#blueprint

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vernal flax
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Also, you can have custom channels set in Project Settings

untold anchor
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this compiles at least lol

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they come up as "none"

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while other things nearby come up a static mesh component

vernal flax
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why you test for hit component not actor?

untold anchor
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oh, cuz it's not an actor

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it's a component within an actor

vernal flax
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Soo everything inside that sphere is a part of sphere bp?

untold anchor
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more or less

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with several other things

vernal flax
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oh damn, i see.

untold anchor
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that entire chain and globe and gems and all that is all in one BP

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as it's an item that player uses

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but that item has several functionalities to it

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however, in my collision for the fish

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it's visibility is set to ignore

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my guess is that's why it's saying "none"?

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should it be block or overlap?

vernal flax
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block if you want hit from that

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i think, try both

untold anchor
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kks

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hmm, block is yielding none as well, now to try overlap XD

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none as well X_X

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if that helps at all

vernal flax
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yea, that might be right

untold anchor
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i watched this when i was making my omni directional surface running

vernal flax
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but get positions like here

heady terrace
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I added custom events to make it work, but the root motion is not functioning properly. Do BlendSpaces use RootMotion?

vernal flax
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With animations i'd go to another channel or no, im just not familiar with animbp ;p

feral granite
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@heady terrace fixed my issue. Just doing valid checks on the object

untold anchor
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hmmm,

vernal flax
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Great, you did Wait for Validate or just IsValid to drop invalid references?

untold anchor
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but i'm not getting a hit on the fish with the trace under cursor

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so then i won't have the other data to do the regular trace with

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and then i'm not sure how determine from that which fish was clicked to do the action

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but i now think the underlying problem why the original thing didnt work

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was cuz i'm simply not getting a hit result at all on the fish

vernal flax
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no hit at all ? i mean, what if valid actor is behind fish?

untold anchor
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i get a hit if something else is behind the fish

vernal flax
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i see. but have not ideas anymore ;p

untold anchor
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X_X

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thank you for your help at least ^_^

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i appreciate it

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it'll be a problem for another day XD gonna divert my attention to another aspect of it and hope it strikes me randomly how to solve it

vernal flax
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i'd set Breakpoint on that print string and check what hit results actually looks like

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maybe you are seeing 0,0,0 position of that trace result, like it stopped right where it started

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it would imply something with self collision

untold anchor
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hmm, perhaps, except i can click things behind , below, in front of, and other other directions around it

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and get a result

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but when the fish isn't behind something, and just in the sky portion where the trace has nothing to hit before it exhausts

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i get "none"

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i mean in front of something, not behind*

vernal flax
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yea, thought about it but it's always worth to check variables for clues. Does fish even has collisions setup? Complex or Simple?

untold anchor
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i was excited when i first did it, cuz i was getting hits, and then slowly realized false positives, cuz it was actually hitting behind it

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it's a skeletal mesh

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doesn't have that type of thing

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best you can do that i'm aware of is a physics asset

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static meshes have have static collision bodies, but skeletal meshes need physics bodies

vernal flax
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cant you attach sphere with only collision to that fish, so you can test for that sphere and not fish?

untold anchor
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actually, yes, i could just set it up as a different component and make it a child of the fish

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i'm gonna try that

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not sure why i didn' thtink of that XD

vernal flax
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;P Seems like a way to go

untold anchor
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when i'm literally doing the same thing to force a post process volume by giving it a collider body, since component processes are unbound by default and the only way to make them bound is with a collider body parent

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well opposite thing, not really the same same lol, but similiar enough, however, i've worked myself into a hunger fit, so i think i'm going to eat breakfast and try this again after i get food in my stomach XD

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thank you so much solar and werbel for your help

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if it works i'll let you know, and if it doesn't and when i do eventually figure out what's up, i'll let you know the solution too ^_^

heady terrace
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I created additional events for the AnimBP to call on the ThirdPersonCharacter. In the TPC, I use those events (InMantleState/OutMantleState) to turn off collision. And it works! However, the character is still not moving.

I checked the AnimBP: it's set to use Root Motion for all animations, so the blend space should work since both of the animations I use have root motion enabled. ..right?

Edit: @vernal flax

vernal flax
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okay, @ call me at whatever hour it is ;p // Sory solar, but idk AnimBP's much.

heady terrace
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Same, lmk how it goes @untold anchor

latent arch
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i ssomeone able to walk me through using a component sphere overlap to find all of a specific scene component in real time? ๐Ÿ™‚

heady terrace
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@vernal flax thanks anyway!

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@latent arch what do you mean by "all of a specific scene component?" Do you mean the object has to be completely inside the Sphere?

latent arch
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i want to use the sphere to detect UAkComponents (a scene component class)

heady terrace
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So you're referring to Audio Kinetic components?

latent arch
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yes

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i want to use a sphere overlap to track the ak components so i can work out the nearest ones

still bramble
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once ur done with this question i have a very dumb question

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but i just cant seem to get past it

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sorry if i broke up a convo

heady terrace
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@latent arch I think the best idea is to create a custom collision channel for the objects you want to use. In Project Settings -> Engine -> Collision, you can add a Trace Channel. Set its Default Response to "Ignore"

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@latent arch Now, for every UAKinetic object in your Level, under Details -> Collision -> Collisions Presets, set that to "Custom..."

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@still bramble I will get to you as soon as I can. ๐Ÿ™‚

still bramble
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thank u very much

latent arch
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hey dude thanks for the assist, trouble is im not playing the objects they are spawned dynamically and are usually done by actor components

heady terrace
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@latent arch then you have to configure them in the blueprint.

latent arch
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so i would need to "get" them all in the first place in order to set the collition preset

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dang, gonan need c++ access then really

heady terrace
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I do not know how to dynamically spawn objects via Blueprint, so I do not know if you can retrieve a reference to the object in BPs.

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Possibly. The best way to do it is to trace by channel.

latent arch
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yeah thats why initially i thought of getting all avtors that collide with a sphere then filter out the ak components they may have

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how can i do it via trace chanel ? ๐Ÿ™‚

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would i do as you said but change the default response to block?

heady terrace
latent arch
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sorry need some pointers how to set it up ๐Ÿ™‚

heady terrace
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That might be what you were looking for.

latent arch
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well id rather if its possible to set up the component as something thats detectable in the project

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and just scan for them with a sphere

heady terrace
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@latent arch you mean uniquely detectable?

latent arch
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if thats a thing

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or if theres a way for me to set them up as a class that it a hit for a shpere or trace etc

heady terrace
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Have you tried a "SphereTraceByChannel" node where the Channel is your custom audio Tracer Channel, and the Sphere's start and end points are identical, and the radius is however big you want it to be?

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You should be able to get an object and configure their collision settings in blueprint.

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The best way to make them uniquely detectable, @latent arch , is to create a custom trace or object channel.

latent arch
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yeah i think thats what i need to try as its going to be too much to go into each bp that uses them

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so i just go into project settings and set up a trace channel for them?

heady terrace
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That's the way! Yep!

Do they have an "archetype" object that they're just "copying" to instantiate themselves in the game? If so, you can just configure that original actor's collision settings and they should copy over to the new items.

latent arch
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i think they are just a copy of a Uscenecomponent

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ill check

heady terrace
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@still bramble what's your question?

latent arch
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yeah its a child of USceneComponent

still bramble
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ok hi so really simple thing

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push key pull up calendar

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problem

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push key dosent bring up calendar

heady terrace
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@latent arch are you instantiating these using a node? I'm not familiar with dynamically instantiating events like that.

latent arch
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they are spawned and activated by nodes yes but they are a C++ class derived from USceneComponent

heady terrace
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@still bramble I assume the Calendar is a blueprint you created, right?

latent arch
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hmm apparently uscenecomponents have no collision capabilities

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but does that include traces?

still bramble
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yes

latent arch
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damn!

still bramble
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what

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o

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no

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sorry

latent arch
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oh ok ๐Ÿ˜„

still bramble
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i wasnt answering your question XD

latent arch
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np

still bramble
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but yeah solar it is. and this works perfectly fine in the map blueprint itself just not in the character controller

flat raft
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Sup people.. what's happening?

heady terrace
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nope, no collision capabilities, so I assume no tracing capabilities either.

still bramble
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very dumb questions on my end lol

heady terrace
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@still bramble it's not a dumb question.

still bramble
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haha appreciate it

heady terrace
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We've all done things like this.

