#blueprint

402296 messages · Page 537 of 403

trim matrix
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What I'm suggesting is temporarily disabling setting the timer

river wigeon
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ah sorry, i try

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dont work at all then

trim matrix
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What happens if you set the time to 10.0?

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Instead of 2.0

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Side note: Make sure your only set the timer once.

river wigeon
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yes on begin play

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it wont called again.

spring hare
trim matrix
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@spring hare gun base ref is null

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Probably destroyed

dense mica
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i guess not destroyed, it should say "pending kill" if destroyed

spring hare
river wigeon
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okay, i got it working now... at least somehow a bit. the rotation is set to 200, and it move a slightly bit, if i change it to higher it moves mm and lower the same, i cant seem to get it to rotate like 90°

dense mica
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where do you get Gun Base BP

spring hare
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The actor called Gun_Base_BP

dense mica
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but you are casting gun base bp from gun base bp?

spring hare
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Im casting to Gun base bp from the player character

dense mica
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Gun Base Bp variable that connected to Get Owner is NULL, then cast fails and gun base ref returns null

trim matrix
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Heyo, quick Q. When I start a level with Open Level, it loads and displays correctly, even my controller works, but BeginPlay is never called. What am I missing? Screenshot might be useless.

dense mica
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@trim matrix is gamemode correct on the opened map?

spring hare
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What should be my wild card?

dense mica
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so i dont see your whole blueprint so you should fill the Gun Base BP first i guess @spring hare but i dont understand why do you use get owner?

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trying to get attached/using weapon?

trim matrix
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@dense mica

I am opening my map from a main menu map. The default game mode in my project settings is set to that which the "gameplay" maps should run. The menu map has an override in world settings. Does the gamemode not switch to default when a map opens (unless overriden in the map)?

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Actually, just checked. The right gamemode is in the world outliner.

dense mica
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a new map would override it

trim matrix
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Yes, that's all good it seems.

river wigeon
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@trim matrix and @earnest tangle thank you for helping, i will figure it out sometime!

spring hare
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What i currently have is the gun base bp has a spotlight attached to it, im trying to get that the spotlight will turn it off when the player clicks the flashlight button and back on when its pressed again. @dense mica

dense mica
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i might be wrong but getting owner is not a good idea, owner means the controller/player/client of that actor

spring hare
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Ohhh

dense mica
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last time i used it i was trying to implement multiplayer

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@trim matrix i didnt understand, did it solved? 😄

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@spring hare you should initialize/trigger those functions in gun actor

spring hare
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Okay!

trim matrix
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@lilac acorn the problem persists. The gamemode is always the correct one. I'm uploading a YT video to demo right now.

spring hare
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Im still having problems with the flashlight

dense mica
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are you sure its about beginplay?

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can you use breakpoints to clarify that?

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Press F9 on your beginplay node

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then start the game and load the map again

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loading maps sometimes cause errors that can be easily fixed, but without beginplay, other functions are not gonna work too

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even tick is called after beginplay

trim matrix
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Yes. BeginPlay breakpoint is not triggered.

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It's triggered when I start the map from Editor. Not when I start it with OpenLevel.

dense mica
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im almost sure its about gamemode

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wait a sec trying to be %100 sure

spring hare
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I'm pretty sure begin play is just when a game first opens not when it switches level

dense mica
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it happens when spawned or placed

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when level switched player spawns again

trim matrix
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@dense mica I have misspoke.

dense mica
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only gamestate and gameinstance persist between levels

trim matrix
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It looks like the breakpoint will never trigger when it's saved in a level BP and the level is opened from another one.

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So that's normal. In fact, I think BeginPlay triggers now that I've tested with a debug string.

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And yet it looks like the game is still in this frozen state. 🤔

dense mica
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the "beginplay" is in the level blueprint?

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i thought it was about player pawn

spring hare
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I was going to say try doing the task with a key press instead of the begin play

dense mica
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i searched the web and %90 of the people who had same error solved by changed overriden gamemode

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sadly i dont know further..

trim matrix
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I mean level blueprint also can implement beginplay.

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In any case, it looks like BeginPlay works.

spring hare
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So it all works now?

trim matrix
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In this video you can also see in the World Outliner that the game mode is GM_RamIt.

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In both cases.

