#blueprint

402296 messages · Page 526 of 403

flat raft
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You gotta see if it's a Unreal issue, or Motion Controller

marsh forge
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yeah no nothing is printed

flat raft
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Ok, so on the Unreal side.

marsh forge
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yup

flat raft
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Do you have a gamemode, player controller, pawn.. and are they all set in the game mode?

marsh forge
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that's probably my problem

flat raft
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In your project settings, Maps and Modes..

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You'll see if things are set.

marsh forge
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yep I swapped it to a custom gamemode with the correct pawn

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I'm now seeing the stuff get printed

flat raft
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Sweet!

marsh forge
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let me give the blueprint a test rq and I'll see if it works

simple dragon
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hi how create perlin noise 2d ?

flat raft
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In materials ?

simple dragon
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BP

trim matrix
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I'm trying to create a "kill message" feature, where when you kill another person (in multiplayer) you will write on your HUD who you killed. But i'm having trouble getting the player state-> player name variable into my widget. Is there a simple way to do this?

marsh forge
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awesome, so it is getting input from the controller now, but add movement input is not doing anything
I'll mess around with it for a few but thanks for the help so far!

simple dragon
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i try to use perlin noise 1D but is always is returning 0 for some reason

trim matrix
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Right now, the player checks using "Event any damage", then using the instigator, creates a widget on the player that damaged him. That widget just includes a "You killed: " text anchored to the crosshair, but i'm trying to append the playerstate->playername to that but i cant seem to get it to work

blazing pier
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Hi, i know this doesn't work, but could someone tell me why?
I'm trying to update the animation of the static mesh linked to my motion controller

flat raft
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I only see Perlin 1D

simple dragon
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but is returning 0 if i return x+z value to input

fair magnet
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Someone here who can help me ?

blazing pier
fair magnet
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This code here creates a slider for each entry in my map... but I can't figure out how to control the values for these entrys with each individual slider

marsh forge
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so I was a dumb dumb and didn't have a movement component ;-;

blazing pier
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anyone willing to get into a call to help me out for a few mins pls message me

gritty elm
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@blazing pier what hep you need

blazing pier
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its posted above

gritty elm
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what is issue exactly

blazing pier
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im trying to change what animation is being displayed on the mesh

gritty elm
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so you want to change animation? when do you want to change animation

blazing pier
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on pressed and released

gritty elm
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ive also tried play animation
@blazing pier what is issue in this

blazing pier
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it just doesnt work

fair magnet
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Is that mesh using an animation blueprint or is it set to "montage"

blazing pier
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i could show you easier in a call

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the mesh is set to a skeleton

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ive tried to play animation play montage and set animation

fair magnet
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try this

blazing pier
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i tried the asset and thats what gave me the idea that if i just changed the animation it would change in game

fair magnet
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Also

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if whatever you have there

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is using an animation blueprint

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you can do it in there

gritty elm
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if it is true, then play other animation, if false the play other one

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you can use "select node" to do that

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@blazing pier

blazing pier
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ill get back to you, might take me a min ( im very new to this )

gritty elm
blazing pier
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kk

fair magnet
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@gritty elm If I may interrupt... his prob is not the select node... what you tryna tell him won't solve the problem because it ain't be working as it is now... and he literally just has said play this animation or the other...

blazing pier
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could it be that my separate animations are technically using different meshes, i gave them different names while importing the animations

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technically same exact mesh from blender with diff name and animation though

hollow cape
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Do the animations share a skeleton?

blazing pier
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technically, but they have a dif name so, no?

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im fixing that rn

hollow cape
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I know you said they came from the same mesh in blender, but when you imported the second animation, did you select the same skeleton that the first animation uses in UE4? Or did you import with a new skeleton?

blazing pier
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new skelly

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yea hopefully when i fix that it fixes the rest

hollow cape
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That's your problem, they have to share a skeleton. Either re-target the animation to the other skeleton, or just delete the anim, and reimport and select the skeleton in the import settings

blazing pier
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I'm re importing it rn, although i have my left and right hands as child classes of my parent motion controller class, idk but when i manually change the animation in the child classes nothing happens in the viewport so I'm just making them separate classes altogether along with the new animations

hollow cape
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Any reason you aren't using an animbp?

blazing pier
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becasue the animation does change in the viewport on the main class

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because i downlaoded unreal a day ago?

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im just out of my league rn

hollow cape
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Fair enough, I would look up using animation blueprints

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there are tons of great resources out there (and some not so great). Best way to learn is dive in, we're always here to answer specific questions when you get stuck

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Also #animation might be a better place for you to get animation related answers faster

blazing pier
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will do, i need to watch as many tutorials as possible

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a lot of the vr tutorials use the vr template so thats why i havnt been getting much out of them

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im just trying to start from scratch so i can see all the code thats ther if you know what i mean

hollow cape
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yeah, there is a lot of value to using something like the VR Template and going through the existing BP's to see how things are set up

blazing pier
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alright, well thanks for the help, ill probably be back not too long from now

hollow cape
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yep

chrome orchid
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im almost done my multiplayer game and the last thing i need to do is an ammo system for my guns, how would i do this

keen goblet
trim matrix
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Best way for a widget to update the player states player name in a multiplayer environment?

stiff hatch
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I'd say have the widget tell the controller to update it because Widgets can't call RPCs.

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@trim matrix

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(in my experience the controller is a good place to put a lot of replicated events)

trim matrix
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So i have a custom event in the controller, which changes the name in a server rpc, which i call on click in the widget and feed it the text input?

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did i understand you correctly?

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But im wondering, if i get the player state, i can get the player name from there, but i cant set it. "This players name" is a var i have in my player controller. But i cant get that from the state, can i

woeful zinc
odd roost
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So this is going to sound super dumb, but how do I change the slot for an animation in 4.25?

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Ah, I see, need to go to window and find the slot manager. My bad.

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Actually, still confused.

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never mind, forgot that slots are only for montage

quasi frost
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So I have grid movement working, however if a character moves more than there are tiles left instead of moving to the last tile that it can it throws an error simply stating that none was accessed blah blah basically saying there is no tile at current tile +3 or whatever number is too high. What would be the best way to tell it "move +3 OR the highest amount possible before return = null" ?

gusty cypress
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Question, how could I match the in-game sensitivity from another game? My game requires precise aiming and learning new sens is not ideal, if I wanted to match source engine sensitivity (multiplier) how could I do so, I've found nothing online.

odd roost
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@quasi frost Hard to say with out knowing how you have it set up. Using and Is Valid check may give you some room to handle those types of cases

flat raft
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@quasi frost I think your Gamemode should be responsible for keeping track of all that info. Things like, GridSize, Where each card is, Win/Loose States.

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you can also have the cards keep track of where they are.

