#blueprint

402296 messages Β· Page 505 of 403

elfin schooner
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the overlap sheprer (whatever that is)

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and the isvalid call?

trim matrix
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when the player moves, have that trigger the SphereTracebyObject to detect for hits. this way it's not called too many times from tick.

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the other things you'll have to check. IsValid is good to prevent null returns

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i usually only add them whhen i get warnings or null errors though. i should add them more regularly.

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gotta sleep guys. night!

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πŸ’€

elfin schooner
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im very new, i dont know how to make an event about the player moving

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good night and thanks

thorn ermine
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dont be afraid to experiment, the worst that can happen is it can crash

elfin schooner
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im kind of in a hurry because the work is due tomorrow night, but if you think its worth it and i can implement it quickly ill give it a try

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what i cant afford is to invest a lot of time and not know if itll work ugsSadge

thorn ermine
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a good approach is to get something working, and iterate, or refine

trim matrix
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@elfin schooner you can do this then. instead of even trying the SphereTracebyObject, run your simulation. type stat fps after pressing the tilde key. if you notice the framerate is not too heavy hit from your tick calls, you can keep it.

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if it's a simple employee demo you don't need to go crazy with optimization

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doing it this way will determine if your demo will run smoothly at presentation time you can use any one of the stat commands to get more info about the load times and gpu util etc.

elfin schooner
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tilde keyΒΏ

trim matrix
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top of tab

elfin schooner
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ah yes

trim matrix
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can also try stat game

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you see the tick time in that picture? this is from my unreal screen with one of my games

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if after you try it your way using tick, and if the tick is VERY high, then you might consider changing it. if not, don't need to

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78 fps is high enough honestly

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ok NOW i gotta sleep lol

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πŸ’€

elfin schooner
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this might increase a lot because i need to add more bpc with the same function of highlight and all that

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also, how do i get rid of this screen? lol

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ok got rid of it

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nvm

elfin schooner
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okay somethings not right

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first of all, the OnClicked event ---> show menu only works reliably if i dont click anything else before the bpc when i enter game mode

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second, if i do pull up the menu, and exit of it with space bar, i cant execute the menu again by clicking on the bpc

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its wont respond

thorn ermine
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are you using an interaction widget component?

elfin schooner
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im using a widget blueprint

thorn ermine
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for the Click events you need to lookat SetInputModeGameAndUI 'https://docs.unrealengine.com/en-US/BlueprintAPI/Input/SetInputModeGameAndUI/index.html', there are some options there to control input to UI, including focus. for the 'not responding' you will have to add some print functions in your code or blueprint triggers or functions and see what happens maybe there is something that is not firing that you thought should and you have a place to start looking at

elfin schooner
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thanks, but i dont think i have the time for that :(

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i have to complete other things first

trim matrix
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sorry to ask for such a stupid question but any body have any idea what is this ?

thorn ermine
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that will retrieve an item from an array based on an index.

trim matrix
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Good time of day. Need tutorial how to make system which will count path on hexagon for AI

cyan surge
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Is there a node to clear the on screen print strings? if yes whats the name?

elfin hazel
elfin schooner
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im missing something here

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this bpc is working, its turns the light on

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but when i click again it doesnt turn off

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what am i doing wrong?

trim matrix
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@elfin hazel Thanks for info

elfin schooner
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(in the bpc its set as not visible so its starts out in the game mode as turned off)

surreal peak
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Add PrintStrings to see if it calls at all

elfin schooner
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hmm i think its related to another problem i have in the level related to the cursor and the game mode

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causwe sometimes when i click on a bpc with a OnClicked event on it, it doest work

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or it lags

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or it only works if i havent clicked on anything else before

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but for some reason

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if instead of just clicking, i double click

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it works 100% of the time

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without fail

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which is awesome, although its probably an awful mess of coding

elfin hazel
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On a side node, unless you plan for more functionality, what you have there is the same as just OnClicked -> ToggleVisibility. the flipflop is a bit redundant.

elfin schooner
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i guess youre right

indigo bough
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Bit of a block in my thinking and wondering if anyone has any suggestions.
I'm trying to detect if the player is 'inside' and by how much. This will then drive a mixture of systems (impact of weather on player, determining whether to play sounds outside the building at a reduced rate (and from which direction), etc.

Now perhaps some of these things already exist in one form or another. But I'd like a bit more control over the results, so my first thought was to trace out from the player in cardinal directions along the roll/pitch/yaw to get a good spread of directions and then breaking that information down into hit count thresholds, etc.

Is this just way over complicating it?

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I could use volumes with overlap events, but as the structures are player-built there would be so many possible volumes based on the chosen structrual elements (windows/doors/half-height walls, etc.)

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The concept stems from the fact that a player could choose to build a house but never place glass in the windows, meaning rain/wind/etc. would reduce their wellbeing over time.

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I suppose I could maybe calculate that in the building itself and then apply it's result to the players within it's bounds?

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(The benefit of the tracing approach would be someone standing near an open window would be more effected than someone standing behind an interior wall that shields them from the open window)

bleak vector
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hmm, is there a way to give an actor component an equivalent to "expose on spawn"?

cinder dirge
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@indigo bough In general detecting "insideness" is difficult, and I suspect you will be dissatisfied with the results if you only trace the cardinal directions. Constructing a volume from the structure's bounds make some sense, but would only give you an idea of "is the player within the bounds of the structure"
It may make more sense to apply traces from the directions of the things that matter. So for rain, trace down from the sky to the player character's head, for wind trace from the direction the wind is coming from, etc. For something like thermal insulation where you need to detect if an area is "sealed", you should be able to do so analytically (as in write some code to work it out), presuming the building is mostly made of things shaped like planes

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@bleak vector Nope. But you could make a factory macro that constructs the component and sets the desired properties

indigo bough
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Ahh I hadn't thought about tracing from the source elements, that makes good sense and reduces the traces dramatically. It might not work for all instances, but it's worth a try. How good is UE4's sound occlusion (perhaps a question for another room) but that seems like it would need a more accurate determination of "am I indoors", whereas the wind/rain could actively seek the player to see if it can reach and apply it's effects.

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Thanks for the help though, sometimes you just need another angle on it πŸ˜„ (Quite literally in this case!)

cinder dirge
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@bleak vector Can you say a bit more about what you're doing? Your question is a slightly strange one and I wonder if there might be another way to accomplish your goal

bleak vector
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trying to make a status ailment class, thought an actor component might be a good way to handle it

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trying to set variables like duration when it's being created

cinder dirge
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Hmm ok so it's a thing you want to apply to the player character? How will you spawn it? In BP?

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If so then I have answered your question incorrectly, and you can in fact set properties on a component when you spawn it

gusty shuttle
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Can I use a blendspace in a bp actor without having to make a anim bp? I want to just simply go from 0 state to 1 with a float inside the bp actor

bleak vector
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how? other than calling a function initializing values after creating it?

gusty shuttle
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@bleak vector Well it's for something repairable, so I will shoot at the actor bp, and as it takes "damage" (repairs) I can just take that float value for the actors repair state and update the anim state too

cinder dirge
bleak vector
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@gusty shuttle sorry that was for @cinder dirge πŸ™‚

cinder dirge
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Top picture is a component, bottom is an actor

gusty shuttle
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Gotcha....(#ForeverAlone)

bleak vector
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@cinder dirge all right I got it thanks πŸ™‚

cinder dirge
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Cool πŸ™‚

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I don't think so @gusty shuttle , not from BP at least. That said I've never actually looked into it. You don't like the idea of anim BPs?

bleak vector
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it sounds like an entire anim bp isn't necessary

gusty shuttle
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Yeah same, I don't think I need the anim bp, I just need to get the ref for the slider state from 0 to 1 and it updates the anim state too haha

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I just don't know how to get a solid ref to that. Casting is not gonna work. I might just need a anim bp

bleak vector
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you can use blendspaces without an anim bp

gusty shuttle
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Nice!

bleak vector
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but I don't know how to set the values πŸ™‚

gusty shuttle
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How? haha

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Oh haha

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Yeah, it's just that I will have multiple "instances" of this and I don't think my anim bp could hack it haha

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Hence why I just want to do it per-case scenario

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Thanks for responding though guys

cinder dirge
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Hmm you have multiple instances of a blend space for a single mesh?

gusty shuttle
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Umm, I for now I just have one armature/skell to test with. I will have multiple versions of a repairable actor. Ill send screen shot

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0 state is busted, 1 state is fixed

opal pendant
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@indigo bough I’d make an empty volume that increases or decreases based on how many floor tiles you have built, and it can overlap with players, windows, walls, roofs, etc. and each actor lets the weather system know what to do

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also sorry for the late response πŸ˜›

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and ofc for the actual weather that can be done with traces like Jette said

indigo bough
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Yeah my weather system is actually a collection of blueprints that navigate the world adding influences to players within their bounds, so it makes a lot of sense to trace from the weather actors.

gusty shuttle
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What is a good way to cast to a anim bp from a actor class?

