#blueprint

402296 messages · Page 514 of 403

quaint palm
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Hey guys, I'm gonna try a think real quick. I think I got it haha. I don't wanna waste your time. Brb!

hallow helm
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@jovial bobcat I agree with Adriel. Start with BPs.. You need to get a good grasp of what the principals of game dev are before going balls deep with c++ and multiplayer

jovial bobcat
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but at which point do i switch to c++?

faint pasture
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@jovial bobcat When you need to.

jovial bobcat
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do i just know?

faint pasture
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You'll know. If you don't know right now, then you'll be lost as all hell just diving into UE4 C++.

jovial bobcat
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ok

quaint palm
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Yeah, some stuff are only (or better) achievable through C++
So I heard :x

faint pasture
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@jovial bobcat Start with a slow paced or turn based game for multiplayer. If you try to start with something twitchy, it'll be janky since you won't know how to do prediction.

hallow helm
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Making the connections between what you expect to happen when you code anything, bp or otherwise can be vary different than the actual outcome @jovial bobcat

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The tutorial that I'm following wants me to "Get the arms component from the playercharacterblueprint cast and then get the anim instance of the arms", in order to hook it up to the montage play node. I'm not quite sure how to get the arms component correctly, since right now it's being split weirdly like that
@primal moss So the arms are what exactly? Skeletal Meshes?

jovial bobcat
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The thing is Im already working on a "twitchy game" and i dont want to start another smaller project just to learn multiplayer

primal moss
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They're a child component of the player character, being a mesh that plays animations to make it look like its firing a gun

lean star
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Twitchy?

faint pasture
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@jovial bobcat Then you better figure out how to do prediction/lag compensation asap.

primal moss
jovial bobcat
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does those require c++?

hallow helm
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They're a child component of the player character, being a mesh that plays animations to make it look like its firing a gun
@primal moss Hmm so what exactly is the issue you are having anyways? That should be the correct way

faint pasture
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Not necessarily. Depends on how in-depth you get and your prediction model

primal moss
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Hmm, maybe it's Unreal's hotreload being weird. I'll try compiling and playing again

jovial bobcat
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ok thanks for the advice

faint pasture
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@primal moss Drag arms into the graph, get anim instance of it.

primal moss
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I can do that from another class?

hallow helm
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hey wait a sec

primal moss
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The key thing here is that

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The firing mechanism (which is the reason I'm casting it to player)

faint pasture
hallow helm
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Cross, is that pic EXACTLY how you have it set up

primal moss
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the one with my nodes, yes

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well

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it's a portion of the whole

hallow helm
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you dont have the exec node

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😄

primal moss
hallow helm
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yeah

primal moss
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Oh!

hallow helm
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you dont have the exec node connected

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XD

faint pasture
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lul

primal moss
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Okay, I connect it to the very start, right?

hallow helm
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connect it to

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wait

primal moss
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wait

faint pasture
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None of what you just posted will ever run, execution never gets there

hallow helm
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your cast isnt connected either

primal moss
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it can't support more exec pins

faint pasture
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zoom out, we gotta see this

hallow helm
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yeah zoom out, pic

primal moss
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that's the (working) SFX section

hallow helm
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aww

faint pasture
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Keep going till we see a white line coming in

hallow helm
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its so cute

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Fire is the function

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so

primal moss
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if I move the exec pin to the cast then it breaks the sfx

hallow helm
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Just so you know, none of that is getting ran except montage play

primal moss
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yeah

faint pasture
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Fire to cast to montage

hallow helm
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Think of the white line as the execution line

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So when you hit fire, you need to tell it in what sequence you are doing things

faint pasture
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Right now, you're hitting fire, then playing a montage on a null anim instance so it's just crapping out

primal moss
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I'm aware of what it does, I'm just not sure how I'm meant to get it to do everything at the same time I suppose. So I guess in this situation, I make the montage play first, then feed the exec into the sfx stuff too

hallow helm
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It never happens at the same time

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Computers don't do things at the same time 'sort of'

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Always think of things as 'execution chains' if you will

primal moss
scenic scroll
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ok so my code now worked

primal moss
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Alright, I changed it to this

faint pasture
hallow helm
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See how Cast has a pin on the left

primal moss
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This probably would work?

hallow helm
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Yes try it

primal moss
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Wunderbar! it works!

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Alright, thanks guys!

hallow helm
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btw, you dont need the get child component

primal moss
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Huh.

hallow helm
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ok listen

scenic scroll
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ok so this code so people on the ground dont see the skybox that appears when somebody goes to space almost worked but problem is that only one owner can exist at a time, so if two people are in space at once only once will see it. any fixes / workarounds?

hallow helm
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Left side of a node, is input, right side is output

primal moss
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Yeah, I'm aware of the basics

hallow helm
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so in that case, you arent using the output of that node at all

faint pasture
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@primal moss Why are you predicting the path then playing a sound at the impact location?

primal moss
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Oh, right.

faint pasture
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Do your projectiles have time of flight or are they hitscan?

hallow helm
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i was wondering that too

primal moss
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yeah my bad, that was a pointless addition on my side

hallow helm
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but i wasnt gunna judge or anything

primal moss
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(the child actor)

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This is a proof of concept right now since I'm following a tutorial and the bullet doesn't exist

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it draws debug spheres where it spawns and where it collides

hallow helm
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for the bullet just use a sphere

primal moss
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No, don't worry about that
Though I should probably make the sfx play at the gun instead of the end

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so I'll just move the sfx at the spawn

hallow helm
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if it a fire sound, then yes

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also, you have to make the sound spatialised

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if you want it to sound... well... spatialised

primal moss
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Spatialized?

faint pasture
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You prolyl don't need a predict projectile path at all, that's more for visualizing a path that a time of flight projectile will take. Just do Fire -> Make Sound -> Play Animation -> Do bullet stuff

primal moss
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(I fixed the sound just by swapping it's exec's order with the actual bullet spawning)

hallow helm
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Stereo sound and volume fade in out

primal moss
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Neat. I'll probably learn about that later.

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Either way, thanks again folks!

hallow helm
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For the bullet stuff,, just do a line trace unless you want actors as bullets

faint pasture
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@hallow helm Or you can do best of both worlds if you don't want physical spheres flying around but still want ballistics.

hallow helm
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How would you implement that

faint pasture
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Bullet is a struct with position and velocity. Each frame raycast from position to position + velocity, and update velocity by gravity

hallow helm
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interesting!

scenic scroll
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can someone explain to me how replicates work and if i could use them to make a spacebox specific to each client? i'm reading about them but i dont really underestand

quaint palm
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That looks fun, Adriel :O

faint pasture
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@scenic scroll When should the space box appear and to whom?

hallow helm
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@scenic scroll thats a whole can of worms man.... You should do a lot of reading on that. Also there is a multiplayer channel

scenic scroll
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oh sorry my bad i'll move there

quaint palm
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Ok, I solved my issue

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But now I'm aiming some other stuff xD. Would appreciate if you guys can point me in the right direction.

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I have the UFO moving as a Jet (more or less). Now I want to be able to rotate while maintaining the speed it acquired in that specific direction

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You know how Rocket League cars can rotate while mid air, but they will only thrust in that direction when the player hits the button...?

faint pasture
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@quaint palm First of all, how are you doing movement? Physics, movement component, what?

quaint palm
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Hmm, Physics based I believe

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I'm using Torque..

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Set Physics Linear Velocity

faint pasture
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Uh

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so the thing accelerates instantly?

quaint palm
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No no, I mean these are some nodes I've been messing. I though that if I mentioned this...maybe you would know if I'm using a Physics Based movement or not haha

faint pasture
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Show the component list for your pawn

quaint palm
faint pasture
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@quaint palm This is the quick and dirty of how I'd do it. In actuality you'll want a sort of drag mechanic but a strict speed limit is fine. Just set thrust by your inputs, and set the speed limit per thrust amount in the map range.

quaint palm
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Hmm

tight venture
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I have a question... I'd ask it in #umg but there doesn't seem to be anybody in there :(

I want some utility functions for use in UMG. I don't see anything specific to UMG, so I am assuming I would just create a regular BP Func Library? The reason why I ask is because Material Function Libraries aren't compatible with regular BP and vice-versa, so I figured maybe UMG Function Library might be a thing...

quaint palm
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I'll give it a try. So you think this allow me to rotate the ship while not thrusting like in RL?

