#blueprint

402296 messages ยท Page 525 of 403

alpine halo
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if i'm not wrong , CS called out while building an actor right

flat raft
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@flat raft I currently have it so in the coin blueprint, when variable "Is Maginatize" is true, it makes the coins magnetize to the player. It works when the variable is true or false by default. If true they warp, if false they dont. My problem is I cant get it so when the player picks up the magnet power up in game, it causes the "Is Maginatize" variable to switch to true and thus makes the coins magnetize to the player
@paper quail Try interface, or Event Dispatcher, or GetAllObjectOfClass. You need to talk to the coins somehow and tell them to activate.

visual lagoon
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My basic idea is to move the childs a bit, so i dont have to go through every item on its own in the editor (a lot more than in the screenshot will come).
So instead of editing them one by one, i wanted to get the child actors, check if they either have "left" or "right" and then move them a bit accordingly to their name of course.

however..if CS is being called multiple time WITHOUT moving the actor itself..thats weird for me

alpine halo
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@flat raft how about making a collider and the coins which begin overlap will get attracted. ah just subway surfers thing

flat raft
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@alpine halo he didn't say anything about the range. I assume all coins. ๐Ÿ˜‚

alpine halo
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ah that sounds like a cheat code

flat raft
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But sure.. collider also.

alpine halo
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@visual lagoon try do once

flat raft
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@visual lagoon don't trust the construction script with Prints. A lot of things have to happen to get ur object on screen. To see the true value.. place your object in the world, wait for the prints to disappear, then move the object

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you should then get 1 print.

visual lagoon
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@alpine halo i tried "do once" in several places, didnt work
@flat raft thats the funny thing. i moved "LeftKracauer" (a sphere) away by 30cm on the x-axis and i could clearly see that it moved away waaaay too fast. I controlled it by not using the construction script and moving it in the blueprint itself.

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But i could do everything in the "eveng begin" probably.
Gonna test that or otherwise do everything by hand

flat raft
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K

grave relic
flat raft
astral granite
brittle fiber
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Cyber > around 500>more coming, copies of 1 SM... manually placed > 360/7/7 > thinking about trap mechanism.. what can i do to add it, lvl BP can hold it? ATM they are placed as SM actors within level.. Some of them will be placed near each other, and area will hold BP with Trigger and Audio volume, BP with board and text actors mb BP with some other thing

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whats best sollution

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there are 7 areas 360/7

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and 7 layers > circles on pic

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anything i can do to add logic withour redoing in BP

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or I have to create BP with SM actor and else and replace it

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biggest circle is scale 1 > scale .52> smallest circle, need to keep them like that > allows me to scale and transform animate them, preserving division of 360/7

tardy hollow
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I'm trying to pick up an object from a shelf and have it stick to my hand when I move around, but without colliding anywhere

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I use a PhysicsHandle to grab it but then when I move around it pushes me with great force

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Any idea how to solve that?

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I move the grabbed object with a grab location which is a static mesh under my Mesh

molten sapphire
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how do you reference the player within the gamemode?

tardy hollow
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I have a player start and my game mode have my player character class set as the default pawn class

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Hmm I've just found a fix after 2h of messing with it

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I deactivated the collision channel to pawns, so it now does not pushes my character anymore, in case anyone else was having the same issue!

violet wagon
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@molten sapphire off of the beginplay of the gamemode, cast to your character and promote it to a variable. Then use that variable to reference your player.

molten sapphire
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is there any way to make multiple beginplay's?

tardy hollow
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oh sorry @molten sapphire I though your previous question was for me

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To reference the player within the gamemode, change that:

molten sapphire
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no sorry, i started ue4 a couple days ago lol

tardy hollow
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In World Settings

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And to make multiple beginplay in blueprint, I guess you can point your beginplay to a sequence node and have multiple exec there

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Like that:

molten sapphire
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ahhh thanks

tardy hollow
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Welcome!

molten sapphire
astral granite
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Get Player Character

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And pin in Object Reference

vernal ibex
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does anyone know how to send a project to a different computer? I try to send it to my main desktop from my laptop but for some reason the unreal project file.ext is missing when it gets to my desktop

tardy hollow
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what files / folders did you send?

molten sapphire
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@astral granite got any ideas on why it wont work?

vernal crag
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Sorry if this is the wrong place, wasn't sure where to put it. Wondering if anyone can tell me what the camera movement is used here please? Struggling to find the right term to google/research/learn.

Basically the camera seems to always slightly lead the character so that more of the world is visibile. Unless it's at the world bounds where it locks down and the character moves freely until away from the bounds. Start this video at 9:05 and watch for around a minute to see what I mean.

https://www.youtube.com/watch?v=FjK5j4kWctw&t=587s&ab_channel=ZackScottGames

The Legend of Zelda Link's Awakening Gameplay Walkthrough Part 1! Tail Cave Gameplay!
NEXT โ–บ http://zack.watch/LinksAwakeningPart2 PLAYLIST โ–บ http://zack.watch/LinksAwakeningList
SUBSCRIBE โ–บ http://sub.zackscott.games โ–บ Thanks for every Like! ๐Ÿ‘ Ring the Bell! ๐Ÿ”” โคด

Thanks for w...

โ–ถ Play video
vernal ibex
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@tardy hollow everything that was in the project folder

brittle fiber
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biggest circle is scale 1 > scale .52> smallest circle, need to keep them like that > allows me to scale and transform animate them, preserving division of 360/7
@brittle fiber

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Cyber > around 500>more coming, copies of 1 SM... manually placed > 360/7/7 > thinking about trap mechanism.. what can i do to add it, lvl BP can hold it? ATM they are placed as SM actors within level.. Some of them will be placed near each other, and area will hold BP with Trigger and Audio volume, BP with board and text actors mb BP with some other thing

whats best sollution
there are 7 areas 360/7
and 7 layers > circles on pic
anything i can do to add logic withour redoing in BP
or I have to create BP with SM actor and else and replace it
biggest circle is scale 1 > scale .52> smallest circle, need to keep them like that > allows me to scale and transform animate them, preserving division of 360/7

gritty elm
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how to change spline point position by index at runtime?

trim matrix
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How do you keep the mouse from getting captured in game?

agile loom
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getting captured?

trim matrix
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Yeah, where the mouse disappears and you cant move it around the screen

trim matrix
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change input mode

trim matrix
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Hello @deep ferry?

deep ferry
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hi

trim matrix
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@trim matrix is that changed via nodes or is there a way to do that as a predefined setting?

fair magnet
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so I have a quite complicated question...

I've created a structure with some variables in there...is there a way for me to add these variables dynamically to an array ?
I mean... let's say I have a health and an ammo variable so I add them both manually to that array... but then I create another varaible for... I don't know stamina... can I somehow add this new variable without having to manually do it every time ?

trim matrix
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Btw if I change input mode in project settings to not capture mouse the mouse still gets captured

tight schooner
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@fair magnet I'm not sure what you're asking. When you say structure do you mean a custom Struct ? Or are you talking about an array of float values?

fair magnet
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A costum Struct

tight schooner
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There's a node with a name like "set member of struct"

fair magnet
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that's not quite what I need here

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I wanna do smth like a "procedual" stat system

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where I just have to hit the + in the struct

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add a new variable

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and everything else is done by blueprints

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like an array

tight schooner
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Oic. Yeah I don't think you can define structs at runtime. Sadly I have no expertise in this area so hopefully someone else can chime in...

fair magnet
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It doesn't needs to be in runtime

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I just don't want to repeat the same logic all over again for a single variable

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you can kinda think about it like the for each loop

spring magnet
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@trim matrix if you get a reference to your player controller "Get Player Controller" you can pull from that and set "Show Mouse Cursor", you can also pull from it and set input to a few different options (Game Only, UI Only, Game And UI), try playing with those and you may achieve what you're looking for

vernal ibex
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bit of a complicated question about VR but how would i make a single reload setup. basically once the player fires the weapon it will be out of ammo, but i want to be able to pick up ammo from the ground and put it into the gun (can be janky) and fire again

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i would assume you would have to use some sort of Collison triggers for the 2 objects and set it up with a hud to display the ammo count

trim matrix
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Ah thank you Tyler!

fair magnet
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could someone explain me what "Set" is.... ? I'm talking about the {Set}

errant crown
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When you mean that, you mean the node that is used to set a value to a variable? Or is there an actual empty Set node?

fair magnet
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it's a type of variable

errant crown
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OH.