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For the record, this works πŸ˜›

fading marsh
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Quick Question: I have an actor which acts as a drawer and has a child actor component which is an item you can pick up. Now Im putting together the actual drawer using a child actor component containing the drawer. I know - its child actor ception. But I can#t seem to be able to edit the child actors properties like this anymore. Is there a way around this or do I just need to do it differently altogether? Because if I also cant edit what item appears in the drawer from within the editor, then this feature is pretty useless to me

maiden wadi
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@gusty shuttle If I'm not mistaken, GetAnimInstance should work for that as well.

dawn glacier
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on the Skeletal Mesh Component, yes

worthy frost
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you should NEVER set stuff from outside the AnimBP

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animbp should PULL the stuff it needs.

dim kiln
worthy frost
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you would have to do it on tick tho?

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maybe that is where the other line comes from 🀷

maiden wadi
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@fading marsh If you wanted to change what's in the drawer in the editor, why not create a class type variable in the drawer that is instance editable and use the construction script to set that child actor class based on that variable?

fading marsh
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Yes I was thinking of that already but then my Leveldesigner has to fiddle around in the code and start the entire thing, walk to the drawer and look into it to check if the item was placed nicely

jade gull
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am trying to make a weird camera system where it starts off in 3rd person mode, but if you zoom out far enough it'll switch into a sort of RTS Top Down View camera, anyone have any advice about making the transition between them?

fallen wedge
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@jade gull so at a certain FOV, switch to top-down view?

jade gull
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yes, so far i just have it so when i've made the Spring arm > Target Arm Length is > than 00, it switches

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but then it falls and isnt controllable strangely o.0

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500^^

fallen wedge
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when this condition is met, what exactly are you doing with the camera/spring arm? (how are you doing the switch)

jade gull
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so far i only set camera world location so thats probably the issue

fallen wedge
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i dont normally work with spring arms, but you might be right

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perhaps the spring arm is detaching from the camera?

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so in reality you would want to switch the rotation of the spring arm?

jade gull
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uhm, so in third person its an unlocked Yaw, with the pitch clamped between -89 (-90 would spin for some reason) and -15 (dont need to look up), when its "Detached" i've set it to -89 always

fallen wedge
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youve got me interested now

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im gonna try do it myself and come back to you, maybe someone else can get the solution while I do that

jade gull
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oki thanks

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but also must say, dont think i've actually set it to detach yet so its weird that it starts falling a little

cerulean summit
dim kiln
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was confusing adding more to z even though its 2d...

cerulean summit
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You don't really have to do that but it works

dim kiln
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@cerulean summit is there an easier way to do it?

cerulean summit
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Tbh that's the easiest. I was just saying you dont have to make it 3D for it to work. Just need to do some trigonometry

fallen wedge
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@jade gull i think i got it

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do you still want help?

jade gull
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sure πŸ˜„

fallen wedge
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right

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on my end ive gotten it so that on a button press, i go from normal 3rd person to top-down view

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is that what you wanted?

jade gull
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pretty much, can just set to the zoom out also set to top down and is perfect

fallen wedge
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yeh

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so the details ill leave to you

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if you want help with a smooth transition i can help you there as well

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but hte codei s legit just this

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that snaps it to its original pitch

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if you, in the editor, set the spring arm's original ptitch to -89, it just snaps to top-down

jade gull
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ah so if by default is directly up....nice

fallen wedge
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yeh exactly

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now in practice i dont think you wnat this

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you would want a smooth transtion

jade gull
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yea i would timeline lerp or something

fallen wedge
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exactly

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yeh u got that

jade gull
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@fallen wedge oh i forgot to mention, that the Top Down camera isnt meant to follow the character, but will sweep back to it when moving to third person

fallen wedge
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that might complicate things

jade gull
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yea lol

fallen wedge
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im thinking we disconnect it from the player and then set its location to a variable you define

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now, how to do dis

jade gull
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i did try that at first but the controller itself wouldnt let me move it independantly

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and then i made an actor but that wouldnt let me "Possess" it

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tried attaching to actor instead and then got a "None" while accessing reference so tried to see what else i could do

fallen wedge
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right

jade gull
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i had saved the reference as i spawned it on the controller at beginplay

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so unsure how i got "None"

fallen wedge
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hmm

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i see

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let me see what i can try on my end

jade gull
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oki, thanks and gl πŸ˜›

fallen wedge
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oo this node looks interesting @jade gull

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unless you've already tried it

jade gull
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lets take a look

fallen wedge
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detach camera then set its location?

jade gull
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i just had the thought to try either that or have a second camera, then second camera was losing since it wouldnt sweep πŸ˜›

fallen wedge
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but this is the end result we want right?

jade gull
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i think so

fallen wedge
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bear with me sorry

jade gull
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xD

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np

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love charlie xD

fallen wedge
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@jade gull

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ive found a way to transition from current camera position to (variable) position

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this might not even be what you wanted

jade gull
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always willing to take a look

fallen wedge
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fantastic

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after detach from spring arm

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camera component is interpolated to a position (in this case: (0,0,0) )

jade gull
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mines similar but bigger xD

fallen wedge
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right i would expect so

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does yours work?

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walk me through it

jade gull
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its a little weird on the actual transition

fallen wedge
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whys that

jade gull
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feels like it levels out at the start of the lerp

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must be the actor rotation i used

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yea accidentally got from char ref instead of camera

fallen wedge
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all in all a good days work i say

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πŸ‘

jade gull
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being a little stupid, i did this in the controller so i could use control rotation instead of actor rotations xD

elfin schooner
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what am i missing here? im mimicing a tap that upon being clicked, shows the water coming out plays the water sound

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when i click for the first time, i get both the water and the sound

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but when i click for the second time, only the water stops flowing. the audio keeps going

fallen wedge
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right, i think the variable "grifo" isnt a reference to the audio clip being played

elfin schooner
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wait your right

fallen wedge
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its just a reference to the idea of it

elfin schooner
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its the mesh

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oh shit

fallen wedge
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yeh

elfin schooner
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wait no, it is the audio variable

fallen wedge
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but is it a reference to the audio instance

elfin schooner
fallen wedge
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right

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its a variable to the idea of grifo

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hmm im not doing this well

elfin schooner
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i think the problem is that its not "set" to the audio

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like, i havent used a SET node

fallen wedge
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yes exactly

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u need to promote that to a variable

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however you want to, you don't need a spawn sounjd 2d

elfin schooner
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how i got it

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yea

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the variable wasnt set

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nice nice

jade gull
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finally solved what was happening xD when it was detaching it was still set to "Keep Relative" so the cameras relative location of 000 (cause it was attached to the spring arm and was using its location) making it level out in the middle before it moved to the destination xD

elfin schooner
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i wonder if i can sync the audio with a delay node? since the water starts flowing inmediately but the audio file starts with like 1s of silence

fallen wedge
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ah yes, i know what you mean @jade gull, so it's not doing it anymore?

jade gull
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its transitioning nicely now

elfin schooner
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but if i add a delay node at the beginning it will delay the whole thing, not just the water

fallen wedge
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i wonder if i can sync the audio with a delay node? since the water starts flowing inmediately but the audio file starts with like 1s of silence
@elfin schooner that can get annoying, I say edit the actual audio clip

elfin schooner
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yeah that could be easier

fallen wedge
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or play from 1.0

gloomy linden
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I would edit the audio file, making sure that it can properly loop

elfin schooner
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yea i did it

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now i want to have these material spheres spawn when i click on an object, and then click on them to make the material of the sof change

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how can i do this?

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i dont think i can do it with a regular widget

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since thats a 3d sphere

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actually in the video i think its just a 2d button

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but itd be cool it you could make it with spheres

jade gull
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now i seem to be having issues with the movement in the top down camera =/ it wont move left or right the forward back moves relative to camera even when using control rotation o.0

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nvm, i got it, i had stupidly split the forward and right vector and only carried z instead of the rotator >.<

dire copper
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I need help with my project

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I can't make a chat box for users to use

gusty shuttle
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Quick one: I am trying to make the cut fade out over time. How would I do this via material nodes? I just want to make the cut fade with a scalar parameter.

dire copper
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So people can chat in my game

fallen wedge
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@gusty shuttle might not be the answer you're looking for, but you can edit scalar parameters of materials inside of blueprints if theyre assigned to meshes, so you could do it there with a timeline

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and/lor interpolation

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@dire copper the multiplyer tutorial by epic games covers that

dire copper
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I don't want to make a Menu though

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I don't need it in my game

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I literally just need a Chat Menu

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Not a start game menu

fallen wedge
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thats fine

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you can just take the parts you need from the tutorial

dire copper
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I don't know what ones to not put in though

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They all seem to require each other

fallen wedge
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yeh i can understand that

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have you looked for chat box-relevant tutorials?

