#blueprint

402296 messages Β· Page 504 of 403

trim matrix
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You wouldent want to set it there anyways

ember token
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shouldnt make any difference
@sly spade yeah, in the end I made it, the problem was that I had to use the event thick instead of a random custom event, so I used a sequencer with my other event thick and it worked!Thanks a lot for your help 😳

trim matrix
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Do you wanna join a call?

rancid anvil
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Sure if you're up for it that'd be great

trim matrix
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kk

fossil shoal
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Question:
I have a character using root motion, and some node strings that get its forward velocity. However due to my Running animation, its velocity speeds up and slows down. how would get the average of the number values produced by its changing velocity?

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im not sure what nodes to use or even where to begin to set this up

nocturne remnant
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do you need an average velocity or an average speed?

fossil shoal
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sorry if im taking long to respond im discussing wether or not i actually need this with someone else :<

fossil shoal
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well upon much argument and discussion I dont actually need this

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Nvm and thank you :\

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

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Right now it looks ugly when moving around because it just snaps to the forward direction

worthy frost
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#gameplay-ai and adjust the rotation rate in CMC, and use Control rotation not orient to movement.

sterile quest
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Question: I'm trying to attach a query collision component to my character to detect when the space in front of them has an interactable object (door, something they can pick up, etc...). I'm able to attach it in blueprints just fine and it follows the character and works as expected. But when I instead initialize it as part of my character's C++ constructor, even if I call InteractionComponent->SetupAttachment(RootComponent); it does not follow the character and instead seems to remain rooted at the origin. Moreover, it seems that every once in awhile, the details panel goes blank for the C++ created component. Is there some easy gotcha I'm missing here?

solemn pumice
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So I’m not sure if this is the right channel to ask in, but I’m wanting to make a pipe system for my game, since it’s slightly focused on automation and machinery.

The pipes are clear with metal frames so the player can see what’s in them. My question is how can I make the items move through the pipe from the proper output to the proper input? I’m guessing it’ll be something with paths but I’m not sure how that would work.

twilit heath
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@sterile quest blueprint has few serialization errors, the easiest way to break it is to rename your component in c++ constructor

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easiest way to fix it is to rename a variable holding a reference to it

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and that is the correct way to attach a component in c++ constructor

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@solemn pumice i'd look into splines if i were you

solemn pumice
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Oh ok. Thank you

twilit heath
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there was a live training stream for splines that wasn't a total disaster @solemn pumice

solemn pumice
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Are they usually disasters? I’ll go check it out. Thanks again.

twilit heath
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they are, they do unspeakable things in favor of expediency

trim matrix
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How do you get automatic widget size?

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I want to scale an image accordingly depending on the resolution of the screen.

covert arrow
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@twilit heath i have a level sequence in my level it plays but after it ends it goes back to its original position how do i leave in the position after the level sequence ends

twilit heath
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haven't done any work with level sequences, sorry

covert arrow
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nvm i found its in the properties of the level sequence keep state after finished i just seem to find it if i ask the discord idk its weird

twilit heath
devout geyser
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Hey guys, I have an Hit animation but I can press mouse 1 to reactivate the animation constantly

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How do I add cooldown to the mouse 1 click input?

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@bitter star Place the particle in the car bp, then make sure its disabled, place the particle in the car's exhaust, then when the trigger supposed to be activated activate the particle

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It won't strech

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If its still doesn't work, go to the emitter settings and play with it untill you will get it right

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Try using the emitter settings, with the graphs and all of that I am pretty sure there are the settings you are looking for there

cold leaf
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using linetracebychannel and wondering what i use for the impulse to be based of where the hit it is detected on the bone? Before i had it so it just had a impulse based on a vector meaning it would only react in one direction.

violet mauve
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I need some help with vehicle AI. I want my car to have a set speed for each spline and have the speed stay consistent. currently the smoothest i can get is getting the vehicle forward speed and if its less than splines desired speed, throttle is 1 otherwise throttle is 0. what is a better way to do this?

devout geyser
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Try changing the max speed in the AI movement @violet mauve

violet mauve
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AI movement? i just made a bp that does steering off a spline with a normal vehicle bp

still trellis
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kind of a weird question, but what are we supposed to be using for things that are just regular classes, not things in the world or components of things in the world? i've been using UObjects but apparently they aren't replicated. I'm talking about things like Stats, Spells, Events, etc. things that aren't actually physical things in the world but need to contain a few functions to modify themselves. I would use structs for this but in ue4, structs can't have functions.

trim matrix
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I have a stupid question so pretty much i have consumables enum and every enum just restores health cause default is the healing one and so how can i make it to choose the correct one ? xd

trim matrix
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@still trellis Since objects cannot replicate, you need to have all the data you want replicated stored in place where replication is possible. Like your player state for instance. This could require some work arounds or a different approach.
In a stat system for example, you could have a UObject which is the stat manager. It manipulates and manages a array of different stats. Instead of storing that array on the Stat manager Uobject itself, you could instead store those values on your player state (Or any actor which can replicate). Then you could have your stat manager UObject point to the array on the replicated player state whenever its getting or setting those values.
Another possibility, if you simply need some basic functions to manipulate a struct(Or something along those lines), you can instead use a blueprint function library to hold the functions instead of a UObject. Then you can have the struct variable in a blueprint where replication is possible, and use the functions from the function library to manipulate it.

still trellis
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using a function library in combination with structs seems like a good option. i dont want to use gamestate or similar because stats should also be applicable to enemies and other players (and for prediction, i want at least some of those stats working on the client)

trim matrix
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Oh oml just realized i was thinking about playerstate the whole time

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But wrote gamestate

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Anyways yea tho could store the values anywhere that can replicate

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I have a stupid question so pretty much i have consumables enum and every enum just restores health cause default is the healing one and so how can i make it to choose the correct one ? xd
@trim matrix
Can you elaborate on that? Im not sure what the problem is/

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so the problem is that when i call the event to when i use an consumable i use the enum to choose the correct function to make the items do different things and when the event happens it doesnt chooses the correct enum, it chooses the default "healing herb" and even when i use the mana herb i still heal and idk how to make it to choose the good one, cause i take the enum -> switch on enum and idk how to make it to choose the good pin on its own probably not a good explanation @trim matrix

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sorry for my scuffed english xd

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Is the enum your using for switch on enum hardcoded in or something?

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Cause if not it seems like an issue with the code that would need to be debugged

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@trim matrix

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idk what hardcoded means but ok xd

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the issue is that i have no experience in programming

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I mean do you have a enum varible plugged into it or not basicly

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oh

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You might have to show me the blueprint then

violet mauve
trim matrix
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ok wait but dont laugh at my no skill xd

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dw

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I couldent tell you seraphiend

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ah i see

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oh nvm i think i plugged it wrong

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xd

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Ooh?

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Is it fixed now?

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yeah im a genius

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a programming warlord

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Were you not using the consumable enum from the item info or something

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yes

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im stupid

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xd

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xD dw

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but still thank you xd

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np im glad you figured it out

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ok so i have another question since you are still here xd

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oh yea what is it

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how would i go about making a fishing system and making spells a skillshots like a circle on the ground and you choose the position and bang a meteor drops down there or something xd

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uh thats not nessicary a easy to answer question

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true

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but still

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wouldnt fishing work like when you have a fishing rod and you are near a water you just click and you have a chance to get a fish or smthg xd

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Well really its not a question anyone can just answer. Just a simple fishing system would require alot of moving parts that would ultimatly be pretty unique to your game.

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I would stop and think about it for a second exactly how you want your fishing system to work in your game. Make note and plan out all the blueprints and additional functinality your gonna need to code to accomplish it. And go from there.

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but you know it doesnt have to be like fishes are swimming and chance that one will swim to the thing and you will catch it but just a simple when near water play animation and get the fishies

blissful grail
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I'm trying to implement the ability to jump off a wallslide, so do a wall jump pretty much, however, when I add do the LaunchCharacter function, it teleports them. They are sliding down, so when I jump, I should jump backwards, which I have that, but it isn't actually "jumping", it's just teleporting.

