#blueprint

402296 messages Β· Page 502 of 403

earnest tangle
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so you want it to move with the camera but you don't want to attach it to the camera?

thorny cedar
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i want to have it like an icon on the ground, when the player gaze on it i want a menue to appear

earnest tangle
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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

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Ie. say you have Root -> Camera, attach it to Root

thorny cedar
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so to the default scen rout of my pawn?

earnest tangle
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it would follow the pawn around, but it would not stay within viewport

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yes

thorny cedar
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@earnest tangle i think i want it attached to the camera, but not in the z axis

earnest tangle
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You mean up down axis?

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sorry I forget which one Z is lol

thorny cedar
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so that i can always moven down my view and look at the icon

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i also do always forget the axis naming

earnest tangle
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yeah so if you attach it to the scene root, it would follow and rotate with the pawn

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the camera is the one that gets rotated up and down

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so it should function as you wanted

thorny cedar
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it should always be in focus, so it has to be attached the camera, but not during th normal view

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up and down axis yeah

weak cosmos
wise gulch
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@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)

thorny cedar
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man im to stupid to make a simple pop up gaze menu :/

frank heron
sage compass
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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?

weak cosmos
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@sage compass Set Global Time Dilation node

sage compass
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thanks

astral fiber
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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?

lucid hemlock
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why can I only catch the first time???
@frank heron you need to re-enable collision on release on the object

nocturne remnant
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@astral fiber it returns the component so you need to get the child actor and cast it

astral fiber
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@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

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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

nocturne remnant
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take the return pin from your add child actor component and do get child actor

astral fiber
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yes, then I can set variables and call functions, but at this time the child actor is already constructed and rendered.

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How can I change the variables so it has an effect while running the construction sequence

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Is it possible to spawn an actor inside an actor, or can there only actorCOmponents be created?

nocturne remnant
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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

astral fiber
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Thats what I am trying at the momen, but the Actor seems to not get spawned inside the actor

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I am not sure if I can use this node inside an actor

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@nocturne remnant Seems like you cannot use the SpawnActor Node inside the construction script, it works when used with the Event BeginPlay..

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So I can only work with components. I just cannot set variables before construction

nocturne remnant
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it'd be really bad if you could spawn stuff in the construction script since that would happen when doing stuff in the editor

thorny cedar
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i want my sphere attached to my camera, but not dependend on the up and down of my camera :/

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having problems finding the right way to do it

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rotation up and down

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independent of Pitch

nocturne remnant
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why aren't you just attaching it to the root component?

thorny cedar
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because then i cant gaze it ^^

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i want to gaze it when i look to the bottom

elfin hazel
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Seems easier to attach the sphere to the camera and use World as rotation method instead of local.

thorny cedar
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can you sketch it for me?

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seems much more simple than my idea

nocturne remnant
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so this is a VR camera?

thorny cedar
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jap

elfin hazel
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hm, so you don't want to inherit pitch rotation, what about the other axes?

thorny cedar
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@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

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roll is not important

elfin hazel
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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

slim gazelle
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what is the node called that translates a location

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it is not called translate location

worthy frost
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transform?

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?

trim matrix
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I'd like to align my Character's FPS camera to slopes.

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I don't even know how to change the camera rotation, it seems locked.

foggy coyote
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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?

trim matrix
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Should be Player Character or Controller.

foggy coyote
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Using both of them returns a warning

trim matrix
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Your BP is the UMG one here ?

foggy coyote
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Widget blueprint

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Is there a way to change global audio volume from within the UI itself?

trim matrix
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I haven't done a menu option for now.

foggy coyote
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Your BP is the UMG one here ?
@trim matrix Yes the one I show is from the UI

dense tulip
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You need an object as INPUT for the cast

trim matrix
foggy coyote
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I know, what I'm asking is, what object should I use?

trim matrix
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How do I get the floor angle ?

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There's a Floor Angle node but it's a location vector.

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I guess I have to get some information via a raycast hit.

dense tulip
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@foggy coyote what type is your parent object ?

foggy coyote
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Pawn I believe?

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If you mean the player object that is

dense tulip
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Most of the references to GlobalSoundVolume are not detailed enough

foggy coyote
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I no longer used the GI BP, deleted it

dense tulip
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ok

foggy coyote
lyric estuary
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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!

visual echo
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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

molten ridge
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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

green echo
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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!

graceful trench
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@molten ridge Are you using a spring arm to the camera? Also, are you sure the Camera is attached as a child?

molten ridge
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yeah i have. when the character runs it works just not idle @graceful trench

graceful trench
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@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?"

flat cedar
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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?

graceful trench
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@molten ridge So when you're idle and rotate, the camera doesn't rotate with it?

molten ridge
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it rotates but the character doesnt move with the camera

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like the character doesnt turn

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but when running it does

graceful trench
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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.

river wigeon
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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....

molten ridge
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ill have a mess around with it to figure it out @graceful trench thanks for the advice though

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@river wigeon try turning rotation yaw on

river wigeon
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where?