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ive just spit this one out

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if it doesnt suit your needs im sure you can find one

gusty shuttle
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@fallen wedge Thanks for answering, I do plan on switching the mat via blueprint, but for setting it up I still need to see results, my material knowledge is week. I just want to have skin in the background, cut ontop, then I can fade out the cut via scalar parameter. I know I need to use lerps but I just don't know the order of it

fallen wedge
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i see

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well i dont know how one would do it in the material editor

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but there was this great tutorial that included blood fade

gusty shuttle
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That might be cool

fallen wedge
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i understand yours is a cut

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so many parts may not be relevant

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but there is a fade somehwere iirc

gusty shuttle
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Some of the principals may apply though, ill watch it

fallen wedge
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yeh

jade gull
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looks like it thinks your dragging another window into it

fallen wedge
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seems like your moving a tab around

trim matrix
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fix

dire copper
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@fallen wedge Have you got any better tutorials?

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It takes too long to complete

trim matrix
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Sorry to ask but I'm currently stuck with implementing the load latest save event to a menu pack that I just bought. Would anyone mind helping me out taking a look at it ?

dire copper
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I still can't make a Chat Box

fallen wedge
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have you looked yourself?

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i dont want to send you the same tutorials you've already seen

dire copper
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yeah

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I have looked

snow vortex
elfin schooner
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how can i get a reference to a SM from inside a widget menu?

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i want to change the material of something but i cant create a reference to the mesh and nor can i pull the "set material" node

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nvm i found it

stoic crest
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Hey guys, does anyone know how can I add files to property matrix? I know I can select some files from the same folder, right click and Bulk edit via Property matrix, but I have those files in different folders, they are sprites for different characters' flipbooks, but I need to set the sockets for them all in a fitting way

hexed saffron
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Hi, a question. What takes more peformance. An Overlap or a Linetrace ?
My Linetrace always detect InAir when it should not, so IΒ΄m thinking to swap to an Overlap.

cold raptor
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Does anyone know why multisphere trace returns collision UV as 0,0?

It detects multiple objects but the UV position is always 0,0.

maiden wadi
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@hexed saffron How are you doing the linetrace? And what kind of actor is it for?

hexed saffron
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@maiden wadi It is a car also wheeled vehicle class. And everytime I drive over a plate (the plates are test plates for different surfaces) it detects between the plates InAir.

drifting kite
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hi, im trying to make a third person shooter but for some reason the bullet doesn't seem to travel to where the crosshair is

hexed saffron
drifting kite
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this is my current set up, is there anyone who can help me with this?

gusty shuttle
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Maybe it's hitting your player capsul

drifting kite
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it seems to hit beside of the crosshair

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like, just slightly off target

earnest tangle
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it's because your bullet is spawning off-center

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if you take the camera forward vector and apply it to something that isn't in the same spot as the camera, it will not hit the center of the camera view

drifting kite
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oh so i should try to get the offset difference in camera/bullet spawning location?

earnest tangle
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you would need to calculate what the world location is where the crosshair is pointing

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and calculate direction from bullet spawn to that point, and use that instead of forward vector

drifting kite
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okay i think i understand, going to try it out. Thankss

gusty shuttle
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Please someone help, just trying to set the skin to the background and then fade the foreground. I don't know how to blend this and I've been stuck for over an hour trying different combinations and searching through tutorials. I just need the skin on the bottom, the cut texture on top.

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My material game is weak when it comes to layering stuff

thin rapids
gusty shuttle
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@thin rapids I just deleted it from Graphics because no one is hardcore active in there. @mellow stump I could, but I'd like to test in the mat before jumping into the blueprint side.

thin rapids
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cant you just use a decal instead @gusty shuttle ?

gusty shuttle
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I dunno, maybe I could! I need wisdom in this aspect

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The goal is to put this mat instance ontop of a characters knee's or elbows to simulate cuts.

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All I want to do is just fade the cut away, I can do it in bp, I just don't know how to hook the mat up

earnest tangle
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if you multiply the foreground by a number 0.0 to 1.0 that would fade it between fully black (0.0) and normal color (1.0)

gusty shuttle
earnest tangle
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you're hooking it up to opacity

gusty shuttle
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Thing is, I need the skin to be in the background

earnest tangle
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opacity controls whether you can see through the material

gusty shuttle
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I know that, that first time was my bad

earnest tangle
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Is this material supposed to represent the normal "skin" and optionally show the decal on top of the skin?

gusty shuttle
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Yes, I will have areas on characters where I can add this mat channel/instance on. So these areas I want to have a skin color to match the rest of the limb as well as the cut on top

earnest tangle
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Right, so if that's the case you shouldn't be using opacity

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because otherwise your skin will be see through

gusty shuttle
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Well hence why I just want the cut to change opacity, and the skin is constant, not changing

earnest tangle
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is the cut supposed to make the skin see through at that point?

gusty shuttle
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The skin should always be visible as the background. The cut should be on top and go from 0 to 1 or seethrough to visible

earnest tangle
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right

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you can't use opacity as I said because it will make the material see through, you would have to combine the decal to your base color

gusty shuttle
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Yeah, so the problem is, how do I add a decal to a mesh/character? Somehow on a mat channel, but still don't know how

#

As a decal, it does what I need, easy as pie, but I just need to know how to add it ontop of another area

earnest tangle
#

this is probably gonna sound a bit vague but you need to use the opacity of your decal texture as a mask, and the cut fade parameter with it to blend between the skin and decal for the base color

#

I don't recall how to set this up off the top of my head but that would be the basic idea

gusty shuttle
#

Aye,

#

I think it's somehow possible to JUST fade the cut texture and leave the base behind, if not, that is pretty lame on Unreals half

#

This is a "simple" problem of just fading out one layer, but unreal makes it hard (to someone who doesn't know mats well like me haha)

earnest tangle
#

I would start by trying to merge the skin and decal layers together first into the base color, once you have that you can start trying to use the parameter to fade the decal part on/off

#

#graphics can probably help you more with this tbh

#

might just have to wait for folks to wake up lol

gusty shuttle
#

That's what I have been doing and trying for almost 2 hours now. Yeah, I posted in graphics already then deleted it after about 40 min of crickets haha

#

We all know that feeling, you look around the net, you watch vids, it's not what you need, you get frustrated so you post online, it dosn't get answered so you risk going into a more active chat to at least get SOME answers haha. I'm only human

earnest tangle
#

assuming your decal has an alpha channel, maybe try 1 - alpha, then use that to multiply on skin

#

then add the decal to the result of that

gusty shuttle
#

the cut texture does have alpha indeed

mellow stump
gusty shuttle
#

Cool, Ill check it out

mellow stump
#

im creating the alpha for the cut texture using the cut texture

gusty shuttle
#

Humm, Is the mat a decal or other?

mellow stump
#

just a straight material

#

Multiply is from 0 - 1

gusty shuttle
#

k ima try, gimme sec, and thanks for assisting!

mellow stump
#

yw

gusty shuttle
#

Not quite, but close?

earnest tangle
#

Try using the alpha as the lerp alpha directly

mellow stump
#

on Alpha texture, try rgb instead of red maybe

earnest tangle
#

you may have to swap out the A and B inputs

#

the alpha should do it because the alpha is 0 on the black parts of decal, and 1 in the red parts of the decal

#

meaning it should allow it to switch between the A and B inputs cleanly with it

gusty shuttle
#

Indeed, I'll continue to monkey around, gimme min

zealous moth
#

i used a console command to show drawcalls

#

how do i remove it?

gusty shuttle
#

Stat SceneRendering

#

I think

mellow stump
#

@gusty shuttle also, if you click the drop down arrow in the top right of each node, it will show you what is happening at each node. is very helpful for me often

gusty shuttle
#

@mellow stump Indeed it is, still can't get the right set up though. I could just set up decals and attach them somehow. Might be the best way to get around this. Decals are super common, I think I can just attach them via sockets or some how

#

@mellow stump @earnest tangle Thanks for taking the time to answer

zealous moth
#

Stat SceneRendering
@gusty shuttle yup typing the same command twice clears it, ty

gusty shuttle
#

No prob Zanet

jade gull
#

after i switch from third person to top down and back to third person, the camera moves back and acts like itself, but the zoom moves it along the Z as if its still detached

#

Any ideas?

gusty shuttle
jade gull
#

at which point? s:

gusty shuttle
#

If you want it to quick cut, 0, if you want it to blend then set the Blend Time

#

As in, just use that node instead of everything else you have haha

#

For camera switching that is

jade gull
#

does it allow me to switch between a third person camera that follows the character, and a top down camera that moves independantly of the character? πŸ˜›

gusty shuttle
#

It simply just goes from one cam to another and lerps in between. You'd have to do some fuckery with possession of characters/camera actors perhaps. Not saying it's the best solution, but something to think about.

