#blueprint

402296 messages Β· Page 506 of 403

torpid linden
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just use one of the examples, like the third person tutorial

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third person tutorial is set up with animations and inputs that will allow you to smoothly transition from idle to walk to run

gloomy linden
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Or let the player move slow enough to avoid the illusion as much as possible

proven mason
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sorry @torpid linden you're kinda gonna have to walk me thru since I'm realitively new to UE4

nocturne remnant
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You'll need to add the axis mappings to your move forward for however it's reporting the analog value

scenic mesa
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@gloomy linden Got it. Thanks dude!

gloomy linden
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Np

torpid linden
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@proven mason create a new project and use the third person template

proven mason
scenic mesa
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@nocturne remnant Thanks for your help too

nocturne remnant
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which, from what I know about the wooting, you just treat it like you would gamepad controls....

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Glad I could tell you a couple of ways to not do something!

torpid linden
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bleh new month have to log into everything again

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hang on

proven mason
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kk

torpid linden
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I guess first things very first

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have you actually download the engine

proven mason
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yes

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I chose the third person template as you've suggested

torpid linden
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right thats the thing

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you can just accept the defaults

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and start working through the content there

trim matrix
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I'm having a bit of an issue with On Component End Overlap event, it triggers when physical body is colliding with the trigger component (as intended), however is player (or another physical body) will step on top of that trigger, after exiting the trigger area On Component End Overlap will trigger, even if there's another physical body colliding with the same trigger component

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So what happens, when simulation starts, the cube falls down hence triggers the On Component Begin Overlap as intended, but if player will step on same button, after player will move out the way it trigger On Component End Overlap even if that cube is still here

zealous moth
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whats a good way to benchmark performance?

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any commands? :/

nocturne remnant
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@scenic mesa On your actor spawning the projectile, make sure you put a reference into the instigator. On the projectile, uncheck Initial Velocity in Local Space. Set Initial Speed to 0. Set Max speed to whatever maximum you might want. Put this in the projectile constructor.

Obviously, you can use a different variable instead of breaking out the X velocity of the projectile, but that's what I grabbed out of the default first person template.

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I couldn't figure it out at first because I forgot that the initial speed setting will override the velocity even if you aren't using Initial Velocity in Local Space.

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@trim matrix You need to actually check what actor ended the overlap

trim matrix
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Well, player as expected since it was last to step out of the trigger area and cube is still in there

nocturne remnant
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Actually, I guess what you want to do is a get overlapping actors and see if anything is still there

trim matrix
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So what would work in my case would be something that is dynamically checking if sphere collision is overlapping with something, not just upon other actor entering or exiting that area

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Hmm, that could work, thanks for the hint

nocturne remnant
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Yeah, when it ends, just call that and check the length of the array it returns

blazing cobalt
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hey guys can anyone help me? what should the object wildcard be when you cast actor

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im a newbie :P

trim matrix
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I am new to UE4 too but it seems like your target is not correct, what happens when you use this as your target?

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As for my issue

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This doesnt seem to output anything

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Unless im doing something wrong

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Oh i see my issue

blazing cobalt
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no like

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the target

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is meant to connect to the obj wildcard

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but i dont know which one to use

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wait

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im pretty sure thats the issue

meager spade
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Hard for us to say, but preferably an actor of type BearTrapActor or a child type

spice zinc
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It's a pawn bp and it's forward to same direction. I wan to add target on the map and my controller will turn automaticly to target object. It's a plane controller. How can I do that?

neat moon
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im not sure why but when the player ragdolls on stairs he sorta bounces and bobbles

mighty sinew
mighty sinew
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how do i hide

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un hide

lean star
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Set it to hidden by default then on hover set visibility to true?

mighty sinew
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in my blueprints

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how do i add the text?

gloomy linden
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Wdym?

lean star
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There’s a set text node

mighty sinew
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thxs

lean star
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I’d also suggest watching some YouTube videos for UMG

gloomy linden
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Using google before asking here is also highly advisable

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@mighty sinew also search for "UE4 WTF is" on youtube, some guy Mathew has a channel with lots of info

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Short on point videos, really good

mighty sinew
tough ore
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Is there any way to connect from one node to two nodes?

torpid linden
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for execution, no, you have to go from one node to the next in sequence

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those things can't happen at the same time, you need to decide in which order they will execute and connect them that way

tough ore
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Okay!

thorny marsh
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@tough ore Try the Sequence node.

tough ore
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Oh, thanks!

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I was searching for something like this πŸ˜„

willow cedar
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How can I change the volume of a Media Sound Component?

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I already set up UI and events to allow me to Lerp the volume, but I can't find where to plug it into. I looked online and it said that I may need to make a sound class.

cobalt slate
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Has anyone had issues with 4.25.3 and the clients disconnecting from the server on match start? Using Advanced sessions, everything has been running great until the update. now (using two standalone windows), once leaving the lobby and loading the match, the client drops back to the main menu with a lost connection. I even just migrated my whole project to a brand new one just in case. Everything is up to date, and this seems to have started after the .3 update. I don't even know what to look for since I've never had an issue with a client losing connection. Anyone got any suggestions?

barren relic
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Hey everyone! I'm not sure if this is the proper place to put this. However, does anyone know if it is possible to create an actor component with custom movement set up and then attach it to a character or pawn? If so does anyone have any useful tutorial links or advice for doing so?

mighty sinew
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in here

lean star
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set the textblock to is variable, then click and drag it to the graph and connect it to the target ?

minor sand
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hello, i am just starting to make games using unreal engine, and i have watched the 2017 video explaining "multiplayer" replication from the unreal engine youtube channel. I can't help but notice that if clients shoot, the projectile just shows up low to the ground with no Y direction( so it just goes in a straight line forward low to the ground) can anybody help me?

zealous moth
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@minor sand that video is a dud and the comments will say so; look up other videos on FPS multiplayer shooters

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before you even begin with multiplayer, learn what a client system is and how to work with it because even if you do manage replication, it is useless without a client system like EOS and such

minor sand
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yes.. but i can't find stuff i understand because either they have set up a complete game from scratch which i won't now how to start. OR they have flaws like above.

zealous moth
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start over; consider that official video a dud on what NOT to do and practice

minor sand
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ok. any recommendations on how to start?

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like a video or something?

torpid linden
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you really don't want to set up eos or steam to learn about replication, and you don't need to

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you can work just fine connecting by ip

zealous moth
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you can youtube search several, just make sure they have a beginning and an end; again if you just started out, multiplayer is not my thing, i make single player games

torpid linden
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I'd start with cedrics networking bible

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which will explain the concepts and ideas

zealous moth
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^ bad idea, Cedric's guide is advanced, he just started

torpid linden
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if he can't handle this he certainly can't handle EOS

minor sand
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i see that i know some things in the bible.

torpid linden
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anyway, if you don't understand it then start with more basic stuff about UE in general, like the classes at the unreal online learning

minor sand
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and i think il get it if i have enough time to read it all properly. but yeah

torpid linden
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and come back to multiplayer when you do understand the info in the bible

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it's possible to make a multiplayer game using blueprint only but you are much more limited in what you can do and what you have access to so expect to need to move into C++ eventually

minor sand
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anyway, if you don't understand it then start with more basic stuff about UE in general, like the classes at the unreal online learning
@torpid linden yeah i know, but somehow everytime i start a simple game my mind just jumps to the most impossible things i want to add, u don't perhaps have a cure for that?

barren relic
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CodeLikeMe is awesome

torpid linden
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@minor sand meditation, maybe

barren relic
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Also lookup Bry on youtube for replication!

minor sand
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it's possible to make a multiplayer game using blueprint only but you are much more limited in what you can do and what you have access to so expect to need to move into C++ eventually
@torpid linden thats no problem i am actually able to write code, its just that i have add and when i write code my mind jumps somewhere else and i syntax a whole piece of code wrong. Thats why i am looking at blueprints.

torpid linden
minor sand
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ha no problem.

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@zealous moth @torpid linden @barren relic thanks for the help. ill hopefully come back with a working start of a game!

barren relic
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@minor sand Np and good luck!

minor sand
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thanks!