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inhert rot yaw?

molten ridge
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click on your character in the bp viewport and type rotation yaw

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and the check it @river wigeon

visual echo
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can somebody also help me

molten ridge
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im not sure about your issue sorry @visual echo

river wigeon
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use rotation yaw is enabled

visual echo
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ok no problem

spare patio
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How would I rotate/orbit one object around another object with variable speed and distance from the pivot object?

molten ridge
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disable it @river wigeon

river wigeon
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ok, now the char moves but never faces the cameras view xD

molten ridge
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it should when your running @river wigeon it works with mine

onyx swan
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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?

river wigeon
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nope^^

green echo
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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

river wigeon
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i mean i run in the direction i face, but the mesh faces always i direction

molten ridge
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which direction?

river wigeon
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x1

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always right

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seems like the mesh dont get the information about where the camera is facing anymore

molten ridge
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have you got the mesh facing the correct way to begin with?

river wigeon
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yep

molten ridge
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no clue then sorry

river wigeon
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it works with yaw checked

molten ridge
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im honestly not sure, i have mine how you want it and all i did was diable the yaw

flat cedar
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@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

river wigeon
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weird

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ty

flat cedar
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Infinite Loop error after that

sly finch
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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

zealous moth
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is there a way to disable input for a pawn but not disable camera inputs? it so far "disable input" disables everything :x

tacit nacelle
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@zealous moth Yes, input = all input coming from any device

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If you just want to disable movement component, simply add a boolean in between the action yourself

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Does anyone know if there is a way to force a cascade emitter to emit once?

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I want it to spawn a particle whenever I trigger an input

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Ah nevermind, I can do it with SpawnEmitterAttached (though it's probably not exactly what I want since it creates new emitters)

upbeat bloom
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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?

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I've also tried setting the modified array back onto the struct, and also tried re-adding the struct to the Map

noble bobcat
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@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...

β–Ά Play video
pure coral
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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.

untold pine
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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!
πŸ˜‚ 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!

gloomy grove
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While trying to make a health bar, this happens when health is updated. Any ideas on why?

untold pine
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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!

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Place it before the node that asks the target for anything!

river wigeon
ionic junco
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hello friends, may I ask for help here? Is this a correct place?

untold pine
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@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

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@ionic junco it's the right place for blueprint help, yes

ionic junco
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great, thanks

river wigeon
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@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

ionic junco
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I found a couple forum threads about this but nowhere the answer

untold pine
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@ionic junco I've never used async, can't really help! you'll have to wait & see if someone will reply

ionic junco
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I hope so much

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thanks anyway!

untold pine
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@river wigeon even Camera settings in CameraBoom or Camera Option in the camera itself!?

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don't mind that I have them all checked, I'm messing around with my character

river wigeon
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yeah tried that, i also messed around with playercontroller

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the damn capsule just wont rotate

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i thought maybe it had something to do that i used 2d sidescroller template, but i change everything

untold pine
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idk, it might be!

torpid linden
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there's an option to constraint movement on certain axis, did you change that?

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might be set by default in the 2d project

river wigeon
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where?

torpid linden
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on the actor

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I think

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maybe also on the movement component

signal pewter
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so is there an actual version of joint springs (unity) in unreal ?

river wigeon
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ah yes, the movementthing is already unchecked, thats why i can run left right and so on

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im damn desperate...

rough blade
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would using simpler models (low poly) allow me to do more calculations per tic without seeing a slow down?

trim matrix
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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

?

grizzled rain
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When in landscape mode on my android device, the player doesn't move when you touch outside the center of the phone

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if I were to show how the input "zone" ends up looking like it'd be like

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that

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the area in the center

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When I just want it split

analog hill
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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.

rich gorge
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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.

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Nevermind, I apparently forgot to search Detach

green eagle
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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

green eagle
marsh meadow
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@trim matrix Is that a node I can find with Right Click?/

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I don't find it here. 😦

green eagle
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might be the type of bp you are working in maybe??

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how to I reference a variable from another bp with in a widget?

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within*

marsh meadow
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It's a widget blueprint

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Thanks. I found it before, but I tought it was a switch statement or something. πŸ˜„

green eagle
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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

stiff hatch
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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?

trim matrix
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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?

