to create a datastructure, and assign different texts to the variables?
oof
if you don't have a large amount of dialog I guess you could get away doing it some other way too
but it would probably be easier to manage if you have some way of defining the choices just as data
data table probably
yeah
just thought i could avoid that
since i'd have to remake the collision shit too
haha
Why this isn't working? I tried a lot! π
Make sure your Text is set to IsVariable in Designer view, then drag it in in the Graph view and use it as the target
@mellow stump Thanks, I was trying to set it on the fly.
Does using this give any advantages comparing to something i would do myself
like a sphere trace
You can use the builtin pawn sense functionality, like sight and sound and such
might be simpler than rolling your own systems for it
I've created a simple window blueprint with E action button and it works fine. But when I put several of them on the map, for some reason only one of them is working
Using OnOverlap?
yeah
Your E event isn't talking to anything
its rotate a handle and then window itself
You have E on each window?
sure
Can I suggest a better workflow?
your E should be on your player controller, or player character
Yeah, that's not at all the way you want to do that
The problem is you won't know which window the E event is talking to.
Also, don't use a specific keyboard event. Make an input in your project settings, bind that to whatever key you want, and then use that input event
can't do that. I'm doing this assets for marketplace and interactive things is the one of the features. so i can't rely on if user set "action" button in project
i have a general question about saving, anyone on that can maybe help?
see, i have enemies that are spawned into the game, i have a save and load system for the player but have not set one up for enemies. what i would like to do is, save save locations of enemies that have spawned in to respawn when the game laods instead of starting over again
So then you have it start with a custom event that an input can call. You definitely don't want random stuff accepting inputs
That BP is your window, yes?
ye
The boolean has to be on each window
it is
player over lap window, cast to window and use Other Actor as ogject of Cast, set boolean to true
reverse for end overlap
If you want to have it work this way, then your Handle and your Window need to know who it's coming from... like Self.. Bp_Window.Handle
ya, gotta cast
cast to character to see if action key has been pressed, after a box collision with character
nvm
im an idiot
false advive
advice
I highly doubt you'll get this set through to the marketplace though.
Look up the light switch thing that unreal did... it's basically the same. Copy that
On unreal YT channel.
the thing is each window says i am overlaping correct. there are a box collision around window wich says me that i am in range to open it. but E button doesent open it
yeah, there are no response
if E Key is on the window, make sure the actor can accept input from the player
it seted
@fossil dagger create an array of the location of all the spawned enemies. Save that array with your same game. When you load, spawn your enemies class at those locations
I'd use an interface to get everyone to report in
would they update interface upon death?
i have an endless spawner, and im just baffled at how i can save the number enemies and their locations
Hi, I use this configuration for a volume slider function, but when I run the game it always crashes with an infinite loop error. Any ideas?
well i want the dead ones to remain dead, and the living ones to be alive when the game loads. the game doesnt start with any enemies in the level, and its a timer based "Spawn actor at location" kind of deal. but after 5 or 7 load in i would like to save them and where they are and restart the game to load those same enemies back in last location
So what specifically is the problem with saving that?
i dont know where to start. how do i acquire an array of locations to respawn an actor at it upon request
you could probably get a list of the spawned actors and save their locations, no?
@charred vale
@earnest tangle im guessing i get the list of actors in an array? but how do i get the locations from that?
@charred vale
@fossil dagger use a loop and collect the world locations into an array
@fossil dagger an array of ur enemy
Transform. That way you get the rotation too
^yeah probably a good idea
with break or nah?
Doesn't really make any difference
You'd use the loop with break if you had some condition where you want to abort the loop early
@fossil dagger
Cools guys thanks alot, i can take it from here, you helped me out so much π
i do have one more question
how do i spawn an array of actors
@flat raft hmm
Pull off the box
pull off the box and type is overlapping
see what option u have
actually just pull off the box and type is overlapping actor
it will say target is component
then u can link the other to ur player character
@fossil dagger Use forloop
you can add each actor to an array
Sweet!
for each loop or just for loop
For each
it's kinda strange, i watched many tuts for beginners about such stuff, but no one ever used or mentioned "is overlapping actor" node
This yeilds no string to print
they always cast to specific bp char
Every day I go through Matthew Wadstiens references.. just a few everyday to see what nodes exist and how to use them.