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In mathematics, a set is a well-defined collection of distinct objects, considered as an object in its own right. The arrangement of the objects in the set does not matter. A set may be denoted by placing its objects between a pair of curly braces. For example, the numbers 2, ...

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This is what it is.

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I couldn't tell you precisely how their behavior differs from an array, but it's a fundamental math concept

vernal ibex
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I cant figure out how to do this, Im following this tut and my gun is still firing even when its not being held, I attempted to setup some booleans but that seems like it probably wont work lol https://www.youtube.com/watch?v=4bb7gSNamZg

Do you need to make Gun for your VR game in unreal engine?
This Unreal VR tutorial is just what you are looking for.
*
unreal engine VR gun tutorial
Unreal VR gun
*
Welcome in this really simple Unreal VR tutorial.
The first thing is to get yourself a 3d model of gun.
Make sur...

โ–ถ Play video
errant crown
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If I may allow myself a question, I'm getting awfully frustrated by the "AddImpulse" function. I'm trying to simply throw an object (which has a static mesh for a root), and it works most of the time, but when said object is in some specific rotations, the direction of the throw is completely scuffed. So far, I've determined that the mesh's geometry and origin affect this.

Is there a simpler, more suited option to simply send an object flying in a direction, regardless of mass, geometry, object origin, etc.?

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I considered adding and removing a projectile movement component, but I'm not sure it's a clever idea lul

vernal ibex
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is that a duck?

errant crown
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It's a cute lil' rubber ducky, yeah

vernal ibex
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aww

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also wish i could help you but I'm struggling myself

errant crown
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I've noticed, I wish I could help you too, but I don't have a clue peepoSad

vernal ibex
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how long have u been using unreal?

errant crown
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Eh, a few months, but I've mainly been doing C++ in it. I'm just trying to do some prototyping in blueprints.

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This is my very first attempt at yeeting an object and it's not going good monkaS

vernal ibex
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oh I see

errant crown
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well, actually, it almost works. Some specific geometries and rotations screw up the launch direction, but otherwise, it works as intended

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Which is odd because the impulse direction is ALWAYS correct. It's literally jsut the way that impulse direction is computed on the object that is messed up.

vernal ibex
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have u tried any other methods of yeeting the object?

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seems like theres always some sort of work around in unreal

errant crown
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I've tried Add Force, Set Linear Physics Velocity (I think that's the name?), and Add Impulse At Location

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In Unity, I could just slap a force on the thing and it goes YEET, always as intended, but Unreal just has to make it complicated and take all the geometry into consideration. There HAS to be a parameter or config I'm missing somewhere.

vernal ibex
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is it simulated?

errant crown
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Someone mentioned that meshes have a checkbox to use simple physics instead, I have yet to try that out. Yeah, physics are simulated iirc

vernal ibex
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I mean i know collisions can mess with it too but that's a real head scratcher

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and thought I had difficult blueprints xD

errant crown
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Oh, I debugged through the entire collision stuff already, and it's not a problem

vernal ibex
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im just trying to figure out where to put my boolean :<

fair magnet
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is there a better way of doing this ?

pure heron
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A struct perhaps. But when it comes to setting individual variables, this is the way to go.

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Are there any good tutorials on how to set up day&night cycle with SkyAtmosphere?

alpine halo
wind kernel
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I have a coin Object with a variable called 'Point' . If I duplicate this coin in the viewport a bunch of times and change the 'Point' Variable for a few of the coins in the viewport and change its value in the editor . will it work after I ship the game ?

zealous moth
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is there a switch variant of the If node in materials?

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apart from nesting ifs, is there a better way to do it?

flat raft
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Wow... you guys really like using GetAllActorsOfClass ๐Ÿ˜‚

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It's really not a good node to use when you have other more efficient methods

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A direct reference is the best way, then collision reference, then interfaces, then event dispatchers, ...lastly get all actors.

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GetActors will go through every single actor in your world and check if its type is the selected class.

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anyway... how's everyone ? ๐Ÿ˜… it's really super hot in Los Angeles right now.

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@wind kernel should work.

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Test it. You can do a package build.

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@errant crown you can do non physics throw. You'd have to calculate the path and adjust the speed, but it's possible.

errant crown
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Definitely taking notes, this will surely happen again in the future.

flat raft
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I think CodeLikeMe has a tut on that on YT

errant crown
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For now, I've noticed that if their forwards vector is the same as the camera's on launch, the throw is accurate enough to be enjoyable for a casual player dogeKek so I'll be using that for now

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Not a satisfying solution, but I'll come back to it once I'm done rushing for a playable prototype

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But thanks for the reference to CodeLikeMe! I didn't know, I'll look into it!

flat raft
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@vernal ibex are you calling your "stop shooting" when dropped?

vernal ibex
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I was able to get it figured out in another discord server @flat raft

flat raft
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Nice

vernal ibex
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Just had my Boolean and branch in the wrong place

flat raft
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Happens ๐Ÿ˜‚

vernal ibex
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Lol it sure does

tight schooner
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@zealous moth ask #graphics for material graph questions. Idk the answer and I'll admit I've done a lot of if-stacking myself...

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@fair magnet if you're just resetting default values, there's actually a node called Get Class Defaults or something like that. Not sure if there's a way around having a bunch of Set-variable nodes though short of making a struct or doing something roundabout with loops & arrays.

surreal peak
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@flat raft GetAllActorsOfClass is not going through every single actor

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It's a good habit to generally avoid it but it isn't as bad as you picture it

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It actually uses a hashed map to look them up

flat raft
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K

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There is a Epic vid, I think the one on Soft References, that says otherwise.

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But, yea... avoid it. Well...use it as a last resort.

tight schooner
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Out of curiosity I "benchmarked" GetAllActors some months back. It didn't kill performance calling it hundreds of times per frame, lol. Actually get all actors with tag was (still fast but) slower than of class.

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Anyway I tend to use it once then save the reference(s) to a variable.

chilly jetty
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question

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how come Delay isnt allowed in Functions

alpine halo
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You can't use time.h header in functions

chilly jetty
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I see

alpine halo
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Like delay, retriggable delay, etc

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Instead make a custom event in your event graph

chilly jetty
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good idea

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thanks

tight schooner
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@chilly jetty I think Set Timer by Function Name can work. But yeah, functions fundamentally must complete execution when it's called. Can't put anything "latent" there.

chilly jetty
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good to know

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again

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thanks

charred vale
alpine halo
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Right click on event graph, set door tint

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It will override your parent variable, don't need to connect that in target

charred vale
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it only appear if contex sensetive is off

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it's construction scrip btw

alpine halo
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You have the child actor component in your components palet

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Connect that

charred vale
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i don't. u can see i am adding this child actor later

alpine halo
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What if you do after casting

charred vale
tight schooner
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Getting to a class from a Child Actor Component is roundabout cuz you have to get the "Child Actor" and then cast to its actual class

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That screenshot goes from Child Actor Component Object Reference --> Actor Object Reference --> [cast to your class]

charred vale
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oh ok the code is compiling

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but not working in the scene

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i am changing color but door is still white

trim matrix
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you sure that's the right object? maybe print / debug watch the name to be sure?

charred vale
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yeah i'm sure

trim matrix
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i would do a "print" to be sure though

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you can get the display name of the Child Actor return node

primal moss
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Urgh, I'm having some trouble. In my blueprints, there's the AIPerception for Sight and Hearing. How do I get my CPP script to differentiate the two? Right now they're being detected as the 'same' sense, which triggers incorrect behaviours

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(to elaborate, my current setup has some BP stuff and some cpp stuff, and the CPP chat is really dead right now)

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the blueprint holds the enemy character that's detectin' the player firing a gun, but it also detects sight. Problem is that right now if it hears something, it interprets it as seeing something so it starts firing

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I've tried comparing the name of the detected sense but for the strangest reason, the name of the stimulus seems to randomise. It was "OUND" originally, then it turned into some gibberish chinese letters

trim matrix
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lol

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there's a parent heirarchy and the one that should be called for detection is the bottommost child node

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there should be detector functions in each that clicks when it detects

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you get an execution there

primal moss
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Hmm, I'm trying something. I could try comparing Stimulus.type, though I need to figure out what the correct syntax for that type is

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so something like

if (Stimulus.type == AI_Hearing){```
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would that work?

trim matrix
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it's of type FAIStimulus?

