#blueprint

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fleet cedar
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It's in here somewhere @bitter star

trim matrix
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I... I really have no idea I'm just a simple environment desigber with 0 knowledge about blueprints... ๐Ÿ˜…๐Ÿ˜‚

Can you like... Can i dm you to work on it together, if you got time?

I've been trying to fix it by myself for 3 days and couldn't do it so... i know that i really need someone elses help for this one

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@fleet ermine

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when i play the game alt + p my fps decrease in the time..

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whyy

fleet cedar
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@fleet ermine not sure sorry... can you just use a diff name ๐Ÿ˜›

fleet ermine
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@trim matrix I don't have the free time... but have you tried to just attach the camera to the character and then switch between the cameras by putting a bounding box on the door entry to that when the character hits the box it switches to the other camera which is also attached to your character...

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@fleet cedar I can't because I'd have to redo everything... I would have done that by now it it were just that easy... I just don't know how or why I can't name it that name...

trim matrix
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Well the way my game is going to be it won't work like this unfortunately...

fleet ermine
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@trim matrix What are your system specs?

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Video card, Video memory? etc. etc...

trim matrix
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rx 570 i5 7400

nocturne remnant
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I get inconsistent FPS depending on what window I'm on whenever I run it.

fleet ermine
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@trim matrix ok your video card is a 8gb card and your processor is a quad core running at 3ghz...

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@trim matrix Do you have a lot running in the background? Processor cores could effect that a little... for instance... I have GTX 1080ti with 11gb of video ram and an AMD Ryzen 1800X with 8 cores running a 4ghz. but I also have 32gb of system RAM running at 3.2ghz... so differences in the system specs will vary with how they respond...

trim matrix
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no, just the ue4 and discord

true plaza
atomic light
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I have a widget switcher with a tabbar, when switching through the corresponding widgets they only play their fading in animation once per tab (event construct) but no more if I cycle through them multiple times; what node (or what method) can I use so the widgets play that animation each time they become the widgetswitchers active index?

rocky stratus
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Why not call the animation when you switch to said index?

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@atomic light

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That's what I would do anyway, based on the state of the widget ( or index of your widget switcher ) call the appropriate animations.

nocturne remnant
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I'm very surprised at someone using midpoint arrows

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Which reminds me ... why is there still that option for graph types to change from the directional circles to diamonds and squares or whatever the hell it is?

atomic light
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@rocky stratus But I have the widget switcher and its buttons in the main BP, and each of the tabs has its own widget BP with their corresponding animations, would I have to cast inside the main BP?

rocky stratus
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Yeah that's kinda annoying to deal with

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I usually just make a reference to the main BP in my sub widgets and set that reference from the main BP

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Doesn't really feel proper but it works

near yarrow
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Assertion failed: IsInGameThread() || IsAsyncLoading() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstance.cpp] [Line: 622]

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Whats going on with this?

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i thought i may have been a material instance im using on a bot but i made them thier own instances and its shot

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i can only run in editor

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its a multiplayer game so this is no good.

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cant launch the game in standalone

atomic light
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@rocky stratus could you elaborate on that and ping me pretty please

nocturne remnant
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Unless I'm misunderstanding, you're talking about effectively having a controller blueprint for the other widgets... which is probably the way you'd want to do it.

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So, I'm not sure why that wouldn't feel proper

rocky stratus
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Well, passing around references all willy nilly kinda sounds like a bad idea to me unless done properly.

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Unless I'm misunderstanding, you're talking about effectively having a controller blueprint for the other widgets... which is probably the way you'd want to do it.
@nocturne remnant More or less, yeah

crimson charm
rocky stratus
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@crimson charm You will have more luck in the multiplayer channel

crimson charm
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i completely missed that channel. thanks

rocky stratus
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np

nocturne remnant
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@near yarrow I realize you might have a lot of materials references, but is there any way you can check what happens if you just use the raw materials? My gut feeling is that something isn't getting packaged for the base material and that's causing the instance(s) to fail.

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@rocky stratus That's the same kind of approach you take with a player controller... You largely have one thing that's telling a subordinate what to do. You don't want to have fifteen things with references to each other when you can have one thing with all the references. It's going to be far easier to change and add stuff like that.

rocky stratus
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I see

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I've been taking that approach with my pawn manager class in my game.

near yarrow
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@nocturne remnant thanks for the tip. i will look for that in the future. for some reason removing the affected blueprint from the level and replacing it fixed our issue

nocturne remnant
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@near yarrow I could totally be wrong. But I have had the case where, after moving a material and its associated files inside the editor, it didn't update the reference with the new location. So, I'm just guessing that it's something like that.

near yarrow
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ya ya

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your right

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i had redirector issues a couple of weeks ago XD

cold marlin
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Is this where I'd post the blueprint features I've made or is this more of a support channel?

near yarrow
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happened to my game instance. i had to go back into all blueprints that referenced it and delete those nodes and redo them

nocturne remnant
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Yeah, a lot of times it just doesn't handle moving things around gracefully at all. If you don't have a solid directory structure from day one, or you pull something in from some random/test project, it will find some way to shit the bed and do a bad job of telling you where it broke.

near yarrow
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def next time around will have folders on point

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i was beating my head against a table for hours after that series_x

nocturne remnant
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@cold marlin generally, it's the, "I don't know what the hell I'm doing" or "oh, God, help, something broke" channel. I'm not really sure if "features" necessarily go into #work-in-progress or not.

cold marlin
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@nocturne remnant thanks, I'll have to keep that in mind since code breaks way too often when you are a one person indie developer

nocturne remnant
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In case you haven't seen it, https://github.com/Allar/ue4-style-guide has a number of useful suggestions, including directory layouts. Looking for a directory structure is how I found that and consequently wound up here.

atomic light
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@nocturne remnant so a "controller blueprint" is what im gonna need? im noting it cause i cant work on it for a while

onyx yew
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Is it normal that I cried when my first game ran on my phone

nocturne remnant
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Need might be a strong word.

But, consider this arbitrary example:
Let's say you have a lot of "cube" actors and you have four different things that might need to access all of those cube actors for some purpose. Each one of those things could do a GetAllActorsOfClass "cube" or you could create some kind of ObjectManager and whenever one of the cubes is instantiated, it registers with the manager. Then, all the things that need cubes can ask the manager for a list of them.

And if you wind up needing all of the "sphere" actors instead, you could change that at the manager level instead of changing what you were looking for on all four of those requesting things. Or, you need all the cubes and the spheres. The end result being that you're controlling access at one point instead of four, or fifteen, or 738.

pure blade
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any one know where I can find a programmer

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I have not had success finding one

worthy frost
trim matrix
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How do you get parent level when streaming objects from that level?

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I want the name of the level that my end pad is from, so when you reach it, it opens the next level (specified using a name) and then closes the current one that the end pad is from.

zealous moth
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is there a way to interrupt a montage or animation?

stuck hedge
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@zealous moth There is a "stop anim montage" which requires a reference to the montage.

worthy frost
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animation you need to do that yourself

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no it doesnt

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pass null will stop any montage

stuck hedge
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ah that's good makes it easy

worthy frost
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๐Ÿ˜„

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    UFUNCTION(BlueprintCallable, Category = "Montage")
    void Montage_Stop(float InBlendOutTime, const UAnimMontage* Montage = NULL);```
zealous moth
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oh perfect

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ty

zealous moth
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hey worked like a charm! ty @worthy frost @stuck hedge

grizzled rain
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So I got actors that aren't destroyed when level unloaded. So when it's loaded again later it's spawning more of the actors ontop of the ones that were there.

mellow stump
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Delay node is your friend

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I solved 2 problems just today by putting in a delay node in both spots, too much was happening in the same game tick, may help ya

grizzled rain
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Not in this case

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It's not related to tick

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But I did fix the same type of issue a few days ago with a do once node in a tick haha

mellow stump
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nice

grizzled rain
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I guess an easier way to do this

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When I unload my level

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Is there a way to just reset everything to how it initially was

mellow stump
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I take it you're sending variables to a save game?

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youd have to clear those variables

grizzled rain
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Not involving these actors no

mellow stump
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Are you sending anything to the Game Instance? The Game Instance is persistant, it IS your game. Anything there will carry over. Those would need to be cleared

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Other than that idk

stiff hatch
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I have a spline mesh that places and manipulates a static mesh to the spline. its always going to be a closed spline but it wont add the last one. How could I get that?

grizzled rain
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When the loop finishes have it make another one using the last point as a starting point and the first point as an ending point

stiff hatch
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omg thank you so much

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you have saved me soo much time

split ginkgo
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Is there a way I could create a component that has children components?

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I want to create a component that uses a spline and creates instantiated static meshes along the spline

trim matrix
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Anyone know how to quickly search for assets by pressing a button and having a search thing to pop up?

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thought i saw someone do it in a video

split ginkgo
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You mean right clicking in a blueprint @trim matrix?

trim matrix
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nah i mean like in viewport

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press a button and a search box pops up

split ginkgo
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For blueprint nodes?

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Or like components?

trim matrix
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for assets

split ginkgo
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Hm, I'm not sure

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I've never seen what your describing

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Maybe look in the comments?

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Someone may of answered it there

trim matrix
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was earlier today i don't remember

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rn i'm trying to get this worm to fall off the map after it plays its death animation its getting stuck in mid air lel.

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lol that was exciting

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worm twists and turns into his own corpse

bleak vector
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spooky

true plaza
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when a Drop event fires, I'd like the actor's location sent to an AI MoveTo on another character bp. How might you do it?

mortal pilot
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how do you spawn a niagara particle from blueprint

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or play it

hollow flame
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what is the best way to create lipsync for character?

thorny cedar
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can i set sth on the forward vector of my camera?

nova crypt
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@trim matrix Do you mean the "Open Asset" window? This can be accessed by Shift+Alt+O in any UE4 viewport.

honest forge
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Hello, apologies if this is the wrong channel, could someone help me get my asteroid mesh to fall from the sky as a meteor and spawn a foliage type?

thorn ermine
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@honest forge sure , what have you done so far, have you got 'meteor' meshes in the sky already, and a terrain or something to 'collide' with, and then do you have foliage static meshes imported into the content browser?

honest forge
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@thorn ermine thank you. I have asteroid meshes and have a landscape setup. I have also created foliage type that my player can harvest which uses the asteroid static mesh.

thorn ermine
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@honest forge ok, you can create a blueprint with a static mesh component as the root, using the asteroid mesh, then add a physics sphere around the asteroid and ensure generate overlap events is enabled, add an 'on component begin overlap' event to your blueprint using the physics sphere and assert that the overlapped actor is your terrain ( you can also optionally set your physics channels to make this easier ) . from there you use hit point of your impact from the overlap and 'spawnactor' ( https://docs.unrealengine.com/en-US/Gameplay/HowTo/SpawnAndDestroyActors/Blueprints/index.html ) using your foliage static mesh as class, destroy the current blueprint after spawn. something like that...