#

I see you already are, nvm haha

jade gull
#

lol

covert arrow
#

does anyone how to make one ai alert others that there is a player thats been spotted i want to do do this in the blueprint not in a behavior tree I've tried it before but its just a pain in the ass I'm more familiar with blueprint

#

ive tried asking this in ai but no one is active in that channel

earnest tangle
#

there's multiple ways to do it

#

it really depends on how you want it to work

small trail
#

πŸ‘€ Whats this yellow node thing just under camera position

earnest tangle
#

constant float3 or whatever it's called

#

basically just a constant value

small trail
#

Thank yooou~

sick crown
#

Do someone know why when I add a movement input on the Z axe at my character it doesn't move upwards? (I started learning like 2 months ago and I'm not very used to how the engine works)πŸ˜…

trim matrix
#

Yo i have a question why when i put a button inside a scroll box it becomes unclickable but it is enabled

#

actually when in vertical box its also unclickable xd

small trail
trim matrix
#

probably makes the material fade xd

#

are you doing foliage fade or something ?

small trail
#

Yes!

#

Except this tutorial is really confusing meee :((

trim matrix
#

so im guessing as the name says its telling the material how fast should it fade xd

small trail
#

yeah

#

;; hnnn

#

frustratiooon ah i wish they had a video

#

ah yes

#

invisible

earnest tangle
#

looks like it's a parameter node

small trail
#

deleted it be

#

rip it needed extra geometry so thats a nooope

trim matrix
#

there is a good video about that

#

so maybe you chose the bad one xd

#

I am thinking about defining and implementing all methods at C++ and then use them in blueprint. Is it optimised way?

#

@trim matrix i typically use C++ as an extension to blueprint. it's hard to get blueprints into C++, so if you plan to use blueprint at all it's a good idea to use a blueprint project and add C++ to it later.
I usually use C++ for math functions and things like loops that iterate faster in c++ than blueprint.
these links also help to understand the CPP code. looking through the api doc and checking the unreal source code for examples:
Unreal API - https://docs.unrealengine.com/ search for functions
GITHUB - Have https://github.com/EpicGames/UnrealEngine to search β€œIn This Repository” for code examples / implementation

Complete resources for learning to use Unreal Engine 4

#

@trim matrix Thanks for answer, I am feeling more comfortable with C++ but also Blueprint is huge part of the UE4. Performance is too important for me. I am looking most optimised way

trim matrix
#

anyone knows why I have no problem accessing my game instance in a widget blueprint but can't when used in a custom function ?

#

cant you just cast to it ?

#

hmm to be abit more specific, I have a save game component which reads the gameinstance as part of the blue print. I have a custom event in the save game component to load up the latest save. So when I call that event in a widget, it works just fine, latest save loads up.

#

but when I made a custom function with the exact same bp using the custom event of the save game component, it just doesn't work

#

accessed none trying to read property gameinstance to be precise

elfin schooner
#

im getting this error in a widget menu that changes the material of an object upon clicking a button from the widget

#

ive used this same structure before for BPCs that were formed by only one object

#

however this new BPC is a static mesh formed by several objects:

#

so im pretty sure that where the problem lies

#

i think the error comes from me not specifying which elements material im changing with each button

#

but ive dont some tests and no luck yet

earnest tangle
#

The error is saying the arrays are not compatible

#

the type of the array is different from the type the node is expecting

#

Try deleting the get node, and make a new one by dragging from the array

#

If you copied it or changed the class you're getting, this error could happen when the get node might not get updated

elfin schooner
#

ill try that since i did copy and paste the whole thing from a previous widget

#

@earnest tangle you were right ludwigPoggert

#

weird that you can copy and paste if the target is a one elemnt bpc, but not if the bpc is multielement

earnest tangle
#

I don't think it's about that specificly

#

It's just that since you changed the get all... node's parameters, its return type also changed

nocturne remnant
#

it does kind of annoy me that you can't convert that stuff instead of having to spawn a new node

balmy rampart
#

widget interaction doesnt work in packaged. anyone face that before? 4.25

pale orbit
#

i reached out to experts and no one knows a answer

earnest tangle
#

you probably need to show what your movement logic looks like

pale orbit
#

people have told me something is colliding with the character

#

but i cant seem to figure out why

earnest tangle
#

try using the pawns forward vector instead of deriving it from control rotation

pale orbit
#

I'll try but it was fine before

#

same shit

earnest tangle
#

πŸ€”

#

What does the pawn look like in the blueprint?

pale orbit
earnest tangle
#

I wonder if it's colliding with that gun and/or the arms :D

pale orbit
#

arms/gun all are noCollision

#

thats what i think too

earnest tangle
#

tbh it seems like you should make a copy of this pawn and try deleting all the extra stuff that has nothing to do with the movement and then try

#

at least that way you could start to try and isolate what's causing it

pale orbit
#

so its probably the arms mesh

#

but how since its NoCollision

#

it makes 0 sense lol

earnest tangle
#

so you removed it and the movement works?

pale orbit
#

confirmed its the arms mesh

earnest tangle
#

yeah that's strange πŸ€”

pale orbit
#

i changed it and it worked the movement fine

#

but it was working before

#

and it has nocollision

earnest tangle
#

sure you don't have any logic anywhere changing its collision settings?

pale orbit
#

nope only guns collision

zealous moth
#

I need a hand with meshes:

  1. Regular static meshes each have a draw call and have their own LODs
  2. Hierarchical instanced static meshes have a grouped draw call but no individual LODs
  3. Instanced static meshes are the same as (2)???

What is the difference between 2 and 3??

static charm
#

HISM have more features over ISM. like HISM, individual meshes can be culled, while ISM, it's all or nothing.

zealous moth
#

ahh! interesting!

#

I was comparing performance and saw no difference but those features do matter

#

is there any reason to use ISM over HISM then?

static charm
#

performance is when you have hundreds of the same mesh

zealous moth
#

yup ^^

static charm
#

ISM vs HISM, pretty much use HISM if you need to cull any of the meshes.

#

UE4 foliage is based on HISM

zealous moth
#

yup, seems like a hot topic

#

thanks @static charm

static charm
#

ISM would be used, if you have simple game that had everything in view.

zealous moth
#

like tetris

#

or a board of sorts

static charm
#

yup

nocturne remnant
#

or just cull nothing and tell everyone it's the next Crysis and if they can't run it, their computer sucks

static charm
#

wellll, starting arond like 4.22 or something, ue4 automatically instances static meshes when cooking.

#

but i guess you could turn it off lol.

nocturne remnant
#

Does it also have some automatic imposter creation or am I just an idiot?

elfin schooner
#

how can i make a blueprint that lets you change a mesh into another one?

#

like instead of changing the material of an actor

#

you replace the entire acotr

mental lodge
#

Hey gang, I am trying to make a sphere BP follow the rotation of my player camera, which I have working with the shown level BP. However, I want to make it so the sphere BP does not change Yaw, while still rotating properly. I think this means I need to change the rotation I am using from world to local, but I am unsure how to get to there from here. Any help would be appreciated.

worn kernel
#

so i have a plat form that moves and i want a coin to be attached it. however i want to attach it if its overlapping with the coin so i can put multiple coins if i pleased. is there any way to do that sort of like building on a train where the item built dosent fall behind but instead attaches it self to the train.

solar sonnet
#

Got a question: I'm working with collisions. I would like to get the BONE that caused the collision. I can do this for the OTHER actor through the hit result. Is there any way to get the bone of the actor owning the blueprint?

#

Sorry, the "Custom Event" is an "On Component Hit" node

lyric iron
#

I'm following a tutorial on an inventory system and I just implemented an interface and I'm supposed to be able to right click and add an event based on that interface, but I can't. I'm assuming this changed in some version of UE, can someone help me?

flat raft
lyric iron
#

its there for you?

#

bruh

flat raft
#

Ya

lyric iron
#

ill look at it later, maybe i need to close class settings

flat raft
#

Restart the engine

lyric iron
#

ok

viral vortex
#

got a question concerning a multiboxtrace by channel. because it returns after the first blocking hit, it seems i can never solve for this scenario, in which i want to hit the circle that is ever so slightly obscured by the wall:

#

is there a known best practice for doing a separate trace or something? i know that i can set them to overlap, but i actually do want multiple blocking hits--meaning i don't want to overlap the wall, i want to hit it. i just also want to hit the circle

#

yeah i'm actually doing that already. this is for a melee hitbox system so in this case both circle = a player and the rectangle = a wall, both of which are set to Block on the Hitbox channel

#

so in this case the player would be totally protected by that small amount of wall, which obv i don't want

flat raft
#

I dont understand the question.