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@barren relic ummm at 2:45 he is doing something with an addon while his screen is still in the open game. do u now hat he is doing?

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oh never mind i figured it out

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i think

barren relic
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Yeah he was just showing the issue that he is going to solve πŸ˜‰

mighty sinew
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@lean star how do i set it?

lean star
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@mighty sinew How do you set what?

mighty sinew
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textblock

lean star
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Are you trying to change the default text or are you trying to change it through blueprints?

pale blade
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Is it possible to have multiple Timelines running at the same time?
For example, player does damage to an enemy by hitting it a few times. Each hit pops out floating damage text (like "-50" damage). I want the trajectory path of the damage text to be random (like going up and then down like an upside down parabola).
I was thinking of having each damage text trajectory path be determined by its own Timeline, but then they'd have to be running concurrently

mighty sinew
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im trying to make text fade in or out based on if its hoverd

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but i dont seem to be able to place it in the bp @lean star

trim matrix
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@mighty sinew you're using UMG?

mighty sinew
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whats the diff

scenic mesa
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@nocturne remnant I might be mistaken and am doing it wrong, but you are just grabbing the velocity of the actor that spawns the bullet(instigator) and then multiplying it by the bullet's velocity(Which is default value of 0) and then setting the result as the bullet's velocity?

I tried your suggestion, and if my char is stationary, the bullet spawns and won't move because both the instigator and the bullet's velocity is zero. The bullet only moves the playerChar is moving?

mighty sinew
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also is their a default text for it? it asked for one but i dont have one

scenic mesa
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@nocturne remnant This is what i'm doing and how i'm passing a ref into the instigator. I could be doing it the wrong way because i've never touched instigators beforeπŸ˜…

nocturne remnant
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actor into the instigator on the spawn node

scenic mesa
nocturne remnant
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You can't set it afterwards because the construction script has already run

trim matrix
scenic mesa
trim matrix
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Hey folks. I'm trying to understand something. I've made an array of Hexes, and I've set up a click function so that when I click a hex, it adds a mesh at the click location. Now, what I'd like to do is make it so that when I click a hex, I get its ID in the array. Right now when I click it, I just get -1 on any hex, and 0 if I click empty space. How can I get it to give me the index of the hex I clicked?

blissful grail
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Is there a way to add a tooltip to a custom function so when I hover over it in the graph it gives that description?

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I see the description part, but that only shows the tooltip if you hover over it in the functions area on the left. I'm looking for something to be on top of the node itself.

untold anchor
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right click the node, and add comment

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you can add comments so sections of nodes and individual nodes

hard kettle
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@trim matrix I would first strongly suggest making a hex class, this will allow you to add additional information, such as terrain type, and if you follow that path, suggest storing the index as a variable of the object

flat raft
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@trim matrix Making BP Class would be very beneficial like PharingWell stated. If you would like to do it with your current setup, you would have to loop over each item in your array, get the ObjectName, and compare it to the HitActor ObjectName. The match would be your index. Use a For Loop with Break.

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Will definitely be slower depending on the amount of hexes you have.

trim matrix
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anyone willing to help me with a prblm rq?

native plover
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Im trying to do lean when i look over. Everything works except 1 side

i noticed that character rotation has more then -180 degrees and camera rotation can't reach that range

also character rotation skips over some degrees too

ik i did it wrong but im not sure how to make it better

flat raft
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What kinda lean?

native plover
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it plays an animation

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that doesn't really matter

flat raft
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oh, you fixed it?

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I'm on my iPad, doesn't load the nodes from ur link πŸ˜‚

native plover
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no i didn't fix it

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just saying leaning doesn't relate to the problem it's for context

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the issue is the rotation

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im not doing it right

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here

flat raft
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Got a screenshot to illustrate your problem?

native plover
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do u not see it?

flat raft
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I see

native plover
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cool

flat raft
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Can I see what ur character is doing? like a vid

native plover
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does nothing

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that's the issue xxd

flat raft
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Doesn't play the animation?

native plover
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ye

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because its not meeting the condition

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that i posted

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because camera rotation can't reach the needed view min

flat raft
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Trying to visualize it in my head

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It's a third person camera?

native plover
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first person

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using third person

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that helps ?

flat raft
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Ok...so your on a wall...

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When you look right, the right hand comes down and u can see behind you

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When you look left, you can't rotate any more..so the left hand doesn't come down and you can't look behind you.

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is that the issue? Looking left?

native plover
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ye @flat raft

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but other angles work

flat raft
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You're using the camera rotation, have you tried using Control Rotation?

native plover
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look at the numbers on left

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orange must be close to blue

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but range is too off

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You're using the camera rotation, have you tried using Control Rotation?
@flat raft it's the same

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the math is wrong

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idk different way

flat raft
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Your camera is straight up locked on the left side

native plover
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?

flat raft
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you have limits set on how far the camera can rotate?

native plover
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yes but that's not the issue

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it's supposed to release the limit and do animation

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like on right side

flat raft
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yea yea.. looking at it.. hmm

native plover
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it's adding and subtracting is the problem

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because it goes over the limit

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but that's how i track the rotation so idk

flat raft
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Ok.. try this

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and you may already have it... but I can't see... so.. bare with me..

native plover
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ok

flat raft
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When your character is on the wall... say the yaw is 0

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So u have in ur screenshot get actor rotation..

native plover
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mmk

flat raft
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When ur character is looking straight ahead, ur camera rotation also is zero

native plover
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eh ok

flat raft
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Then you set the limits...

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Say your character can rotate his head 90deg +- before the animation kicks in

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So you min would be the actor yaw -90, and max is yaw +90

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anything larger than that would trigger your hand letting go animation

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So your min is going to be GetActorRotation.Yaw - 90 and your max is GetActorRotation.Yaw + 90

native plover
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how would i 0 rotation ?

flat raft
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well... try that first.. disconnect the unlock part in ur bp.. and set up the math so that your head locks to your range

native plover
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already have that tho'

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unless im not understanding

flat raft
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That's good... now... disconnect the pin after ur set max

native plover
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what pin

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exec or green ?

flat raft
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Exec

native plover
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ok

flat raft
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Sweet

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Now from your get camera rotation node...

native plover
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yeee?

flat raft
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Your going to say... if camera rotation yaw is greater than the min... print "greater"

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if camera rotation yaw is less than min... print 'smaller"

native plover
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ok

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i think i did that your way but it didn't work

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ill try again

flat raft
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Lemme see ur node graph

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oh ok.. try it

native plover
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i did that before this i meant to say

flat raft
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ok... try again.. let's see what happens

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Basically as it crosses the min max threshold, it should print something

native plover
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ye

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it's the same thing as nearly equal

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nearly equal works better

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i did do your way i remember now

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it's the same result my way just does it smoother

flat raft
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Nearly Equal is not a clamp.. say your nearly equal is 90deg, and you are rotating .. the value can be 80deg, 85deg, 87deg, 92deg, 95deg.. depending on ur tick. So u can miss the threshold. Try a bigger tolerance if ur want to use nearly equal

native plover
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tick is on every mouse input

flat raft
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If I turn the camera really fast, The tick will register yaw at 80 and the next tick 100.