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you may need a little math because your cards go straight. .. 1, 4, 7 ...

sly saffron
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I've been following "BP 3rd Person Game: Game Mode & Testing | X | v4.8 Tutorial Series | Unreal Engine" on youtube with latest version, while i looked at preset bp. I'm puzzled why my character can't jump or move. but camera works. i threw a print string on my jump for instance it prints. but the jump itself never seems to get called. i noticed if i drag in my character. he doesn't fall at all

sly saffron
flat raft
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@sly saffron does your character move at all?

spring hare
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Hey guys could i get some help with my game?
I'm trying to make the player be able to throw a object with left click and the objects bounce around the room
Then when they right click all the objects attack where they are looking
I cant seem to get them to go to where the player is looking
Its a third person and the objects are actors
Thanks 🙂

flat raft
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@spring hare do you have the throw working?

spring hare
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Yes i do

flat raft
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And the bounce?

spring hare
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Yep

flat raft
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and... what else ? lol

spring hare
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The problem is i cant get them to attack where the player is looking when they right click

flat raft
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I don't understand that part

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what attacks ?

spring hare
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The objects that bounce around the room

flat raft
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Oh I see... they keep bouncing around

spring hare
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Yes

flat raft
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Until you right click... then they go to a location together

spring hare
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Yes they bounce around the room separate but when the player right clicks i want them to go to the location where the player is looking

frail marlin
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Im trying to set relative location on a static mesh that is the child of a scene component. If I move the mesh in my viewport down in its Z (with add local offset) it move properly. When I use set relative location it moves down in world Z it seems?

flat raft
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@spring hare did you get the point where the player is looking ?

spring hare
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Yeah i have a spawn emitter as debug right now

frail marlin
snow halo
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Anyone know if i'm encountering a bug? Simple 24 element array of vectors in my anim bp. When I access it from my character bp it says the length of the array is 20, not 24! arggg

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LogScript: Warning: Script Msg: Attempted to access index 20 from array 'ReceiveLocation' of length 20 in '/RigelPlugin/Mannequin/Character/Mesh/Rigel_Mocap_AnimBP.Rigel_Mocap_AnimBP_C'!
LogScript: Warning: Script Msg: Attempted to access index 22 from array 'ReceiveLocation' of length 20 in '/RigelPlugin/Mannequin/Character/Mesh/Rigel_Mocap_AnimBP.Rigel_Mocap_AnimBP_C'!
LogScript: Warning: Script Msg: Attempted to access index 23 from array 'ReceiveLocation' of length 20 in '/RigelPlugin/Mannequin/Character/Mesh/Rigel_Mocap_AnimBP.Rigel_Mocap_AnimBP_C'```
flat raft
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Well, you get setup a event dispatcher, to tell the bouncy things that rightclick was activated, and then they can go to that point.

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Try a lerp node.

spring hare
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I tried a lerp node either it doesnt work or im not using it right

flat raft
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Your lerp needs 2 points .. vector.. and a alpha to blend

spring hare
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Yeah

flat raft
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Point A is location of the bouncy when activated, B is where they should end up. Alpha can be on tick, or a timeline.

spring hare
flat raft
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Ya

spring hare
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What would i plug it into?

flat raft
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Location of the Cube

spring hare
flat raft
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Yes

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So your timeline needs a float

spring hare
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Yea i noticed that i just fixed it

flat raft
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and it needs to update your alphaRef

spring hare
flat raft
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Not Finished but Update

spring hare
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Okay

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It only moves one not all

small rose
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Probably need a loop

flat raft
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you're using a dispatcher?

spring hare
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I have it as spawn object then places that object that was just spawned into a array

frail marlin
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Set relative location should effect a mesh in a similar fashion as add local offset?

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I know add does it in delta time to the location, but set should work with the same value and axis?

flat raft
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Ok, if u have a array... loop

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On rightbclick, loop through ur array, call event

spring hare
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YES!

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It worked

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Thank you so much

flat raft
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Nice

ember dawn
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How do I cast to a particular object in my World Outliner?

spring hare
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Just one question

ember dawn
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I have different Trigger Spheres in different locations and I need to cast to them to get their locations

spring hare
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How do i get it to go in a straight line because it is curving

flat raft
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Hmmm... curving

spring hare
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Yea

flat raft
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I assume whatever is telling ur Cube to bounce around is still running

spring hare
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Im using the engine bounce function

flat raft
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no idea what that is .. lol

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Is it on tick ?

spring hare
flat raft
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Oh..physics?

spring hare
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Yeah

flat raft
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on right click, setSimulatephysic s off maybe?

spring hare
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Okay ill try that

flat raft
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same Got to Target event, before the timeline, turn off physics

spring hare
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No still curves

flat raft
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Disconnect the timeline... does everyutn stand still when you activate the event ?

spring hare
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No

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They just go through the walls

flat raft
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You disabled collision or physics ?

spring hare
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I used the set simulate physics to true

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and when it is set to false it does nothing

flat raft
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set sim physics should be false

spring hare
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When i do that they just keep bouncing around

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nothing changes

flat raft
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On click set it to false, then the timeline should take over , no?

spring hare
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Still curves even if its false or true

flat raft
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Hmm

spring hare
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You are right it is the bounce is taking effect

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Because i turned the should bounce off and it goes in a straight line

flat raft
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Oh ok.. niceee

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Turning the physics off should do that.

spring hare
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But it doesnt

flat raft
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But...okay

spring hare
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Maybe i can try setting the velocity to 0

flat raft
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So, it's going straight now?

spring hare
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No still curves

flat raft
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oh.. turning off bounce didn't help?

spring hare
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It did but i cant change bounce in game

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I was in the editor when i changed it

flat raft
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There's no node for bounce?

spring hare
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Not that i can find

flat raft
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it's in the projectile Movement

spring hare
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Found it

flat raft
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Cooolz

spring hare
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I was trying to get it off the cube when i shouldve been getting it off projectile movement

flat raft
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Yup

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Give it a try

spring hare
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Yep it works

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Thank you

flat raft
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Niceee

spring hare
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Now if your not busy i found one small thing

flat raft
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Sup

spring hare
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its more of to make it look nice

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But how do i make i turn to the way its moving

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When it is going to the target

flat raft
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is there a orient node

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Orient to Movement kinda thing

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Might be in the projectile

spring hare
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It seems to only be for Vr stuff

quasi frost
flat raft
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@spring hare what about lookat

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LookAt node

spring hare
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Nope

flat raft
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FindLookAtRotation

spring hare
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Just tried that. It didnt work

flat raft
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How's you hook it up?

spring hare
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Nevermind i got it

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@flat raft Thank you for everything

flat raft
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@spring hare works?

spring hare
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Yep

flat raft
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Awesome

spring hare
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You're the best

flat raft
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@quasi frost try the return from the play animation ?

quasi frost
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@flat raft and do what with it?

flat raft
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Unparent

quasi frost
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It wont go into that node

spring hare
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Maybe try adding a print text after animation to make sure its playing

quasi frost
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It is playing

spring hare
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Does it finish?

quasi frost
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yes

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and then it doesn't delete

flat raft
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Put a isVaild after the delay

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Also, print ObjectName

quasi frost
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which object?

flat raft
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The created widget

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Floating Commander Widget

quasi frost
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It is printing the widget's name

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and it is valid

flat raft
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Hmmm...

cosmic lagoon
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hey guys I need to play an animation transition on all characters including AI. The player is CH_Practice, the ai is CH_AltPlayer. How do I "distribute" the animation transition across all actors in the map? They each have unique variable values at any given time. The variable (height) is what drives 1D Blendspace animation.

quasi frost
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Do I need a for each loop somewhere?

flat raft
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Maybe it has no parent?

quasi frost
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How do I remove it if it has no parent?

flat raft
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check ... GetParent after delay

quasi frost
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It is printing blank

flat raft
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ok.. no parent I guess...

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Is it a Widget Component?

quasi frost
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It is just a text box that gets changed to the attack number to show floating damage text. Nothing too fancy. When damage is done it creates that widget shows the damage number and then should delete

flat raft
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Is it a normal widget, or widget component?

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like..did you add it in the character Component list

quasi frost
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it is just a normal widget

flat raft
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Hmmm...ok

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Go straight from Add to Viewport to Delay

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Does it work then?

frail marlin
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Can anyone help me with some local offset issues?

sly saffron
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@flat raft he doesn't move only camera moves

cosmic lagoon
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I guess the only way is to create separate height variables for each player? then I can keep track of each player's unique height value....but what if I now have multiple CH_AltPlayer (AI)? How do I distinguish them from each other?

flat raft
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@sly saffron I forgot what ur issue was 😂

sly saffron
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@flat raft can't move my thirdperson from the tutorial. using it to learn bp more

flat raft
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Can I see ur bp?

sly saffron
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everything looks right to me.

flat raft
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So...

sly saffron
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if i drop a character in world he doesn't fall only idle and i can look around

chilly jetty
flat raft
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Go from getcontrolrotation..to get front vector @sly saffron

chilly jetty
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is there a way to get the starting point which is the barrel point to align with the end point of the linetrace?