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@trim matrix at our studio I use it every day yes. both c++ and blueprint.

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but i am no master

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@honest forge to make it fall, enable physics on the sphere (setsimulatephysics) and use either addimpulse ( good one time burst ) or addforce ( called every tick ) to make it go into a particular direction using physics.

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@honest forge come to think of it, rather make the physics sphere the root, and add the static mesh asteroid as a child.

honest forge
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@thorn ermine thank you so much. I will be on my pc in a few hours and will try it out and see how I go ๐Ÿ˜Š

thorn ermine
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@trim matrix for question 1, of course, we always create base classes in c++ ( actors, widgets, anim inst, game inst, etc ) and then extend and inherit in bp as required. for question 2, i suspect KismetMaterialLibrary is a static library, meant to be used statically. it may be more beneficial to create a BlueprintFunctionLibrary, and do what ever you need to do in there in c++, this also makes it easily available and callable in blueprint. BUT, i see no reason why you wont be able to extend an existing library, you will then just have to use this new library in stead of the old one, to get the new functions.

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he he, thanks udk..

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ok i see. the thing is though, we can pretty much access anything from c++, but i honestly do not know how to scope function libraries by event graphs per object type. if you remove 'context sensitive' you do get a lot of stuff that have nothing to do with the current graph and blueprint type you are in, but exactly how they (unreal engine) drive which function libraries are available in which event graphs i have no idea.

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you may just have to experiment a bit.

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and just by looking at the documentation for KismetMaterialLibrary, it seems it has bundled some common functionality into blueprint functions. as far as i know, these functions are indeed available in any blueprint like a character blueprint, as it has to do with creating dynamic material instances, and setting different variables on them. this would typically be something you do in a place other than a material graph.

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there are things called material functions. now these have kind of nothing to do with blueprints, and are only available to materials, as they provide reusable shader functions and logic

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you also see they do the same. ๐Ÿ™‚ class UKismetMaterialLibrary : public UBlueprintFunctionLibrary

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thanx udk

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kind of, but more at Epic.. Kismet is Blueprints' grandpa

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it came from Unreal Development Kit (UE3)

nocturne remnant
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and if you think that people make terrible spaghetti messes in blueprints .... hoo boy

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that's less insanity than another screenshot I found, but it was on wordpress so I couldn't direct link the image

thorn ermine
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@trim matrix the time node is a very useful function to drive material animation. panning, rotating etc.. in c++ you can use the tick function's deltatime to drive interpolating | updating values over time. you can then go and multiply these by scalars of course to more finely control their speed.

nocturne remnant
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the round value nodes aren't doing it any favors either

thorn ermine
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@trim matrix certain material functions like the sine function were designed to specifically work with the time input. if you want to use something to keep state in the game, you could always create an actor, with no real geometry in it, and simply use it ( spawn it in code or bp ) to maintain state, you can also access this actor from bp, and c++ by tagging it, to more easily get a hold of it.

nocturne remnant
thorn ermine
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yikes

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@trim matrix i might take flak for this one, but you can, i dunno if you should, but you can get a hold of the world time at any given time.. simply call GetWorld()->GetTimeSeconds(), and you can also even get the last world tick time. DeltaTimeSeconds

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it just sounds to me like the function you want could be something that wants to maintain some kind of state wrt game time, from a stateless function. i guess if you are only looking for a number that increases and you dont have to increase it it should be fine. as for delta time i would just be hesitant to use it outside of a tick function.

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if you look at something like sine for example, they provide an input to time, rather than getting it from the world time outright.

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this makes it the caller's problem, to provide the time, and not the callee.

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so the caller can control the time ( or any float value really ) dilation for example, by using a scalar in stead of just assuming the world time.

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something like that..

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which blueprint editor if i may be so bold?

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right... for materials it's a different story, they use what we call material functions. they are not normal blueprint functions.. they are more akin to , well they are reusable shader functions.

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๐Ÿ˜›

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so material function you can only create with the material function editor. i suppose one could go and write the shader code directly somehow, but it would be ghastly... also.. LOL

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i have not seen it be done yet..

earnest tangle
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afaik you can do shaders by editing engine source, but not really an expert on that aspect :)

hollow flame
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anyone explain what mean by delta rotator in blueprints?

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what exact delta rotator mean

earnest tangle
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A rotator object which is a "delta", as in the amount of change

lilac lance
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Delta can be considered as Difference

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@hollow flame you mean there is a thing called delta rotator? Or there is an input called delta in the rotator?

thorny cedar
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can some explain me how i can set an object along a forward vector?

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maybe 10 units away from the start of a forward Vector

hollow flame
thorny cedar
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@hollow flame so i can use this to attach sth to my camera position thank you

livid pebble
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is there a noob channel somewhere? I just started and have a few questions but I'm guess what I'm doing is fairly simplistic but can't seem to find my answer anywhere. It's related to C++ and Blueprint variable passing

thorny cedar
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just ask, if someone can help you will find out

livid pebble
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so I created a new project in UE4 (4.25.2) in Blueprint mode to create a random array of hex tiles based on a youtube video I watched. All good thus far.

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However, now, I wanted to set the values for the GridX and GridY and especially the Z scaling variable from a C++ class

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So I created a C++ class and set what I feel are the correct UPROPERTY and UFUNCTIONS to achieve what I need, but I can't see them in the appropriate context sensitive blueprint

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so my question is how do I link a C++ class to an existing blueprint

trail rampart
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you open blueprint and reparent it to a new class

livid pebble
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did that

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Parent class for my blueprint is now displayed as "Level Generator"

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and this is the basic header for it: ```#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LevelGenerator.generated.h"

UCLASS()
class MAPGENERATOR_API ALevelGenerator : public AActor
{
GENERATED_BODY()

public:
// Sets default values for this actor's properties
ALevelGenerator();

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "LevelGenerator")
int32 NumMapRows;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "LevelGenerator")
int32 NumMapColumns;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "LevelGenerator")
TArray<int32> Map;

protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

public:
// Called every frame
virtual void Tick(float DeltaTime) override;

UFUNCTION(BlueprintCallable, Category = "LevelGenerator")
void setMapSize(int32& rows, int32& cols);

};```

trail rampart
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looks fine to me

livid pebble
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I mean everything compiles, but when I right click in the blueprint and search for "setMapSize" function it does not appear

trail rampart
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do you have LevelGenerator category inside BP?

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when you right click on the grid

livid pebble
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no, I can cast to LevelGenerator Class, but no category

trail rampart
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can you select function from the cast?

livid pebble
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at this point I'm not sure how to check... because I would need to pass something into the exec chain, no?

trail rampart
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just add Cast LevelGenerator somewhere, and see if it has your function inside

livid pebble
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it doesn't

trail rampart
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try to rename setMapSize to SetMapSize

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not sure if it changes anything...

livid pebble
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didn't matter

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I might have really borked something along the way

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perhaps I will make a new C++ class and reparent again, just to be safe

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perhaps it is b/c it's an "Asset" blueprint?

maiden wadi
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@livid pebble Were you trying to make a Blueprint class a child of that CPP class and then access the CPP function from the BP class? Not sure I was following that conversation correctly.

worthy frost
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he is, tho he is also passing non const ref to that function so even if he finds the function those will be Out Pins ๐Ÿ˜„

maiden wadi
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First note is that your UCLASS isn't Blueprintable

worthy frost
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Actors are blueprintable by inheritance

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FYI

maiden wadi
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Ah. Will keep that in mind. Had that issue with an ActorComponent.

worthy frost
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components are not Blueprintable by default

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@livid pebble also void setMapSize(int32& rows, int32& cols); will produce two output pins in the editor

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and you should not pass primitives by reference

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void setMapSize(int32 rows, int32 cols); is all you should do

livid pebble
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I would learn and fix up issues once I could play with the function.

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I mean I'm sure your right but I can't experience the errors without getting there

worthy frost
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so when you right click inside your actor, and type set map size

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you see nothing?

livid pebble
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yesterday I had it working by starting with a C++ class and then adding a blueprint. However, UE4 would crash every time I hit "Save" in the Blueprint

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@worthy frost correct

worthy frost
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are you compiling with editor open?

livid pebble
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yes

worthy frost
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if so, close the editor and reload, and don't compile with editor open.

maiden wadi
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Splat.

livid pebble
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I'm sorry, just to be clear.. do you mean the VS2019 editor or the UE4 editor?

maiden wadi
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UE4

livid pebble
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is this a known thing or something?

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like I said, I started last night so all new to me

maiden wadi
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Close UE4 and F7 in VS, then reopen your UE4 project.

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It's just the way that the editor handles stuff. Hotreloading doesn't work very well for CPP/BP developing. It'll mess your blueprints up more often then not.

livid pebble
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heh

maiden wadi
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If you turn on LiveCoding, it'll stop F7 from working when you have UE4 open and let you compile functions you've already declared. If you want to declare new functions or change .h files or are not using LiveCoding, generally always close UE4 before compiling in VS

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If you don't close your other windows and just close UE4, it'll ask if you want to reopen them when you restart the project, makes it a little easier.

spark skiff
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Quick question, Is it possible to have my point lights inside actor blueprint to affect other object in the scene?

maiden wadi
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Don't they by default? I've put pointlights inside of actors and placed the actor and the light affects everything around them.

spark skiff
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@maiden wadi Mine doesn't work like that. I think it should work like you described but somehow it didn't in my case.

maiden wadi
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If you make a new actor, add a pointlight and a static mesh, and place that in the world, it should light up everything around it included the static mesh. But in your case it's only lighting up the static mesh, or?

spark skiff
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It didn't light anything outside the BP.