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Since ur nearly equal is 90, it will miss the trigger

native plover
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if i turn very fast it still works really well

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it's not about neatly equal

flat raft
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Must have a nice machine.. lol .. mine sucks

native plover
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nearly *

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i think

flat raft
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anyway, did you try it? does it print outside the range?

native plover
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yes but it's twitchy that's why abandoned that approach it's not smooth at all

flat raft
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ok try nearly equal with a bigger tolerance maybe

native plover
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look at numbers

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it's big difference

flat raft
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can I see it with the if greater than less than way

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The numbers I mean

native plover
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it's the same

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both approaches use the same data

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changing the condition doesn't help

flat raft
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but the branch way works, it's just choppy?

native plover
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it doesn't

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it's the same behavior

flat raft
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hmm

native plover
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i made it so right doesn't work

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so don't worry about the min

flat raft
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Ok.. so when it is greater than .. nothing prints?

native plover
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nope

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i mean it prints

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but not the result we need

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aka false

flat raft
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It's should print true

native plover
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ya...

flat raft
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it's not printing true?

native plover
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no

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always false

flat raft
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Hmmm.. print ur actor rotation yaw

native plover
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number ?

flat raft
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yea

native plover
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without the - and +?

flat raft
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It's should be constant number as u just hang there

native plover
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it is

flat raft
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what is it..

native plover
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it is constant

flat raft
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what number?

native plover
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171.5

flat raft
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What's ur max set at?

native plover
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75

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u can see it adds to the max

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rotation + 75

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to get max

flat raft
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Right.. as soon as ur camera hits 247 it should print true

native plover
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camera never reaches that

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it's max is 180

flat raft
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the max of what?

native plover
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camera rotation

flat raft
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oh you stopped it at 180?

native plover
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it's default 180 XD

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so is actor rotation

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but we are adding to the actor rotation max view

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so camera rotation can't get to that value

flat raft
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wait a minute... you have limits on the camera?

native plover
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view min max are limits if that's what you're referring to

flat raft
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no no.. this aside..

native plover
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well besides that there are nothing else

flat raft
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when ur character is standing normal, and ur are looking around.. do u have a limit to how much ur camera can turn?

native plover
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no

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it's free

hoary orchid
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overlapping each other

flat raft
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lemme try it in my unreal

native plover
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@hoary orchid you creating the widget every time value changes maybe ?

hoary orchid
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all good got it fixed, it was due to my anchor setup

native plover
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oh weird

hoary orchid
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nvm didn't get fixed

native plover
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rip

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@flat raft how's it going

fallen glade
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My game is freezing, no loop detected being triggered :/ what do I do? Stays in game mode and have to manually close the engine and reopen

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first time something like that happened to me

flat raft
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my character is rotating with the camera at the moment

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i forgot where the control movent is

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lol

native plover
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@flat raft thats how i have it

flat raft
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like this

native plover
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?

flat raft
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head can look around, body still

native plover
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while hanging ye

flat raft
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ok cool

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so when it passes the min max, it prints true

native plover
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that 75 isnt always 75

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you're only checking 1 direction

flat raft
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i know.. just an example

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hold on

native plover
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ping me

flat raft
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@native plover works when facing any direction

drifting kite
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hi i am fairly new to blueprints and im trying to work on a procedural building that looks something like this:

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but for some reasons it begin to lag heavily when i start going into the Z axis

native plover
flat raft
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ok.. what are those set to?

native plover
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same what u have

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@flat raft u see the problem now ? XD

flat raft
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right.. so then you unlock it

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hold on

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as soon as true hits, the animation plays

native plover
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what's with the 50

flat raft
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offset

native plover
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this still won't work on certain angles

flat raft
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you can put it to 2 like in your literal... i just used 50

native plover
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my thing does work on certain angle

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doesn't *

trim matrix
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@drifting kite make sure you are not running anything else after your second nested for loop there. if you only run add static mesh commands it will be less burdensome on the CPU.

flat raft
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here is my guy is a weird angle.. works fine

native plover
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@flat raft lmao not horizontally

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vertically *

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i meant horizontally

drifting kite
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@drifting kite make sure you are not running anything else after your second nested for loop there. if you only run add static mesh commands it will be less burdensome on the CPU.
@trim matrix is there a node to stop the entire run cycle after im done duplicating the static mesh?

flat raft
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vertical how?

native plover
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you're doing vertically

flat raft
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standing on the wall?

native plover
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im not standing on wall

trim matrix
native plover
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im facing the wall

flat raft
native plover
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@flat raft record your min value and slowly do 180

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but

flat raft
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turn the character 180 ? or camera?

native plover
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both

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@trim matrix begin play

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in level bp

jovial bobcat
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is there a way to make collsion ignore self

native plover
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custom collision @jovial bobcat

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@flat raft record the min after you do the subtraction

drifting kite
flat raft
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@native plover

native plover
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@flat raft no

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the numbers

flat raft
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oh ops

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works fine

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It should work for every angle that the player is facing

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@native plover

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anyway.. I gotta run.. its like 2 am lol

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hope it helps

native plover
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@flat raft u not doing it with character

flat raft
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?

jovial bobcat
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umm i have the problem of where ther bullet would hit a enemy but the bullet would get stuck on him and then a second bullet will get stuck on the first bullet

native plover
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your camera still separated

flat raft
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my camera is in the player character bp attached to the character

native plover
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you turning with character ?

flat raft
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whats your setup look like?

native plover
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i turn with the mesh

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when on ground

flat raft
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on wall

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im mimicing ur wall stance

native plover
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on wall it's separated

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but i wanted you to see the issue while on ground

flat raft
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ya

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on ground.. what would u like to happen?

native plover
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so you understand what's causing it

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have mesh rotate with cam

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and record while doing 180

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not fast

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record the values before condition

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@flat raft

flat raft
mellow wadi
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Greetings folks, I am trying to toggle an UI element on and off if it is created already, and to create it if is isn't already. I tried doing the above but it doesn't work and I don't understand why. Could anyone shine some light on my issue please?

native plover
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@flat raft u have same issue

flat raft
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what issue?

native plover
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look at blue values

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it goes above 180 and pink doesn't

flat raft
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so?

native plover
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so when it's above 180, you can't do the animation

flat raft
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you are not doing the animation in this standing state

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you are doing it on wall

native plover
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that's the angle that doesn't work

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ye but wall have different angles

flat raft
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so when you stand.. what would you like to happen ?

native plover
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nothing i wanted you to see the angle that doesn't work

flat raft
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lol

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its only for wall

native plover
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if you're facing that direction it won't work

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m8 walls are not always same rotation

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@flat raft

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it changes depending how u placed it

flat raft
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trust me.. when you are on the wall... in any direction, it will work. It will work because your character is still.. and the camera is rotating

#

give it a try.

native plover
#

if wall is facing you at above 180 rotation from your character it won't work

#

dude you have the same system as mine

#

nothing to try

#

you try

#

face the character in that direction

flat raft
#

when the character is standing, the mesh moves with the camera

native plover
#

ye now do what you did

flat raft
#

so the math is different. When you are on the wall the mesh is still

native plover
#

but rotate the actor to the side where it's above 180

#

and separate the camera again

flat raft
#

show me a example and i'll try it tomorrow... i gotta run

maiden wadi
#

@mellow wadi I'm not sure why your function doesn't work. It looks like it should. I tend to just create an empty variable of the widget type and on call ask if it's valid. If not, create the widget, populate the empty variable and then just remove/add it to viewport if the variable is valid. Makes it a little easier than keeping up with extra booleans and since you are basing it on whether the variable is valid, if it ever gets garbage collected for any reason, it'll just recreate it.

native plover
#

it's 2:32 aswell xd @flat raft

flat raft
#

feel free to message me.. i'm free tomorrow

native plover
#

ok

flat raft
#

night!

native plover
#

gn

mellow wadi
#

I see...

#

I will try the way you said and I'll be right back

maiden wadi
#

@mellow wadi Ah. Looks like the blueprint loses the reference from the CreateWidget node at some point then.

mellow wadi
#

Ahh, makes sense

#

because that reference only exists in the context in which the Widget is being created

#

I will promote it to a variable then.

maiden wadi
#

This is pretty much all I do to toggle my windows.

#

You don't really need the AddToSet either, I use that to keep an array of windows I don't want to overlap so I can close everything before opening a new one.

mellow wadi
#

I see, many thanks

sly finch
#

I have a problem
I have a door actor and it has a static mesh and a box collision
The door should rotate 100Β° when the player overlap with the box and press "E"
It works fine but i noticed the box is rotating with the door and i want it to be static. But when i edit it to be static the rest of the components are static. How can i set different mobility options for each component of the actor?

maiden wadi
#

@sly finch You should create an actor, the base component should be the box collision and it should have the static mesh attached to it. On Actor overlap or Box Collision component overlap play your timeline or whatever you're doing to rotate the door.

mellow wadi
#

Hey guys, another quick question, is there any way for one to call a different event/function based on an index?

Or is there any better way to call an event based on what someone entered in a text chat? (I'm working on an in-game chat/console)

drifting kite
#

uhhh is there anyway to select all of a static mesh component in the construction script so far and copy/translate it?

hexed oasis
#

is it possible to change child actor root comp?