#

You want the red square to detect the circle ?

viral vortex
#

yep

flat raft
#

The red square is a box collision?

viral vortex
#

it's a multibox trace by channel

#

but if a box collision is more suited it can def be that

flat raft
#

Try it with a box collision.

#

do OnOverlap print object name

#

It's much more performant than tracing.

viral vortex
#

hmm okay. i've not used the primitive components before so i'll have to get acquainted

tight cobalt
#

How to get them.

earnest tangle
#

Looks like custom macros

#

you would have to create them yourself

tight cobalt
#

Hmm i was watching this tutorial, and at the end in level bp he used them. but i cant understand how

flat raft
#

Set input UI and set input Game and UI

tight cobalt
#

Thanks. thats the one.

lunar holly
steep wind
#

any of you guys might have an idea of why I can use an actor reference on the second pic but not the first? in both cases ive only defined Caster and Skill as input values

#

I meant for the "Target" node

earnest tangle
#

There's two ways you can call the interface.. one of them is a "generic" interface call which accepts anything as target, the other is a call that requires something that's been cast to the interface type already

#

I'm not really sure why the two methods exist but that's how it is

steep wind
#

how can I gain access to the generic one?

#

also im willing to hop onto live screenshare if you want?

earnest tangle
#

I think if you just drag from whatever target actor, and then type in "interact with object" or whatever is the name of your interface call, that should do it

steep wind
#

so if I drag from the hit actor it should let me plug in from it into target?

#

bingo~!~

#

got it

#

when you drag from hit actor you wanna pick the "message" option

#

thanks for the help @earnest tangle

earnest tangle
#

πŸ‘

gloomy grove
#

I looked around for the RPC thing you mentioned, @maiden wadi, but could only find posts and tutorials from years ago that do this kind of setup where if the person using the door, in my case, does not have authority then it will call an event to run on the server, and then trigger the door from that event. But that simply does nothing for me. Doesn't even trigger a print on that event

#

I should really understand this by now but I really don't get it and you're probably annoyed by me coming back again with the same problem as 3 days ago.

flat raft
steep wind
#

Hey @gloomy grove I dont really know what kind of game you are making but for the opening of doors or just interacting with an object that you only plan to have a single interaction for you could have the door logic inside of the door itself and use a blueprint interface message that comes with an actor reference to the player, that could let you handle everything from required flags and such on a per actor basis whilst only needing to keep the flags, keys or other such as variables in the player blueprint

twilit heath
#

@gloomy grove almost everything there is wrong or has a bug of some sort

gloomy grove
#

@steep wind I'm quite new to UE4, I'm making just a simple project to understand the engine and how to make something work in a way that I understand

twilit heath
#

GetPlayerCharacter[0] is dangerous in Multiplayer, and responsible for about 70% cross wire bugs

gloomy grove
#

I figured, I have a health bar system that only works for player one and I know for fact that's the culprit

twilit heath
#

you can't send a Server RPC from a non Owned Actor

#

you also get a log "No owning connection for... " in yellow each time you try

trim matrix
#

Any idea why I am getting a negative timestamp at the end of this? I followed the tutorial for the DiscordRPC timestamps.

twilit heath
#

if you start closing door while its opening or vice versa

gloomy grove
#

it jumps in the animation if I spam the door

twilit heath
#

it will snap, then start the timeline

gloomy grove
#

Okay. one issue at a time...

  1. Get Player Character [0] needs to be replaced or improved, but I am not sure what to replace it with or what to add to it
  2. The door can be fixed with a boolean value that updates when the animation starts and won't allow the timeline to do anything else until finishes.
  3. Door can't be interacted with by remote clients, only the server
twilit heath
#

and last but not least, opening or closing a door is a stateful change, which means multicast is poorly suited for it

#

door has no business knowing player characters even exist

#

its a door, it has Interact interface function that closes it if open or opens if it closed, that is it

gloomy grove
#

As said, I am very new to this. The only tutorials I can find are from 3+ years ago

twilit heath
#

2 - when you press E or w/e you use for Interaction, that sends a Server RPC via PC, PlayerPawn, PlayerState or anything Owned by them

#

then server instance of your, say Pawn calls interact on the door

#

read that a couple of times

gloomy grove
#

I read something about pawns, actors or players owning certain things and being limited to certain actions depending on if they're the owner or not but I don't understand how to resolve that issue if it even is one for me (which it most likely is)

twilit heath
#

it is and i just told you

#

read the compendium

#

then try again

earnest tangle
#

yeah the networking thing is complicated and you'll just have a lot of problems later if you skip on understanding it well

gloomy grove
earnest tangle
#

it works largely the same way in 4.25 as in the compendium examples

#

at least I never noticed any differences

twilit heath
#

blueprints didn't get a single networking upgrade since 4.14 iirc

steep wind
#

you're pulling my leg right?

twilit heath
#

they only have the rough basics available

steep wind
#

not a SINGLE touch up since?

twilit heath
#

about 90% networking tools are c++ only

#

and those were upgraded significantly

earnest tangle
#

Interesting, do you have any examples of any important functionality on the C++ side?

#

I thought the BP side things worked fairly well so wasn't even aware that there was more to it

twilit heath
#

we can procedurally spawn an entire level with 33k Actors and have it networked and ready for play in 12 or so seconds

#

with 15 players

earnest tangle
#

okay I have no idea how C++ enables that but sounds good :D

twilit heath
#

with blueprints, you can't even dream of getting there

earnest tangle
#

ah

steep wind
#

hopefully they start working on blueprints multiplayer function in the coming updates

twilit heath
#

you have custom net serialization, structs are actually useful, you have FFastArraySerializers, which are kinda like arrays, only capable of client side callbacks per item on add/remove/change

#

you have control over relevancy other then inputting NetCullDistanceSquared

#

you have Replication Graphs, which is alternate way of handling it

#

you can spawn actors client side and convince the engine to treat them as if they were loaded from the package, then just turn the replication on later instead of spawning tehm server side and replicating them

#

you have compressed types, vectors, rotators... that take less bandwidth to replicate

#

and the list goes on

earnest tangle
#

interesting, good to know in case I ever want to try doing something slightly more complicated with networking :D

#

I really wish they'd put some effort into the C++ docs because you just don't know any of this is a thing unless you just do...

twilit heath
#

its somewhat documented

#

more then half of NetSerialization.h header is documentation in form of comments

earnest tangle
#

ah, tbh I haven't really looked for this specifically, but a lot of the other C++ systems seem pretty poorly documented

#

you can kinda figure it out I guess but it would be a lot faster if you didn't have to do it by reading the code

twilit heath
#

i never do networking in BP, its... awkward to say the least

earnest tangle
#

heh

twilit heath
#

RepNotify, for example

#

fires server side

#

but not just that, if you set the variable locally, it will fire on that client as well

#

just awful

elfin schooner
#

how can i make a blueprint that replaces static meshes?

#

like instead of changing the materials of an actor

#

i replace the entire actor

feral bramble
#

hi guys i have one buzzle not solved yet how i can use prerender image and use it like Paper2d or flipbook like this video Above
https://youtu.be/ulBObMZakNA?t=192
what best solution for this for 360 orbit from prerendered Images

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trim matrix
#

Any idea why I am getting a negative timestamp at the end of this? I followed the tutorial for the DiscordRPC timestamps.

earnest tangle
#

because you're deducting the current timestamp from the timestamp of 1/1/1970

trim matrix
#

Yea

earnest tangle
#

the timestamp for 1970 is smaller than today's timestamp

trim matrix
#

Yea that doesn't change anything

earnest tangle
#

so if you deduct a bigger number from a smaller number...

#

What is the goal here with this logic anyway?

trim matrix
#

Setting a start timestamp

#

oh wait

#

I think I know why

#

yup

#

got it

#

This part is now right

earnest tangle
#

I'm a little bit confused as to why the logic to set a start timestamp needs to be like that but if it works then great :D

trim matrix
#

Is there anyway for me to activate an input action from a function ? For example I want a function that when activated, will behave like if the player pressed a specific action key

thorn ermine
#

@trim matrix i dont think so as they are a little funky as far as event dispatching goes. but alas i have been wrong before, you could create a function that the event handler calls, and put your event code in there, then you can just call that function. kinda what we do at the moment for all our action inputs.

trim matrix
#

I'll try going with it then ! Many thanks !

thorn ermine
#

normally you can call custom events, but input actions i dont know what they did but its not the same as custom event dispatchers from what i can tell.

trim matrix
#

Quick question, wondering if you have any idea about why the input action where I call a load latest save custom event works perfectly fine but I can't get the custom event to work using a custom function ?

naive patrol
#

what is the best/decent game threading MS with full multiplayer blueprint?(not looking to wall btw.)

earnest tangle
#

I mean you're hitting 133 fps and that's because the GPU is taking 7.46ms... your gametime is less than half of that

sour aspen
#

Hello is there any way to create temporary arrays?