Any ideas?

trim matrix
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there is a tutorial on yt on wallrunning

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and you can jump from the wall too

blissful grail
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I'm not wallrunning, I'm wallsliding. I have the slide already implemented. My question surrounds why LaunchCharacter is teleporting instead of just adding the force.

trim matrix
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well yea if its that simple then create a trigger volume for a fishing spot or something and create an interact button to start fishing and maybe have it appear on your hud as a button promt. Then could play an animation and spawn a rod in the charecters hand. Then reward player with a random fish

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But nobody can just explain how to program that since there's many different little moving parts to accomplish that simple task.

violet mauve
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ty anyway

trim matrix
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@trim matrix so how about making a skillshot? would it just be like mouse position to vector2d and then you just play animation and colision in that location that deals the dmg after the animation ends ? x

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Im not sure exactly what a skillshot is tho?

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like you know you just aim a spell and a circle on the ground that indicates where will it go

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ooh i see

nocturne remnant
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Are you sure that it's teleporting and it's not that you're doing something else with the velocity?

blissful grail
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Pretty positive.

trim matrix
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Yea you would need to get the world position of your cursor and then have some blueprint with a decal or something trail that position

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@blissful grail doesnt you need to activate the simulate physics to do lauch ?

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@trim matrix oh ok i see

blissful grail
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All I'm doing is getting the normal to the wall and multiplying that by x, that is my launch velocity

nocturne remnant
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how are you sticking to the wall?

trim matrix
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why wont you just google a tutorial on yt just found in 2s what you are looking for xd

blissful grail
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@trim matrix I am literally asking why LaunchCharacter is teleporting instead of adding a force. Tutorials don't cover that.

trim matrix
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but you can see how he launched the character

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check*

blissful grail
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That will not answer my question

trim matrix
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i guess xd

blissful grail
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My question is WHY is this happening

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Not how do I do this

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@nocturne remnant For that - jump to the wall, then stop gravity and flip a bool. Then we apply some velocity in the -z to slide down (numbers are not final, just placeholder stuff right now) and then reset the gravity scale back to 1.

nocturne remnant
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Are you specifically setting the z velocity over time?

blissful grail
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What do you mean?

nocturne remnant
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I mean are you using set velocity on the character movement component?

blissful grail
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yeah

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Thinkin' the 0 is overriding the launch character?

untold anchor
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will need to see the blueprint to know for sure

blissful grail
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That's exactly what is happening.

nocturne remnant
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Well, yeah, since you're zeroing out the velocity

blissful grail
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I just cut that out and applied the launch character to happen once hitting the wall.

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Late night. Thanks.

nocturne remnant
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Since you're disabling gravity, zero the velocity when it hits the wall, addimpulse for your sliding down, then set your gravity and launchcharacter in whatever your jumping off shit function is called

cerulean depot
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Running into an issue of trying to use a cable component in a Pawn BP, I can add it, test with it in run time and the works fine.
But when I close the editor down and reopen the component ends up removed like it was never added to the components list.
Anyone have a guess what would be the culprit to this issue or would it be a editor bug that I have?

nocturne remnant
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and you may actually want to use stop movement immediately rather than just setting the velocity to zero

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I'm guessing some kind of bug, because I still had an accidental noodle dick on my character. I made a plain pawn and it saved that too.

true valve
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I need help with a logic

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using blueprint

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I created a pass time widget where you can use 1 - 8 hours to pass time. I have 24 hours time goes from 1 - 24.

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Let's say the time is 22. I open the widget to pass time for 4 hours.

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I use global time dilation to speed time. I have the logic working if the total time (22+1=23) is less or equal than 24. But If it passes 24 then what could I add to my logic.

thorn ermine
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(time + delta) % 24 perhaps?

true valve
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ie?

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What is delta?

thorn ermine
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the difference to add to the current time

true valve
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Can you use an example?

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(22 + 4) % 24

thorn ermine
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where the result of an addition ( + ) modulated ( % ) by the limit, would yield the result still within the limit. so 26 % 24 yields 2

true valve
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I see that but trying to put that in if statement.

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So I guess I can store that in a variable

thorn ermine
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there is no logic required for <= limit. 22 % 24 is still 22

true valve
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Then as the time increases, I can keep checking (CurrentTime + 4) % 24 == 2

thorn ermine
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right

true valve
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I think this is correct: (CurrentTime % 24) == 2

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But the currenttime will only go upto24 then start from 1

thorn ermine
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up to 23, then 0

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% 24 = max 23

true valve
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yes correct

thorn ermine
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if you want currenttime to be over 23 for other reasons thats fine, but better would be to keep current time modulated directly after any math operations

true valve
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I get float i cna't use equal

thorn ermine
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are you incrementing time using fractions?

true valve
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This one works hopefully bug free

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(CurrentTIme + HoursToPass) % 24 = Mod Result

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I don't think I could use >= or <=

thorn ermine
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you can experiment and see what works for you πŸ™‚

true valve
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Thanks

faint pasture
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@swift pewter break spawn transform, modify rotation, remake

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You basically want to spawn the three projectiles in the same location with different orientations

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And use a for loop to do it 3 times

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You'd want your projectile not to collide with itself. if collision between projectiles is something that you definitely want, then you'll have to adjust their location as well

tired saddle
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Currently the smoothest i can get is getting the vehicle forward speed and if its less than splines desired speed, throttle is 1 otherwise throttle is 0. what is a better way to do this?
@violet mauve You can try a PID controller.
https://en.wikipedia.org/wiki/PID_controller#Mathematical_form
https://en.wikipedia.org/wiki/PID_controller#Control_loop_example

Basically, gradually increase the throttle while going too slow and decrease the throttle while going to fast.

A proportional–integral–derivative controller (PID controller or three-term controller) is a control loop mechanism employing feedback that is widely used in industrial control systems and a variety of other applications requiring continuously modulated control. A PID controll...

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There is a pseudo-code form at the end of the Wikipedia article that computer-minded people may find easier to read.

faint pasture
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@violet mauve

Try starting with

throttle = maprangeclamped (currentspeed - targetspeed, -10, 10, 1, 0)

That'll output full throttle if speed is 10 too low, zero throttle if speed is 10 too high, and smoothly between when in the range.

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Tune range to taste

low rampart
tired saddle
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@violet mauve

Try starting with

throttle = maprangeclamped (currentspeed - targetspeed, -10, 10, 1, 0)

That'll output full throttle if speed is 10 too low, zero throttle if speed is 10 too high, and smoothly between when in the range.
Yes. That is the P-part of a PID controller. A PID-controller with the I and D coefficients set to zero. currentspeed-targetspeed is what the Wikipedia article call the error value. If that works well enough then πŸ‘ . If not, then look into the other two term as well.

teal dove
hollow flame
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how to get name of current playing animation of active blendspace?

rapid scarab
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Hey guys need help can someone show me a simple blueprint basically I just want to rotate an object when button is held then stop rotating when released will be for android

rapid scarab
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If someone can help would be amazing

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Anyone ??

frigid anvil
rapid scarab
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I tried this but didn't rotate :( also it doesn't say what bp to use etc

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@frigid anvil

frigid anvil
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This works @rapid scarab What are you trying to rotate and with what do you want to control it with?

rapid scarab
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What bp is this made in ?? And I created a mesh and I just want to rotate it when touch/button is held and then stop rotating when released

frigid anvil
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So when the item is clicked on you want it to rotate or do you have a widget button?

rapid scarab
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Either really think it would be better when screen is pressed/held

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But at this point I'm just trying to get any button to work lol

bleak vector
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Is there any reason to use character over pawn if I'm not using the default movement class?

thorn ermine
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UPawn actually provides the default or pawn movement component ( with very little movement logic in it though ), where Character provides the SkeletalMesh Component as well as the CharacterMovement component. so...

