#blueprint

402296 messages · Page 515 of 403

fleet cedar
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where do I set that

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or is this already working the way I'm asking

bright frigate
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So what ever object you are trying to trace you would set its trace channel under its collision to overlap

maiden wadi
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@fleet cedar For that, you need MultiTraces. Single trace always returns the first object hit.

bright frigate
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yeah

fleet cedar
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"multi line trace by channel"?

bright frigate
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yeah

maiden wadi
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Yep. It's the same thing, but it will return an Array of Structs instead of a single Struct

fleet cedar
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to check if any of the hits are the box

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I want it to go through objects and hit the one behind if possible

bright frigate
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Filter Array maybe

hallow helm
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MultiLineTrace provides an Array already

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See how the Blue output pin is a bunch of squares?

bright frigate
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Filter Array

hallow helm
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@fleet cedar

bright frigate
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srry

hallow helm
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oh wait

bright frigate
hallow helm
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@fleet cedar sorry i misunderstood. onesecond

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no i was right

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so

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one sec

fleet cedar
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hoping to draw a line and be able to hit these back boxes past the front ones

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And if it hits, it triggers particles

hallow helm
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wait im getting confused

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lol

fleet cedar
hallow helm
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ok

fleet cedar
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Line from the camera forward, and want to hit both the closer and farther boxes

hallow helm
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@bright frigate Message me and i will help you

fleet cedar
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so need it to not stop at the first collision

hallow helm
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@fleet cedar I will help you after im done with Mwparra

fleet cedar
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thanks!

scenic oasis
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Hello, Can someone help me with the access error Blueprint Runtime Error: "Accessed None trying to read property RTSCameraPawnRef". Blueprint: RTSCameraPawnController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node

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Let me know if anyone is available then ill post more, don't wanna flood the chat lol

maiden wadi
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@scenic oasis Your RTSCameraPawnRef variable has not been populated with a valid actor.

scenic oasis
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@maiden wadi thanks for the quick reply :D! in the tutorial I am following the instructor said to change the variable type to itself. If I populate a value in RTScameraPawnRef, it warns me it will break connections with others

maiden wadi
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@scenic oasis To better explain. Blue variables that are of a class, are called pointers. These point to a memory address where that actor is being stored. Pointers can be told to point to a specific type of class, but not actually be pointing at anything in memory yet. In your case, your pointer is supposed to point to an RTSCameraPawn. It knows that, but you haven't told it which one.

scenic oasis
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OH

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dude thank you so much sorry it's still early here

leaden helm
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Cant even think how to google this, for each quest my player has, I create a widget and add it to a vertical box, and to an array to display the quest objective. When the player finishes that quest, I need to remove the extra widget. But I dont want to create and destroy widgets on each update... how to remove extra widgets?

maiden wadi
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I know them feelings.

leaden helm
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on an update, I iterate thru the quest list and if the widget array is valid, I update it, if not, it creates the widget. But if I have two widgets, but only one quest left, how to destroy the extra

maiden wadi
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In short, you get the VBox, get child at index, and call destroy on that reference.

leaden helm
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each widget is stored in array for referencing on an update

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the widget isnt bound to a particular quest, just gets its texts updated

scenic oasis
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Okay next bump in the road here >.< So I have a pawn named RtsCameraPawn and it has a hierarchy of "Scene>Sphere>SpringArm>Sphere". The event graph is blank and there is nothing noted in the tutorial about entering any values within that. I only have one RTSCameraPawn in my entire project. Am I missing something?

leaden helm
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ok changed it down to one forloop. I thought it was always bad to change an array while iterating thru it

maiden wadi
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It is. Alternatively, use a Reverse For loop.

leaden helm
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No errors either way

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I've seen before that BP arrays are more forgiving, there must be some underlying code to is preventing errors

maiden wadi
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What'll happen is that if you have an array of four items. If you're checking if they're valid to remove them and the array is set up like this before the loop. Valid, Invalid, Invalid, Valid. What'll happen is that it'll remove two, put three in it's place, and not check it and then go to four. You'd end up with Valid, Invalid, Valid after that loop.

leaden helm
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ah, ok

elfin hazel
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Since it's an array of widgets you're working with, iterating over the array you can call remove from parent without problem, because it does not affect the array. But Removing the member alters the array so that the member that should have been after this index, is skipped.

leaden helm
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So whats the best way to handle this?

elfin hazel
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oh, wait.. you did a reverse loop.

maiden wadi
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Your last screenshot should work fine as long as you're setting up the rest of the stuff based on that same array.

elfin hazel
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that should be fine.

leaden helm
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It does the updating of the quests first, then does the reverse loop right now, just tested with 3 quests, seems to work fine

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ok, thanks for the help 🙂

scenic oasis
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bah i need a coffee break alredy I can't seem to link the reference to the camerapawn that I created. It's the only one in my project. My fundamentals aren't there yet as I am new but Im stumped as heck on this one

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already*

maiden wadi
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You're trying to populate that pointer?

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Is that the possessed player's pawn?

scenic oasis
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It's a Pawn with a camera and a boom stick, I have a camera pawn controller, and I dragged a player start in my level\

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let me know what you need me to screenshot or screenshare

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and Material circle as a reference to where its pointing

maiden wadi
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If it's the player's possessed pawn, you can just use GetPlayerPawn, or GetPlayerController->GetControlledPawn.

trim matrix
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Is there a way to a SkeletalMeshObject reference into a SkeletalMeshComponentObject reference?

maiden wadi
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A SkeletalMeshComponent is the ActorComponent that holds a SkeletalMesh. So SkeletalMesh to SkeletalMeshComponent? That'd be a bit hard unless you create a Component and set it's SkeletalMesh value to your mesh value that you want to be a component. If you're trying to get the SkeletalMesh from a SkeletalMeshComponent on the other hand, that one is easy.

trim matrix
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I just want to tell an actor component to use a certain skeletalmesh in bp

maiden wadi
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Should be easy. You have the SkeletalMesh pointer?

trim matrix
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I have a data table, with the skeletalMesh I wish to use

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I wish to get this SkeletalMesh attached to the handsocket of my character's mesh

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spefically "equipped" in game

maiden wadi
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Do you already have the actor component, or are you trying to create it at runtime?

scenic oasis
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With Get Player Controller my input has to be 0 to be the first player? This doesn't need to be connected to anything specific in my Event Graph to initiate? The output is an object reference it says in the manual. So that means my output would be the RTSCameraPawn? Again sorry for so many questions, I'm trying to get it done without asking for too much help.

trim matrix
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I do have an actor component, which has a DefaultMeshSubobject created at run time

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I was thinking of using this as a bridge to getting the mesh attached to the hand socket

maiden wadi
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Something like this should work. Just need to get your skeletalmesh pointer for the first node.

trim matrix
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I crashed it

trim matrix
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@maiden wadi thank you

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it worked

scenic oasis
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@maiden wadi IT WORKED thank you man much appreciated!!

gritty elm
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what is the best way to show widget on multiplayer? in game instance or game mode or player controller?

chrome fog
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Hi, I have an array of USTRUCT() defined in a DataAsset (c++). I would like to search if the array contain a child struct based on a field "FString" only and ignore other fields in that struct. How would I do so please?

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in blueprint

maiden wadi
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@gritty elm Widgets should disregard the fact that it's multiplayer. Widgets are only on the singular client and should rely on the information that client has. Game Instance is not a good place to store things that'll be deleted on map moves. GameMode wouldn't be able to store widgets because it only ever exists on the Server. No client can access GameMode. I think a lot of people keep their widgets on the PlayerController. I personally prefer the HUD class since it's already sort of related to the UI and it also only ever exists on the Client.

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@chrome fog Pretty much the same as you would in C++. Iterate over the struct array and compare what you need to.

trim matrix
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Is there any way to use rewarded ads without plugins?

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No 4.25 support on plugins

gritty elm
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what is difference between add to viewport and add to player screen

fallow path
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@gritty elm player screen is probabbly for split screen

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Adds the widget to the game's viewport in a section dedicated to the player. This is valuable in a split screen game where you need to only show a widget over a player's portion of the viewport.

trim matrix
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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?

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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

rare gale
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@trim matrix I do something similar with my inventory system. All the items have stats determined by my struct. The way I do this is to have that struct on each item, its data is set when it's created by grabbing the info from Data Table and then from that point, I pass that full struct item around as needed. It gets passed to the inventory item widget, tooltip, etc and keeps the same info. Hope that made some sense to try out, feel free to DM and I'll explain better if I can.

gray dune
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does anyone know why my begin overlap is not triggered by my moving sphere?

rare gale
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Is the overlapping object already in the sphere?

gray dune
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no, starts from left and then ticks to right by 2 every tick

rare gale
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check your collision settings? Maybe one or the other isn't set to generate overlaps or ignores the type of object that the other is?

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that crap gets me all the time

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wait, move your print screen to the onactorbeginoverlap.... might be a cast issue so it's not going through

gray dune
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i changed to blockall and it seems to work. Im wondering however, any way to make it wrk without sweep checked on set actor location?

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if i enable sweep, itll stop on the floor unless i make it float somwhatr

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wait so its blocking but not triggering the print....

rare gale
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sweep means it's looking for collision along the path it's moving in... I think you need that but you can change from block to overlap and that should be fine... I think

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I think your print is not working because the cast to static mesh actor is failing... does it work if you have the overlap go straight to the print string instead of through the cast?

gray dune
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let me trys

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still doesnt trigger it

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how does one even check if a movable static mesh overlaps something

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i know how players can overlap

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but never figured how static meshes can trigger something

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for instance here i am moving static mesh in the level bp

rare gale
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I don't use the level BP ever so I'm not sure if that could be part of the issue? What do you see when you Show>Collision in the editor? Does your static mesh have collision? Maybe that's an issue? Might depend on how you made that sphere

dense badger
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I'm curious what a good way to manage multi-level data would be. For example: If I have a persistent with several sublevels, and I want to go through each sublevel and get actors with tag or of type. What's the best way to enable that?

reef mist
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Hi guys, is there a way to attach an actor to another using sockets in both actors, not just the parent? I cant find a solution to that.

ripe drift
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Hi all, I have 2 different cinematics which I want to play dependent on level loaded, I can see we have a Get Current Level Name but I'm just trying to figure out how to get this down in BP.