#

To use it only in a loop or etc

naive patrol
#

i know ill optimise gpu later, for now im focusing gametime ms

twilit heath
#

@sour aspen local variable inside a function

sour aspen
#

So when its directly in the event graph its always on memory but if i create a function and create the variable in it, it is a local variable and will be removed from memory when the function returns right?

twilit heath
#

local function variables exist only in function's scope

#

(only while the function is being executed)

sour aspen
#

I see. thanks a bunch

trim matrix
#

Hey, easy question but I can't seem to grasp it
I have a gun with a shot animation, how can I create a function to trigger the shooting animation in my AnimationBlueprint ?
I tried setting a internal bool like "shoud shoot" to true, but how would I set it back to false once the shooting animation started ?

#

Do I have to "Add notify" on the start of the shooting to make it trigger a custom event ?

maiden wadi
#

@trim matrix If you're using an animblueprint for a skeletal mesh, usually the actor that the skeletal mesh component is within will have variables that you can get in the animblueprint to play the correct state you want.

trim matrix
#

okay, so if I understand the way it works, what I should do here is a boolean "should start shot animation", which is the only condition to transition from "Idle" to "Shooting"
How do I toggle back this boolean to false once the "Shooting" animation starts ? Is there a built-in event triggered on state change ?

maiden wadi
#

Is the animation blueprint tied to the skeletal mesh that is a gun, and that skeletal mesh is inside of the actor which has the weapon's firing logic?

trim matrix
#

yes πŸ™‚

maiden wadi
#

Inside of your weapon actor, have a boolean or enum that says if or how the weapon is firing. In the animation blueprint, you'll use it's 'update tick' which is EventBlueprintUpdateAnimation. On this, you'll get owning actor, cast to your actor type that has the boolean and get it. Create a boolean in the animblueprint and set that booleon in the animblueprint based on the one from the gun actor.

#

Then your states will always have access to it and will change accordingly once you set them up.

trim matrix
#

okay, that makes sense I'm trying it

#

cheers mate

pallid inlet
#

Hey there! I'm trying to set up an fps health system but I ran into a problem.
I have a box collision that takes away the health as soon as you overlap. There's an overlap boolean so that I can set it to true or false when character enters or leaves the box.

But the problem is, I have auto health generation. I want the health to stop generating when overlap boolean is true but I cannot get the boolean from damaging actor to the player blueprint.

tldr: How can I get a boolean from an actor blueprint in a player blueprint?

gloomy linden
#

@pallid inlet interfacs or cast

#

Interface*

elder plank
elfin schooner
#

something about "spweciic player"?

elder plank
#

I think that this should work fine

#

I mean, it worked for me

elfin schooner
#

cool

#

i dont know if ill have time to test it so i wanted to make sure

fossil shoal
#

how to print the duration an entity has been motion and have it reset every time it stops moving

maiden wadi
#

@fossil shoal What kind of 'entity'? Is it a pawn, physics object, etc? How is it moving?

fossil shoal
#

a character

mellow stump
#

"Now" is a good node, it gets your bios clock time. Velocity is another good node.

#

and Math

#

or maths πŸ˜†

fossil shoal
#

.___.

maiden wadi
#

I'd probably go with a velocity check on tick or on a looping timer. Make a small logic set that when the boolean changes start or stop your timer, do your reset stuff, etc.

#

Change the boolean based on if Velocity > very small float.

fossil shoal
#

define looping timer?

still trellis
#

Hey guys, anyone have some pros and cons of using a blueprint function library vs a component for reusable behavior? For example, I was thinking about making ApplyDamage a part of a function library, and that function will handle finding damageable components, calculating damage values, and sending interface messages, rather than making a component that does all that and attaching it to everything.

maiden wadi
#

set timer by event or function name

#

@still trellis You know that Actors have a damage interface already?

still trellis
#

Im not using the built in, for a couple reasons.

#

But I would do a similar thing with Healing, Threat, Interrupts, Knockbacks, etc.

fossil shoal
#

@maiden wadi thx for info

maiden wadi
#

Still sounds like a good use for the default one. Just need different damage types.

fossil shoal
#

@mellow stump thx for info

onyx swan
#

Trying to set a variable name i get 'already in use', but when i search entire project I find no references. what can i do

mellow stump
#

Have you restarted your project?

maiden wadi
#

@onyx swan What variable name in what object class?

onyx swan
#

SelectedRace, in a widget

#

ill try restart

elfin schooner
#

for unreal engine, whats the max resoutio an HDRI can be?

#

4k or 8k?

wary widget
#

whats the general way to get a LevelSequence in the sequencer exposed through bp/cpp?

worthy frost
#

@jagged cape have your inputs on the player, forward to the interacted actor

#

and call functions on it

crimson charm
#

is there a reason why my exported game builds have suddenly started looping me back to the start of the main menu when i try and load a level

#

it just started happening today. i tried making a test button with a plain open level node on it. even that loops me back to the start of the main menu

tight schooner
#

did you exclude that level from packaging?

native plover
#

Anyone know any guides or tutorials on camera settings for first person perspective? I can't get my camera to have natural vision. I tried playing with FOV but it doesn't help much. Things are either too close or too far

lyric iron
#

Getting the error "Accessed None trying to read property CallFunc_AddChildToCanvas_ReturnValue", Blueprint InventoryComponent, Function ToggleInventory, Graph ToggleInventory, Node SetAutoSize

hard kettle
#

That probably means the content is invalid @lyric iron

lyric iron
#

How can i fix that?

#

Sorry, i'm pretty new to unreal

hard kettle
#

No idea man, never used that node

lyric iron
#

Ok, thanks

dense heart
#

Hello together.

#

In my case only the root is affected. Am i missing something here?

#

Oh. No sry πŸ™‚

#

I have no answer for your question

#

oh.. one moment

#

check your input

#

check> consume input

#

it must be disabled

#

maybe thats your problem

#

thats only for input

#

check your movement in your pawn

#

thats it

#

try to disable it

#

maybe one consumes the input and blocks the other one

#

you move with wasd =?

elfin inlet
#

Hey guys. I'm starting to lose my hair at this point. I'm pretty new to BP's.

I have a CharacterClass and a CarClass.

There are 5 children of CharacterClass. Basically, I want to detect when a children of CharacterClass overlaps a box of CarClass and set CanEnterVeh bool to 1 on whichever Character is overlapping the car's box. I just can't do it.

dense heart
#

then those are action events > did you check consume input there

#

?

#

it must be off too

#

@elfin inlet try to use a tag > the check with "has tag"

#

*then

#

hm...

late gorge
#

so this is my out-of-the-box marketplace asset... it uses a destructible component (which works fine in my 4.25.3 install)
i try to migrate it to another project

#

and it fails to to copy over some files (i checked that there's no folder overlap)

#

and i get this

#

am i looking at a C++ vs. BP project problem here?

#

would appreciate any help, ty

#

as far as i can tell, there is no files missing, it's JUST this one node/mesh that's a problem

white lynx
#

Probably just a broken reference. Try manually replacing it

elfin inlet
#

references are very problematic on any kind of moving-migrating

#

i recommend re-referencing that mesh

late gorge
#

hmm aight, lemme check

#

i've never seen broken anything on a stock marketplace asset migration

#

is this common?

#

i've broken an asset or two trying to rename the base folder, sure

#

but this isn't the case here

#

just create project -> migrate base folder -> bum

elfin inlet
#

this hurts my brain...

late gorge
#

what the hell UE

white lynx
#

Just enable Apex in your project plugin settings

late gorge
#

aaaaaaaaah ok

#

well that's making a lot more sense now

#

will redo the import

#

or nvm

#

i dont need to right

#

just add the mesh

#

eeeeeei it worked

#

ty

#

guess i should've checked enabled plugins on the asset project :D

elfin inlet
#

i cant think anymore...

#

i cant have changeable player character and vehicle driving

jovial bobcat
#

hey Is there a way to cast a line to the nearst target within your fov, cause im trying to do a homing projectile

#

with out having to manually selec the target

#

kinda like the titanfall smart pistol

hard kettle
elfin inlet
#

with out having to manually selec the target
@jovial bobcat this is almost what i want to accomplish too, i want to make everything inherited from playercharacter class to be able to enter a vehicle, without casting to every different character for every different vehicle

primal moss
#

With blueprints, how do I do a '+=' value in it? For example, I want the blueprint to get the owner of the blueprint component (if that's what you call it), then rotate it by the rotation value every tick

#

So what I'd want to do is += the rotation value, but I'm not exactly sure how. Do I have to route it through a math expression?

#

Currently, I have a rotation speed variable setup in the panel to the left of the main view

#

Though, I'm new to blueprint in general so it's a bit of a strange concept for me

earnest tangle
#

@primal moss there is a "add relative rotation" which should do it. Otherwise you would first need to get rotation, add into it, and set rotation

scenic mesa
#

How do i get the velocity of another actor/blueprint?

