#blueprint

402296 messages · Page 509 of 403

opal pendant
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I think it'll work

earnest prism
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It totally does

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Omg, I've been trying to wrap my head around that for a few hours now

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Thank you so much!

opal pendant
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lol np

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always happy to help

shut hinge
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ok where do I store the player controller ref, storing it in the widget says its invalid.

worthy frost
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widgets should have it?

opal pendant
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how are you setting it @shut hinge

shut hinge
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its being set from the construct event in the widget and it don't like it .

opal pendant
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also @worthy frost could you answer my question in #cpp 🙂

shut hinge
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i put is valid, but it passes to is not valid branch with print string so its not getting through to the code.

opal pendant
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which means it's probably null

shut hinge
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i don't understand I already put the set node into the construct event node, it should work.

opal pendant
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could you grab a screenshot of that code?

shut hinge
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hold on

opal pendant
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k

shut hinge
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the widget binding been fixed now for skynar's widget, but still got the get player character issue now going on with the tick in his event graph of the widget.

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i now removed that cast from tick out and connected up now to the level component.

opal pendant
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IIRC putting a delay of like .2 seconds in front of the set My Player Controller Ref node should fix it. the way you should really be doing this is by storing the player controller ref inside the player controller BP and then after you create the widget, call a function that sets the Widget's player controller ref equal to the one in the player controller BP.
so essentially you have a ref in the player controller BP that is passed through a set function which is called right after the widget is created

shut hinge
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ok i put the delay in the construct where the player control ref is set

opal pendant
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alright, but you should seriously consider trying to do what I explained. the delay is just a crude fix

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if it even worked

shut hinge
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i never done that stuff before setting controller ref to be equal to the one in the player controller so i won't know it.... That's why I did what I knew how to do with get player character.

opal pendant
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did the delay thing fix it?

shut hinge
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print string is still saying the player controller ref I have in my widget is still not valid

opal pendant
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then you'll have to do the other thing I explained

shut hinge
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it won't work from the widget that's all I know

opal pendant
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alright @shut hinge I did the code in a BP I made, this hopefully will help

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this first image is inside the Player Controller BP

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so in the Player Controller BP you'll have a Player Controller Ref variable, and inside the Widget you'll have another Player Controller Ref variable

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you'll need to make a custom event inside the Widget BP so you can set the Player Controller Ref from inside the Player Controller BP

shut hinge
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i see that custom event there. For I have all my party member widgets attached to keys 1-9 to switch them into using the registration array..

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and you're creating the widget from a custom event in the controller, while I'm set it up with the keypresses with possess pawn and create the widgets after possessing the pawn. Hmm maybe widgets should've been created first before possessing the pawn. I'm not sure how it works so I possessed the pawn first before creating the widgets.

opal pendant
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you want the widget to be created after the pawn is possessed

shut hinge
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yeah I did it after. I possessed the pawn first.

opal pendant
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yeah

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so if you setup a similar thing to what I just posted it should work now

shut hinge
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ok

opal pendant
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just make sure the widget is being created from the PlayerController BP, not the pawn

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well actually

shut hinge
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all of the party member stats widgets are being created from the player controller

opal pendant
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ok cool

harsh night
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Sorry not familiar with Widgets so probably a stupid question. The Getter for My Player Control Ref is connected to the Setter for what looks like the same My Player Control ref variable in the Event Construct? How does that work?

shut hinge
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The array picks them out they are assigned to their slots. Then they are possessed according to the slot. .

opal pendant
harsh night
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Yes#p

opal pendant
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wait omg xD

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lol yeah it is

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that's why it's null

harsh night
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It’s calling itself

opal pendant
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either way, he still needs to do the system I told him about

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way better than doing GetOwner

harsh night
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Alright good to know there is not some fundamental differences with UMG event graph vars and refs 😅

shut hinge
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so is this a blank widget that this is being passed into?

opal pendant
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it should be passing it to whichever widget you choose right after it's created

shut hinge
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ok

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so you have to put this custom event in every widget you create?

opal pendant
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yes, at least every widget that needs to access the player controller

shut hinge
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so we have to keep creating custom events to put this in every widget ?

opal pendant
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uh yes but only for the widgets that need access to the player controller

shut hinge
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ok

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so that means in every widget that uses it i have to set the controller ref variable in them

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so i guess we just copy the custom event and its ref into the other widgets.

opal pendant
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well you can't just copy paste, but you can recreate it in the other widgets

shut hinge
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ok

opal pendant
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so in a new widget you'd just add a new Player Controller Ref to the variables list, and then add new event

shut hinge
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ok... The leveling up still not working yet for the others. Party members still stuck at level 1 while progress bars fill up and reset. only the command levels up and changes his value.. Now I got to separate the party members variables into their own separate components. That might get it working, dunno.

opal pendant
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sounds about right

shut hinge
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now i'm replacing the bindings with that player ref now its in the widget

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its pretty clever using a dummy widget to pass the ref into

simple lantern
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Damn @shut hinge getting help for the same thing for 8 hrs straight you need to send slackers a fruit basket or something after this

opal pendant
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has it actually been 8 hours??

shut hinge
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how about i send you the star experience lol

opal pendant
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no fucking way

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it has been 8 hours

simple lantern
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way

opal pendant
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xD I just checked the message history

simple lantern
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he's gone through like 5 ppl who have cycled in and out lol

opal pendant
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it started this morning 16 hours ago

simple lantern
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haha jesus christ

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all good I guess, this is a place where miracles happen

opal pendant
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true

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well it's about time for me to cycle out

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back to learning C++!

simple lantern
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you need that old timey clock out punch card thing

opal pendant
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lol seriously though

simple lantern
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chaCHUNK

opal pendant
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when do I get paid?

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imagine getting paid for helping people online

simple lantern
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lol I was about to say

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what a concept

shut hinge
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you guys are wordly

opal pendant
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oh thank you

simple lantern
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not nearly as wordy as someone who's been posting for 8 hours straight my dude

opal pendant
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I think he meant wordly

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not wordy

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I hope

shut hinge
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sorry typo error, I mean worldly.

simple lantern
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oh lol sorry

opal pendant
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xD

simple lantern
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how do I strikethrough lol

opal pendant
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~~

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and then ~~

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test

simple lantern
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boom

shut hinge
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C++ isn't that supposed to be one of the hardest languages? I guess blueprints are tame compared to that.

opal pendant
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I don't think it's supposed to be

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it's quite similar to Java which I've coded in before

simple lantern
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any visual based code is chump change compared to traditional code

shut hinge
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its similar to batch code but more advanced, my game started from batch code before it ended up in blueprints.

simple lantern
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(at least that's what all the traditional coders will have you believe)

shut hinge
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ok

opal pendant
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Bps are slightly less powerful, but you can do just about everything C++ can with them

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multiplayer gets hairy on a large scale though

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(in my experience)

shut hinge
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multiplayer is harder I think

simple lantern
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yeah i think BP comes out on top for smaller scale projects, at least for me, but can get out of hand pretty quick

shut hinge
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lol

opal pendant
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I've just been loving C++ because you can write 30+ nodes of blueprint logic in one or two lines of C++

shut hinge
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now for the levelling component to put each the party member values in , should I make duplicates or children

simple lantern
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I've just been loving C++ because you can write 30+ nodes of blueprint logic in one or two lines of C++
@opal pendant What's a good example of that? out of curiosity

opal pendant
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well I've got this custom line trace shooting script that uses quite a few BP nodes, and I just started writing it in C++ in my new project, and so far it's one line but once I add the rest of it it'll probably get to about 3

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the part that makes it long in BPs is the amount of checks that I need to do

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and reference calls

simple lantern
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that's pretty interesting

shut hinge
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parent duplicates or paremt and child (which one is it for levelling component?)

simple lantern
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I should take a crack at that at some point

opal pendant
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it's a lot of fun

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if you go to learn.unrealengine.com there's a course called Converting Blueprints to C++ that's a great inlet to C++

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also Idk Tozan, you're the one who's making the game, you should know what goes where

simple lantern
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the biggest issue for me is how ridiculous it feels to read through arithmetic and logic like a book, rather than a circuit board, like BP

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"what is this referencing?" scroll scroll scroll scroll

opal pendant
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yeah it took me a while to get used to when I was learning Java

shut hinge
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Well, If I choose to make children of it, I may run into trouble with the parent.

opal pendant
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alrighty I'm heading off for the night, good luck with your coding Tozan

simple lantern
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@shut hinge Sorry I can't help your issue but it might be helpful for you to supplement the questions with google searches to see what else you can find

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@opal pendant peace out

shut hinge
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ok thanks for your help. I'm just not sure when it comese to party systems if you're supposed to make children of their components systems or not. Ok

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no have to make duplicate, not children ok.

trim matrix
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i got an interptoMOVEment component on this platform i disable the tick on component with a line trace so it stops moving but when my player is on top of it and then he tries to jump it will throw him off in the direction i was trying to move before it got pauced(tick disabled)

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if i get a jump a big jump onto it it will actually lowerdown and next time i jump will blast me far off into space

modern cove
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I want to set up a function that updates values based on HasAnyUserFocused Descendents, and I want it to run each time an Arrow Key or Direction on the D-pad is pressed, but I want it to take place after the normal action of moving to the next item on the menu in the chosen direction.