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FAIStimulus Stimulus.type == AI_Hearing?

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@primal moss

FAIStimulus::FAIStimulus(const UAISense& Sense, float StimulusStrength, const FVector& InStimulusLocation, const FVector& InReceiverLocation, FResult Result, FName InStimulusTag)
    : Age(0.f)
    , ExpirationAge(FAIStimulus::NeverHappenedAge)
    , Strength(Result == SensingSucceeded ? StimulusStrength : -1.f)
    , StimulusLocation(InStimulusLocation)
    , ReceiverLocation(InReceiverLocation)
    , Tag(InStimulusTag)
    , bWantsToNotifyOnlyOnValueChange(Sense.WantsUpdateOnlyOnPerceptionValueChange())
    , bSuccessfullySensed(Result == SensingSucceeded)
    , bExpired(false)
{
    Type = Sense.GetSenseID();
}```
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i think its .Tag from that var

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that has the actual reference to what the stim is

primal moss
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Thanks, I'm trying some stuff rn

trim matrix
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cool

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don't forget to browse the unreal github with code snippets if you have partial fragments

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that's how i find FAIStimulus definition without opening visual studio

primal moss
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There's an unreal github?

trim matrix
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they have a repo, you can auto search the engine engine codebase with keywords and phrases

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if you type it in under "search this repo" on top left

primal moss
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I was always frustrated by how the unreal website has basically zero worthwhile code snippets unlike the Unity docs. The stuff I'm learning is CPP heavy but the Unreal docs are very biased towards bps

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so I'll take a look, thanks

trim matrix
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no prob

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@charred vale did you solve it?

charred vale
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no, searching

trim matrix
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it seems you are adding a child actor component, and getting a "child actor" OF the child actor component

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you might be going one extra step there

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the return value itself should be the actual component that was added.

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if it does not work, you can also try to "spawn" an actor, and when you spawn stuff it usualy is easy to set sub params

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you usually only add child components fairly infrequently. spawning actors is more common if there are many

feral ice
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How to find if an actor is in front or behind another actor?

trim matrix
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in camera context?

feral ice
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asking me @trim matrix ?

trim matrix
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yup

feral ice
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no not camera

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i want to know if im behind or in front of the ai

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: D

trim matrix
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i think it's relative to the camera though because if the camera yaws around the player it would be opposite

feral ice
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ah yeah ik

trim matrix
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you would have to find the forward vector of the camera, and

feral ice
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but in this case i dont think thats neccessary

trim matrix
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you would need to calculate the distance to the object in 3d space, and check if it's positive or negative using vectors

feral ice
trim matrix
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you can also do something like if ( get distance to object (AI) < get distance to object (PLAYER) ) { WE ARE CLOSER } else { WE ARE FARTHER AWAY }

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make sense?

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so if the distance to the ai from camera is less than distance to object from player, we know, yes the ai is very close to camera

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closer than player, he is far away

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get distance to is probably easiest. i'd do that.

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your requirements are a simple bool, so that should work

feral ice
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ah ok

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ill try that

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you mean this one, right?

trim matrix
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yupper

charred vale
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@trim matrix tried the spawn thing. same result: the door is appear but still white

trim matrix
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cross in the door blueprint

charred vale
trim matrix
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can you add a variable of type linear color structure

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expose it on spawn

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in the door blueprint

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this way, when you call spawn, you can pipe in a linear color structure with your color there.

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and not have to set it manually afterwards.

charred vale
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it is there from the begining

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i am tryin to change it this whole time

trim matrix
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you didn't set it properly then

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i just tested it

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it works

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if you expose it on spawn

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you have instance editable on with the yellow eye

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ALSO CHECK expose on spawn

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it doesnt show up as the open eye.

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make sense?

charred vale
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yeah exposed on spawn did the job

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thx

trim matrix
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@charred vale welcome :>

feral ice
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did i do it right

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i feel like i did something else hahah

trim matrix
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@feral ice no that's incorrect sorry

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it must be relative to camera or it wont work.

feral ice
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camera

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do you mean the player camera

trim matrix
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yes

feral ice
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cause i cant connect camera to the get ditance to

trim matrix
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get world location of both, distance vector, compare distance vector using < , finalize with branch.

round basin
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you should try like get player controller and from that tick the show mouse curser
@alpine halo Thank you, it works !

feral ice
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im watching a youtube tutorial. It is what im looking, ai hit direction @trim matrix

round basin
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hello, I would like the resolution of my game to be 1080 by 2312, but when I export my game the resolution is in 16:9 and it's zoomed on the top of my widgets, can you help me?

trim matrix
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@round basin maybe you have the values twisted?

feral ice
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ok i solved it @trim matrix

round basin
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How do I fix it ? @trim matrix

trim matrix
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@feral ice what did you end up doing?

feral ice
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oops

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esier to see

storm dove
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how do i convert string to integer for random stream?

maiden wadi
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@storm dove You can just drag it and it'll autocast from string to int.

storm dove
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just like that?

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will it consider numbers only or will it turn letters into numbers?

maiden wadi
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Dunno. Print your integer and see what it prints. My assumption would be that it just prints the numbers.

storm dove
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roger

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thanks

maiden wadi
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@storm dove Seems to zero out anything that is not purely numerical.

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So. There is a function that gets the character value of a string's character. But you'd need to iterate over the string, get the value and add it to an integer. Might be best done with a function.

storm dove
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whats the function to get the character value?

maiden wadi
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GetCharacterAsNumber.

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It takes a string and an index for that string and outputs what I'm presuming is the alt code for the character.

storm dove
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wow thanks

digital cape
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Hello ๐Ÿ™‚ what is the best way to pre-load assets,textures and fx so you dont get that lag spike when it spawns?

last stump
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how many times does the 'Event Tick' get called in a second?

alpine halo
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It called every frame

left carbon
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Guys, I have some blueprints setup on my scene. They have parameters and links with other actors.

Is it possible to convert them into a single blueprint/prefab/whatever, so I could just drag&drop them into different levels?

tight schooner
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@last stump As Teddypanics suggests, it varies on framerate. If you use "Get world delta seconds", you can get the frametime of the current frame so that you can scale on-tick math.

It's actually posssible to change the tick rate to something other than every-frame though... it might be in the "class defaults" panel.

short coral
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Hey guys if i wanted to create a push back effect like the player is being blown away by some wind , would use Launch character?

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It looks kind of clunky tho , is there a smoother way of doing it?

empty current
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Hi anyone here has already replicated Two bones Ik ? I have difficulties; just for 1 small thing

alpine copper
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is there an alternative method of selecting ?

candid whale
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heyyyaa!!
quick question... is there a blueprint class that each client has only one of, and is not replicated?
Like a GameMode but then for client

heavy trout
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Whatโ€™s the easiest way to take a vector location and find a second location based on an angle of rotation and distance?

candid whale
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rotate the vector, then scale it?

fair magnet
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Is there a way for me to procedually generate various Variables ? Like... I kinda wanna create a Health Varaible for example and then it generates a C_Health and another %_Health Variable it uses for calculation purposes

tardy hollow
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I have a task that look for a target in the map and move to it with AI Move To in Blueprint

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How can I make it abort and find a new target when the path fails (an object gets in the way, etc)?

#

right now it's aborting every second because it runs that again every second, I want it to run again only when the path fails

rancid anvil
#

can someone tell me if I'm barking up the wrong tree here? I have a blueprint project where when I change from set inputmode UI only to setinputmodegameonly my mouse doesn't lock to the screen like it does when I started the project. I followed this tutorial https://superyateam.com/2019/10/01/problem-with-set-input-mode-game-only-node/ (for a cpp project) and have since changed the engine so that the default setting agrees with the editor at the start of the project (capture permanently including initial mouse down). still no luck.

Set Game Input Mode Game Only node doesn't work as you expected. Learn how it is different from the default mode and how to workaround this problem.

