#blueprint
402296 messages · Page 526 of 403
yeah no nothing is printed
Ok, so on the Unreal side.
yup
Do you have a gamemode, player controller, pawn.. and are they all set in the game mode?
that's probably my problem
yep I swapped it to a custom gamemode with the correct pawn
I'm now seeing the stuff get printed
Sweet!
let me give the blueprint a test rq and I'll see if it works
hi how create perlin noise 2d ?
In materials ?
BP
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?
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!
i try to use perlin noise 1D but is always is returning 0 for some reason
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
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
I only see Perlin 1D
but is returning 0 if i return x+z value to input
Someone here who can help me ?
ive also tried play animation
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
so I was a dumb dumb and didn't have a movement component ;-;
anyone willing to get into a call to help me out for a few mins pls message me
@blazing pier what hep you need
its posted above
what is issue exactly
im trying to change what animation is being displayed on the mesh
so you want to change animation? when do you want to change animation
on pressed and released
ive also tried play animation
@blazing pier what is issue in this
it just doesnt work
Is that mesh using an animation blueprint or is it set to "montage"
i could show you easier in a call
the mesh is set to a skeleton
ive tried to play animation play montage and set animation
i tried the asset and thats what gave me the idea that if i just changed the animation it would change in game
Also
if whatever you have there
is using an animation blueprint
you can do it in there
you can try this
if it is true, then play other animation, if false the play other one
you can use "select node" to do that
@blazing pier
ill get back to you, might take me a min ( im very new to this )
sure, please also watch this video might help you what "select" function does : https://www.youtube.com/watch?v=lcN-hRux4cU&ab_channel=MathewWadstein @blazing pier
What is the Select Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
kk
@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...
could it be that my separate animations are technically using different meshes, i gave them different names while importing the animations
technically same exact mesh from blender with diff name and animation though
Do the animations share a skeleton?
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?
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
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
Any reason you aren't using an animbp?
becasue the animation does change in the viewport on the main class
because i downlaoded unreal a day ago?
im just out of my league rn
Fair enough, I would look up using animation blueprints
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
Also #animation might be a better place for you to get animation related answers faster
will do, i need to watch as many tutorials as possible
a lot of the vr tutorials use the vr template so thats why i havnt been getting much out of them
im just trying to start from scratch so i can see all the code thats ther if you know what i mean
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
alright, well thanks for the help, ill probably be back not too long from now
yep
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
@marsh forge Wanna make you aware of this, in case it applies:
"The motion controller events do not work when developing with Unreal Engine 4.25. With Unreal 4.25, instead of using motion controller events, you must bind Oculus Touch events in your app's input mapping." https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/?locale=en_US
Overview of the Unreal Touch input mappings.
Best way for a widget to update the player states player name in a multiplayer environment?
I'd say have the widget tell the controller to update it because Widgets can't call RPCs.
@trim matrix
(in my experience the controller is a good place to put a lot of replicated events)
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?
did i understand you correctly?
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
can anyone figure out why the animation blueprint is not switching from blendspace 1d to blendspace3d
So this is going to sound super dumb, but how do I change the slot for an animation in 4.25?
Ah, I see, need to go to window and find the slot manager. My bad.
Actually, still confused.
never mind, forgot that slots are only for montage
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" ?
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.
@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
@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.
you can also have the cards keep track of where they are.
you may need a little math because your cards go straight. .. 1, 4, 7 ...
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 does your character move at all?
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 🙂
@spring hare do you have the throw working?
Yes i do
And the bounce?
Yep
and... what else ? lol
The problem is i cant get them to attack where the player is looking when they right click
The objects that bounce around the room
Oh I see... they keep bouncing around
Yes
Until you right click... then they go to a location together
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
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?
@spring hare did you get the point where the player is looking ?
Yeah i have a spawn emitter as debug right now
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
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'```
Well, you get setup a event dispatcher, to tell the bouncy things that rightclick was activated, and then they can go to that point.
Try a lerp node.
I tried a lerp node either it doesnt work or im not using it right
Your lerp needs 2 points .. vector.. and a alpha to blend
Yeah
Point A is location of the bouncy when activated, B is where they should end up. Alpha can be on tick, or a timeline.
Like this?
Ya
What would i plug it into?
Location of the Cube
This made my system crash. Is there something wrong?
Yea i noticed that i just fixed it
and it needs to update your alphaRef
Not Finished but Update
Probably need a loop
you're using a dispatcher?
I have it as spawn object then places that object that was just spawned into a array
Set relative location should effect a mesh in a similar fashion as add local offset?