So in theory - If Level Name = Alpha, then load Sequence A / If Level Name = Beta, then load Sequence B

Any pointers on how I would action this ? help appreciated.

ripe drift
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++ sorted it hehe = amazing how you can ask a question and read it yourself and get the answer

rare gale
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Not sure what you did, but Select nodes are good for that type of thing.

ripe drift
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@rare gale Simple branch bool and set on the level itself but, now you mentioned select nodes, maybe a cleaner way for sure, I will check it out... thanks!

mental robin
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Weird question. Is it possible to use a gradient texture with noise as a value of 0-1 in a blueprint to drive data

rare gale
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you could probably make a function in your game mode or game instance and run that on start based on the loaded level and have a big list of them rather than just 2... assuming that makes sense for your setup 🙂

ripe drift
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Agree!

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ty

simple lantern
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Hey, I asked about this before but still can't quite figure it out. I'm trying to check if a spawned actor overlaps with previously stored actors in an array. Basically, I place an actor, and if I try to place another actor on top of it I should get a negative result. This works to a degree, but only on the most recent actor in the array. However, the collision still takes place on the old actor indices (look at the branch), but is somehow split into a quantum state of both true and negative. I think this is because of how the loop works, it is checking every index, not all of which I am overlapping with. But I'm having a hard time figuring out how to re structure it so that it turns red on every index, not just the most recent one. Check out the video i'm linking. any ideas?

haughty egret
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Does anyone know what would create a "soft" dependency in the reference viewer??

simple lantern
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A follow up, this logic seems to have fixed my problem. Using a loop with break aborts the loop while the actor is overlapping so I don't get that branch superstate issue

robust cliff
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what is the difference between lerpRotator and Rinterp?

dapper kiln
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I believe lerpRotator doesn't have to be ticked whereas Rinterp to needs to be.

ripe rose
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is there a way to make a spawned projectile not fire hit events with its owner actor?

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e.g. you're spawning a rocket projectile from a location that overlaps with a component that you want to trigger a hit event, but only with other players, not the owner

thorny marsh
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@ripe rose You can try IgnoreActorWhenMoving node.

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I think thats what its called.

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Set your Projectile to ignore the Owner.

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On BeginPlay.

ripe rose
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like that?

thorny marsh
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Yeap

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Give it a go.

ripe rose
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i think it's working, thanks

mental robin
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Hello. So I am working on a weather related game about storm development and chasing them. I am working on the atmosphere. Currently I have simulated layers where a weather balloon is sent up and returns the conditions at that layer. For example here the returned results display temperature at each layer of the atmosphere. Does anyone know of a way I could take this data and display on a material or anywhere in the world that a player can see. The reason is I am wanting to implement a weather soundings/skew-t/hodograph eventually

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Nevermind I got it 🙂

cosmic moat
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hi guys, really weird landscape spline issue here. I find that the collision just doesnt rotate with the spline. Any suggestions?

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you can see that the actual mesh works fine, but the collision has a locked axis

whole rose
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that's just the preview

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you acn ignore tat

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it never shows it properly

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but it totally is correct.

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just a visualization bug.

scenic scroll
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why cant i create a reference to my actor in the level blueprint? (sorry if noob question)

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nvm it fixed itself

austere knoll
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lol

crimson charm
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i am working on adding the ability for the user to select a gamemode to use on the map they load.
I added a shortname in my defaultgame.ini file and am using enums to hold the shortname. how do i go about this?

jovial bobcat
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is there a way for me to chenge only two variables in this blueprint while keeping everything else the same with out having to to this

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cause this is a pain in the ass

rare gale
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agree and same question 🙂

tight schooner
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@rare gale @jovial bobcat for structs there's a node called "set member in [name of struct]"

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See section, "Setting Members in Structs"

jovial bobcat
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umm i have this wired "glitch"

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like when i connect the pins variable information dosnt get passed through but when i set it manually it does

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nvm

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im just stupid

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i have two sets

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i really spend 30 mins trying to fix this

scenic scroll
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so i'm modding a game and there's a brick i want to edit so it floats on water, but i don't have access to the brick itself or its code, so i need to somehow remotely alter it. this is the code i came up with, but it seems that when i run the game the brick ignores it and still floats. any idea whats wrong?

scenic scroll
terse steppe
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So in c++ I have an Item class and ItemManager class which contains a TMap with each item and its ID. So I want to be able to initialize these items in a blueprint however I can't seem to find some clean way to initialize these items, I could either use a bunch of sets to initialize the member variables or create a blueprint to hold the data for each item but is there any better way to do this?

jovial bobcat
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is there a way to make sure when the function dosnt fully complete the rest of the node dosnt run

thorny marsh
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Split the function into 2 functions? Call both as necessary?

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You may need to be more specific about what your asking.

jovial bobcat
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oh i have a few branches inside the function

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i want it so that when those branches fail

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and the function dosnt fully complete

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the rest of the line dosnt execute

thorny marsh
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You can add a Return node inside functions.

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This will end the function.

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And send execution back to the calling code.

narrow stump
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I have a question with Animation Blueprints. Id like a behavior tree task that sets a bool value 'Shoot Gun' to true on my enemies animation blueprints. As it is currently, the task needs to be different for each type of enemy as they all have different anim blueprints, and i need to cast to its particular BP to set the bool. Can i have a task that will just set any bool named 'Shoot Gun' on the AI owners animation blueprint (passed in as a blackboard key), and it will set it if it finds it?

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would i use some kind of interface for this, or is it the wrong approach

maiden wadi
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It might be easier to consider playing an anim montage whenever the weapon is fired. No need for any interaction with the animblueprint. If that's somehow not plausible for you, it might be easier to reverse your logic. Instead of setting it in the animblueprint, set it in the enemy or their behavior tree and let the animblueprint poll the variable from a base class.

trim matrix
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I have a problem. I have one actor that has a movement interp component. I set up its values and all is fine. then I make a copy of it and I want to change values. It wont store the "control points" value. I have about 200 of these copies to do. Can I set up this in bp someway? I tried to make 200 cubes in one bp but the individual components inside bp wont work? Or can i somehow access my 200 actors in view port and somehow change the value there? now it wont allow me.

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Is there any way to reorder event dispatchers?

alpine halo
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well I've created a master blueprint for weapon class and made all child weapons like AR, SMG, Shotgun. I've done all the attributes like current ammo, max ammo , clip size, range, etc all in master Blueprint. if some guns need automatic fire. I've just override the fire function to call by timer. My blueprint checks the validity, the player can only pick 3 guns (1 handgun type + 2 AR/Shotgun type). For AR type if I'd first holster empty then it goes to 1st, if not then goes to 2nd. If both are full then it swaps the current equipped gun.

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I'd made an enum to determine if it's 1 handed weapon or 2 handed

trim matrix
jovial bobcat
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@trim matrix Yeah thanks

trim matrix
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Is there any way to reorder event dispatchers?
Scratch that. Is there a way to reorder anything except variables? (Event dispatchers and functions.)

narrow stump
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@maiden wadi thanks, ive done both now, seems to work fine. firing 'Shoot Gun' from the behavior tree itself, but also using an interface to relay a shoot animation to different enemy types with different anim blueprints.

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from the enemy's own bp

pale blade
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Why...
I have a function that returns the Hit Actor from a line trace. Inside the function I print the Actor's name right before returning. Outside the function I print the return Actor's name again immediately from the function output.
Inside and outside actor's name are both blank if I don't line trace anything, expected.
Inside and outside actor's name show the enemy's name if line traced for enemy, expected.
But then inside is blank, and outside is what was the enemy's name before.. how can something obtain a value from a function, if the function doesn't returns anything at all?

trim matrix
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Pass by reference?

pale blade
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The actor output is a reference, would it have any significance?

alpine halo
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i've done same thing in past

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i did sphere trace, and those actor who can receve trace will be highlighted

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for receive trace i'd made a blueprint interface

pale blade
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Okay.. I had a IsValid(Actor) will return something, but did not return anything if it is not valid.
By adding a default return node when it is not valid, it seems to solve the issue
So my guess is.. if the function does not return anything, the code calling the function will still grab the Actor reference (from the function output), which happens to be what reference was previously there

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So the takeaway lesson is... always have a return node for your functions

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Similar to real programming, they should enforce it in blueprints

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Or at least, that's what I'm thinking, is that true?

alpine halo
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isValid() [exec] node is check whether the actor is in editor or not

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make sure your line trace is proper by making debugging to 'for duration', and reference on hit actor

brittle fiber
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CyberThreads under construction. Volunteers who prioritize development of Human Species welcomed.

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after I do some random change it will be as it was placed by me

alpine halo
brittle fiber
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nihao xiao huar

trim matrix
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Anyone know an easy way to apply alpha fade to material on z axis?

simple lantern
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@trim matrix you might be able to use a sphere mask fixed on the players location

trim matrix
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trying to fade out volumetric clouds

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on sky dome

simple lantern
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not sure how volumetric clouds work, but you can definitely fade a shader with a sphere mask

trim matrix
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Wasn't sure how the sphere mask would react on a spherical object

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The volumetric clouds get projected onto the sky dome

ripe rose
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is there a simple way in UE4 to find the component of a vector which isn't shared with another vector?

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if i have A and B and want to get C, as in discard the component of B which is shared with A and add the rest to A

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i figured out how to do this in 2d on paper using trig

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but if there are some nodes for this already that'd be nice

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it's also very possible this is a simple vector operation that i'm unaware of, as i have very little education in this topic

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conceptually it's very simple. it's like deleting the X component of a vector, but instead of the X component, it's the component which is another vector

brittle fiber
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whats goin on here, sorry but are there women using IT and Unreal Engine? or is it like fans immages?