completed returns me with string but not loop body
array is empty
Look at the vid I sent you @fossil dagger E fetches, I prints
yeah this Mathew Wadstein guy is epic
Lol...tomatoes
this is what i ahve right now
pum pum pum pum pum
Your E should be printing a whole bunch of Hellos, ya?
yes
i press F then press E and nothing from E happens
Print works directly from E key or Completed but not loop
Oh. You are overwriting after the ADD
Looks like your strict enemy location array is empty
Since you are overwriting the array with the struct values
Also... that Clear is a good idea also
yeah i figured it would be i just saw what i did and i spawned a bunch of them along their route hahah
Hi everyone, i have a question, when i spawn my ai using the blueprints it spawns but doesnt move. If i drag the ai straight into the level it does... Does anyone know why this is?
@molten ridge check the auto possession setting on the pawn's defaults
@remote meteor I managed to fix it... i was spawing actor from class instead of ai from class lmao
i think you need to manage it yourself, but can you use the "Switch Authority" macro node in ABP probably you can do something from there
not very sure but afaik, an actor can differentiate itself whether its local or remote version using this node
that could also work
that checks for a pawn's controller whether if its a local controller
authority checks if the actor belongs to which client
Why does my incrementation is twice here ?
It's a weapon switch loop, the index should be incremented once each time I press a key.
And why does it prints 0 everytime ?
Oh maybe I should modify the input of Set Child Actor Class.
its faster to do it this way i guess
then only do the Set Child Actor Class afterwards
Don't you need a == 0 on the result of the % or a NOT bool?
It still adds 2.
Add a print string on the value before and after the increment, you are maybe running it twice accidently
It's a Function so I can't add a Tick.
Umh... wait, I think I see why it would be called twice..
Hi,
If I am using a timeline to rotate and object..
is the 'Value' how many times per second it will tick ?
I notice that it rotates half as fast at .5 then it does at 1
asking because I am trying to improve performance for a spinning mesh I have on a mobile device.
Here is the full bp
How can I teleport an actor and remove all the velocty?
A timeline runs for the length of time that it's set for and outputs the value on the curve at a particular time.
@nocturne remnant I could understand that much, I guess this translates to rotate 180 degrees every 1 second then ?
I was trying to figure out if it was connected to tick...
either way I noticed a massive performance boost using that instead of event tick
I've heard timelines run on their own "ticker" instead of the game's tick
Anyone know why the same Integer is output no matter what 3 strings i send in are?
because you hit int32 limits
ahhhhhh
there is int64 in later versions of ue4
i think starting in 4.22
but its support is limited and doesn't have a lot of integer functions.
I see why No Mans Sky wrote their own engine, this infinite universe stuff is hard π
lol
Is there a way to knock the front of a number off? Like shift << or >> in c++
yeah Right
There's probably a joke in here somewhere about NMS
or Chop
hmmm, chop
I have a third person project, when I shoot the linetrace is okay but the projectile and the muzzle spawn far behind the socket...anyone knows how to fix it?
Sorry not the muzzle...the emitter effect from the muzzle...the problem is the sound is good and the bullets come from behind...
Isn't this redundant code since the Ammo variable already is replicated? https://gyazo.com/de616687d3d4f829f186d99114518038 ? It's from a marketplace package so I'm not sure why this is here?
@rare ember Not necessarily. The event is to replicate the change of setting the ammo across the server to the clients, even though the variable is replicated
Im fairly certain thats how it works at least
Is there a way to change the color of a texture via BP without having to set a different material?
you have to setup a material and then make dynamic material instance
Hey all, I've been going at this particular task for a while now, and even after taking a break I am unsure of how to do it. I am creating an electricity system(?) which requires a Source, and a Conductor to work. If the source is powered on, anything that conducts electricity will be able to carry the electricity to the next conductor, and the next, and the next, etc. I am currently doing it in Tick, because I don't think overlap events are suitable for the way this will work.
The problem is that the first conductor is able to carry the electricity through just fine, and maybe the one after - but if you get rid of the conductor connecting to the source, the rest still hold the electricity instead of having no electricity.
Here is a clip of the problem:
https://gfycat.com/dangerouseminentgoa
I have tried many different methods to get it to work:
https://imgur.com/a/c4blzUL
(none of them do)
Here is the current method:
https://imgur.com/IAoroQ3
If anyone can help me solve this issue, I would immensely appreciate it. This feature has been plaguing me for months now.