I know add does it in delta time to the location, but set should work with the same value and axis?
Nice
How do I cast to a particular object in my World Outliner?
Just one question
I have different Trigger Spheres in different locations and I need to cast to them to get their locations
How do i get it to go in a straight line because it is curving
Hmmm... curving
Yea
I assume whatever is telling ur Cube to bounce around is still running
Im using the engine bounce function
Under ProjectileMovement
Oh..physics?
Yeah
on right click, setSimulatephysic s off maybe?
Okay ill try that
same Got to Target event, before the timeline, turn off physics
No still curves
Disconnect the timeline... does everyutn stand still when you activate the event ?
You disabled collision or physics ?
set sim physics should be false
On click set it to false, then the timeline should take over , no?
Still curves even if its false or true
Hmm
You are right it is the bounce is taking effect
Because i turned the should bounce off and it goes in a straight line
But it doesnt
But...okay
Maybe i can try setting the velocity to 0
So, it's going straight now?
No still curves
oh.. turning off bounce didn't help?
There's no node for bounce?
Not that i can find
it's in the projectile Movement
Found it
Cooolz
I was trying to get it off the cube when i shouldve been getting it off projectile movement
Niceee
Now if your not busy i found one small thing
Sup
its more of to make it look nice
But how do i make i turn to the way its moving
When it is going to the target
It seems to only be for Vr stuff
For some reason this widget isn't being deleted. Any ideas?
Nope
FindLookAtRotation
Just tried that. It didnt work
How's you hook it up?
@spring hare works?
Yep
Awesome
You're the best
@quasi frost try the return from the play animation ?
@flat raft and do what with it?
Unparent
It wont go into that node
Maybe try adding a print text after animation to make sure its playing
It is playing
Does it finish?
which object?
Hmmm...
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.
Do I need a for each loop somewhere?
Maybe it has no parent?
How do I remove it if it has no parent?
check ... GetParent after delay
It is printing blank
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
Is it a normal widget, or widget component?
like..did you add it in the character Component list
it is just a normal widget
Can anyone help me with some local offset issues?
@flat raft he doesn't move only camera moves
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?
@sly saffron I forgot what ur issue was 😂
@flat raft can't move my thirdperson from the tutorial. using it to learn bp more
Can I see ur bp?
So...
if i drop a character in world he doesn't fall only idle and i can look around
Go from getcontrolrotation..to get front vector @sly saffron
is there a way to get the starting point which is the barrel point to align with the end point of the linetrace?
for a niagra bullet trace I make
its quite misaligned
is it normal to duplicate animation blueprints for each player? that is the only possible solution I can see here.
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
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
Don't really understand 😅
You want the bullet to go from the barrel, to the wall where the circle is
Apologies if I'm making it confusing
I made a hitscan gun that uses the centre of a FPCamera and draws a linetrace from it
I then made a Niagra bullet trace effect
That effect starts at the end of the FPGun Barrel
I want it to align with the end of the linetrace
but it doesnt
the circle is just a reticle
Oh.. niagra.. sorry, don't know that. Maybe try the #visual-fx
I see alright thanks
I would guess to align it to the gun, you need to linetrace from the gun .
but I've never used niagra, so I'm not sure how that works
lemme put it this way then
I have one linetrace that comes out of the center of the camera
and I have one linetrace that comes out of the barrel of the gun
how to I get the gun barrel linetrace end to align with the end of the camera linetrace
Ok.. so ur niagra emitter is at the end of the barrel
And at the moment it's going from the emitter to the circle ?
so, barrel is start for your emitter, end is the center of the reticle ?
You want it to go from the barrel, straight to ... what?
Oh, it's not hitting the center ?
That's what you're talking about?
yes
yeah
use the Impact point from the trace result as the param
Ok... just to debug...
In ur gun bp.. add a sphere Component.
move it far from the gun, but still visible
Set that sphere location as the endpoint param.. see if the beam hits it
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.
@cosmic lagoon no idea about animation stuff yet 😅... but maybe more help in #animation
How do I add a reroute node on an existing connection again?
And is there a hotkey to add reroute nodes without having to search for them?
Also is there an easy way of removing reroute nodes without disconnecting everything?
So if I had this:
I would be getting this:
(Please ping on reply ❤️ )
Hello, i have seen this through out different blueprints is the independent diamond box something that is usually codded in C++? or am i just blind as to how this is setup? (have seen it in versions as low as 4.5)
Edit: sorry i am a derp https://gyazo.com/62754a9198b8105628a141c8386f72af
@spark robin double clicking on a line creates a reroute node.. idont know how to create one from hotkey
@spark robin
- Double click on a line to add a reroute node.