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Or is it simply that demanding

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Since it seems easily doable with a simpler blueprint software

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(If i used alot of 'If' statements that is)

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(these are in one event graph, messy, but im new.

mellow stump
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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)

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im feeding it X=23 Y=14 Z=59

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need it to return 231459

stiff hatch
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@mellow stump truncate the floats first. then to string

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truncate rounds to the nearest whole number and provides and integer that you can put to a string.

mellow stump
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Wow, that worked right away, your a lifesaver

stiff hatch
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glad I could help

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if you dont want it rounding to the nearest then use either floor to round down or ceil to round up

mellow stump
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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 πŸ‘

stiff hatch
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yee, plus constant math can bog down the system if repeated too much and frequently

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(very little but it piles up lol)

mellow stump
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indeed

trim matrix
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Anyone able to help with my previous issue? I've been chopping at this all day

zealous moth
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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

earnest tangle
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Is there some reason you want to simulate key events?

mellow stump
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In the past ive ran custom events into the same node a key press goes into, both execution lines went in

earnest tangle
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^ 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

marsh meadow
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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!

earnest tangle
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You're probably trying to cast the wrong thing

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but it's hard to say without seeing what you've got

mellow stump
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GetAllWidgetsOfClass has worked wonders for me in the past, promote to variable and you have access to all the widgets goodies

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from anywhere

marsh meadow
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@mellow stump Hmm, how do I access the 0 index of the returned array?
Sorry, BP isn't my strength.

mellow stump
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a Get node

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drag off of array and its Get(ref)

marsh meadow
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@mellow stump Thanks, that worked. πŸ™‚

nocturne remnant
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And Set Array Elem for if you actually need to change it

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I've been up an hour and a half. I could probably use a beers right now.

trim matrix
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@earnest tangle Yo, about my problem, you're quite reliable, see any simple solution to have yes/no questions on it?

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or would it require a remake

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its a collision and input triggered text box

earnest tangle
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Regarding how to do that RPG speech choices thing?

trim matrix
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Mhm

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SOrry for the late response

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Right now i can only do a singular text box

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Due to my shit skill

earnest tangle
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You might want to come up with some kind of data structure for this

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I'm assuming yes/no choices would lead to different branches of text possibly?

trim matrix
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Correct

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So i'd have to create a datastructure, and assign different texts to the variables?

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oof

earnest tangle
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if you don't have a large amount of dialog I guess you could get away doing it some other way too

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but it would probably be easier to manage if you have some way of defining the choices just as data

nocturne remnant
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data table probably

trim matrix
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yeah

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just thought i could avoid that

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since i'd have to remake the collision shit too

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haha

marsh meadow
mellow stump
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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

marsh meadow
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@mellow stump Thanks, I was trying to set it on the fly.

rough wing
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like a sphere trace

earnest tangle
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You can use the builtin pawn sense functionality, like sight and sound and such

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might be simpler than rolling your own systems for it

charred vale
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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

flat raft
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Using OnOverlap?

charred vale
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yeah

flat raft
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Your E event isn't talking to anything

charred vale
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its rotate a handle and then window itself

flat raft
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You have E on each window?

charred vale
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sure

flat raft
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Can I suggest a better workflow?

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your E should be on your player controller, or player character

nocturne remnant
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Yeah, that's not at all the way you want to do that

mellow stump
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Does each window accept player input?

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and yeah, its done badly πŸ˜„

flat raft
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The problem is you won't know which window the E event is talking to.

nocturne remnant
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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

charred vale
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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

fossil dagger
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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

charred vale
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@mellow stump each window is a copy so sure they accept player input

nocturne remnant
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So then you have it start with a custom event that an input can call. You definitely don't want random stuff accepting inputs

mellow stump
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That BP is your window, yes?

charred vale
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ye

mellow stump
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The boolean has to be on each window

charred vale
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it is

mellow stump
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player over lap window, cast to window and use Other Actor as ogject of Cast, set boolean to true

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reverse for end overlap

flat raft
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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

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ya, gotta cast

fossil dagger
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cast to character to see if action key has been pressed, after a box collision with character

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nvm

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im an idiot

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false advive

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advice

flat raft
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I highly doubt you'll get this set through to the marketplace though.

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Look up the light switch thing that unreal did... it's basically the same. Copy that

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On unreal YT channel.

charred vale
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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

flat raft
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Ok.. put a print right after E..

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See if you get a response

charred vale
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yeah, there are no response

mellow stump
charred vale
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it seted

flat raft
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@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

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I'd use an interface to get everyone to report in

fossil dagger
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would they update interface upon death?

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i have an endless spawner, and im just baffled at how i can save the number enemies and their locations

foggy coyote
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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?

flat raft
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You want the dead enemies to report their location?