Anyone know I make this happen? (maybe I should try the UMG channel)

normal viper
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So i need some help
https://youtu.be/ZUd4GCO7VMU
Im following this tutorial, i have all the code done but its not working
It seems like the weather contoller cant find the ui, like i cant get the ui and the controller yo communicate at all, for some reason all im getting it nothing
I have confirmed the weather controller is making the tempurature curve as i can get it to print directly to console, but having it print to the ui isnt working

In this video we add world temperature to the game and also display it on the screen so players can see. We'll be using this temperature later on to influence our character's temperature.

If you have any questions or comments please let us know. If you like the video and want...

▶ Play video
white crypt
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i remember he used to skip some parts in his tutorials

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so probably you will be on your own because no one will replicate this tutorial just to find what is missing

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or read the comments

normal viper
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Thaaanks?

simple lantern
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I'm trying to build a mechanic where the player can choose from various objects and place them into the world. When choosing where to place it, the object appears in front of the character with a green highlighted color showing that it can be placed there, or a red highlighted color showing that it can't be placed (like rust or many other base building type games). On left mouse button, the object gets placed permanently and everyone's happy.

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i've finished building the base mechanic, but the selecting different objects and having their material switch from a green highlighted color to it's final material when placed is a little tricky. I'm currently trying to spawn a dummy object and set it's material to the highlighted one, then switching it out for the real object when it gets placed, but I can't figure out how to automatically set the materials of all the meshes within an actor at once without having to do it individually (since I want to select from multiple different object actors)

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Any tips? sry for the wall of text, it happens

maiden wadi
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@marsh meadow Probably, specially if your HUD class is creating them. I use a custom event myself that I call after constructing the widget because I prefer to pass in a few variables sometimes. But there's no reason that OnInitialized shouldn't work I wouldn't think.

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@simple lantern I do the exact same thing by using a separate construction actor. This actor gets a building ID passed in. The building ID looks up a datatable that has all building information like the static mesh a building part should be, if it should be relatively offset, building snap locations, etc. It handles it's own material swapping of can/cannot place here etc and handles all of the logic of whether the object type can be placed in that location, where it should snap to, etc. And on final commit, the construction actor just spawns a BuildingPartActor and passes in that same ID to make that actor set itself up in the same manner that the construction tool was doing but with extra things like maybe wall health, etc, and more importantly it uses the default static mesh material so no need to assign a different one on commit.

simple lantern
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@maiden wadi Really helpful, didn't even know about data tables. My plan was to tuck away some values somehow into each buildable object, and then reference them when spawning in order to get snapping points/upvector/etc.. So that's a helpful alternative right there.

late gorge
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everything is saved and compiled

maiden wadi
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@late gorge What kind of object is the macro library for? What Parent Class is the blueprint you're trying to use it in?

late gorge
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its... literally in the screenshot

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it's a custom controller based off ALS's controller

maiden wadi
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That is odd, let me test really quick. Haven't used libraries that low on the chain, I usually make them out of Object or Actor.

late gorge
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don't tell me it only works in subclasses :\

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or some other d\_/mb s***

maiden wadi
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@late gorge Simple test would go with your issues. Made a library of the same class as my player controller, cannot see the macros. Created a second library one level up from my player controller and my player controller can see those macros.

late gorge
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...

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tnx

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but simple test assumes im expecting the engineers to have gone "yep, that's intuitive af"

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to only make it available on subclasses

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like really? a bunch of stuff i need the macro for is IN THE PARENT CLASS, why would... whatever

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not worth getting pissed off about

maiden wadi
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I think that the assumption was that people would create macros in the classes that they needed them in, and that more generalized macros needed in multiple classes would go in higher class libraries.

simple lantern
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Hmm so the way I have my build mechanic set up checks to see if the object's "ghost" (the temporary model that is spawned in front of you while you look for a suitable place to put it) is overlapping with an already built object, and if so, turn red (and disable ability to place there). However the objects that can be placed contain collision components such as box triggers for a motion sensing light. So when I want to put another object down, it turns red when overlapping with the placed objects trigger box, and not the mesh component itself. As far as I can tell, there's no combination of collision responses that will allow the ghost object to overlook the trigger box when looking for a place to build. Is there a way to specifically omit two different components from colliding?

late gorge
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kind of a dumb assumption... if i need a macro outside the class (which is exactly what a macro library does, it exposes the macro structure to be used elsewhere)

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i'd make it a function if i wanted it to be directly accessible... except functions dont have flow control

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goddamn ue you still really ruff under the surface 😄

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this way i have to subclass the bloody thing... which means i have to cast in macros

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kinda defeating the point

maiden wadi
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@simple lantern Custom collision channels probably.

simple lantern
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@maiden wadi The issue is that the trigger volume for the object that gets placed generates an event on overlap, which exactly what the object ghost does. So they occupy the same channel

maiden wadi
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What is your trigger volume supposed to detect? Just moving players, or?

simple lantern
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yeah the player when moving

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is there a way for the ghost object to detect overlap for only certain kinds of components? like in the same way that you would cast to all BP classes, or BP's that use a certain interface. Is there a way to set up a check where it only collides if it's a certain kind of object?

maiden wadi
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Hmm, you could either get complex with checking the overlapping components, or make it so that your checker doesn't check for pawns and your trigger volume only does. That or create a new type, make the trigger volume that type that detects pawns, and make the builder detect all except your new type that is the trigger volume.

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I'd opt for one of the later two, because your component checker has the potential to keep getting more and more complex depending on how you do it and what you might add later.

simple lantern
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that helped me, i figured it out

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i'm more clear on the collision channels now, thanks

maiden wadi
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Took me a bit to get my head around them.

simple lantern
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i'm going totally crazy, I have an actor and a dummy copy which only contains the mesh components. The dummy copy refuses to generate an overlap event. even if I create a primitive cube within the dummy actor and set it to the exact same channel settings and collision settings as the dummy static mesh, the cube will generate an overlap event and the mesh components wont

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hmm seems to be the use of complex geometry as collision. I have to generate simple collision instead, and then it works

late gorge
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@maiden wadi so... uhh... reparenting that macro library didn't do anything scratch that, seems something wasn't saved

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tnx for the assist btw

jovial bobcat
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I need some help, Is there a way where you can make the root component of a pawn its head and not its centre

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because i have a homing system and I want the bullet to go towards the head not the centre of the enemy

late gorge
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a root component doesn't work like that

jovial bobcat
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??

late gorge
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either add a scene component or something of the sort to the root component

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and reference that in your homing system

jovial bobcat
late gorge
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or add a variable vector

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and use that

jovial bobcat
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??i dont know how i can do that with this

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cause its not one speccific enemy

maiden wadi
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Is TargetToHit an Actor reference?

jovial bobcat
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yeah

late gorge
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so in your TargetToHit ref's class, you have to have something to reference to guide your missile

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so an actor ref... won't do in this case afaik

maiden wadi
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Create an Interface. Implement it on anything you want to be hit. In anything you want it to be hit, return what component you want to be hit. Make a message call on the actor reference from TargetToHit. Use that return the same way you are now.

late gorge
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you will have to change your event's input if you use my solution tho

jovial bobcat
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I do have a enemy interface

late gorge
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add an interface that returns the point to guide towards

jovial bobcat
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but i dunno how i can get a referacne to the interface with the code

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on target to hit

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because its just a pawn referance and its anypawn

late gorge
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you can call any interface on any actor

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its up to you to know what you're doing

jovial bobcat
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i will try?

late gorge
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usually preceeded by a "does implement interface" call

maiden wadi
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Here, I'll give you a small demonstration.

jovial bobcat
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ok thank you

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what is the node call that you guys want me to use

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i do have this but this is only a boolean value not anything location wise?

late gorge
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give auth a minute to make the demonstration, it'll be clearer after ;) also making one, wanna see how it compares :p

jovial bobcat
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ok yeah i will be quiet

maiden wadi
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First you need an interface. The function in it should look about like this. Single return with a SceneComponent reference.