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I'm asking again cause I'm just bad at explaining stuff

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Or this is for the "regular" jet mechanics? Thrust, Pitch, Roll, Yaw, etc..

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Going to bed. Thank you @faint pasture and everyone!
Have a good night!

faint pasture
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@quaint palm It should only thrust when you have thrust set to non-zero. thrust and rotation will be totally independent, but when you are thrusting, you thrust in the ship facing direction.

quaint palm
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Oh, nice. Sounds like what I'm aiming for!
I'll take a deeper look into it tomorrow. I'm sitting here for about 8 hours already.

Thank you, have a good night!

cloud gulch
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I'm importing a CSV file with a transform and I need to convert 0-360 rotations to conform to the "rotator" part of the transform variable. What is the best formula for that?

maiden wadi
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@cloud gulch I'm not 100% certain but if you know for a fact that they're 0-359.9 rotators.. As in 355 is actually -5 you could just say if above 180 subtract 360 from the value.

cloud gulch
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Yes, I've used that formula to get the -179 to +179 but my transform when I extract it from the row makes all my rotations 179.00 to 179.99 so I assumed I have to convert to radians or something - either way my transform is doing some strange things with the rotator.

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(Rotation=(X=0,Y=0,Z=289,W=1),Translation=(X=4425,Y=635,Z=0),Scale3D=(X=1.04,Y=1.04,Z=1.04))
So the "Z=289" part imports as a transform from the CSV into the transform struct but whenever I use it, it doesn't work despite manually using the exact same rotation with make rotators.

cloud gulch
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I guess i don't understand the "w" in Rotation x,y,z,w inside the transform variable

hexed coral
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im trying to make a smooth transition between my cutscene's camera to my pawn's camera. I cant seem to be able to connect the cine camera actor for some reason:

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I'm hoping to trigger this event via sequencer

maiden wadi
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@cloud gulch Ah. Your issue is that your input isn't in rotations. That's not a Rotation value, it's a Quaternion.

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@hexed coral That's because the CinaCamera is an ActorComponent, SetViewTargetWithBlend takes an Actor pointer. SetViewTargetWithBlend is used to move a camera smoothly between two different actors. If you want to use ActorComponents, you're going to need to make your own tick function for it.

elder elm
icy cliff
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My hands show up soon as i press play but when i press the binded key i set to equip the weapon which is 1 the hands go away?

cloud gulch
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Thanks @maiden wadi So it's best to avoid transforms for table data? I can't find a way to use angles. It worked when I imported x,y,z as floats and "make rotator" but it was messy.

harsh night
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Anyone else think that interfaces seem almost pointless? For me it's like event dispatchers and casting have unique things about them that justify their use. Interfaces though....... When I think of a use for an interface I realize that casting, inheritance, or event dispatchers handle things just fine. Lol
@trim matrix The big one to me is the absence of required precision in references, you just dispatch the interface message to whatever reference you have and it will deal with it (or not). No need to be listening to a on the other end either, just have the interface implemented. So you can have an "Damage Management" Interface, add this whatever needs to deal or take damage that's it for the communications part of dealing damage. All depends on the use cases you have, sometimes it's good sometimes not so much.

bleak vector
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Does the unbind all events node unbind ALL events on all listeners

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or only the current object

hallow helm
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@bleak vector This node will unbind all previously delegated events from an event dispatcher.

umbral zealot
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@elder elm I set up a test function to explain my issue better. This SetVelocity is supposed to push the player upwards. It works in standard movement modes but not custom. When I set the movement mode to custom (as shown in the BeginPlay), the character doesn't move.

hallow helm
bleak vector
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yeah but is that all listeners or just the current object

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this makes it sound like all of them

hallow helm
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Per event dispatcher

bright frigate
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I'm having problems trying to cast to the foliage paint brush instances. I've tried alot of things and my cast from my third person blue print keeps failing.

hallow helm
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@bright frigate First off, your trace isn't going anywhere since your start and end are at the exact same location

bright frigate
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no its works

hallow helm
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How do you know

thorny karma
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need help

bright frigate
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its a sphere

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I can see it in the debug

hallow helm
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Where is the sphere located? Can you put the pic back up

bright frigate
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thats the right picture

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its a sphere that spawns at a point with a radius

hallow helm
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But it only spawn AT the player

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Is this intended?

bright frigate
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Yeah I want to delete the foliage in front of the dog

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I was following this tutoiral but the cast dosnt work to the foliage instanced

hallow helm
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If you want it in front, I wouldn't want it all the way around the player. Get the players location and forward vector to push the trace in front of the dog, instead if around it. When you fire this function, do you know if your trace is hitting the foliage? You can test this by printing the hit component before casting

bright frigate
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yeah not sure how to print screen the hit componet

hallow helm
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Just like you print anything, drag pin off hit component, and drop into Print

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It will convert it to string

bright frigate
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So its getting hit with my voxel world terrain

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maybe my static mesh dosent have collison

hallow helm
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Right. So foliage isn't colliding with trace.

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Look at the collision of the foliage...

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Is it blocking Visibility? Because that's the trace you are checking for in your SphereTrace

bright frigate
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yeah I checked the collision in the static mesh, the foliage tool and its good

maiden wadi
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It says No Collision.

hallow helm
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Yeah

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It says no collision

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Change to query

elder elm
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I am back with the same problem as last time lol

maiden wadi
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Also, blocking channels on Foliage is weird. Query is cheaper and no chance of your grass messing with your game. Should always use overlaps for simpler stuff like that instead of blocking hits and traces.

bright frigate
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okay making proscess

elder elm
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to summarise:

I want to keep the rotation of actor A relative to that of actor B

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not a clue on how to do it

maiden wadi
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@elder elm Like two eyeballs?

elder elm
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like someone riding a vehicle

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if the vehicle turns, they turn

bright frigate
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thats was it guys thank you!!!

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the query

maiden wadi
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@elder elm Oh. I think people use constraints for that. But if you want to do it yourself, just just need the vehicle to tell it's passengers what their seat location's relative location is in world transform and set the passengers to it.

hallow helm
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@bright frigate no man. Glad to help!

thorny karma
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can anyone help with aim offset ?

elder elm
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@maiden wadi there are no seats in this vehicle XD

hallow helm
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What's up Scooby

thorny karma
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so ive watched several videos to eliminate what im doing wrong but everyone else simply drags there anims into timeline and it just works. when i drag mine into timeline my character disappears

hallow helm
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!?

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Are you sure the animations are targeted to that skeleton?

thorny karma
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yea , ive even created a new project with no changes to anything. I create AimOffset. make animation additive drag it into aimoffset timeline and character disappears

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all the videos i watch when they drag there anims in it just works

maiden wadi
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@elder elm So like, more akin to standing in the back of a pickup?

elder elm
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yes

maiden wadi
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Doesn't character movement do that automatically?

thorny karma
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this Aimup clip added to the aimoffset. character poofed.

hallow helm
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Change additive to the characters idle aim

harsh night
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I know nothing about this but Ryan Laley is usually pretty good at taking things step by step and not skipping anything, his video on this topic is here: https://www.youtube.com/watch?v=FDsqXn_0D8E

We continue making and animating our Third Person Character, and in this episode we take a look at Aim Offset and getting our character to aim at what we are looking at.

Download the Aim poses here: https://www.dropbox.com/s/duwz16e4fbwnqbv/AimPoses.zip?dl=0

Support me on Pa...

▶ Play video
hallow helm
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Also if you just view that anim by itaelf, dies your character still show up @thorny karma

elder elm
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@maiden wadi nope

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I just keep facing whatever direction

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whilst the car turns

harsh night
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I'm fast forwarding through the video and he does mention something about using additive in mesh space

hallow helm
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I'm headed to work, get back with you in a bit Scooby

thorny karma
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yea ive watched the video. and many others

harsh night
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And the first comment on his YT vid is this, hope that helps as that sounds like a similar problem to yours: "My additive animations were invisible every time I applied it to the aim offset, but it was because on all my aim offset animations I had set the base pose animation to an idle animation that was additive rather than to a non-additive animation. With your tutorial I figured this out, so thanks a tons! This applies to 1D Aim Offsets as well."

thorny karma
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there videos are getting different results then when i do the exact same thing

hallow helm
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@thorny karma look at what JC just posted

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If not, I will help when I get to work

thorny karma
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hmm

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that does sound like my problem

thorny karma
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i think it works

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o.0

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thanks @harsh night , @hallow helm

icy cliff
hallow helm
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@thorny karma glad we got it figured out

autumn surge
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hey guys, lets say I have a map with multiple exits which lead to other maps. if I want to get back to the first map what is the best way to change the start postion on the map? is it on begin play teleport the player or do I make a level only with the start postion on a block and load in the rest of the map with level streaming?

raven hollow
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how to play sound when loading new level
when i load other level from ui, like from ( start option on ui ) onclicked => play sound 2D => Open Level = (LevelName)
it's not working

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my guess is that it's loading level to quickly before this level has time to play sound
does anyone know how to work around it?

maiden wadi
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@autumn surge Pretty sure that saving an int or enum in the savegame and getting it on map load and switching on that to choose the starter location/rotation will both be easier and cause a lot less problems than moving the entire map to suit a single start location.