#

say its a pawn that has a box collision as root can i change it to a sphere in the child actor bp?

trim matrix
#

I'm trying to make a TV by swapping its materials

material swapping is working but the audio keeps on playing how can I stop the audio when the material is changed or is there any other way of making a working TV

maiden wadi
#

@hexed oasis Do you mean at Runtime?

drifting kite
#

hi, Im trying to replicate a nested for loop to make a complete tiled wall on each side. But Im not too sure where to plug the exec to form a nested loop with this. Is there anyone who can advice me on this?

#

the blueprint

deft ingot
#

@trim matrix Well, I believe there is a way to do that with some Media Classes, but I'm not exactly sure how. I remember Mathew Wadstein did a YouTube tutorial on something like that a hwhile back. I think that could be just what you're looking for.

#

@trim matrix On second thought, scratch that. I wish I could help you further. Also, good luck. Perhaps someone else on here can tell ya' what you're doing wrong.

trim matrix
#

Thanks man πŸ’–πŸ’–πŸ’–

hexed oasis
#

@hexed oasis Do you mean at Runtime?
@maiden wadi no

#

I want to create a custom char bp with swapable collision volume

deft ingot
tough ore
#

Hi, can I somehow cast to gameinstance from eventbeginPlay?

unique wyvern
#

how I do I reference a actor that is in a sub level of the persistent level?

#

Whenever I select the actor in the drop down, it resets back to none, unless I place that actor in the persistent level

trim matrix
#

Good time of day! Characters are not blocking navigation mesh for AI. I need that character had blocking nav mesh area

maiden wadi
#

@tough ore Casting does not 'get' anything. Casting simply changes a reference's type. Note I said reference and not the object. If you have a Character, which inherits from Pawn which inherits from Actor, A spawned Character can be referenced as an Actor, Pawn or Character. A spawned Pawn can be referenced as an Actor or Pawn, but not a Character. Casting is when you have an Actor type reference for.. in this case say a Character. You can cast that reference type from Actor to Character. In your case you need to use GetGameInstance and cast it to your game instance.

tough ore
#

Okay, Im new to unreal and wondering is this the best way of doing this?

#

And I need to call that "InGame" function when the new gamemode starts

#

And I think Im doing something wrong here

#

@maiden wadi

blissful grail
#

@untold anchor I appreciate the response, but that isn't what I am talking about. That's just a comment, not a function description.

maiden wadi
#

@tough ore You could try something like this on your GameMode class. Drag off of the cast and type InGame, should show your function.

tough ore
#

Didnt work :((

#

Oh, wait

#

Im just stupid

#

Didn't equip the gameinstance

opaque forum
#

I cant find it

maiden wadi
#

@opaque forum Looks like it. Right click in the graph and start typing SourceEffectFilterSettings, should show up.

opaque forum
#

It exist in one project and dont in another

#

But i couldn't find any definition in cpp

maiden wadi
#

@opaque forum Odd. What BP type is that in? What's the parent class?

opaque forum
#

ah i get it

#

thanks

#

wrong parent class

proven mason
#

Hello,
In blueprints I'm tyring to print out the scale value; so basically how far I've tilted my left Xbox thumb stick, but instead I'm getting Hello's printed off from the screen.
How do I exchange the word "Hello" to the return value of the Scale values?
and this is what I have so far

maiden wadi
#

@proven mason Drag from the green Axis Value of the stick you want to see to the pink string input that says Hello in the print. It should autoconvert it from float to string.

proven mason
#

Nice! thanx @maiden wadi

frozen spear
#

i have an archer class with arrows that stick to the characters they hit, i spawn the arrow mesh that is stuck AFTER the project collides and i attach it to the hit actor....99% of the time it works great, but every now and then a random arrow isnt actually touching the enemies mesh...is there any way to tell if a mesh is penetrating another mesh?\

#

i want to make sure when they stick that theyre actually penetrating and not attached floating in the air

undone tusk
#

Hey all, I'm running through the book "Unreal Engine 4.x by Example" by Benjamin Carnall. The book was first published in 2016 so I realise he would have been using an older version of unreal than me...
I've followed the instructions to the letter and have run into a problem, and I'm not sure if it's me or just because I'm using an updated UE4. Could someone help out?

#

...And the second error I had just suddenly fixed itself when I recompiled to take a screenshot. Β―_(ツ)_/Β―

proven mason
#

Hey guys I'm trying to measure the time the moment you start to tilt your left analog stick to the point you made a full tilt but couldn't seem to get it right in blueprints.
Check this out

#

Can sum1 plz make a suggestion on what I did wrong with the code based on the red circle?

#

another way of explaining what I attempt to do is I want to retrieve the scale value the moment I tilt my analog stick; if the scale value is greater than 0 but less than 0.9 start the timer.

#

if it returns to 0 or surpases 0.9 stop the timer, but as long as it stays within range continue counting the timer.

#

and print out the time in seconds or milliseconds.

maiden wadi
#

@undone tusk Usually you can solve that with a recompile. If that doesn't work. Try selecting each node starting with the red Event node and bring up the menu with right click and select "Refresh Node".

#

@proven mason You just looking for the amount of time it took someone to move the analog stick from the center to the very edge?

proven mason
#

yes

undone tusk
#

@maiden wadi That did it! Thank you!

maiden wadi
#

@proven mason You would need to create s bit of checking logic after the axis input. I don't really have much good advice besides a bunch of logic checks. Something like this might do the trick, but I threw this together pretty quick. Dunno if it'd bug up or not.

plain flare
#

I need range on Timeline but how can i get range ? Im gonna connect range with field of view

maiden wadi
#

@plain flare If you mean the distance from one actor to another, you either need to get their world location and vector math it, or do a line trace to find the other one.

willow cedar
#

What would be the best way to set up Cancel Selection with a right mouse button input

plain flare
#

@maiden wadi no, it have to be like this

willow cedar
#

I was going to do it in my Blueprint for a chess piece, but I don't have input enabled for it. Not sure if I should enable input, or create the RMB input in some other blueprint like the player controller

plain flare
snow halo
#

Anyone know if the "Time" param of this USplineComponent node is meant to take the "Time" param as a range from 0.f to 1.f? It's peculiar that they'd call it "Time" if so

sand shore
#

It is, the rationale is that assuming a constant rate of progression, it is the ratio of time spent traversing the spline

simple crow
simple crow
#

I have a nav mesh bounds

trim matrix
simple crow
#

@trim matrix nope still wont work also does it matter if I am spawning them with a spawn actors from class?

trim matrix
#

did you cast to character

#

not firstperson character the parent.

simple crow
#

the parent?

#

it doesnt have one

#

o wait should the thing that spawns it be the parent

trim matrix
#

did you print string and see if your cast failed?

#

do anysort of debugging efforts?

simple crow
#

yeah

trim matrix
#

well first id cast to your character

#

and try that

simple crow
#

ok

simple crow
#

@trim matrix I did it is still not triggering

trim matrix
#

is your ai a character?

simple crow
#

oh wait I just got 1 to work

trim matrix
#

nice

simple crow
#

I think it is only not working on the ones being spawned by the spawners

trim matrix
#

oo wait

#

did you use spawn actor?

#

because you have to do spawn ai

#

instead

simple crow
#

ohhhh

trim matrix
#

πŸ™‚ sorry

#

if i was paying more attention

simple crow
#

O wait I dont have a behavior tree do I need one?

trim matrix
#

leave it blank

#

should work

simple crow
#

k hm

#

yep it works

#

thx

trim matrix
#

nice now you wont forget at lleast

simple crow
#

holy crap I think I need to change how my spawner works tho

trim matrix
#

you should of seen what i spawned lol

simple crow
#

every time a new enemy is spawned it has a 30% chance to increase the enemy cap and really quickly it becomes insane

trim matrix
#

ill show u a cool little tutorial

#

ah wrong one

#

if you watch this id watch at like 1.5 speed

simple crow
#

k

#

thx a lot

trim matrix
#

just basically spawns circle of ai then have them other end of circle

#

shows the avoidance controller

snow halo
#

@sand shore thanks for that explanation. Could you by chance articulate what bUseConstantVelocity adds when true? I understand that it assumes a constant speed, but the definition of Constant Velocity in textbooks is that it also assumes moving in a straight line. The confusing part for me is that my spline has all kinds of curved points on it

mighty sinew
#

do you not put the animations in the blueprints?

thin rapids
#

do you not put the animations in the blueprints?
@mighty sinew no, you can PLAY animations in bp but lots of stuff is gonna be on the animation bp

mighty sinew
#

how did they do the base third person character then?