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for a niagra bullet trace I make

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its quite misaligned

cosmic lagoon
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is it normal to duplicate animation blueprints for each player? that is the only possible solution I can see here.

flat raft
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@chilly jetty what are you after?

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Trace not hitting center circle?

chilly jetty
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I made a linetrace that starts at the center of the camera, I made a bullet trace effect that starts at the barrel of the gun

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i tried to use the end point of the line trace for the endpoint of the bullet trace but it doesnt align at the end

flat raft
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Don't really understand 😅

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You want the bullet to go from the barrel, to the wall where the circle is

chilly jetty
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Apologies if I'm making it confusing

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I made a hitscan gun that uses the centre of a FPCamera and draws a linetrace from it

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I then made a Niagra bullet trace effect

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That effect starts at the end of the FPGun Barrel

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I want it to align with the end of the linetrace

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but it doesnt

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the circle is just a reticle

flat raft
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Oh.. niagra.. sorry, don't know that. Maybe try the #visual-fx

chilly jetty
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I see alright thanks

flat raft
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I would guess to align it to the gun, you need to linetrace from the gun .

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but I've never used niagra, so I'm not sure how that works

chilly jetty
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lemme put it this way then

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I have one linetrace that comes out of the center of the camera

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and I have one linetrace that comes out of the barrel of the gun

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how to I get the gun barrel linetrace end to align with the end of the camera linetrace

flat raft
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Ok.. so ur niagra emitter is at the end of the barrel

chilly jetty
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yes

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imagine it literally as another linetrace

flat raft
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And at the moment it's going from the emitter to the circle ?

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so, barrel is start for your emitter, end is the center of the reticle ?

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You want it to go from the barrel, straight to ... what?

flat raft
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Oh, it's not hitting the center ?

chilly jetty
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yeah

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its not aligned

flat raft
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That's what you're talking about?

chilly jetty
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yes

flat raft
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I see

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Try...

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I assume the set vector param is the end point ur setting

chilly jetty
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yeah

flat raft
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use the Impact point from the trace result as the param

chilly jetty
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Tried

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its worse

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goes all the way out

flat raft
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Ok... just to debug...

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In ur gun bp.. add a sphere Component.

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move it far from the gun, but still visible

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Set that sphere location as the endpoint param.. see if the beam hits it

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If it doesn't hit the sphere exactly in the center, then maybe in ur niagra system, you have something pushing the particles off target. .. like a wind force or something.

flat raft
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@cosmic lagoon no idea about animation stuff yet 😅... but maybe more help in #animation

spark robin
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How do I add a reroute node on an existing connection again?

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And is there a hotkey to add reroute nodes without having to search for them?

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Also is there an easy way of removing reroute nodes without disconnecting everything?

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(Please ping on reply ❤️ )

oblique vapor
marsh seal
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@spark robin double clicking on a line creates a reroute node.. idont know how to create one from hotkey

tight schooner
steady rose
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@chilly jetty did you ever figure it out?

chilly jetty
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@steady rose no sorry, the closest I can get is using whatever I used for the LineTrace end vector for that one but its still unaligned

steady rose
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I'm prety sure my brother dealt with this problem a while back. I can ask him about it tomorrow when he's awake if you want.

vale kettle
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I’m currently having struggles trying to make a camera orbit in a circle around a certain point on a map, for the background of my main menu screen. I am unable to add the camera to the character because I can’t grab the correct reference so that I can switch between cameras, unless it is directly in the level. But then I’m unable to use a spring arm.

steady rose
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Do you have to use a spring arm?

chilly jetty
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@steady rose sure! Hey thanks

vale kettle
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No, just most of the tutorials I looked up said to use a spring arm

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I couldn’t get the move actor to work at all with the camera either

steady rose
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Could you tie the camera to another actor?

vale kettle
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I couldn’t figure out how to do that with the camera directly in the map.

alpine halo
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@chilly jetty try this. trace start = gun's muzzle's world location, end = muzzle's world rotation->get forward vector * Range . after multiplying with range add that with muzzle's world location and this addition will go to end

spark robin
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Is there like a switch or select node that lets me switch/select depending on if the input value (float) is within a certain range?

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Like if the input is 142.3 and my range for output 1 is:
0-120
And for output 2:
120-240
The selected output would be output 2

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Thanks for the comments on rerouting btw :)

(Please ping on reply again ❤️ )

marsh seal
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make a local variable bool called "LocalIsWithinCertainRange"

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and then throw that into your select

spark robin
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I have more than 2 outputs, its gonna be like many, maybe 10 possible

marsh seal
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oh so multiple ranges

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could make an enum... idk

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or have an integer that you set based on what range its in

vale kettle
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I can only fetch this reference of my camera actor while it’s directly in my level, otherwise I am unable to find it.

spark robin
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or have an integer that you set based on what range its in
How would I do that tho?

All I can think of is using a for each loop checking if its within a given range for every loop run, but that would be expensive Im guessing

chilly jetty
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@alpine halo sorry that's not what I want

spark robin
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@marsh seal Whats an enum?

chilly jetty
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I can make it go straight just fine

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but I cant get it to align with the center line trace

flat raft
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Still no luck on the trace , huh?

chilly jetty
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yeah no

alpine halo
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but I cant get it to align with the center line trace
@chilly jetty if you want to go the trace to center of your screen then make the end point to where your camera is facing

flat raft
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Did you do the debug test?

chilly jetty
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yeah I did

spark robin
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@vale kettle Personally I wouldn't switch cameras, I would unparent/un-attach the camera from your character, add a dummy component thats set to have world transform and attach it to that instead, and then spin that dummy component

If you add stuff like camera shake etc later on that you want to be applied when in this menu camera view, its usually easier if you're just working with 1 camera

chilly jetty
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it goes far out of range

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not anywhere near the circle

flat raft
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what was the result of the debug test?

vale kettle
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@spark robin I can look into that, thanks

chilly jetty
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@flat raft way off

flat raft
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LoL

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It's a feature, not a bug

chilly jetty
tight schooner
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@spark robin I face this problem a lot and I don't have an instant solution other than treating the input with math before feeding it to a Select node. In your case, because you want to bracket every 120 units...

You can take the input value, divide it by 120, and (if you're dealing with floats) plug the result into a Truncate node.

As an aside, I like using math expression nodes for stuff like this (right click on graph, search for "math"). The formula would be written as:
Truncate(input / 120)
... I think 😅

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That should produce an integer you can plug into a Select node, where each increment (0,1,2...) represents an increase of 120

flat raft
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@chilly jetty does the rotation matter?

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Put 180 for the Y ...

marsh seal
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there's also Mod.. which is a form of division that spits out the whole number left and the remainder left.. instead of a decimal value.. thats kinda nice for incrimenting around a number

chilly jetty
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@flat raft only to make it worse lmao

flat raft
#

well.. if rotation effects it.. then you know ur rotation needs to change

#

in ur particle system, what axis is the forward axis?

#

you are feeding ur particle the start point, and end point, and it misses. You have 2 more things to check... the rotation, and the particle forces.

#

I would check that next. See which axis your particles are emitting down, then make sure it's facing that direction in ur gun. You'll have to make a rotator by getting the current rotation, and facing rotation and use FindLookAt.

#

that's the only thing left that I can think of. 😅

chilly jetty
#

even when using the same starting point as the linetrace

#

there's a noticeable off angle to it

flat raft
#

Get it off the gun also.. maybe just add 2 spheres in a bp, and ur particle.

#

I bet the rotation is off. Check that.

#

I know in 3ds max, the particles will be off target if the rotations are not set.

#

Also... Fast and Furious is a terrible game.

#

Just wanted to add that in.

