#blueprint

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flat raft
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Lots of money went into that already. Just steal it ๐Ÿ˜‚

rich lava
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lmao

flat raft
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you've got the Tomb Raider/Uncharted/red dead style... the Witcher 3 style and the The Order 1886

rich lava
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@flat raft do u know any good tutorials for setting up camera system to achieve that

tight venture
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Yeah @flat raft it worked as a function, just not as a macro. Weird, indeed.

flat raft
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Any 3rd person setup will have the camera... just move it where you want. (Camera Spring Arm)

hallow nebula
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@rich lava Look into the CameraManager class.

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It's MUCH more in-depth than traditional camera components.

rich lava
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will do thanks man

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oh ok that pretty much what im looking for

flat raft
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Just curious cus I'm playing Mario, but how does one make a one sided geo collision?

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When Mario jumps onto a tree, he can land on the leaves.

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If he is under the leaf and jumps up, he can go through the leaf, and land on the other side

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Other than tracing for normal direction, and turning off the collision.

simple lantern
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is there a way to get the name of a variable as a string? I'd like to append the name of the variable to the value itself and plug it into a print, to get a little more information during runtime

trim matrix
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Hello guys, how can I reference an actor from a level on another blueprint actor class?

simple lantern
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you're trying to reference something from the level BP or an actor you've placed in the world?

flat raft
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You can set it as a variable and pick it from the level

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Expose it

trim matrix
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So for context, I want to make a door that teleports you upon being within the proximity And if only you press E key. The problem I had was, using Box Triggers and making them only to correspond when pressing the E key (whilst ofcourse being in their proximity) is that it would teleport me even when I am not within it's proximity.

flat raft
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Try a Gate node, or you can do isOverlappingComponent, or OnOverlap set a variable..bool on exit uncheck bool

trim matrix
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Using this blueprint class that I made instead of a trigger box from the menu helped me to get it to work, only downside is how would I go on about referencing another actor? so I can make my character teleport to that actor's destination by using "Get actor location"

flat raft
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A Gate might be a cleaner solution

trim matrix
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Will try it out, thanks for the suggestion.

flat raft
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As for the location.. make a variable, expose it on spawn, and choose the location.

winged furnace
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Hey all, I am working on a kind of laser based "collision" puzzle similar to this one
But I am having issues with my lasers, I thought I could use LineTraceByChannel but I can't figure out how to make the lasers themselves collide ๐Ÿค”

Any ideas?
https://www.youtube.com/watch?v=0o7Ox-_pk5k

Blingtron's Circuit Design Tutorial is an item in the game World of Warcraft, created by players with the engineering trade skill.
Wowhead item details:
http://www.wowhead.com/item=132518/blingtrons-circuit-design-tutorial
The item is categorised as a toy and once used it un...

โ–ถ Play video
trim matrix
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Thanks again, Thor-bie

maiden wadi
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@winged furnace Line traces have no collision themselves. What are you trying to detect with the collision?

winged furnace
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@maiden wadi I am trying to detect if the "lines" are covering each other, and if they are you cannot complete the puzzle until you have moved to source of the "lines" away so they don't "overlap" / "collide"

flat raft
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I don't think you can collide with a trace line

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try a spline....maybe?

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It's tough cus it will be more position based , rather than trace

tight schooner
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I'm not clear on how the puzzle you describe works. Is it like trying to untangle something? You have to untangle lines without having them collide in the process?

winged furnace
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@tight schooner I linked a video, the first 5-10 seconds should be enough to explain what I am trying to achieve

flat raft
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Will there be only 1 solution to the puzzle?

winged furnace
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Well for starters sure, but I plan to have multiple versions of the puzzle as the player goes through the game.

flat raft
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Gooosh.. that's a good puzzle ๐Ÿ˜‚

tight schooner
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Oh lol didn't notice it was a vid. Short of someone coming up with a better idea, you could spawn thin collision boxes on the lines and then check for overlaps. (Though make sure they don't overlap at the verticies.) Not the most elegant idea but it would work.

flat raft
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Spline .. check for overlaps .. that's how I would do it

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The other way I thought of is too math heavy.

trim matrix
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this is embaressing, i forgot how to set the main character and switch to the one placed in the level and not spawn it in

flat raft
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Auto Possess

winged furnace
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So what you say @tight schooner is that I can spawn collision boxes on my linetraces? ๐Ÿค”

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Or would I have to create the lines differently similar to what Thor-Bie is saying?

flat raft
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It's the same idea

winged furnace
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Time to deep dive into splines then ๐Ÿ˜„

flat raft
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spline component might be easier because you don't need to figure out the collision box length

winged furnace
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Thanks guys

flat raft
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I'd love to see it when you're done

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Sounds like a super cool problem

winged furnace
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Probably will take forever hayzLUL

flat raft
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Naaa... easy peasy

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๐Ÿ˜‚

winged furnace
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I am still a pretty noob, so I gotta research a bit before I jump into this

flat raft
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Imma try it tomorrow .. it's so unique

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I love it ๐Ÿ˜‚

winged furnace
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If you end up with something good, please let me know ๐Ÿ˜„

flat raft
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Kk

winged furnace
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Would be interested in seeing you solution ๐Ÿค”

flat raft
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K, I added you

winged furnace
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Cheers

trim matrix
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so im testing out add force and add impulse nodes with even begin play, but nothing is happening

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the character does not get forced or accelerated into the air along z axis

hallow nebula
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Is physics enabled?

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@trim matrix ?

trim matrix
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yeah for both the capsule and the mesh

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you mean simulate physics check box right?

hallow nebula
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Yup.

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Can I see your nodes?

trim matrix
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simple empty character

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@flat raft you're my hero!

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You were correct!

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It was the gate solution!

flat raft
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Sweet!

trim matrix
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Now on to the next question, how would I add a fade in and fade out effect? Is there some sort of widget or screen effect that I can do when triggering such events?

flat raft
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Fade ?

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like turn your screen black ?

trim matrix
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Yes

hexed oasis
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does anyone know when hud bp get destroyed?

trim matrix
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This kind of effect

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how it turns black at the end

flat raft
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create a widget , add it to the screen, animate the alpha

trim matrix
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Thanks!

hexed oasis
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I think that they use video for that

trim matrix
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Is there a way to linking that widget to the blueprint?

flat raft
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border widget I think .. draw as box

hexed oasis
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I mean you can do that with widgets but it wont look as good

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also its unnecessary pain

flat raft
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Ya, just make a reference to it. There are a million of YT tuts on adding widgets to screen

trim matrix
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Thanks dude, you already done a lot of good work here.

flat raft
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You're not going to win any awards with the look, but I assume you are just prototyping.

trim matrix
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awards?

flat raft
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@hexed oasis there is a Event for on destroy. Attach a print to it and you'll see the moment it gets destroyed

trim matrix
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If you're referring to awards as in for a game jam? Then I'm not participating in those, this is just a personal project that I'm working on ๐Ÿ˜…

flat raft
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Hahaha.. joke... for teleporting you want a cool magic particle looking effect.

trim matrix
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Here is the context for what I wanted to add the fade in and fade out effect along with getting that door mechanic fixed. I'm working on a personal PS1 style game.

flat raft
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Coolz

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It's very PS1

trim matrix
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Cheers :)

elfin hazel
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@winged furnace The most practical thing to do is to expose FMath::SegmentIntersection2D to BP.

winged furnace
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Even if my case is a 3D puzzle similar to my example? @elfin hazel

elfin hazel
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Oh, so it's line segments in a sphere?

winged furnace
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In my case, it's cubes on a floor that has these "lines" between them. You have to untangle the cubes so the lines don't overlap anymore.

elfin hazel
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Right, so do you utilize two axies or three?

winged furnace
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Well all the cubes are on the same plane. No change in the Z. So I am gonna say 2?

elfin hazel
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Then yeah, you can use that.

winged furnace
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But I guess you can "pick up" the cubes which makes the Z change. But I can avoid calculating the overlapping until it's on the floor to check if puzzle is solved or not

elfin hazel
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The only thing I can think of being a problem is if you use say the location of the actor to start/end your segment, it will probably detect an intersection there. So you'll probably have to offset the start and end a little bit so it doesn't detect an intersection with segment connected to the same Node.
Or you can make an algorithm that ignores segments connected to the same node, because those segments will never intersect.

winged furnace
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๐Ÿค” Interesting approach Robin

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Cheers, will think about it a bit more

elfin hazel
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Because As you query a segment, you'll have to check if it intersects with each other segment. Which shouldn't be a problem if you make it event driven - only query when you place a node. But it may not scale very well and I'm not sure how to optimize a very large number of segment checks.

wicked lance
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Is there any way I can get the keycode from a key structure? I'm trying to get a number between 1 and 9 from the number keys, and I don't want to make a input for each key, or parse the the name to an int

wicked lance
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second is parsing the name, first one is pretty much the same as if I had multiple events, but thanks ^^

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I think I'll just use a map

trim matrix
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Hello i have a slight problem. i want a system that will keep track of all the enemies the player has killed. but i don't want to add the value every time.