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But seems to be an error with the editor. Restart the editor works. Didn't know what happen though. I'm using 4.25.1

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@maiden wadi Thank you for the help. ๐Ÿ™‚

livid pebble
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So I made a new class and got the blueprint to have my function in it. But as soon as I clean save I crash

worthy frost
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might be your porject name

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Classes_Game

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ue4 is funny with things like that

livid pebble
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I assume you guys realize how frustrating errors like that are for people just getting started and not knowing the secret rules...

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I'm going to start this completely from scratch... but I have a nasty feeling it will crash within the first few steps

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I'll document them if you guys don't mind...

trail rampart
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those are not the secret rules

livid pebble
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2) Create a new C++ Actor Class called "MyActor" in UE4 - VS2019 code is auto-generated with base code.
3) Drag MyActor content into the Perspective Viewport
4) Click on "Blueprint/Add Script" button associated with the "MyActor" instance
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here is where I think it breaks

trail rampart
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I would not name project as Test

livid pebble
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what should I name it?

trail rampart
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make it "TestProject" at least

livid pebble
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okay, fine

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if that makes a difference though... not sure if my monitor will survive

trail rampart
livid pebble
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by the way, I appreciate all of your help.

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so.. I'll see what happens, but my worry is that if I hit "Save" in the "MyActor1_Blueprint" UE4 will crash

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note, I haven't even created any variables or functions in the MyActor .cpp/.h exposed to blueprint

trail rampart
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@livid pebble you should move to #cpp

livid pebble
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I can, but I figured here as the crash happens when I'm in Blueprint editing mode, not in CPP code

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and yes, as soon as I hit "Save" UE4 crashed

weak cosmos
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Am I doing anything wrong?

maiden wadi
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@weak cosmos I might be mistaken but it looks like you're overwriting your savegame object each time you change one of those indexes. You're creating a new save game, setting that one thing and then saving it in that slot. So when you load it up it should only have one thing changed?

weak cosmos
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Nothing changes actually

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Its not saving with this setup

mellow stump
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Yeah, id do a DoesSaveExist or what ever the node is called. If exist, just save info to it

maiden wadi
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@weak cosmos Does the SaveGame file exist in your project?

weak cosmos
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Yes, I have a blueprint instace of it

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Gonna setup new "does save game exist" function now

maiden wadi
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No, I mean after you've started up your game and tried to change something, does it actually write the savegame to disk?

weak cosmos
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Yes, does save game exist returns "true" on beginplay

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But variables doesnt return true values

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For example, face index is set to "2", but it always starts with "0" when I press play ("0" is default value)

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So basically its not saving

mellow stump
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So if SaveGameExist, dont CreateSaveGame

weak cosmos
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Okay

onyx swan
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this is the one way i can seem to load a character and set the camera behind him

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without that delay, the toggle does nothing. is there a way i can do this properly?

#

i have a spring arm that doesn't seem to rotate when i setactorrotate

mellow stump
#

You should be able to Get/Set the camera boom rotation

#

I swear ive done it before like a year ago or so

onyx swan
#

its been a struggle as long as 'use pawn' is enabled

#

which i need for controls

#

unless i did some major refactoring i guess

weak cosmos
#

only create save game function used in there

maiden wadi
#

When X is pressed the first time, It'll print No Saved Game. Press Z once and then X it'll print 16, press Z again then X and it'll print 32. But it'll just keep printing 32 until you delete the save file in your project files under ProjectFiles/Saved/SavedGames

#

If you're consistently getting back the default value of that savegame, I'd make sure that the save file exists. If it does, delete it and try recreating it.

weak cosmos
#

Its not returning the default value, its just not changing the mesh

#

I solved the savegame part

#

Thanks for helping

atomic light
pearl rose
#

The result should be the same, one of them is a function and the other one is a direct read on memory

#

I'm looking the source code for fun now, I'll let you know

#

Okay so tiny small difference

#

the get active widget index also look if the switcher in question is valid

atomic light
#

๐Ÿ‘

median jacinth
#

heyyy how do i turn 90 right or left by hitting buttons on screen????

atomic light
#

Button of a tabbar controlling a widget switcher with 4 tabs (index 0-3); trying to get fade in/out animations right, this setup works as I know which widget I want to pull up to make it fade in, but how can I elegantly get rid of the widget that corresponds to the currently active index?

#

I thought of maybe like an array that contains all the tabs, then whichever the active one equals to, fade that one out

trim matrix
#

@nova crypt that's exactly what I meant thxs

fervent crag
mellow stump
#

I made a tutorial on head tilt once, might not be exactly what you need but might get you started https://www.youtube.com/watch?v=_8ONkNcqxHI

Ever wish you could tell if sound was coming from upstairs or downstairs? Just tilt your head. This video will show you how to access your Head Bone in-engine without having to animate in Blender or Maya, so that your audio listener will hear Binaural audio above and below you.

โ–ถ Play video
#

manipulates bones during runtime and such

pearl rose
#

@median jacinth turning what? an actor or a character base class? regular actor you could simply offset rotation or set the rotation to the desire one by adding +90 to your Z value. If it's your character then you'll have to set the control rotation

#

@atomic light I believe widget switcher doesn't have animation support, it will always pop-in and out. You need to do your own container to have your fade-in and out

#

@fervent crag this is an occasion to add some code after your input axis. If the value is above or under zero run that logic -> set your camera rotation using Finterp and just set some minimum/maximum value considering your input axis are always in between -1 and 1

atomic light
#

I had their animations in their own widget BPs but the problem there was they'd only animate upon the first click/event construct and I'd have to remove that widget when clicking on another one, still requiring me to know which one is currently active

#

ill have to try it with an array later

nocturne remnant
#

I have this horrible feeling that when I dive into UMG I'm going to have the kind of migraine I'm having right now

atomic light
#

Haha

median jacinth
#

@pearl rose dude like in my endless runer , some corners appear too! so ive mechanism for A/D corner turn! how to turn thru buttons??

#

nd yeah i meant turn character

floral quail
#

If I wanted to save all children of a blueprint into a new blueprint instance. How would I go about doing this? I'm thinking of a system where you create modular rooms this way

atomic light
#

guess last try will be when clicking one button, force the other 3 tabs to play the fade out animation regardless of which ones active

untold fossil
#

How can I change a parameter value of a decal in blueprints? I want my decals to have a random parameter so every decal looks different. Did some googling and apparently the only way to change decal parameters is with a MPC? But that means I have to make infinite MPC's for every decal spawned? That can't be right lol What am I missing here? There is no way that is not possible in such a powerful engine ๐Ÿ˜›

maiden wadi
#

@untold fossil You have a material that you're using in a Decal Component and you want to change a parameter in the material?

untold fossil
#

yup exactly

#

I have a random rotation parameter inside my material (scalar), upon beginplay of my blueprint I want to feed a random float into said scalar parameter. I can't use a normal component rotation as the rotation only rotates a mask, the inner parts of the material need to stay horizontal at all times.

#

I would be mind blown if there is no way to do this.. Been using the engine for over 5 years now and pretty much never came across anything that isn't possible one way or another. ๐Ÿค”

maiden wadi
#

@untold fossil Made a quick test with a simple material and a decal component. Seems to work fine this way, can alter the color, probably make a random one.

untold fossil
#

I did exactly the same thing and with me it shows an invalid material

#

it shows the default Unreal material

#

hmm

nocturne remnant
#

Beat me to it. I was going to say that a dynamic material instance should let you do that

maiden wadi
#

That looks fine. What about the material?

nocturne remnant
#

Yeah, you didn't misspell the parameter in the material, did you?

untold fossil
#

thats what I get

#

when i remove the create dynamic material code the decal works fine

#

not sure whats going on here

#

hmmmm ok I fixed it

#

moved it to tick on a doonce

#

and now it works

#

decal probably isn't initialized properly on beginplay I guess

nocturne remnant
#

That's .. odd.

maiden wadi
#

@untold fossil Just tried that with a rotator, it seems to work fine as well.

#

Spins around.

untold fossil
#

Thanks for helping guys. I got it to work now using tick and a doonce. Not SUPERideal, but happy it works for now. Probably did something wrong with the spawning of the actor or something which screws with the decal component

maiden wadi
#

I'm semi excited about starting visual stuff. Been so focused on gameplay design. Haven't done a lot with materials or shaders.

nocturne remnant
#

@untold fossil I made one that randomly changes a color parameter that works just fine on begin play

untold fossil
#

I found out what was happening, quite a stupid mistake lol I was overriding the material after beginplay ๐Ÿ˜›

#

fixed it now

nocturne remnant
#

You can also put it in the construction script

trim matrix
#

what's is the best way to do a linetrace interaction text?

nocturne remnant
#

probably AI unless you wanted to get into some classic MMO-style multi-boxing setup where your player controller actually sends commands to all of the pawns

trim matrix
#

Oof

#

In this I'm trying to get the absolute of each number to see if it's the same, and use a different float value if it is the same... How do I do that through execution pins? (So true sends one value and false sends another one)

#

Without duplicating the entire script

earnest tangle
#

I think you could probably use a select node

#

it would allow you to pick one of two values based on the bool

#

I'm not a 100% sure if that graph will work tbh since you're wiring up parameters from two separate events ๐Ÿค”

nocturne remnant
#

Yeah, you want to use a select. Input axes constantly output values though, so it would work.

trim matrix
#

Ah alright thanks, I'll try it :)

nocturne remnant
#

Select is one of your best friends

trim matrix
#

Yeah I didnt even know it existed lol, good to know :p

nocturne remnant
#

You can use it with ints and enumerators too.

#

when you've programmed before, you right click, type "if" and it brings up branch... so you think that's how you do basic logic for it. It was a while before I found out about select by accident.

novel gull
#

Does anyone know what this node is supposed to mean? I found it off of some online blueprint, though UE4 doesn't seem to recognize it when I copy it in.

nocturne remnant
#

some custom c++ function, I'm guessing

novel gull
#

hm

atomic light
#

just made every button take this sequence first and only then it plays its own tabs enter animation

oblique ruin
#

I'm a little confused about the camera functionality in Unreal. Is there a way to bind the camera to no particular controller (or all players)?

nocturne remnant
#

Couldn't you just set the active tab to a variable and pull the animation from it and run it into the play animation instead of branching?

#

presumably, you'll need AI at some point, so it's probably not the worst thing to know.