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@dense mica thanks for your help anyways!

dense mica
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send the "world settings"

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in both worlds

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but others can be overriden

trim matrix
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OK ok ok

dense mica
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in level A hud can be different and in level B i can use another hud

trim matrix
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you may be onto something

dense mica
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but gamemode can stay still

trim matrix
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Even though the default gamemode is created in the world, it looks like when my map is launched from the main menu, the main menu gamemode override persists in the world. I mean, it doesn't persist, because the World is destroyed and recreated, but the engine carries over the override (?) and still spawns the right gamemode (?).

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This makes no sense. 😄

dense mica
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there is an option

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",Absolute"

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on open level

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untick it

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i dont know if it works but lets try

trim matrix
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I tried but it doesn't work. And it sounds like it shouldn't.

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If I untick it.

dense mica
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lol yeah, i just read it

trim matrix
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I mean this is wild.

trim matrix
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The right gamemode is created but the override persists.

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Unfortunately giving options in OpenLevel doesn't help.

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I've now pretty much confirmed that the gamemode is correct. I've tried launching the development map with different overriden gamemodes, and the one that is overriden to spawns in the world outliner. Moreover, I just realized now 🤦‍♂️ that I had some of my pawn's functionality in the "frozen" game. And, of course, my pawn is set in my correct gamemode.

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It's really just that the game never begins.

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When I rotate camera in the first video - that's defined in the pawn that the right gamemode spawns.

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The reason WorldSettings continue to show the old GameMode override is because the panel simply isn't updated during the transition. :/

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Thanks for your help though.

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I've simply hard-coded the map name, and now it starts as intended. Not frozen.

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A-HA!!

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Starting /Game/Maps/Development.Development results in a frozen game, even though BeginPlay is called.

Starting /Game/Maps/Development works fine!

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Is this a bug in the engine? Because the map loads in both cases.

dense mica
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well 😄 glad it worked

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I only see MapName.MapName on the .ini files

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never used on the blueprints

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so it might not the bug

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engine could be designed this way

trim matrix
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I come from a C++ background and referencing assets with soft pointers is the usual there.

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But the path we get from a soft pointer to an asset results in this behaviour.

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I think I'll report it and see what the devs think.

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Thanks for your help again. It led me to a point of sufficient frustration where I started trying out random things. 😄

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But seriously thanks.

dense mica
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no problem, glad it worked

latent arch
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hey guys, i wonder if someone knows of a way of roughly guessing this. I have two objects with an obstacle in between them. I want to measure the length of the shortest "route" between them 🙂

vapid hatch
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for some reason some of my blueprints stop working partially and sometimes completely after an engine restart, but after a restart they work again without a problem until the next restart, does somebody have an idea what the problem could be?

weary jackal
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hey guys, i wonder if someone knows of a way of roughly guessing this. I have two objects with an obstacle in between them. I want to measure the length of the shortest "route" between them 🙂
@latent arch I've never done it but learnt in Discreate Math. It's called Dijkstra's Algorithm

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the A* path finding

latent arch
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hmm ok ill take a look

quartz pawn
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don't know where to ask this but I have a 7 gigabyte asset and it gets built with the game and is 7 gb. I don't use all of the assets so how do I fix that?

short coral
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Hey guys , i'm running into a weird issue , i have a character that isn't being blocked by a blocking volume , the only thing i can think of is that i changed its character movement node to flying but that's just it , is there anything else that can be causing this issue? I want it to be flying and blocked at the same time

austere knoll
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Has anyone every uploaded a file (multipart form) in UE4?

spring hare
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@short coral Whats the collision set to?

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@quartz pawn Remove what you dont use

quartz pawn
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ok

short coral
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and this is for the mesh

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@spring hare

spring hare
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Try setting the mesh collision to block all dynamic

short coral
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Yeah i just did that , it doesnt work unfortunately

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I even tried setting it to block all but still the same

astral cedar
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is their a way to save my players progress to the OS app data folder like on windows %appdata% and Linux home/users

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using the save to slot

latent beacon
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Good day! Can anybody give advice about text localization? I have a string table containing 3 words with keys 1-2-3. In localization dashboard it was gathered, compiled and looks ready to use. Then during begin play event i assign the names from there as on screenshot. But nothing happens. The name variable is simply empty, though it it registered with key somehow. What is the most bizarre thing about this - it worked a few times. The first time i fired script above - it assigned the words. But on the second launch only one actor got the variable filled - others very empty. Third launch and further - it's always empty.
Edit. It works a few times after restarting editor and then simply stops.