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this is meant to be the bulk of the logic in the main menu blueprint which adds the two scores together but since
the twinstick game mode
is not used in the main menu plus the value is not saved between scenes
i need a way to add it without it becoming pernemant

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as i have an event tick which checks for the value being added
if a bool which is called first timeplayed is true
and sets it to overall score
i then save overall score
and use that to keep hold of everything
my only issue is making sure TargetScore is never saved
so i need a vaule to add to overall score in the main menu blueprint which then sets it to mini vaule
but i dont want target score to be saved at all but i need a vaule to add to overall score so then i can set it as mini score. which makes the new overall score vaule so that i can then add it all again. without Target Score ever being saved sorry for multi posting

autumn heath
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Why is does getting the player state from a (possessed) pawn always return null?

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Okay nvm, it doesn't work with a pawn but works with the player controller

trail condor
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I'm using a Gamepad Face Button Bottom node, Is there any way to see which controller hit that button from a level blueprint?

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Ultimately I'm just trying to get a button input from any connected controller, and then get that controller's ID

faint pasture
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Is the button being implemented in the level blueprint? like how does the level of blueprint even know the button was pressed?

thin apex
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I have this...how do i make it stop right there and then on UnHovered???

marsh meadow
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I have a UParticleSystemComponent on my actor. Is there a way to keep emitting the particle after I destroyed the Actor?

trail condor
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@faint pasture I'm using the Gamepad Face Button Bottom event node

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(I'm not sure if "event node" is the right terminology. I'm pretty new to unreal and am helping someone else out with a project.)

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I'm pretty ok at C++, so I ended up making a function in C++ that took in the key, to see if I could get any useful info out of it, but I didn't see anything useful :/

trim matrix
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bReturnPhysicalMaterial must be true, if I wanna to get material.. is it works in BP?

faint pasture
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@trail condor that event lives in the level blueprint?

trail condor
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Yes

faint pasture
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That's a weird way to do it but input only happens locally so PlayerController 0 will be the one.

trail condor
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Right but there may be multiple controllers

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local multiplayer etc.

faint pasture
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Don't do the input handling in the level then.

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Do it in the controller or pawn and have it call i to the level.

trail condor
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Like I said I'm pretty new to unreal, what is the normal way to do main menu input, where multiple controllers may be connected?

faint pasture
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All in the player controller

trail condor
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Sorry I'm coming mostly from Unity. To me a player controller is like a physical thing that moves around the map. Is that not the case?

faint pasture
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In Unreal the PlayerController is the representation of the player and is the first stop for input.

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Every player has exactly one PlayerController.

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The player sorta IS the PlayerController

trail condor
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if there are multiple phyisical controllers connected, does this automatically generate multiple player controllers?

faint pasture
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Nah I think you gotta call Add Player which will make a PC and also a PlayerState

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Or create player or whatever

trail condor
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I don't see any player controllers in the World Outliner for this scene. Is there a good way to quickly find where the input is currently being handled?

faint pasture
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Look at page 9 and 10 in that linked pdf

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@trail condor are you talking in the world outliner when the game is running or not? The controller will not exist until the game is running

trail condor
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I meant when it wasn't running. That's gotta be it then. I'll take a look

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it's very confusing how multiple things will use identical terminology for different concepts

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There it is. Thank you!

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It is just a data blueprint though, which surprises me. Does that make sense?

faint pasture
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@trail condor it's only a data BP now cuz you havnt changed anything.

trail condor
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I'm just surprised that the player controller, which I'd assume would be responsible for input, isn't actually running any code

faint pasture
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It runs tons of code. your blueprinted subclass of the player controller isn't running anything custom because you haven't added anything custom to it yet.

trail condor
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Damn. I appreciate your patience. Thank you

faint pasture
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@trail condor Here's how I suggest setting it up. It depends on how your game is set up to a certain extent.

PlayerController: This is the center of a players interaction with the game. It is what possesses pawns, and it has references to pretty much anything you need. This is where I like to handle UI and certain input (pause, ESC menu, etc). You can handle all input here if you want.

Pawn: This is the thing that acts in the world. It can be more elegent to handle pawn specific input here if you want. This would be your character or car or whatever you're controlling.

Gamemode: Only exists on server, defines what controllers and pawns everyone is using and handles the map flow.

GameState; exists everywhere. This is where I'd put global state like team score of match time.

PlayerState: GameState already holds an array of player states. This is where you'd store individual player stuff that you want public.

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The reason why you would want to handle input in the pawn/character is so the same input can do different things depending on what you're possessing. Like Grand theft Auto for example, the same controls do something different whether you're on foot or in a car. You could just as easily have some logic in your player controller to call events on the possessed pawn depending on what it is.

trail condor
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I really appreciate that.

trim matrix
gritty elm
tender sierra
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I know that here is where you define blueprints in those slots. But I have seem projects with no custom blueprints and hence the "default slots" (right terminology?) are showing like in the screenshot. Can you define things in eg Default Pawn Class etc, or does this image always mean unaltered Classes?

meager vessel
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Hey guys, i have a question. I have a PlayerActor. The player has an Inventory which I made an ActorComponent and added it to my PlayerActor Blueprint. I'm using structures and dataTables to create items. Now I want to make a loot system that drops items for my player. I have it working that the loot system spits out the structures. Now I need to add those structures to my inventory. I need to be able to edit those values though. So just passing the structure wont work, right? I don't want to spawn those items in my level, so making them an actor and spawn them doesn't work either. Can someone help me with this?

faint pasture
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@tender sierra Sometimes you don't need a custom game state or whatever.

meager vessel
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My Inventory should be able to store those dropped items as their own objects, not just a structure cause i want to edit individual items. Like level them up

faint pasture
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@meager vessel you can make struct

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@meager vessel What is the base level? What is the smallest thing that can be said to exist in your inventory?

meager vessel
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@faint pasture this is my struct. I want to add an item of this structure to my inventory and afterwards do stuff with it. Change values like the level or rarity

near crag
faint pasture
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@meager vessel That's easy, once it's in the inventory you can just get it, break it, modify values, remake, set

near crag
faint pasture
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@near crag select sprite from enum

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N you got that far already

near crag
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Someone mentioned I could use a for loop, but I still don't know how or where to apply all those conditions

faint pasture
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@near crag just spell out exactly what you're trying to do.

meager vessel
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@faint pasture oh so you mean like this. Get the struct, modify values and use those to make a new one and overwrite the old one?

faint pasture
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@meager vessel Ya

meager vessel
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Thanks, somehow overlooked i could just make the struct again

faint pasture
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@meager vessel there's also a set elements in struct node if you just wanna override a few elements.

near crag
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I want to set a different sprite depending on the angle between the player and the hit point. 90 degrees for a right-facing sprite, 180 for a front facing one, etc. It worked (kinda) with the messy set of blueprints.