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up to you i guess

bleak vector
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πŸ€”

odd veldt
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LODs are changing, but not the view angle

thorn ermine
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you have to 'Set Field Of View' on the player camera. rather than setting the default FOV in the camera manager.

woven saddle
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timeline is just a 0-1 in value (and 0-2 in seconds)

bleak vector
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I recommend using the ease node πŸ™‚

woven saddle
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interesting, does that work similar to a Lerp?

bleak vector
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yeah, with more options

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anyway I think you're using the same values

woven saddle
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yeah I'm trying with ease but getting the same result, the base ends up in the air

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ah, I think I know what might be happening

bleak vector
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you're getting the current scale on each update of the float and making a change to it

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which will set it to the starting value -10, -100, whatever

woven saddle
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yup that works

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the base doesn't float anymore

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appreciate that

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just need it to start at bottom now

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might be an initial scale thing

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ah got it

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@bleak vector cheers!

fair sun
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HI, i made a health bar widget that is not based on any variable now and added that to my actor, it looks fine in editor but when i run the game it becomes blank

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in game:

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what could be the problem?

knotty ore
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possibly the health value isnt being replicated, depending on how everything is setup?

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easiest thing to do is just put breakpoints and/or print strings in your BP chain to see where/why its failing

fair sun
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ok, got it. I accidently bind a function to it

fair sun
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How can I update the progress bar based on a variable stored in an actor class?

trim matrix
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by accessing the variable

hollow flame
fair sun
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thanks

drifting kite
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need a bit of help as a beginner, I currently have something like this in my controller BP. I have a character BP that im trying to control in third person. But now its forcing the character to rotate in the direction of the camera. How should I go about this?

bleak vector
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Is there a way to clamp an input vector? Specifically when pressing forward and right at the same time I want it to move at 0.5 forward and 0.5 right πŸ€”

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@drifting kite you need to go to your character in the left

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and change use controller rotation

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Oh, I see that's on the controller not the actor itself

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anyway the actor needs to not be set to use controller rotation

mortal pilot
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you can normalize a vector

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that might suit your needs

drifting kite
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anyway the actor needs to not be set to use controller rotation
@bleak vector when i disable the rotation, the camera completely disables

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like i uncheck "use controller yaw" and the camera just stops moving all together

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should i combine the character and controller BP?

bleak vector
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turn orient rotation to movement off

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maybe?

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idk

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I have found problems when putting movement stuff in the controller instead of the actor itself before

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specifically, I was doing the forward/right inputs on the controller and sending it to the actor and for some reason it kept getting the wrong inputs

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through an interface

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don't know why

drifting kite
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Wait is it possible to just create a project without the controller?

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I have found problems when putting movement stuff in the controller instead of the actor itself before
@bleak vector if u can do this, then what is the point of the controller?

bleak vector
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ai controllers seem to have a lot more purpose than player controllers afaik

drifting kite
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i see, have yet to touch any ai controller yet πŸ˜‚

bleak vector
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@mortal pilot hmm I set it to normalize 1.0 and it made forward/right 7 and forward+right 1 πŸ€”

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0.7 that is

mortal pilot
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normalize will just make it fit inside the unit circle let's say

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it makes the length of the vector 1

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and if you have x = 0.7 and y =0.7, the length of the vector is ~1 so that's what that's that

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but this way makes sure that for example if this is an input vector for movement, that your movement is constant speed

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cause if you'd have 0.5, 0.5 then the length of that vector would be ~0.7, so if you'd multiply that with your movement speed, the player would only move at 70% speed of what he would when walking in a forward or directly sideways direction

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if you get what I mean

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cause I think that was your use case?

bleak vector
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I'm actually just setting actor world offset

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right now if you press both inputs its double the speed

teal nexus
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I need to turn something "on" when pressing a key, and then turn it "off" when pressing same key again. Kinda like toggle something with the same key. On press I am checking "activated" bool. If it's True, run "turn off" code and set bool to false. If false - run "turn on" code and set bool to true. Sounds like it should work in theory, but it somehow doesn't

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what am I doing wrong? Is there a better way of doing this ?

bleak vector
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could use flipflop but I'm not sure if you can save that πŸ€” why is it not working

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or rather in what way

gray kite
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For this line trace, I want it to check and see if the actor has the water tag, but Im not sure how to get it to check all the tags rather than just index 0?

bleak vector
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did you try the has tag node

gray kite
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Oh perfect.. lol didnt know that existed thanks!

nocturne remnant
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flipflop is the way to toggle stuff, generally

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Also, your controller should be the thing receiving input and your character is what acts on that input. So, you have an Input Axis MoveForward in your controller, you make an OnMoveForward event inside your character that takes an axis float. Call your BP_CharacterDude->OnMoveForward and pass the axis value from your controller. And then your add movement input or whatever you need to do on the character

rugged flame
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Hello! BP Newb here, trying to set up a virtual camera with a Vive Tracker. So far it's working, but I'd like to offset the rotation and position of the camera. For example, now it's rotated 90 degrees wrong in relation to how the tracker will be mounted. So, do I plug a value between the GetWorldRotation and the SetRelativeLocationAndRotation nodes? Can this be entered while in play mode somehow? And bonus: Can I move and rotate the whole setup using a second set of controls?

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(picture coming) πŸ™‚

teal nexus
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@bleak vector @nocturne remnant thanks, I'll check out flipflop node

signal pewter
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Hey. I am trying to create a light chain with rotation. Now i cant just rotate the point light the way I rotated the static mesh actor (which is a candle like object)

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instead i tried to add a spring arm component and a light as a childactor of that to get the light in the correct place

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what am i doing wrong? (ignore the stuff i plugged out. That is essentially the first idea of just rotating them, before realizing thats not a thing)

nocturne remnant
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your light is set to moveable,right?

signal pewter
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uhm no its static.. does that matter tho ?

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i mean i set up the path once and bake it right? i thought thats the move resource friendly option here

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ok so even as movable it doesnt help

nocturne remnant
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Oh. So it's not going to move. Why not use an emissive material then?

signal pewter
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i am also doing that in the mesh itsself

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in the add static mash component that setting is greyed out

fleet ermine
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If someone could refresh my memory what is the hotkey for creating a reroute node... without double clicking on the line?

nocturne remnant
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as far as I know, there's not a hotkey

fleet ermine
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I'm using 4.25.3 I don't know if something has change... I thought it was hold " . " and left mouse click but that isn't working

nocturne remnant
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unless they added it at some point and never put it in the settings

signal pewter
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any more clues on why that might be greyed out ? cuz that would indeed fix my issue of adding lights in the first place

nocturne remnant
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to use a static mesh with an emissive material for static lighting, the mesh needs to be set to static and not movable

signal pewter
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nice that actually made it turn non-greyed out

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ill try from here thanks a bunch

nocturne remnant
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That's why I thought you were trying to use lights to begin with. Because you can make dynamic lights that will cast shadows, but emissive materials have to be static and baked for shadows

signal pewter
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so just for testing reasons I turned the numbers up quite a bit but i am not getting any lights on the wall so its not quite working yet

thin rapids
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so just for testing reasons I turned the numbers up quite a bit but i am not getting any lights on the wall so its not quite working yet
@signal pewter did you rebuild the lighting after doing that?

signal pewter
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yes

nocturne remnant
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It works fine for me; are you sure that you have the right material and/or material settings?

indigo sparrow
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I am using the Unreal CollaborativeViewer Template, I have added an additional command like the ones that come in the template(Measurement,Xray etc)... My command toggles actors visibility based on the Actor tag... The build works fine on desktop, but when I switch to VR mode the application freezes and player is frozen at origin...

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I have added the new command to the contextual menu via BP_Collab_V_PlayerController blueprint as shown in the figure above

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I am not able to switch to VR.. Please let me know if anyone has ever had the same issue and has been able to resolve...
Much appreciate any help...

signal pewter
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LOL in order to test if it might be the material I put a singular light with the material somewhere and set it up similarly.