neon aspen
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Does a while loop run in between frames like foreach does, or is it spread across multiple frames?

wild parrot
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would expect it to run between

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things like update/tick more framelike
-- get a verifier tho

neon aspen
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if i needed to do a big calculation more asynchronously than foreach allows (iterating through many many nodes) with blueprints, what's the best practice for doing so?

surreal peak
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In BP... Not sure. Something custome

oblique frigate
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cause it calls right away

sour aspen
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@weary jackal I don't think dijkstra will help here because it's designed to work on graphs not on physics based scenarios. What you want to calculate @latent arch is physics engine's job. I don't know any easy way.

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@quartz pawn UE packs everything even if you don't use them. Remove everything you do not use.

weary jackal
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Hope anyone learnt japanese

sour aspen
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@weary jackal I think its Russian 😄

weary jackal
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oof my 2 subscriptions. one from japanese and another from russia

paper galleon
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Hey guys, I have a blueprints character that is parented to a custom C++ character class. However, for some reason, I can seem to get the OnActorHit event node. I checked my collision settings and I changed nothing. Also, I didn't touch anything related to ActorHit in my C++ class. Please, who can tell what I'm missing?

wide nimbus
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@paper galleon I just checked on my pawn, and I can't call the event the same way you can call component hit / overlap, but you can bind to ActorHit on begin play

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depending on what the use case is though, I'd probably just use component hit

hoary gazelle
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Hey, I wanna figure out how to make 3 bullets spawn in 3 different direction and move in those specified directions at the same time.
Like one projectiles fires behind the player and the other fires from the front and one fires above the player.

mental pike
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why does the branch send me to my blueprints every singe time

stiff totem
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How do I change a variable in an instance of an actor from a widget?

paper galleon
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@paper galleon I just checked on my pawn, and I can't call the event the same way you can call component hit / overlap, but you can bind to ActorHit on begin play
@wide nimbus
Thanks. So I can use the capsule component hit event.

blazing bluff
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Hello guys i want to create this script and i can't create this node...i don't know how its called

tight schooner
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@blazing bluff according to that graph, "Is Dead" is a boolean variable in the "BP Muffin" actor class. Your highlighted node is taking a "BP Muffin" object reference and getting the boolean from it.

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It's not built in to UE per se.

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It's just a variable getter

blazing bluff
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thank you

wide nimbus
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Hey dudes! if I set "play sound" as an anim notify, it plays at a static volume no matter where the attach point is. Anyone know how to fix? I tried asking in the audio channel already

maiden wadi
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@wide nimbus Which PlaySound are you using?

fervent spear
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because the play sound as notification plays sound2d so it doesnt use spatialization

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ignorest reverb and such

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and in multiplaeyr it will be heard for everyone, on all range.

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the play sound notification is jsut agood example.. you can make your own notification called "play sound 3d" and you can make it to do just that 🙂

mossy gale
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Good afternoon to everyone

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wondering if there is anyone can help me figure out why i can't get my actor to move along a extreme long spline? I have experience using spline and all worked but this long spline

wide nimbus
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@maiden wadi @fervent spear
I'm talking about the animNotify event (can be called from within an animation)

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Figured it out thanks to a smart dude in the #audio channel. I wasn't using attenuation! Figured that'd be on by default, but it wasn't 🙂

tender sierra
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that is called interpolation. There are interpolation functions for most types, including single floats (FInterp), vectors (VInterp) and rotators (RInterp)
@atomic salmon

"set lifespan" is actually a built in solution for putting destroy on a delay
@tight schooner

This is how I solved it. I used timeline with different graphs for different alterations.
Not sure if interpolation and lifespan are similar things or completely different.

fervent spear
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What rotation are you interpolating? Character rotation? Why nit use movement component rotation to do that for you?

tight schooner
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Interpolation and Set Lifespan are completely different things

tender sierra
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but thats the animation I am altering

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I think I will stick to this one.
in time, I will get in touch with the other definitions that were presented to me 🙂

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but thanks anyway 👍🏻

whole mango
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Hello, I have created a system of purchase of weapon when I buy my weapon it spawn not in my socket hand but has my feet

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and I can't figure out how to fix it

fervent spear
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You attach to socket? Socket exists on skeleton?