meager vessel
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@faint pasture yeah i found that one but didn't quite understand how to use it

faint pasture
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@near crag okay so right now you're trying to calculate the Sprite directions state

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Is it top-down or what's the geometry like. Show a screenshot

meager vessel
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@faint pasture oh nevermind i just figured it out! Thank you very much. That's exactly what i need

faint pasture
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@near crag however you're generating your angle, whether it's 0 to 360 or negative 180 to 180, just divide by 45, round to int, then select enum from int

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You'll need -180/0 and 180/360 to map to the same enum so therelly be 9 possibilities

tender sierra
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@tender sierra Sometimes you don't need a custom game state or whatever.
@faint pasture yes, but can it mean stuff are defined on the Default Pawn Class for example?
I want to know that, for if so, then i want to know where to look ๐Ÿ™‚

faint pasture
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@tender sierra The Gamemode is just spelling out which classes are being used at the game start.

tender sierra
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@faint pasture I understand. If we look into the Pawn Class for example, I know that you can specify blueprints for that. But if the default one is set, my question is; can you do alterations to it? Can you tweak the Default Pawn Class?

faint pasture
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@swift pewter You can either check if current time is greater than last hit time plus 3 seconds, or whenever you are hit, set can regen to false and set a re-triggerable delay that will set it to true

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@tender sierra No, you don't want to do that. You want to make a new pawn class that inherits from pawn. Then you can set Default Pawn Class in the Gamemode to be MyCustomPawn.

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"Default Pawn Class" is just a variable, whatever class you set it to is what pawn is given to a player.

tender sierra
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@faint pasture Basically, when I open a project and there is nothing defined under eg Pawn Class, I want to make sure the developer of this project did not alter pawn-related stuff somewhere else. So the question is not whether if this is a good thing or not, but if this is doable or not

faint pasture
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At runtime you could spawn any pawn and tell the controller to possess it. The player will always start with whatever is Default Pawn Class though.

tender sierra
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Anf if nothing is defined? There isnt anything "hidden" somewhere, correct?

faint pasture
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You could also have a pawn exist on the map and have auto possessed checked

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Just because the game mode default pawn isn't changed doesn't mean anything besides that you will start with the default pawn. That's it.

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If you know what you're doing, you can hide stuff everywhere. The level blueprint could spawn upon and make the controller possess it, for example

tender sierra
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So the options are
Define under Game Mode
Define in a pawn on the map

Anywere else?

faint pasture
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Literally anywhere else. Pretty much anything on the server can do whatever it wants.

tender sierra
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๐Ÿ˜„ ouch, "anywhere" is a large place to hide things for a beginner to look for

faint pasture
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What exactly are you getting at? You're worrying about the most obscure thing

earnest tangle
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If you're looking to guide the developer, write documentation :D

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It's gonna be hard to make sure they don't screw up in the editor by doing what you didn't want them to do

tender sierra
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What exactly are you getting at? You're worrying about the most obscure thing
@faint pasture Well, it may be so
When learning, I look at how things are done

so I want to make sure if things are somewhere where I did not look

earnest tangle
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You can set up your project to do sanity checks and for example display error messages to the user.. but those are also something that could theoretically just be circumvented if the user wanted to :P

tender sierra
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you said a level can spawn and make the controler possess it; can you give me an example, documentation or tutorial youve seen?

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The most tricky thing for me is that different developer have different approaches, so different project examples are doing the same thing in different ways ๐Ÿคฆ

faint pasture
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@swift pewter Then do it all when they attack instead

chrome orchid
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hey i am making a widget display on thee screen every time an actor comes in collision. Its a multiplayer game and the widget will only show on the server even if the client overlaps the collision

tender sierra
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@tender sierra I am leet haxzor
@faint pasture If that was your project I am opening, where would you store this blueprint? I know it is an example ..

faint pasture
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@tender sierra literally anywhere.

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Any actor could do that

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It'd be stupid to but it's possible

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@chrome orchid show how you're displaying the widget

chrome orchid
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ok

tender sierra
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@faint pasture okay
So if I notice this sort of behaviour, a certain pawn yet nothing is defined under Pawn, then I go hunting it down in all the available blueprints.
but nothing under Project setting and such, right?

chrome orchid
near crag
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@faint pasture It's a 2D sprite in a 3D map with a top-down view. I have a way to get the angle. The problem is that I don't know if the loads of branches are necessary. And no matter how much I search it up I don't see an alternative.

faint pasture
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@near crag Do what I said, take the angle, divide by 45, round it, then you have an integer. Then use the integer to select the enum

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@chrome orchid show where you call that event.

chrome orchid
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@faint pasture

near crag
faint pasture
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@near crag no this

chrome orchid
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@faint pasture i fixed the problem but the only thing is if the client comes into the collision, nothing will happen and only the server can trigger it

faint pasture
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@chrome orchid That's normal. How is the client getting into collision range but not the server?

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Show where you're triggering it with the overlap

chrome orchid
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no if the client enters the collision nothing happens but if the server does, the event happens how do i make it so the clients and server can both do this @faint pasture

faint pasture
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That is just setting a variable, where are you actually spawning the widget?

chrome orchid
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@faint pasture

faint pasture
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wtf. so you're creating it at begin play and not when the overlap happens?

chrome orchid
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yes beacuse its my hud and i have it working execpt when the client overlaps it wont display on screen but when the server overlaps, it will display it on the screen

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@faint pasture

faint pasture
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What is that PS_tag

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if it's a player state blueprint, and you're changing the active player state blueprint at runtime, that is totally not the way to do it.

trail condor
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Hello again @faint pasture - sorry for tagging you but you seem to be around and you know my situation. I'm getting the player's controller ID now, unfortunately it's always controller #0, which isn't what I actually needed. I'm trying to figure out what kind of controller they're using. Part of that involves getting some kind of unique ID for each connected controller. Any thoughts?

faint pasture
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@trail condor are you running create player for the second local player?

trail condor
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I think I'm not being very clear about something

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I'm trying to figure out which gamepad was most recently used

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I keep saying "controller" but that's probably not helping lol

near crag
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The angle calculations are returning negatives so some of the enums aren't working.

earnest tangle
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You can add or subtract from the value

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Eg. if you're getting like a -180 to 180 ranged value and you want 0 to 360, just add 180 to the initial value

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This way you can adjust where the numbers fall in the range so you get the result you want :)

faint pasture
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@near crag Why are you not just breaking the rotator and getting the yaw?

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Then just add to it, either before or after the round. I would do it after rounding. If y'all is -180 to 180, then it would round to negative 4 to 4, so you add 4 to it to get the 0 to 8 index range

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If you end up having to do the eight directions stuff everywhere in your code, make it a function. Just make it a pure function that takes a float and returns a an enum

primal smelt
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Hello everyone. For blueprints, does anybody know of a way to do a smooth lerp between external vector curves on a timeline? I have a timeline set up which the player can change the direction an actor is facing, I would like to be able to switch curve on the fly using SetVectorCurve but right now it jumps from one set of coordinates to another with no interpolation between. Any ideas?

faint pasture
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@primal smelt have timeline output a float alpha, use the alpha to interp between the vector output of the curves

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How many distinct curves are we talking about?

primal smelt
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Forgive me, I may be mistaking the terminology, but it is switching from one graph to another

near crag
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@earnest tangle @faint pasture Ah, it works now. Thanks!
And I yeah, I'll change that, I'm not familiar with all the functions n stuff

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โ†–๏ธ Newbie

primal smelt
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I'm not sure where I would plug in a lerp because the SetVectorCurve function does not have an input for vector coordinates

faint pasture
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How many distinct vector curves do you have? Are you just swapping between 2 or 10 or 100?

primal smelt
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@faint pasture Its just X Y and Z per graph, is that what you mean?

faint pasture
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@primal smelt just show a screenshot

primal smelt
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@faint pasture Evidently not, sorry I'm new to this! One sec..