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Beginners and veterans alike.

still bramble
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heh thats good i think

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but yeah

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it just seems so simple

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activate key listener

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hit key?

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but just dosent

flat raft
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Well.. step 1... does the key get Called?

still bramble
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er i had a screenshot up above

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but i can repost

flat raft
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if you add a print after the C?

still bramble
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thats the other wierd thing

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i tried to print string

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with any key

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but same result

heady terrace
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@flat raft you might be more familiar with UI components, I haven't used them in a while. -_-

flat raft
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So the C event isn't printing anything ?

still bramble
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or any key for that matter

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but i knw the class itself works

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since i sent the event start to a print string

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works just fine

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just the keys themsevles done

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dont

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is it possible to overwrite a key listener?

flat raft
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Do you have your own player controller?

still bramble
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thats exactly what im working in

flat raft
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Or just the default ?

still bramble
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own

heady terrace
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Hey @still bramble, are you doing this in the Level Blueprint or a different Blueprint?

still bramble
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different

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but i know it works

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since i placed it in the scene

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and did a print string

flat raft
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In your player controller, add a key envent, and print string

still bramble
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it just wont work with any key

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yeah i did that as well

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with like another random key

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think v -> print string

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uless there is a specific node that is explicitly called key event

flat raft
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Ohh.. if you replace C with V, it prints?

still bramble
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nope

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nothing

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all keys dont work as far as i can tell

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nor click either

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tried that as well

flat raft
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can I see your maps and modes in your preference

still bramble
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sure

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i think the default game mode might be the issue?

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but that one for the example is blank

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i changed everything else out

flat raft
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Open the selected gamemode menu

still bramble
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oh i see i think thats part of it

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for sure

flat raft
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Ok, cool.. you got ur character and controller

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Can I see your player controller bp?

still bramble
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ok switched it to the proper player controller one of the key is working

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so thats amazing

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this ist he player controller

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what i think is odd is that v is working but c is not

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nvm

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worked like a charm

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thank u so much

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the both of you for looking into this

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T>T

flat raft
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so the issue was you didn't have the controller set?

still bramble
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yeah ๐Ÿคฆโ€โ™€๏ธ

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XD

flat raft
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coolz

still bramble
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i started about a week ago so thanks for showing me that

flat raft
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no prob

low venture
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Is RandomUnitVectorInCone buggy? It absolutely does not care about the direction vector I give to it.

flat raft
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Never heard of that node ๐Ÿ˜‚

cosmic lagoon
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basically from the large sphere in the center, I am getting the dot product for each box collisions (small green arrows). running in to those ones yields correct results (positive value for left and negative value for right). Once the room rotates 90 degrees, the right corner box still returns negative, when it should return positive (as it is now on the left).

boreal kettle
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Hey All, I'm trying to use a custom font in a text render component, but the font isn't coming up sharp, any way I can increase the sharpness / stop it from waving like that?

flat raft
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Don't understand your issue. @cosmic lagoon

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You have a Cube, it rotates.

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Each corner of the cube is a box collision.

cosmic lagoon
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basically thats how it is before rotation.

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after it rotates 90 degrees, the " - " is still " - ". it should return " + " because it is now on the right

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I have a forward vector from the sphere and then do a dot product on either corners to know if I hit the "right" or "left" box collision. but after the box rotates, it should update. instead the "right" is still "right" when it should be "left"

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@flat raft does this make sense? I am trying to figure out which is "left" and "right" even after the room rotates 90 degrees.

flat raft
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Can you print world location for one of the corners? On Tick

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It should show that it's rotating correctly , ya?

cosmic lagoon
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lemme try that

flat raft
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I'm still trying to understand your issue.. so say you have a 1 x 1 x 1 Cube.

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That Cube rotates on Z

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and you have a box at the corner of the Cube. Say at 1,1. When you rotate it, you want it to read -1,1

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Can I see ur print ?

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so, it's printing that, and when you rotate, it prints what?

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or is it always that, even after rotate?

cosmic lagoon
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hang on

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when it rotates the X and Z changes

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hmmm maybe I should 1) grab the current floor 2) get its forward vector 3) redo dot product after rotation

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I originally thought that it would update automatically....

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haha i fixed it

mortal cradle
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How do I play the animation before "Move component to"? I'm trying to do mantling and it almost works but it floats/ snaps the mesh into the ledge instead of playing jump animation and going from there despite having jump animation and valid transition to hanging idle.

stray folio
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hello

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I have a question

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ahem

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Basically, I have a drill, with a code that can add up to the amount of whatever i want. (I will be setting this to 20 every 5 seconds by a Delay Node.)

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But what I dont know is how to connect a players input

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i cant even find a video on it (Maybe shopkeeper would work...)

vernal flax
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Dont add to variable by delay node, use Timers

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Set Timer By Event is a way to go

stray folio
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ahem it is a timer XD

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event?

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its a fuction atm

vernal flax
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okay okay, just delays can be insidious, like in loops

stray folio
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love being a novie

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well the good news it is a timer

vernal flax
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okay, but about your problem

stray folio
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I made the timer, but I dont have a drill objet

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part of the timer

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it works. mins and secs

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Would you like to help me today Werbel l3?

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(or tonight)

vernal flax
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in your player pawn get event when keypressed/action event, and then talk to a drill to start drilling or whatever.

stray folio
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how do you talk to a object

vernal flax
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PlayerController needs to possess object to send inputs to it (basically)

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Or you can send event to it

stray folio
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hmmm

vernal flax
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you talk to a object by referencing it and then cast to

stray folio
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Thats the hurdle im on honestly

vernal flax
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do you have that drill in hand or what?

stray folio
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no i dont

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I have the timer

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^^;

vernal flax
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its on the map, yea?

stray folio
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I have a object

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not a real drill

vernal flax
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and you want to press key to make it counting or drilling or whatever, yes?

stray folio
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Yes it will count 20 every 5 seconds

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up to a million

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as players source of money

vernal flax
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but it starts when you press key, yes?

stray folio
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yes

vernal flax
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its always on map or spawns?

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its the only one?

stray folio
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it will be by shop

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all players can use any drill

vernal flax
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yea, but you can easily make button press to start every drill

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you dont want that i think

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only drill which is where

stray folio
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well when a drill is put down it cant be moved

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Thats going to be a thing

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its gonna be cool

vernal flax
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okay, so it happens when its not put down

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its in your hands or something?

stray folio
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Its in your inventory

vernal flax
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its attached?

stray folio
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you place it down

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so inventory

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so thats a thing too lol

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just realized that

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(hate being a novice)

vernal flax
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inventory is what, something you have?

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where it is

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widget?

stray folio
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Oh

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Well its going to be a stat

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for money

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I have a stat sheet

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so thats easy

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the drill is my only problem

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if i can click a drill and get its money

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i can do what i want to do

vernal flax
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have you done clicking on anything else/

stray folio
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nope

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i done a combo system in combat, health, and other things

vernal flax
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you want to click by mouse?

stray folio
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button

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but i know the shop keeper box thing

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but its not a press

vernal flax
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xP

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okay, if you want to reference anything that is on the map, then you just use node Get Actor Of Class or Get All Actors Of Class

stray folio
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urgh so much i dont know

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get all actors of class

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ref anything on map?

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everything is a class?

vernal flax
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gets you everything of that class as a reference to it

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so you can then use it to cast to that class and fire any event on that

stray folio
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let me see

vernal flax
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you can get such reference in various ways, like when that drill beginplay you can cast to player and set that variable as reference.