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Or the live ones?

fossil dagger
#

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

earnest tangle
#

So what specifically is the problem with saving that?

fossil dagger
#

i dont know where to start. how do i acquire an array of locations to respawn an actor at it upon request

earnest tangle
#

you could probably get a list of the spawned actors and save their locations, no?

flat raft
fossil dagger
#

@earnest tangle im guessing i get the list of actors in an array? but how do i get the locations from that?

flat raft
earnest tangle
#

@fossil dagger use a loop and collect the world locations into an array

flat raft
#

@fossil dagger an array of ur enemy

nocturne remnant
#

Transform. That way you get the rotation too

earnest tangle
#

^yeah probably a good idea

fossil dagger
#

with break or nah?

earnest tangle
#

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

flat raft
fossil dagger
#

Cools guys thanks alot, i can take it from here, you helped me out so much πŸ˜„

#

i do have one more question

#

how do i spawn an array of actors

charred vale
trim matrix
#

box collision object is prob component

#

not actor

flat raft
#

Pull off the box

trim matrix
#

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

charred vale
#

yeah now every window is working

#

@flat raft thx

flat raft
#

Sweet!

fossil dagger
#

for each loop or just for loop

flat raft
#

For each

charred vale
#

it's kinda strange, i watched many tuts for beginners about such stuff, but no one ever used or mentioned "is overlapping actor" node

fossil dagger
charred vale
#

they always cast to specific bp char

flat raft
#

Every day I go through Matthew Wadstiens references.. just a few everyday to see what nodes exist and how to use them.

fossil dagger
#

completed returns me with string but not loop body

mellow stump
#

array is empty

flat raft
#

Look at the vid I sent you @fossil dagger E fetches, I prints

charred vale
#

yeah this Mathew Wadstein guy is epic

flat raft
#

Lol...tomatoes

fossil dagger
#

this is what i ahve right now

charred vale
#

pum pum pum pum pum

fossil dagger
#

Array of enemies is a Struct i have BTW not an array

flat raft
#

Your E should be printing a whole bunch of Hellos, ya?

fossil dagger
#

yes

#

i press F then press E and nothing from E happens

#

Print works directly from E key or Completed but not loop

flat raft
#

Oh. You are overwriting after the ADD

zenith scarab
#

Looks like your strict enemy location array is empty

fossil dagger
#

thank you

#

solved

zenith scarab
#

Since you are overwriting the array with the struct values

flat raft
#

Also... that Clear is a good idea also

fossil dagger
#

yeah i figured it would be i just saw what i did and i spawned a bunch of them along their route hahah

molten ridge
#

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?

remote meteor
#

@molten ridge check the auto possession setting on the pawn's defaults

molten ridge
#

@remote meteor I managed to fix it... i was spawing actor from class instead of ai from class lmao

remote meteor
#

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

trim matrix
#

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.

remote meteor
#

then only do the Set Child Actor Class afterwards

meager spade
#

Don't you need a == 0 on the result of the % or a NOT bool?

trim matrix
#

It still adds 2.

meager spade
#

Add a print string on the value before and after the increment, you are maybe running it twice accidently

trim matrix
#

It's a Function so I can't add a Tick.

#

Umh... wait, I think I see why it would be called twice..

dapper cradle
#

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.

oblique ruin
#

How can I teleport an actor and remove all the velocty?

nocturne remnant
#

A timeline runs for the length of time that it's set for and outputs the value on the curve at a particular time.

dapper cradle
#

@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

earnest tangle
#

I've heard timelines run on their own "ticker" instead of the game's tick

mellow stump
static charm
#

because you hit int32 limits

mellow stump
#

ahhhhhh

static charm
#

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.

mellow stump
#

I see why No Mans Sky wrote their own engine, this infinite universe stuff is hard πŸ˜†

static charm
#

lol

mellow stump
#

Is there a way to knock the front of a number off? Like shift << or >> in c++

static charm
#

yeah Right

nocturne remnant
#

There's probably a joke in here somewhere about NMS

static charm
#

or Chop

mellow stump
#

hmmm, chop

fast plank
#

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...

static charm
#

move the socket forward

#

or add an offset to where you spawn the emitter

rare ember
swift quiver
#

@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

hoary gazelle
#

Is there a way to change the color of a texture via BP without having to set a different material?

static charm
#

you have to setup a material and then make dynamic material instance

pastel ibex
#

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.

static charm
#

there was a video tutorial on power systems

#

might be worth looking at if you haven't already

pastel ibex
#

i havent seen it yet

#

can you link it here?

static charm
#

looks like he has a bunch of videos on different systems

pastel ibex
#

thank you, i'll have a look

mellow stump
#

@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!

static charm
#

nice work

hollow tree
#

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

static charm
#

whats it running from? tick?

hollow tree
#

i believe so yeah, it's parent is an OnAudioPlaybackPercent event

dawn glacier
#

maybe you have to play the audio again or set it to Loop

hollow tree
#

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)

frank heron
pastel ibex
#

@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

swift quiver
#

@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

hollow tree
#

ohh i see!

static charm
#

@pastel ibex i see in your code, you need to set electricity to off when there's no source conductor

hollow tree
#

ohh i think i ended up solving it lol, i added a new variable to keep track of the total sum of beats

static charm
#

you have it set to on when true, but when false, there's no setting it back off

pastel ibex
#

@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

static charm
#

yeah that makes sense

#

you need a second check for main power

pastel ibex
#

where would I implement that?