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Highlighted track plugs into an external curve, last screenshot is the curve that replaces it - the position of keyframes are not final - its basically the same as what is referenced by default in the main timeline I just shifted some Z coords from negative to positive just to see if it works

#

The vector output going into the rotator is basically switching from one graph to another when I press F (again, just for testing) so I'm not sure how I would go about lerping from one to another because they both have the same output on the timeline

wanton radish
#

Hi, How to add ads to android game?

faint pasture
#

@primal smelt ok so you already have a sort of master alpha

#

@primal smelt I can't really follow all the logic but basically I think you'll want to modify it such that instead of the switch changing the curve being evaluated, you evaluate both curves at all times and the switch fires a timeline that outputs an alpha. The alpha is used as input to an interp between the 2 curve outputs

primal smelt
#

Ok cool, I was thinking I might need to do something like that but wanted to see if I could lerp between the curves being switched on the same track as eventually there will be quite a few instances where I'll be doing this at the same time so the timeline will get somewhat bloated. Thanks for your help, I'll start giving that a try ๐Ÿ™‚

fervent kestrel
#

hey guys

#

if i wanted to make a game where should i start, i already have the story and everything, i just dont know where to start

warm scarab
#

When my character bumps into another NPC character, the NPC goes flying. I don't want that. Here are my collision settings on the NPC character; any suggestions?

primal smelt
#

@fervent kestrel - depends how best you learn. Personally I'm somebody who prefers to get stuck in and learn as I go rather than following a course from start to finish. As such, my recommendation would be to learn the basic UI of Unreal Editor - Youtube will have plenty of options for you there. If you're like me, after that think about what specific gameplay mechanics youy have in mind and search youtube/google etc to see if others have done something similar and see how they did it. If you prefer a more guided curriculum type of approach, there are some great courses where you build projects along with the instructors - I picked up a couple of courses on Udemy that are great. Even though I don't learn that way, I still find them helpful to refer to.

fervent kestrel
#

okay, yeah maybe getting familiar with unreal editors ui would be helpful

primal smelt
#

@fervent kestrel I'd say its essential knowing how to navigate the software. Some of that does come from playing about but just get the basics down first so you know broadly where to look for things.

#

For courses, I have a couple from these guys (via Udemy), their Blueprint course is easy to follow and their intro course to Blender I recommend also

faint pasture
#

@fervent kestrel Start with making something happen on the screen, and don't even THINK about doing anything multiplayer.

cosmic lagoon
#

hi guys I've been stuck on this blueprint AI issue for the past few days wondering if anybody could offer any insights. am I allowed to post links if I'm new to this discord server?

fervent kestrel
#

@faint pasture just curious i wasnt planning on it but why wouldnt i want to do something multiplayer?

faint pasture
#

@fervent kestrel Because its enough to learn just trying to do something single player. Multiply it by at least 3x for multiplayer.

maiden wadi
#

@fervent kestrel To put it simply, programming in singleplayer, you have everything you need at your fingertips. All actors exist on the current machine and you can affect them however you like and there are no bandwidth constraints or lag considerations. The moment you even consider multiplayer, you have to start thinking in a way that you are programming to play as a player who has very limited access to the real data. Your client has most of the same visuals, but you have to 'request' for the server to make changes or make things happen.

alpine halo
trim matrix
#

Is Player controller supposed to run BeginPlay everytime you change scene or only the first time you open the game?

#

Mine runs everytime I change scene and the variables doesn't persist

#

everytime

#

if u want the variables to persist u need to set them in game instance class

#

its the only class that persists

#

then when changing the scene u need to read these variables from game instance and set them in the controller

tight venture
#

Can I return a value from an event that was dispatched to, or should I just pass in a bool reference or something

#

I don't want to continue execution if that fails

trim matrix
#

The docs says "The Player controller persist throughout the game, while the Pawn can be transient" @trim matrix

#

So only the game mode and game instance persist the whole time? @trim matrix

#

game mode is also reset if im not mistaken

#

Okay so I'm gonna use the game instance

#

@tight venture what do u mean? if u assign to the dispatcher it should automatically create an event returning these values

tight venture
#

Nvm I just passed in a bool ref

trim matrix
#

yeah

tight venture
#

If that action fails, I don't want to continue executing from where I called it

#

So I added a bHasError

trim matrix
#

sure ๐Ÿ˜›

#

but also

#

what u could do is just unbind the event

#

if theres an error

#

without calling it

#

or simply not call it if possible ;D

edgy galleon
#

I want to show a simple print string when entering a room and then another print for exiting that room. When my character collides with the door the message should appear, but i get both the entrance and the exit. Anyone has a simple solution for that?

trim matrix
#

can u show a screen?

edgy galleon
#

the box collision is on the door

trim matrix
#

i mean.. screen of the bp

edgy galleon
trim matrix
#

well

#

how big is the trigger?

#

does it cover entire room or door only?

edgy galleon
#

it covers the door only

trim matrix
#

so the answer is simple

#

whenever you enter the door box it says hello, but once u leave the box it says goodbye

#

if the trigger was as big as room that would make sense

edgy galleon
#

hmm, so how do i solve it, having that same door as entrance and exit but with different messages?

trim matrix
#

pull the pink pin

#

from print string

#

and promote it to a variable

edgy galleon
#

and the box collision will stay on the door?

trim matrix
#

ah

#

i get what u mean

edgy galleon
#

haha yea

trim matrix
#

so the direction u come from

#

matters?

#

and u only want say hello when coming in, good bye when going out

edgy galleon
#

basically its the same direction, you get in the same way you get out (there's no collider on the door at all right now and its ok)

#

exactly, yea

trim matrix
#

theres a simple way, but i fear that might not be simple for you

#

u know what dot product is?

edgy galleon
#

no ๐Ÿ˜ฆ im supposed to keep it simple as well but i fear i might be missing something. other then just getting another door for the exit, i see no solution

trim matrix
#

ok ima show you

#

how id do it

edgy galleon
#

that would be great, thank you so much!

tight venture
#

"Warning: No value will be returned by reference."

#

Uhhh duh, compiler.

#

I'm changing it, not returning it.

trim matrix
#

i read somewhere that

#

events cant return

#

but u are returning by reference

tight venture
#

I'm passing in a reference

#

Not returning anything

#

You can't return anything

#

I don't understand what it's talking about

trim matrix
#

@edgy galleon look

edgy galleon
#

looking :)_

trim matrix
#

oh, thats small

edgy galleon
#

thats ok

#

one second

trim matrix
#

can u guess what it does?

edgy galleon
#

i think its someething to do with the direction the character goes in, and that's how it knows whether he's going in or out, maybe?

trim matrix
#

yeah

edgy galleon
#

that's smart

trim matrix
#

do u want me to draw it for ya?

#

how it works

#

so u just dont copy it without knowing

edgy galleon
#

no ill try to figure it, worst case ill ask here again. thank you so much, appriciate it!

trim matrix
#

okay

#

if u wanna talk on voice chat that be a lot faster

brazen frigate
#

What should a level blueprint primarily be used for?

trim matrix
#

well. lets say u have a linear game

#

in the middle of the level u wanna play a cutscene once the character enters a boss arena

#

makes sense to do it in level blueprint

brazen frigate
#

I guess I'm looking for a rule of thumb? If "this is the case", then it should be in a level blueprint.

trim matrix
#

we generally build the flow of the level in there

#

u can do anything in there but be wise about where u put things, u dont want to program movement of the player in level blueprint ๐Ÿ˜„

brazen frigate
#

So does it have a Director role of sorts? Manages save/load data, triggers level starting events first, handles events otherwise?

trim matrix
#

u could say that theoretically it should be used for things regarding the level, so yea events strating the level is one of these things

#

could also handle events

#

literally anything can be done there

#

;D

trail condor
#

Sorry for the vague question, but what's generally the way to figure out which blueprint is causing something? In C++ I'd just search the project for some key word etc.
Is there an equivalent in blueprints?