- Don't think there's a built-in shortcut for reroutes, which is a shame.
- Don't think there's a built-in way to delete a node in place. There is this marketplace plugin though: https://github.com/pdlogingithub/UE4-Node-Graph-Assistant/blob/master/README.md
@chilly jetty did you ever figure it out?
@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
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.
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.
Do you have to use a spring arm?
@steady rose sure! Hey thanks
No, just most of the tutorials I looked up said to use a spring arm
I couldn’t get the move actor to work at all with the camera either
Could you tie the camera to another actor?
I couldn’t figure out how to do that with the camera directly in the map.
@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
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?
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
Thanks for the comments on rerouting btw :)
(Please ping on reply again ❤️ )
make a local variable bool called "LocalIsWithinCertainRange"
and then throw that into your select
I have more than 2 outputs, its gonna be like many, maybe 10 possible
oh so multiple ranges
could make an enum... idk
or have an integer that you set based on what range its in
I can only fetch this reference of my camera actor while it’s directly in my level, otherwise I am unable to find it.
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
@alpine halo sorry that's not what I want
@marsh seal Whats an enum?
I can make it go straight just fine
but I cant get it to align with the center line trace
Still no luck on the trace , huh?
yeah no
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
Did you do the debug test?
yeah I did
@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
what was the result of the debug test?
@spark robin I can look into that, thanks
@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 😅
That should produce an integer you can plug into a Select node, where each increment (0,1,2...) represents an increase of 120
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
@flat raft only to make it worse lmao
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. 😅
yeah somethings up
even when using the same starting point as the linetrace
there's a noticeable off angle to it
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.
😂
LoL
I've never used it
or its just how it be
Did you try the rotation?
yeah I did
No difference?
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.
never used it, don't know 😅
I'm like medium-knowledgeable at Niagara
well.. he has 2 spheres...
Start and End
His particles don't go to the end
They shoot off somewhere
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...
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.
@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 👍🏻
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
@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.
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!
@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.
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
https://youtu.be/rRzbgRgsK1I
The venerable Matthew Wadstein has a series of videos on Game User Settings.
What are the Game User Settings Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@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
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.
lol
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
i will check the c++ behind the node and tell you why we need to use the get node
nvm it doesn't open
Hey guys, I'm new to this. Could someone explain to me what I'm doing wrong I spent 2 days googling and couldn't find answers, only 2 relatable threads with dead links - https://www.reddit.com/r/unrealengine/comments/iorhmn/launching_an_object_trajectory_and_power/?
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
too long on this.. seems so easy
what does the counter output do in Do N?
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
Arc of Void
character only considers velocity and rotation for based movement ( on GetMovementBaseVelocity function)
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
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
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
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?
Lets say i have this going in forever in a level:
if it needs to run every tick just use tick u wont get more performance
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
Don't use event tick, never use it unless you absolutely have to (like fps character movement)
Use an Timer by Event
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
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?
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.
that will look choppy and will likely save you nearly 0ms
no it will be smooth
there is zero reason to use an event tick for such stuff
event tick is every frame
I've read the same thing what Ghojo said: Never use tick unless you absolutely have to
theres zero reason not to, if you want to not look choppy you use tick
the Rinterp node lerps the rotation smoothly
And thats why im asking, i want to improve and do it better
event tick is very performance costly if used wrongly = too much
it's called every frame
do you think the player wants to get a 60 fps game to see stuff moving at 20fps?
dude, it's NOT choppy
it is
the Rinterp node smoothly lerps the rotation
only if you use it every tick
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
0.02 is literally less performant than using tick, as the code may want it the timer to tick twice on a frame
lol
go ahead and use event tick for everything
its literally written there in the code
@teal dove I want to try your solution, can you give me a hint how to go on on this?
Im stuck here:
if your tick is slower than the timer tick time it will tick twice
@supple dome Unreal Engine itself had a lesson where they said to not use tick at all if possible.
@visual lagoon I will make you a blueprint quickly, give me a minute
Thank you
Im just rotating some spheres/text and levitating them while keeping up niagara beams with them
but if i saw stuff moving at half speed than the rest i would just think the game is trash
It would confuse me more if i saw stuff be depending on the fps and rotate differently on the amount of fps i had
dont see how thats a point if you correctly use deltatime
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.
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?
@little cosmos you could make an actual invisible character
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
@zenith crater theres also a Clamp Vector Size, if you want to keep it between 0 and 1
@little cosmos there are plenty of tutorials on how to set up empty/basic character setups, i'd suggest to try that
Is there a way to quickly modify the default one to just not render that sphere?