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i mean it doesnt look right but there is indeed light emitting i suppose

nocturne remnant
#

the parent object needs to be static too

signal pewter
slim gazelle
#

When ever my character is falling and is moving forward they get stuck on slopes
the example is with a slope that is 85 degrees.
they should not be able to stand on slopes greater than 44 degrees
Anyone know how to make them slide of slopes while moving forward in the falling state?
https://streamable.com/mxfqcd

nocturne remnant
#

Does it still get stuck if it's say.. 75 degrees?

slim gazelle
#

yes on every kind of slope that is over the walk threshold

#

so every slope greater than 44 degrees

#

walls that are 90 degrees work as intended

nocturne remnant
#

it should be working just fine out of the box

slim gazelle
#

the velocity of the character movement component is being set by root motion for some reason deceleration happens on Z velocity when pushing against a wall

#

root motion does not effect z velocity.

#

So I am confused to what is happening here

#

ok I tested it with a fresh 3rd person project and added this code

#

my character gets stuck

#

I am just adding to the already existing velocity

#

Anyone know what makes my character decelerate on the z axis?

#

it also happens on a 85 degree wall

nocturne remnant
#

You'll get stuck on slopes if your forward velocity is high enough to keep you pressed up against it without sliding down it

slim gazelle
#

yeah that is right

#

Now to not make that happen

#

write my own physics?

nocturne remnant
#

not applying velocity constantly would be a start.

slim gazelle
#

problem is root motion does that

#

if only epic made a feature for additive root motion like Unity

gray kite
#

Anyone know how I can make an event that happens in a component trigger an event in the components parent?

nocturne remnant
#

I'm pretty sure you don't want to use root motion for general movement

gray kite
violet mauve
#

@faint pasture @tired saddle thank you much but im using blueprints. how would i implement this? do i need to do it in C++? if so where?

faint pasture
#

@violet mauve just add a map range outputting into your throttle value

#

its a node

#

That would be the P in PID. You are making the control variable (throttle) PROPORTIONAL to the error (Speed - DesiredSpeed)

#

You will may find yourself oscillating, depending on friction and vehicle mass and power.

#

But it'll be better than what you have, which is basically doing the same thing but with a speed range of 0 instead of 100

violet mauve
#

in range, do i change that for my max speed?

#

and 0 and 1 dont change cause thats the throttle. ok i get it. thank you so much.

#

i gotta go bac k to work tho. thank you again. i will try it after work

fleet ermine
#

Can anyone in here help me with my question about blueprints...?

#

I've asked everyone and no one is responding... You'll be a life saver and save me tons of money on headache meds cause I'm going nuts racking my brain on this one... could you please refresh my memory what is the hotkey for creating a reroute node... Without double clicking on the wire? I'm using 4.25.3 and holding " . " and Left mouse button clicking isn't working... Which is what I thought it was...

#

Please someone respond

fleet ermine
#

@nocturne remnant I know there was a way to do it... and it didn't involve doing anything like that...

#

Thanks for responding though.

indigo bough
#

Hey folks, bit of a tracing issue.
Can't seem to get the line trace from the cameras location/forward vector to actually aim directly towards the center of the screen? It always appears offset by some strange amount. I've tried using ScreenLocationToWorldLocation instead and it gives the same imprecise results. 😦

#

The camera is attached to the head bone of my character mesh (pretty standard)

#

Basically, my expected results would be that the HUD dot would obscure the line trace perfectly (assuming it's tracing correctly)

thorn ermine
#

for your end, i would imagine you would need to ( GetComponentLocation() + (GetForwardVector() * Distance) ), vs only (GetForwardVector() * Distance)... as it is not taking the camera location into account when calculating the end. also you dont need to use worldrotation, can just use getforwardvector directly form camera.

indigo bough
#

Thank you @thorn ermine ! I'll remove the worldrotation. Turns out the offset was from the distance I was tracing not being long enough. Upping the * value seems to have solved it. Just need to add another check after the trace to make sure it's within a certain distance from the camera to restrict interaction distance πŸ™‚

gusty shuttle
#

Quick question: Im making a repairable object, I want to shoot at it and as it takes "damage" (repairs), I'd like to go from a blown up state to a fixed state on a mesh/skel mesh. Tips?

#

Is there a way to use a blend anim to adjust the 0-1 state of it?

teal burrow
#

Yes, in an animation BP you can set it up to use a float value for the curve

gusty shuttle
#

Cool, I never dinked around with that. So I guess I need to set up a anim bp to do that though eh? Is there a way to get around it without making a anim bp?

teal burrow
#

You could set it manually in normal BPs but it can be clunky in my experience

gusty shuttle
#

Cool, I'll try it out, if it sucks, Ill make a anim bp. I just need to use a float and gradually go from 0 (busted) to 1 (repaired)

teal burrow
#

"Heresy Level" is a variable within it

gusty shuttle
#

This is VR, is it performant? I'll have multiple repairable actors in the world for a quest

teal burrow
#

This is a standard thing I do in my characters' BPs, on a 1070Ti there's no significant drops

gusty shuttle
#

Cool, thank sman! I saved the screenshots, ill test tomorrow

teal burrow
#

This is more specific to my project, but for you it'll be just reading a "Health" variable from your repairable object BP

#

And then using a "1 - x" or directly the variable

gusty shuttle
#

Nice, yeah it's just the health variable, should be easy to set up

teal burrow
#

Aye, in my case it's specific since it's a status effect

#

But for you it's just 1 variable

nocturne remnant
#

I motion that we require all games to have a heresy level stat

teal burrow
novel gull
#

How can one set up a blueprint system where the collision detection is detected from every angle, whether that be the floor or the ceiling? I have an addon that can change the gravity of my character to any direction, and I want to see if I can apply it to my character and have it be able to freely move around any surface until the character eventually jumps off of it.

trim matrix
#

im a noob so wont help but maybe by tracing every direction

novel gull
#

I tried that, but I can only can get as far as roughly 90 degrees in the pipe before it just outputs nothing. Maybe I'm using it wrong.

wind atlas
#

hello, I'm following a tutorial using editor utility blueprint, but I cant find the GlobalEditorUtilityBase class, maybe its changed for 4.25?

#

in this tutorial: https://www.youtube.com/watch?v=LXduG19JFWg

in the comments someone says "globaleditorutilitybase is missing in 4.24 , it seems editor utility widget work well"

Here we see...

  • how to create render targets
  • what the different formats options are
  • how to draw into them using scene capture 2d actors
  • how to draw into them using materials
  • how to set up a blutility to invoke drawing from the editor

https://www.facebook.com/Dokipen...

β–Ά Play video
#

I think I answer my question, I need to find out what editor utility widget is

#

ah ok cooool

pulsar rock
#

Hi, I'm creating some procedural building generators. It's working well in the construction script, but I've noticed that when I use Add Static Mesh Component the static meshes don't appear in the component list on the left side of the BP editor. Does anyone know if it's possible to have them appear and be editable?

trim matrix
#

I have a question, how would i go about creating a crafting system

#

i have the inventory but idk how to do crafting

rancid crag
#

How would I make it so that my camera doesn't flip when on the opposite side of the target

trim matrix
#

chu mean

rancid crag
#

I'm trying to stop the camera from doing the 180 rotation when it goes on the other side of the target position (marked with a red sphere)

violet mauve
#

@faint pasture thank you that works so much better.

obsidian folio
#

I am looking at seeing if it is possible to do with just blueprint, when the player goes to set their character name, they can hit a button that generates a random name for them.

The name is generated from a free open source api (randomuser.me). Obviously I'd like to do this without opening a web browser on the client lol.

Is it possible through blueprint to get the data through the API? If not, how about would I need to proceed in order to achieve this?

oblique ruin
#

Silly question but is there a node to convert a texture sample to a texture object?
I'm trying to use the parallax material function, but I need to adjust the UV's of the texture object I'm feeding it.

untold anchor
#

Sounds like a python thing

#

do you mean the tiling and offset? or legit UVs?

oblique ruin
#

So the texture image I have isn't a perfect square.

#

Right now it's a bid condensed but it's supposed to be a river.

untold anchor
#

i see

oblique ruin
#

But of course texture objects don't allow that

untold anchor
#

the object the material is being applied to, is a rectangle or a square?

oblique ruin
#

Like in the material editor or in game?