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specifically what I'm trying to do is have a pawn be spawned and repossessed after the player sees a death widget with a respawn button and clicks it

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after it's clicked the widget gets removed from parent but the mouse stays on screen (it's an FPS project) despite the setinputmodegameonly node being reached

coarse marten
#

Need a little help setting up something

#

Is there any way to pause a delay? Or set up something of the some sort?

#

I'm trying to make a rail shooter mostly in blueprints and i have an array of elements that are functioning like scripts which are ran when the level starts. (they do basic stuff when a certain amount of time passes) but i don't know the best way to approach doing something like this because I need these scripts to pause when the track stops and when the track starts i want them to resume again.

rancid anvil
#

@coarse marten maybe a timeline node?

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looks like if you hooked it up to finished on the right

trim matrix
#

Hey can anyone help me to make my character through blueprint and assign the work I want

#

I am on a way to make android game pls help if anyone can

coarse marten
#

That could.. actually work really well. @rancid anvil

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you set me on the right path now for this! Thanks

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I dont really use timeline's alot. Is there any catches to them?

rancid anvil
#

I'm highly new myself. so far I've only used them to animate while closely following tutorials

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I suppose if you needed to to be more than a do-once deal you'd need to figure how to have "finished" on the left somehow touch "set new time" on the right

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or just set new time before every new use of it

worn moss
#

Hi everyone

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I want to make a tank game do you think that blue prints are a good choice

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Because I want to release my game on steam it will be my first game

tight schooner
#

@worn moss blueprints are practically necessary in using Unreal Engine so yeah, unless you're a C++ wizard you should start with BP.

molten sapphire
kindred shuttle
#

I tink it is a good idea when you develop game first

tight schooner
#

@coarse marten you should learn about timers. It's like a delay you can control as it's running. You can stop it, reset it, loop it, read and alter the countdown, etc.

The nodes you want to look at are Set Timer By Event, and Set Timer By Function Name.

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Timelines are good to learn too, but they're more for things you want to animate with a curve.

worn moss
#

@worn moss blueprints are practically necessary in using Unreal Engine so yeah, unless you're a C++ wizard you should start with BP.
@tight schooner thanks for helping ๐Ÿ˜Š

mossy dawn
#

Hello! I hope this is the right place to ask this:
I want to make 5 classes for my game (like RPG classes) and I want each of them to have their own spells, but they would use the Mouse button 1 to use the selected skill. How would I come about making the skills? I have the classes in an enum that is inside a struct.

#

(I'm a complete beginner)

molten sapphire
coarse marten
#

I was thinking about using those @tight schooner but they're not the same events that im calling so im not sure how i would set up

#

I have an enum of different things it will do when the event gets fired, like displaying a subtitle, or stopping the track

#

Like the main thing im wanting to do is

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Array of possible actions that could happen with a "time" of when they happen

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"focus on target at 2 seconds in, play subtitle 2.1 seconds in stop track at 2.5 seconds" etc

empty current
#

Has anyone already replicate two bones ik?

wide nimbus
#

Just found out you can use emojis in compact node titles. Remember, with great power comes great responsibility ๐Ÿ˜‚

frail marlin
#

Is there a way to soft reference a particle system before spawning it? I am getting a performance hit only on the first spawning of a particle system.

digital cape
#

Is there a way to soft reference a particle system before spawning it? I am getting a performance hit only on the first spawning of a particle system.
@frail marlin I would also like to know.. currently i made an actor with all the fx's and textures that hit hard when they first spawn that gets destroyed soon after begin play, but it does not feel like the right way at all ๐Ÿ™ƒ

frail marlin
#

Testing right now- on begin play i spawn them with manual pooling and no autoactivate, attach them to location/component. Instead of spawning and destroying im activating/deactivating.

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ill let you know in a moment if it helped

#

still a drop

#

seems to be when the render call is made thats when its getting called to draw initially and its causing a lag spike just the first time

tardy hollow
#

I have an AI that has an AI perception

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It detects characters by sight

#

I want to add a second stimuli of touch so it pushes the character when it's in contact

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I don't see how to get the type of stimuli in BP (Sight vs Hearing)

#

Anyone know how to specify the stimuli type?

tardy hollow
#

Also, how could I get the character from the AI Controller that owns it?

#

Awesome thank you!

thin apex
#

how do i set collision of a child actor component??

dense mica
#

Navigation works
Movement Components works
Casting to PlayerBP works
Timer works...

Why my AI doenst move? I just re-opened the project

gentle urchin
#

Anyone had any issues when using BoxOverlapActors? I'm using a Debug Box to confirm its size and location, yet the overlap doesnt always return the correct amount of overlapping actors ...

late kraken
#

Hello! I'm a doing a mechanic where I can grab and then throw a spear. I can grab and drop the spear, however I can't manage to do a nice throw. The problem is when I throw, I unattach the spear, reactive the physics simulation and set a velocity. The problem is since the character is still colliding with the weapon, it only works when I throw it while I'm moving backward. Did someone already do something like this before?

#

As this example...
@gentle urchin I can come from many things I guess. What do you mean by it doesn't always return the correct amount of overlapping actors? It returns more? Less?

gentle urchin
#

Less

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Doing some more testing,

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going Left to right in the selction randomly misses some of them,
while dragging right to left always returns the correct amount

#

superweird .. Checking the calc returns the same values in both directions , regarding box center and extents

late kraken
#

That's weird yeah. Looks like you are creating the box collision the same way in the two cases? There is not something link to the fact that it creates an incorrect geometry in one case?

gentle urchin
#

They share the math , so unless there's odd stuff going on behind the scenes, i'd expect the same result for both of them

late kraken
#

Can you show us this?

gentle urchin
#

the only direction that actually consistently work is upper right to lower left. Any other combination is a tad random

late kraken
#

the only direction that actually consistently work is upper right to lower left. Any other combination is a tad random
@gentle urchin I would like to see how you create the box collision

gentle urchin
stuck swan
#

I have SunSky in my level, some objects casting shadows and solar cells. How con i determine if solar cells are shaded by these objects? I can use line trace but how can i calculate ENd Point as position of the sun?

late kraken
#

@gentle urchin I think I got what is happening.
First your debug box isn't equal to the box you are doing after because they are not created the same way.

For the draw debug it's asking you the center of X and center of Y while on the second one it's asking for the box X and box Y.
So I think it's not the center but rather the initial position of the X axis and same for the y I guess?

I don't know if you understand me ahah

gentle urchin
#

Even if that were the case, wouldnt every direction of the drag then give the same offset ?

#

seeing the debug string up in the left corner, the values are pretty much equal in both directions

late kraken
#

Try to start a selection on the top left and drag by continuing on the top left and see what happens

gentle urchin
#

Not sure if i understood that ๐Ÿ˜… From top left, and further up top left?

#

Or are you refering to the upper left section of the viewport ?

late kraken
#

First one!

gentle urchin
late kraken
#

It shouldn't have get anything right?

gentle urchin
#

It should, yeah

#

You're probably right in your assumption tbh

#

I just dont get how it adds up with the math

#

ill try to adjust, and see what happens ^^

late kraken
#

Like the debug box is probably create like the blue box and the other one like the black one

thin apex
gentle urchin
#

Giving it a shot, ty for the help so far ^^

late kraken
#

Giving it a shot, ty for the help so far ^^
@gentle urchin No problem ๐Ÿ™‚

thin apex
late kraken
#

Because the root is still in the middle

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Probably

thin apex
#

but im taking the location of the arrow

gentle urchin
#

Turns out my math is wrong. Watching closer, i can see the extent inverting on certain drags ,

#

noob mistake ๐Ÿ˜…

late kraken
#

yeah that's what I wanted to say by "incorrect geometry"

gentle urchin
#

For your own issue,

#

displacing the spear on throw , is that an option ?

late kraken
#

It will probably looks weird if I do that doesn't it?

thin apex
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@late kraken thank you...u were right XDD.....it spawned the objects root at the arrow and the root was at the middle

gentle urchin
#

depends on the camera

late kraken
#

I will throw and do a video in a few minutes

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@late kraken thank you...u were right XDD.....it spawned the objects root at the arrow and the root was at the middle
@thin apex Ahah no prob

gentle urchin
#

Disabling the collision/physics for the initial launch with a lerp on a curve could also be a possibility

#

so you dont activate any physics before it's actually lerped away from the player

late kraken
#

I see. However I would probably want it to interact with others physics object

#

Or I can lerp it then when it hit something enable physics?

gentle urchin
#

Even at initial launch ?