Thanks.
there was a video tutorial on power systems
might be worth looking at if you haven't already
looks like he has a bunch of videos on different systems
thank you, i'll have a look
@static charm Thank you so much, "Right" node was what i needed, now every tree will generate in the same spot on this planet if i ever leave and come back, and everything else, on all planets. Oh Baby!
nice work
hey all! i'm fairly new to UE in general and i'm currently trying to detect when a beat happens in a song given a time stamp, i'm getting the current playback time of the audio clip, and when it reaches a certain value(1.600023) i want to reset it to 0 so i can do the same with the next beat, but once it reaches the first time, it gets stuck on 0 and the value doesn't update anymore :(
i'm sure it's something to do with the last SET
whats it running from? tick?
i believe so yeah, it's parent is an OnAudioPlaybackPercent event
maybe you have to play the audio again or set it to Loop
the problem is not that the audio stops, since the bpm is 147 it's supposed to print a single "BEAT" once the playback time reaches the first bar (1.60023)
Why is this
@static charm thanks for the video suggestions, but they weren't really what i was looking for (they were much more advanced than i need anyways), so I'm still stuck with this issue
@hollow tree If you are only setting the current playback time variable to 0 at the end, then it will stay at 0 until you set it somewhere else
ohh i see!
@pastel ibex i see in your code, you need to set electricity to off when there's no source conductor
ohh i think i ended up solving it lol, i added a new variable to keep track of the total sum of beats
you have it set to on when true, but when false, there's no setting it back off
@static charm yup, but i've tried many methods to do it, all of which dont really work.
i think it might be because they are one class, and they run the same bp to each other too
so theyre kinda self sustaining lol
where would I implement that?
yeah lol
right now i have a visual check using a debug line, but it will be even worse of a problem with particles, since there'll be 2 of each for only one connection
so i'm at a loss as to how to do this correctly
Holy shit. You made cold fusion with chairs. Except for that one that flew off into orbit; I'm sure that won't cause any problems.
lmao, exactly what i thought
i did a nice ctrl+Z and I (hopefully) averted that problem
i dont get why this is so hard to make dammit
all this should need is just a way to turn off that it's connected to source
and then turn off electricity when it's not connected to source
yup
thats the problem though, nothing works as intended
if i tell it to stop conducting electricity at the second branch, new conductors after the second one wont connect
i've also tried ways of finding out which actor was the one connected to the source, and then seeing if its valid, etc, but it all resulted in the same problem
so a check after the loop if blueprint already has electricity set on
or after source check
Does the connected thing have source power, yes. do i have power yes, then do nothing. Does the connected thing have power, yes, do I have power, no. then turn power on. Does the connected thing have power, no. Do I have electric on? yes, then turn off.
yeah i might have missed something in my thought of it but generally should work after a bit of trial and error
yeah, i'll report back soon
hmm you'll still have the recursion issue i think. ill keep thinking for a little bit
yeah, thats the biggest worry
yeah, i cant get it to work with what you suggested either, damn
This may be gibberish, is it possible to set a datatype to any datatable that inherits from a specific struct?
What problem are you trying to solve there
inheritance in structs, unfortunately no i think
Oh yeah, definitely not
BP doesn't really do struct inheritance whatsoever because passing around parent references end up slicing the object every time
doesn't even let you slice
Well that's true, but if it did let you get to that point, it'd slice
i had 2 FTablerowBase structs, same parent, nothing added to them, just different defaults
and i couldn't break the DT Row in blueprints as the base struct
So, i'm trying to create this chain.
the sissue is just the fact taht im pretty sure an update fucked it
Man, i cannot spell
So, according to the example, im supposed to be able to set target to Player Character
But, im unable
your screenshots are too low res to read
Ah, discord compression
mb
this better?
So thats how im supposed to be able to set target.
Though im not sure exactly why Interaction Interface doesnt posess it.
how would an interface Possess?
unless you're swapping pawns thats dont exactly once per match
I'm not sure why im not able to assign it a Player Character
your message log complains about accessed None when that code runs then
what was None?
that also doesn't mean anything without knowing which blueprint it is (does it derive from Pawn)
im guessing not
that is an interface
your message log tells you exactly where it broke, i suggest you read it
not related to type of class
your message log tells you exactly where it broke, i suggest you read it
@twilit heath Thats not exactly the issue
I don't have a target output from my Event Interact.