jovial bobcat
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yes

maiden wadi
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Add that interface in the actors that you want to get the components from, and then implement that interface function like this.

jovial bobcat
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is it called a property referance

late gorge
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that... sounds project specific

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check the inheritance chain of PropertyReference

jovial bobcat
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??

maiden wadi
jovial bobcat
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also my thing is read only

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on my interface

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I was able to edit it before

late gorge
maiden wadi
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The interface function will be read only in the interface. You need to implement that function in the actors you want to get the component from.

jovial bobcat
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oh

maiden wadi
trim matrix
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Anyone know why my aim offset wont apply when I'm setting my actor rotation? Like the value is still being calculated, but the aim offset just wont apply.

late gorge
jovial bobcat
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ok i will try that

late gorge
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  1. shows the 2 ways to go about setting up your bullet's interface
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one with direct ref, other via the interface

maiden wadi
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Yep. You can even use the false on the does implement interface to make it use the root component for anything you haven't put that interface in.

late gorge
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you probably want the latter

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Yep. You can even use the false on the does implement interface to make it use the root component for anything you haven't put that interface in.
@maiden wadi very good point 😄

jovial bobcat
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Umm i can get the interface thing out of my actors to hit

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oh

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wait is it a message

maiden wadi
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It should be something like FunctionNameYouChose(Message) or something like that.

jovial bobcat
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yeah i got it

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and it seems to work

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but not the bullet dosnt hit the enemy anymore

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this node gets triggered

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but the enemy dosnt lose health anymore

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wait the event name is wired and stuff

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I think i might have to make two separate interface

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one is just for taking damage

jovial bobcat
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Ok i fixed all of it

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Thank you guys for the help @maiden wadi @late gorge

late gorge
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np :)

shut hinge
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hmm w and s no longer work. only can move a d

humble scarab
maiden wadi
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@humble scarab It's kind of hard to read most of that. Initially all I see is you trying to save pointers to something, and pointers never persist through UWorld changes, which means opening a new level or restarting the game. So I'd assume that it's just choosing your low poly one by default.

shut hinge
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how do I get the up and down keys working again, they no longer responding. I can only move left or right.

humble scarab
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Would you suggest scrapping it all and trying something else? I was following a youtube tutorial and it's easy enough to follow a new one, more practice!

shut hinge
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my player character can't move forward or back, but when i go into debug mode the spectator camera moves around ok.

maiden wadi
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@humble scarab Dealing with savegames I try to just remember that any sort of blue pointers won't persist. What I'd try doing instead is set some sort of int in the savegame file, and on level load, have your cat character things get the savegame file and set their own mesh based on that.

cold sinew
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Hello Guys
When i Duplicate actor in the world its not see the duplicated Actors just first one why ?

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Just the main actor who works with functions but the rest not counted

maiden wadi
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@cold sinew What exactly do you mean by "Duplicate Actors"? Do you put multiple in the level before starting it, spawn more, etc?

cold sinew
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Alt + Drag xD ,,, Yes i have Garbage Actor and enumration Specific this Type of Garbage
I put main one in world and set mesh and type for example Plastic
the 2nd one Glass
when i Duplicate them with same type its not working

distant olive
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I need to implement footstep sounds. I usually do this with anim notifies, but this time I have multiple animations over many blend spaces. Is there any better way to do this than to manually add notifies to 50+ animations?

maiden wadi
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@cold sinew I'm not sure what you were expecting it to do? It created a second instance of the same class that you already had there. It created a duplicate.

distant olive
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@cold sinew What you see to the right in the "World Outliner" is what's in your world currently. The field at the bottom of your screen is the "Content Browser", where all your content is.

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@cold sinew I can recommend watching a video on Unreal Engine basics, it will cover a lot of these things for you! 🙂

cold sinew
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😄 You misunderstand i meant another thing was just showing what i have Shrimp

distant olive
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@cold sinew Yeah I must have misunderstood.

cold sinew
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this what i meant now when i pick the first Actor i've placed its count it true and set the progress bar also true without any issue but 2nd one not counted when this event finish

distant olive
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So you are pressing E twice, but it only works for one?

cold sinew
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ohhhhhhhhhhhh

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im sorry really sorry im so dumb

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im overwriting the same value i have to add it xD

tough ore
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Hi! What should I put in the Object wildcard slot on cast to when casting to widget

marble tusk
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A reference of the widget you're casting to

wind harbor
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Why is there no Add Anim Notify Event in my AnimationBlueprint node list?

maiden wadi
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@tough ore Casting does not actually get you anything. It's like a mold. It needs something put into it before it can output something useful.

wind harbor
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Sorry, I mean, does anyone know why? I'm very confused by this =d

marble tusk
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uncheck context sensitive maybe?

wind harbor
white crypt
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you dont have any notifies

harsh night
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What the cast basically does is to ask the object “yo, are you a <type of whatever you are casting to>?

white crypt
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so it doesnt show any

wind harbor
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@white crypt Ooh, ok 😮

white crypt
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look at the tutorial where he adds them to the animation itself

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unless the tutorial skips that part

wind harbor
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But I made a AnimNotify

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Maybe it does not qualify some how =dd

white crypt
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is that animation using the same skeleton as the one in your animbp?

wind harbor
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Yupp

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Only have one skeleton in the project atm

worthy frost
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Notifyer?

wind harbor
worthy frost
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that is not the same notify tho

wind harbor
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I just made a AnimNotify, maybe that's where I'm over thinking

white crypt
wind harbor
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Ah ok =d

white crypt
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you add it here

wind harbor
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Ah ok, yes, I should not have made my own notifyer as a blueprint =d

white crypt
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click new notify and then it should appear in your animbp

wind harbor
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Just add new Notify, I don't know why I thought I had to make my own blueprint

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Yes it did, super super tnx 🥳

white crypt
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blueprint can be used too, it can hold some logic inside and can be reused

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but i think you just want a simple skeleton notify

wind harbor
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yupp ^^

pallid inlet
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What's the difference between Get Player Pawn and Get Player Character?

worthy frost
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one returns a Pawn, other returns a character

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Character is based on Pawn, which is based on Actor

pallid inlet
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Character is based on Pawn, which is based on Actor
@worthy frost what if I have set enemies and character as pawns? Would it still work?

worthy frost
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not for ai, no

trim matrix
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Does anyone know why my aim offset won't apply when I am setting my actor rotation? The variable is still be calculated, but for some reason the aim offset will just stay at whatever it was before I started setting the actor rotation.

marsh meadow
#

@marsh meadow Probably, specially if your HUD class is creating them. I use a custom event myself that I call after constructing the widget because I prefer to pass in a few variables sometimes. But there's no reason that OnInitialized shouldn't work I wouldn't think.

@maiden wadi Thanks. Another thing I would like advice is how things might be handled when I put the Widgets there myself. Or it is just better just to spawn them and not worry about the hassle?

maiden wadi
#

@trim matrix Is this for a third person aimoffset to make the character aim up or down based on pitch?

#

@marsh meadow How do you mean by put them there yourself?

marsh meadow
#

Placing them in the Widget Design Editor.

#

I'm not sure how to say. I'm designing a Widget. Inside that Widget, I put another ones I have made.

trim matrix
#

@maiden wadi Yes it is. Im setting up a turn in place and when I turn the aim offset gets stuck at its last position even though the variable is still being calculated and it will teleport to the correct position after the turn in place is completed. It also does this while running because I need to set the rotation there too.

#

Works fine while standing still though

maiden wadi
#

@marsh meadow I do the same. For example, I primarily use two different UI windows. One is for transfering stuff between inventories, the other is to display the character's inventory and other stats. In both of those I use one or multiple versions of the same InventoryWidget which is a third UserWidget that handles all of it's own stuff by just getting an inventory reference passed to it. But for the main windows, they are created in my HUD on button press. For example for the Transfer one. A line trace sends an interface message to the inventory's actor. That actor gets the HUD and tells it to open that window and passes itself in as a reference to use in the Widget later. If the Widget exists it just opens it or closes it if it's already open, if it doesn't exist, it creates it and then opens it. Just a few screenshots for clarity.

#

The HUD doing it's stuff.

marsh meadow
#

So, you always spawn them?
Never "put it there ready to be used"?

maiden wadi
#

It only constructs it the first time. Then it's saved as a pointer in the HUD, and a second pointer is saved in that Set for looping over all available windows, such as the CloseAllUIWindows macro in the last image. That's what the first IsValid node is for.