#

😂

chilly jetty
#

the death star if it was built by me lmao

flat raft
#

LoL

chilly jetty
#

I'm complete new to this Niagara thing

#

so idk if I messed up somewhere in there

flat raft
#

I've never used it

chilly jetty
#

or its just how it be

flat raft
#

Did you try the rotation?

chilly jetty
#

yeah I did

flat raft
#

No difference?

chilly jetty
#

nope

#

I'll come back to this after lunch

flat raft
#

Kk

#

Post ur particle screenshot

tight schooner
#

I'm probably missing loads of context here, but make sure your Niagara emitters (within the system) are set to "local" space if you want them to inherit component rotation.

flat raft
#

never used it, don't know 😅

tight schooner
#

I'm like medium-knowledgeable at Niagara

flat raft
#

well.. he has 2 spheres...

#

Start and End

#

His particles don't go to the end

#

They shoot off somewhere

tight schooner
#

So it's like a ribbon emitter that connects two points? I haven't made an effect like that in particular but there should be lots of tutorials for that online...

maiden wadi
#

Honestly, the easiest way to do that is to do world locations in the Niagara emitter and just pass line trace hit locations in. It'll save a lot of headache. Less fuss with rotations and issues.

spark robin
#

@tight schooner Yep, this seems to be how it has to be done, tho it would be nice if Epic added some in-range switch/select node

Thanks 👍🏻

autumn heath
#

How can I change anti-aliasing method at runtime through blueprints?

#

it might of course require a game restart but that doesn't matter

#

i need to be able to change it

tight schooner
#

@autumn heath The quick and dirty way... open the UE4 console and type "help" to get a list of commands. You can find a plethora of AA commands there. There's a BP node called "execute command" or something that you can use.

#

The "official" way goes through the Game User Settings system and that's pretty complicated

#

you'd have to look up a tutorial for that route

#

I don't think MSAA will work unless you're using the forward renderer. FXAA & TAA should be available though, along with a lot of TAA options.

autumn heath
#

Oh well, i was hoping i could go with the easy route and just find some docs but i will have to look at a tutorial

#

thanks anyway!

spark robin
#

@tight schooner

The "official" way goes through the Game User Settings system and that's pretty complicated
I've seen several tutorials related to changing graphics settings and pretty much all of them use console commands in blueprint.

Is this with going through the "game user settings system" something you can do with blueprint? Im sure I will be making a graphics settings menu eventually so this does sound useful.

autumn heath
#

No

#

Using console commands evades the usage of game user settings

#

and yes, most of the online tutorials use console commands but i read somewhere that this was an incorrect way to do user settings in ue4

tight schooner
autumn heath
#

@tight schooner do you have any idea why i am unable to cache a ref to game user settings in a widget blueprint? It seems unnecessary to call GetGameUserSettings every time i need to use it

tight schooner
#

My current project actually uses a mix of GUS and console commands to do the graphics menu, though I'm no industry professional.

@autumn heath idk game user settings is weird and I still don't fully understand it lol.

autumn heath
#

lol

tight schooner
#

I think there's specifically a node that loads it from disk into memory. (I'm going from my memory here...)

#

But yeah you have to use the Get node for some reason

autumn heath
#

i will check the c++ behind the node and tell you why we need to use the get node

#

nvm it doesn't open

lyric plank
brittle fiber
#

Hi, I move these platforms with scaling, platforms move, but character does not follow the platform> falls down, need to update location but platform is moved by scaling

chilly jetty
#

what does the counter output do in Do N?

brittle fiber
#

yes, the Arc of Void made of 7 Threads >49 Zones i control them by rotating vector parameter value 1>49

#

@trim matrix

#

all structure, is assembled by those planes, if scaled down any plane will move toward center of the Arc

#

a lot of fu****y but i will need it further

supple dome
#

character only considers velocity and rotation for based movement ( on GetMovementBaseVelocity function)

brittle fiber
#

can i somehow use the data from trigger that is attached to mesh?

#

i have to link what u said somehow

#

but not changing anything, will work well as a challenge xD

#

@supple dome

zenith crater
#

Excuse me, I'm a new one, trying to make my first game
have a question, maybe is very simpole or stupid
player can use "gamepad right thumbstick" OR "keyborad up down left right" to control dirvection and power at the same time.

There have a problem about power
try to get a number for calculate the power: from 0 to 1, and multiplied by a base number
forward/backward/left/right(can get number 0 to 1),

But other direction get number is 0 to greater than 1.
especially is use keyboard, the number greater than 1.4

supple dome
#

not sure if i understand, but if using keyboard the vector is too big, use a Normalize Vector node to bring it back to 1

visual lagoon
#

So, im rotating/changing location of several actors all the time.
I've set up everything and everything is working.

My question is performance wise: How can i replace the "Event Tick"?
It needs to run forever.
Shall i use a Timeline instead?

supple dome
#

if it needs to run every tick just use tick u wont get more performance

visual lagoon
#

Its around 30 objects levitating and rotating all the time

#

I saw a "solution" with a delay after the event tick, but that makes no sense for me. it just delays the initial ticks, then it starts to tick every tick aswell

teal dove
#

Don't use event tick, never use it unless you absolutely have to (like fps character movement)

#

Use an Timer by Event

supple dome
#

yeah no just use tick, in case you really get a performance bottleneck you can disable and enable if the player is looking in case its only a visual effect

vernal ibex
#

is there a way to spawn objects to a target when you hit a overlap component and or trigger?
i found some stuff about using an array but it spawn it randomly using a random interger range
is there a way i could spawn all items?

teal dove
#

Timer by Event, on Loop, with a timer rate of 0.2 and an Rinterp for your rotation. This will give you a smooth rotation.

supple dome
#

that will look choppy and will likely save you nearly 0ms

teal dove
#

no it will be smooth

#

there is zero reason to use an event tick for such stuff

#

event tick is every frame

visual lagoon
#

I've read the same thing what Ghojo said: Never use tick unless you absolutely have to

supple dome
#

theres zero reason not to, if you want to not look choppy you use tick

teal dove
#

the Rinterp node lerps the rotation smoothly

visual lagoon
#

And thats why im asking, i want to improve and do it better

teal dove
#

event tick is very performance costly if used wrongly = too much

#

it's called every frame

supple dome
#

do you think the player wants to get a 60 fps game to see stuff moving at 20fps?

teal dove
#

dude, it's NOT choppy

supple dome
#

it is

teal dove
#

the Rinterp node smoothly lerps the rotation

supple dome
#

only if you use it every tick

teal dove
#

and you can always bring the timer down to 0.02 if you have to, which is still a lot better for performance than using an event tick 30x

#

no

supple dome
#

0.02 is literally less performant than using tick, as the code may want it the timer to tick twice on a frame

#

lol

teal dove
#

wrong

#

but believe what you want

supple dome
teal dove
#

go ahead and use event tick for everything

supple dome
#

its literally written there in the code

visual lagoon
#

@teal dove I want to try your solution, can you give me a hint how to go on on this?

Im stuck here:

supple dome
#

if your tick is slower than the timer tick time it will tick twice

visual lagoon
#

@supple dome Unreal Engine itself had a lesson where they said to not use tick at all if possible.

teal dove
#

@visual lagoon I will make you a blueprint quickly, give me a minute

supple dome
#

if possible

#

in a movement case its not possible

visual lagoon
#

Thank you

supple dome
#

because it will look choppy

#

if youre fine with that, its ok

visual lagoon
#

Im just rotating some spheres/text and levitating them while keeping up niagara beams with them

supple dome
#

but if i saw stuff moving at half speed than the rest i would just think the game is trash

visual lagoon
#

It would confuse me more if i saw stuff be depending on the fps and rotate differently on the amount of fps i had

supple dome
#

dont see how thats a point if you correctly use deltatime

zenith crater
#

not sure if i understand, but if using keyboard the vector is too big, use a Normalize Vector node to bring it back to 1
@supple dome Sorry, my english is not good.