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@raven hollow I might be mistaken, but your sound might not have time to play. You may need a delay before the openlevel. If it's part of the current UWorld, it'll get destroyed the moment you open a new level.

autumn surge
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hmm I have a player position integer, which tells me from which map I came from, you mean basically level bluprint--> switch on int player postion --> and then teleport the player to the postion I want him? @maiden wadi

maiden wadi
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Are you OpenLeveling to change maps, or streaming?

autumn surge
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just the open level node, and then I stream smaller stuff into the map.

maiden wadi
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Hmm. Hard debate. Initially I'd say do it in the player character's beginplay. But then someplace like GameMode would be better to keep an Array of locations and rotations for map starts.

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Any of them would work honestly. But yeah. I definitely would not move an entire level just to sate a playerstart.

autumn surge
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yeah its very complicated. I dont mean to move the entire map, I would make empty level with the start position and then stream all the rest of the map in. but I try to make the teleport thing I guess. thank you very much though.

icy cliff
maiden wadi
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@icy cliff Nothing you posted would hide the Arm mesh. The only thing even dealing with them is the attach function, which shouldn't affect them visually.

icy cliff
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Alright thanks

maiden wadi
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@icy cliff The only thing I can remotely think of that might affect is if they're being pushed away somehow. You might try disabling the collision on the gun for testing before attaching it to the arms?

icy cliff
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Alright al try that thanks for your help

trim matrix
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Why i cant debug my gamemode bp in game?

maiden wadi
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@trim matrix How do you mean? What exactly are you trying to do?

trim matrix
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gamemode bp in my game has some stuff in eventgraph. there is the debug filter and it doesnt show anything.

maiden wadi
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Does it say NoDebugObjectSelected, or the name of your game mode class?

thorn fiber
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How is it relative location isn't updating yet Last Known Player Loc is?

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Nothing else modifies last known player loc

trim matrix
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@maiden wadi it says nodebugobjectselected

hallow helm
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@mighty berry Does ReativeLocation update in the actor itself?

maiden wadi
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@trim matrix There's nothing else in the dropdown list?

trim matrix
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nothing else

thorn fiber
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@hallow helm Yes updating it is expected behavior

maiden wadi
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You're playing in PIE, and you're absolutely certain you're using that class?

hallow helm
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@trim matrix did you actually select the game mode to be loaded

trim matrix
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yes worldsettings gamemodeoverride is the same. I am playing in PIE.

thorn fiber
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so I run it a bit nothing updates

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then later I managed to show what I showed earlier what is going on

hallow helm
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what exactly aree you trying to do

thorn fiber
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Just update the Dest Value for Move To Location with the players positions as the player moves around

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so simple

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yet can't get the real time player location

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I'm moving around in editor

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I can see the value changing

trim matrix
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As I said i want to see some stuff in my eventgraph firing up when i start my game.

thorn fiber
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but BP doesn't pick up on it

trim matrix
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i have a begin play there and a simple get actors of all class

maiden wadi
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Not really a fan of editor debugging tools. Prints are better. Prints don't lie. They get the value the same as any other node would.

trim matrix
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yes print string does work

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but my question is why i cant debug it?

hallow helm
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@thorn fiber So you are just trying to get the players location to move towards it?

thorn fiber
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Exactly

hallow helm
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@thorn fiber Then just feed your getworldlocation node into the Dest

thorn fiber
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I have

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doesn't update

hallow helm
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show me what it does with it connected

thorn fiber
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one moment

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Editor BP or Editor Game? @hallow helm

hallow helm
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what

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show me the watched variables

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with that node connected

rough eagle
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Hello, i have a Blueprint beginner question :

here, i'm spawning a Emitter at game start, and i want to Enable or disable it when i clic. But the event seem to only goes to "print : on". why did i do wrong ?

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the buitton never disable it

thorn fiber
thin rapids
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the buitton never disable it
@rough eagle you're basically checking if its active its going to activate it again and if it isnt its deactivating

hallow helm
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^

thin rapids
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so you're not changing anything

thorn fiber
rough eagle
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Hom indeed .o

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thx

thin rapids
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np

hallow helm
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@thorn fiber So that AI is supposed to walk towards player?

thorn fiber
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Yes it walks to 0,0,0

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at the start

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but then as I move changing locations

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GetWorldLoc doesn't update

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so neither does the Move to location behavior

hallow helm
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ok so the AI does move though at the beginning?

thorn fiber
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yes

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Move to Works

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in that sense

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Just doesn't get any new loc

hallow helm
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first off

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@thorn fiber I would make it so you arent gettin the location of the camera, just the actor itself

rough eagle
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is disabling an object destroying it ? i got an error : "Blueprint Runtime Error: "Attempted to access ParticleSystemComponent_0 via property Monster_Charge_vfx_instance, but ParticleSystemComponent_0 is pending kill". if i try to enable something i just disabled

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deactivate*

hallow helm
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@rough eagle I wouldn't use the enable disable function. Just make your own logic to handle when events are called

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So just leave your component active, but call functions from it as needed.

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For instance I have an actor component that is a Weapon Handler. It handles firing, reloading, changing weapons, etc

rough eagle
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what function could i use to stop a VFX ?

thorn fiber
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@hallow helm That won't work

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Root of the player doesn't move

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Only camera does

maiden wadi
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@rough eagle What kind of system is it?

hallow helm
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@thorn fiber The root of your player doesnt move????

thorn fiber
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No

hallow helm
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@thorn fiber uhhh

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@thorn fiber why

thorn fiber
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Vr Project

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Camera Moves

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Not root

hallow helm
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OH pfft.. eff if i know

thorn fiber
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Root is at origin

hallow helm
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well

thorn fiber
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That shouldn't matter

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Camera moves

rough eagle
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@maiden wadi it is a cascade Vfx, i want to start or stop it

thorn fiber
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It should get its world

hallow helm
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i would move the origin to a different location and see if the AI goes there or to world 0,0,0

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to test

maiden wadi
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@rough eagle First of all, you're telling it to autodestroy itself when it's done.

thorn fiber
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This is most unreal lol

#

I'm restarting editor

#

It works when I click on my Player Pawn!

#

If I go in editor and click on player pawn it's like OH YEAH I SHOULD UPDATE THIS

#

Restart didn't help

#

but still same behavior

#

Everything works as expected when I click on my MRPawn @hallow helm

#

If I don't and just play it doesn't

hallow helm
#

is MRPawn your player

thorn fiber
#

yes

hallow helm
#

and when you say click on the pawn, you mean you are literally clicking on it in the world editor window? without hitting play or anything?

thorn fiber
#

Hit Play

#

Doesn't work

#

eject and go to world outliner and select MRPawn

#

bam

#

works

rough eagle
#

@maiden wadi i'm not sure to understand.