static charm
#

same way you're doing now i guess

#

hmm nevermind you'll run into same issue

pastel ibex
#

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

nocturne remnant
#

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.

pastel ibex
#

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

static charm
#

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

pastel ibex
#

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

static charm
#

you need to stop running code once it has electricty

#

i mean stop part of the loop

pastel ibex
#

hmm

#

so maybe a set tick enabled (disable) node?

static charm
#

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.

pastel ibex
#

okay, ill do some experimentation now

#

thanks

static charm
#

yeah i might have missed something in my thought of it but generally should work after a bit of trial and error

pastel ibex
#

yeah, i'll report back soon

static charm
#

hmm you'll still have the recursion issue i think. ill keep thinking for a little bit

pastel ibex
#

yeah, thats the biggest worry

pastel ibex
#

yeah, i cant get it to work with what you suggested either, damn

oblique ruin
#

This may be gibberish, is it possible to set a datatype to any datatable that inherits from a specific struct?

sand shore
#

What problem are you trying to solve there

remote meteor
#

inheritance in structs, unfortunately no i think

sand shore
#

Oh yeah, definitely not

#

BP doesn't really do struct inheritance whatsoever because passing around parent references end up slicing the object every time

twilit heath
#

doesn't even let you slice

sand shore
#

Well that's true, but if it did let you get to that point, it'd slice

twilit heath
#

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

trim matrix
#

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

twilit heath
#

your screenshots are too low res to read

trim matrix
#

Ah, discord compression

#

mb

#

So thats how im supposed to be able to set target.

#

Though im not sure exactly why Interaction Interface doesnt posess it.

twilit heath
#

how would an interface Possess?

trim matrix
#

I mean

#

ah

#

bad wording

twilit heath
#

unless you're swapping pawns thats dont exactly once per match

trim matrix
#

I'm not sure why im not able to assign it a Player Character

twilit heath
#

your message log complains about accessed None when that code runs then

#

what was None?

trim matrix
remote meteor
#

check the interface

#

the input parameters

twilit heath
#

that also doesn't mean anything without knowing which blueprint it is (does it derive from Pawn)

#

im guessing not

remote meteor
#

that is an interface

twilit heath
#

your message log tells you exactly where it broke, i suggest you read it

remote meteor
#

not related to type of class

trim matrix
#

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

remote meteor
#

its an input to be exact

twilit heath
#

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

trim matrix
#

Ic

twilit heath
#

(it can be anything that derives from Pawn)

paper python
#

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.

remote meteor
#

you can check from the draw debug is it drawing a proper radius?

trim matrix
#

I'm creating a dialogue system

#

incase you get confused

twilit heath
#

that is a bad way to detect interactable objects

trim matrix
#

It is, but it works.

#

Atleast for now

#

Well

#

Evidently

#

not

twilit heath
#

its way simpler to create a CollisionObjectType for interactables

paper python
#

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!

remote meteor
twilit heath
#

and then just overlap with/trace for that object type

remote meteor
trim matrix
#

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

remote meteor
#

this should be suffice

trim matrix
#

This is to toggle the ability to start a dialogue with the object.

remote meteor
#

@paper python make sure the variables on the child is set properly on the defaults though

paper python
#

@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?

twilit heath
#

it does

remote meteor
#

sometimes it doesnt, just sometimes

#

so double check probably a good idea

paper python
#

That is the kind of wisdom that takes a bunch of pitfalls to obtain πŸ˜„ Thank you!

remote meteor
#

GWcmeisterPeepoShrug life with unreal engine blueprint

twilit heath
#

blueprints have their fair share of serialization fails, but you usually need c++ involved to break them

remote meteor
#

yeah it wouldnt really break normally

trim matrix
#

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.

remote meteor
#

that snippets is
when Interact button is pressed, i will find the first item in the array and call its interact interface

twilit heath
#

@trim matrix its code inefficient

trim matrix
#

@trim matrix its code inefficient
@twilit heath I ' m a w a r e

twilit heath
#

which means you need more of it, and that gives you more room to introduce bugs

oblique ruin
#

@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.

trim matrix
#

Im not asking for a simplification really.

twilit heath
#

doesn't matter for performance at this point

remote meteor
#

hm

#

i dont think theres such thing, you have manually control what comes out of the Get Data Table Row node

twilit heath
#

your interact function doesn't have a Pawn input tho

remote meteor
#

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

#

you need inputs

oblique ruin
#

Yeah that sounds kinda like what I was looking for

sand shore
#

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

twilit heath
#

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

remote meteor
#

ah yes

#

data assets a way too

oblique ruin
#

For data assets you need to do that in c++ correct?