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Is attach type „snap to target” or keep relative? You need to snap

gritty elm
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need help

whole mango
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@fervent spear attach type is Snap to target and the socket is in the Skeletal

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@fervent spear i have send you my script in private message

fervent spear
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Is parent proper?

ripe drift
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Hi All,

I've got a function "on server" which updates textbox on server and all clients, this works fine, but once the server has selected the text... and a new client joins, the text doesn't update.

-- Using the "Screenshot" attached, I can set the text to update on all playercontrollers but at this point, I do not need the server to update, only the clients.. how would i go about this ?

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##amazing - when you write out a problem question, you work out yourself what you done sometimes 😉 all good fixed - added branch and set no action if server :)... thanks for your ears anyway

devout dove
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Hi everyone, I've created a main menu level and set it in the project settings -> maps and modes but it doesn't load

wide nimbus
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Anyone have issues with mouse clicks randomly not working in 4.25? Occasionally after I run my game, I won't be able to left click or right click drag. But I can right click to open context menus. I usually have to restart my editor to fix.

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@devout dove you set the Game Default map but it doesn't load when you run the game?

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Are you running packaged?

icy cliff
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So im having this issue where when i shoot with a sniper at a test AI i have made there is no impact effect and i also have strings for damage numbers to come up when i shoot at the test AI but they don't come up either but works for the other guns i have @me if you reply to me so i know thank

(Video of the problem)
https://youtu.be/b_Ed6kmKZ8w (Unlisted)

dense mica
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what is this for actually? i saw some tutorials using this for weapon actors but whats the difference between spawning and attaching or child actor?

fervent spear
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Dont use child actors. They break in multiplayer, they break on destroy. They have problems with instance parameters. Even epic guides discourage using them

devout dove
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New problem I bought a airplane from the Epic store and it's a Skeletal Mesh and my issue is no, I can not set this Skeletal Mesh as a default pawn in my GameMode. I have 3 game modes, gm_menu, gm_town, gm_plane so i can press a button that says fly and it should change the gamemode and I can't set the skeletal mesh as default pawn

dusk wing
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Hey! Would anyone happen to know why an Anim Notify event would only trigger for 1 child class of a "character" parent class, and not the other children?

fervent spear
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Because they dont share skeletal mesh?

tiny ember
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Hello, I'm trying to move camera while the game is paused, but doesn't work. Anyone can help me please, thanks a lot

icy cliff
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So im having this issue where when i shoot with a sniper at a test AI i have made there is no impact effect and i also have strings for damage numbers to come up when i shoot at the test AI but they don't come up either but works for the other guns i have @me if you reply to me so i know thank

(Video of the problem)
https://youtu.be/b_Ed6kmKZ8w (Unlisted)

devout dove
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I want to make my plane drive on the ground like go forward left right but the turning doesn't work at all. I can move forward and backwards but when turning, it turns but still moves the same direction aka i cant drive in circles it goes in straight line sideways

icy cliff
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So im having this issue where when i shoot with a sniper at a test AI i have made there is no impact effect and i also have strings for damage numbers to come up when i shoot at the test AI but they don't come up either but works for the other guns i have @me if you reply to me so i know thank

(Video of the problem)
https://youtu.be/b_Ed6kmKZ8w (Unlisted)

weary jackal
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This?

flat raft
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Ooo.. pretty cool

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How'd you do that?

weary jackal
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eh @flat raft it's not actually paused. the global time dilation is 0

flat raft
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oh I see.. nice!

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Thanks for sharing

hard kettle
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@weary jackal have you noticed any side effects with setting time dilation to 0?

weary jackal
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yea there's bug like it listens to all inputs

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so when i press jump it won't jump when dilation is 0 but when i set back to normal it will gonna trigger jump

flat raft
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You could set input to UI only

weary jackal
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yea that would work. rather than doing this . pause the game instead and do a render target with rotation.

hard kettle
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@weary jackal tbh I dont think that's a bug

flat raft
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If you're doing something like deadeye fromRed Dead Redemption, or the slow mo thing that cloud does in final fantasy 7, the the pause option with renders target maybe not work

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In devil may cry, you can slow time, press some combo keys, and then it goes back to realtime and executes those.