#

I do it this way so that if for any reason that you needed to wipe the UI, for glitches or bugs, you can remove all widgets and then just reopen this and it'll just simple create a new one as it did the very first time it was used.

#

But since it'll be valid the second time it's used, it won't create a new window, it'll just use the one that's already there. It still exists, it's just not in the viewport, so it just tells it to update itself and add it back to the viewport.

marsh meadow
#

Thanks again. I'll absorb this and experiment for a few hours. Do mind if I contact you again later, if needed?

maiden wadi
#

Not at all. Just ping me on here, I'll see it at some point.

severe cliff
#

dont know if its visible

light fractal
#

I'm no material expert, but I can try to help
What is the issue?

#

dont know if its visible
@severe cliff Do you mean you're unsure if the text in the image is large enough?

#

or do you mean the material is acting weird with visibility

severe cliff
#

@severe cliff Do you mean you're unsure if the text in the image is large enough?
@light fractalyess

light fractal
#

I can read it

#

dont worry 🙂

severe cliff
#

nos, the problems is written at the bottom of the image "Invalid node....

#

oh good

light fractal
#

I'm not sure if that's the issue though

severe cliff
#

the material was working but then I tried to add a cliff layer that appears when the relief increases or decreases

light fractal
#

alright

#

lemme think

#

there's no error banners under any nodes inside the material itself

#

in my experience that usually means that there's something causing the problem at runtime

#

wait, is there an error preventing you from compiling the material?

#

if so I'm completely wrong lol

severe cliff
#

yes, ill try to translate the warning that appear

#

my unreal is in portuguese

light fractal
#

oh ok

#

thx

hexed coral
#

hi what type of blueprint do i need if i want to put it inside another blueprint? Its just that i made this 3d umg blueprint and i want to put multiple versions of it inside the player pawn in different positions.

light fractal
#

this lets you treat your new blueprint like any other component, putting it inside other actors

hexed coral
#

oh i see. I tried that but i dont see a viewport for me to put components in.

#

it only has a graph

severe cliff
#

if so I'm completely wrong lol
@light fractal the current material has compilation errors, so it will not be rendered correctly at the SM5 level of the resource

#

this is what the warning says

light fractal
#

alright

#

hmm

#

I don't think I can help you much more than this

#

I recommend asking around some more, maybe on forums

severe cliff
#

oh its ok haha, thanks :D. I'll ask around

light fractal
#

thx

#

I wish you luck

rancid quartz
#

Good afternoon. If I'm calling a function on a class that already has a reference to the caller, is there any performance difference in the two ways the function could access its data? Function parameters vs directly through the reference.

maiden wadi
#

@rancid quartz Do you mean is it quicker to pass in variables from the caller in the called function, or use the one running the function's reference to the caller to get variables from the caller?

rancid quartz
#

Exactly.

maiden wadi
#

Hmm. That's a fair question. Never considered it. Lets find out.

rancid quartz
#

Do you think it's likely there's a difference?

light fractal
#

Hi! Could I get some help running an event on a particular client?

#

I'm trying to set the visibility of a weapon viewmodel, only that players' view

rancid quartz
#

Hey Alef, you might have better luck asking in #multiplayer .

light fractal
#

oh, thanks

maiden wadi
#

@rancid quartz Okay. Did two basic things.

rancid quartz
#

Thanks for your time. What did you find out?

maiden wadi
#

Function is called the exact same way. 20,000 times per run. Pretty much identical results.

rancid quartz
#

That's what I expected. Okay. I'll probably stick with references since I just don't like having input wires cluttering up my graphs.

#

Now I'm wondering if promoting variables is faster than references.

#

That is, is it more efficient when in need of a property from another class to promote it to a variable or to get it through a reference to its parent class every time you need it.

spark bridge
#

I ain't expert on the matter, but wouldn't storing the ref better?

rancid quartz
#

I dunno!

spark bridge
#

I highly assume the Engine does a validity check for everything you call.

#

Like if you call via the parent, parent will be validified as well.

#

I don't think it's a massive new world discovery of optimization, however I would rather holding things as reference instead of "reaching out to where it belongs."

rancid quartz
#

So you promote as early as possible if you expect to make multiple calls to the property?

spark bridge
#

Yeah why not? Imagine you want to call out to a kid. Which one would be better? Shouting to the kid and make him hear you, or shouting his mom to make her hear you out first so she also calls out to the kid by shouting him to look at you?

#

🤔

#

Imagine the kid being valid but not the mother in a situation.

#

Calling kid's ref would be valid but in other way you would have to make sure his mother exists too.

#

Or else you gonna get accessed none error for no reason.

rancid quartz
#

I see, yeah.

#

Thank you.

#

Looks like I've got some promotions to give out.

spark bridge
#

No problem. I am DEFINITELY NOT stating that holding a ref is/isn't good for optimization, because I got no clue about how those stuff work.

#

However, if I wanted to develop an Game Engine or a code language, I would think holding a ref would be better. 🤔

rancid quartz
#

Thanks for your help.

maiden wadi
#

Well, like that test showed, there was no difference between passing in values vs using a REF. So it really comes down to what makes your code flow better and what is easier. Using the pointer means you need to make sure that it's valid when you make the function call. Passing in values is always safe.

rancid quartz
#

Thanks, Authaer.

zealous moth
#

in a hierarchichal instanced static mesh, how do i get an instanced mesh at an index?

maiden wadi
#

@zealous moth I'm not sure that's how you're supposed to use them. What is your use case for needing that specific index?

#

@rancid quartz Also, random fun fact from that test and a good stress about how important making sure something is valid. I started that at 5,000 calls and messed up the pointer set so it was invalid. Performance marker came up at about 1,120. Once I fixed it, both of those tests with 20,000 calls was only 49 on the marker.

zealous moth
#

@zealous moth I'm not sure that's how you're supposed to use them. What is your use case for needing that specific index?
@maiden wadi I want to get that mesh and change its index

#

it's material**

elfin hazel
#

You can only change an instances transform data. You can't change the material of it, the ism component has the material data.
You'd have to remove the instance and add a mesh with desired properties in its place.

solar bison
#

I've downloaded a plugin. Created a C++ class that inherits from the one the plugin gives me.

When I create a blueprint out of the C++ class I created, everything craps out when I set stuff up. Any advice? There seems to be some data loss somewhere while converting.

hexed coral
#

I want to make a blueprint where if a trace gets close to an object it triggers an event but when it reaches the center it triggers another event. How can i do this?

#

I had 2 sphere collision, one outer and one inner sphere, but when the goes to sphere collision 1 it works fine but the center sphere collision wont get recognised.

devout wedge
#

Hey guys, I'm playing around with the replay system, do anyone know if we can save/load replays to/from a file?

brittle fiber
#

Hi there is a BPSubUVMaker in Volumetic Plug in .. I Assume I can render texture into sub UV... Noob that spent 30 Hrs exploring volumetrics.. How to use it or how to find subuv textures

pine trellis
#

can someone help i made a childactor and picked the BP_characterBase as the source but its saying that it doesnt inhert from the child actor

#

how can that be if bp-characterbase is the parent

elfin hazel
#

When you type "childactor", do you mean the Child Actor Component class?

pine trellis
#

yes

elfin hazel
#

The child actor component holds a pointer to an actor class. In order to get that you need to call Get Actor of the Child Actor Component, which returns an actor. And then you can cast that actor.

pine trellis
#

if I go get BP_characterbase nothing comes up

elfin hazel
#

It's a function that returns the actor.
Child Actor Component -> Get Actor -> optionally cast actor to BP_CharacterBase.

pine trellis
#

yes I had to get child actor thnaks

weak cosmos
#

Hi there, I am having issues with savegames but couldnt find any clues, is there any problem with this setup? Can I get class of the object with this way?

zealous moth
true plaza
#

I want to implement a running dog that picks up a ball. Does it matter if it's a Physics Asset vs Skeletal Mesh

trim matrix
astral granite
#

What's up guys, how's it going? I have a problem my flash muzzle does not fit the tip of the gun, here is a video and some pictures:

fallow epoch
#

Hey guys I'm a super noob when it comes to blueprints. Does anyone have some time to answer a few quick questions.

wet siren
#

just post your questions :v

#

we're all here to help

nocturne remnant
#

I'm not sure I'd categorically volunteer everyone

wet siren
#

e v e r y o n e

nocturne remnant
#

hey, some people just build trees

fallow epoch
#

I'm trying to rotate a character when a correct input has been done. What node do I use to rotate the character?

sudden lynx
#

Do you want them to rotate directly from the input, like when the user pushes a gamepad thumbstick in a direction? Or do you want them to play a rotating animation toward a certain point, or...?

fallow epoch
#

I'm essentially trying to recreate the N64 bowser toss. I've got my vector 2d variable.

nocturne remnant
#

Yeah, welcome to, "it depends"

sudden lynx
#

Ahhh

#

Mario 64 grabbing Bowser by the tail and spinning him around to throw him

fallow epoch
#

yup

sudden lynx
#

Which character are you trying to rotate, Mario or Bowser?