My goal is : When my character is charging an attack, i want to show the vfx on his hand. when the attack is over, i want to hide it.

so, my idea was to instantiate a Emiter on the hand, hide it, and enable / disable hit when i need to show it. (taht's how i do it on unity, but i'm learning Unreal)

#

so i propbaly never need to destroy it, i sould just stop the emitting, or hide the complete Vfx

hallow helm
#

@thorn fiber you said eject though, you eject if you are simulating the game

#

ok wait

thorn fiber
#

Wha? Also I should add MRPawn has to be selected

#

all the time

#

if it isn't highlighted it stops working

#

what is thi?

maiden wadi
#

@rough eagle Look at the node where you're spawning the emitter attached. It has a boolean on it. AutoDestroy. Means it'll play it's effect and self destroy. Since you don't want it to kill itself, turn that off. Otherwise your pointer to it will be null if you try to use it after the emitter is done.

thorn fiber
hallow helm
#

so you are hitting play, and while you are normally possessing MRPawn it does not work, then you eject during play, and it starts working after you select the pawn

thorn fiber
#

Watch and hopefully you see

#

Notice how she directs her self towards me while MRPawn is selected

#

then notice how when I select off it she stops directing herself

rough eagle
#

@maiden wadi perfect, thx ç

thorn fiber
#

That is because GetWorld (Or Relative) stops updating when the MRPawn isn't selected in editor

hallow helm
#

@thorn fiber I honestly have no idea.. :/ If you are getting the correct behavior while it is selected, and incorrect when it is not selected, I have no idea what would cause that 😦

thorn fiber
#

I guess I'll make a build and see how it works in build

#

Must be a bug, IDK

#

I'll set some breakpoints in Source Code and see what happens

hallow helm
#

go for it

rough eagle
#

If i want to change the Size and color or a particle emitter At runtime, should i switch between 2 vfx ? or i can nicely modify the vfx datas ?

hallow helm
#

For size you can always use Scale

hexed coral
#

is there any way to smoothly transition between the sequencer cutscene camera to the pawn's camera?

hallow helm
#

@thorn fiber Was just reading something, try placing another actor in the level, then see if it works

maiden wadi
#

@rough eagle I don't know if modifying the emitter changes the scale. Might. But if it doesn't, you need to pass a parameter into your emitter.

thorn fiber
#

@hallow helm I think it must be a bug with the Hololens, I ended up using Get Head Pose's location and that works perfectly

#

Now i just need to figure out why Generate Nav Mesh for Mesh Data doesn't seem to do anything

#

Not even sure how to debug well on this

rough eagle
#

@maiden wadi what do you mean, pass a parameter ? can i not just get my emiter . scale overtime and seting it ?

icy cliff
#

So im having this problem where when i am equipping my assault rifle it's equipping the pistol animation so i don't see my hands with them assault rifle but i see the weapon

hallow helm
#

@icy cliff im looking over it

icy cliff
#

Alright thanks man

hallow helm
#

So is the first pic supposed to be the rifle anim?

icy cliff
#

First one is no weapon the second one is supposed to be the rifle animation

hallow helm
#

So the first one is what it is supposed to look like, the second one is what it actually looks like?

icy cliff
#

Yea basically

#

The second one is doing the pistol animation the first one is the actual rifle animation sorry if it's confusing

hallow helm
#

Are you sure you are setting current weapon type? print it to console and make sure

icy cliff
#

Alright

hallow helm
#

no

#

print the actual enum value

icy cliff
#

Oh sorry still new at this stuff

hallow helm
#

no worries

static charm
#

This error happens if I use a For Loop inside a BP Function. If I instead For Loop outside the BP Function, no more crashing. I swear sometimes I just can't anymore lol.

icy cliff
#

@hallow helm I have forgot how to do that printing a enum variable to console can you give me a example real quick ? lol

hallow helm
icy cliff
#

Thankyou

hallow helm
#

So at the end of what you have now, just print Current Weapon Type

icy cliff
#

Here is what i got please tell me it's correct haha

hallow helm
#

yes

#

so

#

You arent actually changing the enum to assaultrifle, you are still telling it you are using a pistol

icy cliff
#

Right

hallow helm
#

So in your Current Weapon, you are getting the WeaponType which for that weapon is Pistol

#

if you want to show the rifle animation, you have to change WeaponType enum from Current Weapon to AssaultRifle

icy cliff
#

Alright thanks for your help man

hallow helm
#

Np. just let me know if you need help figring that out

icy cliff
#

Ok i need help with that hahaha

hallow helm
icy cliff
#

Yes

hallow helm
#

This is always set to Pistol

#

ok heres a question... Are the pistol and assault rifle two seperate actors

icy cliff
#

Yes they should be

hallow helm
#

they should be? or they are?

icy cliff
hallow helm
#

ok so you have a base weapon and the pistol and assault rifle are inherited from that?

icy cliff
#

Yes

hallow helm
#

ok, inside of those, do you have weaponType enum var?\

icy cliff
#

No

#

It's in the base weapon though

hallow helm
#

then what is the CurrentWeapon reference in your animbp?

#

show me where the currentweapon reference is set please

#

?

icy cliff
#

Not sure if i have one

hallow helm
#

ok so

icy cliff
hallow helm
#

no

#

in your character

#

you must be setting the variable Current Weapon somewhere

#

and if not, you need to assign the variable to the weapon you are using

#

to see where/if it is set, open up your character BP, then find the variable on the left hand side, right click and click find references and look for one that says Set

icy cliff
hallow helm
#

ok

#

so

#

one sec

#

show me the function Spawn Weapons

icy cliff
hallow helm
#

is 1 and 2 events set to spawn the correct weapons

#

1 pistol and 2 assault rifle i assume?

#

make sure they are correct

icy cliff
#

It seems to me i only have 1 setup hmm

hallow helm
#

So change 1 to pistol and 2 to assault rifle weapon

#

but i think you still need to assign the enum

#

so let me know when you are ready for that

icy cliff
#

Im ready renamed the 1 and 2

hallow helm
#

wait

#

look here

#

one sec

#

When you call this, you are always setting CurrentWeapon to WeaponSlot1

icy cliff
#

Ahhhh yes

hallow helm
#

so

#

what you need to do

#

is instead of passwing WeaponSlot1 or 2, you just pass it the spawned actor

icy cliff
#

Alright

hallow helm
#

Let me know if it works after that

#

Have you been following a tutorial?

icy cliff
#

I have yes on udemy im very very new and wanting to get into game development industry

hallow helm
#

Got ya

icy cliff
#

But the instructor does not respond so im left having to figure it out on my own really haha

hallow helm
#

Sometimes figuring it out yourself is better! 😄

icy cliff
#

Yea

hallow helm
#

So did it work though? im anxious to know XD

icy cliff
#

errr unfortunately no 😦

hallow helm
#

what does it print now

#

the same thing? Pistol?

icy cliff
#

al check now

brittle heath
#

Hey guys, is there a way i can cast to an variable class?I have an array of classes I want to cast to. Is there a way to do it?

icy cliff
#

It's not saying anything now

#

When in game

hallow helm
#

@brittle heath Just use an array of actors instead of class

#

@icy cliff show me the code where it prints at again pls

icy cliff
hallow helm
#

Robert, print node isnt plugged in

icy cliff
#

oops

hallow helm
#

XD

icy cliff
#

Still saying pistol haha

hallow helm
#

ok

#

so

brittle heath
#

@hallow helm the thing is i dont want a "cast to food". In my array I have Class A, Class B. I want to cast to these classes to check if the object is one of them.

#

it should be cast to classA and cast to class B

hallow helm
#

tell me again, is WeaponType enum in all of your weapons

sick galleon
#

Is it unsafe to use a float as a map key ?

hallow helm
#

@icy cliff

maiden wadi
#

@brittle heath You don't want to cast to the class. You want to get the object, get it's class, and ask if class == another class.

hallow helm
#

^

icy cliff
#

No it's only in weapon base i don't have weapontype enum in the assault rifle or pistol base

hallow helm
#

@icy cliff So you need to make a variable to hold the enum, just like how it is in the weapon base

icy cliff
#

Alright

hallow helm
#

When you made the other weapons, did you right click and duplicate the base actor

icy cliff
#

I right clicked on weaponbase and made a child blueprint class

brittle heath
#

@maiden wadi Asking if class == an other class isint my end goal. Im just trying to have a forloop cast to all my classes. instead of having multiple "cast to".

hallow helm
#

Keep in mind.. Casts are expensive

brittle heath
#

I want a for loop to take care of something like this

icy cliff
#

@hallow helm I right clicked on weaponbase and made a child blueprint class

hallow helm
#

weird

#

well go ahead and make the enum variable

maiden wadi
#

@brittle heath You need to rethink your design model if you require a loop to cast through a bunch of classes. That's not the way inheritance is supposed to work. Make parent classes that your objects can inherit from and make functions to call in those parent classes. If for some reason your objects are too far apart on the hierarchy to do this, rely on Interfaces to call different functions in different class bases.

brittle heath
#

okay thanks

hallow helm
#

@brittle heath For example, Make one Food base class, with all the basics in it, then a class called pizza, then a class called apple, all inherited from Food base class. then you dont need to cast to every type of class

brittle heath
#

Got it

#

thanks!

hallow helm
#

np

icy cliff
#

@hallow helm Done that

hallow helm
#

ok

#

so

#

for the pistol, set the type to Pistol

#

and for assault set it to the assault rifle

icy cliff
#

Ok done that

hallow helm
#

now try

icy cliff
#

Nope

hallow helm
#

whats it printing

icy cliff
#

Pistol

#

Shall i just duplicate the base

hallow helm
#

no

dapper kiln
hallow helm
#

Have it print the CurrentWeapon variable, to the left of Weapon Type @icy cliff

#

@dapper kiln Are you saying you want the damage to decrese with distance?

icy cliff
#

Nothing comes up on that

hallow helm
#

nothing shows up when you print the CurrentWeapon?