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like a trick

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next level exercises

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respect

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stay hydrated @ripe rose

ripe rose
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actually i think i can make rot from A, rotateVector on B by negative of A's rot, and then break vector on the result of that and discard the X float

true valve
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It seems global time dilation has a limit. How can I speed up the game really fast?

supple dome
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it seems theres a setting for MaxGlobalTimeDilation on WorldSettings, have you tried that?

ripe rose
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this accomplished my goal

gritty elm
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how to make hand grab system on an object dynamically? for example i want to change wrist angle of hand according to position and rotation of object

wind kernel
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I have a bounce character . a Button than reflects of the walls .(this reflection is done via a 'Get Reflection Vector' ) What I want to do is when Button Collides a wall and changes its course (Direction in the x axis) I want this to have either a value of +6 or -6 .

hot fjord
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Hey, a tiny question about logic progression.
If I create a custom event with a ForEachLoop and put that event as Element B into an Event line-up A-B-C.
Is event C starting at B's completed executable or inside the loop ?

boreal ether
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@wind kernel isn't this what get reflection vector gives you?

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If they're all events it will be parallel

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if b is a function it would go through the loop first

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Actually no, seems like it's sequential either way, unless there's async logic in the event

hot fjord
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So it doesnt matter, if I make the Comment an event or a function ? (I planned on just making it an event at first)

fallen glade
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is there a way to drag multiple pins in blueprint ?

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😢

hot fjord
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@fallen glade I think with ctrl or alt

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oh

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xD

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not in that case i think

fallen glade
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I'm dead

boreal ether
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I'd make that a function

hot fjord
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I think grabbing some snack and water would be a good choice then

fallen glade
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yeah haha

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thanks anyway

hot fjord
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@boreal ether alright thanks !

boreal ether
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I feel like there must be a better solution than using that many events

fallen glade
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I don't know, UMG animation is super barebones

boreal ether
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Haven't used UMG animation much but can't you do a for each on an array and bind to on animation finished?

hot fjord
boreal ether
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It will automatically fill it in if you don't but you can put one there for clarity

hot fjord
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I see, I was still worried, that it might put it in the loop, if i didnt clarify

boreal ether
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UE4 knows not to do that luckily 🙂

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But especially if you have multiple return points it can be good to place the node so it's clear where the function is returning

hot fjord
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but just for my general understanding, if I put that return at the loop

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it would only connect there, right ?

boreal ether
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I think you can put it in the loop and that would break your function, not sure what happens then tbh

hot fjord
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🤔

rare gale
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No changes persist through sessions without this

maiden wadi
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@boreal ether @hot fjord If you put a return in the loop body and it triggers, you would break the loop and return that current value that's plugged into the return node. And also you can have multiple return nodes. You're not restricted to just the one.

hot fjord
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@maiden wadi When using the term "break", do you refer to the loop to stop from running ?

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basically it would only run the first instance on 0

maiden wadi
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Correct. It won't run any more iterations after that break.

hot fjord
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I see

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that's actually very interesting to know

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thanks !

fluid roost
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hey guys, Im just trying to make a glass material in unreal. I have the roughness map for the stains on the glass but when i set the material to translucent it removes the roughness node

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dw solved

maiden wadi
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@fluid roost That's also a #graphics issue. The people there will know materials better.

austere knoll
#

Here's what might be a noobish question: When using a Print Sting to write to logs for debugging, if you expand the node, there's a ton of color-based functionality. I can save the color as a specific color. However, for the life of me, and even after reading the entire documentation on it, I cannot determine how to use the Print String color preset I created.

The dropdown doesn't let me select it, I can simply create a new preset or delete a preset.

#

Therefore, how does one simply select a color preset on a Print String node within a BP Event Graph?

acoustic saffron
scenic scroll
#

How does "add child actor component" work? if i wanted to add four floater spheres to an object via code (for buoyancy) how would i go about it?

maiden wadi
#

@scenic scroll First off. Are you trying to add an ActorComponent, or another Actor to this actor? What are your floater sphere.

vivid plinth
#

Question guys.. Does anybody know what exactly these scaling options do with a Billboard sprite component? Nothing seems to have an effect on the scale of my sprite. This component doesn't seem particularly useful for anything

#

Reason I ask is because there are no tooltips and I've played around with the numbers and nothing seems to change.

scenic scroll
#

@maiden wadi well, i'm not sure, i'm trying to find a way to make it work mostly, the idea is for me to somehow make a component float without editing the component's code. i managed to make it float but it doesnt stand upright due to only floating on its center, so i have to somehow add invisible floater points around it so it floats upright. how? i have no idea :c

#

any methods, suggestions or ideas are extremely appreciated

worthy fern
#

What does "nativization" mean for blueprints?

maiden wadi
#

@worthy fern In short, it tries to write C++ code to replace your blueprints.

worthy fern
#

Ah, interesting.

#

I ask because I have been having a problem packaging with a custom engine where it calls upon a SetStyle call in the construct and I see there is an option to nativize a blueprint.

#

It worked fine in the engine launcher version (4.24) with a package, but I am wondering if the way SetStyle is done in the custom engine is interfering with it. For one thing, I didn't touch that method

maiden wadi
#

Yeah. It's just an optimizing feature for Blueprints. Supposedly it can speed up blueprint execution quite a bit, but it's not as good as human written C++. Also has a few caveats from what I've seen of people trying to use it. Never attempted it myself.

worthy fern
#

Ah. I only need it on a couple of assets, and am not concerned about performance, but good to know. Well I'll give it a try on a couple of assets to see if it can fix my problem I've been having with those specific blueprints.

#

Those blueprints are different because they rely on custom structs upon startup, so maybe nativization could force it to find those struct files with headers? Fingers crossed

scenic scroll
#

do i need to have simulate physics enabled to add a force?

maiden wadi
#

@trim matrix Really depends on how you're setting the values for your Widget.

fair magnet
#

Hey guys I'm getting an "accessed none trying to read..." error in my animation blueprint... even tho there is an "is valid" also the logic itself is working but I'm getting this error all the time I hit play

trim matrix
#

It only happenes initially when y hi hit begin play? Never after? @fair magnet

fair magnet
#

well the error window pops up when I hit stop

trim matrix
#

Yea well you can check the error window during play anyways. Basically I’m just thinking that if that group of errors is happening once, when the game first starts. That the code might end up getting ran before your charecter reference is set.

fair magnet
#

ah I see

#

so I've switched it from this

#

to that

#

and it works

#

o:

trim matrix
#

Oh yep that’s exactly what I was gonna suggest

#

Nice

fair magnet
#

Thanks for the hint c:

flat raft
#

@fair magnet just a note... you don't need the bottom isValid. The cast should be enough. Also, the Get Movement Component isn't using the character reference.

fair magnet
#

but the bottom isvalid actually fixed my problem ?

flat raft
#

Oh lol.. I didn't read your problem. I just was optimizing your bp 😅

#

The Update Animation runs every frame. You have try Get Pawn Owner running every frame

scenic oasis
#

Can someone tell me where in my blueprints I've messed up? Trying to make it so that a button on my HUD spawns a snap to grid static mesh that follows my mouse and sets itself to the location I left click on my landscape. I've checked the entity list when testing out the game and the number of entities does not increase, so I know it is either spawning and b eing destroyed faster than I can see it happen, or it isn't spawning at all? I'm not sure. Either way any help is appreciated.

sick galleon
#

@scenic oasis the screenshot resolution is too small to read

scenic oasis
#

For some reason it only shows a preview resolution, I had to click on it and click the full picture button :/

#

lemme see if I can re upload so it blows it up to full resolution

sick galleon
#

maybe with less width

scenic oasis
#

Does "Open Original" Show you a larger sized image?

#

Im going to re arrange them so it shows less width

sick galleon
#

i dont have "open original" if im not mistaken

#

or post 2 screens :)

scenic oasis
#

woops ok sorry one minute 😛

weak minnow
#

do RenderTargets need cleanup? It seems I'm getting an error Texture not valid! UE-23902! Parameter (RenderTargetTex) for the render target in my dynamic material instance when a level is reloading

flat raft
scenic oasis
#

oh shoot

#

wow that is MUCH easier

#

thank you that saves me a heck of a lot of time haha

iron dawn
#

Hi there ! I'm new here and also super new to unreal, I've just started UE4 recently watching the Katie tutorial and today I'm trying to do the whole "Making your first game serie" from Ryan Laley.
I have a little question, in the episode "3-2 Door Interaction", at 1'50" we check the other actor who overlap the trigger by making a comparaison with "==", but couldn't we also use a "Cast To" ?

flat raft
#

Yes, with a small difference.

#

Get PlayerCharacter will open the door only for the player. The other will open the door for all characters of type MazePlayer

#

if you have AI controlled characters running in your maze, the door will open for them.

iron dawn
#

Oh I see, thanks a lot !

flat raft
#

But, since you are just doing a tutorial, short answer Yes. They are basically the same.

knotty ruin
#

i am attempting to make my character ragdoll, how do i stop from falling through the world after he does ragdoll?

scenic oasis
#

If there are any bits of blueprint or function etc that aren't shown because they're collapsed just let me know and ill post it too

#

also the camera pawn controller i just noticed i double pasted my code so you might see some things duplicated sorry X.X

quasi frost
#

Why doesn't this work? TPCref is a reference to the third person character. I only want the sound to spawn when the player overlaps.

surreal peak
#

Is that singleplayer?

#

Also did you ever fill that ref?

#

@quasi frost

pale blade
#

How do you guys create interfaces with properties (like C#)?

For example, all players, enemies, NPCs, crates, destructible walls, etc have: Name and Health
In C#, I would create an interface and have Name and Health as properties, then it can be implemented
How would I achieve something similar with blueprints?

late cave
#

@pale blade blueprint interface?

pale blade
#

BPI don't allow for properties, right? Only functions

late cave
#

it allows for the passing of input values... and you can implement an interface as either an event or a function

quasi frost
#

@surreal peak Hey I fixed it by just directly casting to the tpc. Thanks!

faint pasture
#

@pale blade if everything has a name and health just make an actorcomponent

hearty rose
#

Hello everyone i want to make it clear im not asking for anything this insane polished or fancy but does anyone know how i can do a simple dashing system in the players current direction i seen someone mention a player velocity node or something, im looking for dodging like this video but again way more simple https://youtu.be/p-FAEfM6fHo?t=60

This game makes me even more excited for Cyberpunk 2077 :DDD

►Patreon: https://www.patreon.com/oyff
►Twitter: https://twitter.com/Oyffie
►Discord: https://discord.gg/zfZB6ny

Daniel Deluxe - Infiltrator: https://youtu.be/8jTmvU0f5Po

ABOUT THIS GAME:
Ghostrunner is a hardcore...