#

in game I have no idea

untold anchor
#

no, like actual ussage

#

what are you using it for?

#

a material is applied to an object in game, what is the shape of that object you're applying it to?

oblique ruin
#

a tiling plan ultimately

#

Ideally it'd be a square.

untold anchor
#

so a square

oblique ruin
#

yeh

untold anchor
#

ok, then you're likely gonna need to go in photoshop

#

and add space on the left and right sides to make the image a square, if not, you'll be destorting it in game

#

using a rectangular image isn't an issue if the object you're placing it on is also a rectangle

#

if you don't have an image editor capable of that, you can upload the image here, and i'll edit and send it back for you, but also blueprints might be the wrong discord section for this , since this is not blueprint related

oblique ruin
#

Thanks I can take care of it

untold anchor
#

if distortion isn't an issue for you, then you could mess with the tiling

#

but because of how close the black lines get to the left and right edges

oblique ruin
#

Can you alter the tiling of a texture object?

untold anchor
#

you're likely to have issues

#

yea, in the material properties you can easily change the tiling

oblique ruin
#

Wait a minute

#

waitttttttt a minute

#

Sorry I just realized I probably could scale after the parallax and it would do the same thing 😐

untold anchor
#

nice ^_^

oblique ruin
#

Nope nvm doesn't work

#

Aight I'll take it into photoshop and give what you're saying a try

#

Which I already had something plugged into -_-

devout geyser
#

this doesn't work

earnest tangle
#

you need to set the can attack to false before the montage

#

or connect it into the normal exec output pin of the montage to set it to false - note you've currently connected it into the complete pin, which means the montage will have to play to completion

nocturne remnant
#

there's a joke in there

earnest tangle
#

Mmyeah that graph is actually kind of a mess lol

#

It might be easier to use a gate that gets reset by the delay tbh

#

Do Once -> Attack -> Delay where the delay then connects back into the Do Once into the reset pin

stuck hedge
#

PIE: Warning: Attempting to move a fully simulated skeletal mesh SkeletalMeshComponent0. Please use the Teleport flag My project was fine yesterday, opened it today and it's suddenly spamming this message. I have a little drone that is flying around using DON's AI pathfinding. It is a skeletal mesh, but "simulate physics" is not enabled anywhere on the actor.

nocturne remnant
#

@untold anchor I'm starting to think that it's fundamentally impossible to get the character facing to work properly without rewriting some source stuff. Shit always tries to flip upside down when changing directions

untold anchor
#

yeaaa, i'm realized i'm gonna have to dive into quaternions it seems :/

#

haven't done that since college lol, so yay, starting basically from scratch again

#

however, i'm redesigning the entire wall running system to make it simpler, cleaner and more reliable

#

then i'll figure out the rotation maths X_X

devout geyser
#

Mmyeah that graph is actually kind of a mess lol
@earnest tangle Ty it worked!

nocturne remnant
#

assuming I don' t die in the next couple of days, I think I'll look into building plugins and do my own quat one

devout geyser
elfin schooner
#

hi im having trouble with some basic bluieprint stuff

#

in particular i want to display a menu (widget) that i have already created when i click on a certain actor

#

but its not working

#

what am i missing?

#

i also tried to change te mouse cursor when hovering over the object but that wont work either :(

devout geyser
#

Try printing a string after a click to check if the click is regiestered @elfin schooner

elfin schooner
#

didnt work either

#

@devout geyser

devout geyser
#

Try fixing the click event

elfin schooner
#

i think the problem is that when i create the event actor

#

its not linking properly to the object i have selected

#

i dont know how to fix the click evet, i started with this 2 days ago ugsSadge

devout geyser
#

Can you show me the other bp?

elfin schooner
#

which other?

#

the object im trying to click?

devout geyser
#

yeah

elfin schooner
#

its not a bp

#

does it have to be=

#

?

devout geyser
#

Is that an object? or an actor?

#

ok lets start over ^_^ what are you trying to do?

elfin schooner
#

its an actor i think, im not sure how to check 100%

#

ok thanks

#

what im trying to do is

#

i imported an object from an external project

#

which is a speaker, for music

devout geyser
#

ok so

elfin schooner
devout geyser
#

Yeah its impossible to click on

#

Because the engine thinks its just a useless prop with out scripts inside him

elfin schooner
#

i see

#

can i turn it into an actor?

devout geyser
#

Simple

#

Go to the folder you want the actor at

#

Right click there on an empty space

#

Select Blueprint class

#

Then actor

elfin schooner
#

got it

devout geyser
#

There is a brand new actor that you can make from there, if that's for example a gun, lamp, chair, speaker etc...

#

you can interact with actors in many ways, if he enters a collision for example and more

elfin schooner
#

ok i dragged the speaker into the viewport

#

and ill organize the nodes in the event graph and see if it works

devout geyser
#

If it doesn't work i am here

elfin schooner
#

its still not working

#

im sure its cause im not linking these 2 nodes to the actor

#

it must be a very silly and basic mistake

devout geyser
#

Umm you don't have on click event

#

that's why you can't click it

#

Go to the viewport select the mesh, after that go to the event graph mouse 2 then type on click

elfin schooner
#

ok that sounds good

#

do i have to also enable click event or something like that?

devout geyser
#

No

#

Does it work now?

elfin schooner
#

no...

devout geyser
#

What game template are you using?

native plover
elfin schooner
#

first person character

trim matrix
#

Hey! Can someone help me rq, can someone help me make an "infinite void" room? Ive got a sphere with a plain white texture. I made the mat double sided, and now i need just the sphere to be in fullbright, to create a "void" of sorts. Other objetcs need to have proper lighting though, just this sphere and the floor you stand on

native plover
#

@elfin schooner Any other ?

elfin schooner
#

?

#

any other what?

native plover
#

ideas

devout geyser
#

@elfin schooner Try instead of mouse input using keyboard input for that, with collision

#

much more simple with 1st person

elfin schooner
#

with a trigger box i can get it to work

native plover
#

o i thought you were giving ideas XD my bad

trim matrix
#

near clip plane?

devout geyser
#

@tacit citrus You got this, its simple

trim matrix
#

try making the clip plane like 1 or smth

devout geyser
#

i am still here

elfin schooner
#

its this clicking over a bpc that is driving me crazy

devout geyser
#

wait I will try finding a quick solution meanwhile try using the keyboard input

native plover
#

anyone can help me ?

trim matrix
#

@native plover try setting near clip plane to 1

elfin schooner
#

yeah i can pop up the menu easily with a keyboard input

#

@devout geyser

#

and trigger boxes

native plover
#

where is that ? @trim matrix

#

option

elfin schooner
#

the whole point it to try and do it by clicking on the object / actor / bpc though

devout geyser
#

ok

elfin schooner
devout geyser
#

Just what I thought

#

ok

trim matrix
#

edit ---> project settings ---> Search for it (just write "near") Will be a float at a defualt of 10. Make it like 1 or 0.5, then restart your enigne

devout geyser
#

@elfin schooner wait 2 min I think I found solution

elfin schooner
#

πŸ™

native plover
#

ooo let me try

elfin schooner
native plover
#

@trim matrix works but now i can see part of the head xd

trim matrix
#

did u set it to 1 or 0.5?

native plover
#

1

trim matrix
#

hmm ok

devout geyser
#

@elfin schooner wait 2 sec πŸ™‚

trim matrix
#

if it 1st person any way you could just remove the head?

elfin schooner
#

got it

native plover
#

is there a way to hide head? @trim matrix

#

xd

trim matrix
#

not sure if this is it, but try HideBoneByName

native plover
#

i don't mean hide bone

trim matrix
#

lololololol

native plover
#

XD

trim matrix
#

hmm

#

send me a pic of the head

#

clipping thru the camera

native plover
trim matrix
#

you may need to move the camera a bit back into the head

#

unless you like the spot its currently in :/

native plover
#

i don't think that will fix it, let me try

#

top is fixed

trim matrix
#

now down more???