remote meteor
#

i never really use one yet

#

there is a blueprint version of it

twilit heath
#

i am not sure that you do, as you can derive a BP from c++ UDataAsset, then create a DataAsset from the BP class

oblique ruin
#

So I could set it to only accept a particular data asset type? Is that kinda what your saying?

twilit heath
#

yeah, and your data asset would be the only thing referencing the datatables

#

with get functions returning you the one you need

trim matrix
#

@remote meteor ah shit, i forgot to set the input

#

man

twilit heath
#

you enter datatable references just once that way

oblique ruin
#

Hmmm okay that makes sense

trim matrix
#

that was wayyy simpler than i thought

twilit heath
#

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

remote meteor
#

i think thats the one right?

twilit heath
#

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

remote meteor
#

hm so not really a concern unless your data assets is like sea level huge i guess?

twilit heath
#

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

oblique ruin
#

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

twilit heath
#

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

remote meteor
#

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?

twilit heath
#

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

oblique ruin
#

And to create a dataasset that takes soft references Id need to set that up in cpp right?

remote meteor
#

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

twilit heath
#

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

remote meteor
twilit heath
#

if the details panel of the function doesn't have the category dropdown, i have no idea

remote meteor
#

you do that in the inferface itself

#

hm

#

interface will only become a (function like in editor) if it has a return value

trim matrix
#

yep but most of them do not return any value

remote meteor
#

you can have separate event graphs for your interface though

#

that can tidy things up

trim matrix
#

oh, it makes sense nice idea actually

#

Thanks for your attention i will do that with that way

#

❀️

oblique ruin
#

Why is that btw?

#

If I have a void interface function, why can I not have local variables?

slim gazelle
#

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

worthy frost
#

Well something is destroying it, either GC or w/e

#

not sure if BP references keep objects alive

slim gazelle
#

so wierd

#

under : Objects disappearing from memory

bleak sable
#

Hi I have a question, How would I go about making a multiplayer free for all mode?

#

If anyone replies can you @ me please

oblique ruin
#

@twilit heath @remote meteor So I'm looking through to find the vanilla data asset you mentioned

unborn turret
#

is there a bool to know if the character is level traveling or changing levels?

oblique ruin
#

@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.

unborn turret
#

@oblique ruin ugh i hate creating a bool for such a small thing

oblique ruin
#

what do you need it for?

#

I'm not aware of anything internal that does that.

unborn turret
#

Any unexposed cpp function that can get me that?

oblique ruin
#

ns... I'm still relatively green myself.

#

I'd ask in cpp, they may be able to answer that for you.

unborn turret
#

I want to show canera fade on level travel

#

But not when character respawns

static charm
#

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.

noble wolf
#

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

static charm
#

a pic of the effect would be helpful

noble wolf
#

I have a gif

static charm
#

and if its a visual effect, then you would want the graphics or visual fx chat channels

noble wolf
#

it is a visual effect but it's more related to blueprints in my opinion

#

also here:

#

this thing

static charm
#

yeah the pause game is gonna be blueprint, but the visual is graphics and visual fx question

noble wolf
#

oh

static charm
#

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

upbeat sinew
marsh meadow
#

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.

static charm
#

you have to attach it to the head bone/socket or use an attach node

#

BP

oblique ruin
#

Is possible to set pointers in blueprints?

zealous moth
#

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?

past girder
#

Hi i am working on a rythm runner game, and i have done so he runs automatic, but i can’t seem to make the side movement with add force

static charm
#

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

static charm
#

this code is inefficient how fix

mellow stump
#

This reminds me of a 2 years old Function in my game right now i leave there as a meme

earnest tangle
#

This looks like a case of "what's a function"

mellow stump
#

i cant bring myself to clean it up, theres so many colors coxOmg

wanton crag
#

any reason why i all of a sudden wouldnt be able to move or anything when hitting play (and my inputs are still there)

midnight kiln
flat raft
#

Check your game mode, player controller

midnight kiln
#

@wanton crag we may need more details to help you out.

wanton crag
#

idk what happened...but it wasnt switching the input back to game only after the main menu

pure blade
#

already fixed it for him basicly

wanton crag
#

just RANDOMLY started..

midnight kiln
#

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.

wanton crag
#

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

noble wolf
#

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

verbal magnet
#

Hello everyone! I have a question... how can I check if 2 text arrays are identical?

earnest tangle
#

If they need to be identical down to order of strings, you could do a for loop and compare

verbal magnet
#

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

earnest tangle
#

yeah a loop would work for that :)

verbal magnet
#

how exactly? I tried a for each loop and checks only if the last string is correct

earnest tangle
#

so basically you need to have a bool variable like "strings match"

verbal magnet
#

okay...

earnest tangle
#

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

mellow stump
#

JoinStringArray? ive used that to do keypads before, joining all the key presses

earnest tangle
#

that is actually a good idea yeah, then you could just do a straight up equality comparison :)

verbal magnet
#

i might try

#

and how would that work?