▶ Play video
faint pasture
#

@hearty rose multiplayer or single player?

hearty rose
#

single

scenic oasis
#

Okay I tried to split them into 3 pastebins, first one is my main Player pawn controller, second is the blueprint for creating the building and its "ghost" silhouette while it's hovering with the mouse position. https://blueprintue.com/blueprint/mbo9wml9/ https://blueprintue.com/blueprint/c3jdejxh/ https://blueprintue.com/blueprint/vw_mq5h0/
@scenic oasis let me know if anyone is able to look at my BPs and tell me what is preventing my UI button from spawning a static mesh

quick lark
#

I'm trying to use FABRIK in the animation graph to have an arm point towards a location. Is this possible? Or should I have a scene object pointing towards the direction and have fabrik to match its position?

hybrid dawn
#

Is there any way for me to directly set the velocity of a character in blueprints while it's in walking mode instead of having to use a function like add movement input?

#

I set up a system for acceleration and calculating velocity from it but when I try to set the velocity to what it gets and it's on the ground it doesn't change it

#

However when i jump it changes velocity

pale blade
#

@faint pasture Yeah, ActorComponent is what I want for Name/Health
But is there a way to check if an actor has an ActorComponent, similar to Does Implement Interface for interfaces? This is so I can easily plug in anything with Name/Health into the UI to display (like abstract and stuff)
Something like GetComponentByClass? Would that heavily impact performance if called every 0.5 seconds or so?

limber oyster
#

I see splines have a node: get float property at spline input key where it gets a metadata property. How do you actually set the metadata?

dapper kiln
#

Is there a better way to trigger something on and off instead of using a collision Begin and End overlap? I have a blueprint where I want actors that die inside a certain radius to actor will spawn a particle effect. I was using the overlap to tell the actors that they could or couldn't spawn the effect but my problem is that sometimes the overlap events don't work. For example if an actor spawns inside the radius by default, he never triggers the Begin Overlap event. Ideas?

#

Should I use a looping or ticking trace or sphere overlap?

jovial bobcat
#

is there a way to optimise this code

#

or is it already good enought

#

its basiclly when a fire a gun it check the gun id and then do the correspond firing action

#

but if i have lets say 20 guns

#

then

#

is a switch based on gunID really efficient

tight schooner
#

@dapper kiln I think there are nodes to get all actors overlapping sphere, box, etc. defined on demand as node parameters rather than as premade collision components. I don't have UE4 open so idk the name of the nodes offhand but you can dig around.

dapper kiln
#

@tight schooner Yea I guess I could use that instead of the begin overlap but I don't know anything else to use for the End Overlap. I guess it would always execute. It's just tricky because It's not all done in one blueprint. So I have to tell actors when they are overlapping or not

tight schooner
#

Oic. Yeah I suppose you could run it on a looping timer but yeah it sucks to continually re-check for overlaps.

dapper kiln
#

If Begin overlap would just trigger when an actor is spawned inside of it, all would be good.

tight schooner
#

@jovial bobcat you should look into child actor classes / inheritance. That's the usual solution to the problem of having an open-ended variety of a class of thing, like a gun.

jovial bobcat
#

Oh i had that before

#

I ran into other problems

#

such as attachments for the separate guns

#

so i put everything into the gun parent

#

I mean Im only gonna put like 6 guns into the game

#

so? i guess this is the best i can do?

tight schooner
#

Can't comment on the issues you had but yeah there are a lot of times I stuff multiple varieties of a thing into one BP lol. But if the number varietes gets open-ended you're supposed to break out the functionality into an inheritance hierarchy.

jovial bobcat
#

whats a inheritance hierachy?

#

is it basiclly the parent and child thing?

tight schooner
#

Hierarchy of a parent class (gun) and child classes (shotgun, rifle, etc.)

#

All the shared functionality goes into the parent, and the customizations go into the children

#

And most other BPs communicate with the guns by casting to the parent class

#

using the parent class as a sort of interface to all the children

#

That's the normal way to approach it

jovial bobcat
#

yeah

#

that the way i had it setup before

faint pasture
#

@pale blade I'm no coding whiz but I would guess the best way to do that would be to use an interface with a call that asks for the info

#

@pale blade I'm not 100% sure but I think there's a way to have a component implement an interface, so the actor wouldn't even really need to know.

jovial bobcat
#

ummm the problem i found is that when i tried to pass information between the player the the child blueprints, such as attachment info, it get quite complicated and messy but now im just spawning a gun parent into the players hand and changing the variables to make different guns such as the skletal mesh and the firing rate and gun sound... and when i switch gun i just a different set of information to the gunparent there for changing it, and the child blueprint just acts like a set a vairable for the gun parent to use

flat raft
#

@scenic oasis what was ur issue, again?

jovial bobcat
#

yeah but thanks for the help

#

@tight schooner

faint pasture
#

@jovial bobcat child blueprint component is just that, it's a component that spawns the actor and holds a reference to it. You need to get the actor it is handling to do things on the actor itself.

scenic oasis
#

My plan was to have the player click a hud button, that button would spawn a "ghost actor" , it's supposed to follow the mouse location and when left clicked, it places itself where the player released the mouse button. But for some dang reason it just does not spawn at all. I've spent the last 6 hours trying everything and i'm stumped and brain fried lol

flat raft
#

Hold on... lemme check out ur bps.

#

@scenic oasis the first step is to see if your spawn is working by checking the spawn output with a IsValid.

jovial bobcat
#

what is the difference between a enum and struct?

scenic oasis
#

@flat raft gotcha im gonna do that now thank you

jovial bobcat
#

is a enum just like a simplier version of a struct that can be used in like a Switch?

flat raft
#

@jovial bobcat consider a enum a selector, and a Struct a variable holder.

jovial bobcat
#

yeah

flat raft
#

in cpp, a struct is basically a class.

jovial bobcat
#

can you add a enum in to a struct?

flat raft
#

Yes

jovial bobcat
#

ok thanks for the tip

flat raft
#

@scenic oasis in ur MainUI_HUD, check if the ghost variable isValid.

scenic oasis
#

@flat raft roger that loading it up now

true plaza
#

when trying to access a Custom Event from another BP via a variable, it's coming back with a "Accessed None" error. Same when I try to access it as a function. How can I continue executing a chain on another BP?

drifting vortex
#

Small question: is comparing integers is faster than comparing names? I'm making a little system that needs IDs and I wonder if I should go with integers or names for that

flat raft
#

@jovial bobcat if youre going to have only 6-ish guns, then a struct, and 6 individual bps

#

@true plaza you need a reference to it so you can call functions on it.

#

@drifting vortex It's the same. The only difference I believe is the size in memory. Look up size of int vs char

#

But, it's really not important anymore for PCs

split ginkgo
#

For some reason when I use ProjectileMovement with my actor it falls through the ground

#

But when I just disable the ProjectileMovement component it falls to the ground and collides with the ground

true plaza
#

@flat raft so let's say I end a chain with DetachFromActor then I want to continue it on another BP. I need to reference DetachFromActor on the new BP?

flat raft
#

I don't understand

#

Detach from Actor is on a different bp?

true plaza
#

let's just say Print String is on the 2nd BP

flat raft
#

ok

#

and?

true plaza
#

I want to pull of the DetachfromActor to execute a PrintString on the 2nd BP

flat raft
#

You need to get a reference to the 2nd Bp

true plaza
#

would you mind explaining further

flat raft
#

is ur 2nd bp the thing that was detached?

true plaza
#

its an AI character

flat raft
#

ok, your AI Character is attached to something, then you detach your AI character?

true plaza
#

actually the 1st BP is a Cube, and the 2nd BP is an AI Character where I want to continue the chain with AI Move To

#

I assume I will also reference the Cube's location in the AI Character BP

flat raft
#

oh, I'm not too familiar with AI MoveTo

true plaza
#

what if all I wanted to do is execute a Print String

flat raft
#

If you have 2 bps, BP_Cube, and BP_Sphere, I don't think they can communicate directly. The only way for them to talk is if you... 1) GetAllActorsOfClass, and get your BP_Sphere Reference 2) In each BP, set a reference to the other, and pick it from the world.

#

Basically, each needs to know somehow that the other exists.

#

Look up Blueprint Communication on YouTube. It's a video by Unreal official. You can also look into Interfaces, but you still need a reference with that.

scenic scroll
#

How can I access/change/set an object's details and variables from the level blueprint?

flat raft
#

Click on ur object in your world, and in the Level BP make a reference to that selected object.

scenic scroll
#

its not in my level, I have accessed it with this code, but i need to edit the settings to make the buoyancy behave as intended

true plaza
#

@flat raft I'm going to dive back in. Thank you for your responses

flat raft
#

@scenic scroll is Add Buoyancy a function in your Pawn?

#

First, check the object name for your get controlled pawn. Make sure you are talking to the correct pawn

#

So, from your O key, print string. From your get controlled Pawn, get object name, and print that

scenic scroll
#

@flat raft it is the correct pawn because it works in-game, i can't print because the only way of testing i have is cooking and going in-game, same reason why i can't just do this code inside the object itself and i have to access it through the level blueprint :c

if you think printing will work in-game tho i can try it

flat raft
#

if you are certain you have the right Pawn, then is add buoyancy a function in it Pawn?