blazing cobalt
#

could someone please help me on where to start with blueprint, im stressing myself out and wasting out because i dont know where i should be learning. im tired at looking at tutorials and i want to make my own cool projects

native plover
#

@trim matrix nope

#

ill try to do 1.5 clipping

trim matrix
#

worth a shot

devout geyser
#

@elfin schooner I think you watched a tutorial that says how to destroy a couch right? the template there is having already a working mouse input, now I am trying to edit the controller and sending you the results,

elfin schooner
#

yes i did haha

#

thats the problem of watching tutorials, there are always different configurations of other stuff that is incompatible with that way your project is set up

#

i do have a working mouse cursor though

#

when i go into game mode it looks like thins

devout geyser
#

Sometimes the tutorials aren't that great which makes it 10 times harder to understand

elfin schooner
#

apart from the red cross i have the typical mouse cursor which i can use to click on menu buttons, it just doesnt show on the screenshot cause this screenshot app wont capture the mouse cursor, but its there

trim matrix
#

guys my shaders are compiling in the negatives im scared lolol

native plover
#

@trim matrix not working well 😦

trim matrix
#

yeah i cant help then, that was my best shot lol. All i can say to do is to either keep messing around with it or set clip plane back to 10 and move ur cam back

blazing cobalt
#

could someone please help me on where to start with blueprint, im stressing myself out and wasting out because i dont know where i should be learning. im tired at looking at tutorials and i want to make my own cool projects

devout geyser
#

@elfin schooner I got a solution

trim matrix
#

Arda

devout geyser
#

finally πŸ˜„

elfin schooner
#

@devout geyser ugsPog

devout geyser
#

ok

native plover
#

@trim matrix moving it back look terrible when i aim down

devout geyser
#

Go to your player BP in your case its "FirstPersonBP

trim matrix
#

again, set clip back to 10 if ur gonna go back to the same spot

devout geyser
#

Go to the event graph

elfin schooner
#

yes

native plover
#

@trim matrix no ik, im saying it'll look bad if i do that

devout geyser
#

Mouse 2 in the event graph type "InputTouch" scroll to the bottom of the screen and you should see a little little mouse icon

#

that says "Touch"

trim matrix
#

again sadly i cant really help you Β―_(ツ)_/Β―

native plover
#

sad life

trim matrix
#

you can say that again lolol

devout geyser
trim matrix
#

good luck

elfin schooner
devout geyser
#

Update me when you done it @elfin schooner

#

ok

#

cool

#

now click it

#

it will create a node

elfin schooner
#

yep

native plover
#

ty gl with your negative shader compile @trim matrix

devout geyser
#

Drag out the last one called finger index

native plover
#

xd

elfin schooner
#

hmh

trim matrix
#

xdddddddd

devout geyser
#

Type there "==" and select Enum

elfin schooner
#

done

devout geyser
#

Select Touch 1

elfin schooner
#

its selected

devout geyser
#

After that drag out from the red dot and create a branch

elfin schooner
#

done

devout geyser
#

You can simply dragout anything you want from the true

#

and that's it

elfin schooner
devout geyser
#

easy as that

#

plug in pressed to the branch

#

and you are good to go

elfin schooner
#

i dont have to link the branch to anything?

devout geyser
#

No because the click event is on your speaker

#

so it will be called whtn its clicked auto

elfin schooner
#

these new nodes are in the first person bp tho

devout geyser
#

its ok

#

beacuse

#

ok

elfin schooner
#

and the stuff about the speaker ins in the speaker bpc

devout geyser
#

Ok

#

You have hands right?

#

Your brain tells you to touch it

#

The hands touch it

#

Lets say there is a light switch

#

your brain(fp_bp) tells you to touch it

#

you give your hands(cursor) the ability to touch it

#

the switch(your speaker) will activate

#

simple as that

#

Does it work?

elfin schooner
#

it doesnt seem so..

devout geyser
#

ok its ok

#

You see your content folder?

elfin schooner
#

this is just depressing

#

yea

devout geyser
#

Its ok man

#

You see a huge Add new button?

elfin schooner
#

ye

devout geyser
#

Click it

#

The top option there is a "add feature something something"

elfin schooner
#

yea

devout geyser
#

Click that then add the top down content

#

it will take time to load

#

when it will finish

elfin schooner
#

wait what do you mean top down content?

devout geyser
#

yeah

elfin schooner
#

oh

devout geyser
#

ohh no

elfin schooner
#

yeah nvm

#

i got it

devout geyser
#

ok πŸ˜„

elfin schooner
#

ok its adding

#

its done

devout geyser
#

ok

#

now wait a sec ^^

#

sry

elfin schooner
#

no problem at all

#

you dont need to say sorry at all

#

the worst thing is that itll probably be some super minor detail

#

very obvious thing that im not able to tell

#

some unchecked box or some weird configuration somewhere

devout geyser
#

I am trying to figure out how to combine the TopDown mod and the 3rd\1st person mode to move the camera with out dragging it around

#

and just simply follow the mosue

elfin schooner
#

im already using right click to rotate the camera

#

and wasd to move

#

idk if that helps

devout geyser
#

I mean is it good enough for you?

#

Or do you want to change it?

elfin schooner
#

im okay with it

devout geyser
#

so ok

#

basiclly

#

find your fpp

#

fp_bp

#

click it

elfin schooner
#

the frist person character bp?

devout geyser
#

wait

#

again mb ^^

#

If you will look on the top toolbox

#

you can see

#

save current source control nodes content and all of these

#

Do you want a screenshot?

elfin schooner
#

yeas please haha

devout geyser
elfin schooner
#

ah yea

#

ok

devout geyser
#

open up world settings

elfin schooner
#

yeah

devout geyser
#

Then it will pop up a window

#

There is a search bar on top of the window

elfin schooner
#

yes

devout geyser
#

don't use the search bar XD i am so bad at explaining, just look for Game mode

#

you will see many options under this category

elfin schooner
#

found it

devout geyser
elfin schooner
devout geyser
#

Oh choose in the 1st option

#

your game mode

#

1st person

#

then on the player controller choose the top down

elfin schooner
#

ive never touched these

devout geyser
#

Always a 1st itme

elfin schooner
#

let me tell you that the point of my work is to export an interactive app

#

so thats what matters in the end, and where all the stuff has to work

devout geyser
#

ok

elfin schooner
devout geyser
#

GJ

#

it shoud work

#

100000000%

#

if not

#

I will keep digging in

elfin schooner
#

YO

#

IT WORKS

#

OMGGGGGGGGGGGGGGGGGG

devout geyser
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πŸ™‚

elfin schooner
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@devout geyser GENIUS

devout geyser
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Enjoy man

elfin schooner
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1000000 IQ

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good lord i cant believe

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i was about to go to sleep, its 6 am

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ahhhhh i didnt expect this

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so it was the game mode??

devout geyser
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apparently yeah

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So you were right minor problem πŸ˜„

elfin schooner
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my teacher never told us about those, but then again this is more complicated than what we saw in calss, so maybe i just dug myself into a hole here

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yeah minor problems are always the most common..

blazing cobalt
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could someone please help me on where to start with blueprint, im stressing myself out and wasting out because i dont know where i should be learning. im tired at looking at tutorials and i want to make my own cool projects

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please

devout geyser
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its ok, game developing is about exploring now me and you has a little me of experience πŸ™‚

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Happy to help any time @elfin schooner

elfin schooner
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thanks a ton

devout geyser
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Np man any time

elfin schooner
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i super appreciate your effort

devout geyser
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πŸ™‚ always

elfin schooner
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my work is due in a couple days so you might still find me asking stuff here

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specially now that i got this to work, i lost my highlight effect

blazing cobalt
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can someone please help

elfin schooner
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which is an effect that workd with normal objects, but not right now with bpcs, so ill need to sweat a little with that

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but now im going to sleep

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thanks again, you were super nice

devout geyser
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Have a good sleep man, stay safe

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Np man

elfin schooner
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this is the function btw if youre interested

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it makes the desginated object glow with a yellow highlight when closer than 300 cms