I want use the vector length multiplied by a base number,
to calculate the power

I try Normalize Vector node, but that result just can be 0 or 1.

little cosmos
#

Hey, I have a default GameModeBase with a DefaultPawn that is generated upon play, as you may know it has a sphere static mesh. Now my archviz project has a mirror but I don't want that grey sphere to show when I go up to that mirror. How can I hide that sphere?

visual lagoon
#

@little cosmos you could make an actual invisible character

little cosmos
#

I know how to set up a new GameMode with a new Pawn, but that pawn won't move when I hit play

#

Can you walk me through how you'd go about doing that?

#

If I eject while playing I can access that static mesh sphere and disable its visibility but it won't save

#

Then cannot access it any more cause it sorta generates at runtime and is a CPP class

supple dome
#

@zenith crater theres also a Clamp Vector Size, if you want to keep it between 0 and 1

visual lagoon
#

@little cosmos there are plenty of tutorials on how to set up empty/basic character setups, i'd suggest to try that

little cosmos
#

Is there a way to quickly modify the default one to just not render that sphere?

visual lagoon
#

@marble dew i dont know how. Doesnt mean there isn't a way to do so

little cosmos
#

ok thank you

teal dove
#

I can make another with Rinterp if you want, but this works already

visual lagoon
#

Thank you @teal dove ! I just set it up

#

looks smooth so far

teal dove
#

Actually you can set the timer to 0.05 and it's still smooth

visual lagoon
#

Can i still ask you some things?

teal dove
#

Sure 🙂

zenith crater
#

@zenith crater theres also a Clamp Vector Size, if you want to keep it between 0 and 1
@supple dome Wow! It works. Thank you!
I already use a lot of time to try other ways.

visual lagoon
#

I dont want just to copy it^^
Alright: first of all:
1.) Why the fuck are your line so sick nice? xD
2.) Why does it needs an event for that? I dont get that
3.) What would RInterp to? I understand that it rotates interpolates to another rotation

#

@zenith crater Be careful with that solution tho.
You just "cut" your values from 0->1.
Which means you "loose" values.

If you want to keep the values but just in the range of 0-1, try "Map Range Clamped"

teal dove
#

hehe

  1. I use the "Electric Nodes" plugin, which makes the lines look fancy 😄
#
  1. You mean the custom event "Rotate"? If yes, that's just how Timers work, you create a custom event and it starts this event (again and again if on loop)
#

Not sure why it needs that 😛

#
  1. the interp nodes lerp from one value to another, so you can get a smooth transition. There is rotation-interp (Rinterp), vector (vinterp) and float (Finterp) and some others
visual lagoon
#

ye for the rinterp i just need the old rotation + the new rotation iguess

#

But i think this is way better than the event tick

teal dove
#

Yeah but in this case I just realized it's easier to just use "add rotation" because otherwise you have to do the math that calculates the roation in a 360 degree

#

Add rotation is the simpler way here 🙂

#

But let's say if you have a door you want to rotate 45°

visual lagoon
#

Ah i see

teal dove
#

Then Rinterp can be helpful to make it open smoothly

visual lagoon
#

Well, i see yes

#

otherwise
modulo🌟

teal dove
visual lagoon
#

@teal dove
Thank you so much for your help!

teal dove
#

You're welcome 🙂

zenith crater
#

@zenith crater Be careful with that solution tho.
You just "cut" your values from 0->1.
Which means you "loose" values.

If you want to keep the values but just in the range of 0-1, try "Map Range Clamped"
@visual lagoon Ok, current result is still good,
but I also will try you suggestion, compare the different
thanks.

#

@zenith crater look into proper input bindings instead of hardcoding your inputs directly into your BPs - check out what the 3rd person example project does!
@trim matrix Thanks, I have.
It just for me quick testing

#

guys, all you so nice😆 Big thanks

heady epoch
#

i'm trying to bind an event here. the function which i want to bind (SetActivePage) wants an ID, can i pass the relevant ID somewhere?

#

hmm and how would i make that an event?

teal dove
#

What are you trying to do? @heady epoch

heady epoch
#

I'm trying to bind the above function SetActivePage as an event to OnClickedID of a UButton, which is mainly the same as OnClicked, it just wants an ID additionally. Since I am in a BP function I can't create an event using the custom event node. I read I then need to use the CreateEvent node. However, i don't know where to pass the parameter then, doesn't seem like this is even possible tbh. Not so familiar with BPs either, but for now I don't wanna switch back to cpp if not necessary

teal dove
#

Let me think

heady epoch
#

funny thing is it compiles and doesn't even crash, no idea what happens with the bound event.

teal dove
#

Unreal 😄

heady epoch
#

yeah... 🙃

teal dove
#

set active page is a mobile function?

#

Can't find it in my blueprint list

heady epoch
#

it's a custom function

#

it needs an integer as input parameter

teal dove
#

The integer is the ID ?

heady epoch
#

yeah 🙂

supple dome
#

can i pass the relevant ID somewhere?
delegate parameters are passed on call not on bind

#

bind parameters (payloads) are only supported by c++ iirc

heady epoch
#

ah

#

that helps!

#

thanks 🙂

spring hare
#

Is there a way to remove a emitter with a node?

visual lagoon
#

@spring hare niagara emitter?

spring hare
#

No just a starter content emitter

visual lagoon
#

Can't help you there then, sorry.
However, if it was niagara: Not that i know so far. But i've "developed" some tricks to "remove" an emitter by either
1.) Reduce the particle count to 0
2.) remove the material/ make it render nothing
3.) remove width
4.) increase alpha.

Maybe that helps you.
PS: If you know how to remove a niagara emitter, let me know :D

teal dove
#

You can deactive an emitter

spring hare
#

Thats all good, Thank you for your help @visual lagoon

teal dove
#

I think there is a node for that

spring hare
#

Ill give that a try

teal dove
#

I'll try to find the name of the node 😄

#

yeah it's called "deactivate"

#

you can use it to deactivate a component, as far as I remember it works for niagara emitters

spring hare
#

I dont want it for Niagara emitters

teal dove
#

it should work for any component

#

Let me know if it works

spring hare
#

Yep it does thanks

teal dove
#

🙂

#

@visual lagoon What do you mean with "remove an emitter" ?

visual lagoon
#

@teal dove sorry, was eating:

Like deactivate one of those emitters

teal dove
#

@visual lagoon The way I did it was to create a user parameter for the spawn rate, and then set that in the blueprint to zero.

visual lagoon
fallen glade
#

is it bad to have a lot of material parameters collections instead of a big one?

plush ridge
#

How do I get around this problem? My movement blendspace has some interpolation, but when a character goes from -180 to 180 for the direction value, he interpolates by taking the long way around, causing this glitchy behavior

visual lagoon
#

is it bad to have a lot of material parameters collections instead of a big one?
@fallen glade
I dont think so.

#

===

So i am really confused about sine-waves and their manipulation.