#

also, is your O working? Do you need to enable input ?

scenic scroll
#

yeah, the O is working, when i click O buoyancy activates, but the buoyancy mode is single point and i want it to be auto point, the buoyancy mode is a variable (i assume for the pawn since it has buoyancy and you can normally change it in details for normal objects) thats why i need to change it :0

flat raft
#

Ohh I see

simple lantern
#

I have a post process material with a radial blur that I want to kick in as my character falls. I'm trying to figure out the best and cheapest way to include this, should I have the material constantly active but keep the parameter for blur strength off until I need it, or is there a way to disable the material entirely until my character reaches a certain velocity?

flat raft
#

If it's a variable, then you can just pull it from ur Pawn, the same way you have add buoyancy

scenic scroll
#

what's the code for that? i looked and didnt find anything

flat raft
#

can you show me ur Pawn bp, where the setting is? It's usually just the name

scenic scroll
flat raft
#

Coolz!

scenic scroll
#

thanks a ton

#

because after this modification to the code O stopped doing anything, but it certainly did before

#

single point works, auto point doesnt :/

quaint palm
#

Hi there! I'm trying to set some Niagara System Variables using TIMELINE NODES so I can smoothly Dissolve In/Out my Boost Thruster...but I'm having problems with it. Can someone elucidate me on how to properly set this?
I've read the documentation (some hehe) and watched some videos.

#

Here is the setup

#

It was working nicely, but the VFX was showing up/disappearing way too abruptly.

#

The object is to make it Fade In/Out as I press/release input.

placid steppe
#

hey while using nativation, can you modify the generated files?
what would be the process to do that?

tight schooner
#

@quaint palm you can always use the reverse or reverse from end exec inputs on the timeline nodes

quaint palm
#

Yeah I thought of that later actually. But the thing is I couldn't make it work. Guess the time/moments were messed up

#

Is this the way I should set a Timeline?

tight schooner
#

yeah, that's a pretty normal use for a timeline

quaint palm
#

Man, I'm having trouble trying to add stuff from the Component Tab into the viewport of the Blueprint...and I'm not being successful D:

#

Is there something I should check/uncheck?

tight schooner
#

I usually just drag the items from the component list to the graph

quaint palm
#

Yeah, I used to do so.

tight schooner
#

(or right click on a spot on the graph and type the component into the search box)

quaint palm
#

No text box comes up when I right click anywhere in the viewport D:

tight schooner
#

oh, the 3D viewport. Uhh... I mean, the component should just be on there if it's a scene-type component (it has a transform, etc.)

#

make sure visible is checked?

quaint palm
#

It's a Niagara component.
It's Visible
It's Activated

#

I even reopened Unreal

#

Maybe I missclicked somewhere

rough blade
#

Is there an easy way to auto generate an image? Perhaps somehow using the preview image unreal shows in the browser?

quaint palm
#

I was doing it just now x_x

late shuttle
#

Long shot but here goes: I have projectiles that work in editor play, but pass through the same object in the compiled build? Whaaaa?

tight schooner
#

@late shuttle are you using BP nativization?

#

If you are, then try dynamically generating your collision volumes at Event BeginPlay. This gets around a longstanding BP nativization collision bug.

hallow nebula
#

Okay, Seanny.

#

You seem like you know enough to help me out with this one.

#

You ready for this?

tight schooner
#

👀

hallow nebula
#

So here's the deal.

#

Simple interpolation for the camera to point where and how I want it to.

#

Dialogue camera thing.

#

It's a much cleaner way of doing things than I used to (before I knew the Move Component To node existed).

#

Unfortunately, it loses a portion of the functionality.

#

A portion I need.

#

And I can't figure out why.

#

These two blocks should be identical in function.

#

Right?

quaint palm
#

The italic why really made me read it in a different intonation

hallow nebula
#

Hence the use of the italics.

tight schooner
#

I've never actually used MoveComponentTo so I'm just guessing how it works...

hallow nebula
#

Pretty self explanatory. Moves a scene component to a world space location and rotation.

#

You can allow it to interpolate non-linearly through Ease bools.

analog perch
#

it looks to me like your not taking into account the initial rotation of the camera

timber pecan
#

Hey im making a rpg game with wsad keys. I'm facing a problem that when I move my character moves but he doesn't face the direction he is going.

hallow nebula
#

I thought that was it, too, but the MoveTo caches the rot it was given when called.

#

I'm at a loss as to what the difference between the two could possibly be.

tight schooner
#

Did you describe the functionality you needed?

#

Looking at the timeline-based method, yeah, using a thing's transform to update its transform in an interpolation function can result in some pretty nonlinear behavior...

#

but otherwise

hallow nebula
#

Well, that's the thing.

#

It's--

#

Wait.

#

Are you right? You could be right.

#

Let me dig around. Consider this resolved until further notice.

tight schooner
#

I'm looking at the camerapawn-camera's rotation being used in a lerp

#

to update itself

#

which would cause the A-point of the lerp to shift beneath its feet, so to speak

hallow nebula
#

Yeah, I noticed that, but it always hits the B point square on the head.

#

So besides the interpolation, the end result should be the same for both.

#

Except that they aren't.

tight schooner
#

the timeline-based method is setting world location/rotation... is the MoveComponentTo operating in relative space?

hallow nebula
#

With no other changes.

#

To my knowledge, yes. When told to MoveTo the Camera's GetWorldLocation result, it stays static each time.

#

MoveTo confusingly asks for "Relative Location". I had to mess around to figure out if it meant relative to the world origin or relative to the Root Component.

analog perch
#

one difference i noticed, is your not using shortest path on move to but you are on the lerp. but idk what its doing

quaint palm
#

Hey, can I be the next one on the line?

hallow nebula
#

Man, even then, the results don't change.

#

It's the end result that's being affected, not the interpolation between them.

#

And sure, Siegr.

tight schooner
#

so if you moved the CameraPawn (actor) like 1000 units away, does it still zoom in on the dude or is it 1000 units off?

hallow nebula
#

Still zooms in fine.

tight schooner
#

just making sure it's not some world/relative mixup

hallow nebula
#

Yeah, no, I gotcha.

#

The functionality for determining where it should zoom in is somewhere else.

#

And it's messy but works just fine.

#

To my knowledge.

quaint palm
#

I managed to get things added on the viewport, @tight schooner . There are other 2 things I stumbled at and couldn't fix

#

I'm trying to replicate some Jet mechanics but...

#

I can't finish a loop, for some reason something is correcting it, forcing it, I don't know.

tight schooner
#

@hallow nebula what if you rotated the camerapawn actor? lol. I wonder if the visual difference is location, rotation or both. Maybe a print node or something would help. At least knowing which part of it is producing unexpected results could help narrow down the issue.

#

Otherwise I'm at a loss

quaint palm
#

If I'm pointing straight up or straight to the sides it will be able to loop in a straight line. Otherwise it goes into this wobbling.

#

And the other thing is the Timeline Node issue. It didn't work :(

hallow nebula
#

MoveTo only works for the components, so I'd be going back to the timeline approach.

#

Which I may have to do regardless.

#

I guess I can just restructure the way in which I determine the locations and rotations to move to?

tight schooner
#

@quaint palm I can't really say what's going on inside your blueprint from the video.

hallow nebula
#

My only explanation is that two glitches seamlessly counteracted.

#

And to fix one means I'm forced to find and fix the other.

#

But I don't know why (or where) the timeline approach is glitched.

quaint palm
tight schooner
#

@hallow nebula Is the alpha curve in the timeline not ending at exactly 1.0? IIRC if you feed an alpha above 1 into a lerp node, it does creative things. I'm just stabbing in the dark at this point.

quaint palm
hallow nebula
#

I can't say for sure, but I think--I think-- it really was the result of two glitches cancelling out.

#

I found some unexpected behavior in the function that feeds the locations.

#

It's outside the normal parameters of what I would expect to encounter, so I forgot about it.

#

I'll fix it, anyhow. Good practice to.

#

But it may also fix this.

tight schooner
#

@quaint palm sorry there's too much stuff going on for me to consider on a discord via screenshots. You made a complicated system and you gotta narrow down & identify the problem systematically.

quaint palm
#

Yeah indeed it gets confusing x_x

tight schooner
#

All we know is via the print the thrust is oscillating between 100 and 5000 every frame.

quaint palm
#

But thank you for you attention, man

tight schooner
#

so that seems kind of busted

quaint palm
#

No, these are 2 different attributes

civic pivot
#

(srry I dont mean to interrupt, a bit of a noob question) I'm trying to make a modular blueprint that can accept keyboard input. What the input key would ideally be chosen from the details panel per instance. I saw there is a key variable but Im not sure where I would feed it to. Any ideas?

quaint palm
#

For some reason it's correcting it's angle back. I'll try rebuilding it and see if it persists

#

I'm a noob too, Schubird :/

hallow nebula
#

An idea? Why don't you make a map of all the user-defined inputs?

#

Try a Get node for the inputs, and if it fails, use the default one.

drowsy ferry
#

so i put notifies on some montages, how do i get that info to my anim blueprint?

flat raft
#

what does "variable is not in scope" mean?
@KV#7423 hmmm.. not sure. I've never seen that in BP. I think it means you are trying to access a local variable in a function, from another function.

hallow nebula
#

That's because everything without a connection to the Exe wires are basically just variable declarations, or function returns in some cases.

#

A quick workaround is to make a function whose only purpose is to call that variable again, so that it gets a new reference to the variable.

#

Ripped straight off of the forums.

#

Oh, @tight schooner -- found the issue, but I'm not sure what the cause is.

#

The Camera Pawn itself is rotating. The Actor Rotation.

#

But nothing I do calls for it to change, except for MoveTo.

#

Both calls are telling it to move to the same Rot, so it should move to the Rot the first time and stagnate the second.

#

Why it moves twice is beyond me.

flat raft
#

MoveTo vs what?

hallow nebula
#

Come again?

#

I don't understand the question.

flat raft
#

Both calls are telling it to move to the same Rot, so it should move to the Rot the first time and stagnate the second.
@hallow nebula

#

one is MoveTo...what's the other call?

hallow nebula
#

I call it twice.

flat raft
#

sorry, I was just looking at your interpolation issue

hallow nebula
#

Oh, you're fine. I'll explain in better detail.

flat raft
#

😅

hallow nebula
#
  1. The level begins. The camera is set arbitrarily...somewhere.
#
  1. A function call determines where to move the camera, and MoveTo is called to move the camera there.
#
  1. The same function is called, resulting in the same output, and MoveTo is called again, to the same location as last time.
#

In theory, the camera should only move on 2.