#

(I'm not a blueprint person, and I'm helping someone else out with their project)

trim matrix
#

u can look for nodes globally with ctrl shift f

trail condor
#

oh that's definitely helpful

trim matrix
#

nodes variables etc

trail condor
#

if I can elaborate a little:

#

I'm trying to figure out why something specific is happening when you exit the game from the pause menu

#

I haven't seen any of the relevant blueprints, and now I have to find them. I could ask the guy I'm helping, but I'm trying to figure out how to be a little more self-sufficient.
What would be your workflow?

trim matrix
#

u can use breakpoints

#

to track whats happening

trail condor
#

Right, but I need to find the blueprint first, yeah?

trim matrix
#

yeah, but u know that it happens during exiting game from pause menu

#

id start there

trail condor
#

Yeah, and I guess I can try to find what blueprints are running at that point by pausing the game in PIE mode, ejecting, and selecting the button object?

#

or at least the pause menu object?

trim matrix
#

yea, but it should automatically jump to breakpoint without selecting the actor/widget

trail condor
#

right, but I mean to place the breakpoint in the first place

trim matrix
#

yea

trail condor
#

just figuring out where stuff is is the hard part for me rn

trim matrix
#

id start from button

trail condor
#

I have a way to attack this kind of problem with code but with blueprints... not so much

#

Thanks a bunch for the help though, really

trim matrix
#

its kinda the same

trail condor
#

yeah I get that but like... my mental pattern recognition hasn't really kicked in yet for blueprints so I'm kinda just confused all the time ๐Ÿ˜…

trim matrix
#

;D

#

and whats the problem with exiting the game?

trail condor
#

it's just failing to do anything haha. I've got it from here though ๐Ÿ˜›

trim matrix
#

ok ๐Ÿ˜„

trail condor
#

(at least for now)

bitter mason
#

anyone ever implemented the "custom movement mode" in blueprint?

#

there like no documentation on it

trim matrix
#

i dont think u can create it without code

#

if u could it would be in ALS

#

which is super advanced and 100% bp

trail condor
#

ugh I'm stuck on a dumb thing again lol
I'm trying to figure out what code is running in the pause menu, but I can't actually select it when I pause the game and eject because it's stuck to the damn screen. Any good way to grab it in a pretty full scene?

trim matrix
#

press f8

#

it will eject you

#

and u are free to open any bp

bitter mason
#

whats ALS?

trim matrix
#

advanced locomotion system

#

ah wait

#

Nubsy

#

u dont need to select the widget

#

if u know whats the name of the widget u can open it before clicking play

trail condor
#

I didn't ๐Ÿ˜ฆ

#

I guess projects weren't made to be easy to discover on your own lol

trim matrix
#

Hello i have a question does anybody knows how would i go about making that npc's can build logically and not just place blocks randomly ?

#

build?

static charm
#

pre designate rules or instructions that always results in something

trim matrix
#

yea

#

write down a few steps and try to code them

#

as for blocks if u wanna have them one after another u gotta code it like it

static charm
#

other thing to look at is just copy someones Procedural "whatever you want to build" and then randomize it and pretend like the NPC's built it.

bitter mason
trim matrix
#

i mean its like 2d in 3d so i just want them to put down the walls

bitter mason
#

"UCharacterMovementComponent is not normally Blueprintable, so custom movement in Blueprint is usually implemented directly inside Character using the UpdateCustomMovement event. "

brazen hatch
#

hi, is there a way to convert a blueprint from actor to pawn?

#

i imported via fbx scene to keep the hierarchy inside a vehicle

static charm
#

in the blueprint settings, you can change the class to pawn

sick galleon
#

@brazen hatch button up left

#

then on the right

#

change the parent class

brazen hatch
#

details -> class options

#

lets see if i can find it

sick galleon
#

not sure if that works in all cases tough

brazen hatch
#

it worked

#

found it under class settings

trim matrix
#

"Destroy Actor" blueprint is getting called but doesn't work unless its called twice, any idea?

static charm
#

destroy is almost never an immediate effect

#

unless it never gets destroyed with one call

#

then i dunno

brazen hatch
#

@sick galleon it compiled the blueprint and the icon in the content browser in the blueprint's corner now a pawn. any other way to check if it went through?

faint pasture
#

@brazen hatch check if you can do pawn stuff like possess it. I mean if it says it's parent class is pawn then it's a pawn.

brazen hatch
#

so i would have gotten an error in the conversion process or something if it didn't work

faint pasture
#

@brazen hatch lemme see that heirarchy. Did everything import with correct local origins?

#

Or is it just a bunch of meshes all at 0,0,0

brazen hatch
#

the positions are fine

static charm
#

if it says class is now pawn, then its now pawn

brazen hatch
#

well that settles it

high ocean
#

I have the following problem: Each NPC in the level calls the following code in GameInstance:

#

The code needs a valid PP_World. I'm delaying and waiting for it to be spawned and valid. But in that time, the next NPC calls the code, overriding the GUID values and messing everything up. Because by the time the delay is done, it grabs the wrong GUID value because it got overwritten.

static charm
#

when the code is called, set a boolean that prevents anything from being set until the code is complete

#

when code is complete set boolean to false or whatever

#

also can Set the NPC or guids or whatever

high ocean
#

hm...I think setting a temp guid+actor might work, especially since that branch should only fire true for one single NPC

#

so if I set it after the branch on true, i'll just feed that forward the temp var forward.

#

lemme try ๐Ÿ™‚ brb

#

@static charm yup, ofc it works. Thanks alot! It was sooo simple. I think I'm just tired. And I hate needing to code like this, keeping track of everything in the GI at all times because of savegame ๐Ÿ˜

static charm
#

i know it sucks

#

but sometimes u need to do these things

high ocean
#

Is there no other way? It's rather tiring...None of my previous game systems made for prototypes work in any way, I had to rethink almost everything from scratch with GI as proxy to track down everything...

static charm
#

there's always "another way" for doing things

#

whether its easy or not is situational

flat raft
#

do you know if I could add items to a enum on construction?

#

Array to Enum

tight venture
#

How can I look into and inspect the values contained in a struct at runtime? I've tried watching the variable but all it tells me when I stop at a breakpoint is the class name of it

#

Just FYI, I could do this in an IDE, but I'm asking it here, to see if I can do it in the editor

static charm
#

break struct or print string, etc

tight venture
#

Yeah I could break it I guess, good idea

static charm
#

@flat raft no

#

you can use arrays or something though

flat raft
#

Naaa...not for my case.

#

Basically I need a combo box in the details panel with the list of components available

static charm
#

there might be a blu tility ability to add enums though

flat raft
#

Kk, I'll look into that.. Thanks!

static charm
#

but for your situation there should be something already available in construct to add your components to a list to the details panels

#

just cant think of it right now

flat raft
#

All good

high ocean
#

Does setting a GUID node with an empty pin make it set to 0000 or do I need to invalidate it to obtain a 0000?

still trellis
#

confused about destruction of classes that derive from Object instead of Actor. I'm creating an object that I then pass as an argument to an event dispatcher. After the event dispatcher is called, I check a variable on the object to see if any of the responders to the dispatcher modified it, then i want to destroy the object as I won't need it anymore.

how would i go about making sure the object is destroyed?

earnest tangle
#

UE should handle GC automatically

#

when you no longer have refs to something it gets deleted

still trellis
#

ok, does this also apply to objects that are subobjects of other objects? my buffs component spawns buffs as objects that it holds in an array, and each of those buffs creates objects for different functionalities. when i remove the buff from its array in the component, will all of its subobjects also be destroyed even though they reference each other?