#

im still learning

mellow stump
#

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

verbal magnet
#

aha

#

okay, thanks

remote meteor
#

you dont have to

#

there is a node for array identical

mellow stump
#

nice

verbal magnet
#

and how do you apply it to all the elements in an array? you just pin it to loop body?

mellow stump
#

So, you'd make your passcode an array

verbal magnet
#

okay... nvm... i think im close

mellow stump
#

No loop i think there, it just check to see if the arrays are equal

verbal magnet
#

yes! it worked

#

the identical node fixed everything

#

thank you all πŸ™‚

nocturne remnant
#

Man, scrolling up and seeing some of those screenshots made me depressed

#

depressed and anxious

flat raft
#

LoL

shell wyvern
#

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

mellow stump
#

SceneComponent2d on the actor and a Render Target Texture

nocturne remnant
#

And get ready for the performance hit

mellow stump
#

SceneCaptureComponent2d

#

I do it in my space game, works fine for a rear view camera

nocturne remnant
#

Yeah, it depends on how much you're going to render.

north igloo
#

What would I use instead of GetPlayerCharacter to have local funtions like HUD work in online multiplayer? GetPlayerController?

shell wyvern
#

@north igloo getcontroller

#

@mellow stump Thanks

north igloo
#

ty

#

In this case what would I use instead of CastToPlayerCharacter?

shell wyvern
#

Do you have any hit or damage event

north igloo
#

Not yet

shell wyvern
#

Is this in your actor or is it an projectile or thoug

north igloo
#

This is just in a function library, so i can apply it in either

shell wyvern
#

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

north igloo
#

They'll just have the basic third person char, if that's what you mean

#

so should I replace CastToCharacter with CastToPawn?

shell wyvern
#

If you want to work with get controller you can say from it get controlled pawn

#

Or from get player controller

north igloo
#

would this work?

shell wyvern
#

Wait a minute, I going to show you what I mean, but I need to start my pc first

north igloo
#

Thanks

#

Complete novice here so you'll have to bear with me πŸ˜…

shell wyvern
#

Ok, so your nodes might work, but they are a bit complicated in my opinion and a bit, I don’t know...

#

But not in all cases and not in multiplayer

north igloo
#

yea multiplayer is the issue I'm having

shell wyvern
#

I still working on a multiplayer project and had the issue as well

north igloo
#

damn

#

Thanks though

noble wolf
#

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

shell wyvern
#

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

noble wolf
#

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

north igloo
#

I'll give that a try, thanks Benji

north igloo
#

Just to check, should this work?

earnest tangle
#

No, you haven't connected the exec pins on the cast

north igloo
#

other than that πŸ˜…

earnest tangle
#

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

north igloo
#

Yea, seeing that now

#

I can't seem to find GetControlledPawn anywhere

shell wyvern
#

you can easyly connect damage causer and the object in the cast

north igloo
#

Yea but I'm trying to get the hit Pawn to recieve the damage

shell wyvern
#

If the actor you hit should get damage you can just use self as the actor to get damage

north igloo
#

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

wanton crag
#

can you change the skeleton of a skeletal mesh?

shell wyvern
#

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

north igloo
#

Yes

wanton crag
#

@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

shell wyvern
#

Then you don’t need any cast or something like that and just set the variables

north igloo
#

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™₯️

wanton crag
#

@shell wyvern think you could help me figure out whats/why its broken?

devout pine
shell wyvern
#

@wanton crag maybe

wanton crag
#

DM me

past girder
#

@static charm any way easier?

weak cosmos
#

When I use save game function, does unreal save everything by default or should I set them manually?

trim matrix
#

Guys... I suck at blueprints... Need your help

surreal peak
#

@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

weak cosmos
#

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

prime bison
#

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

north igloo
#

How do I get this to read from a list of strings?

prime bison
#

list or array?

north igloo
#

ty

prime bison
#

here it works.. im a bit upset πŸ˜„

teal burrow
#

Arrays work with references directly, similar to C++

prime bison
#

I copied the function over with the transfer tool plugin and now it works, super strange

north igloo
#

What would be the best way to check a damage type against a table of resistances?

shell iris
#

Would I talk about physical animation here because it has something to do with blueprints or in the #animation chat?

bleak vector
#

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? πŸ€” I've heard there's problems with tmaps

nocturne remnant
#

they can't be replicated

static charm
#

@past girder you can do a AddActorWorldOffset

fading marsh
#

Quick question: Can Widget Blueprints implement Interfaces?

mellow stump
#

yup

fading marsh
#

thx

trim matrix
#

can someone tell me why my linetrace dont appear?

frigid anvil
#

Does your Interact event fire @trim matrix ?

nocturne remnant
#

Zerofever is my favorite store on the Citadel

trim matrix
#

this is a linetrace pickup @frigid anvil

mellow stump
#

Try GetCameraLocation and GetCameraRotation

thin rapids
#

this is a linetrace pickup @frigid anvil
@trim matrix do you have any key set to the Interact InputAction?

narrow stump
#

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

nocturne remnant
#

You can attach it to a spring arm and turn off inheriting of rotation

trim matrix
#

yes @thin rapids is the E

#

Try GetCameraLocation and GetCameraRotation
@mellow stump already tried

narrow stump
#

@nocturne remnant great thanks!

onyx yew
#

Can anyone hep I am new to this

#

In my blueprint

#

In spawnactor none class

#

I am not getting blueprint explosion effect option

hollow flame
onyx yew
#

@nocturne remnant please help man

hollow flame
#

@onyx yew did you expose that variable?