#

how does it know when to play the animation

thin rapids
#

how did they do the base third person character then?
@mighty sinew in animation blueprint

#

i literally just said it

#

how does it know when to play the animation
@mighty sinew it gets the speed of the character and determines if it should play the walk or idle animation

untold anchor
#

@mighty sinew animgraph

#

you need an animation blueprint (the third person character default has one)

#

dive into the beautiful world of animgraph and animation blue prints and statemachines ^_^

#

it's different than your actor blueprint

#

it'll be orange slice at bottom for the icon, not a blue ^_^

trim matrix
#

can someone help me with a prmlm

maiden wadi
#

Just ask and give a general definition of your issue, someone may respond if they know a solution and have time.

nocturne remnant
#

the answer is "Mavis Beacon"

willow cedar
#

Can you create a Event Dispatcher and call it in the Level BP and then Bind it in a Widget UI BP?

trim matrix
#

im currently trying to get a health bar working amd im at the step where you create a binding via the display percentage and when i drag off and search for "third person character" nothing comes up

maiden wadi
#

@trim matrix Do you have a character class with the health variable in it?

strange pike
#

can anyone help me with a small problem i have? i keep getteing accessed none for a vector varible

trim matrix
#

@strange pike have an isvalid check to make sure the variable is not null when accessed.

#

@maiden wadi yes

strange pike
#

example? @trim matrix

maiden wadi
#

@trim matrix What is the class name for your character and is this character controlled by the player's controller?

trim matrix
#

@maiden wadi yes the character is controller via a blueprint class FPSController and i have another sepretae blueprint called HealthBarHUD

maiden wadi
#

Try to Get Player Character, cast that to your class with the health in it.

trim matrix
#

in the bind section?

#

@maiden wadi i dont have a get player character option

mellow stump
#

right click and type it

trim matrix
#

wait

#

do you want me to do get player character in my health class or my fpscontroller class cuz it shows up in my fpscontroller class

maiden wadi
#

This will get the health of the character class that is currently being controlled by the current machine's player controller.

trim matrix
#

oh ok

maiden wadi
#

Well, as long as you have those two variables it will.

trim matrix
#

what do i type to get the cyan color block

#

make sure the heatlh variables are exposed in the blueprint too

maiden wadi
#

Why do you need to expose them?

trim matrix
#

if he wants to access them outside from the node pins, not necessary if it's just a cast i suppose.

maiden wadi
#

Exposing is meant for the spawn node. To change them as the actor is being spawned. Instance Editable is for changing placed instances' variables in the editor. You shouldn't need to do either to access variables at runtime from your coding or blueprints.

trim matrix
#

yep not necessary, i just sometimes have a practice where i expose vars because i often use the Spawn node.

maiden wadi
#

@trim matrix In your content browser, what is the name of the class that has the Health variable in it?

trim matrix
#

HealthBarHUD

maiden wadi
#

No, the class that you're trying to pull the health variable from, the actual character class.

trim matrix
#

that would be FPSController i believe, sry im new to unreal and coding this is my third day

maiden wadi
#

The health is in the controller, not the character?

trim matrix
#

no

#

the variables i have in FPSController are Current Health, Max Health

#

i use interfaces

#

does that work for normal health bar lol?

#

seems complex

mellow stump
#

c++ is complex

maiden wadi
trim matrix
#

@trim matrix you are correct, interfaces are advanced and you can probably do it Authaer's way

maiden wadi
#

Try that one instead. I thought your health variables would have been in the character class.

trim matrix
#

ok

#

get owning player pawn, cast to the asset that has the variable, and then get the variable by dragging off.

#

no interfaces needed this way.

#

ok ill try both

#

cool

#

once again sry very new to this, the only coding program i have used is bare minimal of C++ and Python

maiden wadi
#

Interfaces are fine, but I don't think I'd ever use them in a binding. They're somewhat expensive compared to just getting the variable and on every frame it's a bit unnecessary.

trim matrix
#

@maiden wadi you think it might be adding to my tick time? i do want to take all steps to minimize cpu utilization for my game.

simple crow
#

@trim matrix I just made a new level and now they stopped working again

#

I have a nav mesh bounds and didnt change any code

trim matrix
#

'FPSController' does not inherit from 'Player Controller' ( Cast To FPSController would always fail).

maiden wadi
#

I doubt it's enough to care over. Just performance habits on my end. I try not to use interfaces unless I'm dealing with different classes that don't have a common base class. UI designers get a lot of leeway with performance a lot of the time.

trim matrix
#

did you assign the same controller as your other level

simple crow
#

yep

maiden wadi
#

@trim matrix What is FPSController then?

simple crow
#

the aimoveto is failing for some reason tho

#

oh wait nvm

trim matrix
#

@maiden wadi what i use to control the character

rich trellis
#

Hello, I wanted to ask about Level Streaming. Is is worth to split Landscape into like 5-10 sub-levels, big chunks, each containing a whole town.

Or hundreds of small sub-levels, that would contain every building interior in separate map and etc. How it will affect level streaming system? Will it work slower?

maiden wadi
#

@trim matrix Ah, FPSController is actually a character class, I can see it in the top of your screen. It's a Character and not a Controller.

trim matrix
#

yea

simple crow
#

@trim matrix when I print string from the movement result it says it was aborted

maiden wadi
trim matrix
#

ok

#

which one

#

hmm nothing shows up

maiden wadi
#

Try what I just posted. GetPlayerCharacter, drag off of it and start typing FPSController, it should show up as Cast To FPSController

trim matrix
#

@simple crow maybe you ai is being spawned in a bad position or something

simple crow
#

k wait

#

I dont think so cuz they spawn fine and shoot at me they just wont walk around

trim matrix
#

@maiden wadi nothing shows up

#

just print string is destination vector and see if it makes sense or check is actor is valid

#

"targetActor"

simple crow
#

?\

trim matrix
#

your input to the moveto function

simple crow
#

ah ok

maiden wadi
#

@trim matrix Do you have the GetPlayerCharacter node?

trim matrix
#

@simple crow also look at this for debug i guess

simple crow
#

it said it was valid

trim matrix
#

no

simple crow
#

ah k

trim matrix
#

@rich trellis unreal is meant to handle level submaps in large chunks. as you can see from my output there, i have 3 chunks of submaps for my level. each one is fairly large with many trees and grass meshes. this way, you are able to optimize larger areas and texture them. unreal was always built this way for large chunks as optimized,

maiden wadi
#

@trim matrix Right click in an empty part of the graph and type GetPlayerCharacter, get that one first.

trim matrix
#

ok

simple crow
#

@trim matrix it says sucsess when then cant see me then when they can it says it was aborted

trim matrix
#

got it i was in the wrong place lol

#

so that means the location doesn't work for the ai

#

paste ur code

#

now what @maiden wadi

simple crow
#

it is the same as before

trim matrix
#

sec

simple crow
strange pike
#

@trim matrix its returning as null

trim matrix
#

show the aimoveto node lel

simple crow
strange pike
trim matrix
#

@strange pike you have to make sure wherever your receiving your vector, it's passing the value. the isvalid check only checks if its not null and then passes it preventing unreal accessed none warnings.

so basically, if you are trying to pass the vector, make sure the values are supplied correctly.