royal rain
#

Hello I have a better idea on how I want this dumb melee combat idea to work out, but I cant find any good tutorials on melee combat in first person, or in general

earnest tangle
#

@still trellis afaik it should be able to detect that too

still trellis
#

okay thanks

royal rain
#

is there a good way to go about making melee combat in unreal? everyone has very botched animations in their tutorials, and most the time isnt what im looking for

earnest tangle
#

there's a lot of things that go into a system like that and animations are just a small part of it

#

it would probably be easier to give you a useful answer if you can be more specific about the problem you're trying to solve

royal rain
#

I mean even if i have little to no animaions on my character im fine with it

#

yeah I can, just wanted to ask in more of general term first becuase i have no idea where to start

#

so I have an idea for this melee system that I want to prototype. at least the simple parts first. I need a FPS melee system that just can let me swing a sword, in a smooth way that isnt like most the other tutorials. most melee animations are very static, if i was to put a name on the melee i would say dying light mixed with dark messiah. idk i just need smooth melee attacks

#

either way. i have a cool idea for blocking but i might be able to do it on my own first

#

i do also plan to add physics to combat so i can push enemies around but im just trying to get free flow melee attacks in first

fervent kestrel
#

guys i need help

#

i cant add a widget to my screen because event begin play is already in use

#

by something else

trim matrix
#

what

#

xD

fervent kestrel
#

so on my character blueprint there is already something using eventbeginplay

#

but this guide says i need to use eventbeginplay to show a widget on my screen, is there any other way that i can get it to show up?

viral rampart
#

Hey where can I learn how to Programm blueprint with UE?

fair magnet
#

@viral rampart have you tried youtube yet

viral rampart
#

Yeah but I donโ€™t get it really.....I mean Iโ€™m just copying in the End...I need something which I really learn from.....

fair magnet
#

what you wanna do

viral rampart
#

A Dead by Daylight fake

#

At least a killer and a survivor

fair magnet
#

ok so what you wanna start out with

#

like what's the first thing you had in mind

viral rampart
#

Uhm so first....I wanted to make classes for the Killer and the Survivor

#

But I donโ€™t know how to make classes...And also I donโ€™t know how I can make a terror radius

#

?

fair magnet
#

@viral rampart Firstly you might wanna create a folder If you haven't already... the next step would be to create a Player Character

#

If you're using the third person template you should already have one in the Third person BP folder

viral rampart
#

One question....If I start a Vr project....Is full finger tracking already included?

fair magnet
#

I don't know anything about vr

viral rampart
#

Ok hm

royal rain
viral rampart
#

@fair magnet im Right now not at the PC....I was just asking because I wanna start tomorrow....Uhm I donโ€™t know anything....I donโ€™t know where I have to create the folder and so on....Iโ€™m Depressed๐Ÿ˜”....I learned Java and SQL because I thought it would help me....But nothing๐Ÿ˜”

royal rain
#

its ok im in the same boat most of the time @viral rampart

fair magnet
#

you literally just right click and press "new folder" lol

#

just like in windows

viral rampart
#

No I meant where do I have to create the folder? Doesnโ€™t it have to be on a specific location?

fair magnet
#

No o: You can name it whatever you want

viral rampart
#

Ok

fair magnet
viral rampart
#

Ayuma do you know the Game Dead by Daylight?

fair magnet
#

I've never played it

viral rampart
#

Hm ok

#

Uhm.......Is blueprint hard? So could I Programm a Game without any knowledge? Except of Java and SQL?

fair magnet
#

It's not

#

I mean I learned it very fast o:

#

and I don't know ANY language

viral rampart
#

Hmm

#

Ayuma.....Would you help me sometimes and so on? I know Iโ€™m in a Discord right now....But I need a person..

#

I would be really happy

fair magnet
#

I'm not sure

viral rampart
#

Ok another question......In Java I created classes and Methods and so on.....How does it work in Blueprint?

fair magnet
#

making multiplayer is a bit of a struggle for me lmao

viral rampart
#

Np

fair magnet
#

depends on what you wanna create

#

you create a blueprint class

#

which you can then edit to whatever you need

viral rampart
#

Uhm....Something like a terror radius...If a Killer is more than 20m near....Then play that sound and so on

fair magnet
#

that's something you better do inside the character

#

OR

#

create an actor component for it

#

which you can apply to anyone who needs it

viral rampart
#

Ok

#

Could you send me a Tutorial which is really good? I think Iโ€™ll try it one time again with YouTube

fair magnet
viral rampart
#

Ok thx

#

In what Programm do I Design and do animations?

fair magnet
#

Blender/Photoshop/Maya ?

#

you cannot do it inside unreal

#

I mean you can do use animations but you cannot create them from scratch

hushed spoke
#

Hello, do I need an animation asset to be able to view/edit animation curves that are stored in a skeleton?

flat raft
#

Still working on it, but it looks promising

tulip lion
#

Can anybody help me with my wall running blueprint it does not work

faint pasture
#

@tulip lion That doesn't exactly narrow it down, spell out your problem.

chrome orchid
#

My line trace wont follow the middle of the screen for my clients. it will for the server

fickle blaze
#

I have a question I want to get the status of a component when I hit the actor with a line trace

#

How do I do that?

trim matrix
#

i got a line trace that gets the objects name feeds it into a switch but this only works for one object because the 2nd object with have a number appended to its name how should i go about this?

worthy frost
#

dont use object names?

trim matrix
#

well i need to know which child object it was

worthy frost
#

use either actor tags or some other identification

trim matrix
#

ah i'm dumb

#

k

tulip lion
#

@faint pasture I followed a video https://www.youtube.com/watch?v=OpoTTJQOADU and when you get to the wall nothing happens

Hey everyone! In this Let's Create we're creating wall running that you see in games such as Titan fall 2 and mirrors edge. I hope you enjoy this video!

Consider supporting me on Patreon: https://www.patreon.com/matthewpalaje

Foundation video: https://www.youtube.com/watch?...

โ–ถ Play video
faint pasture
#

@chrome orchid You aren't replicating something right, show where you do the trace

trim matrix
#

anyone have any suggestions on how I could use event dispatchers to create an ingame keybind thing, like to create custom binds for specific things?

i.e. I have a car W is regular way to drive forward, but to not actually change the exact engine binding for the player, but for the car so its S to go forward for anyone who attempts to drive the car even though their actual keybind is also W.

I thought about using event dispatchers but idk where to start regarding changing bind (like W in car)

flat raft
#

Huh?

#

You want S to go forward?

fickle blaze
#

@flat raft you like stargate?

flat raft
#

Hellz ya

dusk whale
#

What can I use instead of the 'Cast To' function so that I can set a variable from another blueprint? Thanks

flat raft
#

@dusk whale create a reference variable

dusk whale
#

wdym by that

trim matrix
#

You want S to go forward?
@flat raft by this I mean say the engine binding for the player is W. But I want some function to change this so I thought about using an event dispatcher and rebinding the dispatcher to the other keys - dispatcher W moves forward, dispatcher S moves backwards but rebind the dispatchers to the reverse keys. But I dont want to use the regular Red Key events.

flat raft
#

You can pick ur character from the world

dusk whale
#

I'm not trying to actually use my character for anything there's just a variable I want to change in that blueprint class so I use the 'Cast To' function, but for some reason it doesn't work

trim matrix
#

is the owner that type of bp

dusk whale
#

no

#

trying to get a variable from a pawn to change it in an actor

flat raft
#

So... you have 2 blueprints, and you want 1 to talk to the other without casting

dusk whale
#

well I try to use casting but for some reason the code never gets past that

#

I watch the simulation and it shows the link going into the cast to function and nothing comes out

flat raft
#

Ok.. then time to debug.

#

What kinda Blueprint is the other one with the variable ?

dusk whale
#

it's a pawn

#

or cahracter

#

character actually, I think

trim matrix
#

like this but not using red event keys directly

flat raft
#

Is it a controlled character?