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but if the object is a BPC or an actor, it stops working

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good night !

haughty axle
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hey guys, need some advice, i am working a lot with procedural generation lately, and have question, i need to make road/path procedural generated, so first: is any possibility to make it from spline (like set points from a to b and it would generate random spline with curves etc..) or is better just to do simple generation with pre made road assets to build road.
this is some of the stuff i working on https://twitter.com/rbutrimavicius/status/1279928116564148224

Here we go vroom vroom.... random generated world with moped test... crappy moped test.... #UE4 #UnrealEngine #unreal #vespa #moped #gameprograming #Blender3d #gamedev #testing #Random #rng #goodday https://t.co/u7Zri0S1R9

β–Ά Play video
devout geyser
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@haughty axle I think a simple generate will be enough but that's my opinion

haughty axle
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yeagh i am moving towards that, but trying to figure out with splines what would save me some work πŸ™‚

devout geyser
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Good luck, I never used splines or generating in general, I think spines will make it harder work because you need to set like I think an array that will be constantly generating every single one of each spine

mellow stump
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I made a procedural dungeon once and each actor "room" i put an entrance node and exit nodes "scene components" in them. I made sure the exit nodes were rotated the right way and when i spaned a new room in, I rotated the room to match the exit node then set location of entrance node to the exit node and they matched up good

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I deleted rooms using the GameTimeSinceCreated node

floral quail
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@mellow stump can you share some of the blueprint? πŸ€”

haughty axle
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@mellow stump it's cool stuff but its not a thing i am looking forward, i wan to use splines cuz i can attach mesh to spline to generate road, and my world generation takes maps from a list, so i thinking just to do bunch maps with different layouts of roads and then generate everything else on top.

floral quail
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If you want to instantiate a bunch of actors from somewhere is it has practice to do this from an empty scene?

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If you want to make an abstract class with blueprints is that something you can do?

thin heart
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How to record a video in runtime

midnight kiln
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@thin heart I use to use fraps but now I just use the Xbox Game Bar (if you are using windows)

thin heart
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@midnight kiln with blue print I need

midnight kiln
queen hollow
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Sequence/take recorder is only available in the editor (or PIE)

pale orbit
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t i'm having a very weird problem that no one on the internet had it yet apparently my character can only walk forward/to the right normally crouched

midnight kiln
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@queen hollow thank you for that. I didn't know. :)

trim matrix
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how's your input get setup in your event graph @pale orbit

pale orbit
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what do you mean

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so i apparently fixed that not entirely but this is happening now

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when my character looks at the ground and jumps it gets a high boost

queen hollow
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@queen hollow thank you for that. I didn't know. :)
@midnight kiln yeah, it was a little annoying when I found out. I guess it’s because you can only create new UAssets from the editor, which take recorder needs

trim matrix
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lmao @pale orbit can you show me your event graph where you get the axis input data for the movement??

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ngl i might not be able to help, but i'm curious as to why these things are happening lolol

pale orbit
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i think its something to do with the camera/arms mesh

trim matrix
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yeah definitely with the camera orientation or something

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i wish i could just look at the project

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i just don't understand how crouching would change the orientation, and why looking down would cause you to jump higher.. i mean i know how looking UP could make you jump higher

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so weird lol

low rampart
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Anybody that can help me with Fluid Sims in Unreal? Or what is the best channel here to ask? πŸ™‚

pale orbit
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So i changed to my revolver and its fine

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but the ak thats happening

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dude wtf

trim matrix
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lmao idk if you upload the project somewhere i would totally look at it and try to sniff it out

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assuming it's not like a grand huge almost finished deal

pale orbit
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where do i upload it tho

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its also like 1,8/2gb

trim matrix
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zip it up and throw it into dropbox or something

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oh well if it's 1.8

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Anybody that can help me with Fluid Sims in Unreal? Or what is the best channel here to ask? πŸ™‚
@low rampart i didn't dabble myself, but when i was looking into it i think i decided my best best was this guy https://www.patreon.com/cannabis_cod3r/posts but patreons costs money. not sure where to start for free

low rampart
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Well i'm trying to recreate the technique used in Fortnite as shown in the Ryan Brucks session for Unreal Fest 2020. The simulation is kinda in World Space around the character. Currently my setup works with SceneCapture but relative to the mesh plane of the water. If i attach the camera to the player, it looks as if static objects are moving and the character always in place in the center
https://media.giphy.com/media/l0uPVow04YcfsObDpk/source.gif

trim matrix
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there's an example in the starter content if i recall correctly

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if you want to deconstruct it

low rampart
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yes but as i sad that is relative to the mesh, i need this to be in world space πŸ˜„

trim matrix
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i think i'd have to see fortnite's water, cause i'm not sure what you're trying to do exactly

low rampart
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find the Building worlds in fortnite session

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24m40s

trim matrix
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hmm but why do you need it in world space? he's talking about the boats like it's just regular old 2d rendertarget

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lmao i should've waited 5 seconds

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yeah man he specifically says they use the same method as the one in the content examples

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they just use 2 channels

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OH i think i know what you're saying dude

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the camera, you should attach it to an actor that you spawn in the world then attach it to the pawn, not attach the camera directly to the pawn

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is that what you mean?

floral quail
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@pale orbit i think maybe your AK is colliding. Causing the jump to get the collision boost

trim matrix
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@pale orbit i think maybe your AK is colliding. Causing the jump to get the collision boost
@floral quail smart.

floral quail
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Thank

trim matrix
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@low rampart is that what you meant?

low rampart
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well, yeah. In Fortnite when the character moves it acts like a "mask" of what the character sees around him, and on my example its like the characters is static and objects are moving. So dont know what the solution is. The camera is spawned in the world and is offseted then based on the movement @trim matrix

trim matrix
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lmao whoah, i've followed the same one to get a dunebuggy driving in sand dune effect

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i remember getting it to work perfectly, are you just stuck on a part?

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that sounded condescending, it wasn't without trial and error though

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lemme open up that project real quick

low rampart
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plenty of hours of trial and errors, dont worry πŸ˜„

trim matrix
low rampart
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same πŸ™‚

trim matrix
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well it's not that lol

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hold on

tired saddle
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could someone please help me on where to start with blueprint, im stressing myself out and wasting out because i dont know where i should be learning. im tired at looking at tutorials and i want to make my own cool projects
@blazing cobalt Sounds to me you're using tutorial wrong. Your should have a project from the start and with each tutorial you watch you should apply what you learn to your project. Immediately.

Watch, replicate, experiment, fail, read documentation, fix, back to watch.

keen seal
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Does anyone know how to make a gun shoot 3 projectiles at once?
I have 3 spawn points, but I don't know how to make them all activate at once

visual shell
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Assuming you have the points in an array. You use a for each loop to activate them "at once"

elfin schooner
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hi guys, i need help with what im sure is a problem with a very simple and basic solution. i have the following function in the level bluprint, which measures the distance between the player and a given object and if the distance is less than XX, the object get highlighted through a setting in the post process volume and render custom death:

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it works perfectly for normal objects but i need it to work for actors and BPCs as well, so i need so swap the nodes circled in red by their equivalents for BPCs but i dont know how to do it without breaking the entire thing :(

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because for example "get distance to" seems to only work for regular objects

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(im very noob, i ony started with blueprints 2 days ago)

thorn ermine
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curious, what is a bpc? are you referring to a blueprint component perhaps?

trim matrix
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@elfin schooner you might try :

  1. avoiding tick,
  2. using a sphere trace and testing for all objects that meet your criteria whenever the player pawn moves or performs an action that warrants a seek of such objects

the reason you want to avoid tick is that it is expensive if you keep seeking objects. tick should only be used as a last resort

thorn ermine
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you can calculate the distance to anything by subtracting 2 world locations from each other, and simply getting the vector length.

elfin schooner
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@thorn ermine blueprint class

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Ok thanks guys I’ll try it in a bit

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From a beginners standpoint it seems pretty annoying that you have to do it in such a different way for such a small variation

trim matrix
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if you're "getting the distance to" either one object or an array of objects or get all objects of type it's very inefficient

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yeah

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the standards though. i guess i just get used to them

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once you develop the commonalities you can probably keep them as part of a toolkit you can use if you need to do it again

elfin schooner
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I was using tick because I literally could find another way to keep that event going all the time

trim matrix
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how is your player moving?

elfin schooner
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Since I need it to be checking the distance all the time

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I move my player with wasd

trim matrix
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call it on move event

elfin schooner
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In game mode

trim matrix
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either that or

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you can have a timer

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and call it in a timer

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if you do tick, it's very rapid-firing

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up to you though. hope it works out

elfin schooner
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I tried to use a timer yesterday but it I ended up discarding for a reason I don’t remember

trim matrix
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i have a ton of timers in my game code that do stuff like that

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ah ok

elfin schooner
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I’ll look into it again tho

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Thanks

trim matrix
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perhaps there was a delay before the highlight and the delay was unfavorable?