#

im just thinking about the throw itself, while the char is still holding the wrench

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lerping it to the edge of the collision for the pawn, then activating physics and giving it velocity for it's actual 'flight' ๐Ÿ˜›

late kraken
#

Oh I see

#

I will try with a tp just to see right now

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It works perfectly with the TP and you can not see it is displaced at all ahah

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thank you!

gentle urchin
#

^^ quid pro quo achieved lol

late kraken
#

ahahah

crimson swan
#

@dense mica not 100% sure as to what you're trying to do with that timer but wouldn't you be calling move to actor event after the timer?

dense mica
#

trying to avoid tick

#

by using timers

crimson swan
#

you can specify delay in ticks though

#

i think it was called offset

#

but regardless

dense mica
#

i heard that too, but its not related with my navigation problem i guess

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because it was working for 2 months since i made that setup

crimson swan
#

the issue i see with yours is you're never actually calling your event

#

unless i don't get how the timer works but the event looks like an input not an output

dense mica
#

you just plug the event to the timer and call the timer

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not the event itself

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timer calls event

crimson swan
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hmmm okok, well if that's how it's supposed to work i have no idea then

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try a print

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like on the event just get a debug print see if it even triggers

dense mica
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i did, it is triggering

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i guess it is more related to physics, because i edited a option on the project settings, then applied by mistake

#

then reverted it back but it didnt solved

#

Also other "AI Move to" nodes doesnt working too

crimson swan
#

you did it like this?

dense mica
#

yes

crimson swan
#

very odd

worthy frost
#

SimpleMove is pretty shobby

crimson swan
#

try a movetoposition

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and get the actor position

dense mica
#

ok, trying now

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SimpleMove is pretty shobby
i had to use it, since its a mobile horde game

worthy frost
#

also the best place to start moving a pawn is Possessed node

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why

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doesn't matter if its mobile or not

dense mica
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isnt it the most optimized move node?

worthy frost
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no..

dense mica
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which one should I use?

worthy frost
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eww don't call that on tick

dense mica
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of course I wont, just for testing

crimson swan
#

just to confirm you do have a navmesh up right?

dense mica
#

yes

worthy frost
#

show the navmesh

dense mica
worthy frost
#

run visual logger

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and start play

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see what it says

dense mica
#

i dont know how to read it

worthy frost
#

click on the red block

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for one of your AI

dense mica
worthy frost
#

so no path could be found

#

whilst game is running

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bring up console, and type show navigation

crimson swan
#

kinda curious but what does acceptance radius of -1 imply?

worthy frost
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has to be right on top

crimson swan
#

i see

worthy frost
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tho i normally supply something like 50-100

crimson swan
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yeah same, otherwise they just crowd your character

dense mica
#

nothing comes up when I write show Navigation

worthy frost
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it should show your navmesh

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in running game

gentle urchin
#

I've heard people solving issues with nav by removing and re-adding the nav volume

worthy frost
#

i have never needed to do that

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and i have 50 levels with navmeshes

dense mica
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Nothing happens

worthy frost
#

and you typed the command properly

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i didn't see it

crimson swan
#

very weird, i just tested it on mine and it worked. Maybe try what squize sait and re-add your nav mesh?

worthy frost
#

yup

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you have no navmesh

dense mica
#

just deleted and re-added new one

#

still same

crimson swan
#

do you need to build the map for navmesh to work btw? was never sure of that

worthy frost
#

nah

dense mica
#

I builded a few times

crimson swan
#

kk

worthy frost
#

did you touch the navmesh project settings?

dense mica
#

I remember I look there too just before this bug happened but didnt touched anything

worthy frost
#

those are just debug settings

dense mica
worthy frost
#

you have no supported agents..

#

there is your problem

#

just add one

#

(can leave it all default)

#

and then rebuild the navmesh (move the bounds or w/e)

#

and then play

dense mica
#

nothing changed

worthy frost
#

did you play?

dense mica
#

yes

worthy frost
#

try restarting editor

#

this is what you should see

#

whilst game is running

#

with show Navigation

dense mica
#

still cant see

#

there wasnt any agents before this bug also

worthy frost
#

well something is breaking your navmesh

#

and stopping it from being there

#

bring up the gameplay debugger

#

and select an ai in the level

#

whilst game is running

#

and screenshot it please

dense mica
#

i found this

worthy frost
#

no Gameplay Debugger

#

that is cause there is no navmesh

#

that warning

dense mica
#

okay, i am doing it wait

worthy frost
#

its the ' key

#

whilst game is running

#

should get info like this

#

pressing 0 will show the navmesh categoryh

dense mica
#

I am sorry just gonna make you wait 1 minute, couldnt find gameplay debugger

#

Here you go

worthy frost
#

so there is 100 percent no navmesh

#

interesting

dense mica
#

its working now

#

but it was working before when it was "dynamic modifiers only" .. what changed?

#

I heard setting it to dynamic has a impact on performance, thats why I changed it before

worthy frost
#

maybe an engine bug

#

what UE version?

dense mica
#

4.25

worthy frost
#

strange

#

i use Dynamic

#

never used Modifiers only

#

we don't see any performance impacts

dense mica
#

i understand

#

about the "ai move to node"

#

which one do you suggest?

worthy frost
#

the move to task version

#

as you can restart movement if the move finishes

#

by simple pins

#

issue is

dense mica
worthy frost
#

that is an extra tick

dense mica
#

yeah its ticking

worthy frost
#

well this should all be in your AI COntroller

#

so you can use the other MoveToActorLocation one

dense mica
#

but isnt it ticking too?

worthy frost
#

this will work better tbh

#

and will make your ai constantly chase the player

dense mica
#

Understand, thanks for everything

worthy frost
#

just call MoveToTarget in Possessed node

#

not BeginPlay

#

for the initial movement

dense mica
#

Okay

worthy frost
#

i prefer behaviour trees tho

#

๐Ÿ˜„

dense mica
#

i barely get 50 fps on medium-end mobile devices with this setup ๐Ÿ˜…

stuck swan
#

Is it good practice to store references to global actors (like sun for directed light, etc.) in game mode blueprint? Or Where should i store them?

lunar flower
#

Evening guys!
I'm trying to create a Vertical Speed Indicator for my flight game but I'm stuck on this one.
A VSI measures how the rate of climb and descent in feet per minute.
I need to move the needle up and down based on how fast the plane is climbing or descending.
Any ideas on how to set this up?
Here is an image of the instrument:

#

Obviously I first need to convert the Unreal Units to feet. thats already done by dividing the distance of a linetrace by 30,48

crimson swan
#

one way of doing it would be a simple delta in your actor Z position

#

at least i think that's one way of doing it? Like for instance you get actor position (this is time 0), then you wait 0.5 seconds get actor position again (this is time 0.5)

worn moss
#

What is the best course to learn blue prints on udemy

crimson swan
#

@lunar flower

worn moss
#

I am a beginner right now

crimson swan
#

@lunar flower and in case you don't get what i mean let's assume you were going at 100 units at time 0 and 150 units at time 0.5 then your rate of change is (150-100)/(0.5-0) = 100 units/s

vernal ibex
#

Why is my ai not following the cast?

#

it seems like it doesnt want to move

lunar flower
#

@crimson swan The easy solution was just using the Z velocity! ๐Ÿ˜…

crimson swan
#

that works too lol

#

i mean velocity is really rate of change of position

#

so yeah xD

lunar flower
#

Yup I was thinking way too complicated for that xD

vernal ibex
#

can i ai not follow pawns?

trim matrix
#

How do you break a matrix into all the index values?

crimson swan
#

euuh a for loop?

#

if i'm understanding correctly

#

do you actually mean matrix or array? I might be braindead

trim matrix
#

An array not matrix mb

#

There are two in this particular one... so would I just get a copy of index 0 and 1?