#

otherwise, I would foresee you running into collision issues if anything else in the world moves

#

@oblique ruin are you talking about just having a single camera... somewhere?

atomic light
#

just remove the camera from your player and plop one into the world, thats simply a static camera as an example

oblique ruin
#

Ive been running into the issue where if player one is deleted the camera stops functioning

atomic light
#

dont know what preset or whatever you started with, but im guessing most likely its your player that has a camera attached to it, so if its gone, so is the main camera

oblique ruin
#

I didnt create the project but I believe the preset was the 3d person.

atomic light
#

yeah, the player blueprint has a camera attached to the player model by default

#

so if you open the player blueprint and remove the camera there, put a camera in the level and play it 'should' be a static camera

#

from then on experiment as you want

untold anchor
#

Not sure if this is the correct area, but i'm having trouble with trying to get my wall running, It works (mostly) except the capsule is rotating and thus rotating the traces as well, which when changing directions a bit too much causes the traces to no longer hit with the surface you're running on, and then it pops you off cuz well no trace hits. The movement seems to be going based off the character direction for which direction wasd moves you in except somehow also the since the character orients towards the hyptothetical forward direction of the camera (though even that isn't entirely true either). I've gotten a bit lost in my maths and I'm not sure how to prevent the capsule rotation (which seems to be caused by the camera strictingly changing the character direction, however if i disable that, the capsule no longer rotates, but then the 2nd problem happens where the running direction is very unintuitive, and if you change directions too much you still pop off). I'm willing to share w/e information is needed, but i've spent a week trying to resolve this and having barely any luck making progress at this point. Any help is greatly appreciated.

https://blueprintue.com/blueprint/5wybow7_/

grave apex
#

woah

untold anchor
#

attached screenshots that the blueprintue doesn't show that might be useful

grave apex
#

I was litterally about to ask about wallrunning too

untold anchor
#

lol ^_^

#

it's a challenge for sure, i mean, i could easily do the typical flying, force and box ditection method, however, it's a 3rd person game

#

and i need to be able to run on surfaces practically infinitely (until stamina runs out, you jump off, or hit a ledge that you can't continue to walk along)

#

sooo, a bit more of a challenge, i've watched every youtube video i could find on the subject

#

the implimentation i went with was the spiderman wall running technique that Lewis Fiford did on his "let's make spiderman" series

grave apex
#

does his method involve impulse?

untold anchor
#

no pulse

#

it's basically the same i have on that blueprint that i posted

grave apex
#

ah

untold anchor
#

i've downloaded his files and looked them over to see if i was missing anything crucial, i had a few things i missed, like leaving a variable's default value at 0, but i ironed all of those out

floral quail
#

There's a function to get all actors of class

#

Is there a way to get all objects?

untold anchor
#

define objects

floral quail
#

I want to spawn a random actor blueprint from all of that class

#

Let's say I have room a, b and c

nocturne remnant
#

First, I want to say that I'm happy your wiring doesn't look like complete shit, though the render seems to not be doing it many favors in a few spots. Have you tried using a capsule trace instead of just a line trace?

floral quail
#

My biggest issue is I don't know how to store the references to these blueprints

#

I'm coming from unity and the way of thinking is a little different

untold anchor
#

thank you, i'm really new, have only been using EU4 for like 2 weeks now X_X I have tried the sphere and capsule trace, and i think the reason he used a line trace was that the only information he needed was did it hit, what was the normal of the surface it hit, and the location of the hit

#

unless i'm mistaken, no other trace is really needed since you can get the same info from a single line trace

floral quail
#

So how would I create an array (or automatically generate) of a certain class

untold anchor
#

you can create an object array variable

#

put your objects in that array, and then call on them with an int or something

#

if i'm not mistaken

#

if you're wanting random, randomly out put an int from a range of 0 to whatever amount of objects you have in the array minus 1

#

and then use that to call the object out of the array

floral quail
#

I'm not at all new to code, but very new to blueprints

#

So it's a fun mix ๐Ÿ˜›

untold anchor
#

yea, blueprints are fun, i'm liking them

nocturne remnant
#

The reason I asked about that was because if the line misses because of the direction changing quickly, you'd have a trace that's using a larger surface area.

untold anchor
#

i see, hmmm, let me show you what i mean, as it's hard to describe

oblique ruin
atomic light
#

thats a property most things have youd have to wait for an answer from someone more experienced

#

like, as long as you plop a camera from the actors list into the world it should be "static" per se, as it wont take any input from you because your player controller consumes the input

oblique ruin
#

Ah I see.

untold anchor
#

Casting @bitter star if i'm not mistaken

#

also parent child

#

when you create a blueprint it asks what you want to make it a child of

atomic light
#

@oblique ruin not sure but that might just be like a general override switch on whether that actors coordinates can be changed from either interaction or blueprints, etc

untold anchor
#

though i'm not sure how to change that after creation though

fathom portal
#

What's the best way to get weighted random numbers in blueprints? For instance, instead of getting a number between 1 and 100, I want to still be able to get every number between 1 and 100, but I want to get between 30 and 70 the vast majority of the time. Like a bell curve for random numbers

mellow stump
#

C_D Tags and Interfaces work well, then GetAllActorsWithTag and /or GetAllActorsWithInterface

#

If theres just one to worry about, its easy, if theres multiple in the level you have to work off which one you hit with a line trace or which one did you overlap, ect

oblique ruin
#

@atomic light Hmm I do notice in my character bp (subclass of Character) that there is a camera section

#

ns if its there by default though

floral quail
#

@untold anchor I made an array of actors, but it only shows ones in scene?

#

Guess the blueprints in the content browser are blueprints

#

Not actors

untold anchor
#

depends how many you want to use, you can use a loop for that

#

if you want 4, you can loop it 4 times i think

#

well 3 times

#

i think lol

atomic light
#

@oblique ruin on the top left side you should see all the components of your blueprint, like the mesh and the camera

oblique ruin
#

I do have A camera attached but it's separate from that.

untold anchor
#

@fathom portal I think the easiest way to do weighted random is to create a larger value range, and then choose subranges to do certain things, like 1-1000 range, and if you want something with a 1% chance, then make it use a 10 number range, and if you want a 10% chance, use a 100 number range

oblique ruin
#

Or at least it should be

nocturne remnant
#

@fathom portal you could make a curve table... or you could make a float curve that has the distribution you want and then grab the value for a random time on the curve

untold anchor
#

ooooh that's a good idea too

#

that's much easier than mine XD

fathom portal
#

Curve table! I knew there was something I was missing

oblique ruin
#

@atomic light yeah the initial camera that came with the preset was deleted.

fathom portal
#

Thanks @untold anchor and @nocturne remnant lemme impliment that

untold anchor
#

all credit goes to justin, i was just taking a shot in the dark lol

atomic light
#

So now if you put a camera into your level and press play it should switch to that instead

#

and not follow your player since its not attached

fathom portal
#

Hey man, progress is progress, teamwork

nocturne remnant
#

curve table is what you'd want to do if you know the exact distribution that you want... if you just want something that looks like a normalized distribution, drawing a curve in the curve editor is probably easier

floral quail
#

No thoughts on instantiating from content browser?

untold anchor
#

also, justin, in my video, i'm locking and unlocking the camera to be seperate than the player's movement with a button, when the capsule rotates, it's using "use controller rotation yaw" and when i'm able to move the camera with it rotating the capsule i've temporarily disabled that

#

i get one problem when i've got it enabled and a different problem when i have it disabled

oblique ruin
#

I think the issue may be more that the camera is bound to the player controller rather than the actor itself.

#

Cause the level I'm in has no active player controller.

fathom portal
#

@nocturne remnant basically the use case is for procedural generation, each island gets a base tempature/humidity, then they get a float value which is the maximum temp/humidity variance that the individual places on the island can have. So a naturally hot island will still remain hot, but can get slightly cooler/hotter throughout the island

untold anchor
#

your_hamster content browser is a editor only thing, i don't think your game is aware of it's existance really

fathom portal
#

^ Pretty much this

floral quail
#

@untold anchor oh dang

#

Didn't know

untold anchor
#

i might be wrong of course, i've only got like 12 days experience with the engine

#

but i'm pretty sure it's not aware

floral quail
#

So if you want to keep a reference to objects they need to exist in an instantiated form in the world?

untold anchor
#

that are generated? or are placed there always?

floral quail
#

Let's say I wanted to spawn a projectile? Does it need to be placed?

#

And then spawned from that

untold anchor
#

if placed there always, justs include it in your level and place it, if it's generated, you'll likely need to use an array

floral quail
#

Ideas is to make a simple random structure

untold anchor
#

what aspects are random?

floral quail
#

The choice of room

#

So imagine a house with 2 rooms

untold anchor
#

just the object? what about the object's location? any variables of that object also need to be random?

floral quail
#

Each room is randomly chosen from a list

untold anchor
#

i see

#

then yea, an array

floral quail
#

So fixed position and rotation

#

But how to actually feed the actors into the array?

#

If they only exist while in the scene

untold anchor
#

in your array, you can choose from a list of objects

#

from your content browser

#

select the items that you want included in your array

#

arrange them how you want in the list

floral quail
#

Hm

untold anchor
#

note their ID number

floral quail
#

Guess I must have made a wrong array

#

Mine only showed actors

#

What type should it be?

solemn zephyr
#

I'm having trouble finding a tutorial for how to make a procedural generator that puts together pre-made rooms, does anyone here know one?

untold anchor
#

@bitter star casting seems to be the solution

#

your_hamster in your object types area for variable type, you can see all the options there

nocturne remnant
#

Okay, well, you clearly don't want to be able to rotate the guy off the wall like you're in a space station. Is it that first "collision" the kind of thing that happens when you have it locked?

untold anchor
#

depends what you have the room as

floral quail
#

Yeah, but wouldn't you pick actor usually?

untold anchor
#

if your object is an actor, yea

#

which i think most things are?

floral quail
#

If you create a blueprint and pick actor

#

I could still only see what was in the scene

nocturne remnant
#

for spawning stuff, you want the class

untold anchor
#

did you type the name of it?

#

ahhh! yea

floral quail
#

So would you create an array of the class?

#

Perhaps parent class

nocturne remnant
#

You create an array of the classes and then spawn actor of class

floral quail
#

It's weird not being able to write ๐Ÿ˜…

untold anchor
#

@nocturne remnant which first collision are you reffering too? i have them color coded on the traces, so you can refer to the color if you'd like

#

it's a drill down type of thing, choose the class, then you can choose the actors that match that class i think?