#

I mean obviously both but one of them is controlled by a player and the other is controlled by the guy holding him

fallow epoch
#

I'm trying to get the joystick rotation to rotate the player character.

sudden lynx
#

Okay you have your control inputs mapped in Project Settings > Input. One for X axis of the thumbstick and one for Y axis.

fallow epoch
#

Yup I've got my vector 2d outputting the correct directions

sudden lynx
#

Oh you already got that

fallow epoch
#

Using the x and y axis.

sudden lynx
#

OK

#

And it's pointing the right way, so you have the correct math, you just need the character to face that way

fallow epoch
#

yes

#

Right now I'm only using 4 quadrants to make it simple

nocturne remnant
#

It's been a long time... does he actually make a full (or more) spin before the throw?

sudden lynx
#

Does the character already move directly in the 2D direction you point the thumbstick when it is walking around normally?

fallow epoch
#

multiple spins before he is gets a full throw

#

I'm using a 3d game space. But I have my right joystick set up to output the direction it is pointed and it can reference four quadrants.

#

I have to have another button held down to enter throwing mode

sudden lynx
#

Does your CharacterMovement have the checkbox ticked for Use Control Rotation?

fallow epoch
#

I set it up so the directional input doesnt react to the joystick.

true plaza
#

should I use AttachActorToComponent

fallow epoch
#

When in throwing mode

sudden lynx
#

@fallow epoch Hmm so you're not using the built-in way. Does it work to just SetActorRotation based on RotationFromX of the 2D vector you made (promote it to a 3D vector with Z in the neutral position). This is really just a guess. Might be able to use trig to set the angle too, like arctan.

earnest pendant
#

so, my Check if Headshot function is receiving a 'none' value to the Target. even though it passes a Cast and an Is Valid, how does this even happen?!

sudden lynx
#

@true plaza That's a connect component to component node so you need to get the parent actor's component too, not just the parent actor.

#

So pull the wire out from the parent actor and get the component you want to attach to. I think there's also a attach component to actor node you can use instead.

nocturne remnant
#

@fallow epoch Let me make sure I get what you want to do. Your character is facing some direction, and you want to spin several times stopping at the direction you're pressing

fallow epoch
#

@nocturne remnant Thanks man you set me in the right direction!

#

This helped me ask google the right question haha

nocturne remnant
#

I'll see if that's more or less what I was going to tell you

#

It's actually not because I didn't realize you were wanting to manually spin the character with the thumbstick.

fallow epoch
#

Well it all worked out in the end haha.

jovial bobcat
#

Umm Is there a reason why i cant connect these

#

I even filtered the array to makesure there is only pawn in there

maiden wadi
#

Pawn != Actor

nocturne remnant
#

Also, if you didn't already run across it, FindLookAtRotation is a pretty helpful node

maiden wadi
#

That's odd though. Usually a higher level class should be able to go to Actor in an add.. maybe. Let me check.

#

@jovial bobcat I can do pretty much the same thing and it works. What exact kind of variable type is that Array you're getting from?

jovial bobcat
#

its a pawn array

#

Umm

#

the wired thing about this is

#

I can connect them

#

but i have to connect the single one first

#

then the array pin

#

and everthing works

#

but when i restart the enigne

#

it break the link and gives me a error

maiden wadi
#

I don't understand what it means on that error though... It says Pawn Object Reference ( by ref )... and it's not passing it by ref, it's passing it by value, because it's the little circle thing.

jovial bobcat
#

and im using the newest enigne

#

so it passing the wrong thing?

maiden wadi
#

How did you get that Get node? Dragging off of the Array pin it's connected to?

jovial bobcat
#

yes

#

i didnt have the array filter befgore

#

i got it staright from

#

for each loop

#

it has has the same problem

#

I can fix it by connecting the array node last

#

but when i restart the enigne

#

it breaks

maiden wadi
#

And if you hover over that array pin it says "Array of Pawn Object References" ?

jovial bobcat
#

oh

#

i will change thta

#

which one do i change it to

#

oh nvm

#

i m stupid

#

you meant this

#

it does say that

#

yeah this was my old error

nocturne remnant
#

I honestly can't figure out how you've managed to break this

maiden wadi
#

What I don't understand is that By ref part... Nothing there is by ref.

jovial bobcat
#

anythign

#

i could try

#

This dosnt break for some rreason

#

but some how the other one breakes

#

ohhh

#

I disconnect the does inplement interface

#

node and it can connect now

trim matrix
jovial bobcat
#

nvm now this dosnt connect

#

is there like something above pawn

#

like for all objects in the world

#

for the array

#

could it be that im using capsule overlap actors

#

and it dosnt get pawns?

nocturne remnant
#

as in they're a TriggerCapsule?

jovial bobcat
#

???

#

also I keep on saying that i cant put a actor array into a pawn array, but the node only outputs pawn and I dont know how to make it output actor

#

also

#

i put in a a array of pawn and it comes out filtered as a array of actors?

nocturne remnant
#

a) No one has any idea what you're doing or trying to do. b) If you're getting overlapping things, you don't need to filter it afterwards because you should have already filtered that on the node at the start.

jovial bobcat
#

Yeah

trim matrix
#

@jovial bobcat you can use casting to get references for actor / pawn relationships.

harsh night
#

Create a new blueprint and search for pawn in “all classes” at the bottom if you want to see what the hierarchy looks like

marsh meadow
#

Is there a way to get my HUD X not to be destroyed when I load a Level which in GameMode, it isn't X my default HUD?

coarse coral
#

Is there a way to get my HUD X not to be destroyed when I load a Level which in GameMode, it isn't X my default HUD?
@marsh meadow Did you try setting the HUD to the player controller?

#

Also I have a question on my own, how can I fix a speedy issue with the character? More often that not, the max acceleration changes suddenly and I have him zoom around the level. Even when I set the max acceleration to a specific value on Event Construct.

marsh meadow
#

@coarse coral Thanks for the tip. I don't know how to do that, I'll take a look.

#

The maximum I'm doing right now is communicating through functions to pass/receive some data

coarse coral
#

@coarse coral Thanks for the tip. I don't know how to do that, I'll take a look.
@marsh meadow You can create a character controller class and throw the nodes to create the HUD widget in there on begin play

#

Lemme-

#

You create a new blueprint class

#

of Player controller

#

then when you open it up

#

You connect your widget to Begin Play

marsh meadow
#

Hmm, I already have a player controller, but now, only my Pause Menu is there. You're saying that I can migrate all of my HUD to my PlayerController?

coarse coral
#

Hmmm not specifically, at least the ones that will be consistent.

#

E.g. a healthbar

marsh meadow
#

I'm seeing. Keep there only the things you want to keep "forever" while the game is running.

coarse coral
#

Pretty much, because they'll start up once the player becomes active, and will remain until something ungodly happens

#

You can also call it on the player Blueprint itself

elfin inlet
#

Hey guys, i'm having some issues with movement. I posted it on #animation , could you just check it out? I think it is a vector issue

marsh meadow
#

Thanks for the tips, I have a much better idea now. 😄

jovial bobcat
#

@trim matrix Thank you so much, that fixed it somehow

tired arrow
#

Hey so I'm trying to animate my npc to look towards the character and am using the Look at node but despite the interpolation time the npc's head just snaps around.

#

If anyone could give me help that would be much appreciated! Please @ me 🙂
It could also maybe be the interpolation type?

trim matrix
#

trying to teleport my character to to line trace hit vector but it will fail if i don't do a little math and i want it always to work but i can't get the math right

tired arrow
#

@trim matrix where is the line trace going?

#

Also could you include a screenshot?

trim matrix
#

from my camera to a wall

tired arrow
#

Screenshot?

trim matrix
#

this is were i teleported

#

my linetrace hitnormal

karmic zealot
#

@trim matrix show everything. Also explain one more time what you want to do. Then explain what is actually happening.

trim matrix
#

I'm trying to teleport to my line trace hit location basically

karmic zealot
#

okay. you are doing that

trim matrix
#

just trying to make it reliable

karmic zealot
#

explain...

#

I asked for two things

#

well 3, need to show the whole BP

nocturne remnant
#

That's a pretty short version of what I wanted to say. Very often people aren't at all clear about what they're trying to accomplish. It's usually "I want to <something vague> and it doesn't work"

trim matrix
karmic zealot
#

...