Lemme go check it
its an input to be exact
which means you didn't connect the pin or pushed a nullptr in it when you called it
your interface function has to have a Pawn input for that to work, too
Ic
(it can be anything that derives from Pawn)
Hi guys!
I got stuck on a weird thing. A SphereTraceForObjects works in the parent class (returns True), but for some reason fails in child classes (always returns False).
Am I missing some common knowledge there?
Child classes are data-only, I do not override anything etc.
you can check from the draw debug is it drawing a proper radius?
I mean, shouldnt this be sufficient?
I'm creating a dialogue system
incase you get confused
that is a bad way to detect interactable objects
its way simpler to create a CollisionObjectType for interactables
That is weird. Yeah, the radius was not as expected, for some reason! I replaced the variable with a hard-coded numerical value, and it changed things (and traces well now).
Thank you!
and then just overlap with/trace for that object type
That is weird. Yeah, the radius was not as expected, for some reason! I replaced the variable with a hard-coded numerical value, and it changed things (and traces well now).
Thank you!
@paper python It does use that though
this should be suffice
This is to toggle the ability to start a dialogue with the object.
@paper python make sure the variables on the child is set properly on the defaults though
@remote meteor I have assumed that if I never use that variable anywhere else, the child would inherit it with same value as in parent?
it does
That is the kind of wisdom that takes a bunch of pitfalls to obtain π Thank you!
life with unreal engine blueprint
blueprints have their fair share of serialization fails, but you usually need c++ involved to break them
yeah it wouldnt really break normally
I mean this should succeed in setting the interactable as target, right?
Im really not sure what i'm doing wrong, im new as hell to this
And yes, its inneficient, but its not like im running a resource heavy game.
that snippets is
when Interact button is pressed, i will find the first item in the array and call its interact interface
@trim matrix its code inefficient
@trim matrix its code inefficient
@twilit heath I ' m a w a r e
which means you need more of it, and that gives you more room to introduce bugs
@remote meteor @sand shore i have a bunch of data tables for a multiplayer game Im working on that each contains particular character data. Those in turn are inside another data struct. I just wanted to know if there was a way to set variable to only accept datatables to only accept ones that use are particular type of struct, just as sort of security thing so I dont accidentally get a bunch of errors.
Im not asking for a simplification really.
doesn't matter for performance at this point
hm
i dont think theres such thing, you have manually control what comes out of the Get Data Table Row node
your interact function doesn't have a Pawn input tho
i only could think of composite data table if any chance you are talking about combining data tables, but this requires the exact same struct
@trim matrix check your interface
you need inputs
Yeah that sounds kinda like what I was looking for
It might seem that simplification is a pointless tangent, but I would have to agree with Zlo.
Any case, have you done any debugging? Print String nodes would be your safest bet but you could attempt to use the debugger itself
i'd go for a data asset holding references to all the DTs and returning you the correct one @oblique ruin
that way your other assets only need to reference the data asset, not 50 different datatables
For data assets you need to do that in c++ correct?
i am not sure that you do, as you can derive a BP from c++ UDataAsset, then create a DataAsset from the BP class
So I could set it to only accept a particular data asset type? Is that kinda what your saying?
yeah, and your data asset would be the only thing referencing the datatables
with get functions returning you the one you need
you enter datatable references just once that way
Hmmm okay that makes sense
that was wayyy simpler than i thought
even if you can't make a BP data asset directly, you can get away with adding a c++ class deriving from DataAsset, then deriving a blueprint from it without actually writing any c++ code
the only difference between the two
is that PrimaryDataAsset is always loaded
while vanilla DataAsset needs to have a hard reference to it from a loaded object, or be loaded manually
hm so not really a concern unless your data assets is like sea level huge i guess?
if you have data asset with hard references to all assets on a level
and you have many large levels
you really really don't want them to be primary
as starting the game would then load every asset you have right off the bat
its not what they are normally used for though
sometimes the data fits a data asset way better then a datatable
and oftentimes, data assets will have soft asset references, and functions to load the assets on demand and return a reference to them
All my data assets would be is mesh data and material data
And it only needs to be loaded at the start of a match
data assets with soft asset references are excellent for stuff like character customization
as you keep only the meshes/materials you need loaded at any given time, thus reducing your load times and memory footprint
so i be like having soft reference to the assets in the data asset and when its time to use it, i resolve those reference and use them?