#

@icy cliff

icy cliff
#

yea nothing

hallow helm
#

try printing the character

icy cliff
#

Nothing

hallow helm
#

can you show me where it is printing

icy cliff
#

Is it in the character BP right the character enum you asked me to print?

dapper kiln
#

@hallow helm yes decrease damage the farther away from the inner radius

pale ocean
#

Hello there. I need a function which save the total of games won. It must be stored on my disk, so I use a save & load system. There is only one level. When the level (so the entire game) is completed => save +1 in the backup file. If the player play again the finish the game => +1 in the backup file so total is 2. Etc, etc..

sick galleon
#

Macro question : Im trying to create a macro library in the assumption that it will make its macros available in every blueprint.
Im confused tough as I cant have two different output nodes, so I dont see how to make a macro that does something like "if input float > 0 return 1, else return 2"
Is that not what macro are for ?

pale ocean
#

I also added this in the end of the function, now it increment if I first push M (Save) the push L (Load) again and again BUT NOT repush M (Save) because if I do so, the variable is reinitialized to 1. So it's not good neither :

hallow helm
#

@dapper kiln Sorry i took so long

#

@dapper kiln There is a node called GetDistanceTo, you can use that and get the distance from the player and adjust the damage based off that

icy cliff
#

Ok

trim matrix
#

Could anyone help me figure out why my animation isnt playing?

hallow helm
#

@trim matrix maybe, whats going on

trim matrix
#

Its an animation Asset, im using for my fnaf free roam game, and it just doesnt play at all

#

in game or in editor

hallow helm
#

so when you open it in editor what happens

trim matrix
#

Nothing

#

its a T pose

icy cliff
#

Not printing

hallow helm
#

@icy cliff roberrrttt

#

you didnt connect the print node again XD

icy cliff
#

Jesus haha

hallow helm
#

XD

trim matrix
#

The anim asset i use

#

basically

#

im not that good at making games

#

i just started lol so sorry if its obvious

hallow helm
#

@trim matrix Youre good

trim matrix
#

It looks like this:

icy cliff
hallow helm
#

unfortunately im not sure what the problem could be...

trim matrix
#

lemme send a GIF or something

hallow helm
#

ok

#

@icy cliff Ok now print CurrentWeapon that is right next to it

#

Also, what is the default weapon

icy cliff
#

Pistol i think

#

Oh no assault rifle as default

hallow helm
#

ok

#

so print the currentweapon for me

heavy lion
#

@austere knoll Well, after you cast to GI, you can get and set from it any variable stored inside it

hallow helm
#

@trim matrix where did you get the animations/character model from

trim matrix
#

Thats what happens

#

ummmm

icy cliff
trim matrix
#

i got them online lol, it came with an anim and had a skeleton so i thought it must work in UE4

icy cliff
#

Getting a bunch of errors when ending the play

hallow helm
#

@trim matrix definitely an issue with the animations... not sure though

trim matrix
#

and also

hallow helm
#

@icy cliff You got errors when trying to print?

trim matrix
#

ALL animations dont play

#

like

#

i tested it on a normal character ai

icy cliff
trim matrix
#

and anim didnt work

#

like the starter UE4 anim

#

doesnt work

#

on a starter UE4 skeleton too

hallow helm
#

@icy cliff Ok so it is telling you it isn't actually getting CurrentWeapon

#

because nothing is there

icy cliff
#

Right 😐

hallow helm
#

get rid of the prints you are doing

#

and just do a print in your characters TICK, printing CurrentWeapon

icy cliff
#

Tick?

hallow helm
#

yes

#

tick

#

Event Tick

icy cliff
#

ahhh haha

hallow helm
#

Wake up Robert lol

icy cliff
#

Yea haha

hallow helm
#

isnt equip weapon a functioin

icy cliff
hallow helm
#

thats not tick

#

That is just an event

icy cliff
#

oops yea

hallow helm
#

in your CHARACTER BP, right click and tye Tick

#

type*

icy cliff
#

This is mushing my head haha

hallow helm
#

in that tick, print the CurrentWeapon

icy cliff
#

Yea done that

hallow helm
#

then show me

icy cliff
hallow helm
#

yes

icy cliff
hallow helm
#

ok and when you change weapons does it change what is printed

icy cliff
#

Yes it says pistol when i have pistol equipped

hallow helm
#

hmm

#

ok

#

and in the pistol you have the Enum WeaponType set to pistol?

#

and in assault rifle its set to assault?

icy cliff
#

Yes

hallow helm
#

hmm

#

print this again

#

one sec

icy cliff
hallow helm
#

and show me what it says when you change weapons

icy cliff
hallow helm
#

show me where the weapontype enum is set please

#

in the weapon itself

icy cliff
hallow helm
#

@icy cliff can you get teamspeak or something so i can look at it myslef? or upload the project?

#

uploading the project is fastest for me

icy cliff
#

I currently don't have a mic lad

hallow helm
#

dont need it

icy cliff
#

Al need to download teamspeak then

hallow helm
#

ok go ahead let me know

#

oops

#

i didnt mean teamspeak

#

i mean teamviewer

#

i do that all the time XD

#

@icy cliff

icy cliff
#

Alright np haha al download it

hallow helm
#

ok

sick galleon
#

who uses Team Viewer when theres Roger Wilco ?

hallow helm
#

im old schoool

sick galleon
#

then you should use Roger Wilco, released 1999 :D

icy cliff
#

haha

#

Alright it's downloaded

hallow helm
#

ok im going to message you

hallow helm
#

im bored anyone need help

loud cipher
#

Can anyone give me tips, i have used unreal engine for 3 years, but i have only used tutorials, so my blueprint is really bad, i cannot code well properly myself and have to rely on tutorials. How can i fix this, does anyone have knowledge on how they learnt blueprints?

ripe drift
#

who uses Team Viewer when theres Roger Wilco ?
@sick galleon

Those were the good old days haha

maiden wadi
#

@loud cipher It's worth remembering that Blueprint is a scripting language despite it being dressed up with nodes. It still follows logical flow. You still need to understand class inheritance. Common programming rules still apply. Following Object Oriented Programming can be very useful. Keep encapsulation in mind as much as possible. I find that tutorials can be a useful tool, but they also guide some people down the "academic" path. Remember exactly what you need to pass the test and then forget it. Follow the tutorial and do what it says then forget it if the blueprint worked. Presumably you're interested in games? If you want to get away from that cycle, I'd recommend thinking about simple mechanics in some of your favorite games and replicate them as much as you can without tutorials. Mess around. Make silly stupid stuff on a whim. Have fifteen projects. Play around with common functions like the line traces and stuff til you have a good understanding of how everything fits together.

versed badge
#

If I choose blueprint on a project can I still do coding too?

#

Like why are they separate?

dapper kiln
#

Yes you can always add C++ classes to a blueprint project later. You're not locked down with blueprint only. They are separate because some people like using one over the other, and some people like using both together. There is nothing wrong with either, a nice marriage between the two is usually the best result.

#

@loud cipher What @maiden wadi said is exactly what I believe as well. Forget tutorials and focus on learning the small building block things that you'll need forever. You do this by messing around like Authaer said and working on your own projects. Just come up with a small simple idea such as "I want to make a door open and close when I stand on a switch" then focus on making it happen. Learn by doing is always a good way to learn.

tight schooner
#

@versed badge Epic's intended workflow is you do the math/data heavy stuff in #cpp but expose functions as blueprint nodes, so that BP is the "design" layer. Ofc you can use one or the other exclusively too.

loud cipher
#

Alright thank you

maiden wadi
#

@versed badge They're technically only separate because there are blueprint bases and C++ bases. Same thing, different base. Everything becomes C++ in the end.