@marble dew i dont know how. Doesnt mean there isn't a way to do so
ok thank you
@visual lagoon This is a simple variant how to rotate a platform smoothly.
I can make another with Rinterp if you want, but this works already
Actually you can set the timer to 0.05 and it's still smooth
Can i still ask you some things?
Sure 🙂
@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.
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"
hehe
- I use the "Electric Nodes" plugin, which makes the lines look fancy 😄
- 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 😛
- 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
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
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°
Ah i see
Then Rinterp can be helpful to make it open smoothly
You can use Rinterp like this for example, you would just hook it to a timer
@teal dove
Thank you so much for your help!
You're welcome 🙂
@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
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?
What are you trying to do? @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
Let me think
funny thing is it compiles and doesn't even crash, no idea what happens with the bound event.
Unreal 😄
yeah... 🙃
The integer is the ID ?
yeah 🙂
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
Is there a way to remove a emitter with a node?
@spring hare niagara emitter?
No just a starter content emitter
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
You can deactive an emitter
Thats all good, Thank you for your help @visual lagoon
I think there is a node for that
Ill give that a try
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
I dont want it for Niagara emitters
Yep it does thanks
@teal dove sorry, was eating:
Like deactivate one of those emitters
@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.
hehe, thats what i mentioned here:
1.) Reduce the particle count to 0
https://discordapp.com/channels/187217643009212416/221798862938046464/752898745137364993
is it bad to have a lot of material parameters collections instead of a big one?
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
is it bad to have a lot of material parameters collections instead of a big one?
@fallen glade
I dont think so.
@plush ridge maybe you get more help in #animation
===
So i am really confused about sine-waves and their manipulation.
How can i manipulate a sinewave according to this screenshot:
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?
what are you stuck on @sinful plume ?
ill send a PM
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)?
how do i fill an array?
set array elem
hu? you want to fill an array with random numbers from 1 to 0?
or only 1 and 0?
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
yup
There's a node random integer in range
Yea
weird
Integer are the numbers without floating points like 5,0,-3,etc
Ok so how do I make that random number change for each loop?
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
Done
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
Yea
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
@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
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?
@jaunty dome you can use "get game time in seconds"
Or don't use tick :p Do something like this:
You can set the time in seconds and set it to loop 👌
@jaunty dome
@thorny willow 's solution is better than mine. use his instead
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
===
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?
thanks
@visual lagoon You're doing sin(gametime * A) there
the input to the blueprint node is equivalent to the parameters in sin(parameters)
Can you explain me then how to do a*sin(x)?
move the *A to the output of sin
I thought so, its either
asin(x)
or sin(xa)
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
np!
is there a way to make a run again button for a blueprint
I have a blueprint that makes this façade
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?
Anyone have any recommended team system tutorials?
@rancid zodiac Editor functions appear as buttons in the actor's details panel
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
if you flick it on and off the function will rerun
Does anyone know what this node is? I am trying to follow aguide that doesnt explain
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 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.
that's only in event graph right?
I got the button to appear
Idk how to make it do things tho
Ok I got the button to change the array
How Can I rerun the construction script from the event graph?
Does anyone have any recommended tutorials for a team system?
@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
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
Did you destroy what was already there before calling it in the event graph?
I just cut it from cs and pasted it into event graph
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.
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!
hello
@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
Fair enough
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?
heres a screenshot of mine
@wooden lake maybe #looking-for-talent might be for you
it doesnt seem to be adding any BP atm
Thanks! will try that
@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
So when I load, i see the cam at 0,0,0, then the cam moves to the saved location
@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, what is it you're trying to do?
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:
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
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
@stray folio What exactly are you trying to do?
Any for loop is going to run all at once.
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;
What exactly are you trying to accomplish?
That tells me exactly nothing. What do you mean by train toggle?
when you press train. It will play a train animation. Than BP (or exp) will start to gain. It will also drain energy
@stray folio okay you need to look at animation montages and timelines, for loop is doing nothing for you
so i make a train montage. would i use a animation notify to make BP gain?
man thanks a lot
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.
sure
yes
you called it BP
yes
np
and Adriel
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?
i moved the view camera in viewport to here to make a fps game https://cdn.discordapp.com/attachments/225448446956404738/752997225722020030/unknown.png but when i play this is what i see? https://cdn.discordapp.com/attachments/225448446956404738/752997338221641788/unknown.png any fixes?