#

Alright I'll just try copying a get copy node :)

#

Is that the curly brackets symbol? (I'll do research on it if it is)

crimson swan
#

starthit and endhit are skeleton notifies so they don't work with playmontage

#

the "playmontagenotify" pops teh start notify but never the end

#

hmm okok

#

will do gimme a sec

#

hmmm i guess that could work

#

kinda a weird workaround

vernal ibex
#

Do i have to make a behavior tree? not sure why this node setup isnt working, im working in VR

crimson swan
#

pretty sure only characters can use aimoveto

trim matrix
#

Ohh wait structures are pre-made variables got it. I'll try that, thanks!

#

Can you use an index to get certain structure outputs?

vernal ibex
#

@crimson swan works in 3rd person but for some reason doest care for vr

fair berry
#

@trim matrix you can use redirector if i'm not wrong

crimson swan
#

not 100% sure prequel, haven't tried anything in vr yet

fair berry
#

OK yeah probably I only used redirector to rename in c++

#

Yeah at least we have ctrl + click on pin to move them

#

No don't remove thรฉ BP first ah ah

#

If you first add in cpp then change everything in BP you should not have any issue

#

And finally remove the struct in bp

#

But yes that's tedious anyway

#

In my project I have to replace our string tables assets by the macro to import them from csv in c++
That's seem to be ร  nightmare too :(

#

Cause we have like 1000 words referenced everywhere in Ui and BP ๐Ÿ˜ฌ

#

If anyone has ร  tips, i would love to know please ๐Ÿ˜…

flat raft
#

What ya making?

vernal ibex
#

how do i send a project to work on a different computer?

trim matrix
#

Is there a node to set a linear color structure variable to be flattened so none of the values are higher than 1? (So if it was 3, 1, 2, then you could have it be 1, .3333, .666)

#

But how would you determine the highest value ๐Ÿค” (That is what Im having an issue with)

#

A bunch of If Statements? (branches) to see which one's highest? (Seems like a complicated solution to the problem)

crimson swan
#

is there a way to loop an event onto itself?

trim matrix
#

Actually nevermind I think I found a solution

maiden wadi
#

@crimson swan Like... Make an event call itself, or?..

crimson swan
#

i have movement set to on left click

#

but it's a networked game

#

if i put it on tick i'm spamming my server so i wanted to add a like 0.2 delay

#

this works, but spams the living hell out of the server.

maiden wadi
#

That's all normal movement components do. The AddMovementInput in the CharacterMovementComponent does what you're doing. It shouldn't normally be an issue.

crimson swan
#

Ok, i was thinking the same thing but just realizing i'm basically sending 120 packets per second just for movement multiplied by god knows how many players..

#

but technically holding WASD in any fps game does the same right?

maiden wadi
#

Usually. I'm sure you could optimize it in small ways. For example, if you're doing like a typical character and running around. You don't even need a vector input, you can use a float. World Yaw direction. If you want to optimize that even further, turn that yaw directional float into a byte.

crimson swan
#

if i could easily record a video onto discord i would show you

#

but basically think something like diablo

#

so my "player" is actually just an npc on the server

#

i had it on left mouse button pressed but if i want to move smoothly it feels bad, so i would need some autofire (hence the question about loops)

#

or a tick with a delay

#

oh nvm i'm dumb there's a litteral delay function

#

derp

maiden wadi
#

If you need a delayed tick, I'd recommend a single fire event that calls a looping Timer.

crimson swan
#

it's not called on tick though. I tried the looping timer but it didn't seem to want to work

#

it's essentially called on tick but not on the actual tick event if that makes any sense

maiden wadi
#

That delay that you just posted is.

crimson swan
#

oh ok, so any ideas how to implement the looping timer?

maiden wadi
#

Input Axis are always on tick. They're called every frame drawn to the screen just like tick is.

crimson swan
#

okok

#

but how would i call a timer by event with a left mouse click

maiden wadi
crimson swan
#

ah yeah that seems a bit better than my janky mess

#

i was trying that

#

@maiden wadi Worked like a charm, thanks a bunch

vernal ibex
#

why do fbx animations not cast shadows

#

this is movable lighting^

noble sequoia
#

does anyone know how i can set up the eventgraph in my animationBP for crouching?

#

i have the transitions set up but not sure how to make it enter the crouch state machine

oblique flare
#

i'm trying to work with arrays where a button on the ui:

  1. selects a random index for an array
  2. sets a variable to the value of that index from the array
  3. removes that item from the array
  4. repeats until all items in the array have been chosen (only once) and then just prints "done" when there are no more items

are there some quirks to using remove index that im not aware of? this seems like my code should work, but values keep getting chosen twice somehow even though i'm removing them from the array after the variable is assigned.

tight schooner
#

@oblique flare removing an index (e.g. 1) will resize the array, causing all successive indices to shift over (e.g. 2 becomes 1). So if you're looping through an array to remove elements, you should use the reverse loop. I think UE4 has for-each-reverse as a standard macro.

#

Well, you say you're choosing them randomly so idk

oblique flare
#

thanks for the reply. for your initial comment on resizing the array, in what way would that cause issues here? im selecting a random int from 0 to (array length minus 1), so shouldnt it not matter that the indices are shifting?

tight schooner
#

Yeah, it shouldn't matter. By description, your script should work.

oblique flare
#

alright, i suppose it's time to do some more troubleshooting then. I thought there was an issue with remove index but i guess not. thanks for your time

tight schooner
#

Maybe the problem lies elsewhere โ€” how the array is filled or w/e

#

@oblique flare oh you know what ... If you're using Random Int in Range to choose an index

#

Every time that function is called by a node (i.e. it's connected) it will generate a new random int

mortal cradle
#

I want to make a very short line in front of the character that would follow the keyboard input and the way character moves in game ie character moves right then line appears to the right of it, this is how I did it: https://gyazo.com/71eca038fbdadead269ca699499303b9 And it almost works but the line in front of the character is basically infinite, is there a chance that I can make that line short using this method?

oblique flare
#

@seanny i'm only calling it once so i dont think that should cause any issues either

tight schooner
#

So you don't have it connected to a get and a remove?

#

Normally you have to save the output of the random int to a variable to reuse the value

oblique flare
#

no, i set a random index variable and use that

tight schooner
#

Ok

#

Yeah then dunno.

#

@mortal cradle I may not be fully understanding what you're trying to do, but... Have you tried just adding your input vector (or forward vector) to the mesh world location? Like...

Vector that represents the direction you want your line to point โ€”> multiply it by a float/int representing how long you want the line to be โ€”> then add your mesh or pawn location vector โ€”> plug it into the linetrace endpoint

cosmic lagoon
#

hi guys how do I figure out the angle between the character and the steepness of the ground?

#

should I use a line trace that extrudes

#

or could i figure out the orientation of the player character relative to the steepness of the ground?

tight schooner
#

@cosmic lagoon trace down at the floor and somewhere in the hit results is the surface normal

cosmic lagoon
#

oooh I see

tight schooner
#

(which is a vector representing the direction the floor is facing)

cosmic lagoon
#

and from the line trace downwards I can also figure out how far away it is from the ground as well

#

excellent! thank you for the answer I will give that a go

mortal cradle
tight schooner
#

Yyyyeah, but because your use case for it is determining if a pawn is going up a slope, you should take a look at the question I just answered for Dragonbally

#

Although for stairs it may not work depending on how the collision mesh is made ...

#

I'm not really an expert at the subject

#

(maybe you can do multiple line traces and derive an average slope based on the height differential...)

mortal cradle
#

hmm I see, thank you will try your suggestions

tight schooner
#

I'm sure if you dig around YT/Google you'll find something about determining the slope of a walking surface

tough cipher
#

does anyone know how to cast to a component without casting to the actor that has it ?

tight schooner
#

@tough cipher the reference to the component has to be acquired somehow, so one way to do that is to use a BP Interface, and make a BP Interface function that outputs a component reference or w/e. But that's just one of many approaches, and whether it's the best approach is very situational.

The general thing you'll want to look into sometime is "blueprint communication".

tough cipher
#

@tight schooner thanks

blazing ember
#

so I have this thing where i throw an object based on the cameras direction, it works when the blueprint editor is open but when i close the blueprint editor it doesnt work for some reason lol

undone helm
thorny marsh
#

Nope, was only curious so never followed up on it.

undone helm
#

I expected to be able to pass on other variables to it, to use in a situation for example where you have a construction script spawner, but you want to give instance variables to whatever you spawn

thorny marsh
#

It maybe experimental and might end up with more functionality in 4.26

undone helm
#

yeah, that's my guess as well, unless somehow it interacts only with C++ and will give you delegate options for stuff exposed there (but that is a stretch) So I am hoping we get more

thorny marsh
#

I didnt want to make use of it, only that i saw it and wasnt sure what it was about.