#

ok one moment i'll take a look

#

i cant read the reference to the left of the GetActorLocation, but whatever that reference is, it's not valid.

maiden wadi
#

@trim matrix Drag off of the GetPlayerCharacter and Cast To FPSController

trim matrix
#

so make sure the reference exists at runtime

#

@simple crow are you playing as the first person character?

simple crow
#

@trim matrix yes

trim matrix
#

it doesnt give me and option to cast to fps controller ffrom dragging off of the get player controller

mellow stump
#

dont drag off then

trim matrix
#

try getting your actors world position and plug that in the vector instead or anything for that matter and see if the ai goes there

mellow stump
#

just right click and type

simple crow
#

nope

mellow stump
#

dragging off wrong things may not give the right result

trim matrix
#

ok i got it linked to the object port attached to cast to FPSController

#

@simple crow

#

you're using the right controller for the ai right

#

i don't know where your logic is for the moveto function

#

now what do i do?

simple crow
#

@trim matrix what logic? The ai is just running at the player

trim matrix
#

what class are you in to preform the logic "run the move to task"

#

you're in the controller?

#

of the ai?

#

anyways try doing this node for the target

#

so thats all the help i can really offer not sure I'm not that experienced

sand shore
#

@sand shore thanks for that explanation. Could you by chance articulate what bUseConstantVelocity adds when true? I understand that it assumes a constant speed, but the definition of Constant Velocity in textbooks is that it also assumes moving in a straight line. The confusing part for me is that my spline has all kinds of curved points on it
@snow halo Constant velocity means that if you lerp from 0 -> 1, the point along the spline will progress at a constant rate in world space. The time input would no longer be normalized fully, in other words. I don't really think I'm the best to explain this.

That being false allows you to get to halfway along the spline with .5, but depending on how you outline your points that may be visually .85 of the way through?

wispy star
#

I need an expert opinion on memory management. Soft reference vs reverence. If I plug 10 materials in to Select node, will all of them loaded in memory during play no matter what?

modern cove
#

I ended up with a weird problem; I added a few new variables to my Item object, and it ended up breaking the Item Pickup process. I tried to re-save and re-compile everything that used Items but it still destroyed item actors without adding them to inventory. I traced the issue the 'empty item' used to find the first empty slot, which apparently needed to be deleted and replaced followed by a new compile.

In doing so, a question came up: As it is, the process checks each playable character until it finds one that has an empty item slot and adds the item to that slot, but I also thought about saving the item slot number in the search for the character who will acquire, and then casting to the First Person Player to get that slot and fill it with the item.

Which of these methods is better? I tested both of them to work but if one is more resource efficient I will use it

nocturne remnant
#

@untold anchor Did you ever dive into quaternion hell?

untold anchor
#

i have not, instead i've spent the whole whole time trying to avoid them XD

#

however, i'm like almost 100% there

#

happy enough to clean it up, animate it temporarily and move onto other parts for the time being

#

i'm going to complete the gliding, sliding, vaulting, crouching and a few other locomotion things and then release it

#

also my new implimentation is much much simpler

#

but works much better

nocturne remnant
#

a screenshot of me trying to avoid it is nightmare fuel

untold anchor
#

hahahhaha no doubt

#

instead of working off the capsule / character like i was doing

nocturne remnant
#

Someone had a plugin that hadn't been updated for 4.25 that put in blueprint nodes that used the quat stuff. Looking at the source, the quat math stuff is all in there... it's just not exposed to blueprint.

untold anchor
#

i think i know of which one you're talking about, it's a c++ thing right ?

#

and then the plugin is supposed to allow blueprint exposure

#

i was considering it

#

but, this method provides solid enough results that i'll avoid it for the time being lol

nocturne remnant
#

But all of the actor specific functions are private class things, so... I'm not sure how best to hook it since I never actually had to learn c++

untold anchor
#

tiding up the blueprints a bit cuz it's a mess

#

and i'll show you an SS of it

nocturne remnant
#

I may actually know where the base level quaternion math stuff is now, which would solve that issue

#

in a surprise to no one... the source for UE4 is... pretty fucking large.

#

And you run into things where the header files are in one place... and the actual private .cpp stuff is somewhere the hell else.

untold anchor
#

that's OOP for you ^_^

#

much simpler lol

snow halo
#

@sand shore thanks for that info. it all helps : ) I'm about the throw in the towel unfortunately. My ultimate goal is to have multiple splines with one spline as the primary spline. Every object on each spline would line up perfectly with the objects on the forward vector of the primary spline

untold anchor
#

i did not allow for running in inverted surfaces though, as my game won't need it

snow halo
#

If anyone could solve this for me or with me, happy to pass a couple hundred $ : /

nocturne remnant
#

Yeah ... parts of it are totally straightforward... here's the public directory with the headers... here's the private directory with the c++... And then there's shit that's up a directory, and down two directories from that. ripgrep has been pretty useful because it's stupidly fast

untold anchor
#

however i may impliment it just for the sake of having it is suppose

sand shore
#

Unfortunately, I'm going to have to pass on the offer

snow halo
#

As long as the primary spline is straight, i have it working already

sand shore
#

I can put out a feeler to see if someone I know is free tho

nocturne remnant
#

Did you at least put some of your linetrace stuff into functions? I remember you having a few that were doing the same thing

snow halo
#

but if i curve the primary spline with multiple points and moving tangents, things stop lining up

#

ya i'd really appreciate that

untold anchor
#

not yet, but I will

snow halo
#

i imagine it would take someone knowledgeable an hour or two tops

untold anchor
#

i tend to lay it all out, first

snow halo
#

if not i'll pay more : P

nocturne remnant
#

also, I wasn't sure if you were building something specific or just "problem solving"

untold anchor
#

free flowing and all that jazz, then make it cleaner

#

yea, i'm building something specific, but when in the problem solving portion, i just leave it all out nasty XD

snow halo
#

multiple splines like so

nocturne remnant
#

Yeah, I'll do that too sometimes... throw the stuff out there and then collapse it later. It super sucks for anyone else looking at it because you'll know where things are "geographically" but they don't

snow halo
#

just need those ISMs all lined up

untold anchor
#

yea, it'll be nice and tidy in the end though

sand shore
#

following the curve of the spline?

untold anchor
#

i've started from scratch on this whole character like 10 times just due to the wall running lol

snow halo
#

the objects follow their respect curves np, but I need all those static meshes to line up on the forward vector of the primary spline

untold anchor
#

this time i realized the wall running might be the most "difficult" aspect of it, so let me just do that first above all else

#

and then work within that framework to build the other things

#

instead of the other way around

snow halo
#

so if i was big overlap component box running, i would trigger rows of these objects, 1 on each spline

nocturne remnant
#

I can't even figure out what the hell I actually want to build at this point

snow halo
#

They allllmooost line up on x perfectly. I'd say i'm a few centimeter or so off at times : / just not sure how to get it perfect

untold anchor
#

hmmm, i present to you a set of challenges. Have you ever built a skill upgrade system? or leveling up to allow you to upgrade that system? or perhaps items that you can equip that effect the skills in that system in different ways? ^_^

snow halo
#

and I'm doing it all in c++ rn, but blueprint / c++ all the same

sand shore
#

if you don't hear back, I don't have a response

snow halo
#

o course : )

nocturne remnant
#

Are you talking specifically about implementing it programmatically or are you referring to the actual systems design portion?

untold anchor
#

any of the above, not sure if you're just looking for concepts to build out and excericize, or you're a project, or what

nocturne remnant
#

I'll send you a DM and we can leave this to splinechat

untold anchor
#

word

flat raft
#

Sup peeps! What's new?

trim matrix
#

@flat raft hullo

flat raft
#

Elloo to you

trim matrix
#

@flat raft are you actively developing any blueprint games or unreal games in general? just wondering

flat raft
#

I'm working on 4 games at the moment. πŸ˜‚

trim matrix
#

same! lol

#

2 unity, 2 unreal

flat raft
#

3 for work, 1 is my own

#

I left games to work on movies and tv, now I'm back πŸ˜‚

worthy frost
blissful grail
#

Did they remove the Delay node?

#

Hmm - guess it can't be called inside a function.

trim matrix
#

@blissful grail yeah there's a limit on that. only works for me when i have it outside of functions

true plaza
#

how does one attach a cube to an AI character? I'm getting mixed up between actors/components/static meshes/etc

tender rover
#

I am having an absolutely hell of a time projecting particle system from a random point in space to the mouse cursor. I have a particle system setup and I'm using Spawn Emitter Attached, but it's just not... doing anything at all. I cannot figure this out, despite several hours of banging my head against the wall. I tried following the Epic tutorial on this, but... just no progress whatsoever.

flat raft
#

You are trying to spawn the particles where the mouse cursor is? @tender rover

tender rover
#

Spawn the particles at an actor (or location in space) and flow them to the cursor. Like a laser, for example.