the most "hardcode" solution you async load them when they are needed, and trigger a callback in the object that requested the asset, when that object uses the asset and sets a hard ref to it
depending on the size of the assets, you can load sync, it makes the code a lot simpler
And to create a dataasset that takes soft references Id need to set that up in cpp right?
correct me if im wrong, but the whole idea of this is to prevent every assets to be loaded into memory when lets say a data table is loaded that has hard reference to a tons of other assets right?
instead, it only loads them on demand
no, blueprints can do all of it @oblique ruin
you have soft referene types in BP, you have async load calls
you have interfaces tab around the functions panel on the left
expand it, select a function, right click and you'll get the context menu for it
if the details panel of the function doesn't have the category dropdown, i have no idea
you do that in the inferface itself
hm
interface will only become a (function like in editor) if it has a return value
yep but most of them do not return any value
you can have separate event graphs for your interface though
that can tidy things up
oh, it makes sense nice idea actually
Thanks for your attention i will do that with that way
β€οΈ
Why is that btw?
If I have a void interface function, why can I not have local variables?
I have a UObject which I contstuct on begin play and store a reference to. When ever I edit anyting during play in editor this reference becomes null
I edit something trivial like the position of a block unrelated to this object and this reference becomes null
I don't get it
can someone help me with this
Well something is destroying it, either GC or w/e
not sure if BP references keep objects alive
so wierd
under : Objects disappearing from memory
Hi I have a question, How would I go about making a multiplayer free for all mode?
If anyone replies can you @ me please
@twilit heath @remote meteor So I'm looking through to find the vanilla data asset you mentioned
is there a bool to know if the character is level traveling or changing levels?
I see the primary here (which I take it was the one you said not to use).
or I get this big long list (and I'm not sure which one I should be using.)
@unborn turret You could make a bool in your game instance that is set pre level load, and then on level load switches back to false.
@oblique ruin ugh i hate creating a bool for such a small thing
Any unexposed cpp function that can get me that?
ns... I'm still relatively green myself.
I'd ask in cpp, they may be able to answer that for you.
you probably ran out of gearing so have to add more gears or lower the gear ratios
also there was a bug with editing the torque graph
set the torque really low to confirm its even changing with no power then.
hey guys
I need help with replicating the timestop effect from jjba in unreal engine
I already scripted timestop itself, it's just the effect I need help with
I'm very new to unreal engine so I thought i could use some professional help
please help me out, I've been stuck on this thing for days now
a pic of the effect would be helpful
I have a gif
and if its a visual effect, then you would want the graphics or visual fx chat channels
it is a visual effect but it's more related to blueprints in my opinion
also here:
this thing
yeah the pause game is gonna be blueprint, but the visual is graphics and visual fx question
oh
doing that exactly is gonna be difficult unless you find a tutorial that covers something like or you get luckily and someone spells out how to replicate it.
you can get started with distortion post processing effects
you're using the full vehicle class right?
and you said changing the throttle rate fixed it?
nice
Anyone here experienced structure corruption? My player save that contains some structures completely corrupts about 75% of the time If I edit any new variables to any of the structs
https://media.discordapp.net/attachments/664941298071109642/733435204684742766/unknown.png
Can anyone tell me why can't I access my GameSaveState variables?
My variables have UPROPERTY with EditAnywhere. The USTRUCT that resides the Struct of the 98% of the variables have BlueprintType.
I can only access a public function, but none of the variables.
Is possible to set pointers in blueprints?
are delegates variables? I don't quite understand what the documentation is saying... however i can use it in an array but never an explicit var... can events be variables?
Hi i am working on a rythm runner game, and i have done so he runs automatic, but i canβt seem to make the side movement with add force
add force would only work if the runner has it's physics turned on
if the physics is on, then you need to specify the direction of the force
This reminds me of a 2 years old Function in my game right now i leave there as a meme
I could sell this to an italian restraunt for a hefty sum 
This looks like a case of "what's a function"
i cant bring myself to clean it up, theres so many colors 
any reason why i all of a sudden wouldnt be able to move or anything when hitting play (and my inputs are still there)
This gif makes me so happy.
https://media.tenor.com/images/015be5c97609f194fd24721212683a3c/tenor.gif
Check your game mode, player controller
@wanton crag we may need more details to help you out.
idk what happened...but it wasnt switching the input back to game only after the main menu
already fixed it for him basicly
just RANDOMLY started..