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Or if you collide with it it's easiest way

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Or you can trace to it in a few ways

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or get actor of class

stray folio
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im almost set up

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just making vars

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kk im set up imma code as far as my knowledge will go

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werbel

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question

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@vernal flax o-o

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anyone else

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i have another question!

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i have this here, and now something popped into my head.

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When i use this, it connects to every drill i have. How do i pinpoint only one drill thats right next to the player

vernal flax
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yea, thats why i asked if it matters

stray folio
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it does

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is there alt?

vernal flax
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umm, you want only the closest one?

stray folio
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yes

vernal flax
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soooo you can make logic to test for it's position, get player position, test which one is the closest... ;P

stray folio
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is it really that o-o

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i mean i get that its math, and eventually ill have to pull a distance foluma

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but position testing?

vernal flax
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without any selection of any kind or overlaping or grabing or possesing it or tracing on mouse position it's probably the easy one.

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okay, you can also check in that drill if WasRecentlyRendered and cast to player to give it's reference xP

stray folio
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thats not gonna work XD

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okay

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its just three nodes right?

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cant be that hard

vernal flax
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you need to get that reference somehow, plenty methods, you need to pick one that fits

stray folio
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imma look for a video

vernal flax
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if it's in inventory then it should be easy to access.

stray folio
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thats true

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lol

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Thanks for all the help Werbel

vernal flax
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there are other methods but that's easy one and you need to understand that referencing thing as you will encounter it a lot

stray folio
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i do get it. It made me think a lot more of coding.

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You have to consider every loose end

vernal flax
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Yea, and with referencing it's frequently important to check if the object is valid or sometimes wait a bit for an object to spawn or something (Wait For Validate node)

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Such validation can be also Cast To and it's used like that a lot

stray folio
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wait for validate

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and its a node that forces it to wait until its completely loaded?

vernal flax
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Yes

stray folio
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thats freaking sweet

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thank you for that

vernal flax
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It's specific thing, you may never encounter that but one day you will and adding delay or wait for validate will magically fix problem

stray folio
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well with drills and what not i believe it

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just to make a code count

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is like wow why is it so hard to count

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(i mean it wasnt hard when i did Unreal engine. I coded before unreal)

vernal flax
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wait till you encounter multiplayer ๐Ÿ˜‰

stray folio
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oh i already cheated

vernal flax
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thats where hardcore happens ;p Okay, g2g, glad to help, hit me if you have problem you cant solve

stray folio
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o-o cheated

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l3

cosmic lagoon
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hey guys how would you implement a global cool down?

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im thinking of setting up a timer in the level blueprint

crimson swan
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can anybody think of a way to get the class of a child widget being dragged on?

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or a way of setting a tag inside a widget?

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short of creating a variable/array inside said widget

flat raft
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@crimson swan GetClass?

crimson swan
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thing is i have the same class for 3 of them

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but each one should only do one thing

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ie inventory

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so like... 1,2,3 are all the same widget

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but i need to make a way so that only 1 and 3 can accept weapons whereas only 2 accepts chest armor

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i can find out what type the item being put in is, but i need a way to define what type the slot it's being put in is. One way i know works would be to make a separate widget for each and every one of them

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but just curious if there's a tag system similar to actors for widgets

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the thing is i have onDrop events on the individual slot widgets, but i'm not sure if i can get the child that drop is happening on if i put the ondrop event on the parent widget

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idk if i'm clear or not

flat raft
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Your slot is named, no?

crimson swan
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yes, in the parent

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but the drop is happening on the child

flat raft
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What do you mean ?

crimson swan
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this is the window i posted before

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the actual "weapon slot" is this

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it has the "onDrop"

flat raft
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Weapon_Left _Right

crimson swan
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yeah

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problem is... i can't access the parent from the child

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only the child from the parent

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and if i do ondrop in the parent i don't think it will recognize the individual children

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or will it?

flat raft
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Do OnDrop, print objectname

crimson swan
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what do you mean by objectname

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you mean self?

flat raft
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The widget that was dropped on

crimson swan
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no i get that... but if i could do that i wouldn't be having an issue lol

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the problem is how do i get the widget that it's being dropped on from the ondrop operation

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if i put the ondrop event on the child widget it works but then how do i differentiate the weapon from the armor slots

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yeah starting to think i'm gonna have to make a variable and child them

flat raft
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get the name

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I mean, you can make a enum, but with ur setup, get name

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watch Matthew Wadstiens drag drop series

crimson swan
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oh lord

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didn't think this existed, i guess what you were saying makes more sense now lamo

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lmao*

flat raft
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๐Ÿ˜‚

crimson swan
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no no i get how drag drop works, i just don't get how widgets in general work yet lmao

flat raft
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gotcha

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It's always hard explaining from afar

crimson swan
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yeah sorry about that lol, just when i started the widget i assumed it had tags like actors did

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and i would just do hastag or whatever and problem solved but noope

sullen river
abstract maple
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Hey, anybody knows what node is that?
@sullen river Looks like minus? -

sullen river
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Well on that picture there is a minus on the right but I really don't know the node on the left that kinda look like a minus

abstract maple
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It's the same node, it's just accepting different inputs

tight schooner
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I want to say it's a dot product node โ€” the ins and outs make sense โ€” but IIRC the node is labeled "dot"

sullen river
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Oh yeah

tight schooner
#

@abstract maple break vector2 maybe. If you only want one float in the vector, use a component mask node. In the future, material graph questions are better asked in #graphics cuz it ain't blueprint

sullen river
#

Thanks, the picture might be an older version of Unreal

crimson swan
#

daaamn widget parenting is weird af

#

it's telling me that the name icon is already in use

#

because this widget is a parent of a widget with an "icon"

crimson swan
#

rather widget inheritance sorry wrong term

charred berry
#

One or more blueprints has an unresolved compiler error.
so I accidentally named ai_controller class, AI_controller though it was my own bp. Did this mess something up ?

If I restart Ue4, I can play again with no errors, then I double click on say CONTENT/thirdpersonBP/BLueprints>thirdpersoncharacter ,
& I have a bunch of bp errors, upload class, load and tons more, but I never did anything with them, I don't have the programming knowledge TO do that, I think I overwrote bp' but if that is it, what is the fix ?

#

that is what things look like , after play doesn't work and shows bp errors

crimson swan
#

from my experience yes

#

even if you change it back you have to go and re-place all the pins

#

oh wait all you did was name a blueprint AI_controller?

#

in that case no it shouldn't have messed anything up

bleak vector
#

Unreal has a few blueprints for cones; get random actor in cone, draw a debug cone, but is there any way to simply get all actors within a cone? Other than making it myself

vernal ibex
crimson swan
#

@bleak vector do you absolutely need a cone? can it be a sphere?

#

prequelstud sorry no clue, didn't touch mapping yet. Still in the core mechanics part of my game

#

anybody know why this object spawns invisible ?

#

this actor

#

nvm figured it out, it was a multicast issue

mortal cradle
#

If I start having a lot of movement modes, jogging, sprinting, crouching, crouch sprinting, crawling, crawl sprinting, walking etc, should I learn a different method to switch between them other than booleans? It starts to be pretty clunky because they interact with each other a lot and some spaghetti comes to blueprints.

crimson swan
#

pretty sure you need them for your animbp

#

haven't seen any other way of doing it tbh

bleak vector
#

use enums or tags

mortal cradle
#

@bleak vector Is it significantly quicker in terms of work speed? And does it make any difference on game performance comparing to booleans?

bleak vector
#

game performance I have no idea

#

switch on enum lets you do the work of a dozen if statements on a single node

#

though it gets more complicated if you use bitmasking

crimson swan
#

i would think enum and bool are about the same if not worse

#

an enum is basically a table from 1 to inf

#

so like 1 2 3 4 5 6

#

bool is 1 or 0 so 1 birt

#

1 bit*

#

enum is int

#

or byte sorry

#

enum is a byte, so 8 bits

#

TECHNICALLY bool is "faster"... will you notice it? not at all

tight schooner
#

@mortal cradle You can think of BP performance as how many nodes are being executed at any time. Usually the overhead of node execution overshadows anything the node actually does. I've never benchmarked "Switch On" nodes but I would suspect having one flow control node is faster than having a series of branch nodes.