#

Figured someone else might have so asked. But never followed it up.

#

So

#

๐Ÿคทโ€โ™‚๏ธ

undone helm
#

yeah, np, I saw it a while back but only now found a use of what I thought it would do haha

native plover
#

Anyone know a way to keep and continue player speed after an event? For example before event player speed is 200, after event i want speed to be 200 right away and not start from 0.

tough cipher
#

create a save function and save the player speed after it changes then load the player speed that was saved when the game begins

native plover
#

create a save function and save the player speed after it changes then load the player speed that was saved when the game begins
@tough cipher How do you set current speed or velocity?

tough cipher
#

of the character?

#

you grab the character movement component and search for set max walk speed and set velocity

dusty snow
#

should respawning / spawning pawns for players be done in the game mode or game state for multiplayer

spring magnet
#

@dusty snow i'd use the gamemode to determine where people spawn (since that kind of logic would change depending on the mode you're playing) and leave gamestate to just track information

native plover
#

you grab the character movement component and search for set max walk speed and set velocity
@tough cipher i did that but it always goes from 0 to whatever

tough cipher
#

Get the values from the character movement and save them then load them when the game starts

native plover
#

...

molten sapphire
cosmic lagoon
#

hey guys I am trying to figure out the distance between the player and the ground, as well as the angle of the sloped ground to the player. I am firing a linetrace downwards however to my surprise, no hit is registered! any ideas what I am doing wrong?

#

oh nvm it was tied to camera should've been player character!

crimson swan
#

Quick question, when you delete an actor is there some cleanup to do or do all the ui widgets and whatnot get deleted along with it?

tight schooner
#

I remember hearing some discussion in this discord about how to "destroy" widgets and I think it came down to needing to run garbage collection if you want to truly clear those widgets from memory. My knowledge isn't great enough to comment on that.

cosmic lagoon
#

@tight schooner any idea why the line trace does not return a hit even though the trace debug line shows it hitting the ground?

gentle urchin
#

does the ground have collision ? and the correct channel setup ?

cosmic lagoon
#

hmmmm

gentle urchin
#

You could also try turning on complex collision

cosmic lagoon
#

tried complex collision still returns false

tight schooner
#

Yeah I would suspect collision channel

cosmic lagoon
#

the ground is part of an actor

#

simulation generates hits?

gentle urchin
#

does the ground have collision then? ๐Ÿ˜›

cosmic lagoon
gentle urchin
#

you gotta check the mesh itself

cosmic lagoon
#

im not sure what option I am looking for here

#

isn't there collision already because the player is standing on it?

gentle urchin
#

Thats usually an indicator yes

tight schooner
#

I looked at my current project and I use the node LineTraceForObjects

#

and you feed it an enum array of collision channels (WorldStatic, etc.)

cosmic lagoon
#

i wonder why linetracebychannel fails here

tight schooner
cosmic lagoon
#

fails to return a hit to be exact....

gentle urchin
#

when you put on debug, you can see it clearly hitting the right place? so the simple vector imputs are correct for start and end ? ๐Ÿ˜›

#

just to be sure here ๐Ÿ˜‚

cosmic lagoon
gentle urchin
#

im a tad confused, this shows its hitting ,

#

when does it not hit ?

cosmic lagoon
#

return value was false....

gentle urchin
#

when falling?

cosmic lagoon
#

so when i put a breakpoint on linetracebychannel and i checked return value, it was false. when i removed the breakpoint and i hover my mouse over it it returns true!

#

ah that explains it....might have been still falling

cosmic lagoon
#

uhhh wait a minute

#

i was wrong lol

#

its still returning false

velvet viper
#

yo can someone help me out with this? I've set up the player's rotation and tried to rinterp back but it is always jarring as hell, or it doesn't rotate to the right direection

cosmic lagoon
#

how can it show it hitting but linetracebychannel is still false

velvet viper
#

what's the point in finding the distance to the ground when the player is standing on it? are you running this linetrace off when the player jumps?

cosmic lagoon
#

I am using it to figure out the distance from the ground and slope angle to the ground

velvet viper
#

yeah but isn't the distance always going to be constant? only time it will change is when the player jumps

cosmic lagoon
#

wtf using LineTraceForObjects work

#

wtf??? why am I setting return value as variable

#

maybe i messed up wit hthe debug here

#

im gonna retry linetracebychannel .... pretty sure i forgot to step forward

velvet viper
#

its something with ur logic

gentle urchin
#

i agree with gibb0, unless the char is able to jump during shooting, you can just use a static value for distance

velvet viper
#

would seem pre redundant in my opinion to fire that constantly on tick

#

when the player is at a constant distance

#

see what i mean^

cosmic lagoon
#

yes the player not only jumps but the ground may slope at any given time

velvet viper
#

why is the ground sloping?

#

isn't this basketball or something from ur proj title?

cosmic lagoon
#

yup....linebytracechannel works....I just did not step forward LMAO

velvet viper
#

it should work regardless of stepping forward?

#

there's obviously a flaw in your linetrace setup

#

look at this;

quasi frost
crimson swan
#

for each loop

quasi frost
dusty snow
#

why cant they get player state

#

in the character bp

marble tusk
#

@quasi frost The array element output of the for each loop is a built in get

chilly jetty
#

my line trace isnt showing results for a skeleton mesh

#

it works for static meshes

alpine halo
#

make collision preset block the visibility channel for your character mesh

#

and make capsule collision ignore channel

chilly jetty
#

ignore visibility channel?

alpine halo
#

ignore for capsule component, block for character mesh

chilly jetty
#

hey it works!

#

thanks a bunch

wet yew
#

does anyone know why my editor keeps recompiling shader everytime i ran it? i tried to fillDDC but it keeps happening

stray rain
#

Trying to get my head around replication for multiplayer. So I have a character and projectiles that hit those characters. Do these projectiles need to replicate?

#

the projectiles come from other players

#

for now its just localmultiplayer, one screen

marble tusk
stray rain
#

thx, gonna check it out

maiden wadi
#

@stray rain In short, there's two different things that are the basis for Multiplayer. One is an RPC the other is Replication. RPC is just an event called from a replicated actor on one machine that tries to run that event on another machine. Ex: ServerRPC played on a client will check if the client's actor is replicated, if so it'll send that event to the server and the server's version of that actor will play that event. Replication is SERVER ONLY. You spawn something on the server that is replicated, all clients spawn a replicated version of the actor/component. If you set a variable to replicate, the server will periodically check that variable based on an interval you can set. If that variable isn't the same as what it was last time it checked, it'll send that new value to clients and the client version of that value will be set. Setting a replicated variable on a client will just change it on that client until the server replicates a new value and overwrites it.

#

@swift pewter Print off what the otherActor/component was that set it off after the branch. Something else is setting off your overlap that isn't that component's owner.

vernal ibex
#

^my setup

#

or at least attempt

fair magnet
#

This creates a Named Slider for each entry in my map... now I wanna control the value of each key with each slider indepent.. someone knows what to do ?

trim matrix
#

Is there a function to cause fracture on a destructible mesh?