#

However, the rotation is changed slightly.

#

The print shows the Actor Location (in World space).

#

*Rotation.

#

Sorry, my bad.

#

I've checked the inputs to MoveTo and they do NOT change, guaranteed.

flat raft
#

I see.. so the camera is already in position, but when you call it again, it moves. The desired result is the camera should do nothing the second time called.

hallow nebula
#

Yes, that is correct.

#

I want the camera to be at the given location at the end of the .5 interpolation, no matter the origin.

#

It very nearly works.

#

But...not quite.

#

And the reason is a finicky Actor Rotation.

#

But nothing I do should affect it, save for MoveTo.

flat raft
#

Can I see ur camera bp?

hallow nebula
#

The camera itself or the playercontroller?

#

The camera just houses the Camera component.

#

The playercontroller is what drives the movement.

#

Rather complex.

#

It DOES work, though, I've checked all the outputs and they're as expected.

#

So there's no point in showing this off save for displaying the neat naming conventions and commenting.

#

😎

flat raft
#

Oh.. yea.. wherever the move to is

#

also, how come you're calling it twice? just curious

hallow nebula
#

AHA!

#

Oh, I'll tell you why, but first, the solution!

#

Ignore everything but the Yaw.

#

But the reason why is because it's a dialogue-based Third Person camera intended for use in a Virtual Novel game.

#

First, you write the script in Sheets.

#

Then you import it, and it's automatically converted from CSV to DataTable using your predefined Struct.

#

Lastly, per each line, it uses the DataTable row to know what to say, where to look, who's acting, etc.

#

In cases where the speaker is the same in more than one consecutive line, it'll be panning to where the camera already is (a redundant call for MoveTo).

#

Unless, of course, you're changing the Zoom or the angle.

flat raft
#

Oh, cool system

jovial bobcat
#

Umm

#

I have a slight problem

#

i dont know where to ask this is cause there is no github discord'

#

but I'm on a detached head and i want to combine the current data with the master branch

#

how do i do it?

gentle hedge
#

Hello! Looking for alien swarm style mouse aim. I've made the player look at the cursor but i can't find any example blueprint of how the camera follows the mouse and is constrained to the edge of the player character. Anyone know of a store blueprint or documentation about that? thanks 🙂

hallow nebula
#

Just adjust the player's look value based off these inputs.

#

And clamp the inputs.

gentle hedge
#

Thank you! I'll link it if i get it working as intended!

timber pecan
#

Hey im making a rpg game with wsad keys. I'm facing a problem that when I move my character moves but he doesn't face the direction he is going.

wind kernel
#

How do you exclude a value from a range . like say " Whenever this object hits this object I want a value between 1 - 10 , but not 5 " [ 1,2,3,4,6,7,8,9,10] Any one of these values.

to make this more clearly ; i have a range from -10 to +10 . this range is the X coordinate of a vector . and I don't want this X to have a value of 0. is there a method like Clamp to exclude values ?

trim matrix
#

hey guys, quick question.
Currently I have a door that opens if the player comes with in range of a collision box, can I add my AI characters in as "other actor" or should I make another collision box and link it to the AI?

vast widget
#

yes you can do that. Although it may be easier to create a base character class and have your player and AI inherit from that.

#

then you can just use 1 cast.

hallow nebula
#

I've implemented a Camera Actor to prevent the player from reaching Gimbal Lock via extreme Pitch values.

#

Problem is, the Pitch constraint only applies to the given camera.

#

It's not a Pawn, it's a Camera Manager...meaning I can't pilot it around like I'd like to in-game.

#

My question is, how can I force my Pawn's camera to obey the rules of the Camera Manager?

trim matrix
#

When I add in the AI it instantly fails? I'll look at making the AI and player inherit from the same base class when I do an optimise pass later =P, just want to get the raw stuff working first

hallow nebula
#

I'm sorry, what's the purpose of casting to NPC master here?

#

You're not calling any variables or functions as them.

tight schooner
#

@wind kernel I'm not enough of a math whiz to give you a nice formula. In lieu of that, If you want to exclude 0, first you have to determine if the input = 0. Feed the resulting boolean into a Select node. And plug the Select node output into whatever you intend to feed it to. Then you can enter a custom value on the select node for when the condition (input = 0) is true. When it's false, you can simply use the input by plugging it into the False pin.

hallow nebula
#

^

wind kernel
#

Thanks, I thought there would be some single node or something

trim matrix
#

I'm checking to see if the AI character overlaps the doors "collision box" if so the door opens

hallow nebula
#

Is it possible for a character to overlap the collision and NOT trigger the door to open?

#

Cuz if not, you can skip the casts entirely.

#

They're costly at runtime.

trim matrix
#

it works for my player character and not my AI, i cant figure out whats different 😦

hallow nebula
#

First suggestion is to trim the casts.

#

And bring the execution pin straight to the branch.

#

Let me see what the branch shows.

maiden wadi
hallow nebula
#

Hey, now that's something.

trim matrix
#

will give it a shot cheers guys, let you know how i go 🙂

#

I made it angry

late gorge
#
  • i have "Data" classes -> specifically: missions
  • I want to use my GameInstance (it implements an interface that concerns missions) to check if the player meets requirements for said mission
  • requirements rn are not set in stone, can be skills, resources or other completed missions but i want to be able to add custom requirements later on
  • i want to be able to define said requirements per-class as in per subclass of the master mission
  • in the game instance, where i check requirements, i want to use those definitions

My question is as follows:
is there a way to use a function of a class without instantiating/spawning it?

#

so the master mission would have a function definition which is then overridden by its subclasses and used by the game instance's interface

trim matrix
#

fixed it =)
Thank you guys

maiden wadi
#

@trim matrix That won't work. You're looking for the actors overlapping your DoorRadius.

#

Also, don't plug EndOverlap directly into the reverse or when one character leaves, it'll close the door on one still standing there.

trim matrix
#

I'll play around some more 🙂

trim matrix
#

how to make those variables not in scope?

#

those guys with target on the left and then something in right?

#

just get?

hallow nebula
#

What's the context?

vast widget
#

@trim matrix the target of that is a Primitive Component

#

so your box.

sharp sable
#

So I'm trying to make something where you can press a button and swap between top down and third person, and this is what I tried making. I'm assuming I did it entirely wrong and there's a much better system? If someone could tell me about if that's the case that'd be awesome, and as well as explain to me what went wrong in this case and how I could fix it so that I can learn from my mistakes.
https://youtu.be/NQ82bV-R5eQ
As shown in the video, the first top down and first third person cameras are scuffed differently from every other swap between the two, which is probably due to how it's set up on start, as it was originally in the thirdperson BP so it's probably acting as if it was using third person camera which I can fix. But what I don't get is what happens after, the second top down takes WASD based off the rotation that was left off in third person camera, so W/A and S/D were practically flipped in the clip. And then second time in third person, the mouse gets locked properly but then the camera doesn't move? (And when I'm stating second I mean every flip between the two cameras after the first time)

smoky bluff
#

@sharp sable here's something i used, and make sure pawn control rotation is enabled on your camera

rich lava
#

is using collapsed node bad in anyway? for performance

tight venture
#

what is a collapsed node

#

what do you mean by that

fervent crag
#

I dont think so. Its just nodes in a different "folder" right?

#

Also is there a way to display skeletal mesh in data only blueprint?

#

I want to be able to change it here but I cant figure out how to show it in data only blueprints

#

and in the parent blueprint, the skeletal mesh is in the same category

tight venture
#

does it have to be data-only?

fervent crag
#

nope, Im just asking if its possible to show it in data only bp

tight venture
#

um... i am not sure. try adding a variable of type whatever-type-your-skelmesh-is reference and then assign it to its own skelmesh. silly solution if it works, but if it doesn't then that may clue you in to the way BPs use skelmeshes

fervent crag
#

I think it will work that way

tight venture
#

strange that it wouldn't let you choose which one to use though... post a pic of your component hierarchy

fervent crag
#

wdym

fair magnet
#

Does one know how to get the Key pressed from an axis event ?

#

I need it to switch between something nad I don't wanna use a tick for it

earnest tangle
#

Already knew about "convert to pure cast"... I wonder how many other conversion options that are kinda hidden until you randomly right click and see it are there...

fleet cedar
#

Hello, I am sure this is noob stuff but I am trying to animate my particles (cascade) over life but they are particles that live forever
how can I make them move for like 2 seconds and then stop moving for the rest of their lifetime?
I'm confused what the horizontal axis of the curves are... is it a percentage of lifetime? Is it time?

maiden wadi
#

@earnest tangle There aren't a lot. I'd strongly advise against using Pure casts unless you have an extremely good grasp on casting and you know for certain that the object will be that class type. On the other hand, I also strongly advise using Validated Gets where ever possible in place of the usual GetVariable->IsValidMacro. The validated Gets are quite a bit quicker and work wonders in places like the AnimBlueprint or places on Tick.

earnest tangle
#

Yeah I'm only using pure casts in stuff where I know what it's gonna be, or I need to use it in a boolean comparison :)

#

But interesting that the validated get is more performant, didn't think there would be a difference 🤔

twin robin
#

@plain anchor So how did it go optimizing your 30 AI? 🙂

maiden wadi
#

@earnest tangle This was the test I used. Difference in the comment at the top.

fair magnet
#

Does anyone here know a better way to get all key mappings ? I tried with For each loop but it seems that it's only giving me the last mapping.

earnest tangle
#

@maiden wadi that's interesting, good to know :)

gritty elm
#

of an object

fair magnet
minor galleon
#

Hey guys, wondering why my macro library is not accessible by the parent player bp... I changed it to character and that worked but now I cant access properties without having to cast to it

maiden wadi
#

Macro Libraries are meant to be used in child classes. If you need a macro in a specific class, put it in that class.

mental robin
#

Hmm. How would I interpolate from the center of a collision sphere to its outer rim..I want to have this effect of physics objects swirling around but I want the intensity to be strongest the closer to the center you go. Or is it better for performance just to use a few different collisions spheres each different size

trim matrix
#

anyone know how to make a car traffic ai?