#

why are you showing me "simplification"

trim matrix
#

what don't you understand

karmic zealot
#

I am only going to assume that is what you want

trim matrix
#

i'm just trying to get to the hit location or near it

karmic zealot
#

Just pretend I might know more than you for one minute

#

And I am asking you very good questions that I need answered to help you

#

Just pretend for a few minutes, indulge me here.

trim matrix
#

so the biggest problem is

#

when i shoot like angled traces

#

it fails

karmic zealot
#

What fails?

#

The TP or Cast?

trim matrix
#

the teleport function

karmic zealot
#

What happens?

trim matrix
#

does noting

karmic zealot
#

What is "failure"

trim matrix
#

does nothing

karmic zealot
#

Did you do a print string off that Bool Return Value?

trim matrix
#

i know ive been fooling around for a while

#

if i don't teleport its just simply false

#

like it doesn't fail all the time

#

i can do stuff like get point in radius on nav mesh function

#

pretty reliable

#

maybe i should do that and just use my line trace hit impact Z location

karmic zealot
#

Is this a FP or 3rd Person game?

trim matrix
#

for me fooling around basically

karmic zealot
#

Why do you want to jump into a wall?

trim matrix
#

its like a teleport skill i guess

karmic zealot
#

To a wall?

trim matrix
#

i dont always trace the wall hahaa

#

i do floors haha

karmic zealot
#

Why not just TP forward vector of player?

#

Use the line trace to make sure there's no wall in front

#

to prevent it from TP through walls

#

Anyway, collision are probably the issue you're running into

trim matrix
#

hmm never thought about it that way

karmic zealot
#

But usually it'll move you out itself

#

get a bool from that pure line trace

#

if it hits, don't TP forward

nocturne remnant
#

relying on physics depenetration is a terrible idea, for sure. Not a lot of "best case scenarios" there. You're either going to fall through the world or have the physics system shoot you into orbit

karmic zealot
#

if nothing's in front, TP destination = GetCharacterMesh->ForwardVector x (float, how many units you want to move forward) ) + GetCharacterMesh->GetWorldLocation

trim matrix
#

yah i ll report back

#

forward vector is pretty good

nocturne remnant
#

Or set your destination to the hit location minus the radius of your character's collision volume so you could teleport to something but not inside or through it

trim matrix
#

how would i minus the radius of my character?

#

basically what i was trying to do before was using the hit location vector getting its direction from my camera

#

then applying an offset

#

just couldn't figure it out

trim matrix
#

found a good solution its really simplex

tawdry bridge
#

Hey guys I'm a massive newb with blueprints, I made a blueprint that calls a bunch of floats from a parameter collection so that I can edit the collection values from a BP, however when I launch or simulate the game, the floats return to their unmodified values

#

So when I edit any of these and hit simulate it just returns to default

#

Assuming I need to do something to kick the construction graph into running at runtime start

#

I think what I want is a data only BP

nocturne remnant
#

construction script is executed whenever the object is instantiated or whenever you change something in the editor. If whatever is using those parameters already exists when it executes, it's not going to do anything

wet siren
#

you can maybe move what you have to another function then call that in constructor and on beginplay?

nocturne remnant
#

actually, in this case, I think I said that backward

#

it needs to already exist to update those parameters

tawdry bridge
#

I'm basically just trying to make a more convenient parameter collection

#

I'm calling parameter floats, and then I want to be able to edit those in the details window and have them stay there at runtime

nocturne remnant
#

put it in a begin play in the event graph instead of the construction script

tawdry bridge
#

kk

#

So pasting it after the begin play does solve the runtime error

#

But Deleting everything in the construction script doesn't give me results unless I simulate

#

So should I leave the same setup in both places?

wet siren
#

you can move it to a macro

#

and call the macro in both

nocturne remnant
#

that does mean that it's going to run it twice whenever you play or simulate it

wet siren
#

i don't think it should be a problem as the code above looks idempotent

#

if it's a concern for any reason you could also mark it in the constructor as editor-only

tawdry bridge
#

Ok thanks folks!

nocturne remnant
#

I don't know how you set something to editor only outside of c++

still trellis
#

anyone know how to use an event as a parameter for an interface function? I want to have my interface include a function "BindToDelegate" which takes an event, and the implementation would bind that event to a delegate inside the class, that way I can use event dispatchers without needing concrete references

wet siren
#

i don't think delegate is a blueprint type (eg i don't think you can use it in functions)

still trellis
#

any way to create something like "Set Timer by Event" or "Bind Event to Delegate" in c++ and expose it to BP then so I can pass it events?

#

or functions even

wet siren
#

oh yes

#

I believe varest has some of those

still trellis
#

on a similar note, any way to set a blueprint delegate to be "private callable" so other objects can bind to it but not call it?

still trellis
#

actually just in general limit a function access specifier to something like a friend class? basically i created an object that has public "BindTo" functions, but i want the "Call" functions to be only callable by that object's owner

surreal peak
#

Not sure the private stuff ever worked for BPs

#

You can mark stuff private, not sure about the delegates though

#

I never saw anything friend class related in bps

rich lava
#

anyone able to help in support voice call

lucid cargo
#

I want to make a telescope (not that important), and what I want is to be able to move the camera it uses using the mouse while also clamping the Yaw&Pitch the problem is I only found 1 way of doing it and it doesn't work as well as I was hoping.

#

This is what I have so far (ignore the ugliness of the nodes, I am transferring it into c++ once done so don't really care how it looks)

#

The problem is that MouseX&Y will go past the Clamp Point so in order to move the camera again I will have to move my mouse in range again. Also this isn't part of the character, this is an independent camera.

maiden wadi
#

@lucid cargo I wouldn't think you would need to do anything other than make a pawn for the telescope, let your player possess it when interacting with it so that their character controls are no longer working. Then use the same mouse events you use on the character, and set relative rotation of the piece you want to move and clamp it's angle.

#

Is this at all for use in multiplayer?

lucid cargo
#

I will not be using multiplayer, but what you are suggesting does sound more logical and what I should've done. I guess because I used Unity a lot I am still not familiar with all the capabilities of UE4 and work patterns.

#

Thanks for the quick response and help 😄

shy path
#

after importing this huge fbx mesh i created into the scene, i get this error:
[2020.08.09-08.41.50:177][141]LogScript: Warning: Script Msg: Divide by zero detected: 0.000000 / 0
Script call stack:
Function /Game/AdvancedSocialSystem/Demo/Animations/ThirdPerson_AnimBP.ThirdPerson_AnimBP_C:BlueprintUpdateAnimation
Function /Game/AdvancedSocialSystem/Demo/Animations/ThirdPerson_AnimBP.ThirdPerson_AnimBP_C:ExecuteUbergraph_ThirdPerson_AnimBP

and my character cant move, or look around, after 1 second or so. anything i could change in the mesh, to make it work?

maiden wadi
#

@lucid cargo messily thrown together, but pretty much this in a pawn. Trade out the camera with any part you wanted to move and set your own angle values.

shy path
#

so if the delta = 0, it sends zero as the pitch instead of pitch/0.

lucid cargo
#

@lucid cargo messily thrown together, but pretty much this in a pawn. Trade out the camera with any part you wanted to move and set your own angle values.
@maiden wadi Thank you

shy path
#

oh, it was simply a question of the mesh having simple collision instead of advanced

lucid cargo
#

@maiden wadi Do you know why Mouse Wheel Up/Down don't work inside my newly possessed Pawn? The normal Keyboard keys work, and so does the Input LookUp/Turn

maiden wadi
#

@lucid cargo Not sure unless you're using those same inputs somewhere else like the player controller and it's being consumed there.

lucid cargo
#

Hmm, let me check

#

That was it

#

Thanks

steep wind
#

You guys know any way I can use the array search for any item that are under a number in the "Quantity" slot of the struct?

surreal peak
#

You need to do that manually

steep wind
#

oh boy

surreal peak
#

Loop over the Array and compare the Quantity to your variable. If less, add it to a new, local array. At the end, return that array (all of that in a function)

steep wind
#

so I make a for loop to search thru increasingly high number?

surreal peak
#

Why increasingly high?