Just to be clear, I was just posting a gif I liked.. not a jab at anyone. ;)
@wanton crag sorry, id have to see some blueprints to see what's going on to help. But if I had to guess, something is disabling your inputs when you enter your main menu and not setting it back when you exit.
its all good now, just added some blueprint to check if its in the main menu or not, and enabling inputs if its not in the menu
I need help
how do I make a keybind for a post processing change that lasts for a certain time
this is probably such a dumb question but I'm very new to unreal engine
Hello everyone! I have a question... how can I check if 2 text arrays are identical?
If they need to be identical down to order of strings, you could do a for loop and compare
im working on a keypad bp, and I need to check if the elements of both of em are identical
number of strings, and the strings themselves
yeah a loop would work for that :)
how exactly? I tried a for each loop and checks only if the last string is correct
so basically you need to have a bool variable like "strings match"
okay...
and in your loop, you compare each of them, and if they don't match, you set strings match to false
you can also break the loop
at the end of the loop, from the completed pin, you can then compare if strings match is false
this way you'd know if one of them did not match
JoinStringArray? ive used that to do keypads before, joining all the key presses
that is actually a good idea yeah, then you could just do a straight up equality comparison :)
press button, gets added to array. press next button, gets added to array. press enter at the end , enter button does JoinStringArray, check that string against a variable you made before hand that has the psscode in it, like, do a Branch, does the JoinStringArray Equal PasscodeVariable
nice
and how do you apply it to all the elements in an array? you just pin it to loop body?
So, you'd make your passcode an array
okay... nvm... i think im close
No loop i think there, it just check to see if the arrays are equal
Man, scrolling up and seeing some of those screenshots made me depressed
depressed and anxious
LoL
Does someone know how to have an external actor with a camera and show, what this camera sees in a smaller part of the screen
SceneComponent2d on the actor and a Render Target Texture
And get ready for the performance hit
SceneCaptureComponent2d
I do it in my space game, works fine for a rear view camera
Yeah, it depends on how much you're going to render.
What would I use instead of GetPlayerCharacter to have local funtions like HUD work in online multiplayer? GetPlayerController?
Do you have any hit or damage event
Not yet
Is this in your actor or is it an projectile or thoug
This is just in a function library, so i can apply it in either
And where do you want to call it. I ask, because you need an actor or something like it to cast to your actor. Also a getcontroller function needs a actor he controls
They'll just have the basic third person char, if that's what you mean
so should I replace CastToCharacter with CastToPawn?
If you want to work with get controller you can say from it get controlled pawn
Or from get player controller
Wait a minute, I going to show you what I mean, but I need to start my pc first
Ok, so your nodes might work, but they are a bit complicated in my opinion and a bit, I donβt know...
But not in all cases and not in multiplayer
yea multiplayer is the issue I'm having
I still working on a multiplayer project and had the issue as well
I need help with something a little complicated
I'm making a game based on jjba and one of the big key concepts in it are "stands"
for those who don't know "stands" are essentially your "spirit" that you control and all stands have unique abilities
basically weird punchy ghosts with special looks that stand behind you and you control freely
I'm trying to make stands on the right behind the player in a third person perspective
so uhh
any ideas on how that should be scripted?
or just made in general
Normally you call something with decrease health with damage events. Here are all nodes I mentioned. If you connect the controlled pawn with the cast it would work @north igloo
I know it's way more complicated than other issues but I can't for the life of me do it myself/find a way to do it
so please, if you have any ideas, share them with me
I really need the help
I'll give that a try, thanks Benji
No, you haven't connected the exec pins on the cast
other than that π
probably not because get controller returns a controller, ie. PlayerController or AIController
and I don't think you can cast one of those into a ThirdPersonCharacter
you can easyly connect damage causer and the object in the cast
Yea but I'm trying to get the hit Pawn to recieve the damage
If the actor you hit should get damage you can just use self as the actor to get damage
The variables are asking for a Character Object Ref, how do I generate a self for that, the blueprint I've been using asks for a Player Index
can you change the skeleton of a skeletal mesh?
can you change the skeleton of a skeletal mesh?