#

i haven't had to use an object array yet, as i'm currently just working on my locomotion systems

#

like this god forsaken wall run XD

#

@nocturne remnant is there a way i can share the blue print, would that make it easier?

atomic light
#

@oblique ruin if it is your player controller thats causing it then try asking someone else because I got the two things confused and just merged them into one blueprint so I don't know much about it ๐Ÿ˜ฌ

oblique ruin
#

thats fair, I'm looking to see if anyone in multiplayer can help me out

fathom portal
#

@solemn zephyr You might just be best just making your own solution. There's a ton of (good and bad) procedural generation solutions, but if you already have the pieces made, adding sockets to connect them is likely the way you want to go

oblique ruin
#

Cause I feel like that's probably a more appropriate channel

atomic light
#

just ask here i think its fitting enough

nocturne remnant
#

@fathom portal a curve table is probably what you want then since they're just spreadsheets. At least assuming that it doesn't lose its shit on a non-increasing data point.

untold anchor
#

I think that's the thing? lol

#

don't think it'll include the character geo, anim, etc etc etc, but it should have the blue print i think

solemn zephyr
#

@fathom portal the problem is I have no idea how to make something that puts those rooms together or even places any kind of geometry

untold anchor
#

have you created a blueprint with that room in it?

nocturne remnant
#

@untold anchor I was talking about right at the beginning. Orange hit, orange trace, cyan hit, cyan trace facing totally away from the wall

fathom portal
#

@solemn zephyr Check out sockets, they're basically points in space that you can attach other things to. So like legos, you can put it together, or have it put itself together. Are all the pieces the same size?

solemn zephyr
#

@fathom portal the rooms are already designed to fit into each other, I'll do some research on what sockets are and how they work

fathom portal
#

Sockets are great, honestly. For instance, this is one of the building systems from the marketplace. It has foundations, then sockets are aligned to them to where floors can be:

proud hull
#

@oblique ruin is the camera attached to the player character being removed? If so, you can detach the camera itself before removing the player character. Also try unposessing if you wish the player controller to remain active after the character is removed.

fathom portal
#

@solemn zephyr This system isn't procedural, but the process would be the same. You'd check the sockets, see which aren't being used, then attach a wall (or in your case a room) to one of the sockets. Then mark that as "used". Then add the new rooms' sockets to the list of available sockets, rinse and repeat until you get as large a building as you want

solemn zephyr
#

I'll work on that, thank you

untold anchor
#

ah, yes, so while he's running (though this behavior will change for when the initial ray cast happens) it's looking for a hit, if it hits, it then checks if that surface is greater than (roughly) 45 degrees, if it is, then it sends a second cast out x amount of units higher in z, if that also hits, it saves both the normal and the hit location of both of those traces, and then does some maths to get the rotation and such of the new location in comparison to your current rotation. Then once you're on the wall, it's then doing a cast in your "new" forward / Down direction, and also in your directly down direction. as long as your down direction has a hit, you stay wall mounted, if it does not, you get put into a falling state and gravity is reapplied. While you're mounted, if the Forward Down cast, hits and it sees that the surface is greater than like 45 degrees (roughl) then it'll do the calculation it did before and then reposition and change your rotation to match the new surface. Also always casting a trace directly forward as well while mounted to do some maths for that surface to surface transition as well.

#

the capsule is rotating asif i were on the ground, so when i change my yaw with the camera, it's rotating the capsule not as if it's new yaw is relative, but more so world space yaw, so then the capsule is behaving like a roll (relaitively speaking) when it should be acting like a yaw (relaitively speaking)

#

so when it "rolls" the the downward trace eventually gets to an angle that it pops off, however, if i can figure out how to stop the damn capsule for even rolling like that, i think it could solve the problem

chrome dust
#

I just opened 4.25 and I can't see any landscape tool bar how do I open the landscape options

untold anchor
#

i think you have to place an landscape first to get the toolbar options?

#

in the place actors, serach for landscape

chrome dust
#

right but you know how usually the landscape tool bar to place a new landscape is up top left? for me there is no option to even create a new one

#

no sculpting or anything

proud hull
#

@chrome dust there should be a "Modes" dropdown now.

chrome dust
#

They're grayed out for some reason

#

looks like the totally changed it or some shit

proud hull
#

You can try hotkeys, shift+1 through 6

chrome dust
#

@proud hull thx man I see now there is a whole new lil set up dealio

proud hull
#

Yep, a bit of the UI changed.

chrome dust
#

not a fan

#

they went and made it way more complex lol

untold anchor
#

it'll grow on you

chrome dust
#

for sure

nocturne remnant
#

Hmm... Yeah, this kinda does some weird shit

untold anchor
#

lol yea

#

it's mostly there, but something is off

nocturne remnant
#

Yeah, if you want to see some strange shit happen, run it into a 90 degree corner

untold anchor
#

directly into a corner? or just running straight at a wall?

#

also, what all was included in that file i sent?

nocturne remnant
#

On a wall toward another wall. I just threw it in the third person template and hooked up new control inputs

untold anchor
#

i see, hmm, for me, when i'm running horizontally on a wall, and hit another wall it transfers pretty well

nocturne remnant
#

It's just the blueprint and the components

untold anchor
#

if i run downwards towards the ground it mostly kinda works, gets a bit wonky, but i'm gonna add a hitbox on the ground near walls, that once you collide with it, it forces you out of wall run

#

running right at a wall though, will immediately pop you off

#

so you have to hit it a slight angle

#

and when you're running on a vertical surface, you almost have to stop moving, direct your camera in the direction you want to run, and then run, or else the controls get weird

#

and not sure if you hooked up the "left alt" to change camera modes

#

once you get on the wall, and if you hit left alt to change the camera mode, the controls get weird, unless you're running upside down on the roof, then they behave decently

#

currently uploading the whole project as nothing in it i'm particularly trying to keep to myself, as it's just locomotion, and since there are so few available wall running things out there, once i get it solved correctly, i'll just give it away for free

untold anchor
#

ah, yes, that wonkiness when you're on the ground sideways, i don't know exactly what's causing that, hence why i'll just create a hitbox or something for the ground that forces you out of wall run state and back into walking

#

which will orietate you the correct way back to the ground

#

as for the jankiness that's happening in the corner when you're wall running, i don't have that particular issue, but you might be doing something that i'm not movement behavior wise

nocturne remnant
#

well, I can break anything

untold anchor
#

lol, that's a good quality in this line of work

#

in that video, are you in the normal camera mode? or are you in the "left alt" button camera mode?

nocturne remnant
#

just the default one

#

"Where was that slow motion thing at? ... I don't have a right ctrl, god dammit."

untold anchor
#

lol, yea, it's right cntrl, in the event graph, top left, you'll see a black comment with it there

nocturne remnant
#

Yeah, I had to change that.

#

Something that didn't occur to me at first... why is it tracing up on the wall instead of ahead of the direction you're moving?

untold anchor
#

it's basing it on the "upward" vector of the wall

#

i'm assumin you're reffering to the blue downwrad diagnoal trace?

#

i've been confused why it doesn't do it downard forward of your movement direction, but that's the way the guy had it set up for his spiderman thing too

#

and it works well for him, but logically i feel like it should go relative to your character

#

also, are you have the rotating capsule thing i was having?

nocturne remnant
#

Yeah. I would assume that would make the most sense.

#

It's doing that, yeah

untold anchor
#

try to left alt camera mode once you get on the wall

#

it stops that

#

but, movement becomes a bit unintuitive along with that

#

kinda stops it

#

more or less, the behavior changes completely

#

my project file

dry bramble
#

Hey guys, I need to implement a classic RTS Fog of War system and I don't know where to start. Any ideas?

nocturne remnant
#

I'll have to look at it some more later when I haven't been awake for 16 hours with a 3 hour migraine. My brain pretty well stopped functioning

untold anchor
#

ouch, thank you so much for checking it out, i appreciate it ^_^

#

I'm open to any else's help as well, just throwing that out there lol ๐Ÿ˜›

trim matrix
#

why my interaction linetrace dont show in hud?

untold anchor
#

set debug for the linetrace

trim matrix
#

is not the linetrace

#

is the widget from

untold anchor
#

oh, i haven't started with widgets too much other than a simple reticle and stamina bar, sorry :/

trim matrix
#

np

fervent crag
#

yo is there a way to have procedural foliage with automaterial? Im trying to set my landspace foliage to it and its not really working. I just want it on one color

#

I tried using layer blend but that wasnt working with what I have set up

obtuse current
tight schooner
#

@fervent crag material graph isn't blueprint. Ask #graphics

split ginkgo
#

My AI is using a black board and when it stops moving and starts moving at another random location, it just snaps to the direction of the location. Is there a way I could make it slowly rotate to that direction?

dreamy ice
#

in this small multiplayer game im making when I spawn players as my character actors should I do it from the gamemode or the level blueprint? or another method if someone has a better idea.

brave citrus
#

is there a way to pull memory usage via blueprint?

#

like check how much memory a client is using, then I can make a warning widget pop up if below threshold

honest forge
#

@thorn ermine Hello, I am needing some further guidance for these meteors. Could i possibly message you to discuss?

teal burrow
#

Gamemode @dreamy ice

dreamy ice
#

Thanks

untold anchor
chrome dust
#

anybody know how to align a spline segment to the landscape in 4.25

#

pfffffft so annoying

#

nice some times you gotta write it out an then think about it again from another angle lol

twilit heath
#

@haughty plover interface pointers just silently fail when replicated

vernal wind
gray kite
#

I have a dumb question but my brain is fried pls help

twilit heath
#

no, its extremely inflexible

gray kite
#

How would you write an equation that generates an outcome from a given percent chance variable

#

So that 100% is always 1 and 50% is 50/50

twilit heath
#

simplest way with BP, use RandomBoolWithWeight node

gray kite
#

I need to use a float

teal burrow
#

I've been liking random float and then using a > chance

gray kite
#

Oh I see

twilit heath
#

it takes a float (chance) and returns a boolean

gray kite
#

Thats awesome I didnt know that existed

#

I had a whole equation written out lmoa

#

Been looking at this too long

teal burrow
#

Also on the enums, they're saved like in C++, under the hood they're just a Byte where you can get a value with a name

#

When you modify an enum, it keeps that value no matter the name

twilit heath
#

with c++ if you assign values manually, you can leave yourself some room for inserting an enum member

teal burrow
#

Generally it doesn't hurt to futureproof yourself with as many members as possible

twilit heath
#
UENUM(BlueprintType)
enum class EMyEnum : uint8
{
  First = 0,
  Second = 4,
  Third = 8
};
#

then you could insert something between First and Second with value 1-3 without breaking blueprints

#

but either way, its pretty shit ๐Ÿ˜ฆ

teal burrow
#

I just added any possible enum I could before I have to modify it

#

Dunno what case you'd have where you have to reshuffle enums

vernal wind
#

I just sorted my enum values after implementing something and all references in my behavior tree are outright wrong now. Which is a big issue, since I build a state machine and the enum represents the states ๐Ÿ˜ฌ

About C++ enums etc I have no issues as a long time programmer but I didn't expect this to happen while working with blueprints only.