#

for an RTS type game

flat raft
#

Try #visual-fx I assume you have 2 points. The spawn and the mouse in world.

tender rover
#

OK. I'll give that channel a try...

#

Thanks!

tight cobalt
#

How to reset flip flop so it always goes from A upon leaving the trigger box and approaching it again?

tired arrow
#

Hey so I'm trying to make foliage tool bushes that make rustling sounds when the player walks through them. I created a 'Foliaged Instanced Static Mesh Component' Blueprint which can be used in the foliage editor, but how can I get it to make sounds on overlap? None of the usual nodes are showing up.

true plaza
#

I want to have a dog (tutorial character) move to the ball I throw. but when it gets there it just kicks it away, instead of Attaching to Actor socket

plain flare
#

hey there is spawned a thing and i cant press anything inside this menu

#

like shield

tight cobalt
#

Hey so I'm trying to make foliage tool bushes that make rustling sounds when the player walks through them. I created a 'Foliaged Instanced Static Mesh Component' Blueprint which can be used in the foliage editor, but how can I get it to make sounds on overlap? None of the usual nodes are showing up.
@tired arrow You should do that in Level blueprint, or you should make actor blueprint.

#

Instancing doesn't have to do anything with that.

#

You make trigger box, and add event overlap--> object--.>play sound--.>

#

You literally need just 3 things.

tired arrow
#

Hey so speedfreak I have a lot of bushes

#

Using collision boxes wouldn't work for my use case, but thank you for responding! You're also right that I didn't need to create a new foliage blueprint. As for the answer it's simple I'm just tired rn. All you have to do is create a new trace channel, set the instanced foliage in the foliage tab to overlap with the channel, then have the player character check for collision with a cooldown on the noise.

tight cobalt
#

@tired arrow You can create one actor_bp, then instance/copy it throughout the level. All you ahve to do is to place the BP in the loaction of the folliage, thats all. I connected it like this cause it was more convenient in my case.

Also line trace is much more expensive for this, I wouldn't never do line trace to do it.

tired arrow
#

In my case not having the instanced foliage would give me more of a performance hit than using a line trace. Plus the line trace isn't on tick, only on a .5s timer

tight cobalt
#

YOu can keep instanced folliage.

#

No issue with that.

#

Just instead of tracing the foliage, you gonna check is object (character, bullet,whatever) collided with the trigger box that is placed at the bush location.

tired arrow
#

How would I automatically duplicate the blueprint at each foliage instance?

tight cobalt
#

You can make instanced blueprint, like you would do with any other instances.

#

See my lvl

#

Green and orange boxes are the triggers for the sound.

#

You right click the actor_blueprint

#

and select make child blueprint class

#

There are many different ways to do this, you can even make only one play sound, that changes everythime depending on the bush. You can do switch on int, or random..

plain flare
#

Hey i want to swtich weapon with slide mouse wheel. But there is a problem. If i slide mouse wheel down, it is selecting the last used mouse wheel down.

#

i mean it is selecting only 4

#

not second gun not third gun, only fourth

tired arrow
#

@tight cobalt quote from a dev:


But collision shapes, overlaps etc. can get costly really fast from my experience, so if anything try to avoid thoseΒ ```
Just so you don't worry about linetraces in the future
#

Thank you for your help, I'll consider the instanced blueprint solution

plain flare
#

help me pls

tight cobalt
#

@tired arrow no prob, anytime. You can try both and see for yourself, But once you have enemies, guns, bullets, crosshair traces, it builds up pretty fast.

shut hinge
#

i need to get the leveling component off the tick and onto a timer, but I don't know how to set the timer up for it.

maiden wadi
#

@shut hinge What's wrong with it being on tick?

shut hinge
#

This is what I was trying to do but I don't thik I can do it with Validated Get.

I wanted my 9 party members widgets to toggle on and off on the screen, so when you toggle the widgets on or or toggle some of them on, their stats all begin to show up on the screen. (help to clear all the clutter when you don't need all their stats to be all showing) You can toggle one or more party members off.

But The result I'm getting is when I toggle each party member stats on, the party member stats toggle on only on the party member that I possess and does not stay on for the others that I turn the widgets on unless I switch back to that party member again. So the result is alot of empty party member stats with only one party member's stats showing when I turn on all the widgets.

#

So yeah only one party member's stats show up at a time when I switch to each party member which is no good, all their stats should be showing up when turning on their widgets.

#

So this Validated Get will allow me to toggle on or off all of the widgets, but only show one stat at a time. So the levelling Component is the problem, its not showing all the stats when the widgets are turned on.

#

The Levelling Component Code (it currently runs off the tick, I was told I have to set it up with a timer instead to get it all off the tick, that part to implement the timer to it I don't know).

maiden wadi
#

I'm not at all sure what a Widget not displaying the correct values has to do with switching something from tick to timer.

#

The timer will do the exact same thing as tick. People are neurotic about not using tick because they think that it'll ruin their game performance. If you have something that needs to happen all of the time while the actor/component is active, it really should go on tick. If you want better performance, lower the tick rate.

shut hinge
#

LOL no diff in timer or tick... Ok How this was set up to show all different stats of the 9 party membrs was to make 9 copies of the level component and put them on each party member. Othrwise if I used the same one component for all 9 members, I would get the possessed party member's values all duplicating in in all the other 9 party members widgets....That's why I made 9 copies of the component and stored the individual party levelling XP stats in each component.

maiden wadi
#

How is your widget getting the values to display?

shut hinge
#

The levelling values are being binded through the Widget Designer. But what I'm finding out with possess pawn, is the widgets stop showing their stats on the screen when switching into different pawns.

maiden wadi
#

In the widget bindings, you're getting the values from the currently controlled character?

shut hinge
#

i'm just gonna get the binding now hold on

#

here's the binding for one of the party members Skynar.

#

so I stored the level XP values in the component itself.

#

So when I switch into Skynar his stats shows. But if I turn on another widget then it stops showing skynar's stats and the other widget shows it seems that the possess pawn turns off one pawn's off to turn on another.

#

When I need all the pawns I'm switching over into remain turned on so their stats can stay up on screen when their widgets are being turned on.

#

I'm not sure what the solution is to keep all the pawns I'm switching into all turned on, do I need a multi gate?

maiden wadi
#

You'd have a much easier time with this if you would just keep an array of references somewhere that has all of the party members. Create a single userwidget that has a Name, Health, Level and Icon like you have on each of these. Then create a second UserWidget that has a VerticalBox. When you create the verticalbox widget, loop through the character reference array and create one of the stat widgets for each character and pass the reference into the stat widget to make it update itself. But that's just ease of design. Right now your problem is that you're relying on the possessed character. You need to get the correct reference for your bindings to show their own character's stats.

shut hinge
#

Well at least I got their XP to only increase up when running around the level...

#

at the moment. The array of pawns is stored in the player controller.

#

hold on I gt the code for that to see what I need to do in binding

still trellis
#

any way to do an "Is Valid?" check on an interface reference?

#

its a light yellow color

maiden wadi
#

@still trellis Not sure what you mean with an interface reference? Can't recall anything with a light yellow color.

still trellis
#

that bottom one there

#

its a variable of type BPI_ReceivesDamage which is an interface that i created

#

i am just calling functions on it, which i can do fine, but would like to null check before doing so

#

can work around it if its not currently possible, was just curious

maiden wadi
#

What does that pin type say when you hover over it? Just curious of what it is. It doesn't look like a softobject or softclass reference.