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simply increase the timer frequency to just enough to the point it becomes bearable

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doing it from movement is a good idea though. that way it only fires when the character has movement applied to the axis.

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because how else can it be updated, right?

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unless there's a force applied to the character or the character position changes in another way

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so if you use the standard unreal axis movement stuff, you can simply trigger the sphere trace on that axis move

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and one more thing i will add, don't use sphere trace by channel, use sphere trace by object to filter your objects properly

elfin schooner
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i think it was more of the fact that im new and it seemed to complex, or that the operation didnt worked for regular objects, which is what i was using at the time

trim matrix
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k

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in any case, you're getting more advanced now, right? πŸ™‚

elfin schooner
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i cant test now but ill let you know when i do in 30 min or so

trim matrix
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cool

elfin schooner
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more advanced than i can manage...

trim matrix
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haha be glad it's not c++

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blueprints really helped me get into coding

fair sun
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hey guys, im making a health bar that is filled based on a value stored in an actor class

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so far it looks like this

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how can i get the owner of the widget>

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I`ve seen people do it with get player charater but this health bar is not going to belong to the player

mellow stump
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GetActorOfClass, GetAllActorsOfClass, GetActorWithInterface, GetAllActorsWithTag, theres quite a few ways to get a Reference to an actor.

fair sun
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Thanks

trim matrix
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@fair sun can also try this: ```In your Blueprint Widget, make sure that the text component you are using to display the name is marked as IsVariable in the checkbox.

Now, make a new blueprint class deired from Widget Component. Set the Blueprint Widget you have created to be the "Widget Class" in default settings. Use GetUserWidgetObject and cast to the widget blueprint. From the cast node, get the text variable component and call set text. You can call GetOwner->GetDisplayName to get the display name to you want, and plug that into the set text.

Use this new widget component you have created in the AI characters, and you should be good to go.```

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are you calling the return node from within the widget in umg?

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to have a percent indicator ui or something?

fair sun
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I'm sorry but I don't understand the question so I guess no

trim matrix
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where is get percent 0

fair sun
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inside my HealthBar widget class

trim matrix
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ok yeah then its in the widget

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so you can try getuserwidgetobject in there

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if that doesn't work try Get Owner

fair sun
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cant find getUserWidgetObject function

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and for the owner i only find the player owner

trim matrix
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try taking off context sensitive?

fair sun
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got it

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thanks

trim matrix
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cool

fair sun
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for both i get these errors

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ok got rid of the second one

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that was caused by a missclick

trim matrix
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@fair sun is the widget always going to be called from a player? or an enemy AI or other object?

twilit heath
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GetUserWidgetObject is a function on the WidgetComponent

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it needs a WidgetComponent referrence to work

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turning off context might not had been the best idea here

trim matrix
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here is an example of me using getOwnerPlayer but i suppose it wont work if it's not a player so..

fair sun
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the healthbar is going to be a component of a trainingDummy actor class

trim matrix
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@thorn ermine any tips here?

thorn ermine
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sorry, i was in the wrong window

trim matrix
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how to get the ui to show his float value?

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ok

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@fair sun might try get owning player pawn even if it's a training dummy actor class

thorn ermine
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oh hang on, are you using a widget component, with a userwidget set on it? then you first have to get the widgetobject, and cast it to the correct widget class and then you can set values on it. if i am understanding correctly...

trim matrix
fair sun
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okay thanks, will try that in a sec

trim matrix
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try what alwynd said too if it doesn't work

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haha

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@thorn ermine are you devving a game?

thorn ermine
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we are working on 2 unreleased titles at the moment yes. trying to get the stuff in a demo state

trim matrix
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cool

thorn ermine
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you?

trim matrix
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do you guys have a discord? i can DM you maybe

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yes very much so

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i am doing 4 games now, solo devving it

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2 unity 2 unreal

thorn ermine
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yikes!

trim matrix
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haha lots of work

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but i alternate

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when i get tired of the ue ones i go to unity lol

thorn ermine
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we do not have discord no. πŸ™‚

trim matrix
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i should say 3 of my games are full-ish, one is kind of in late alpha

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so i suppose it's technically 3 and a half

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haha

fair sun
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for get player pawn i get a warning that the cast will always fail

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not sure about that getwidgetobject

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i cant find that function inside blueprints

twilit heath
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where is your widget?

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directly in viewport

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or on widgetcomponent on the pawn?

fair sun
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I made a healthBar widget bp, added a progress bar to it and then added it as a widget component to my actor bp

twilit heath
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then add a variable of your actor type to the widget

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on your actor's BeginPlay, pull a reference to the WidgetComponent, from that reference, pull GetUserWidgetObject function, then Cast the result to your Widget's type, and then pull a reference to Self and set it as your Widget's ActorRef

fair sun
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perfect

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thanks for your help everybody

elfin schooner
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@thorn ermine @trim matrix i used the method that alwyn suggested and it works, it highlights the BPC, but i think something about the calculation of the distance is wrong, because the bpc stays highlighted no matter the distance, when it should only be highlighted when the player is less than 100cm away

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it stays like this during game mode

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no matter the players position

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wait i might be doing the substraction in the wrong oder

thorn ermine
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100cm is very close. order wont matter no.

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try something like 500, and see

elfin schooner
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i changed the order and made it 200cm but its the same

thorn ermine
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then gain, its always less than.. you can also try and print the result distance using the print function, and remove it afterwards.

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to see the actual value, you of course are using the distance of the correct actor? not the same blueprint actor?

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so SM L Deco speaker is a variable from ( another actor ) somewhere else ( or a blueprint component within the same blueprint that can move dynamically apart from its parent ), not the same blueprint? otherwise the distance will always be 0. because they are located at the same place... or what?

elfin schooner
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i got it from there

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from inside the BPC

thorn ermine
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right, makes sense it will always be zero, you are taking the distance form the speaker to its parent

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perhaps you want to take the distance from another actor?

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so the speaker, and the player?

elfin schooner
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oh wait

thorn ermine
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or the speaker and some projectile

elfin schooner
thorn ermine
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huzaa

elfin schooner
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i cant call it though

thorn ermine
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to get the player you can get it from anywhere at any time. except in a material. πŸ™‚ and an animgraph

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one second

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this is a global blueprint function

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available "everywhere"

elfin schooner
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yep

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i tried this and it seems to work

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kinda ugly but yeah

thorn ermine
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one thing though

elfin schooner
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yes? about the event tick?

thorn ermine
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from your get player character, call IsValid on it first, if the game for some reason ends, that tick will crash

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in a packaged game, it will throw a nasty windows error

elfin schooner
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its an aparment tour, the game can only end by exiting the app

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oh

thorn ermine
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yes, even so

trim matrix
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@elfin schooner are you going to get around to converting it to SphereTracebyObject ? πŸ™‚

elfin schooner
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@trim matrix i dont know what that is but if i can do it, yes

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although i dont have a lot of time

thorn ermine
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and actually that is a better idea, coz you kind of implemented an overlap sphere

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πŸ˜›

elfin schooner
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so i have 3 things to correct?

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the tick