I'm currently controlling a character, and i would like to get the velocity of a bullet that's spawned when i left click(fire)

earnest tangle
#

isn't there a "get velocity"

#

that should get you the velocity vector for the actor

scenic mesa
#

@earnest tangle Yeap, but i wanna get the velocity of the bullet from within my playercharacter blueprint

earnest tangle
#

yeah so you need to first get a reference to the bullet

scenic mesa
#

If i call get velocity, i'm only getting the velocity of the character

#

How would i get a reference to the bullet? I think that's what im missing πŸ˜…

earnest tangle
#

if you're spawning the bullet, the spawn actor node should return the spawned actor

scenic mesa
#

I have a fire event that spawns a bullet whenever i left click, i'm assuming i have to promote the return value to a variable?

primal moss
#

Hmm, thanks. But how do I properly wire it up in this case?
https://puu.sh/Gde1r/b78b65cb4d.png
AddRelativeRotation says that the target is the SceneComponent, but shouldn't it be the actor component?
So i tried linking it to the actor component but it doesn't look quite right. And for that matter, I don't know how to feed the rotation speed value into the add relative rotation, since it hasn't been converted into a delta, meaning it can't be wired into the lavender-coloured anchor

earnest tangle
#

@scenic mesa yeah that would save the most recently spawned bullet so you could access it then

scenic mesa
#

I'm getting a value being printed when i do this. Am i doing it right?

#

I call my weapon class andd grab the bullet from it?

earnest tangle
#

@primal moss you can use the root component, that should work. You can also right click the rotation pin and choose "split struct pin" which will give you individual float pins instead of a vector pin

primal moss
#

Oh! Thanks, now it's the green pin I wanted for the rotspeed getter

earnest tangle
#

@scenic mesa yeah that looks like it should work if you get a value out of it

scenic mesa
#

@scenic mesa yeah that looks like it should work if you get a value out of it
@earnest tangle Aiight. Thanks!

primal moss
#

@earnest tangle Sorry, one more thing. The script kinda works now except it's at a ludicrous rotation speed, and I'm getting spammed with errors - Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetOwner_ReturnValue". Blueprint: PickupRotatorBlueprint Function: Execute Ubergraph Pickup Rotator Blueprint Graph: EventGraph Node: AddRelativeRotation

#

here's the current state of the graph

#

(rotspeed is 30)

earnest tangle
#

is the actor you're trying to rotate the same one as where this logic is?

primal moss
#

it should be

earnest tangle
#

Right, so you don't need to use get owner or any of that

#

Just grab whatever is the root of your actor from the component tree and drop it on the target pin

#

since that's what you'd want to rotate

primal moss
#

Okay, that removes the errors but it's still very, very fast

earnest tangle
#

you might want to multiply rot speed with the delta seconds value before using it

primal moss
#

Ah, that's what I want to do

earnest tangle
#

otherwise the speed can vary depending on framerate

primal moss
#

I had thought putting it into delta rotation would automatically multiply it

#

How do I multiply them together? Math?

#

(as in, the math node thing)

earnest tangle
#

just pull from the rot speed pin and type an asterisk into the search box which should give you the relevant node for multiplying a float

primal moss
#

Okay, THAT should fix things, thanks!

scenic mesa
#

How do i maintain the speed of my projectile bullets?
Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.

I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 to about 400 when i start running in the same direction.

I assume it's this drop in relative velocity that's causing the visible slowdown in my projectile's flying speed. How do i make it not slow down?
I'm thinking one possible way would be to do calculations in my projectile blueprint to ensure that the relative velocity stays the same?

But i'm hoping to eventually make it a networked multiplayer, so i'm guessing that this method wouldn't work?πŸ€”

jovial bobcat
#

umm I have a bullet and i set it collison to world dynamic and only ignore traces and collsion enabled but it dosnt seem to collide with anything, I add a breakpoint to event hit and nothing happens apaprt from it hitting it self

scenic mesa
#

@jovial bobcat Does what ever it's colliding with have a collider?

jovial bobcat
#

??

#

umm i want it to collide with a enemy

#

and it has the default collision capsule

#

but i really want it to collide with the mesh so i can get bone information and to do headshot damage

#

the problem is

#

it wont even break the break point when it hits the ground

#

or anything other than it self

scenic mesa
#

try posting your blueprint?

jovial bobcat
#

Yeah

#

should i try to

#

add a sphere collision on the bullet

scenic mesa
#

Hmmm You blueprint should work

#

Your bullet,etc has a mesh to it right?

stuck frost
#

what is the equivalent of ensureMsg() in blueprints?

#

I want to spam annoying stuff all over my screen to remind me in case I forget to configure certain things

spark robin
#

Can I wait for the next physics update to occur in the middle of a blueprint graph?

#

Or like tick

#

Would it help to just throw in a custom event?

#

Please ping on reply ❀️

dusky axle
#

hello folks, what is HUD used for, and what are widgets used for in UE4? Does HUD should be responsible for managing widgets eg. toggle visibility?

#

Is it good practise to create small widgets-parts of user interface and place them all into one, which is responsible for managing them?

#

and where events (eg. clicked) should be handled: either in sub-widget class or within the main widget class?

twilit heath
#

HUD is used to manage widgets yes, but its standard practice for widgets to manage their child widgets (like having a parent widget with vertical box for displaying... say "events", then a separate widget for displaying a single event - when you need to show a new event you have your EventList widget instantiate new one and add it to its vertical box)

#

Clicked and such very much depends on what you want to achieve, there is no one size fits all approach

#

all UMG widgets can override OnMouseDown, OnMouseUp... etc, and those functions return either Handled or Unhandled

#

if they return Handled, the input is consumed, if not the parent widget receives the input, then if its not handled eventually goes to Viewport which passes it into game input

#

@dusky axle

dusky axle
#

@twilit heath thank u for answering me.

#

let just say that some game has simple button. Once player clicks it, the new widget appears (for example: player's inventory). However, inventory can be opened with key as well. Is it good practise to embed this custom widged (represented with button) into main widget which represents viewport?

twilit heath
#

plenty of games have a menu bar on one side of the screen that open inventory, character screen, map... etc

hoary orchid
#

How to attach Spectator Pawn to other player's camera after death?

twin oyster
#

Hi everyone I'm creating a endless runner game using only blueprint. I have enimes spawning as the tile continues to spawn but the issue is they are not moving due the the navmesh volume component.

I have tried various ways to make it work but nothing so far, us there any way to spawn navnesh attached to the main character and move along as he proceeds forward???

maiden wadi
#

@twin oyster Check out Navigation Invokers. I haven't used them personally, but it sounds like what you're looking for.

twin oyster
#

@maiden wadi thanks, i will give it a try.

odd plume
teal burrow
#

Create horizontal box, add buttons to it @odd plume

odd plume
#

ok. Thank you

rough wing
#

And use padding

jovial bobcat
#

@scenic mesa Yes it does have a mesh, I put a collsion capsule and it still wont detexct hits other than itself

maiden wadi
#

@jovial bobcat If EventComponentHit isn't firing, it's because whatever component it's linked to or whatever the component is hitting isn't blocking the correct channel type. Note that overlap and components set to only query and not also physics will not work either.

trim matrix
#

How do you get the number of objects in an array?

maiden wadi
#

@trim matrix Actual valid objects or indexes?

pure heron
#

So, I made a simple toggle to show the game's menu. Sure, closing it on tab doesn't work from the character BP, since it's not the focus. But is there any way I can close this menu with Tab or Esc when it's open?

#

I can't get any input events in the widget event graph

#

Okay, made it!

nocturne remnant
#

... well, so much for me being about to say, "I don't know, but let's fucking figure it out."

#

.. wait, why didn't it throw up when you put a player controller into an actor node on the enable input?

pure heron
#

No clue

trim matrix
#

@maiden wadi I think I need number of indexes

pure heron
#

Okay, so, the input doesn't work in the menu when the game is paused

nocturne remnant
#

That part aside (which might be a bug) I feel like that can't be the right way to do it.

#

Yeah, it shouldn't process game input while paused, unless I'm misremembering (which is possible)

pure heron
#

SetGlobalTimeDilation it is then

nocturne remnant
#

Okay, so I still don't know why it doesn't care that you didn't originally give it an actor reference in the EnableInput... But it also will just create an input component if it isn't passed one... which is just doubling down on the WTF aspect.

#

@pure heron Also, if you tell it to consume input, you don't have to disable the input on the controller

pure heron
#

Oh, neat

scenic mesa
#

How do i get my bulet to maintain the same speed on screen when i run in the same direction that it is flying?

Currently when i fire my projectile, it "flies" fine, but when i run in the same direction as my projectile, it visibly slows down on my screen.