#

what exact issue?

onyx yew
#

I have posted a picture

hollow flame
#

did you create actor?

onyx yew
#

I am watching a tutorial and he has blueprint effect explosion to select and I don't

#

Yes

hollow flame
#

can you show that sshot?

onyx yew
#

Do we need to download libraries or something ?

worthy frost
#

@hollow flame don't ask the same question in multiple channels #old-rules you posted in at least 3 channels

mellow stump
#

@trim matrix

onyx yew
#

@mellow stump can u help me

swift quiver
#

@onyx yew You have the starter content right

onyx yew
#

I don't know @swift quiver

#

I have just installed unreal engine

swift quiver
#

Can you check your content browser for a starter content folder

#

Cause my guess is the explosion will be in that

onyx yew
#

Ok

#

@swift quiver thx..ur awesome

swift quiver
#

@onyx yew np

main harbor
#

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.

reef swift
#

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?

oblique rapids
#

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.

trim matrix
#

why my linetrace dont appear?

humble grotto
#

why my linetrace dont appear?
@trim matrix can you tell me how it should works?

#

oh

#

i see

trim matrix
#

is a linetrace pickup

#

when i press E dont show any line

humble grotto
#

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

velvet forum
humble grotto
#

is a linetrace pickup
@trim matrix ok, i have the linetrace pickup

#

it's very simple

#

but it works

static charm
#

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

trim matrix
#

can someone explain me why my linetrace dont show?

velvet forum
#

set draw debug type to for duration

static charm
#

duration needs to be on and double check the start and end locations

trim matrix
#

already do this

static charm
#

then your start and end locations are in error, or the function isn't being called

trim matrix
#

i change the input action key

#

and works

#

btw ty

weak wigeon
#

what

velvet forum
#

WTF

ionic junco
#

any chance someone who can help with async blueprint is online?

static charm
#

async what

#

there's like 20 things using the word async

#

and blueprint

ionic junco
#

why an asset doesn't pass casting after async load

static charm
#

did it print async loading started?

ionic junco
#

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)

static charm
#

ah yeah

ionic junco
#

ah, print, yes it prints

static charm
#

what is jbox.jbox

ionic junco
#

actor BP

static charm
#

what is file.jbox

ionic junco
#

idk

#

the BP name is just jbox

static charm
#

ive never seen a blueprint called .jbox as the file extension

#

can u just pick the blueprint from your drop down in the list

ionic junco
#

same for me

static charm
#

or search for it

ionic junco
#

and it's my BP

static charm
#

oh nevermind

ionic junco
#

and I didn't give it a name jbox.jbox

static charm
#

yes nevermind thats just how ue4 calls it

ionic junco
#

yeah that what I thought

static charm
#

do this instead

#

and see if it prints jbox name

#

if it does, then your asset loaded

ionic junco
#

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

static charm
#

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

ionic junco
#

oh, I think this is what i didn't know

#

though it's not a visual actor

static charm
#

async loading is so you can load and unload big files/assets without lagging game during game startup or level starting, etc.

ionic junco
#

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

static charm
#

use node, Spawn Actor of Class

#

and then pick the jbox class

ionic junco
#

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 castingπŸ€”

#

sorry I kind of came from a regular OOP and new in UE

static charm
#

well im not sure why you only want to async load this one thing anyways

#

just spawn it

ionic junco
#

now I just want to figure out how to work with it correctly πŸ™‚

#

once I went here

static charm
#

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.

ember token
#

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)GWvertiPeepoSadMan

ionic junco
#

well, okay, I think I got my answer for now

#

thank you @static charmπŸ™

trim matrix
#

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?

fleet ermine
#

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?

fleet cedar
#

do animnotifies have to be received in animBP's? Can you get them in normal BP'S?

trim matrix
#

@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

fleet cedar
#

@bitter star The tutorial I watched from Epic did it in the TP BP

#

As an anim montage playing on through an upper body slot

#

youtube

#

seeing if I can find

fleet ermine
#

@trim matrix can you ref those nodes instead of trying to reconnect or make them again... That could be that conflict if that's what your doing.

#

@fleet cedar do you have any ideas about my question?