#

but unless you're going to do it hundreds of times per frame then I wouldn't worry about what's more performant

crimson swan
#

also what you say seanny is true aswell

#

but without looking at the c++ for the enum switch

#

i would assume it's a case statement, and bool is just a bunch of ifs. But yeah in blueprint it's probably faster to run a switch than a bunch of branches

#

not noticeably faster though

mortal cradle
#

Thank you guys, that helps a lot

cosmic lagoon
#

I have a nav mesh volume in my map. How do I access this from another actor? My intent is to move this as the game is playing

cosmic lagoon
#

okay i have set nav mesh generation to dynamic...

#

still can't figure out how to grab that nav mesh

round basin
#

hello I would like to put a video on a widget and applying chroma key (blue screen) how can I do it?

cosmic lagoon
#

nvm figured it out ... again lol

tight schooner
cosmic lagoon
#

okay is there any way to "see" the nav mesh volume as the game is playing for debugging purposes?

round basin
#

@tight schooner Thank you

cosmic lagoon
#

i am moving the navmesh volume while playing the game. I want to see the navmesh volume to double check its moved there. is this possible?

crimson swan
#

dragonbally there is i don't remember exactly what the command is

#

but it's in console (~ in game)

#

that's the tilda key , squiggly under escape button

#

write display nav, it should autocomplete

#

@cosmic lagoon \

frigid thicket
tough cipher
#

So um i don't know what hit me but for some reason i tried to recreate the gate of babylon from fate/zero in ue4 but instead of only firing one it fires 10 or more at once(got it working)

vernal flax
#

You have it in loop with delays?

#

If so, then use timers instead.

tough cipher
#

i fixed it,turns out i was using a timeline and it was spawning more than just one at a time

tight schooner
#

limited blade works

maiden wadi
#

@tight schooner @crimson swan Decided to test. Made a simple key press for a switch case and one for a bunch of Ifs. Same exact thing for both. I believe if statements might be pretty optimized in blueprint because there's very little noticeable difference. In fact, on key press I'm looping 20,000 times. My Enum is defaulted to the last value to make sure it'll go through the entire switch statement or branch chain. 20,000 times and the difference is 56ms for switch case and 60ms for branches and that's four branches vs one switch case. So all in all. At the end of the day I'd say it's just an organizational thing.

tight schooner
#

that's interesting

#

I recall the talk I got my impression of BP performance from saying that the primary performance consideration came from bouncing between high level (BP) and low level (C++)

#

so I wonder if certain nodes like flow control are just part of the BP system and don't have that penalty

#

I wonder what else that extends to (Getters & setters? The nodes Epic made the Loop standard macros out of? Anything that doesn't open Visual Studio when you double click it?)

#

I'd love to pick an Epic engineer's brain on these things kappaross

maiden wadi
#

Mostly function calls are what kill your performance in blueprint. Straight getters and setters aren't actually functions, and stuff like branches aren't functions. I'm pretty sure if I changed that to a blueprintpure getter that returns the enum I was using vs getting that enum directly, I'd probably see a pretty big spike in performance loss.

#

Gonna test that too. Semi curious.

#

So, a direct get, and a C++ BlueprintPure that just returns the value are the same speed. 20,000 loops and both of those hover around 54ms each. But a blueprint function that does the same thing. Just returns the same enum. goes to 63ms.

trim matrix
#

im trying to get an actor to follow a spline path using a timeline, but the longer the spline path gets the faster the character moves. How can I get it to move constant speed no matter how long the spline is?

alpine halo
#

anyone know why i cant trigger this override function? is there something i need to tick first?
@frigid thicket make sure your widget 'IsFocusable'

tough leaf
#

Is there a node or anything to set actors to a world outliner folder?

haughty ember
#

@trim matrix You might want to show the actual timeline code. But I'm assuming you're making the actor follow the spline based on the timeline time, and not the speed.
Easiest would be is to set the timeline to 0..1 range, and then calculate and apply a scale to the timeline, defined by the length of the spline and the desired velocity

restive dagger
#

how to set all of these to one timeline?

#

mm

mortal wharf
#

Hey. I've got a scene capture 2D that I'm using in my game, but I've put it in a fairly dark area. I need the area to be dark, but I need it to be brighter on the scene capture. How can I make it brighter ONLY on the scene capture but not brighten the actual map itself?

cursive sage
tough leaf
#

Is there a node or anything to set actors to a world outliner folder?

haughty ember
#

@tough leaf what does it even mean?

#

@mortal wharf How do you capture the scene?

tough leaf
#

I have a bunch of actors in world outliner that have been selected, I want them moving to a folder

haughty ember
#

@cursive sage You might want to try #multiplayer . The picture is quite small to see much though

#

@tough leaf .. with blueprint code?! when is that executed?
Anyway I doubt that's possible in blueprints

tough leaf
vernal flax
#

@tough leaf yea, i was reading the same, it's not possible to create and attach to folder objects in runtime

#

use Tags if you want to select them later or something like that

haughty ember
#

I'm assuming it's not runtime but editor-time.
But I believe it's impossible with blueprints, probably possible with cpp

tough leaf
#

I'm needed to organise a level with thousands of assets ready for mesh merging script, I'd rather set up a tool to organise rather then spending stupid hours organising this mess ๐Ÿ˜ฆ

#

Damn was hoping could do with blueprints

vernal flax
#

It's the same with naming assets created at runtime

#

AFAIK it's not possible to name them whatever we like to.

tight schooner
#

@trim matrix if you're traversing the spline by distance, then you can scale by the total distance. If by time, well, I think you can also scale by total distance.

If this sounds confusing, I'm referring to the two ways to get a spline transform โ€” there are nodes for "at time along spline" and "at distance along spline" and each works a little differently.

#

If you're doing a timeline thing, then scale the timeline playback rate by spline total distance.

little cosmos
#

Using BP to teleport my pawn to some triggerBox location, I end up high in the sky
What is going on?

haughty ember
#

Sounds like the triggerbox is not only a triggerbox but an actual collision box

little cosmos
#

It's a trigger box

#

trigger volume

merry yew
#

What's the collision on it?

little cosmos
#

default

#

didnt touch

#

and it triggers, just to wrong location

#

It makes my fly away like a projectile from that new location

merry yew
#

Ok, more data please.

#

Hard to say anything, because no idea where the trigger is or what it's like, what the level is like.

little cosmos
#

I have a trigger volume in one location on the map. Another location I have a target point. I use the default player start actor that hovers

#

this setup should work. but instead of teleporting me to the target point location I get blasted away from it into the sky like a projectile

#

as in, I teleport to the new location. but fly away from it with enormous speed

proud hull
#

@little cosmos Have you tried checking "Teleport"?

#

I recreated what you have and am seeing no problems with teleporting anything.

#

You may also want to use the "Other Actor" pin and then do a check to make sure it is the player, then teleport.