I've tried printing the relative velocity of my projectile and char to my screen, and it goes from 1000 when my char is stationary to about 400 when i start running in the same direction.

I've tried adding the player velocity to the bullet's initial speed & max speed but it's not working, and is the bullet still slows down when i'm running in the same direction as the bullet.

nocturne remnant
#

I'm wondering if the pause functionality is an issue from moving to UMG from the old slate stuff... since all I've seen seems to be workarounds... like time dilation or having to specifically grab the key input and break it apart and do logic on it rather than normal event handling.

#

Is it using the ProjectileMovement component?

scenic mesa
#

@nocturne remnant Yes it is

#

Here's a gif of the slowdown happening, sorry for the low framerate and quality. I had to reduce the frames to fit discord's 8mb limit
The animation's a little wonky, and it's showing a running anim when im idle, but you can see the bullet slowdown when the char starts running

gloomy linden
#

@scenic mesa you string printed the speed of the projectile?

#

Its own speed (not relative)

#

It makes sense that the relative speed lowers when you run towards it

#

As you increase speed, projectile speed stays the same), so the difference (relative speed) lowers

fickle nebula
#

I'm trying to edit a parameter in a post process material instance

scenic mesa
#

@scenic mesa you string printed the speed of the projectile?
@gloomy linden Yea i printed the relative speed

gloomy linden
#

It makes sense then, if your player speed becomes 600, the projectile speed 1000, that relative speed is 400 @scenic mesa

nocturne remnant
#

The problem is that it doesn't inherit the spawning actor's velocity

gloomy linden
#

If he stands still and shoot

#

That inherited speed is 0

scenic mesa
#

It makes sense then, if your player speed becomes 600, the projectile speed 1000, that relative speed is 400 @scenic mesa
@gloomy linden I've tried printing just the projectile's speed and it's constant

gloomy linden
#

Seeing it like shooting from a car that stands still, shoots and then start driving versus a car that drives, shoot and continues driving

scenic mesa
#

@nocturne remnant @gloomy linden I understand that. I think the problem is that the speed of the projectile is constant(regardless if it inherits the spawning actor's velocity). However if i run towards it, the relative velocity drops, causing it to move slower on the screen?

gloomy linden
#

The first projectile would go 1000, the second would go 1600

scenic mesa
#

The first projectile would go 1000, the second would go 1600
@gloomy linden Yep, that's what's happening currently

gloomy linden
#

So while the projectile is in flight, update the speed so that the relative speed remains at 1000

nocturne remnant
#

@gloomy linden It doesn't actually do that.

scenic mesa
#

So while the projectile is in flight, update the speed so that the relative speed remains at 1000
@gloomy linden You mean, to do calculations on the fly so that it adjusts the speed of the projectiles such that the relative speed is always constant(e.g 1,000 regardless if i'm running in the same directin of the bullet?

gloomy linden
#

Yes but i wouldnt do it each frame tho

nocturne remnant
#

unless you specifically add the velocity of the spawning actor when it instantiates, it neither knows nor cares what that velocity is

scenic mesa
#

@gloomy linden I'm planning on making this a network/multiplayer game. Would this solution of doing the cals on the fly hold up in a multiplayer game too? Do i have to ensure that the relative speed for the bullet to each player in the game is the same for every player in the game?

gloomy linden
#

Well in that case i wouldnt care about relative speed at all

scenic mesa
#

unless you specifically add the velocity of the spawning actor when it instantiates, it neither knows nor cares what that velocity is
@nocturne remnantI'm adding in the velocity of the spawning actor like this, am i on the right track?

gloomy linden
#

And only care about its own speed

#

Because relative speed differs for each player depending in their movement

#

And honestly, its wide open for expoitable cheating

scenic mesa
#

hmm

#

Is there an alternative solution or workaround?

gloomy linden
#

Well, on which player relative speed does it change on?

scenic mesa
#

And only care about its own speed
@gloomy linden This would give me the same issue that i'm currently facing? (e.g bullets become slower when i run in the same direction as the bullets?)

gloomy linden
#

They arent becoming slower

#

Its an illusion

scenic mesa
#

Yea, but it appears "slower" on the screenπŸ˜…

gloomy linden
#

If we both stand next each other and we have a remote control car

#

We let it drive at 5 km/h

#

And you walk towards it

#

Its for you only slower in perspective

scenic mesa
#

Well, on which player relative speed does it change on?
@gloomy linden The position of the bullet would be relative to every player in the game? Or at least within the field of vision? Since if i run towards or away from the bullet, the relative speed changes

gloomy linden
#

If you stand on the other end of the track and stars walking towards it, it becomes faster

#

How will you solve that in a multiplayer game?

#

For my perspective, the speed remains the same

#

That will be your 3rd issue

#

If the speed changes

#

The impact time will also change

proven mason
#

I got a question about the engine.

gloomy linden
#

For what i dodge, you could perceive as hit then

proven mason
#

is there a way for UE4 to measure how far you push down on a button of the keyboard?

gloomy linden
#

Unless the input device can define it, no

proven mason
#

or how far you tilt your left analog stick of a gamepad?

gloomy linden
#

Yes, with the axis input iirc

#

They range between 0 and 1

proven mason
#

I have a wooting one keyboard that is both analog and digital

gloomy linden
#

As float ofcourse

scenic mesa
#

That will be your 3rd issue
@gloomy linden Im a lil lost, what are the 1st 2 issues?πŸ˜…

proven mason
#

the analog portion of Wooting one emulates that of the Xbox driver

gloomy linden
#

@scenic mesa first issue is the perspective of the casting/shooting player and its relative speed, the second it the target (if he walks towards the projectile, the relative speed increases), the 3rd problem is that the relative speed for an other player, its also different).

The 4th issue is that the impact moment if the projectile is different for each player as the relative speed for each player is different

scenic mesa
#

I'm thinking of having the server/host track the speed/position of the bullet, then when it receives each player's position/speed, give the appropriate relative speed and display it on each player's screen?πŸ€”

torpid linden
#

if you're going to have a server, the server will be the authority over everyones movement - players, bullets, everything

gloomy linden
#

Well, the server should see this:

  • caster player shooting it
  • projectile speed is x y z so it goes that direction and goes to its goal
#

It either hits something or dies out

#

The players are just an observer in the universe watching that thing going to its goal

torpid linden
#

@proven mason what's your question?

proven mason
#

I want to incorporate analog movement to a character

#

like in Super Mario 64

scenic mesa
#

E.g The server knows that the bullet travels at a speed of 1,000. Then given that player A shoots at player B and is running towards the bullet, and player B is running away from the bullet(both at constant speed of 500), player a will see the bullet fly away at 1000 and player B sees the bullet flying towards him at 1000 speed?

proven mason
#

so from tiptoe to walk to jog to sprint

torpid linden
#

the engine supports both analog and digital inputs out of the box, what it does by default with your wooting keyboard will depend on how exactly it emulates an xbox controller

gloomy linden
#

The relative speed will always change depends how the observer moves

nocturne remnant
#

you can't just add the length of the vector, because that doesn't take into account what direction you're moving. Moving sideways would increase its initial velocity just as much as moving the same direction. I can't think of the exact order of vector operations at the moment because a) It's a day where my brain doesn't work b) whiskey c) I fucking suck at vector math

gloomy linden
#

Even though its visually annoying, its how movement works

scenic mesa
#

The relative speed will always change depends how the observer moves
@gloomy linden That's why i'll get the server to calculate the appropriate relative speeed for each player?

gloomy linden
#

You shouldnt touch the relative speed

scenic mesa
#

hmm

proven mason
#

okay so if I assign input axis X and Y to the left thumb stick of the PS4 controller it automatically incorporates analog feature?

gloomy linden
#

It will simply fuck up game play and reality

torpid linden
#

the difference between BindAxis and BindAction is specifically that Axis is analog and can return a range

gloomy linden
#

Any sense of expecting things to behave will become wrong

scenic mesa
#

@gloomy linden I guess i should just leave it be and live with the bullets flying "slow" then?

#

It ain't a bug, it's a feature?πŸ€” πŸ˜‚

proven mason
#

I was thinking a full tilt will give a scale of 1 but a partial tilt would be less than 1 and between 0

gloomy linden
#

Yes or just increase the speed to 2000 or something

torpid linden
#

if you BindAxis to a digital input like a regular keystroke, it just reports 0 or 1, if you bind it to an analog input like a thumbstick it returns the appropriate amount for the input, again depending on how the wooting keyboard actually implements its analog inputs this should work out of the box for you

#

@trim matrix correct

proven mason
#

@torpid linden I wanna give that a shot

scenic mesa
#

Yes or just increse the speed to 2000 or something
@gloomy linden The idea being that once the speed is large enough, the difference that arises when i run in the same direction as the bullet becomes negligible?

proven mason
#

forget about animation

gloomy linden
#

In most shooters bullets are just a line trace and a beam particle