How can i manipulate a sinewave according to this screenshot:

sinful plume
#

Im trying to make a card game but im having trouble changing my cards after i generated a random number. Can someone help me with this?

fallen glade
#

what are you stuck on @sinful plume ?

sinful plume
#

ill send a PM

jolly jay
#

Some one know, why when i play the game the widget with the two images don't ajust to screen (the two images are in a scale box)?

rancid zodiac
#

how do i fill an array?

alpine halo
#

set array elem

rancid zodiac
#

right

#

how can I do it with random pattern of 1 and 0

visual lagoon
#

hu? you want to fill an array with random numbers from 1 to 0?
or only 1 and 0?

rancid zodiac
#

integers so just 1 and 0

#

well for now

#

cuz 0 represents a plain wall and 1 represents a wall with window

#

so later there might be more

#

but for now it's just 1 and 0

alpine halo
#

Run for each loop

#

Set array element

rancid zodiac
#

yup

alpine halo
#

There's a node random integer in range

rancid zodiac
#

random integer has max setting

#

does the min setting go below 0?

alpine halo
#

Yea

rancid zodiac
#

weird

alpine halo
#

Integer are the numbers without floating points like 5,0,-3,etc

rancid zodiac
#

yeah i know

#

but why would it let you set max

alpine halo
#

The array index doesn't go below it

#

Wdym

#

There's a simple node on min and max

rancid zodiac
#

Ok so how do I make that random number change for each loop?

alpine halo
#

You want to set 0 and 1 in your array randomly na

#

So get the array, for each loop set array elem

#

The index would be your foe each loop index

rancid zodiac
alpine halo
#

Done

rancid zodiac
#

ok I guess I had the final index set too low

#

cuz it would just all fill with either 1 and 0

#

and now it does work

#

ty

alpine halo
#

Yea

rancid zodiac
#

are there constants

#

I want to set one index to -1

jaunty dome
#

for testing, i want to spawn an actor every 5 seconds, so i opted to use the event tick with modulus operation to do it

#

how ever the condition never evaluates to true

thorny willow
#

@jaunty dome because it actually never evaluates. Tick runs as many times as the engine can pump out frames and delta seconds are floats, like 0.008334

#

"Delta Seconds" here is actually wrong and confusing

obtuse current
#

Hello everyone, I was hoping someone might know the answer to a potentially unusual use case.

I get a lot of information from interface functions, for things like providing text for tooltips and so forth. So I'll get a class of something that might be in the players inventory - get its CDO, and then call the interface function to return its display information.

This works great, except when I need to do something slightly fancier in the function that requires calling something with world context (like grabbing some static tuning off of game instance). Since the CDO doesn't have world context, this fails. Does anyone know a good solution here? Can I set the world context on a CDO somehow perhaps?

visual lagoon
#

@jaunty dome you can use "get game time in seconds"

thorny willow
#

Or don't use tick :p Do something like this:

#

You can set the time in seconds and set it to loop 👌

visual lagoon
#

@jaunty dome
@thorny willow 's solution is better than mine. use his instead

thorny willow
#

A rule of thumb: If you're already checking in your tick whether your code should run, you should not use tick 🙂

#

There are some edge cases of course

visual lagoon
#

===

So i am really confused about sine-waves and their manipulation.

How can i manipulate a sinewave according to this screenshot:

#

Isn't it possible to manipulate the "x*B" value of a sine-wave?

jaunty dome
#

thanks

obtuse current
#

@visual lagoon You're doing sin(gametime * A) there

#

the input to the blueprint node is equivalent to the parameters in sin(parameters)

visual lagoon
#

Can you explain me then how to do a*sin(x)?

obtuse current
#

move the *A to the output of sin

visual lagoon
#

I thought so, its either
asin(x)
or sin(x
a)

#

OH

#

Thanks for pointing it out. now that you mention it i feel stupid xD

#

A and C in my "white" screenshot are actually the same

obtuse current
#

np!

rancid zodiac
#

is there a way to make a run again button for a blueprint

#

and if pattern input is set to 2 it will make a random one

#

I can just scroll that from 1 or 3 to 2 to get a different random version

#

but I would much rather it was just a button

#

How do I do that?

molten sapphire
#

Anyone have any recommended team system tutorials?

keen goblet
#

@rancid zodiac Editor functions appear as buttons in the actor's details panel

rancid zodiac
#

i'm gonna have to ask for a more thorough explanation

#

literaly started doing thisyesterday

#

the way I did it for now is that I added a bool

wooden lake
#

Does anyone know what this node is? I am trying to follow aguide that doesnt explain

molten sapphire
#

it looks like an auto convert

#

if you just link the X to Make rotator it should auto make one of those o looking things

wooden lake
#

OH COOL! Thanks!

#

That worked

sick galleon
#

when you select a function

rancid zodiac
#

ok

#

where in editor does it appear?

sick galleon
#

Make sure "Details" are shown

#

select function on the left

flat raft
#

@wooden lake That's a Convert Node. You are taking a Int and plugging it into a Float. That requires a conversion. You'll see it alot when plugging in mismatching types. A very common place to see it is with Strings.

rancid zodiac
#

that's only in event graph right?

#

Idk how to make it do things tho

rancid zodiac
#

How Can I rerun the construction script from the event graph?

molten sapphire
#

Does anyone have any recommended tutorials for a team system?

keen goblet
#

@rancid zodiac Don't think you can directly call the construction script. I think you'll have to move some or all of your construction script into a new function if you want to call that code manually

rancid zodiac
#

Well all the code is in 2 functions rn

#

In the set pattern and build script

#

if I run the build script from the cs it works

#

If I run it from event graph it just keeps adding geometry

maiden wadi
#

Did you destroy what was already there before calling it in the event graph?

rancid zodiac
#

I just cut it from cs and pasted it into event graph

maiden wadi
#

You need to destroy what you already have before you call it again. Construction script probably works because the actor starts 'fresh'. So anything it constructs is on a clean instance copy. If you're not destroying what the construction script is creating before you call it in the event graph again, it's just going to double everything up.

rancid zodiac
#

Very likely

#

So how do I destroy it?

wooden lake
#

Hey to whoever finds interest in this, I am trying to create a audio visualizer in UE4. I've got the design I am trying to achieve, and believe I have the basic fundamentals setup, but could use some expert help to get me through the remaining 10-15%... I am whiling to pay you for your time to sit down with me and help!

stray folio
#

hello

visual lagoon
#

@rancid zodiac sorry to tell you, but your question seems really like you need to spend some times with tutorials about blueprints instead of asking every step-by-step problem here.
Its like we are solving your homework right now xD

rancid zodiac
#

Fair enough

stray folio
true valve
#

When I load the game my character starts at 0,0,0 then moves to the saved location. Is there a way to spawn the character at a specific location without starting from 0,0,0?

stray folio
#

heres a screenshot of mine

visual lagoon
stray folio
#

it doesnt seem to be adding any BP atm

wooden lake
#

Thanks! will try that

stray folio
#

anyone got a hint for me?

#

@true valve have you tried player spawn?

visual lagoon
#

@true valve How does your character move? What do you mean by "saved location"?
You can try to set its location from a blueprints from the very beginning..Or simply move the "Player start" to your desired location

true valve
#

So when I load, i see the cam at 0,0,0, then the cam moves to the saved location

keen goblet
#

@stray folio Looks like that loop will only run one iteration. Assuming bTrain starts as false, the loop starts, Branch outputs True so bTrain is set to true, and then BP is incremented. The next iteration, bTrain is true, so the Branch outputs False and breaks the loop

stray folio
#

so i should take off the break

#

and just use for loop?

dense peak
#

@stray folio, what is it you're trying to do?

stray folio
#

i am trying to make a button which will be a toggle to allow to train for battle power

#

im going to fix the for loop after i get it to gain 1000 bp in one sec D:

keen goblet
#

Maybe put a Gate at the start of the ForLoop, which you Open and then Enter when the button is pressed and Close when the button is released. That way the loop will be blocked from doing anything when the button is released

stray folio
#

Well tbh

#

i am removing the set that is on the released

#

To where when it is pressed, you can let go

#

and it will still train

faint pasture
#

@stray folio What exactly are you trying to do?