#

That way only the player can trigger their own teleportation.

little cosmos
#

Hey, thanks. How do I do a check to make sure it is the player?

frigid thicket
#

@frigid thicket make sure your widget 'IsFocusable'
@alpine halo thanks. turnsout canvas panel is not count as content and I need to hover on my actual content for it to work

proud hull
little cosmos
#

@proud hull also checking teleport doesn't change

proud hull
#

Possibly can try a dirty workaround. Try disabling collision and physics for the player before the teleport, then re-enable what needs to be afterwards.

little cosmos
#

That is so weird

#

I also tried your configuration and it does the same thing

#

Im in an empty AEC template scene if that matter

proud hull
#

It has something to do with your collision or physics settings for your player pawn.

loud cipher
#

How can i make a ik in unreal engine that i can manipulate a hand with for when i add a grip to my gun

#

instead of having to make a whole new animation pack for adding attachments

#

to weapon

proud hull
#

@loud cipher ALSv4 has a good example of using hand IK.

vapid hatch
#

where can i set the maximum pitch for my pawn when i use "Add Controller Pitch Input"?

proud hull
#

@little cosmos The AEC template is the problem. I am trying in an empty AEC template like you suggested and I am now experiencing the same teleport problem.

tawny bison
#

Hi. I am having a weird issue. I have a 2d character blueprint and a thirdperson blueprint. The 2d character came set up for the template. I am trying to get the same settings on the third person character but I am having no luck. It seems I am getting different rotation values for the third person. What could be making those rotations different with the same code?

little cosmos
#

@little cosmos The AEC template is the problem. I am trying in an empty AEC template like you suggested and I am now experiencing the same teleport problem.
@proud hull damn

#

Ive since converted to archviz character and it's fine

proud hull
#

@little cosmos It is because no default pawn is set.

little cosmos
#

Only weird thing is that archviz char is very slow and cant speed it up

proud hull
#

I added the third person template and used the third person gamemode and now there are no problems. I'd suggest making a blank character with just a camera or something if you don't need a physical character.

earnest tangle
#

Is there some way to get variables of type Map from Get Class Defaults? It seems it used to work in 4.18 but it no longer lets you do that ๐Ÿค”

little cosmos
#

its an archviz project i need FPS character

proud hull
#

@little cosmos you can add the first person template content and use that character.

little cosmos
#

Guess ill have to

#

Unreal added archvizCharacter actor but can't change its walk speed wtf

mortal wharf
#

https://gyazo.com/b9d85bb239cc2877ea16a34e66b158db So i have been following this tutorial to make security cameras with scene captures. why isn't the material changing when i press the buttons?

https://gyazo.com/d7b08c64c5b137976f3dc11c6d6288ac

Receive Hardware Input Is Also On.
https://gyazo.com/8debed8187948b4d91c6262d1f8fa6c9 I also get these errors when quitting the game. Do you know the issue here? Here is the video i have been following: https://www.youtube.com/watch?v=8sWGVPZeg0U

tight schooner
#

The error means the array is empty

#

your "get all widgets of class" is probably returning no results

mortal wharf
#

so what should i do to fix it?

#

i am pretty sure i just fixed i just disabled top level only.

#

nevermind

proud hull
#

@little cosmos just found out it is possible to change the speed of a child class of ArchVisCharacter. The Arch Vis Controls cannot be set in blueprints and would need to be exposed with C++, so a child class must be created to change the walk speed if using blueprints only.

vernal flax
#

i dont think anyone will help me with that, but i'll ask anyway

#

I have this script, which fills my 5 text fields with names and 5 text fields with sentences

proud hull
#

Just make a new blueprint of ArchVisCharacter class as well as making a new gamemode to set this new character as your default pawn.

vernal flax
#

how can i make so after filling first one it goes to second one and gets another Array Element?

#

i want to make scrollable menu with Name+Sentence in my widget...

proud hull
#

@vernal flax put your buttons and text blocks into arrays and use the index from your foreach loop to access each button and text block.

vernal flax
#

button and text block are not the same type

#

so i cant just make array of those

proud hull
#

If you want them specific to the row name, you can use a map instead of array.

#

You'd make 2 arrays, lol

#

button array and text block array.

vernal flax
#

hm, actually you are right. Thanks, i'm struggling with Unreal not being able to create 3D+ arrays

proud hull
#

Or put them into a struct together.

vernal flax
#

I think MAP's are for that but im not sure, it looks weird ;p

proud hull
#

If you want to pair up the button and text with a specific row name then map is the way to go.

#

I'd put the button and text block into a struct, so then the struct can be the value of the map with the rowname being the key.

vernal flax
#

i see. okay, got it i think, thx!

#

works like a dream. Not a pretty one but working one ;p

mortal wharf
proud hull
#

@vernal flax you can also procedurally create the buttons and text so you won't have to manually update arrays if you ever add more to your datatable.

#

You'd need to make a single widget that only includes the button and text. Make variables public/exposed per instance for their text and have them set on construct. Then create widget on the fly and set the text to the exposed variables.

vernal flax
#

How can i be sure that those widgets will fit into widget?

#

But yea, procedurally is a way to go as I see now, i need to have On Pressed event for each button now and i could have only 1.

proud hull
#

If you use the same parameters you currently use, it should be exactly the same, just a separate widget you create and attach to the parent.

#

For the press event, make sure it also passes itself as an output pin.

#

So you can differentiate between procedurally created widgets.

mortal wharf
vernal flax
#

Maybe you have AutoExposure on and map is in fact that dark?

#

Easy question guyz

#

can i modify Array Index value?

#

Like increase or decrease in some case

#

If it's set in Loop Body it counts as set in next loop?

maiden wadi
#

@vernal flax Not really. The ArrayIndex value is passed by value and not reference. To do this, you'll either need to make your own loop macro that passes by reference so it can be manipulated, or make a separate counter that you set to zero before the loop and update in your loop body how you want.

vernal flax
#

Yea, i will do additional variable for that. Was just curious if it could work inside of a loop body. Thx!

jaunty dome
#

is it possible to pass a copy of an object to a function (instead of ref)

#

once this event is called, the instigator will immediately Destroy all the actors in the array, however this causes an issue, since the passed array is a reference, instead of a copy

thin apex
#

is there a way to get the actor that spawned this actor.. in the bp of this actor???

jaunty dome
#

you mean the instigator? yes

thin apex
#

yes

jaunty dome
#

use "Get (a copy)" ?
but that would require me to loop through the array BEFORE destroying said actors

#

it would be much easier to just pass a copy of the array directly

rustic yacht
#

How would you go about adding a child actor component of a specific class, where the class is stored in a variable (During the construction script, if that matters)?

Dragging an actor into the blueprint graph adds an 'Add Child Actor Component' node, and properly adds a child actor. I read that using a regular 'Add Child Actor Component' node and then setting the child actor class of that would achieve the same result, but it doesn't seem to work.

maiden wadi
#

@jaunty dome Arrays aren't passed by reference by default. You have to set that. They're copies of the array by default.

jaunty dome
#

even passing an array of objects?

#

because it seems its complaining about the actor being destroyed

earnest tangle
#

array of objects is copied but the objects inside it are pointers

#

so they will be pointing to the same objects although the array itself is a copy

maiden wadi
#

Any variable type is like that. Bear in mind that what you're passing in is a TArray or Object Pointers. The blue variable. They're just little addresses for where that object is actually stored in memory.

jaunty dome
#

so the solution is to extract whatever data i need to use from the object itself (like for example name), then pass an array of names

maiden wadi
#

Don't know. Not sure what you're trying to do.

#

If you're destroying actors and trying to get information out of them you need to try and do that before calling destroy on them.

jaunty dome
#

actually i'm not calling destroy

#

i just clear the original array

#

so i'll just pass-by-reference and clear the array after i'm done with it

#

the thing is, clearing an array doesn't mean the objects are destroyed right ?

mortal wharf
maiden wadi
#

It shouldn't. But something is calling destroy on them somewhere or they wouldn't be pending kill.

tawny bison
#

if i have floating component and character movement component. What would make me only able to move when on the ground.

#

I dont want that

jaunty dome
#

absolutely nothing

#

nothing is calling destroy on them

#

Garbage Collection ?

spark bridge
#

Garbage Collection does not go yolo and destroy stuff though.

#

It triggers because something in RAM is not being used.