#

Oh. I see.

still trellis
#

i see that there is a ToObject(Interface) node, im using that right now

#

i'm assuming that this is essentially the same as casting something to the interface type rather than its own type, to be used with interface calls rather than interface messages

#

Apply Damage is an interface function, and this version of it takes an interface reference rather than an object reference like the Message nodes do

#

weird

#

there's like zero documentation on this

maiden wadi
#

Yeah, I'm not exactly sure. I've never used a direct variable for interfaces. I just implement them in the classes that I need the interface in and make message calls.

still trellis
#

i know the Message nodes are safe in that you can pass them something that doesnt actually implement the interface and it will just spit out whatever defaults for a return value or just do nothing, im guessing internally they do a DoesImplementInterface check or cast to the interface type first, so this is just skipping that step

#

or i could be totally wrong and hitting play will crash everything πŸ™‚

shut hinge
#

I was given the code to update widget bindings of the party members, but not the screenshots to the references of these widgets. so I'm having trouble knowing which reference goes where.

tidal cove
#

hello, is there a way to assign the same blue print to multiple meshes?

shut hinge
elfin hazel
#

Drag off the red square and type create event.

shut hinge
#

Can't because its inside of a function. It has to be a custom event it has to be binded to.
I know how to bind things in a function with the designer but not outside of it.

elfin hazel
#

well, it won't look exactly like that , but it will have that functionality.

shut hinge
#

how do i update the widget if I can't do the custom event in the binding of the widget?

elfin hazel
#

You don't create the custom event in the binding. Drag off the red square and type create event.

gloomy linden
#

why not make a new function with the shizzle you want and call the function when you need it?

shut hinge
#

all I know how to do is just click on the Level number in the designer in the widget where my level value is and then click Bind text, and then put the binding inside of the function.

#

Ok did create event, now Up pops a tiny list of functions.

#

which one do I choose?

elfin hazel
#

I wouldn't know. My guess is that you'd want to create a new one for that event, but maybe you have something neat set up already.

shut hinge
#

I have no idea, I hit create matching event, that now brings up a custom event so I guess I just delete the create event green node and just keep the custom event one. I got no idea what I'm doing and just guessing.

elfin hazel
#

well the 'green node' is what is linking that binding to the event.

shut hinge
#

this is much more harder than I thought because if I do create event off that Red squar, I can't create the float pins to the custom event because up pops only options to choose event functions.

elfin hazel
#

Choosing "create matching ..." will create an event of function with those pins.

shut hinge
#

the editor was playing up not refreshing the nodes,, it now allowed me to create the float pins, but i got a ton of errors now popping up i get a screenshot to show whats going on

elfin hazel
#

First of all, custom events goes in the blueprint graph or whatever its called.
The event must have matching properties to the dispatcher, so you can't just add new inputs.
If you renamed the event, you may have to re-select it in the create event node.

brazen elm
#

Hi, is there a way to refresh all blueprint nodes, across your entire project. I know there is a 'refresh all nodes' on each indivdual blueprint but I need to refresh them on quite a lot

shut hinge
#

Well I found that the widget is updating its level value through the widget refrence, and not through selecting the level text value itself and then binding it.

shut hinge
#

for I'm having difficulty trying to get this right.

twilit heath
#

bind goes where the call is, UpdateXPBar before the lower Cast, SetPercent behind SetText, and you pull Percent from LevelingComponent

#

after Bind, you also call UpdateXPBar manually, one time

shut hinge
#

I've not done event bindings combined with timers before this is why I've run into trouble.

#

This is supposed to be a levelling up component for 9 party members. That's why in each of the components I have the party's xp values in them.

#

What I was trying to do after possessing each party member was to turn their widgets on and keep their stats on the screen as I switching between party members until i toggle the widgets off again when I don't need them. But I can't get that to work. For when I switch, only one of the party members show up at a time when the widgets are turned on. Resulting in this problem.

twilit heath
#

not surprising with GetPlayerCharacter[0]

shut hinge
#

So when widgets are turned all, only one of the party members Stats show at a time when switching pawns. Real annoying this is. I've had this issue for a very long time.

twilit heath
#

never use that function until you fully understand what it does

#

unless you are doing single player, then its fine

shut hinge
#

I followed a tutorial to install in the levelling party XP system. That all I could go for because the guy did not show us how to put it on a timer.< SINGLE player is all fine, Party Group it does not work. If the guy who made the XP system had released a third video out to show how to do it for party group systems I would not run into this trouble.

#

because I need to modify that xp system to work also for party group mode not just single mode.

#

So I don't know what the solution is to modify his system to work for group party mode. Do the pawns need to use a Muti Gate node or what to keep them on so their stats do not keep shutting down each time they switch.

elfin hazel
#

Your system is so messy, I don't really know what is going on. But I think that the problem is that you're using GetPlayerCharacter, as well as casting to a specific class. In your own image; https://cdn.discordapp.com/attachments/221798862938046464/739810997040054272/screenbad.png
in the binding, you GetPlayerCharacter, which will return a different character when you possess another character.
Then you cast to your specific character. Which means, the other widgets - assuming they cast to their own character - will fail.

shut hinge
#

is this get player character index number the same number as the player possession number in
the details panel when you want to possess a certain player, or is it the number to the pawn registration array?

twilit heath
#

@elfin hazel trying to Bind to an event inside a function that runs every TIck is a horrid idea

elfin hazel
#

Yes, I know.

twilit heath
#

@shut hinge its neither

#

its the PlayerControllers place in the FConstPlayerControllerIterator

#

its not cached anywhere

#

so you need c++ to pull the Index out

#

so that function should only be used if you have only one PlayerController

#

or you need to iterate over every PlayerController

#

and in no other case

shut hinge
#

how do we switch pawns and keep them turned on so their stats don't keep on turning off when you switch over to them

#

because the levelling component was running off the tick so soon as I switch, that pawn's tick switches off and the other pawn's tick switches on. that's what's been happening.

#

that's why I can't get all their stats to stay on the screen during the switching. or when displaying their stats all at once on the screen.

#

which is a shame because I wanted party group screens for my party members and find it only going to work in single player mode.

twilit heath
shut hinge
#

Player States? Oh its not a multiplayer game but is a single party group game. Couldn't do multiplayer, its much more harder than single player.

twilit heath
#

your answer is still PlayerStates

shut hinge
#

a;right I will have a look at that. in this doc

twilit heath
#

or equivalent

#

you can't use the GetPlayerCharacter[[0]

#

because its the possessed pawn, always

#

widget should have a reference to the pawn its displaying fed into it OnSpawn

shut hinge
#

Ok. So its the player who controls that particular pawn. Because the other issue that happens when you possess that other pawn then switch back is their AI Controller stops working after you leave them. I was running the pawn on AI Human.

dire copper
#

How do you cast content from a editable text box to a Scroll box?

#

When a button is clicked

twilit heath
#

you don't

dire copper
#

Is it possible?

twilit heath
#

types are not compatible

#

so no

dire copper
#

oh

shut hinge
#

drat.

#

this is a valiable document. Handy for multiplayer setup.

#

ok i looked at the section on player states, I do have a team number system already set up, but not sure how to set it up with this playerstates BP. He does not show the whole set up in his document..

hexed oasis
#

how can I edit (with editor tools aka move tool) child component that was spawned by the construction script?

#

say i got array of static meshes that im looping and spawning each one

#

how can i then select them in the editor and move them?

shut hinge
#

I think its Editor Widget Utilities. You need to create the widget and menu to allow you to move and edit them. Codelikeme had to do that with his moving meshes around and changing properties of them within his procedural system.

hexed oasis
#

oof.... I didnt want to mess with it

shut hinge
#

yeah last time I used it, and removed the spline actor from out of the world then deleted the spline actor in the browser it corrupted the project and rendered the construction script useless for any new blueprints by slowing down the machine to a crawl and causing it to crash when inserting any new nodes into the construction script of any new blueprints. Wow that's what happens when I delete a spline actor from the window browser. epic bug..

foggy sundial
#

how would you get a random point within the green circle but not within the blue circle

hexed oasis
#

first get random radius between the 2 then get random angle
then do simple polar to cartesian conversion to get the vector location

#

or keep it as is if u are using polar coords

foggy sundial
#

thanks

#

that was a significantly easier equation then I was expecting

thorny cedar
#

i have a skeletal mesh and an actor that i wanna grab on runtime, can i place the actor on my skeleteal mesh?

foggy sundial
thorny cedar
#

i tried it and it always snaps out of it

foggy sundial
#

wdym by snaps out of it