#

Any for loop is going to run all at once.

stray folio
#

i know that

#

i cant run it once

#

lol

#

I know i have to make a macro library as soon as i get it to run

#

but it wont run ;n;

faint pasture
#

What exactly are you trying to accomplish?

stray folio
#

to make a train toggle button

#

and thank you for your help

faint pasture
#

That tells me exactly nothing. What do you mean by train toggle?

stray folio
#

when you press train. It will play a train animation. Than BP (or exp) will start to gain. It will also drain energy

faint pasture
#

@stray folio okay you need to look at animation montages and timelines, for loop is doing nothing for you

stray folio
#

so i make a train montage. would i use a animation notify to make BP gain?

dense peak
stray folio
#

man thanks a lot

dense peak
#

Adriel is right, a timeline and a montage is probably the way to go

#

Though another way could be to slap a new state in your anim BP and set the transition rule to a bool, isTraining or something then set that to true/false on the press release. I've got something similar for an emote system.

stray folio
#

i just know from coding, making a loop with numbers is always "fun"

#

question orc

dense peak
#

sure

stray folio
#

what is the discord int

#

is that BP?

dense peak
#

haha

#

no that's an int

stray folio
#

yes

dense peak
#

you called it BP

stray folio
#

yes

#

do i put my stat there

#

in place of DIscord Int

#

?

dense peak
#

yes

stray folio
#

kk

#

thanks again Orc

dense peak
#

np

stray folio
#

and Adriel

dense peak
#

What's the general thinking about save game architecture, I've seen a lot of systems on YT that duplicate all the variables etc from player info, inventory and world positions in the save game, then write a ton of code copying it from one to the next. Why not just store your character data, inventory etc as a member of the save game BP class?

trim matrix
dense peak
#

I've got my save game BP as a member of my game instance so it's always available

stray folio
#

Well imma get this coded

#

thanks for the help

dense peak
#

anytime

#

@trim matrix which base project did you use? that looks like the thirdperson blueprint. Try the first person blueprint, it's already set up

trim matrix
#

third person

#

hm

dense peak
#

secret's in the name 🙂

trim matrix
#

im tryna make it with third person tho lol

#

is there no fix?

dense peak
#

why?

trim matrix
#

tryna learn how to use the camera a bit

dense peak
#

and you're not trying to make it, you're asking for a fix, it's not broken you're just using the wrong template

trim matrix
#

im pretty new to unreal

dense peak
#

that's why there's loads of starting content

stray folio
#

me too

#

but i coded on DM before

trim matrix
#

oh so i gotta switch it out?

dense peak
#

you want to learn about how a FPS camera works, open the FPS blueprint and take a look

trim matrix
#

alright

dense peak
#

the character only has arms for a start

trim matrix
#

alright ill try it out

stray folio
#

hey orcboy?

dense peak
#

hey

stray folio
#

can i dm you and maybe um

#

you help me get it to work?

#

im just having a bit of trouble is all

#

and would like to get it done with help from someone better than myself

dense peak
#

what are you having trouble with?

stray folio
#

ill send you the screen shots

dense peak
#

better here, more people to help and might learn from what you're trying to do

stray folio
#

kk

#

the same ones you gave me but

#

when i press V nothing happens

dense peak
#

you've cut off the important bit of the key event

#

put a print after the Pressed

stray folio
dense peak
#

make sure you actually get a pressed event

#

what is the default for your BP?

stray folio
#

1

dense peak
#

that looks like the Y key

stray folio
#

I hit y and V

#

lol

dense peak
#

what happens when you press Y

stray folio
#

nothing

fickle blaze
#

anyone know a good tutorial or way to make a flying AI navmesh for a full 3D space? I want to have my ai go down a cylindrical area but have full 3D range of motion for moving around an object

dense peak
#

like I said, add a print straight after Pressed

#

@fickle blaze might be easier to use nav points

thin apex
#

I am moving a NavMeshBoundsComp during game when the player steps on a trigger...but its not rebuilding the navigation green area

stray folio
#

a print string?

dense peak
fickle blaze
#

@dense peak thanks

dense peak
#

@stray folio there's one at the end of your Training function

#

yeah print string

marsh forge
#

I'm trying to move a component to a specific world location, and have it remain there if the actor it's a part of moves

#

what node would be used for that?

stray folio
#

like that right. right after pressed

fickle blaze
#

@marsh forge get actor location then use a set actor location on your one u want moved

#

check the teleport option

#

then attach to a component

#

or socket

#

you want smooth movement or just instant teleport?

marsh forge
#

instant teleport

dense peak
#

@stray folio what else is setting the BP variable?

stray folio
#

the UI

marsh forge
#

but I am unsure if that will work based on the setup I have

fickle blaze
#

1 sec

marsh forge
#

it's a static mesh that I'm using to define one of the locations for a physics constraint

dense peak
#

@thin apex, I didn't know you could do that, are you trying to unblock an area based on a switch? maybe add a blocking volume instead and remove that on the switch

stray folio
dense peak
#

@stray folio, the UI is setting the BP?

stray folio
#

the stats. Theres more but about the same thing

#

its the graph in the Control UI

thin apex
#

no i generate my level at runtime. so i cant add a navmesh before hand. so i was trying to generate a navmesh during runtime and i dont know how to do that so then i thought maybe add one and keep moving that but apparently thats also not working @dense peak

dense peak
#

I was going to say use invokers but you still need the mesh to begin with

#

@stray folio set the default of BP to 69 and see if something else is overriding it

fickle blaze
#

@marsh forge does this help?

stray folio
dense peak
#

what BP is this all in?

stray folio
#

the blueprint is all in the BP_Basecharacter

#

which is the player

thin apex
#

it worked.....i feel like god...MAUAHAa i can finally go to sleep

dense peak
#

what was it @thin apex?

marsh forge
#

that might work

thin apex
#

i moved the navmeshboundsvolume on trigger..so i always need one actor of it...i dont need infinte or generate them each time

marsh forge
#

I don't think I'm experienced enough in ue4 to know exactly what I need lol

dense peak
thin apex
#

yes thats how it worked...sry im a noob so its pretty exciting for me...ty

dense peak
#

me too, I'm a YT junkie for unreal

#

I'm excited for you

burnt patrol
#

I'm in a class learning Unreal, and my professor isn't helping me much with this. Right now, we're implementing a custom HUD into a simple game. So, probably a super simple question here.
Can someone tell me exactly what the "Get Owning Player Controller" node does here? We haven't added any player controller blueprints, and this is on a HUD blueprint.

dense peak
#

@burnt patrol, what template did you start with?

#

everything has defaults

burnt patrol
#

We started with a blank template.

stray folio
#

my guess is that is calling the player object

#

correct?

dense peak
#

if you go into project settings then to maps and modes it'll show you which player controller it's using by default

burnt patrol
dense peak
#

@stray folio, make a new int and see if it works with that, I have no idea why it's not working sorry

#

@burnt patrol, the game needs 'something' to be the controller so it's using defaults

#

what is it you are trying to do?

hollow valve
#

I'm building a game on top of unreal's paper 2D with starter content. I created a new level and placed a BP_2DSideScrollerCharacter on it. But when pressing play, it doesn't possess the character like in the default level. The character possession only happens with Player Start actors, but these actors are empty. How can I make the player start on the placed blueprint?

Edit: Fixed. Took me hours to figure out. In the end I was complicating everything. Reset my level to before attempting different things and just checked Auto possess

stray folio
#

@dense peak ill try that. Thank you so much. I hope to be almost as good as you

marsh forge
#

@fickle blaze is that setup to move a single component or the entire actor?

fickle blaze
#

an actor to another actor

#

if you want a weapon you pick up off the floor for example u usually want it to be an actor from what I understand

#

so the weapon would snap to the players hand socket in the example I gave

burnt patrol
#

Thank you- so the PlayerController it's accessing would be an instance of someone playing the game, and not really something that has to be made?

marsh forge
#

ahh
what I was trying to do was set the world location of a component and not have it move with the actor it's a part of

#

but now that I am thinking about it I'm not sure that would be very easy/ the optimal way to do what I'm trying to do

burnt patrol
#

Sorry if I'm not making much sense, only a week into learning UE4.

fickle blaze
#

yeah I would need a more specific example to give better advice tbh

marsh forge
#

so let me try to see if I can make this example make sense
what I'm trying to do is to sort of tether the player to a point to where they can swing from it sort of like how you'd imagine spiderman would

#

the way I was trying to do it was to cast a ray from the player's controller (this is in VR) and have the point it hits move a component to that location which would act as one of the points in a physics constraint

#

however the location of the component will move with the player

thin apex
#

i add 6550 in the BP so why does it add 13100 when playing??