#

I want to break the break from script not from the physics engine

#

Break the mesh*

#

Looks like it called apply damage

#

heey guys ๐Ÿ™‚ i am trying to make a custom function i made run from another blueprint (by interacting with it) but the custom function isnt being actually activate (did a print string), i am thinking it might be the object wildcard considering i am kind of a newbie still ;p you guys got any idea? https://gyazo.com/51e49cdb6c59c653842b168bdaf9e3e1

#

anyone? ๐Ÿ™‚

fallen glade
marble tusk
#

I'm guessing your points aren't spaced out evenly, so there's probably large tangents between the closer together points resulting in the undesired behavior

tight schooner
#

@trim matrix debug each part of it. Does the authority switch fail? Does the cast fail? Etc

fallen glade
#

yes, that is the case

trim matrix
#

just after the cast @tight schooner ๐Ÿ™‚

fallen glade
#

@marble tusk

marble tusk
#

So you'd have to make the tangents smaller for the segments that are smaller

trim matrix
#

thats why i am feeling it might be the object wildcard

#

well i mean not just also everything after that of course

#

the authority still succeeds

#

but i am such a noob that i wouldnt know what other wildcard to use then get owner

#

i tried get player character and controller aswell but then i get a warning

fallen glade
#

Tangents still confuse the hell out of me, I'll keep trying, thanks @marble tusk

marble tusk
#

Tangents represent a direction centered around 0, so to make them smaller you can just multiply by a number less than 1

trim matrix
#

i really wanna know what object wildcard to use ๐Ÿ˜ฆ

#

keep in mind they are both actor bps

marble tusk
#

What you plug into the object wildcard is a reference to the object you want to check is a "Goal_System"

trim matrix
#

okay now i am even more confused ๐Ÿ˜› cuz my goal system is just a actor bp and i am trying to do a function from it from another actor bp i made with a button

#

so what could possibly be that reference ๐Ÿค”

#

or object i should say..

marble tusk
trim matrix
#

oo i like that thanks! i just have to figure out what object wildcard to use for actor bps i guess at this point

#

got it to work ๐Ÿ˜„

#

you definitely helped me ๐Ÿ˜„ thanks

indigo edge
#

Can someone send me link to unity to ue4 scene exporter?
Pls

rancid pilot
#

some general direction is all I need

#

ty!

gritty elm
#

need help

manic flame
#

I would like a Blueprint to be able to modify the following value circled in the first picture under BP details under rendering features, but I'm not sure what BP nodes to use.

#

I was thinking these rendering features may be similar to "blendables", but I'm not really sure. I wasn't able to reference the material I am currently using.

#

Whenever I try to select asset under "Blendable Object" it doesn't actually register as being selected and I'm thinking this would not access the "BlueVignette" material referenced in the first image. I suspect in the second image where the arrow is pointing I am not using the correct node, but I'm pretty stumped on how to approach modifying that value in the first image.

trim matrix
#

Guys who should hold the reference in an a observer pattern sender or the receiver?

fallen glade
#

God hates splines. I've got it working in the end but my spline gives me horrible performance issues. As you can see here :

#

just filling the screen with it :/

#

It's just a lot of points tracing to the ground

#

any tips to make it better ?

indigo osprey
#

Hey, I am currently trying to write a blueprint doing to following:

I created an empty project with starter content and created a character blueprint and assigned the mannequin static mesh to it. Is there a way to let the character react to KEyboard inputs WITHOUT it beeing controlled by the player ?

So to be more specific. I want to navigate arround the character with a free flying camera and when I press 1 on the keyboard I want this specific character to do something.

#

When I bind to 1 -> Pressed event in my Level Blueprint to print lets say "Hello" it works. If I do the same thing within the character blueprint, nothing happens

#

Ok cant get it working :S

crimson swan
#

@indigo osprey I'm doing something similar in my game. The way i made it is is i have a "player controller" that controls an empty character (basically just a camera) and then i have an ai player character

#

i create that ai player character in the beginplay event and store it. then i just call whatever i need from my playercontroller and essentially controlling an AI as my main character

#

Probably more complicated than what you need but that's what I'm using and i'm pretty sure it would work

indigo osprey
#

Working with AI seems to be a little bit to much for me at this point but thanks for your input ๐Ÿ™‚

alpine halo
#

this is progress bar, and i want to reduce progress bar of ui from right to left
@gritty elm you want to make progress bar so that it fills left to right and empty right to left?

#

or make progress bar to fill right to left

frail marlin
#

What is the general consensus on using Delay vs Timeline? Is timeline more consistent and performant?

static charm
#

they aren't really comparable. delay would probably be more efficient depending on what you're doing. Basically use whichever you end up with less nodes.

sour orchid
#

Hey blueprint veteran, is it normal that my GroupArray that I assign to the struct's variable is not being changed when i add element with a custom method?
If I don't specify that part it works just fine but doesn't reset the array inside the struct

#

I'm trying to expose for the first time stuff from C++ but I'm too newbie with BP

static charm
#

can you show the part where you'd adding the element. The Make struct node there just makes a copy of the inputs.

#

so Group Array itself won't reflect changes in the new struct.

#

but the actors/objects already in the group array, should reflect any changes you make.

sour orchid
#

since it works without assigning the array

static charm
#

i think i missed the issue, you wanted the array to be cleared at some point?

#

or is that two issues

#

either way Group Array is a separate container from the struct. The new struct only copied the array.

sour orchid
#

Ok it actually have 2 issues:

  1. Is the struct cleared automatically once the event is finished or the values remain there?
  2. If i assign an array and not leave it empty my method doesnt affect the array and so the struct values
#

either way Group Array is a separate container from the struct. The new struct only copied the array.
@static charm Should have worked then I believe mh

static charm
#

the struct will hold the values until you remove the values or destroy that actor/object/blueprint

sour orchid
#

oh ok so its like the blueprint create the struct and his lifespan is the entire actor lifespan

#

I have to clean it then

static charm
#

also just to be clear, each time that code is executed it Makes the struct again with that Group Array.

#

like everytime you Add Character to Order Group, it calls that Make Struct and Group Array.

#

just wanted to point that out in case that is effecting you.

sour orchid
#

also just to be clear, each time that code is executed it Makes the struct again with that Group Array.
@static charm Oh, so that's actually weird, when my event mouse finish the struct is not resetted (since the initial array is empty)

#

when i come back i have the same elements my loop added

static charm
#

ah yeah nevermind then

#

it's being cached

sour orchid
#

Mh yep so its just when I assign a variable to the struct member the problem

#

Its weird i believe is the c++ code?

#

either way Group Array is a separate container from the struct. The new struct only copied the array.
@static charm Up, its maybe because of that

#

I will try make a print after i Break the structure wait

static charm
#

i mean if you just need to reset the struct each time, you can make the struct a variable

#

and Set it each time

sour orchid
#

The only problem i have now is that if i set an array when i make the struct the struct is not getting changed

#

like, if i call a method that needs my struct and add an element

#

seems that my struct is not getting a new element

#

just when i assign an array when i make the struct

static charm
#

are you adding the element in c++?

#

so you are adding an item to the array, inside the struct.

sour orchid
#

so you are adding an item to the array, inside the struct.
@static charm yes I'm

#

I give a reference to the struct and add the element to the array inside

static charm
#

i would use the Set variable

#

the way you have it currently, some of the struct is cached

#

but i'm unsure if it's working correctly

#

Set variable would guarantee the variable is correct.

#

although if you think it's c++

#

then it possibly is

sour orchid
#

I will try

static charm
#

you can also just avoid c++ and try it right in the blueprint using blueprint only nodes

marsh forge
#

I'm completely new to ue4, and I was following a guide to set up smooth locomotion on the VR motion controller pawn, but ue4 doesn't seem to recognize any input from my controller

#

not sure if this is a blueprint problem or a project settings problem

#

ยฏ_(ใƒ„)_/ยฏ

#

help appreciated either way

marsh seal
#

maybe the input? is like.. not the right one?

#

in your project settings

#

in inputs

#

try to find more stuff that might be the same thing

#

cause maybe its binding to OCCULUS left thumbstick or somethign and you're using vive or other way around

#

idk

#

i dont have too much experience in VR

#

just a shot in the dark

marsh forge
#

I'll send a screenshot of the bindings in just a sec

#

rn it's using default bindings but they looked correct to me

#

is there a better way to debug it than just trying to use print nodes?

flat raft
#

Use the Debugger and WatchValue

#

What issue are you having?

marsh forge
#

I'm completely new to ue4, and I was following a guide to set up smooth locomotion on the VR motion controller pawn, but ue4 doesn't seem to recognize any input from my controller

#

I don't think it's a bindings problem, but I'm not 100% sure

#

this is the blueprint

#

when I plug inputaxis motioncontrollerthumbleft_Y or X into a print node to try to see if it's receiving any input, nothing gets printed

#

not sure if I'm just using the wrong node or if something else is causing the issue

#

this is all with default bindings btw

flat raft
#

Well...start by adding a Input Binding to E

#

then press E, and see if anything prints