#

Aka, something is demanded to be destroyed

maiden wadi
#

Shouldn't. Actors are registered to World. Unlike Widgets. Widgets will be garbage collected if no variables reference them and they're not in viewport. Actors don't get touched unless something calls Destroy on them.

thin apex
#

i have a gun an actor and a projectile that gets spawned on fire...how do i get the gun that fired from the fired projectile

maiden wadi
#

@thin apex When you spawn the projectile, set the Instigator on spawn to the weapon. Then you can use the Instigator pointer that should point to the weapon.

thin apex
#

i should set the gun that fired on the gun when it fires??? @maiden wadi

vernal flax
#

@mortal wharf fix your reference. Or use Valid

maiden wadi
#

@thin apex May bad, Instigator needs to be a Pawn. Use Owner instead. Instigator would be more like the player character.

#

@thin apex Like this. This is in the gun. So Self points to the weapon. Then in your projectile, it's Owner variable will be the weapon it was fired from.

thin apex
#

@maiden wadi thnx.....tho i'd have to change that in c++.....idk what im doing so half stuff is in C++ and some in BP

jaunty dome
#

I've solved the issue, thank you so much for your help ^^

maiden wadi
#

@thin apex It's pretty much the same thing. This is the same as what I just posted in blueprint above.

#

BuildingBaseClass being your projectile class.

thin apex
#

@maiden wadi thank you so much for explaining so much.....tho i kinda figured it out by searching FActorSpawnParameters...but i didnt know how to set the Owner so thank you for that

proven mason
#

Hey guys I want my character to do a quick step as well as a quick step into sprint

#

so basically I tap my analog stick to right quickly to a scale of 1

#

hitting that scale point quickly will result in a very quick acceleration.

#

so when I quickly tilt to the right (scale towards 1) and let go he does a step.

#

however, I'm not sure if this also works that is when tap the analog stick to 1 and hold if he does a big accleration followed by a sprint.

#

The acceleration behaviour goes up to 0.25 seconds.

worn moss
thin apex
#

im doing this to get the owner but it doesnt get the owner...idk whats wrong...i even set the owner

maiden wadi
#

@thin apex Try printing out the owner name before that cast. See if that's a valid object of any kind first.

hexed saffron
#

Quick question for Capsule Collision. For which situation I activate/deactivate this:

thin apex
#

@maiden wadi its printing the name of the projectile not the gun

maiden wadi
#

@thin apex Not sure what's going on then. I do the same thing to set the owner of my buildings to a building manager. The Building manager spawns them, and I use this exact syntax.

thin apex
#

yeh its not getting the gun...and thats the reason it cant cast either @maiden wadi coz its trying to cast the projectile after

earnest tangle
#

@hexed saffron that controls whether the object is considered to block when generating the navmesh

proven mason
#

is anyone familiar with Add Timeline?

earnest tangle
#

there's probably a few here who know how timelines function :)

spark bridge
#

yeah I use timelines constantly

maiden wadi
#

@thin apex That C++ code is inside of your gun class? And you're not setting the projectile's owner ANYWHERE else?

thin apex
#

yes @maiden wadi

hexed saffron
#

@earnest tangle Iยดm a little bit confused. I added this collision for a car to get the collision and activate a morph target. Is it adviced to activate it then?

maiden wadi
#

I suggest gasoline and a match. Cause you got bugs.

thin apex
#

im using the prebuilt projectile u get with the First person game template @maiden wadi

icy hamlet
#

Anybody can tell what the Property Reference means? I think that's a new one in 4.25?

hexed saffron
#

@proven mason I worked recently a bit with Timelines. Eventually I can help, what is the question?

proven mason
#

So I want to do a quick step animation as well as an acceleration to sprint

thin apex
#

i'd rather just jump of a bridge coz fire hurts @maiden wadi

earnest tangle
#

@hexed saffron afaik it only matters when the navmesh is generated and doesn't do anything otherwise. If you want your object to be an obstacle which would prevent the navmesh from being generated where you've placed it, then you should enable it

hexed saffron
#

@earnest tangle Ah okay got it. Thank you very much ^^

earnest tangle
#

@hexed saffron if you enable the pathfinding visualization you should see how it affects the navmesh

proven mason
#

@hexed saffron you see this in fighting games where characters step back and forth in 2D fighting games as well as left and right in 3D fighting games to dodge and incoming attack.

#

I think with a quick step there's a lot of acceleration.

hexed saffron
#

@earnest tangle So this could be important for the ai class later?

earnest tangle
#

it depends on how you want it to work in general

proven mason
#

so when I tap D and let go the guy steps to teh right quickly.

#

however, I'm not 100% certain if pressing D and holding it would lead to an accelerated sprint.

#

where the max acceleration value is around 8000 at the 0.25 second mark.

trim matrix
#

can someone help me ith something dm me please

thin apex
#

@maiden wadi im so sorry...apparently i was writing the code in the wrong if condition TwT.....im an idiot

hexed saffron
#

@proven mason You want to double click, so the character do a quick avoiding step, like in DoA as example?

proven mason
#

actually a single press of a button

#

it's analog

#

not digital

hexed saffron
#

Oh you want the acceleration goes slowly up by pressure of the button? Let me think a moment.

proven mason
#

pressure not really

#

it's more of a timing thingy

trim matrix
#

soo.....

proven mason
#

analog buttons usually measure how deep you push a button

#

pressure is how hard you push it

hexed saffron
#

Yeah I know that from PS2/3 ^^

proven mason
#

I know there's a node called "If Key was Pressed" something like that

#

it's different from the boolean node "Was Input key held"

hexed saffron
#

Sorry if I still missunderstand the situation:
The acceleration does work right? But you want it to play back to the original value?
Then you have to play it Reverse after releasing the button, is that what you want to do?

#

Or do you have problems with holding the button?

proven mason
#

so far I'm certain I got 1 of the 2 correct.

#

so I tap a button and release it he does a quick step.

#

so he uses a high acceleration to dodge in that direction.

#

what I'm not certain for the 2nd one if he accelerates into a sprint.

#

so he does what the first one does but blends right into the sprint.

#

I guess I should say the second one relates more to Smash Bros Melee where you tap the stick to the right and hold the character accelerates into a sprint

#

hopefully that's more clear

worn moss
#

When I surface type enter index it gives me

#

But in the course it gives him this

visual lagoon
#

@worn moss use "Snipping Tool" from windows to copy/paste screenshots.

trim matrix
#

con someone help

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plz

hexed saffron
#

@proven mason Sorry, Iยดm distracted. Give me 5 mins.

trim matrix
#

im trying to learn

proven mason
#

kk

visual lagoon
#

@trim matrix ask your question. i assume no one will dm you

worn moss
#

@visual lagoon I don't have discord on my pc plus I am so lazy to write so the auto correct help me ๐Ÿ™‚๐Ÿ˜‚

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Now do someone know how to get a result like the course ๐Ÿ˜

visual lagoon
#

@worn moss you could use it aswell on the browser, the picture quality is pretty low and its difficult to look at it, so instead of looking at it i just ignore them because i dont want to make an effort to see the pictures..

hexed saffron
#

@proven mason okay back. Smash Bros. had a sprint button. So you donยดt want to do it like in Mortal Kombat where you double click to sprint, is that correct?

proven mason
#

Smash Bros is just when you quickly tilt the analog stick to the right or left the character does a sprint; well more of any acceleration into sprint.

Right no double tap/click.

hexed saffron
#

Itยดs a long time ago I played Smash, but I think I remember.

#

So your sprint is working but your sidestep not?

proven mason
#

side step is working; the accelereated sprint not 100% certain.

maiden wadi
#

@trim matrix If you need personal assistance, hire a coach. If you're trying to learn, ask your question both here and Google.

trim matrix
#

how do i make something reset to original form im kinda ne so im trying to learn

#

if you can tell me a youtuber that has a lot of tutorials

hexed saffron
#

@proven mason Iยดm not 100% sure myself. Thatยดs a little bit more specific as I thought.
What if you add another track and another float for the sprint? Just an idea.

#

But I donยดt see in your screenshot that the Max Accelaration is going back to itยดs standart value, itยดs always play from start.

proven mason
#

Did you check out the graph?