@wanton crag you can assign a new one, but that can cause many issues
@north igloo just to make sure: Do you want the actor in which you call the damage event to get damage
Yes
@shell wyvern i can see what you mean...im trying to add weapons into what i have..and ive completely broke my game. even taking everything out i did...its still broke af
Then you donβt need any cast or something like that and just set the variables
The math is all done inside a function, which is why it's asking for a reference
I figured this would be easier than writing it out for each hit event but guess not
I found it....
I feel beyond stupid now
Get Reference To Self is a thing
Thanks for your help
β₯οΈ
@shell wyvern think you could help me figure out whats/why its broken?
Hey fellow Unrealers!
I made a quick tutorial how to make Vertigo Effect or Dolly shot.
Check it out!
https://youtu.be/d5Lzrd0Tcv4
If you need any more help join my discord channel: https://discord.gg/Npd7TAJ
@wanton crag maybe
DM me
@static charm any way easier?
When I use save game function, does unreal save everything by default or should I set them manually?
Guys... I suck at blueprints... Need your help
@weak cosmos You need to setup what should be saved by adding variables to the savegame bp and setting them on the savegame objects which you get returned from the node in your image before calling the save function itself
But, then why we use "save game async" and "load game async", I can create a save game object and return a node and set variables
how to make a function only work on a copy? somehow I get an error that the input is read only, but its not pass by reference
ty
Arrays work with references directly, similar to C++
I copied the function over with the transfer tool plugin and now it works, super strange
What would be the best way to check a damage type against a table of resistances?
Would I talk about physical animation here because it has something to do with blueprints or in the #animation chat?
Or #legacy-physics I guess
Hmm, my weapons are made up from a list of components, should I have each component as it's own variable or have tham as a map of component types : component data? π€ I've heard there's problems with tmaps
they can't be replicated
@past girder you can do a AddActorWorldOffset
Quick question: Can Widget Blueprints implement Interfaces?
yup
thx
Does your Interact event fire @trim matrix ?
Zerofever is my favorite store on the Citadel
this is a linetrace pickup @frigid anvil
Try GetCameraLocation and GetCameraRotation
this is a linetrace pickup @frigid anvil
@trim matrix do you have any key set to the Interact InputAction?
can i attach an actor to a socket, but have it keep its rotation, even as the socket (robot's hand) is moved and rotated around? I just want it to follow location only
or better yet follow the rotation of the skeletal mesh general not the socket
You can attach it to a spring arm and turn off inheriting of rotation
yes @thin rapids is the E
Try GetCameraLocation and GetCameraRotation
@mellow stump already tried
@nocturne remnant great thanks!
Can anyone hep I am new to this
In my blueprint
In spawnactor none class
I am not getting blueprint explosion effect option
i retarget a skeltal, now i want to assign this skeletal to retarget skeletal, but how to solve this error?
@nocturne remnant please help man
did you create actor?
I am watching a tutorial and he has blueprint effect explosion to select and I don't
Yes
can you show that sshot?
@hollow flame don't ask the same question in multiple channels #old-rules you posted in at least 3 channels
Identical Node https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/Array/Identical/index.html
Identical
@trim matrix
@mellow stump can u help me
@onyx yew You have the starter content right
Can you check your content browser for a starter content folder
Cause my guess is the explosion will be in that
@onyx yew np
Would anyone know why an actor "killed" by radial damage is automatically destroying itself after landing? Projectile based deaths seem to work fine (cut the AI controller, activate physics on the enemy mesh, and keep the body persistent), but grenades/rockets appear to be triggering some sort of destroy event I can't find. Note that it only happens after the actors collision capsule lands or falls out of the map, so there doesn't seem to be a certain lifespan getting set. Would really appreciate any and all help!
Forgot to mention, it's not just the mesh disappearing. During PIE, the actors in question flash as "Deleted Actor" for a moment before getting destroyed altogether.
Got an interface with a one function definition, getAnimationBP() ... base class implementes, child class overrides the function. when a function in the base class ia calling getAnimationBP() from a child class instance... the getAnimationBP() of the parent is called and not the overrided one... why is that?
Is it possible to move (translate) an entire level around in the editor?
i.e. some streaming level that I want to move up a bit because I added something below it.
why my linetrace dont appear?
why my linetrace dont appear?