#

I think they just leave the compile section out of a Blueprint base until you have a C++ class so that it doesn't confuse the non coders. Who knows.

formal prairie
#

very new to blueprint. what should i put in the object section ? i want the slider to control the strengh of my WindDirectionalComponent

tight schooner
#

Not knowing anything else about your game, your widget needs a reference to a particular WindDirectionalSourceComponent

#

It's basically asking, ok, which one in your game world do you want to affect?

formal prairie
#

ah okay

#

so i should add the winddirectional to my widget to be able to modify it, right ?

onyx swan
#

I want to store a hotkey in a widget, via Key variable. Is there an easy way to dynamically create a key, like 1-9?

true plaza
#

How do I grab the cube reference from a different blueprint.. I need to input the Target on the DetachFromActor

#

ive been trying with variables but no success yet

#

the Target needs a Actor Object Reference , so should the variable be ?

onyx prairie
#

anybody know how to get a variable (such as a string) out of a blueprint function library? cant declare the variable and extract it and i cant find a good target reference it will accept within a normal blueprint.

tight schooner
#

@onyx prairie idk entirely what you mean. If you want a library function that takes a variable and does something to it, I think the function input needs "pass by reference" enabled

onyx prairie
#

most people just ignore my posts, so first off, thanks. sorry, i am not a programmer by trade so i dont know how to frame the question correctly.

#

anyways, will look around at that.

tight schooner
onyx prairie
#

looking back in the past pins, people were more interactive then. really feel like we need a system to incentivize experienced people to help out the newbies more.

#

surely epic could sponsor something like that

#

but i guess people they dont want to set the trend of having to receive pay in order to help.

#

so maybe theyll just leave it as is.

trim matrix
#

hey so im getting this error for no reason i did everything right whats wrong

#

let me get the error

tight schooner
#

@formal prairie sorry for the late reply. There are a million ways to pass references and data between blueprints and it's highly dependent on what you're doing. The topic is called "Blueprint communication" and you can look different forms of that. The quick & dirty way to get a reference to a thing are the "get all actors from class" and "get an actor from class" nodes.

trim matrix
tight schooner
#

@onyx prairie yeah whether questions get answered just depends on who happens to be around and has a plausible offhand answer

onyx prairie
#

@tight schooner seems so. not a lot of info about blueprint function libraries outside of c++ stuff. the error im getting basically is just saying that i cant declare a variable that isnt local. ive tried to pass the refrence many ways: bpi, casting, some other ways that proved fruitless.

#

so im just trying to find a way to pass the reference

#

of the string, so that i am able to textrender what was in said string.

#

if i print string, the associated username appears no problem.

#

if i do my textrender within my character and set the input text to whatever, it also appears no problem.

#

so it's just trying to send the information over.

elfin hazel
#

@trim matrix You need to make a HUD class and override the draw function in order for the function to.. function. But you also need to set your project to use your custom HUD class, instead of the default one. Edit - Project settings - maps & modes, there's a HUD class dropdown.

onyx prairie
#

wait, actually, i think i figured it out?

#

i just had to declare a local variable, cast to third person, and find a refrence of the same variable within it.

#

maybe that will be the fix

trim matrix
#

my game is using my hud

elfin hazel
#

@trim matrix Okay, so you have your custom HUD class I see now. getting tired, anyway. In the functions list, click the drop-down and override the DrawHUD

trim matrix
#

where exactly is the drop down

#

is it in project settings?

elfin hazel
trim matrix
#

i did it but i want it to draw the texture when e is pressed tho

elfin hazel
#

Yeah, you'll have to add logic so that happens. A boolean in the hud class that is set to true when you press E. And in the Draw function, query the boolean.

trim matrix
#

who do i do that exactly in steps

#

*jow

#

*How

elfin hazel
#

In your hud class, add a boolean.
In the second image you posted, with the E inputaction, cast the hud class to your hud class.
Set the boolean to true.
In the Draw function, if boolean is true - draw texture.

hazy tusk
#

Im looking for some help in using the Web server, the documentation on HTTP is outdated and the example requests don't work.

elfin hazel
#

Or, you can call a function that sets the boolean to true. That is a little more proper, but either works for now as you're learning.

trim matrix
elfin hazel
#

Yes, you still need those Get Player Controller - Get HUD nodes. The HUD result pin goes into the cast object.

trim matrix
#

so wait exactly im trying to connect those nodes but it says i cant connect them

elfin hazel
trim matrix
#

i did it but its not appearing there is no errors but when i press the key nothing happens

faint pasture
#

show what you got now

trim matrix
faint pasture
#

What is the E? boolean?

elfin hazel
#

And the draw hud function

trim matrix
#

yea the e is a boolean

#

here is the hud blueprint

elfin hazel
#

haven't really used the draw texture in hud, but the texture width/height should probably not be 0.

trim matrix
#

i changed it from 0 but still nothing

faint pasture
#

I mean where do you use it? You're just setting a boolean, so what. What exactly are you trying to do and where do you do it?

elfin hazel
#

Well, there should be a DrawLine function. Connect it directly to the event and ignore the branch for now. Set its values to start at 0,0 and end at 500,500 and a thickness of 10. Is the line being drawn?

trim matrix
#

a line is being drawn

#

i can see it

elfin hazel
#

And try drawing after the branch. If that works, then it's the properties of the Draw Texture that makes it not show up.

trim matrix
#

nothing

elfin hazel
#

oh. So it seems that your boolean is never set to true?

#

Should have tried this in the first place, but connecting the drawtexture directly makes it show up?

trim matrix
#

nothing is being drawen

elfin hazel
#

Well, I don't know why it isn't being drawn if DrawTexture is connected to the Draw HUD event. Change the values and see if you get anything, other than that I have no idea.

#

Maybe set Screen width and height to 500, leave the rest at 0.

trim matrix
#

so the location was the problem when i connected it directly

#

it drawen the texture when it connected it directly

#

but when i connect it to the branch nothing happens

#

when i press re

#

*e

elfin hazel
#

Oh, okay. Use a print string and connect it between the E input action and the cast.

#

See if it fires at all.

trim matrix
#

it works now i just didnt connect it to the event thank u

tough cipher
#

does anyone know how to set up mobile inputs like panning with touch,rotating and pinching to zoom in or have a video that shows how ?

sharp cosmos
#

Does anyone know how to attach component to component and ONLY attach location (not rotation or scale)?

#

I can find a way to do it through event tick, but I'm wondering if it's possible through event begin play.

trim matrix
static charm
#

any reason why a While woud lock up the editor, but if i put a break point inside it and keep resuming, it actually finishes the while loop and then exits succesfully instead of locking up.

meager spade
#

AFAIK everything you do in unreal that you do not deliberately do multi threaded will be done on the rendering thread. So loops can potentially cause lag

#

I think a while loop will run until it's finished and nothing else will run on the rendering thread meanwhile

static charm
#

yeah that makes sense but it's only suppsoed to do 5 iterations and then finish. if I breakpoint and hit resume 5 times, it finishes instantly lol

meager spade
#

I have no idea, I personally rarely use while loops

static charm
#

ive had so many weird bugs with this current project

#

fix one thing, create two more issues.

dapper kiln
#

come to think of it, I never use while loops either. 🤔 I used to use them all the time in modding but not in UE4 weird. IDK why it's lagging though

static charm
#

yeah i think because i have a dependency of the while condition on it self.

meager spade
#

My project almost exclusively requires me to use loops when I need to iterate over arrays so that's why I only use for

static charm
#

same but im using a plugin and it causes crashes when using nested for loops

#

so i had to come up with new logic

meager spade
#

I would be glad to help but it's 3:40am and I need to get up in 6hours

static charm
#

no worries

dapper kiln
#

Could you use a timer instead or no?

static charm
#

not fast enough

#

well

dapper kiln
#

Hmmmm what else could you use...