#

You can use getPlayerCharacter

dusk whale
#

essentially, it's a locked door. The character walks up to the door and presses 'E', which starts an unlocking scenario. I want the door to set a variable in the character's blueprint so that it cannot move

#

ooooh

flat raft
#

Is there a overlapevent on the door?

dusk whale
#

yes

#

when a box is overlapped

flat raft
#

Ok.. so.. you can get other actor from the overlap

#

Can I see ur door overlap ?

trim matrix
#

oh wait I realize I need to use interface to communicate axis scale oops scratch that replace dispatcher with interface

dusk whale
#

yeah one sec I'm building lighting so my unreal engine is frozen

flat raft
#

@trim matrix sorry , I still don't understand ๐Ÿ˜‚

tulip lion
#

can anybody help me on my wall running?

flat raft
#

Are you trying to bind an action to hotkeys?

trim matrix
#

yes something like that, but it is specific to the pawn per say

dusk whale
flat raft
#

@tulip lion lots of tuts on wall running on YT. You have a specific issue?

tulip lion
#

yea

flat raft
#

@dusk whale from your OtherActor... set the variable on ur player

tulip lion
#

so im watching this video right here :https://www.youtube.com/watch?v=OpoTTJQOADU and it does not work at all like I cant even get on the wall

Hey everyone! In this Let's Create we're creating wall running that you see in games such as Titan fall 2 and mirrors edge. I hope you enjoy this video!

Consider supporting me on Patreon: https://www.patreon.com/matthewpalaje

Foundation video: https://www.youtube.com/watch?...

โ–ถ Play video
dusk whale
#

Hmmmm, other actor won't connect to the set player thingy

#

set variable, I mean

flat raft
#

@trim matrix so if I press W to drive forward, and for whatever reason I want to press S to go forward, you wanna know how to map those.

trim matrix
#

yes but to that pawn specifically

#

so they players forward key is still W but if they use that pawn though it is reveresed

#

or it is switched in their pawn using functions

flat raft
#

Ohh... just map it then as a key

trim matrix
#

this is without use of engine binding input/action bindings

flat raft
#

So you have 2 pawns.. you want one to move forward when you press W, but when you possess the other, you want S to move that Pawn forward

trim matrix
#

yes but the engine bindings are the same

#

the functions inside the pawn are just reversed

#

without manually changing it in bp but runtime

flat raft
#

hmm..

dusk whale
#

Sorry for all the stupid questions but how can I connect the OtherActor to my set variable? It won't let me

flat raft
#

when you overlap, the OtherActor is your character.

#

the guy that walked into the door, is your character

dusk whale
#

yes

#

I'm a little confused, sorry

flat raft
#

no prob.. drag off the other actor pin.. and Get<variablename>

dusk whale
#

it doesnt show up

flat raft
#

Ok, the try again, and select Cast to <ur character>

dusk whale
#

It works! I just had the object set wrong

#

I had to set the object as OtherActor

#

ty so much

flat raft
#

Coolz

#

@trim matrix did u try Interface? Did it work?

trim matrix
#

I mean that is how it is going to cus I need an axis value. But I dont know proper way of making an actor just listen to a specific non action/axis key

flat raft
#

To be honest I don't understand 100% ... I dropped off at engine binding remains the same

#

If you wanna make a junk project with your issue and send it, I'll take a look. @trim matrix

#

@tulip lion where did you leave off?

tulip lion
#

I finished it

#

but I tried

#

and nothing

#

I will send a picture

flat raft
#

Kk

tulip lion
flat raft
#

Imma watch the tutorial.. 1 min

tulip lion
#

OK

#

caps

flat raft
#

Do you have the double jump working? @tulip lion

trim matrix
#

this is code in my game state casting to gamemode and calling custom events in my game mode this is not wrong is it not? just double checking

tulip lion
#

yea

#

I added triple jump

flat raft
#

and you have the double capsule ?

#

is the second capsule responding to collision ?

tulip lion
#

yep

flat raft
#

So the capsule detects the wall?

#

add a print to the overlap of the second capsule. Just to make sure it's detecting the wall.

tulip lion
#

ok

#

yep it works

flat raft
#

By the way... do you know about the "watch variable" switch ?

tulip lion
#

no im pretty knew

flat raft
#

If you click on a colored pin.. right click... you'll find Watch Variable

tulip lion
#

I cant find it

flat raft
#

This will tell you the current value that's going through ur node

#

Ok... see your set 'playerdirection' node

tulip lion
#

yea

flat raft
#

It has a yellow pin. (Input/output)

tulip lion
#

yep

flat raft
#

right click on it

tulip lion
#

oooh

#

ok

#

yea

flat raft
#

ok

#

To get it to work.. you have to select this bp from the debug filter up top .. by the play button

#

Give it a try

tulip lion
#

uh

#

oh wwait

#

I got it

#

sorry im pretty bad at this lol

flat raft
#

No worries lol

tulip lion
#

now what

flat raft
#

you see the value printed above the node?

tulip lion
#

it said watching vector no debug data

flat raft
#

Hit play to start ur game, and then from the debug filter choose the bp , then watch the variable

tulip lion
#

uh huh

flat raft
#

lol... no?

tulip lion
#

wait wait

#

its with the and gate

flat raft
#

Is it showing anything?

#

I can't see from ur pic

tulip lion
#

ok well like the lines light up when they are on

#

and the and gate is not on

#

like the and gate does not pass or whatever

flat raft
#

Ok, but do you see the little watch variable balloon over the node

#

Zoom in to your gate

#

lemme see it

flat raft
#

Copy all the nodes and paste it there

tulip lion
flat raft
#

The Branch before the Timeline..

#

Attach a print to the False

tulip lion
#

ok

#

yea its false

#

its because of the and gate

#

but I dont know why

flat raft
#

Jump on the wall ..

#

Oh it's false?

#

What gate?

tulip lion
#

AND gate

#

1+1=1

#

only thing im good at is gates so lol

flat raft
#

LoL.. that's not a Gate

#

๐Ÿ˜‚

#

I was looking for a Gate node. Confused me

tulip lion
#

uh

#

ok

flat raft
#

a Gate is a actual node

tulip lion
#

huh

flat raft
#

a "Gate" is a node in Unreal

tulip lion
#

ok

flat raft
#

anyway.. so it's false...

tulip lion
#

yes

flat raft
#

Let's check it

tulip lion
#

so to turn it on or whatever it goes through a and node but the and node does not turn on or whatever

flat raft
#

Ok

#

Let's check the Tag node

#

Right click, watch variable on the HasTag

tulip lion
#

ok

flat raft
#

Hit Play, Select DebugFilter, and look at the hastag

#

is it True or false when you jump on the wall

tulip lion
#

ok

#

nope

#

its false

flat raft
#

Ok.. check your wall object now

#

Make sure it has that Tag, and make sure it's spelled correctly

tulip lion
#

yep

stiff hatch
#

Quick question, if I execute a evemt dispatcher will other bps execute the event dispatcher without any interfaces or casts?

flat raft
#

Ya, I think so

#

@tulip lion your wall has the Tag? and is spelled exactly like u have it in ur HasRag

tulip lion
#

so is a cube an actor?

flat raft
#

ya

tulip lion
#

and I dont have to change any settings?

flat raft
#

maybe collision ...

#

But before we do that.. let's see what's coming through the overlap first

tulip lion
#

I have a feeling that its not a actor or something because after that there is nothing that could not work

flat raft
#

disconnect everything from the OnOverlap pin...

#

Add a Print..

#

off the other actor , plug into print

tulip lion
#

yep

flat raft
#

you'll get a display name

tulip lion
#

it turns on

flat raft
#

lemme see a screen shot

tulip lion
#

I did something

flat raft
#

I mean the bp

tulip lion
#

o

flat raft
#

U are viewing wireframe

flat raft
#

Plug other actor into print

tulip lion
#

?

flat raft
#

The OtherActor pin from the Overlap... into the Print

#

Blue, into Purple

flat raft
#

Ok, cube3 is the wall u are trying to run on, ya?