#

The find function is to find one exact element, so not what you want

steep wind
#

im trying to make code to add an item to a stack for an inventory system

maiden wadi
#

I'm having fun with that currently. Finishing up some loose ends in an inventory system.

surreal peak
#

Well i just explained you how you can do it in bps

steep wind
#

I got the system working to add individual items and right now im trying to make it add to an existing stack, il try your idea

surreal peak
#

C++ could allow some lambda functions to filter through arrays, but we are in blueprints here

steep wind
#

if I could manage to learn C++ id use it tbh

#

welp lets see if it works

surreal peak
#

I can't say if what I wrote solves your actual problem. It's only what you asked for

steep wind
#

true

#

hmmm

maiden wadi
#

@steep wind Depends on a lot of factors. The functions become a lot more complex based on whether you have a max stack size per index, have a weight system that can only accept so many items, Performance optimizing solutions for multiplayer, etc.

steep wind
#

@maiden wadi the system im using has the max stack size defined inside the item struct whilst the current stack size is in the "slot" struck

#

the item also has a bool to say if the item is stackable or not

maiden wadi
#

Do you have a simple defining variable, like an ItemID in the Item struct?

steep wind
#

an itemID?

#

"Struct_Item" is the actual item and "struct_slot" stores it, how many of it is in the stack and is what goes into the inventory array

maiden wadi
#

I suppose you could use Name if you wanted. Even using the struct itself could work. I do all of my inventory systems based on an ID that is just an int32 or Integer. All of my item information is looked up in the GameMode stuff like that item's max stack size, it's class. etc. So my actual inventory array is literally just a struct of the ItemID, SlotCount(How many items in this slot), and a quality enum. That way when I need to add something to an inventory, I loop over it, ask if this current loop iteration's ItemID is == to the item to add's itemID, if so do stack size checks and add as much as possible. If no more items to add, return, else continue loop, if loop finish and items till remain, add to end of array.

steep wind
#

I see

#

the issue I find myself in is that I don't know how to make my blueprint find if there is any copy of the item in a slot that has less than its maximum stack size, once I can find it I can work my magic but the issue is finding it, should I just make a for loop with break that looks for every possible quantity?

#

I placed my "add to inventory" blueprint in the actual item parent actor

surreal peak
#

There is no solution that doesn't involve looping over the array

#

Even if you use some cpp stuff, it loops the array. It can't magically find the entry you wish to add to

steep wind
#

true

#

gonna try something

scenic tide
#

I am trying to build steam achivement system. I allready successed to create 1 achivement which is "First Jump" (if player clicks "Space" button, player gets the achivement.) But I cant create "Jump 10 times" achivement. Do you know how to create it ?

steep wind
#

ALMOST GOT IT!

#

the quantity is not incrementing tho

#

okay got stacking to work but im getting a wierd glitch

#

my test item is a stackable item called the iron dagger but for some reason it always seperates the first dagger as if its non stackable

#

my entire blueprint for adding items to the inventory

#

if I grab 9 "iron dagger" items which have a max stack size of 120 its gonna give me one array element consisting of an iron dagger that has a quantity of one and another array element that is an iron dagger with a quantity of 8, anyone that might have an idea of where I fucked up?

#

im using blacksmith pincers as a placeholder icon for the "Iron dagger" item

#

if I grab 1 dagger, then pick up a sword and then go grab the other 8 they will just delete the sword and take its spot and if I grab the sword first the daggers will make stacks of 1, 4 and 4 instead

kindred walrus
#

may I know how to set the pawn rotate to input direction?

trim matrix
#

Is there any way to bind opening the action list in the blueprint graph from Right click to space bar?

kindred walrus
#

thank but I need it turn to that direction immediately

trim matrix
#

@kindred walrus crank up the roation rate

#

unreal engine blueprint for puasing the game which the first part of the code works however the game is paused now meaning it wont allow for the input to be pressed again

#

ideas on how to fix this

maiden wadi
#

@trim matrix Allow your input to be executed when paused.

trim matrix
#

How do I do that?

#

Is it a setting

#

In inputs?

#

Found it

#

Thx

#

😀

vast lion
#

Is it possible to have tons of actors if they don't tick?

worthy frost
#

fortnite has 60K actors

#

so yep

#

50K of them are replicated o_0

vast lion
#

Whaaaaaaat

#

That's nutz

vast lion
#

They def be using a replication graph then lol

zealous moth
#

an itemID?
@steep wind Look up GUID, it autogenerates an ID

#

Is there any way to bind opening the action list in the blueprint graph from Right click to space bar?
@trim matrix what do you mean? like remap the inputs?

trim matrix
#

@zealous moth like open it with space bar

zealous moth
#

Would it be bad to do weapon tracing, in this case for a sword and collision box, through Event Tick?
@swift pewter there is nothing wrong with it but both collision box and tracing have their caveats.
What I would recommend is adding to your weapon sockets and to make it trace between them on tick. This is inexpensive in terms of performance. When it hits a target mid animation, add it to an array and apply damage. Clear the array at the end of the montage.

#

oh, the editor you mean?

#

good question

trim matrix
#

yea

zealous moth
#

how does this sound?

trim matrix
#

thanks

#

<- lazy?

#

well it's not listed

maiden wadi
#

@zealous moth SkySaber was asking about inventory stuff. ItemID in that case was an integer to look up an item's properties in a datatable or array.

worthy frost
#

he wants something like this

zealous moth
#

@zealous moth SkySaber was asking about inventory stuff. ItemID in that case was an integer to look up an item's properties in a datatable or array.
@maiden wadi ah! ok, I thought it was the item ID for drops. good point.

scenic tide
#

Guys anybody can help me with the steam achievement system?

bitter ingot
#

why does ue4 has to be so fucked that i cant even change a simple thing such as lighting color? Even if there are functions for it....

thin rapids
#

why does ue4 has to be so fucked that i cant even change a simple thing such as lighting color? Even if there are functions for it....
@bitter ingot wdym you cant change it? is the light static or stationary/movable?

bitter ingot
#

i love ue4, one restart and now it works

#

thanks anyway @thin rapids

thin rapids
#

np

gritty elm
gloomy linden
#

@scenic tide that stuff is behind a NDA and you just shared it publicly here 😅

scenic tide
#

There are 1 or 2 tutorials are exists in youtube.

hoary orchid
#

How to set the rotation of attached emitter so it's facing towards center of the screen?

void abyss
#

any idea how I can use a combination of BP and C++ to create a statemachine for my actor

maiden wadi
#

@void abyss Not even sure what you're asking? StateMachine for animations, or? And what part do you need to be blueprint and what part C++?

royal warren
#

i'm trying to get footsteps working but this anim_notify isn't triggering, below is the animation meant to trigger the anim notifies. my animation blueprint seems to be playing the animation. please @ me if you figure anything out

scenic tide
#

Trying to create an achievent . If I jump 10 times, The achievement should be completed. Can somebody please help me ?????

void abyss
#

I'm from Unity and I have been playing around with Unreal. I use statemachines to structure my logic. I'm still getting to grips on how bPs work with c++. Is there a way I can structure my BPs such that they resemble state machines and each node calls a particular state/c++ file

maiden wadi
#

@void abyss Is this for animations or something else? Just making sure I'm following. Statemachine in UE4 usually means animations.

void abyss
#

@void abyss Is this for animations or something else? Just making sure I'm following. Statemachine in UE4 usually means animations.
@maiden wadi not for animations but basic npc logic, like idle, attack, dead etc

maiden wadi
#

Ah, gotcha. Not a lot of experience doing that outside of the actual behavior trees. If you haven't used the Behavior Trees and Blackboards yet, I strongly recommend checking them out.

#

You can write your own blueprint or C++ functions for the Behavior tree as well, you're not limited to the few that UE4 has there by default.