#

.02 is not fast enough?

static charm
#

maybe timer is just slow enough so that it doesn't crash anymore

#

no i need to do 10 to 100 operations instantly

#

timer should work

dapper kiln
#

Hmmm. I'm not sure. Maybe use a fast time for the timer. What happens if you plug in the delta world seconds into it?

static charm
#

yeah ill just set the timer to min float possible

dapper kiln
#

😉

static charm
#

lol

#

ah shit i can't use a timer

#

omg

#

so it's in a projectile that gets destroyed, and On Event Destroyed it calls this code

#

but i guess Timer is delayed so it gets destroyed before calling it. eventhough For loops and While, does work.

dapper kiln
#

I just finished up working on projectiles. I had a similar problem.

#

So the code that's getting called is inside the projectile as well? Or somewhere else?

static charm
#

inside the projectile

dapper kiln
#

Yep, I has this same issue

#

So I'm sure this isn't the best solution but I just destroyed all the components of my projectile so that it wouldn't so anything or collide with anything, then ran my logic and after a second or 2 I destroyed it. I know that's not right but it works lol

static charm
#

yeah i just put the destroy at the end now

dapper kiln
#

I was trying to spawn blood particle fx when the projectile hit flesh and then bind the blood effect so that if it collided with anything, it would spawn a blood decal on the ground or wall. But the projectile was destroying before it could do anything.

#

Projectiles are a pain in my booty. I still have one more thing I should probably do but IDK if I want to. I have a custom radial damage function that uses a sphere overlap actors node. It works good but I just realized, I can damage things through walls. lol

static charm
#

yeah i hear ya

dapper kiln
#

@static charm I was also having the problem of my impact fx not playing when using OnDestroy because I was using "get actor location" which probably couldn't be got anymore because it's already being destroyed. I fixed it all by doing all my calculations and logic before hand and saving them to variables. Then use those variables on destroy

tacit ridge
#

anybody know how to make an rtx toggle with blueprint?

#

I don't want to package 2 versions of the same thing because of one setting.

static charm
#

what do u want to toggle

#

you can call almost any engine command via blueprint

#

although you may want to ask in the graphics channel

dapper kiln
#

Yea if you have a widget with all your other settings, you could add a check box there and if checked it would enable it. I'm sure it's a command or something like all the other settings like Gallon said.

#

How do you think Epic does their "damage prevention channel" on radial damage? I'm trying to recreate it. I could use a linetrace but I'm not sure if that would yield the right results

bright frigate
#

Guys I have a small problem. I am able to destroy folliage using my line trace on character but only when I have collision by query enabled. So the problem is that the collision for the foliage is also on so I can't walk through it like i should for grass.

small rose
#

maybe you can make a custom collision channel ?

bright frigate
#

Yeah I'm wondering if i should convert them all the blueprint actors and then do overlap events

hallow helm
#

@bright frigate Yeah youre going to have to change collision properties

#

You need to make a custom collision object and assign that to the foliage

bright frigate
#

okay thanks guys just looked it up will try

small rose
#

👍

hallow helm
small rose
#

I guess I learned something too lol

bright frigate
#

Thank you guys again! I gotta do a couple of things but its working!

hallow helm
#

Np man! Glad you got it working

#

@small rose what did you learn?

small rose
#

oh no nvm. I thought the collision section for me was different, but its the same layout.

hallow helm
#

got ya lol

true marsh
#

I'm looking for different ways to hide quest objects if you don't have the quest. My current way is the typical overlap sphere to hide/show based on if you have the quest but it just seems costly to for multiplayer to be triggering on a multitude of quest items around the world.

Another way would be to "get all actors of class" on Quest Accept/Turn in to disable "hidden in game" on those actors.

I'm curious what might be a "only render target if you have X" method, if anyone has any other thoughts I'd appreciate it!

true valve
#

I'm trying to toggle material using blueprint. It's not working. Any idea why>? So I've a lantern with to material slots, 0 is for the glass and 1 for the body part. When I turn it on I enable pointlight and add glow material to the glass.

dapper kiln
#

Something like this should work

true valve
#

do I need the second node?

#

My MI has color and intensity only

#

I found the issue. It's something else. thanks anyway

jovial bobcat
#

Is there any benefits on putting all the inputs on a separate player controller rather than on the chracter BP

true plaza
hallow helm
#

@true plaza how are you setting Target

dapper kiln
#

If anyone is bored I'd like to know if it's possible to use a Multi Sphere trace by channel for a grenade explosion and not damage actors through walls.

flat raft
#

ohh...interesting question

#

I'd say No, off the top of my head

true plaza
#

@hallow helm for which node

random vapor
#

@dapper kiln for each actor hit by the sphere trace, do an additional trace to check if there's direct line of sight.

crimson charm
#

what i am trying to do is start the match with my ui and then start an open steam server. whenever i try and start the round, it will go to the loading screen and then take me right back to the main menu

hallow helm
#

@true plaza So you are telling the cube to detach from the actor you are calling the function from

#

@crimson charm are you sure you arent telling it to load that map?

dapper kiln
#

@random vapor I tried that but it had some unrealistic outcomes. 😦 Such as enemies walking along a second level building and you shoot the explosion up at them and it hits the edge of the floor and it explodes right at their feet but the trace returns false. Or if an enemy is hiding behind a street sign and you shoot the small metal pole, the trace fails but in reality that person would take the damage. That's with a linetrace from the center of the impact towards the actor.

crimson charm
whole rose
#

what is createserver? creating session?

#

you should be creating the session first, and then on the delegate of session created, THEN servertravel

true plaza
#

@hallow helm I might need to go back and read the descriptions of all the nodes

hallow helm
#

@true plaza You never stop learning things lol

#

So it is working?

crimson charm
#

create server is a reference to a custom event in my game instance. Look up steam advanced sessions plugin

true plaza
#

it's not xD

hallow helm
#

What is the result of the Cube variable

#

print

true plaza
random vapor
#

@dapper kiln Yeah grenades can be tough to get right, even in CS:GO for exemple you often have very weird outcomes. But that's the simplest way I know of. For more accuracy, you could do multiple visibility traces (one to the actor's head, one at the center, one at the feet) and also assign a different channel to small objects which should not block the explosion

dapper kiln
#

That's what I mean lol

crimson charm
#

part of why i am confused about why it is looping is because in the editor it doesnt

true plaza
#

@hallow helm for Set Simulate Physics the Target is out of scope

still trellis
#

will i get an error using a Cast To node for something that might be null, or will it just trigger the Cast Failed exec pin?

hallow helm
#

@true plaza Yeah you need a better way of getting the Cube reference... Are you just using Get Actor Of Class to get the reference?

true plaza
#

yes

whole rose
#

csgo does multiple traces

#

determining how much of body is visible

#

chest, top of head, feet, left "edge" right "edge"

dapper kiln
#

is that how the default Apply Radial Damage is done? It just fires a bunch of traces in all directions?

whole rose
#

if it doesn't hit the one trace directly

#

you never tracec in all directions. you just find all stuff in radius, and then trace to them.

#

applyradialdamage itself, doesn't actually do any tracing, just overlaps

#

oh wait, there is a trace my bad.

#

it just does one.

#

from center -> each overlapped thing

#

(which is what quake/goldsrc/source/etc all do as well, csgo just has extra stuff)

#

.. and hl2 has a "robust" option that does extra traces around the bbox

dapper kiln
#

Yea I was redoing the radial damage because it doesn't output the hit actors it only outputs a boolean hit value. I didn't want to do specific logic for every actors "Event receive radial damage" so I was redoing it myself. It works great minus the fact that I can either damage through walls or not damage through walls depending on if I do a linetrace check first

whole rose
#

you could implement your own version entirely. basically what the "built in" one does, is just 1) an overlapmulti by object type 2) iterates all the overlaps, and runs a function called "ComponentIsDamageableFrom" which does a line trace from the center, to the center of the actors bounds

#

so you could expand it, and do a check to the top, bottom, left, right, etc.

#

like what csgo does

true plaza
#

@hallow helm do I need to 😟 cast it?

whole rose
#

csgo only does the bounds check for players, anything else that takes damage is only the origin -> center check. so you can optimize it that way too.

hallow helm
#

@true plaza where are you calling the function from

whole rose
#

so you aren't making too many traces.

dapper kiln
#

would that hurt performance? My game is multiplayer and is a zombie game so I'll probably be hitting a lot of zombies with one explosion. I know linetraces are not very expensive but that could add up to a lot lol

outer lance
#

So.. a weird course of events: I thought I had a brilliant idea: I have bigger trees on my level (RTS game), all baked lighting and shadows, I can place buildings where there are trees, they are then removed but the baked volumetric shadows remained and it didn't look good. The trick I discovered: change the material of the tree to a material with 1000x white emissive just before setting it hidden in game, poof the baked volumetric shadow gone. BUT then I just in a whimsical moment thought, what IS the performance of dynamic light instead of stationary (directional) ? ..and low and behold, I actually got better framerates with all dynamic shadows and lighting?! I mean, it is great, but I was surprised!

whole rose
#

it shouldn't be too bad. in your case, you can just break when one hit is confirmed

#

like, if it hits on the center trace, you don't need to do any of the others.