(Obligatory footnote: Rust > C++, sadly UE transition is a huge effort)

twilit heath
#

@vernal wind i strongly recommend you switch to using GameplayTags instead

#

they are a bit of a pain in the arse to input into the project the first time

#

but later they become far more flexible, and also they have hierarchical structure

#

Attacking.Melee and Attacking.Range tags would both pass a match for Attacking tag

#

simplifies things in a lot of cases

#

and if you add a IGameplayTagAssetInterface to your object, you can check for them without knowing what class the object is

vernal wind
#

Just read the docs. Seems a reasonable better alternative but how would I import them into the Blackboard so I can use them for behavior tree decorator nodes?

twilit heath
#

decorator nodes are easy, should even have an engine decorator that checks the tag

#

they Attacking.Melee tag also corresponds to Attacking.Melee FName

#

it has a GetTagName function that returns that exact name, infact

#

and you can pull a tag by name from TagManager

#

they are a bit easier to work from BP then from c++ because of editor customizations for them

#

in BP dropdown opens hierarchy and you just put a checkbox on the tag you want

#

in c++ it would be FGameplayTag::RequestGameplayTag(TEXT("Attacking.Melee"))

vernal wind
#

Ah I found it. I must replace the decorators with others but that seems to do the trick. Great! Thanks you very much. Guess I will refactor enums out this night :P

twilit heath
#

you let CMC replicate movement on its own

#

as for the rest... it really depends what the action is

#

what type of game it is

#

and what your structure is

#

@vernal wind they are very useful, i use structs with GameplayTag + float to handle all my stats in a generic way Kills, DamageDealth, MissionsCompleted... whatever i need

#

you can also use tags GetTagName to access DataTable rows

vernal wind
#

I will bow in awe before Cedric's guide. It is the best documentation I ever found in regard to network replication. Without it I probably would have gone insane last year.

worthy frost
#

you wouldn't clone the Player controller

spiral bison
worthy frost
#

you clone the pawn, and you need the clone to respond stuff

#

quite tricky tbh

#

not easy to do in BP for sure.

#

@spiral bison Tick is overkill

#

for starters

#

not sure why you want to interp the XP

#

if its for UI, then your UI should handle that

spiral bison
#

So that it doesn't throw a decimal into my HUD

worthy frost
#

you don't need to do that tho

vernal wind
#

@spiral bison Seems like your problem is the communication between your character(?) containing the data and the UI/HUD displaying the information.
You will either need to manually inform the UI about changes made to the data or bind the displayed UI value to your data variable, so it updates itself.

Either way you most probably won't need to do this on every tick, since I assume you will only get XP for some events like e.g. killing a mob. So you may want to work with triggers/events which notify the parts that need to update instead of constantly checking the state like 60 times per second.

Since you are a beginner I would suggest to view some tutorial e.g. how to display a HP value which should contain all the parts you need.

untold anchor
hoary gazelle
#

Im trying to have my character switch to a different stationary camera on the other side of the scene when conditions are met.
Im not sure how I am able to switch the cameras, I cant possess a pawn and use its camera and i dont want to have a second camera on the player because itll end up moving around when i want it to stay in place.

thorn ermine
#

@thorn ermine Hello, I am needing some further guidance for these meteors. Could i possibly message you to discuss?
@honest forge Hi Sorry I am not available for private tutoring | assistance, but you can ask any questions you have here, and anyone will answer who is able to. ๐Ÿ™‚ You are welcome to @ me in your questions if you like.

split ginkgo
#

Is there a way I could make my AI slowly rotate around turns instead of just snapping around them?

thorn ermine
hoary gazelle
#

Ive tried this, but I cant call for the cameraactor from the playercharacter

thorn ermine
#

@hoary gazelle you mentioned in your question you want to 'have my character switch to a different stationary camera', that is how you do it, no need to call any camera on any other character. ๐Ÿ™‚

modern cove
#

I have a bunch of similar-looking menus. Upgraded one of them, and now I want to add those upgrades to all of them. There isn't any fast way to copy a dozen functions into 7 other widgets is there?

thorn ermine
#

@hoary gazelle you just need to get a reference of the camera actor in the scene, you can do that by tagging it, and getting it by tag anywhere in any blueprint. no possession required . if you want to blend to a camera attached to another player ( * i.e not a stationary camera ) you can get a hold of that character using get player character with an index, or by casting a trace | sweep, or by tagging it, and then in the blueprint where you want to initiate the blend to, you can drag out the 'followcamera' or what ever the camera variable is called on that blueprint as part of the blend input. we use it ( GetViewTargetWithBlend ) all the time and it works like a charm.

#

I have a bunch of similar-looking menus. Upgraded one of them, and now I want to add those upgrades to all of them. There isn't any fast way to copy a dozen functions into 7 other widgets is there?
@modern cove Yes and no. If you open up the blueprint function, you can copy all the 'innards' by selecting it, create the function in menu 2, and paste the code in there, you would have to ensure that your variables are named the same ( blueprint copy | paste is actually just readable text in the clipboard ) BUT, and there is a big but... it would be better to try and use some form of class hierarchy where you can extend from, and implement this function as a once off, and have all child blueprints inherit from this base class, and then all child blueprints|userwidgets can simply call it, as next time you want to change your function, you have to replicate it 7 times again, whereas with inheritance, you only have to change it once.

novel gull
#

How does one allow a character to run up 360 degree loops with the CharacterMovement component? The issue I'm having with this particular component is that is that the walkable floor angle can only be set to a maximum of 90 degrees. So when the character runs up the side of the pipe, it stops halfway. I've looked into bypassing this issue, and while people seem to have accomplished this with the CharacterMovement component before, I can't find a proper source on how to do so myself.

#

This is the sort of loop I'm talking about. Think like how Sonic is able to gain enough momentum in order to run a full 360 degree loops. I want my character to run around the inside of this pipe farther than 90 degrees.

modern cove
#

This class hierarchy..can be established on my existing collection of menus?

thorn ermine
#

yes

#

go to the Widget graph, click 'Class Settings', there is an option there to change the parent. buyer beware, backup your project first, as here be dragons.

modern cove
#

I generally back up the project on a flash drive before any particularly crazy experiments are carried out

trim matrix
#

Its possible create a game ONLY with Visual Scripting Language? @everyone

#

๐Ÿค”

thorn ermine
#

Robo Recall is totally blueprint* ( of course there are c++ base classes, but these were created by Epic as part of the engine )

broken spear
#

Hopefully this isn't the wrong channel but is anyone here experienced with Signing pak files?

trim matrix
#

@thorn ermine The VR Videogame?

modern cove
#

I messed around with some C++ coding early in my little project. I found it was so far removed from what I worked on in college, and so temperamental with Game Instances that I said "#& it, I'll just make one with Blueprints." Since then I've made some remarkable menus and got an Inventory system up and running where I can use, trade, and trash items. I modified the inventory system to make a Spell casting menu too.

#

Next plan is to use what I learned from Items and Spells to establish a system for Arms and Equipment

thorn ermine
#

How does one allow a character to run up 360 degree loops with the CharacterMovement component? The issue I'm having with this particular component is that is that the walkable floor angle can only be set to a maximum of 90 degrees. So when the character runs up the side of the pipe, it stops halfway. I've looked into bypassing this issue, and while people seem to have accomplished this with the CharacterMovement component before, I can't find a proper source on how to do so myself.
@novel gull This also will tie in with adapting gravity to be non constant, but vector based. currently this is not possible without modifying engine code AFAIK

novel gull
#

Ah, I see.

untold anchor
#

you can do it with traces, and changing the character's movement and rotation

#

still trying to figure out how to prevent my character's "roll" relative to them, not world space, to stop changing when i move my camera

#

as that's leading to most of the bugs

thorn ermine
#

yeah we abandoned that idea as there were too many issues with it, so for now world up it is. ๐Ÿ™‚

novel gull
#

Oh thank you mippi. Also thank you for embedding an actual video tutorial video for this sort of thing as well. It's hard to find stuff relating to "loops" without getting results about a very different kind of loop lol

untold anchor
#

i'm like 99% of the way there

#

just gotta prevent the roll on the capsule from happening when you're on a vertical surface (as being upside down on the ceiling is not a problem) and then do some logic on the controls to tweek a bit depending the verticality of the surface

#

and boom, done

#

i mean technically, this will currently work with a loopty loop

novel gull
#

Again, thank you for sharing this info! It was surprisingly quite difficult to find any info for this sort of thing.

#

I mean, it's basically Sonic lol

untold anchor
#

yea, so little information on systems like this

#

mainly because it's pretty difficult

#

these two things together for me are making it possible so far

thorn ermine
#

yikes

untold anchor
#

lots of math lol

novel gull
#

oh fuck

#

wow

untold anchor
#

however, i haven't used quaternion math since college, so i'm looking into it, as i think i'm getting gimble locked at times too

novel gull
#

Alright, I'll be back in a few years lol

untold anchor
#

however, that's a small issue at the moment

#

you'll get it bro, i've only been doing this for less than 2 weeks

#

casually

#

and frankly, i'm pretty dumb lol, so you'll get it ๐Ÿ™‚

novel gull
#

Well, this thing is for a class assignment in my video game dev class, so I only got so much time.