#

i already have a follow spline blueprint but that's not dynamic enough

wise panther
#

I don't want my actor to spawn again, if its already spawned on one location

faint pasture
#

@wise panther save it to a variable and use it later

#

Check if it exists, if not, spawn it, if so, use the existing one.

wise panther
#

Yes, i have the logic, but i just am not able to figure out what exactly is needed, i mean the function

#

i am pretty new at this

#

and dont know much about blueprints in general

trim matrix
#

this is just some test code but i am trying to get it to run when the player is always colliding with the gameobject

#

not just at it begging

long elbow
#

Anyone know if it’s ok to have a data table that contains an array of structs? so each row containing an array of structs of a string and a class reference for example

#

I know you can set it up this way but I’ve heard that nesting things this way can be problematic not sure if that’s still true in the engine

maiden wadi
#

@long elbow I doubt you'll have a problem with it. I don't know about in the past, but people's issues with structs these days is the lack of understanding of how they work and losing data by overwriting them wrong. I'd find them pretty annoying personally in blueprint, much easier in C++, but if you want to go through the effort of breaking/making, there shouldn't be anything stopping you.

long elbow
#

great thank you! yes there’s a lot annoying in BP when you start dealing with arrays and structs .. definitely going to look into moving to c++ once it’s working

mighty fable
#

Could anyone help me or point me towards a video tutorial that will show me how to create a system that counts how many enemies are in a level and then spawns something, and then keeping variables such as ammo and health when transitioning in between levels?

rare gale
#

No tutorial, but you need to keep persistent variables in the Game Instance to keep from one level to the next.

mighty fable
#

im pretty new to unreal so idk how to do that

spark robin
faint pasture
#

@spark robin There's vomit on his sweater already, mom's spaghetti

faint pasture
#

You guys do realize you can use a variable in more than one place in a graph, right?

spark robin
#

Lmao, but then it wont be as much spaghetti D:

simple sky
#

I've an interesting issue; I have a (in server) lobby that uses a BP (with a UI widget) that shows settings for players to select the map the server should use.. When the player starts the game, I destroy the BP (server-side, verified as "gone" or stops ticking) and then the server travels to the new map taking players with it.. However, the widget (on that destroyed BP) has some functions that run from a timer.. those timers are still firing after the server has travelled to the new map (causing issues).. Are timer events not supported to be destroyed when the widget is destroy (by the parent BP containing the widget being destroyed?)

trim matrix
#

what kind of timer?

#

timeline?

halcyon grove
#

so i deconstructed and reconstructed the top down template in it's simplest form and I'm wondering how I could go about making a "turn angle" for this?

spark robin
halcyon grove
#

as in if I want to click behind my character instead of it pivoting on the spot could I have it make a curve to get to the new location?

spark robin
halcyon grove
#

thank you sir

#

this inevitably is exactly what I was looking for

trim matrix
#

what does this need?

#

for self

twilit abyss
#

Hello there,
does anyone have the ultimate formula for a ReverseForEachLoopWithBreak? I tried this one, but it doesn't seem to work. Please help.

odd plume
#

How do you make a multi button input in UE4? Like a Konami Code or something

rapid owl
#

So for some reason I am unable to inputAction in the graph, I can only do axis. I have it set up right in the input menu in my project settings. Just curious if anyone else had this problem and a way to fix it?

split ginkgo
#

For some reason when I use ProjectileMovement with my actor it falls through the ground. But when I just disable the ProjectileMovement component it falls to the ground and collides with the ground.

mental robin
#

How would I get physics objects to swirl around a collision sphere. I can get them to move on way..up down left and right..tried playing with the angular velocity but it makes no difference

quasi frost
#

I feel like I am missing something obvious here. This is code to reduce items that are stacked on use (Like potions), the issue is it is removing the potion at x0 instead of x1 (If there is 1 left and you click it it goes to x0 and if you click it again then it is destroyed). I don't see in the code why it is doing that. Can someone give it a quick glance and see if anything stands out?

mental robin
#

if its greater or equal to 1 destroy item if its greater than or equal to 1 remove item...so you're destroying it then removing the last?

quasi frost
#

Haha wow. I knew it was something dumb. Obviously it should be >=2 not 1, if it is 1 and I subtract 1 I would get 0

#

thanks lol

mental robin
#

Haha wow. I knew it was something dumb. Obviously it should be >=2 not 1, if it is 1 and I subtract 1 I would get 0
@quasi frost I'm a total noob for blueprints so I am surprised I even spotted it XD

trim matrix
#

for this code to work i need to remove the widget from memory

#

etc.

split ginkgo
#

Like remove it from the screen?

#

You need to store the widget as a variable and later run "Remove Widget From Parent" or something like that

#

If you want to remove it from memory I guess you would just set the variable to nothing

#

From what I'm understanding about what your asking

#

@trim matrix

trim matrix
#

i want the cast to fail

#

so it plays the audio

#

but hiding it does not make it fail

split ginkgo
#

You could also check if the variable is valid

#

I think the cast would fail if its not valid

#

But not sure if it would cause an error in Message Log

trim matrix
#

hm if it is removed from viewport

#

would it fail?

split ginkgo
#

Uh

#

If you want to see if the widget is visible there may be a different way to do that

#

Yeah

#

Theres an Is Visible node

dusk flame
#

⚠️ Your daily reminder to turn off context sensitive when you can't find a node you are looking for... cries.

#

I'm new to blueprint and guess who just wasted 2 hours he didn't have cause he didn't check the box 🤦‍♀️

trim matrix
#

how would i be able to say its visbility

#

when not in the widget blueprint

split ginkgo
#

You need to have a reference of the widget

#

Like a variable

#

And plug in the variable to the Target pin

trim matrix
split ginkgo
#

You need to learn blueprints

#

Creating a variable is super simple

trim matrix
#

oh

#

nvm

split ginkgo
#

Like one of the first things you need to learn

trim matrix
#

its the + icon

#

ik its just i did not think

#

there was a widget varible

#

sorry

#

still new to blueprints so forgot

#

added it now

stuck palm
#

Hello, anyone has an idea of how to have a reference to a PostProcessVolume in a blueprint? I can make a variable, but How do I get it from the level?

#

Or shouldn't it be in the level? (I want to add it to the gameInstance, so I have the same throughout the hole game)

maiden wadi
#

@stuck palm Nothing persists opening a new level. Pointers in gameinstance will be null when you open a new level. The object they point to will be destroyed.

rapid owl
#

What do you use for setting Character movement? Like if I press run button, I would "walk" faster, and if i crouched, I'd "walk" slower.

#

like what Widget

stuck palm
#

@stuck palm Nothing persists opening a new level. Pointers in gameinstance will be null when you open a new level. The object they point to will be destroyed.
@maiden wadi I understand that, I wanted to create an object in the level, maybe add a Tag to it, or get it by name.

#

Or maybe I should just add it to the player?

#

Then I can always get it

#

I think I'll just do that, but I don't like to keep adding stuff to the player just because it makes it easier to get from BP

#

any thoughts on that?

#

Or maybe I can put it in a BP of it's own? Then instantiate it if it's null

harsh night
#

Haven’t played with this but could you spawn post process volume?

#

That should give you a reference

stuck palm
#

I don't think I can spawn it, but I can spawn an actor blueprint that contains one, correct?

harsh night
#

Yeah that’s what I’m talking about, for sure it has spawn from « something » like an actor

stuck palm
#

Yeah, I guess that's much cleaner than polluting the actor.

#

Thanks, I'll try that

harsh night
#

Sure. Just found out there's a node specifically for this : Add Post Process Component. Looks like you can use the ref in the return value to toggle the Unbound option, etc

pulsar oxide
#

@stuck palm What are you trying to achieve ultimately?

stuck palm
#

I want the screen to turn black and white when the player dies

#

and the game instance is the class that's currently setting my UI/Hud State

#

So I want to do something like

    enablePostProcessVolume
trim matrix
#

the button is visble

#

but it thinks it is not

odd plume
#

I am trying to make a combo, but the print strings are not showing up on screen. Do you guys see any flaws in my BP logic, causing this?

harsh night
#

IS InputActionEasterEgg1 firing?

#

Maybe try a print right after the event to make sure it's being triggered

hexed saffron
#

I have a ParticleEffect attached to a Socket on my mesh, but it should not rotate with the socket, how can I avoid the PS to rotate?

harsh night
#

Try the Set Absolute node

hexed saffron
#

Into the Event Tick?

scenic scroll
#

How can i replace the primitive component of a blueprint... by using a different blueprint?

pulsar oxide
#

I want the screen to turn black and white when the player dies
@stuck palm Do you immediately unpossess the pawn on death? You could have a post processes component in the character class and apply the effects to it vs the global PPV.

stuck palm
#

Thanks @pulsar oxide That was one of the options, but I feel like my character class is getting bloated, so instead I decided to create an actor (called it DeathPostProcessVolumeController with simple methods to enable and disable the post process)

#

Then I instantiate it in a getter in the GameInstance class (if it doesn't have a reference to it)

#

I'm not sure if it's an elegant solution because I check for null at every access but It works. I was also told that everything get's destroyed on level load, even things I'm referencing in the GameInstance, so I guess this also takes care of that.

#

I also added an animation and I think it looks cool 😄

#

is it allowed to post gifs in here?

pulsar oxide
#

Either way is good. I personally have a post process in my character class. It's used for many things such as out of bounds effects (similar to Battlefield series), weather effects like rain/snow/dust storms (post process materials). I try and stay away from level BP and global PPV as much as possible.