#

then you test higher up, if it hits, break, doesn't, check right, etc.

dapper kiln
#

That's true. So with a sphere that would be 7 traces right? Center, Top, bottom, and 4 sides.

true plaza
#

@hallow helm sorry I don't follow

#

I guess a Begin Play event

whole rose
#

you don't need to check all sides

#

because it's directional

hallow helm
#

@true plaza inside of what actor

whole rose
#

you just need to check more than just the center, if center is blocked

dapper kiln
#

Ahh true. That makes sense

whole rose
#

like y+-10 and z+-10 for example

#

could even make an array with the offsets... which is what hl2 does for +use haha

dapper kiln
#

I was thinking the same lol

whole rose
#

so then you just loop, and if hit, break

true plaza
#

@hallow helm MotionControllerPawn

whole rose
#

i wish i knew as much about unreal as I do of everything based on quake.

dapper kiln
#

I appreciate the help. 🙂 Thanks @whole rose @random vapor

whole rose
#

yw

hallow helm
#

@true plaza where are you spawning the cube

true plaza
#

BP_PickupCube

hallow helm
#

im sorry man i actually have to go to bed... Im getting tired and cant really think straight... I know what the issue is though... You need to figure out a way to get a reference of the actual cube itself

true plaza
#

I really appreciate the response @hallow helm

hallow helm
#

When a cube spawns, you can have it call a function in your MotioncontrollerPawn, that sets the reference to the cube

true plaza
#

sleep well : 0

hallow helm
#

I will be back on9 to 10 hours from now then Iwill catch up with you again

humble scarab
#

I am trying to hook up my pause button to both pause the game and unpause the game, I've got pause working but I can't seem to get unpause going, if anyone has any ideas please let me know

Player Event Graph:

maiden wadi
#

@humble scarab The Event needs to be able to play on pause.

earnest tangle
#

@humble scarab if your button input handling is in the player pawn, the "input to ui only" most likely ends up eating the inputs that would normally go to it

maiden wadi
#

Oh, thought you were using the generalized pause things.

earnest tangle
#

You'd need to try handling the inputs in some other place that still receives inputs during "ui only".. could be player controller or HUD, not 100% sure

humble scarab
#

HA HAA, thank you, I just had to set the "Pause Game Function" from UI only to UI and Game

trim matrix
#

Hey there! Ive got a hopefully quick question. Im creating a Pokémon game, and have a structure + data table for each Pokémon's stats, learn set, etc.. How would I go abt making a trainers party? I've created a generic "Pokémon" bp placeholder, with some public, expose on spawn variables. However, I need to store a Pokémon and all its stats into a party. If i use the Pokémon bp, none of those "expose on spawn" vars show up, so that's a no go. The best I could come up with is to just use the name, and spawn the Pokémon from that, but then its stats don't stay the same. How could I go about storing up to 6 Pokémon into the players party?

#

I understand I did a poor job of explaining that. When someone gets the chance shoot me a dm and I can call or smth. Theres no way I can type this out without sounding like an idiot lmfao

thin heart
#

How to create water fountain with Niagara

neat stream
#

Hello Guys, I'm working on splines these days... I want to know if it's possible to get the location of points on the outer border of the spline ?

bleak vector
#

that's index 0 and index length - 1 🤔

neat stream
#

my goal is to the real world location of this point

#

x,y,z

runic ore
#

If you just want the outer points for spline point n, calculate the point on spline at n and on n + x (so you have the direction) now my vector math is gone but with the direction, you can calculate any point around your spline point. basically any point defined by the plane, where the direction is the normal.

fallen glade
#

@fallen glade A piece of a strategy game? I remember Fallen Enchantress (www.elementalcom.com -> first game with DevJournal? ) with this kind of mechanic.
@hazy igloo Yeah, A battle order for my "strategic" RPG 🙂

hazy igloo
#

Nice. Give us screenshots/videos!

neat stream
#

If you just want the outer points for spline point n, calculate the point on spline at n and on n + x (so you have the direction) now my vector math is gone but with the direction, you can calculate any point around your spline point. basically any point defined by the plane, where the direction is the normal.
@runic ore That's what I already do, the basic of the spline, I wanted to get the outer point

runic ore
#

Well then you either don't do, what I explained, or I don't get your issue^^

dreamy river
#

Hi, I've got problem with spawning Niagara Beam particle. I created simple Beam that simulates projectile from a gun. I spawn it just after line trace for my gun, and set it location from muzzle flash socket location in my gun. Then I set vector parameter for End Point and here I use HitPoint from LineTrace. My Beam is working properly only when my character is at the world origin (0,0). When I move away, beam is not connecting to EndPoint but spawn in some different directions. I've tried setting it to localspace but without result. Here is example when I'm slightly away north from world origin https://www.youtube.com/watch?v=0dvzag0Xq1U&feature=youtu.be

fleet cedar
#

this isn't working for me

velvet forum
maiden wadi
#

@velvet forum That's correct. What are you expecting it to print?

delicate imp
#

50/1=10?

#

:3

velvet forum
#

i need 1% or 10% from 50

delicate imp
#

lmao

#

I don't know blueprinting that well but its interesting to see all your screenshots xD

maiden wadi
#

If you need ten percent of fifty, you're looking for 50 * 0.1 or 50 * 0.01 for one percent.

delicate imp
#

It should equal to 1 why is he getting 0

maiden wadi
#

Because there's no remainder from fifty divide by one.

hallow helm
#

Modulo (%) isn't doing what you think it does @delicate imp @velvet forum

velvet forum
#

@hallow helm so what can i do if i want percent from number?

hallow helm
#

Look at what Authaer said up a few posts

#

if you need ten percent of a number, multiply the number by .1

delicate imp
#

@hallow helm oh ok lol

hallow helm
#

if you need one percent, multiply it by .01

velvet forum
#

oh thanks @hallow helm @maiden wadi

hallow helm
#

@delicate imp @velvet forum Modulo returns the remainder from dividing the two numbers

tough cipher
#

does anyone know how to set up mobile inputs like panning with touch,rotating and pinching to zoom in or have a video that shows how ?

hallow helm
tough cipher
#

thanks

fleet cedar
#

How can I make cascade particles not sprite/billboards

hallow helm
halcyon grove
#

Hey, very noob question but I'm just concentrating on getting basic movement down, how do I "fill" this shuttle reference variable properly? So I can call it and access it's components later and tell it where to go etc...

#

the reference is to a pawn from the player controller

hallow helm
#

ok so

#

what is shuttleBP and where are you trying to call these functions from

halcyon grove
#

yea so shuttle bp is a pawn containing a mesh of a "shuttle"

#

a camera and a floating pawn movement

#

I'm trying to call this from the player controller

#

house the movement there

hallow helm
#

This an RTS?

halcyon grove
#

for now yes let's just say it is an rts

#

but I'm practicing all movement types ultimately

#

will be

#

if it were the other way around I could just call "get game mode"

#

but what is the equivalent for referencing a pawn in the controller?

hallow helm
#

The issue is you need to get that specific actor, not just any actor

#

For example

maiden wadi
#

If it's the player's currently possessed pawn, you can use GetPlayerPawn, or GetController-GetControlledPawn

hallow helm
#

if its an RTS, usually you left click to select a target, which you would then have the reference you need

halcyon grove
#

ahhh ok

#

thank you both

bright frigate
#

So I have another small question. My remove grass system was working good but it would only remove one grass static mesh/componet at a time. So I decided mybe a multi trace would be better. Its works sometimes but not how I would like. I think its a problem with the hit item index and the remove instance can only remove one at a time?

hallow helm
#

@bright frigate If you want to remove more than one you will need to get all the hit actors and put them into an array

fleet cedar
#

can I make my line trace go through objects and not stop at the first collision?

bright frigate
#

yeah you would do overlap for that

#

instead of block

fleet cedar