#

I've changed the value to 8000 something

#

the graph was more of how does he get to that 8000.

#

so in the beginning the acceleration was really high

#

but eventually the acceleration curve begins to flatten.

hexed saffron
#

You click on Analog D, as long you press itยดs true. So he PlayfromStart your value. But it doesnยดt stop.

proven mason
#

okay

#

so when I press D and hold does he accelerate in the behaviour according to the graph then sprint?

#

that's what I want to make sure of

hexed saffron
#

Yeah but after the sprint the value should go back to the standart value or not?

#

So you can sprint again. It looks like the Max Acceleration drives to your 8000 and never goes back to the standart.

visual lagoon
#

@trim matrix what do you mean with "original form"?

also: just search "unreal engine tutorial" and you will find plenty on youtube.

proven mason
#

the thing is though I already set the default value of Max Acceleration to 8000

#

I'm just wondering if I do it again will it repeat from that behaviour of that graph?

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Like I know what you mean

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but in the graph instrance I thought I don't have to

#

btw is there a way I can import my blueprints so you can test this out?

hexed saffron
#

As example, your New Track 0 would be 0.0 to 8000.
You Play from Start. So everytime it fires the code, it starts from 0.0 again and ends with 8000.
So if you want it to drive back, you would use Reverse. If you want to play it and stop at after release the button as example 3500 you would need to use Play and Stop.
Iยดm so sorry Iยดm not a good help right now. I used the Timeline to control the camara spring arm and camera lag.

proven mason
#

I have

desert storm
#

Hi, I'm new here.

Anyway, I need some help with blueprints. I'm working on getting a basic sword-attack set up. So far, I have it so that an animation plays on left-click. I now need to decide on how to deliver damage.

The solution that I think would work best for me is to have a collision capsule attached to the sword that, when overlapping an actor, it will do the damage. I know how to deliver the damage, but the problem is the capsule is always there - meaning that simply walking into an actor will damage it.

What I need help with is this: I need to find a way to spawn the collision on attack, and then destroy it at the end of the attack. (Is this an okay way to do this?) I need to ensure that it's created and parented to the sword each time, at the sword's coordinates, at the right size and rotation.

Below is the Movement Graph in my playerBP, for the attack input. I already have the destroy set up, so I just need help spawning it within this graph. Thanks for the help!

hexed saffron
#

@proven mason you figured it out already?

proven mason
#

no I'm just chilling right now

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my brain is overloaded with logic

#

so I'm taking a break.

desert storm
#

@trim matrix Oh - right. That makes a lot more sense. Thanks, I'll try that.

hexed saffron
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@proven mason allright ^^. Try a second float or even a second timeline. Sometimes I coded more in then necessary just to understand how to code it compact ;)
But Iยดm even not sure if a timeline is the right thing to do here, because I used the timeline in a complete other way.
Yeah take a break, try it when your mind is free again. I wish you good luck, you will figure it out donยดt worry ๐Ÿ‘

compact quest
#

Got a 'under the hood' question about Timers real quick. I was told that the 'Set Timer' nodes are frame dependent if they're not told to get their time from a variable and by connecting a float variable to the timer it becomes independent of the framerate.
However I'm getting an issue where regardless of how I se up the timer, the code attached to the timer runs un-optimally at lower framerates.
Am I mistaken and the Timer is always frame dependent no matter what I do or am I looking in the wrong place for my problem?

#

This here is the timer node and set up in question to make sure my question is clear

proven mason
#

@hexed saffron may consider getting step animations w/ root motion

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or animate the step motion myself

#

haven't done 3D animation for quite a while

hexed saffron
#

The animations in Unreal are definitly not as easy as in the 3D software. I went through the TPS tutorial and learned a bit about the 1D 2D blendspace. That was really interessting to see how it works with the 3D stick when the character slowly gets faster and the animation is aligned to it. Have to learn more about that too.

desert storm
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Ran into a problem with your solution, @trim matrix. Using EventActorBeginOverlap, it only checks my Attack variable once the overlap begins. The result is that it'll work if the playing is attacking as they run up to the object, but not if the player is standing against the object before attacking. Any ideas?

#

Found a solution that seems a bit messy, but works. Sorry for the ping.

visual lagoon
#

@desert storm whats your solution?

desert storm
#

I have a branch node. If my Attack variable is true, it'll destroy the object. If it's false, I sent it through a 0 second delay node, then I loop it back into the branch node.

visual lagoon
#

Thats dangerous

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you can be stuck in an infinite loop

desert storm
#

Any other ideas?

EDIT: @visual lagoon, was able to remove the loop and tweak the collisions a bit. No idea why, but it's working as-expected now.

cosmic lagoon
#

@crimson swan doesn't seem to be available

#

anybody know how to display nav mesh from the console?

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I need to see where it ends up

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as I am moving it during runtime

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ah figured it out its "show navigation" not "display navigation"

proven mason
#

Rolling and dodging are two systems that are frequently found in game, especially those like Assassin's Creed or even For Honor (Talking about dodging here). In this video, we'll learn how to set up both systems using an easy method which includes root motion animations.

So a...

โ–ถ Play video
#

don't think it has anything to do with Add Timeline

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more like adding an Animation BP and enabling Root Motion.

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so I may have to abandon the Add Timeline concept

latent plover
#

@desert storm, why donโ€™t you just add the destroy actor onto the released output on your attack variable node? Worst case add a delay so it isnโ€™t instant. scratch that i got a better idea, set the released output to a timer with the attack duration as a delay and then disable the attack variable within the click event. Also make sure the attack variable is disabled by default.

hexed saffron
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@proven mason That is a very interessting tutorial. I added some timelines very late to my blueprint. But Iยดm working on vehicles. So the timeline is to control the camera behavior in my case. Another thing I did was holding the button to reset the vehicle back to the last checkpoint after 2 seconds.

desert storm
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@latent plover Thanks for the suggestion, but like I said above I somehow fixed it. Though I'm beginning to think this method might be a dead-end; the tip of the sword has the collision volume on it. Problem is, I have another object BP that hurts the player on overlap - and that now includes the sword tip, rather than just the player's capsule. Any ideas for this?

latent plover
#

So your issue now is activating the dmg at a certain time opposed to a certain place? (When hit > where overlapping)

desert storm
#

Give me a moment

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My issue is my character has two collisions on him right now (the main capsule for his body, and the capsule for his sword tip). My overlap events happen whenever either overlaps, meaning sticking the sword into, say, a fire hurts the player.

#

Is there any way to specify a collision component during these overlap events?

latent plover
#

How have you set up your attack var? Is it actor specific or a global var?

desert storm
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The Attack var I'm using above is actor-specific. However, I have a global var that's for the player's health/received damage. Well, no - my mistake. It's also actor-specific.

latent plover
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Shouldnโ€™t the fire be able to check if the sword is an attack var actor and exclude it from the dmg blueprint?

desert storm
#

Possibly. I'm not sure how to do that. The fire's BP is currently as simple as Begin overlap > Cast to (character) > Deal Damage function

#

I might try using line tracing instead of a collision on the sword.

burnt tundra
#

I'm trying to get the owner or pawn for a actor component, is there a way to do that?

desert storm
#

I think you have to cast to the actor component you want first

latent plover
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The only other thing i could think of is add a swords/armour var as a global var and have an if statement in the dmg step.

desert storm
#

If all else fails, I'll try that @latent plover

burnt tundra
#

@desert storm I have that cast already

static charm
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thats not how casting works but anways there's already nodes for getting the owner. Get Owner.

#

Anyone know how to get Overlap to return true for objects that are statically placed in the level? On begin play, already overllaping objects don't overlap until moved/adjusted after begin play.

marsh seal
#

@static charm I dont know of a way.. there is some collision bool somewhere that says osmething about "overlap on begin play" but i think that's for spawning actors.. not sure... but either way.. i think a decent work around would maybe just do a sphere trace or something? or do a SetActorLocation to a small offset and then back.. with a delay.. sort of a quick jitter to get it to collide with whatever might be next to it

static charm
#

yeah might have to do some kind of bp construction setup or initializing of it. Super annoying. thx though.