#

ok, so we know the collision with the wall is working..

tulip lion
#

yea

flat raft
#

ok, so the tag must be wrong

#

use a GetTags node

#

let's see the tags

tulip lion
#

get component by tag?

flat raft
#

hmm

#

Yup, but Print the Tags

#

Or set the debug filter to see the tags

tulip lion
#

I cant

flat raft
#

Play, debugfilter to ur bp, then look at watch var

#

ok.. let's print the tags... see the dotted square pins...

tulip lion
#

yea

flat raft
#

That means it's a Array. So you have to make a For Each Loop node

tulip lion
#

alright

flat raft
#

I'm on my IPad...else I would show you a screen shot ๐Ÿ˜…

tulip lion
#

lol

#

I found the array loop

flat raft
#

ok attach it.. square to square

tulip lion
#

yea

#

where do I hook up the print

flat raft
#

Loop Body to print

#

Overlap to loop

tulip lion
#

but how will I know what it is

#

?

flat raft
#

what?

tulip lion
#

like where do I hook up the string or whatever

flat raft
#

Screenshot .. lemme see

flat raft
#

Array Element to String

tulip lion
#

ok

#

nothing

flat raft
#

Btw... u can do a screenshot with Shift + Windows + S

#

Then paste here

tulip lion
#

I just use the geforce one

flat raft
#

Kk

#

Lemme see ur setup so far

#

Loop Exec to Overlap

flat raft
#

Loop Exec to Overlap

tulip lion
#

yea

fickle blaze
#

You have to have the exe of the for loop triggered by something

flat raft
#

So.... big moment.... what are your tags

tulip lion
#

uh nothing

flat raft
#

LoL

#

your wall doesn't have any tags set

tulip lion
tulip lion
#

it does have a tag

flat raft
#

ok.. let's go look at ur wall

#

Select your wall in the viewport, show me the details panel

flat raft
#

That's not Cube3

tulip lion
#

I changed the name

#

to see if it helped

flat raft
#

Oh ok

tulip lion
#

I feel like unreal engine is broken or something lol

flat raft
#

Wrong tags

#

Erase that

#

Click on Class Defaults up top

#

Look for Actor Tags

#

@tulip lion still here

tulip lion
#

yea

flat raft
#

There is Component Tags and Actor Tags

tulip lion
#

ok

flat raft
#

Find Actor Tags

#

or... you have to use GetComponentTags in the loop.

#

let's set the Actor Tags though, and erase the component tag u have set

tulip lion
flat raft
#

There it is..

tulip lion
#

ok so I just type in runwall?

flat raft
#

Ya

tulip lion
#

it still dont work

#

:\

flat raft
#

Lemme see

flat raft
#

Ya... back to the bp..

#

Lemme see the loop and print

tulip lion
#

oof

#

I just deleted it

#

lol

#

ok

flat raft
#

lol.. remake.. gotta make sure the tags are coming through

tulip lion
#

I just undo

flat raft
#

K

flat raft
#

Exec for the loop to the overlap

tulip lion
#

oh yea

#

ok

#

ok it said runwall

flat raft
#

Great.. now the tags are coming through

#

Now your Actor has Tag should be True

#

So.. Now hookup your Overlap to your Sequence , delete the For and the Print

tulip lion
#

ok

flat raft
#

If there is nothing else wrong.. you should be wall running

tulip lion
#

and

#

fail

flat raft
#

LoL

tulip lion
#

the actor has tag is saying no debug info

flat raft
#

Did you Play, Debugfilter, watch node?

#

It should be saying True... for sure

tulip lion
#

wait

#

yep

flat raft
#

True?

tulip lion
#

yep

#

oknow

#

ok

#

I got it

flat raft
#

Your AND should be True also

tulip lion
#

its working now

flat raft
#

Wall running?

tulip lion
#

yep

flat raft
#

niceee! High Five!

tulip lion
#

wait

#

oh god

#

I dont stop

flat raft
#

But the Wall run is working , ya?

tulip lion
#

yea but I keep doing it

flat raft
#

Ok.. well.. now you know how to debug...

#

Follow the stream... find where the stop wall run should happen..

#

Watch the variable...

tulip lion
#

ok yea

#

its getting pretty late

#

thanks a lot

flat raft
#

No problem

#

Watch some debugging tuts..

tulip lion
#

ok

flat raft
#

Makes these things a lot easier to hunt down

tulip lion
#

ok I learned a lot today

#

my brain hurts

flat raft
#

And trust me.... there is a lot to hunt!

#

I've been doing this for over 10 years

tulip lion
#

oh wow

#

ive been doing this for uh

#

2 days

flat raft
#

10% is building... 90% is googling and hunting for info

tulip lion
#

but I have done arduino

#

ok bye

flat raft
#

Night!

#

@trim matrix did you solve your thing?

trim matrix
#

I think kind of maybe

flat raft
#

lol ok

dusk bolt
#

still getting this error and can not figure it out for the life of me. Nothing is wrong with my level code either

#

It crashes on a specific level. No other level has this issue. And nothing about this level is unique as far as I can tell

flat raft
#

Looks like a ticking bug

#

Anything ticking in there?

quasi frost
#

How would you guys go about doing Ai movement on tiles? I want to make a battle system similar to rise of mythos. Basically you summon a unit and every turn it moves a few tiles towards the enemy. Making sure it doesnt move to a tile with another actor on it is easy enough, but what do you think the best way to do movement is? I am using actors as tiles, so should I set up an array with each tile actor and do some sort of math based off of the index?

hallow nebula
#

When I did that, I followed an A* tutorial off Youtube.

#

Have you looked into it?

quasi frost
#

which one did you watch?

hallow nebula
#

Longwinded but VERY thorough.

#

You can dynamically create grids for movement, establish movement penalties for grids (impassable, difficult terrain, smooth-sailing, etc).

#

And it'll determine the shortest path between two points using this movement cost per tile feature.

#

So if it's faster to go the long way that's easier to traverse, an AI will do that.

#

Obviously also capable of circumventing walls or obstacles.

#

Very good, highly recommend.

quasi frost
#

thanks I will add it to my watch list

hallow nebula
#

Now with that said, does anyone know how to do math?

#

Cuz I sure don't.

#

And I need help.

quasi frost
#

What are you doing math for?

hallow nebula
#

Ignore everything but the placement of the circles.

#

I want to create a menu of sorts, node-based.

#

The rules are simple.

#
  1. Each node is either the Origin (the largest, central node, located at the bottom) or a child of another node.
#
  1. Every child is equally spaced with the other children. That is to say, child placement is symmetrical.
#
  1. For all children, 90 degrees is offset to equal Radial Out as seen from the Origin node.
#

And that's it.

#

I've been fiddling all day and I've found four different ways to do it, none of them satisfying every condition.

#

Here, maybe I should illustrate the goal a little better.

#

That was confusing.

#

If there's one "child" node, it'll be located at 90 degrees. Straight up, away from the parent node.

#

If there's two, it'll be at 120 degrees for the first and 60 degrees for the second.

#

I've managed to do this, no sweat.

#

If there's three, then it's divided into thirds, etc.

#

However.

noble imp
#

Hi everybody! I would like to set a StaticMesh component in my blueprint dynamically by finding it in the content folder at runtime. I was hoping to use tags but it doesn't seem possible to add tags to library meshes. Any other ideas? Thank you ๐Ÿ™‚ (I would rather avoid using arrays...I have...a LOT of assets! ๐Ÿ˜… )

hallow nebula
#

Very easy, if you know how to work with CPP.

#

Capishe.

noble imp
#

I don't eeeek :p

hallow nebula
#

Neither do I, lol.

#

But this is your exact fix.

#

Can't be too hard to pick up.

noble imp
#

Will investigate, thx

hallow nebula
#

Yup yup.

#

As I was saying.

#

If there's, say, two children to the Origin node, they'll be placed at 120 and 60 degrees.

#

That's a 30 degree offset from the standard 90 degrees = North.