#

You can DM me gif if you want

stuck palm
#

Cool

#

thanks

timber pecan
#

hey i need help with character movement can someone help me, my animations wont start and my character doesnt turn

marsh meadow
#

Construct your entire HUD system in the player controller is a good ideia?
I had a lot to trouble when I load a new level and the HUD is deleted.

stuck palm
#

I didn't Neo... as I understand controllers should be just telling the player what to do, nothing else. But I don't have a lot of experience.

marsh meadow
#

Thanks for your input. My trouble is when I load a level to play, MyHUD class is deleted because they are the default HUD class only for the MainMenu level, I guess.

As the player choose to get back to MainMenu from a Level, the MyHUD is re-created because I load the MainMenu map. As I do that, all sort of problem happens because it thinks it's the first time I open the game.

I tried to mitigate this with functions and booleans, but the problem keeps appearing. So I want to put all my HUD stuff in a place that keeps running forever, no matter what level I'm in.

trim matrix
#

i am trying to communicate between two blueprints what i wish to do is turn off this variable by making it false

yet tough no errors are shown here
it does not work

rare gale
#

@trim matrix Try putting a print string on the Cast Failed output on the Cast nodes to see if it's actually casting

trim matrix
#

it ends up saying cast failed

#

i've tried direct communication and this

#

still nothing

random stratus
#

ah @trim matrix it looks like ur variable Test# is already a reference to the object you are trying to cast to

#

so you can skip the casting, get the variable Test# and just directly set ur boolean that way

trim matrix
#

oh

#

i need do make that variable inside the actual blueprint i am casting to then

chrome orchid
#

i am making a multiplayer game and i have a team select, but how would i be able to start the game

trim matrix
#

oof

random stratus
#

what do you mean? do you need the variable to be in antoher blueprint?

trim matrix
#

i want when i press the button is for my variable NotPlayed from audio manger to be set as false in the blueprint Choose

random stratus
#

right , how are u getting the Test# variable? you need a reference for UE to know which particular instance of Audio Manager to change the boolean.

trim matrix
#

i read in a doc it needs to be done from the original blueprint so i just set this up

#

then do i just call it in the choose blueprint?

#

and it will work

random stratus
#

it wont because theres no reference to which instance of Audio Manger that it needs to change. You need a reference to it. Either when character overlaps , or you can create an actor variable and pick it from the scene in level editor

tight venture
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Are the two rightmost nodes in the picture functionally equivalent to:

bIsActive = !bIsActive;
if (bIsActive) {/*...*/}

?

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or no because the execution pin hits the Set node before the flip flop

trim matrix
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oh so like this

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ok

random stratus
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ok just realize Choose is a widget, so what u do is create an Actor variable in Choose, set it to instance editable and Editable on Spawn

trim matrix
#

oh

random stratus
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when u Create Widget on Choose, you will be able to see the Actor variable in the Create widget node as now its Expose on spawn

#

assuming the widget is created from Audio Management, plug self into the Actor Variable in the Create Widget that you've exposed by selecting CHoose

trim matrix
random stratus
#

then in Choose blueprint, get a refernce to that Actor variable that u've made

trim matrix
#

so like this?

#

now all i need to do is set the function NotPlayed as false right?

random stratus
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yeah that can work too.. u set it directly in the widget blueprint from the actor so theres no need to cast

mortal cradle
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I'm using inputAction "Pressed" to trigger one of the events but the problem is that as long as it's pressed it's being triggered non stop until the key gets released, how would I make it that it only triggers once on keyboard key click and doesn't matter if I hold down the button or not?

random stratus
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Hi kelt, you can use the Do Once node. and upon release, plug it into the Reset of Do ONce

#

Pressed > DO Once > Code , Release > Reset Do Once

mortal cradle
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Hi @random stratus it makes sense, thank you

random stratus
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np 🙂

mortal cradle
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@random stratus Hm, it made the most sense for me to set it up this way but unfortunately it behaves exactly the same way like I described, still works on holding down https://gyazo.com/b685583baf322a1c241ed686cf9d5cc0 . Do you know if there is a different way to achieve what I'm trying to achieve?

flat raft
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@mortal cradle use a Boolean

mortal cradle
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@flat raft answering your previous question, what I'm trying to do is that if the ball overlaps the box and the specific key gets pressed then the shockwave speeds up the ball (this works), to simulate the shockwave speed up I used add impulse and if I hold the shockwave button it adds that impulse non stop, not just once

flat raft
#

?

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What was my question? I forgot 😂

mortal cradle
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"You sure that it fires multiple times?" Referring to me saying that it being triggered non stop instead of once

flat raft
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Ohh.. yes.. try a Boolean

mortal cradle
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you mean that instead of float "shockwave CD" I should use boolean?

flat raft
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Instead of DoOne

#

To stop it from firing multiple times

#

If doonce isn't working for you, that is

mortal cradle
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will try, thanks

random stratus
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Just saw this, its weird that do once didnt work - maybe the release is being fired as well. But as Thorbie said, creating boolean is another way to go

faint pasture
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@mortal cradle You sure it's an inputAction and not an axis?

random stratus
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yeah as far as I remember , InputAction only fire once...

broken shell
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hey i need help with character movement can someone help me, my animations wont start and my character doesnt turn

mortal cradle
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@faint pasture Looking in project editor again it's under Action Mappings

random stratus
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i would look into the code after Shockwave CD boolean

flat raft
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@broken shell there are a lot of character setup stuff on YouTube. Check ur input, check ur anim, check ur blendsapce, make sure ur skeletal mesh has the animbp

random stratus
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action mapping only fire once

flat raft
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Coolz, I got confused myself 😂

mortal cradle
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@random stratus this is how the rest of the code right after branch looks like it's probably super scuffed since im pretty new but it does everything I want only not firing once, https://gyazo.com/6ffcbeb6e85203b83eb25b68b157994e . Haven't tried boolean yet since I'm also fighting with another problem which seems a bit easier

dense bloom
#

My main ai is listening to sound from first person char fine but not listening to sound from other ai, any thoughts?

flat raft
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@mortal cradle check your set timer.. it's set to looping

mortal cradle
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@flat raft if it's not set to looping then it doesn't work and even after cooldown I can't use the ability again, with looping I can

flat raft
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You can also try a Gate for you cool down.

#

whichever works best for you.

brittle marsh
#

Hey all, I'm wondering something... Is there a way to detect whether the player is using a mouse/keyboard or gamepad? Reason being that I'm displaying tutorial control boxes in my game and trying to figure out a way to switch between mouse/keyboard box or gamepad box dynamically. Thanks!

trim matrix
#

Hey there! got a quickie abt widgets. I need to cast to a certain actor, in which there will be more than one of on screen at a time, and all of them need a widget, (the same widget) When i cast to said actor, i cant seem to figure out what to plug into the object, as there is no "get owner" or "get parent" for widgets. (the widget will be attached as a widget component in the blueprint

#

how do I do lmfao???

mild ore
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there is get outer tho

trim matrix
#

ahh i got it

#

just made an "expose on spawn" type thing

unique finch
#

guys

#

how do you make a glitch effect?

#

its for my menu

sudden imp
#

Could anyone help with this problem. I have a elevator that rises when a character stands on it, then it raises up and stops. Then I want the character to get off on the floor, then when the character gets close the the ledge of the floor the elevator returns. I thought this would be pretty simple but I can't get my head around it. Here is the blueprint so far.

I have a volume at the top of the platform but for some reason I can get the overlap for that volume to trigger. I'm not sure what I'm doing wrong. Any help would be great

#

For some reason I can get the recall trigger box to work. It's like once the overlap happens on the init box, nothing will trigger after that

maiden wadi
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@sudden imp Does the elevator up and down work for the overlap that's on it?

sudden imp
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Yep works great

#

then when the player gets off on that level, I want them to be able to walk around

#

then when they get close to the ledge have the elevator come back

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i think i'm not accessing the timeline right or something i dunno

#

basically i want the player to be able to get off the elevator, then walk around up there, then have the elevator come back when the get close to the ledge again.

maiden wadi
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For starts, you're not using the second overlap box's OnBegin/EndOverlap I'd also strongly encourage the use of a branch checking if the player is currently overlapping the box rather than a direct begin/end overlap.

sudden imp
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yea, i deleted that event out because i couldn't get it to work

brittle marsh
#

guys
@unique finch check out Chameleon post-process on the Marketplace, it has a really cool glitch effect.

sudden imp
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and i agree about the branching, i'm just not famaliar enough with BP yet

#

<-------Beginner here:)

#

i tried finding tuts on it, but everyone just shows what i already have

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I don't know how to setup 1)If the elevator is down, make it come back. If it's up, don't do anything.

maiden wadi
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@sudden imp Try putting the upper collision box closer to the elevator like you're going to call the elevator up when you overlap it and then try this.. Just a sec.

sudden imp
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ok, thanks!

maiden wadi
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That'll basically ask if any character is overlapping any of the boxes, move the elevator up. If not? Move it down.

sudden imp
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ok great! I'll get it a shot. I really appreciate the help

#

@maiden wadi I tried what you said and still no luck, the player touch is triggering but not the other one
It's really weird, I watch the BP editor and i walk over the one box, triggers, walk over any other, nothing
And what's really strange is that, if I take the trigger box that isn't firing, bring it to the ground and step on it first, then it works but all the rest don't

#

It's like once it gets to the end of those exec, it just stops and nothing will trigger again

maiden wadi
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That's odd. That definitely should not be the case with a simple play/reverse timeline. The character left the upper box and then came back to it?

sudden imp
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So, there are three trigger boxes. 1) For the platform 2) for the platform end state..the distance it travels 3) the upper trigger that i want to recall the elevator

ember token
#

Hey can I get help in streaming pixel streaming video into other unreal client, followed documentation made a stream video into media player getting a black screen.

sudden imp
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Once the player leaves that trigger box for the platform, the platform goes back down. But the trigger box on the upper platform won't fire, like i don't see a fire event happening when i step over it.

maiden wadi
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But the same box works if you move it to the bottom part and move the bottom one away?

sudden imp
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yep, but only one works

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once one of them fires, all the others won't

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it's like the sequence just freezes

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i'm setting the world location of the platform...with the timeline, is there something with timelines that cause only one trigger to work