@trim matrix can you tell me how it should works?
oh
i see
maybe it doesn't works because you connect the Actor reference to Interface
could you show me the Interact function?
and
are you sure that you know the direction of the Forward Vector of your camera?
you can use Get Forward Vector straight from the camera
if your Camera object class is Scene Component, it should works anyway
you can use Get Forward Vector straight from the camera
Hello
Today i finally made Simple inventory system
you just need to add item information and play
https://www.youtube.com/watch?v=HgaG0zKk1LU&feature=youtu.be
YouTube
is a linetrace pickup
@trim matrix ok, i have the linetrace pickup
it's very simple
but it works
so im trying to fiqure out this warning:
LogScript: Warning: Script Msg: Attempted to access index 0 from array 'ComponentTags' of length 0 in '/Script/Engine.ActorComponent'!
but since its not saying which blueprint, im not sure where thats even coming from
ive got a get all component tags in blueprints but none of the blueprints are giving errors or warnings
its like some engine function is glitching out
nevermind found it
still don't get why it wasn't saying which blueprint the warning is coming from
i guess because its a pure function
can someone explain me why my linetrace dont show?
set draw debug type to for duration
duration needs to be on and double check the start and end locations
already do this
then your start and end locations are in error, or the function isn't being called
what
WTF
any chance someone who can help with async blueprint is online?
did it print async loading started?
hm, this node got activated, fires it's own breakpoint, then watched value of it's out pin shows the actual value (you can see on screenshot)
ah yeah
ah, print, yes it prints
what is jbox.jbox
actor BP
what is file.jbox
ive never seen a blueprint called .jbox as the file extension
can u just pick the blueprint from your drop down in the list
same for me
or search for it
and it's my BP
oh nevermind
and I didn't give it a name jbox.jbox
yes nevermind thats just how ue4 calls it
yeah that what I thought
do this instead
and see if it prints jbox name
if it does, then your asset loaded
it' actually looks like a common problem. I found a couple of old forum thrads with exactly the same question but nowhere the answer
let me try
btw not sure if it should, but the Construction script of jbox never fires a breakpoint after that
yeah it shows just the name
yes so it loaded the asset
now u can spawn it or whatever
async loading is just preloading object into memory, not the game/level
at least thats how i would think it should work
async loading is so you can load and unload big files/assets without lagging game during game startup or level starting, etc.
but yeah I still drop it to the level whe doing it by hand
could you say how can I place it into the level by BP?
after loading
hm wait. Yeah I found it, and it requires a class for input, not an object. And this is not a problem, there is a similar Async Load Class node. but this makes me thing that if Async Load Asset give you an object on out but not the class, doesn't it mean that the class was already instanced and the object created? And if it was created and existing.. why I can't call it's functions and why it doesn't pass the castingπ€
sorry I kind of came from a regular OOP and new in UE
well im not sure why you only want to async load this one thing anyways
just spawn it
i guess the async load object is for non actors, like just plain ojbect class
actors can only run in the level/map, so if not spawned or in the level already, then it cannot run, since actors need a transform.
plain object class needs no transform
_
so maybe you wanted to load object that has data only, etc.
Hi, guys, can someone tell me how I can make the blueprint of my character recognize the distance from the ground? (and create a float variable with it)
Hey guys
Is there anyone to gelp me with my problem?
I'm trying to make a thing where when the character gets out of sight (for example when goes inside a room or goes behind a wall) the camera automatically switches to another one that has sight on the character
I'm doing this based on a tutorial but well
How should i say it... There is this free plugin that has a custom camera and wgen I'm trying to kinda make it like.. to switch to another camera it fails, not only it won't switcg it also makes the camera to stops rotating the direction the character goes
Damn... No one?
I'm not sure where to ask this question... I'm working in a blueprint on a project I'm working on... I was creating a Local Variable named Return and by mistake created as a Variable... Noticed my mistake and then deleted the Return Variable and proceeded to create the Return Local Variable... and it won't let me... I've closed out and gone back in... No luck just tells me "Conflicts with another object in the same scope!"... I can't find a Ref for this in my project anywhere... Can anyone help or explain why this is?
@trim matrix Sorry.. I'm still learning myself and It sounds like there is a conflict between the custom camera and the one you made... Have you just tried to duplicate the custom camera and then have it switch to that?
do animnotifies have to be received in animBP's? Can you get them in normal BP'S?
@fleet ermine
Well yeah kinda
The thung is i think i know what the problem is, there is bunch of nodes that needs to get connected to event tick but the custom one already has some nodes connected to it
I have to find a way to conncet mine safely to those that are already there