#

@scenic tide Are you trying to do Steam achievement stuff or?

void abyss
#

You can write your own blueprint or C++ functions for the Behavior tree as well, you're not limited to the few that UE4 has there by default.
@maiden wadi nice, I will check on that one...Something like I define my functions in c++ and expose them in blueprints and create something like a state machine

#

@scenic tide Are you trying to do Steam achievement stuff or?
@maiden wadi I'm porting one of my Unity3d projects to Unreal. I utilised alot of state machines for my A.I

trim matrix
#

i legit made a sick teleport

scenic tide
#

@void abyss yes mate. Tring to do steam achievements but l cant make it.

tight venture
#

yeah, it's just too bad you can't read anything in that picture, @trim matrix 😜

trim matrix
#

well i can show u what it does

#

can fly in the air too

void abyss
#

You can write your own blueprint or C++ functions for the Behavior tree as well, you're not limited to the few that UE4 has there by default.
@maiden wadi So I got a GameManager that handles the various game states "home menu, game-on, game-paused etc". So I will create it as a Pawn. Place it in the scene. Then create the AIController for it and the Behaviour tree for it?

tight venture
#

hehe cool @trim matrix, I was just being a smartass

trim matrix
#

also it doesn't go through walls

#

i use like 3 different traces

tight venture
#

Just next time you post a pic of your BP graph for all the world to admire, make sure we can, ya know, read it

trim matrix
#

then everyone has teleport in their game i guess

#

lol

tight venture
#

😆 @trim matrix gonna bust out the NDA agreement before he'll let us see it

worthy frost
#

i have an even better teleport

trim matrix
#

i believe you probably do

#

but this functions the way i want it

worthy frost
#

i really do

#

SetActorLocation with teleport bool set

tight venture
#

kaos you OP, no doubt you do

worthy frost
#

to 0, 0, 0

#

boom

tight venture
#

oh lol nvm

trim matrix
#

ok haha you're joking

#

?

tight venture
#

more smartassery

worthy frost
#

ofc 😄

trim matrix
#

hehe

worthy frost
#

i only do two traces for my teleport

trim matrix
#

same but i use 3 different ones

worthy frost
#

yeah, quite simple to do really

trim matrix
#

ye it took me a bit because im a nub

worthy frost
#

i also have dashes which respects collisions and is predicted

trim matrix
#

like overwatch tracer?

worthy frost
#

yeah

trim matrix
#

yah kool

worthy frost
#

Overwatch ❤️

#

that game is still awesome

#

i play it most fri and sat nights

trim matrix
#

i played when it first came out for a good couple months

worthy frost
#

yeah i didn't get in to it when it first came out, was like a year after

trim matrix
#

hmm what to do next

tight venture
#

but everyone knows that the coolest way to teleport is actually to have your actor stand still and teleport the whole world around him in the opposite direction! Whoooooaaaaaaaaa duuuude

worthy frost
#

McCree roll, Rein charge? Orisa magnet orb?

trim matrix
#

actually the orbit thing

#

i could do pretty ez i thing

#

think

trim matrix
#

because Authaer helped me with a target code

#

a while ago

worthy frost
#

i use Gameplay Abilities

tight venture
#

lol what was that @brazen elm

worthy frost
#

i can make stuff pretty simple

trim matrix
#

i might do that 1 for fun

trim matrix
#

Like GAS?

worthy frost
#

it is GAS

#

i wrote lots of tasks and stuff

trim matrix
#

you need c++ for that right

brazen elm
#

teleport the world around you? pscchhh, i like to import my world into unity, teleport that around the player, then reimport into unreal.

worthy frost
#

for the base, but once you have the core, you can do all abilities in BP

#

but yeah, you do need C++

trim matrix
#

damn that would be cool

#

i need to learn this

tight venture
#

Yeah, it's like a warp drive

worthy frost
#

meh just do some post processing

#

fake it

#

like 99percent of games

tight venture
#

kaos were you answering that question posted by Junction or whatever? what'd he do, delete the post

worthy frost
#

nah was on about the teleport effects

tight venture
#

I wanted to find out what tf "make it pog" means

worthy frost
#

Play of Game?

#

🤷

#

Piece of Gum?

trim matrix
#

puke on girlfriend

tight venture
#

He used it in a way that sounded like it was a slang substitution for "bitchin'" or something lol

worthy frost
#

pog is Play of Game tho

tight venture
#

what does that mean

#

Eat of Food?

trim matrix
#

pog was rng gg

worthy frost
#

kk but iz it? rng never makes me go gg

tight venture
#

y'all are on another level, I give up. Gonna go Write of Code.

trim matrix
#

pepega idgaf gg

worthy frost
#

if (!BrainCanBeFound()) { TryToFindBrain(); }

trim matrix
#

unpossess afk

tight venture
#

error (line 1): Circular dependency found

worthy frost
#

:p

#

Stack Overflow

tight venture
#

hehe that reminded me of what someone had scratched into the dividing wall between toilets in the men's bathroom in the basement of the CSE building where I went to college: if (ToiletPaper == null) hand.Wipe(); lol

#

That always made me chuckle if I happened to be taking a shit in that one special stall

trim matrix
#

id flush handwipe clean hand in toilet bowl and repeat

tight venture
#

God I hated that basement

#

i'd just call 911 and have them take me to the ER

#

emergency ass wiping

#

no, but seriously, I think I'd just take my shirt off lol

#

The people down there had always been up for 36 hours straight, blurry vision anyway, no one would even care

maiden wadi
#

if (ToiletPaper == nullptr) { Janitor.SetActorTickInterval(10000000000000); }

#

Whew. I think I'm finally close to done writing functions for these two components. Crafter and Inventory. Inventories can be placed in actors alone and interacted with via the player's inventory component, and an actor can have both an inventory and a crafter and call a single function to display the crafting window. Now all I need to do is create some recipes and more items in the datatables.

trim matrix
#

cool stuff i adventually would want to do exactly what you're doing

covert arrow
#

yo i want to do a inventory system but no widgets just update variable when you pick up something these are the blueprints i have anyone

maiden wadi
#

If you have no widgets, how do you see what you've picked up?

indigo bough
#

Does anyone know a good place to start looking for a way to "trace around" an object? I've got a line trace and if it fails to reach the target, I'd like it to find the shortest consecutive set of traces to reach the target. Finding it hard to explain.

#

I figured I could maybe get the blocking objects bounds, but how do I know which side of that object to then trace towards the target from? Especially if there could be multiple occluding objects within the first trace.

wet siren
#

i don't think i understand the question... are you trying to get something like this?

#

if not, can you draw something similar?

indigo bough
#

In other words, finding the shortest access route from source to target

#

and finding the world location of the point where it started the last trace

maiden wadi
#

@indigo bough What's this used for?

indigo bough
#

approximated sound diffusion 🙂

maiden wadi
#

Oof. If it was like a waypoint thing that would have been easy with the nav grids.

indigo bough
#

Ahh yeah, no unfortunately not 😄

#

I guess I could just get the bounds of the object it hit, and then trace from a few locations around it and see which ones hit, and then average the position based on the successful ones.

maiden wadi
#

It's hard to fully explain, but I wonder if you could just trace. hit something before target, then start a function that'll do ever expanding traces at eight angle points around the first in incrementingly wider paths until one of them doesn't hit the object or maybe until they go past the original target. That'd be the potentially closest trace. Then use the actor's location run traces along that original trace until one of them doesn't hit the object.

indigo bough
#

Hmm yeah, seems like a cause for a lot of cascading line traces though, so a bit worried about that.

maiden wadi
#

Nah, you rely on just the one that makes it past the blocking object first.

indigo bough
#

Especially if that object isn't the only blocker, and it then hits a second, third, etc.

#

Ahh hmm, I guess so

#

Food for thought, I know this is a relatively untouched area so it might take some thinking 😅

maiden wadi
#

Run your finding function from the target on that trace, if it somehow fails, return to expanding the traces.

twilit heath
#

If the object is a box, or close

#

You can find the edges fairly simple

trim matrix
#

Authaer about to have a prototype in like an hour

#

🙂

maiden wadi
#

I think I'm too predictable. Already working on it.

maiden wadi
#

Wow, that is a mess. But that was fun.

#

After doing inventory stuff.. I realize how much I've missed vector math.

trim matrix
#

still trying to fully understand the targeting code hehe

maiden wadi
#

@indigo bough So. I sort of managed something. Might need a bit of extra work, but it was at least fun to throw together if you want it.

hexed coral
#

Hi I have this issue with a line trace and wanted to get some help. how do i trigger the 2nd event when the 1st sphere collision is blocking the second sphere collision? Forgive the terrible drawing.

trim matrix
#

i'm trying to code a reverse time blueprint where certain game objects will reverse what they just did based on a true or false. How does Ue4 handle time or should i be looking into reverse what the last physics value was.

whole raptor
#

This took me a long time to figure out, posting here if anyone uses search to find a solution for a jump attack or jump to for a character... Delta Time is got from the event tick node. Let me know if you have any questions 🙂

trim matrix
whole raptor
#

NA spelling

maiden wadi
#

@trim matrix Wut?

trim matrix
#

oo just made a folder for you

#

all the lessons and stuff

maiden wadi
#

Oh, I remember that. The left to right targetting like zelda thing?

trim matrix
#

yah

winter kettle
#

Is there a way to "Open Full BLueprint Editor" by default whenever a bp is opened?

teal burrow
#

I believe when you create a child class it tries to make it simple

#

Making it open full by default will reduce your optimization a bit

indigo bough
#

Anyone know a way in blueprints of getting all vertices of a static meshes' simple collision (not the mesh itself)?

tough cipher
#

Anyone Know how to pick a random string from a data table and assign it to a widget ?

worthy frost
#

you need to get a random row