#

I think I'll manage, though. I've got time.

untold anchor
#

what you're looking for btw is called omnidirectional surface locomotion

#

searching "wall running" gives you a bunch of systems that just won't work for what you're trying to do

novel gull
#

Alright, I'll look into that. Thanks for the help!

untold anchor
#

^_^ np, if you figure it out, hit me up , as i'm still trying to figure it out myself

#

i'm here trying to get help too, but so far the only thing i've gotten was "shit" in response to it XD not in an insulting way, but in a "oh fuck this is a complicated problem" type of way

novel gull
#

Okay, I'll try to. Just don't be too mad if it's not the most readable though lol

untold anchor
#

i'm pretty good at organizing blueprints ๐Ÿ˜› it's all good

thorn ermine
#

@novel gull also look at Tefel movement component. it comes as a plugin, we were also looking at this at some point, but the physics is an issue as it is not so realistic and all things require this movement component. but worth a look. https://www.youtube.com/watch?v=bcTqFA23P9Y

untold anchor
#

it was free on the store a while back

#

haven't used it yet though

#

but i do have it

#

problem i saw was not network replicated, and it looks like it effects everything, not just the player

novel gull
#

Trying the GravityCharacter component now. Let's see what I can do.

elder plank
median jacinth
#

heyyy, im making an endless runner i want my character to turn 90 degrees when the player hits a button on screen

#

im new to unreal, anyone pls help

trim matrix
#

@median jacinth this updates the character once

weary ledge
#

How can I override the fact this makes the freeroam pawn move up and down with E and Q?

#

I can disable Add Default Movement bindings, but then I need to manually add them all back again

umbral plinth
#

Is there a way I can disable a bunch of functions temporarily? I changed up some structures and the compiler is screaming at me but it's not important for me to correct the functions yet (nor am i currently using them) while I finish something else.

median jacinth
#

@trim matrix so how do I make the character run in that direction only?

maiden wadi
#

@median jacinth Might be worth showing how you're making the character move in the first place.

median jacinth
#

By A/D keys?

#

Or by button?

maiden wadi
#

Actor Forward Vector? Specific World direction?

median jacinth
#

I'm sorry but I'm not getting that , I'm super new to unreal !๐Ÿ˜… @maiden wadi

maiden wadi
#

What do your A and D keys do in the character blueprint?

median jacinth
#

I just change the Actor with camera by A/D keys when a corner comes , I wanna do the same with button

maiden wadi
#

I mean if your character is moving forward based on it's own forward vector, then yes, simply turning it 90 degrees once on button press would make it endlessly run in that new direction.

vernal wind
#

@elder plank you could use a collision event like begin overlap to get the actor/pawn/character in contact with water/fire/acid and from that the player controller owning it. But beware that in networked multiplayer you have to manage it through player states or the server since you can't access other player's controller for security reasons

median jacinth
#

When I hit a button, the character Just looks At the direction and then continues to move straight
:(

maiden wadi
#

That's why I was asking how you're making the character move in the first place. If it's based on a set world vector, turning the character won't change it's movement direction. If it's based on actor forward vector, turning the character would change it's movement direction.

#

Kind of need to know how you're making the character move forward in the first place before the turning can help at all.

median jacinth
#

@maiden wadi I'm sorry If I'm not getting what you're Trying to say, cuz as I've told I'm a newbie
:(
I'll just Check soon how my character is moving forward and I'll surely let u know !!!

maiden wadi
#

Do you hold down W or something to make the character move or does it do it on it's own?

median jacinth
#

On its own, I think I had an event tick on , so it moves endlessly

maiden wadi
#

Check Tick then. How are you actually moving the character? Most likely it's a Set Location or an AddMovementInput

median jacinth
#

My character moves Endlessly on its own, and I just Make it Go left Right By Joystick or hitting A/D

#

I hadn't Messed alot With the movement which is provided in Third person Game template

#

๐Ÿ˜…

trim matrix
#

just screen shot the movement code

#

paste in here

median jacinth
#

Ohhh Okay Wait I'm doing in a min

median jacinth
#

Uh lol I'm there

trim matrix
#

I'm not.

median jacinth
#

Here's it btw @trim matrix @maiden wadi

maiden wadi
#

@median jacinth Ah. If your movement is based off of the control rotation, you'll have to rotate that instead of the character on your change direction presses. Try these.

median jacinth
#

Oh shall I add these in button blueprints? @maiden wadi

#

On pressed and then this?

maiden wadi
#

Correct, I think.

median jacinth
#

Ohh let me try! I really hope It works

#

Something like this u mean ,right?

maiden wadi
#

Should be.

median jacinth
#

That's what happened ! It's not working still ! It just tried to move there by still moved forward@maiden wadi

thorny cedar
hollow flame
#

how to blend two animation fully, right now if i set alpha to 0.5, it blend 50%/50% both animations, but i want to blend 100% both animations

tired saddle
#

What does that even mean?

nocturne remnant
#

100% and 100% would be .. 200%.

grave nebula
#

Hello, i created a level streaming in my project. I just split my big map and seperate it into pieces. However i can't pack the game even i fill all level inside my packaging setting (it says error code = 25 , unknown error).

onyx swan
#

@grave nebula What's the value in 'list of maps'? Is it just the level name? or the fuull path?

#

ie; World vs /Maps/World

vast lion
#

Is there a way to force the project to not use redirectors?

#

They cause me more headaches at this point

gloomy grove
#

I'm trying to make a multiplayer door work. Right now, if using a listen server, the server host can open the door and it appears to replicate properly to the clients. However, when the clients try to interact with the door nothing happens. Does anyone know what I'm doing wrong?

devout pine
stiff hatch
#

in 4.25 In the game instance, I have a variable I set to text and then later wanted to change it to a string (the variable is not in use at all) upon switching it and trying to re-compile the game instance my editor crashes.
Am I the only one who gets this?

dapper siren
#

Is there anyway in Blueprint to ignore Sequencer Transforms?

maiden wadi
#

@gloomy grove You're not making an RPC to the server from the client.

gloomy grove
#

How would I do that?

unkempt mulch
#

Is there a better way to accomplish my goal? I want to have an interactive visualization of an axial MRI NIFTI. Since I couldn't find any plugins which had image volume viewing functionality. What I did was create a sprite sheet out of a sequence of axial images and made blueprints to make the animation progress forward and backwards frame by frame on a key stroke while having the plane move up and down Z with the same stroke. It definitely works, but I wonder if there is a better way.

earnest tangle
#

Seems like a fairly reasonable approach to me at least :)

unkempt mulch
#

Well that makes me feel good! I've only just started learning Unreal with the goal of building some MedEd modules. It's hard to have dynamic medical education remotely.

gloomy grove
#

speaking of which... what is an rpc?

trim matrix
#

remote procedure call

maiden wadi
#

@gloomy grove For stuff like a door, usually you'd just create an input event in the character that calls an RPC event in the same character. What this does is tells the client's version of the actor to tell the server version of the actor what to do. Then the server version of the actor would tell the door to open, usually by setting a replicated variable and on repnotify play the door open event so that it's always correct, but if you don't care that much you can always just use a multicast on the server version of the door.

sly spade
#

without changing the pivot whats the best way to rotate around a corner of a box?

gloomy grove
#

...uh.

#

@maiden wadi going to pretend I know what you're saying

#

...and look up a tutorial

ember token
#

Hi guys, could someone tell me how to track the distance from the ground?

sly spade
#

@ember token actor location line trace - (10000) max distance to ground then break out hit result and get out hit distance

#

or actor location - hit location vector length

ember token
#

mh.. wait

#

I think I get it, I made something like this

#

with the vector lenght I created the variable

maiden wadi
#

@gloomy grove Just a sec, I can give a bit of an example of a simple blueprint RPC that might help with the understanding a bit.

ember token
#

is it right?

sly spade
#

yup

#

the 10000 is the distance to the end of the trace

#

i think you can also use the pin above which just is distance

#

see what works best

ember token
#

ohh

#

I'll try both! Thanks a lot ๐Ÿ™

#

so basically, this script should create an imaginary line from under my character that goes to the lowest part of the map?

sly spade
#

yup, you might also want to make a collision channel that only looks for the landscape etc

#

encase it will just return the distance to what every the line hits with collision

ember token
#

ohhh, It makes sense

#

so this line basically takes as hitpoint the part of the line that touches the first surface under my char?

sly spade
#

change draw debug type to one frame

#

and you will see whats happening

maiden wadi
#

@gloomy grove This is a simple one for crouching based on a repnotify variable. What this does is on client keypress, calls an RPC with a boolean input. If pressed this makes a call from the client's version of the character to the server version of the character and the server version sets the variable. Since the variable is repnotify, the server will tell all clients to change the variable and then those clients will run the function associated with it changing.

tight venture
#

How can I make node comment resizing stop snapping to some imaginary grid?

maiden wadi
ember token
#

@sly spade (sorry for pinging you and thanks a lot for the help you're giving me) I tried setting the draw debug type to for one frame, but inside the game I can see nothing GWmythicalFeelsSadMan

gloomy grove
#

Where are these blueprints actually made in?

#

the level bp or the character?

#

or perhaps a function

sly spade
#

are you firing the customevent3?

ember token
#

yeah

#

I connected it to the linetrace

maiden wadi
#

@gloomy grove All of that is in the character.

#

@gloomy grove Try very hard to avoid doing anything in the level blueprint. It's not a very good place to be doing anything related to game functions. It's more of a level designer's tool for very map specific things. Try to keep functions related to objects in those objects.

autumn heron
#

Hello guys. Anyone know if we can use "Set Material" function in blueprints at 4.25? I was using in 4.21 and after update i am getting this error: "Cannot use the editor function "SetMaterial" in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities."

sly spade
ember token
#

Ohhhh

#

so that's basically how it's supposed to work

#

the red line should be the distance from hitpoint, so basically from the ground

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if I understood right at least (?)

sly spade
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line is red until it hits something

tight venture
ember token
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line is red until it hits something
ohhh

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if I take that float variable (hit distance) can I use it to set an in-air animation?

sly spade
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depends what you want to do thats the distance that you wanted ๐Ÿ˜›

ember token
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yeah, it makes sense I think

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I just don't get why I can't see it on my character qcq

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I feel like I've done something wrong and it doesn't let me use that float value correctly

maiden wadi
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@tight venture You can lower the grid sizes from normal to 1 pixel which would effectively disable them, but that will disable grid snaps for everything. Not sure there's a comment specific setting for that.

tight venture
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Where is that? I swear, I've googled for "ue4 turn off snap to grid blueprints", "ue4 comment node snap to grid", can't find anything

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nvm I finally found it

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thx @maiden wadi

maiden wadi
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Makes me wonder if I wouldn't enjoy turning them off and hiding the grid entirely for a slightly cleaner look.

gusty shuttle
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Quick question: My MotionController hand collision sphere triggers this function, I'd like to not trigger this function with certain other collision volumes in my Pawn. I tried switching the collision channels to get a good match but no good result. Is there a better bool trick I can use to ignore certain collision volumes?