I've got my save game BP as a member of my game instance so it's always available
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
secret's in the name 🙂
why?
tryna learn how to use the camera a bit
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
im pretty new to unreal
that's why there's loads of starting content
oh so i gotta switch it out?
you want to learn about how a FPS camera works, open the FPS blueprint and take a look
alright
the character only has arms for a start
alright ill try it out
hey orcboy?
hey
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
what are you having trouble with?
ill send you the screen shots
better here, more people to help and might learn from what you're trying to do
1
that looks like the Y key
what happens when you press Y
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
like I said, add a print straight after Pressed
@fickle blaze might be easier to use nav points
I am moving a NavMeshBoundsComp during game when the player steps on a trigger...but its not rebuilding the navigation green area
a print string?
Jackson's Games has a belter tutorial on flying AI https://www.youtube.com/watch?v=_6JqV3PHyHA
Buy everything built in this 7 part series: https://gumroad.com/jacksonnexhip#bovRLu
Covered in this tutorial:
- Build a Behavior Tree Task (BTT) to find a valid flying location
- A Physics Move To BTT (including braking and rotating)
- A random flying roaming behavior
- Pl...
@dense peak thanks
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?
@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?
instant teleport
@stray folio what else is setting the BP variable?
the UI
but I am unsure if that will work based on the setup I have
1 sec
it's a static mesh that I'm using to define one of the locations for a physics constraint
@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, the UI is setting the BP?
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
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
what BP is this all in?
it worked.....i feel like god...MAUAHAa i can finally go to sleep
what was it @thin apex?
that might work
i moved the navmeshboundsvolume on trigger..so i always need one actor of it...i dont need infinte or generate them each time
I don't think I'm experienced enough in ue4 to know exactly what I need lol
In this tutorial we have a simple AI character moving from point A to B. Before he gets to point B, we will block him off and he will automatically figure out a way to get to point B. We do this by making use of the Rebuild at Runtime feature for Nav Mesh's.
yes thats how it worked...sry im a noob so its pretty exciting for me...ty
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.
We started with a blank template.
if you go into project settings then to maps and modes it'll show you which player controller it's using by default
@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?
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
@dense peak ill try that. Thank you so much. I hope to be almost as good as you
@fickle blaze is that setup to move a single component or the entire actor?
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
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?
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
Sorry if I'm not making much sense, only a week into learning UE4.
yeah I would need a more specific example to give better advice tbh
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
i add 6550 in the BP so why does it add 13100 when playing??
so vectors work differently
I think I found a solution
using vinterp to continually move it back to it's original location
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
ah
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
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?
I see, I put in a 5 second delay and it worked.
thanks @worthy frost
5 is probably a bit much lol
@worthy frost yea i tried from->0.2f to 5.0f, and I'm still getting the same error
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
Is there a way to detect whether the player is using a mouse/keyboard or gamepad?
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 ???
hi how to get <type> object reference from child
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?
@mental robin Try "set dynamic material instance" it will use the correct values
@simple dragon can you be more specific?
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
@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 🙂
@zealous moth I just read that in another post. How do I get the local player controller in blueprints?
@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]
ah, thanks
@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 Try "set dynamic material instance" it will use the correct values
@zealous moth Okay I will try
Does anybody know what Pawn the VR mode for the editor uses?
If I am still getting an accessed none error because I am making a multiplayer game and its running on the server?
UI is local only
should never be called on the server
put a HasAuthority node and connect it to the Remote pin
yeah i am not sure what you're doing @burnt tundra
Unless its listen server ofc
Can anyone explain this logic?
but all UI is local only
Yes
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
Ok i'll try that out.
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?
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?
Woa what on earth. Some of my instanced meshes are spawning upside down despite not adding any rotation to it
@frozen copper are you colliding with your zombie in some way?
Do you have a reference to the zombie?
I get that. @zealous moth I'm just trying to get UI to show without errors >_>
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
@quasi frost is there a Actors to ignore on the trace?
@frozen copper hmm.. not too familiar with anim notify.
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
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
@mental robin wait what do you want to do?
I figured it out, I added a switch authority node, so the BP doesn't run on the server
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
I’ll figure out the exact values later, but I have a proof of concept
You know the node rinterpTo
could anyone tell me why this float doesnt interpolate smoothly instead it snaps to current value? https://gyazo.com/1a721332e6768392964c4f0ded7104a8
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)
@mortal cradle have you figured it out yet? ik late response
Haven't tried with tick yet, moved to fix some camera bugs
If its not on tick right now?
its not
How else it running
its on both input axis
oh that will work
not sure if its not basically tick since it should work everytime I move
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
hmm so it actually cant be on tick?