#

oh there's a bug entered for it, 4.23 actually had initial overlaps working. and of course im using 4.24, which the bug was entered for

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sigh

marsh seal
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lol

#

i use 4.24 as well.. good to know

burnt tundra
#

When I try to search GetOwner, it doesn't appear

worthy frost
#

there is no GetOwner

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in a UMG widget

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use Get Owning Pawn

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or Get Owning Player Controller

burnt tundra
#

@worthy frost thanks

static charm
#

welp somehow the plugins im using compiled and work for 4.25

#

so i guess i can do initial overlaps now

shut torrent
#

need help guys :v

#

does anybody know how can I create a widget only when the player is on a collision box and hits E? Should I do it with a gate?

static charm
#

on press E, do a check if it's overlapping box. or have an On Overlap event with the box set a boolean to true, Then when Press E, branch and check if boolean is true.

marsh seal
#

i'd use the box's OnOverlap and OnEndOverlap to let the player know he's interact with the box..

shut torrent
#

@static charm and how do I call the interact input event I have?

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@marsh seal I'm interested in your reply too

karmic zealot
#

@shut torrent You should watch this

shut torrent
#

FixWiring is the blueprint

karmic zealot
#

Also @burnt tundra

#

After you've watched it, if you still have questions, come back

marsh seal
#

yea good call

karmic zealot
#

But take a little break and watch that video. A lot of your questions will be answered

marsh seal
#

good tutorials will save your life

#

lol

static charm
#

when you cast to the main player, you can set a boolean in the main player

shut torrent
#

Ty @karmic zealot , I'll check it out as I finish watching Scammer Payback!๐Ÿ˜‚

static charm
#

and then do the interaction from the main player

karmic zealot
#

Well, spoonfeeding doesn't really help people

#

And Zak is very good at teaching this

shut torrent
#

I did set that bool๐Ÿค”

static charm
#

you have to get the boolean from the casted main player

karmic zealot
#

Everyone new to BP, should watch that video

shut torrent
#

Well, I've learn a lot of things with that method๐Ÿ˜‚ . But not everything, that's 100% true

karmic zealot
#

Literally if you watch that video, you will have your answer @shut torrent

#

I guarantee

#

And you'll become a better BPer in the process

shut torrent
#

I added it to Watch later๐Ÿ˜

static charm
#

stop talking if im answering his questions

shut torrent
#

So I won't forget

#

stop talking if im answering his questions
@static charm I did set that bool๐Ÿค”

static charm
#

yeah so that bool is for that blueprint only.

#

if you want to set the bool in the main player

#

you have to drag out from the casted main player reference

#

and find your main players bool in the context box

#

then you can have the interaction event in the main player blueprint and check that bool

shut torrent
#

I think I get it

karmic zealot
#

@shut torrent For sure, it's a great video

shut torrent
#

Thank you guys

#

:v

static charm
#

its an hour long video, i watched it 4 times

karmic zealot
#

It's basically must-watch for anyone new to the engine

static charm
#

its not easy to digest

#

should he watch it

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yes

shut torrent
#

Yeah, I saw the lenght๐Ÿ˜‚

karmic zealot
#

Should actually be a requirement before coming onto this server ๐Ÿ˜‰

#

Did you watch this yet? No, denied entry.

shut torrent
#

Sry

static charm
#

gatekeeping

karmic zealot
#

I'm just messing. But a lot of people have the exact same questions, it's easier to just direct them to the answers so they can learn themselves.

static charm
#

yeah i agree i was just going to point him to a Interaction tutorial

#

but was gonna wait to see what he made

karmic zealot
#

Also, don't be afraid of Googling, 5+ years later, I'll still Google things ๐Ÿ™‚

static charm
#

also no need to repeat urself 5 times while im answering him

karmic zealot
#

Also, while documentation is hit or miss, they are improving it little by little lately

#

So don't forget that resource.

shut torrent
#

Haha, I still google things when something doesn't work in my PC. Been repairing PC's since 2013๐Ÿ˜‚

karmic zealot
#

I would skip the academy stuff IMHO

shut torrent
#

Yeah, documentation doesn't help 100% of the time

karmic zealot
#

I had my wife go through it, and she basically said it was pretty bad

static charm
#

well shit, the Initial overlaps aren't working in 4.25 even though the bug tracker said it was fixed.

shut torrent
#

also no need to repeat urself 5 times while im answering him
@static charm I was reading you anyway

karmic zealot
#

Had to get her onto some other things.

shut torrent
#

well shit, the Initial overlaps aren't working in 4.25 even though the bug tracker said it was fixed.
@static charm This project is in 4.24๐Ÿ˜‚

karmic zealot
#

She tried the Udemy BP course, the "Epic Approved One" and said "the guy was so fast and didn't explain anything he was doing, I was lost all the time". So I guess I can't recommend that course anymore

static charm
#

yeah its an issue i was having i was talking about before u came

shut torrent
#

Yeah I know udemy haha

static charm
#

i was on 4.24 and then just switched to 4.25

#

still borken

shut torrent
#

rt

static charm
#

wasted 30 minutes switching and compling, plugins etc

karmic zealot
#

But yeah, don't forget to watch that tutorial. A lot of lightbulbs will go off. ๐Ÿ’ก

static charm
#

Why would they mark the bug as fixed for 4.25

whole rose
#

you're probably missing the developer comment part, and still haven't changed your stuf

#

they fixed the overlap events from not firing.

earnest tangle
#

Did they? ๐Ÿค”

whole rose
#

but the new consolidated ordering is still staying

#

is what it says

earnest tangle
#

I'm pretty sure I was using on begin overlap in 4.25.3 and I placed some actors within the overlapping box and it isn't triggering

whole rose
#

so use the events, or add a delay before checking

#

๐Ÿคทโ€โ™‚๏ธ i dunno, i'm just reading what it says.

earnest tangle
#

yeah, that's what I get from it as well

#

but it definitely is not working that way :P

static charm
#

oh the commented fix in github mentions stream levels

whole rose
#

either way, from those notes, it's saying if you just do the check without waiting, it won't work

static charm
#

so might only check on loading levels with overlap

earnest tangle
static charm
#

why would they fix that and not standard levels

earnest tangle
#

I just tested it with this.. the bottles are actors that are overlapping with the box you can see the borders of

#

it won't fire any events on component begin overlap for that

static charm
#

"You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger."

#

this is dumb

#

how about i just want it for a standard level

earnest tangle
#

Does it not work with the delay in BeginPlay?

static charm
#

i put it on tick and print string to see when it works

#

it only works when u move from the initial positions

earnest tangle
#

Huh, that seems rather peculiar ๐Ÿค”

#

You'd think get overlapping actors would work basically as soon as all of the things have loaded in

static charm
#

probably never added it because some designer complained when they added it

whole rose
#

what do you have your updateoverlaps method set to?

#

only moved? never? or always?

#

it sounds like only moved

#

and looking at the code on github, linked for the fix

#

that would explain why it's not updating

static charm
#

didnt even know there was methods

#

wtf

#

thanks!

#

lmao

#

not sure where to set it though

whole rose
#

it's actually using the streaming setting

#

even when not streaming

#

if streaming, it always updates no matter what

#

otherwise it only updates based on the streaming overlap mode

#

lol

#

that seems like a bit of an oversight, too.

#

it seems backwards.

#

i would expect those streaming modfe checks to be in the streaming check, not the other way around.

#

actually it just looks all a mess.

#

first cheeck.. if not from streaming

#

then if te boolean for update during level streaming is true.. update streaming?

#

ahh okay

static charm
#

thanks for reading into it.

cosmic lagoon
#

how do I create a nav mesh as the game is running?

#

i have realtime nav mesh rebuild settings enabled

static charm
#

its a little tricky

#

not really but

#

id suggest a video tutorial