#

so vectors work differently

marsh forge
#

I think I found a solution

#

using vinterp to continually move it back to it's original location

burnt tundra
#

I'm new to unreal, and I am trying to make a healthbar UI. I keep getting this error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: TopDownExampleMap Function: Execute Ubergraph Top Down Example Map Graph: EventGraph Node: Add to Viewport I don't get what it means

worthy frost
#

if that is on BeginPlay in the character

#

its too early

burnt tundra
#

ah

worthy frost
#

could hack it with a small delay

#

before you create the widget

burnt tundra
#

Is there a verify() or check() node?

#

also, I get this error when I stop playing

worthy frost
#

not in bp no

#

yes BP errors only show that box after the PIE session is finished

#

it should be printed in the console straight away tho

brittle fiber
#

hey, got some text actors within BP.. Player control rotation > input to cycle through 4 text actors on board.. spring arm and on input within trigger area to set spring arm rotation? anything you can advise?

burnt tundra
#

I see, I put in a 5 second delay and it worked.

worthy frost
#

.5 will be fine tho lol

#

or .2 or w/e

burnt tundra
#

thanks @worthy frost

worthy frost
#

5 is probably a bit much lol

burnt tundra
#

@worthy frost yea i tried from->0.2f to 5.0f, and I'm still getting the same error

brittle fiber
#

hello

#

CyberRace

#

main BP(Center) + other blueprints attached/parented with string arm to orbit

#

input to control rotation, then player in the area of Main Center BP, able to rotate those surrounding BPs with key stroke

#

in front of camera

#

player enters trigger zone, stop player controller input>player input to rotate/cycle between set of bluprints /boards with text that surround him 51.4o

#

cycle available >blueprints with text attached to another blueprint > center of all

#

around camera 180* degrees

#

our species will progress faster the sooner i learn the answer, due to nature of my project

brittle marsh
#

Is there a way to detect whether the player is using a mouse/keyboard or gamepad?

mental robin
#

Question. I have a material instance setup with values tuned the way I want them..but when I spawn my Static mesh with the material instance from a BP..the values are all reset...do I have to manually set them to the values in the BP ???

simple dragon
#

hi how to get <type> object reference from child

languid cliff
#

Coffee perhaps try using a "set material" targeting that static mesh, and set the MI that are setup with the values as you want them?

zealous moth
#

@mental robin Try "set dynamic material instance" it will use the correct values

#

@simple dragon can you be more specific?

quasi frost
#

Quick question, does this mean my BP is executing too fast and I need delays? ``` Blueprint Runtime Error: "Attempted to access GlassDragon_Card_C_0 via property CallFunc_Array_Get_Item, but GlassDragon_Card_C_0 is pending kill". Blueprint: MainCombat_Widget Function: Execute Ubergraph Main Combat Widget Graph: EventGraph Node: Movement

simple dragon
#

I already found it

#

😛

zealous moth
#

@burnt tundra in your create widget, you need to specify the owning player first of all. secondly, you can do a reverse get and when the widget spawns, get the values from your global variables

#

@simple dragon good 🙂

burnt tundra
#

@zealous moth I just read that in another post. How do I get the local player controller in blueprints?

zealous moth
#

@quasi frost pending kill issues happen when you kill the object prematurely. You can kill off the object after all your workflow is done.

#

@burnt tundra get player controller [0]

burnt tundra
#

ah, thanks

tight schooner
#

@quasi frost No it means youre trying to do stuff on a destroyed actor. When you destroy an actor, it actually doesn't remove the actor from memory, it marks it for removal for the next "garbage collection" phase. That's what "pending kill" means.

#

Make sure you're not continuing to run nodes, call functions etc on an actor you called destroy on.

mental robin
#

@mental robin Try "set dynamic material instance" it will use the correct values
@zealous moth Okay I will try

halcyon nova
#

Does anybody know what Pawn the VR mode for the editor uses?

burnt tundra
#

If I am still getting an accessed none error because I am making a multiplayer game and its running on the server?

worthy frost
#

UI is local only

#

should never be called on the server

#

put a HasAuthority node and connect it to the Remote pin

zealous moth
#

yeah i am not sure what you're doing @burnt tundra

worthy frost
#

Unless its listen server ofc

frozen copper
worthy frost
#

but all UI is local only

frozen copper
worthy frost
#

explain what?

#

why are you doing that in a animnotify?

frozen copper
#

Yes

worthy frost
#

why though?

#

your anim notify should call a function on your "zombie"

#

that does the damage

#

you shouldn't be doing logic like that in the anim notify

frozen copper
#

Ok i'll try that out.

quasi frost
#

I want to ignore collision with pawns, but I need it on for my cursorbeginoverlap to work. Is there something I can call in the BP to ignore collision with specific pawns so I can keep collision on in the capsule to allow cursor over events?

frozen copper
#

Ok so how do i get the function from the zombie actor?

#

I can get the function through a cast but is that the most efficient way to call it?

mental robin
#

Woa what on earth. Some of my instanced meshes are spawning upside down despite not adding any rotation to it

flat raft
#

@frozen copper are you colliding with your zombie in some way?

#

Do you have a reference to the zombie?

burnt tundra
#

I get that. @zealous moth I'm just trying to get UI to show without errors >_>

frozen copper
#

Through the anim notify I have it doing a sphere trace from a socket attached to its hand, I have it set to ignore self

#

The thing throwing me is the print string off of the hit actor is returning first person character but the equal to node set to fpc is returning false

flat raft
#

@quasi frost is there a Actors to ignore on the trace?

#

@frozen copper hmm.. not too familiar with anim notify.

mental robin
#

Not adding ANY rotation at all and some of them keep spawning flipped over and I can't figure out for the life of me what is causing it

frozen copper
#

I don’t have a full list setup yet but it does have itself, I swapped it around on the advice given above so the anim notify now calls a function the the base zombie class to create the sphere traces

zealous moth
#

@mental robin your scale is negative

#

make it positive

mental robin
#

omg

#

I knew it was something stupid

mental robin
#

anyway**

#

skylight takes away all the lovely shadows in the clouds

zealous moth
#

@mental robin wait what do you want to do?

burnt tundra
#

I figured it out, I added a switch authority node, so the BP doesn't run on the server

rose hazel
#

Any tips for animating a Gatling gun? It’ll use all static meshes, and firing once will turn the barrel cluster 45 degrees and the motor 360 degrees

#

I’d prefer to have everything rotate continuously rather than “snapping” back to their original positions between each shot

#

Now that I think about it, I’ll just change the relative rotation for the barrels by 5 degrees and the motor by 40 at certain intervals

#

Maybe 4.5 and 36 degrees respectively every .01 seconds

rose hazel
#

I’ll figure out the exact values later, but I have a proof of concept

alpine halo
#

You know the node rinterpTo

mortal cradle
#

I also tried using timeline with lerp and it snaps to lerp A value instead of going through timeline length first (I guess it just needs ticking and there is no other way)

trim matrix
#

@mortal cradle have you figured it out yet? ik late response

mortal cradle
#

Haven't tried with tick yet, moved to fix some camera bugs

trim matrix
#

If its not on tick right now?

mortal cradle
#

its not

trim matrix
#

How else it running

mortal cradle
#

its on both input axis

trim matrix
#

oh that will work

mortal cradle
#

not sure if its not basically tick since it should work everytime I move

trim matrix
#

I think maybe you just dont get interp exactly

#

The axis event is basicly the same as event tick btw

#

but anyways

#

Every frame that interp runs. Based on the inputed values, you are saying start at 0.8 and interp to 0.7

#

And you are Always starting at 0.8 Every frame

#

So it wont work properly

mortal cradle
#

hmm so it actually cant be on tick?

trim matrix
#

what no it can be

#

In order to make it work properly

#

You need to make a float variable