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I should mention that my pawn does have the interface so it's kinda tricky

gloomy grove
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Been out for a while, thought I'd be able to get back by now but apparently not

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I was looking over the blueprint, one of your comments seafood "ran on server" but you said it's all in the player

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Is there an exception or am I missing something

maiden wadi
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@gloomy grove Unreal's networking is kind of like a room of mirrors. One is the real actor(which is the one that exists on the server) but there is also an actor for each client. Say you have three players and one of them is the server machine. Initially you think three player characters? There's actually nine. There's a character for each player on the server, a character for each player on the first client and a character for each player on the second client. So three characters on each machine, nine characters in total. Sticking with the crouching methodology, what happens is that if client 1 presses the crouch button, that only ever plays on that one character. The client's version of the client's character. Which is why you need the RPC event which is the CustomRPCEvent in that picture above. This is a message from the client version of the client's character to the client's character on the server that tells the server version of that character to set that boolean variable.

dapper siren
maiden wadi
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@dapper siren Sounds like you need to get a reference to the level sequencer and tell it to stop playing. It might be easier just to make the bird an actor on it's own that has it's own sequence reference or a timeline/tick function running to move it that you can stop when it's grabbed.

ember token
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@sly spade ehy, sorry a lot for pinging you again, I have just one little question, to make that little video, have you used a custom event to start all? because I found out that it's the custom event that doesn't let me see the line

dapper siren
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Hmm. Let me think about that
Make the bird an Actor, that has its own Level Sequence object? Or can the bird have a sequence inside of its BP? ๐Ÿ˜•

gleaming kiln
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Hey all, so I'm completely new to blueprints and everything, anyone know any good tutorials to follow. There's a few things that I wanna showcase in my game but can't run the full game on my i7 without it having a fit.

grave nebula
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@grave nebula What's the value in 'list of maps'? Is it just the level name? or the fuull path?
@onyx swan it's full path

faint pasture
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@gleaming kiln can't run what full game?

gleaming kiln
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I can't run the environment on my laptop so I'm struggling through getting some blueprints for certain assets and gameplay bit done. Like I want to create a scenic trigger that plays soundtrack and shakes the world when player approaches

faint pasture
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Is this a game you made or some huge project you downloaded?

gleaming kiln
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I'm in the basic start up Third Person, I've tried before creating my environments and loading a previous environment from work on another machine, but as soon as it loads up, the software crashes and my laptop can't render anything. So I'm suppose to showcase my ability on the blueprints so there's certain elements that were suppose to happen during this demo environment that I wanted to showcase using blueprints rather than the actual environment.

faint pasture
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What video card does your laptop have?

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I can't imagine any way that the basic third person template wouldn't work. I'm pretty certain it could even work on integrated video. are your scalability settings totally maxed out for some reason?

fierce birch
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anyone know how to get the dialogue plugin

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i looked for it in plugins but couldnt find it

gleaming kiln
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8th Gen i7 but the original environment where the interaction needed to be in won't load up but I just wanted to produce the blueprints for a couple of events that happen in the gameplay. Is it possible to show these without the environment attatched?

tacit shard
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hey

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im using set timer by function name to delay something but it can be called again before the time has passed so cancels the previous calls

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whats the best way around this?

maiden wadi
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@tacit shard There are a couple of different ways you could handle it. Simplest is probably just to make a timer handle and ask if the timer handle is active before calling the SetTimer

tacit shard
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what if it is active? i still need to run the function after x amount of time

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i basically need to queue up some timed functions

maiden wadi
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Oh, you're wanting to call a set timer by function based on the number of times a button is pressed?

tacit shard
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no, im performing a predict projectile trace that has penetration, it can hit multiple actors during the trace, but im taking the simulation time of the hit and calling the hit function with a timer using that simulation time

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so it can make multiple calls to the hit function in the same frame with different lengths of time

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but only the last call works, since im assuming the previous ones are being cancelled as the next one is called

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pseudo code while(simulationTime > 0) { predict projectile path with collision: if hit set timer by function "hit" with time of hit time. simulationTime -= hit time}

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also ignoring the hit actor, so the trace can carry on on the next loop

maiden wadi
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Initial thought says create an array with the time differences and call your set timer by function based on that. At the end of the called function, remove the first index of the array, then get the new first index and use it's time to call a new set timer by function name with the time from the array. Do until array length is zero.

tacit shard
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ahh good idea:)

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thanks

untold anchor
earnest tangle
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I'm surprised that even works to that degree

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When I was making a thing where you could roll a character it just went completely fucky because as far as I can tell, CharacterMovement always assumes the same roll orientation and just does not work correctly if it's not

untold anchor
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so i've actually made alot of progress since i've posted this

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i'm currently reuploading the imrpvoed version

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that solves alot of the problems

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however, there still is a few thigns i still haven't figure out how to fix yet

nocturne remnant
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Yep. That's basically the issue. When you use the rotate to movement direction, it uses global vectors; you can't make it yaw based on the local Z

untold anchor
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yea, so i'm thinking what i'll have to do

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is basically set up a pitch, yaw and rotation

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then depending on your current upvector

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muddle with those values a bit to make it feel more natural

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for the controller of course

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some value checks, is greater or lower than, etc etc

earnest tangle
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There is a directional gravity plugin (or something like that) on the marketplace which has a customized character movement component that works correctly with roll

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Might be worth a look

untold anchor
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yes, but it's not network replicated

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and

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it changes the gravity for all objects

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not just that one player

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at least from what i saw

earnest tangle
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well you don't have to use the gravity aspect of it, you could probably just use the movement component since it works with roll

untold anchor
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oooh

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so if i'm vertical, it makes it so my controls feel more natural?

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like a local orientation rather than world?

earnest tangle
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it should, I didn't try it with a 3rd person thing but it worked well in fps

untold anchor
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i see, is it the one that was on the market place for free not too long ago?

earnest tangle
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"Directional & Planet Gravity"

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that's the one I was thinking of

untold anchor
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yea

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cool, i have it, just haven't messed with it

earnest tangle
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yeah not sure if it's gonna fix your problem but I'd say it's worth a try at the very least :)

untold anchor
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no, but could, so it's def worth a try ^_^

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i didn't think abouot not using the gravity

nocturne remnant
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You'd need to rotate interp to a target based on the movement direction considering the up vector, and also combine it with the rotations to get onto the wall

sly spade
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@ember token tried it on tick, but video was construction script

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shouldnt make any difference

nocturne remnant
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Also needs the movement to change relative to the camera since basing it on the actor rotation doesn't make any sense once the perspective changes

untold anchor
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yea, i don't know how to do that tbh XD

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i've thought about how to make that math work, but i don't know enough yet to pull it off

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however, the main problems i've having now is the whole -90 to +90 flipping when the camera gets right over the had of the player

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head*

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it happens in one tick, but that one tick is enough to launch me off the wall

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cuz the traces technically invert for a brief moment

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you don't see it as a frame of animation though

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just mathmatically

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cuz if has to cross the 0 point in order to reach that

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and 0 makes it think it's off the wall

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-90 is on the wall, and 90 is on the wall, but 0 is not, and i don't have a clue how to prevent that X_X

nocturne remnant
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welcome to gimbal lock

untold anchor
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i was thinking that was the problem X_X

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but it's not happening on the world pitch orientation

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it's happening on the world yaw

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i thought gimbal lock only happening on pitch ?

nocturne remnant
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I might be thinking of a different case then, actually... because that's the part where it will flip the yaw at 180 to -

rancid anvil
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I'm sorry for the nooby question, but all the tutorials I've seen for this problem give solutions that don't apply for this problem. To give a high overview, It's a billiards game that needs to differentiate between solids / stripes for scoring. I want to update a variable in one (Score_HUD) class using an overlap event that happens in another. (Bumper) class.

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Everything before the set nodes works as intended, but when it comes time to stop reading / modifying variables from the "ball" class and update the score variables in the HUD class it starts to break down.
Is it not possible to cast to multiple classes in the same execution? It seems I can only get the Score_HUD casts to fail, or compile but do nothing when given a "None" Type Score_HUD object that I'm trying to use to target it.

trim matrix
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Is there any way to make a bone (such as spine_01) static in the AnimGraph in the Animation Blueprint? I've tried using the Modify Bone node but I'm not quite sure how to get it working. I'm trying to attach the camera to spine_01 and make the bone more static so that there's less bobbing when walking etc. Any help would be great, thanks ๐Ÿ™‚

split ginkgo
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Is there a way I could make a turning radius for my AI?

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Like if you've played ARK, most dinos have a terrible turning radius

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Is there a way I could add that type of turning radius into my AI?

trim matrix
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@rancid anvil Im not sure the issue it seems like this would work perfectly fine. Everything before the set variables work? Have you tried just running print strings to test that? Is your hud reference valid or are you getting errors in the msg log?

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Also on a side note

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You dont need to cast to the hud

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Since the varible type is already a Score_HUD its pointless to cast to it. It wont cause any errors if you do. But its not nessicary

nocturne remnant
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it should throw a warning about an unnecessary cast

rancid anvil
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I tested before the set by flying around and watching the noodles light up

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hud reference not valid sounds right

trim matrix
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oh no it should look like that

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If it was invalid, there would be errors apperaing in your message log when the code runs in game

rancid anvil
trim matrix
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Yep exactly

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So the issue seems to be that you have never set the variable for score HUD

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Its a reference type variable so you need to specifly Set it to tell the engine Exactly which score hud it is

nocturne remnant
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and add it to the viewport

trim matrix
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If you need help with that also lebby i can walk you through it

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And maybe you can learn a few things about references

rancid anvil
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So I'm still one blue pin short. I think I know what I need to add, just not where to get it

trim matrix
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welll