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So, depends on ur gameplay

primal moss
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Hey folks, I'd like to ask about how to change my gun's functionality. I want to create two new modes, a shotgun and a burst fire mode, where the amount of bullets being fired change corresponding. I am unsure of how to make the shotgun however, as just looping the fire function doesn't seem adequete for firing all of the bullets at the same time

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small snippet of the whole thing

weary jackal
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so i've a StartFire event which fires single bullet in my parent Gun class

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i've made a child actor of assault rifel and overrided that event for burst as well as shotgun

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for shotgun

primal moss
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Huh, thanks! I'll take a look

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Mm, my question is how to get the multiple bullets to fire all at the same time. Since burst fire is basically just using singleshot three times in a row (while changing some aspects of the cantfire variable), it's kinda different to how to shotgun fires once but fires multiple pellets

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What I could do is instead have the shotgun have its special fire function loop bullets multiple times instead of just once

weary jackal
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automatic fire with loop counter. and when the counter is at certain number add a delay

primal moss
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Hmm, gotcha. I'll give it a try for both weapon types

weary jackal
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you can see that little gap between firing every 3 shots

primal moss
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Thanks, this is really useful!

true valve
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Why Execute when Paused won't work? I have a key binding.

stray folio
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okay hi gus

hard kettle
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hello

stray folio
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i got one for you guys tonight

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i have a exiting car code here

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however everytime it works, it spawns my guy either gone, or in the ground

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not sure which

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anyone?

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too late?! XD

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i mean it is 12:40

tight schooner
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@proven mason Trying to interpret that much blueprint will take me too long so I'll just throw my 2 cents in based on your description of what you want to do.

Your stick input system script needs to keep track of which state it's in, which can be done with a custom enumerator variable with states like Normal and Dash and etc. And then you basically make a function or macro or otherwise graph that polls the axis inputs and situationally sets the enumerator.

You can run this graph on Tick. The beginning of the graph can be a Switch On Enumerator. For example if the enumerator state is set to "Normal" (i.e. not dashing), it will then try to determine if the vector length of the X & Y axes together fall below some threshold like 0.1, or whatever. If that's true, it'll set the enumerator state to "Zero". (These are just names I'm coming up with).

Here's an example graph that checks the length of the XY axes...

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If your enumerator is set to the "Zero" state, the script can then check, starting on the next frame (tick), if the stick input length exceeds some threshold (like 0.1). When it sees that, it can set the enumerator to "PreDash", and it can use a Set Timer by Function Name node (or a Set Timer by Event if you prefer) on a new function/event called ResetStickState (e.g.), and this function/event, 0.1 seconds later or whatever amount of time feels appropriate, will reset the enumerator back to "Normal".

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Meanwhile, your stick input script is now branching to the PreDash part of your script. If the stick length exceeds 0.9 (or whatever feels appropriate), then it will cancel the timer by using the Clear Timer by Function Name node, and then setting your enumerator state to "Dash". Basically, the player is racing to beat the timer.

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I'm only guessing this is what you're trying to do -- determine the "velocity" of the stick movement from zero to max, and if it's done quickly enough it'll trigger the dash. Maybe I'm misinterpreting but that's how I read it.

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And then the rest is kind of straightforward. If the character is dashing but the stick returns somewhere close to zero, then do the quickstep... If not, keep dashing. Maybe you need some state called DashCommitted where it stops checking for a quickstep -- you set another function timer that sets that state similar to how you checked for the dash in the first place.

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Once you get this enumerator stuff working, your character movement & animation script can just read the enumerator variable and know what to do, and your state machine can fire events whenever the state changes if desired.

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boolean & enumerator variables and function timers are useful for input processing in that way

sour aspen
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What happens when i made changes while UE4 is exporting project ? Does it include that changes? It takes too much time to export for Android and I feel like wasting time ...💤

tight schooner
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nah you have to repackage it again

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unreal💤

sour aspen
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So the starting state is the important one. I can continue working on other staff without worrying that it might brake my export

tight schooner
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i have this vague recollection that the engine stops you from saving changes to assets while the packager is working

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I don't know if it still does that

sour aspen
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I really don't understand why it's slow. It doesn't even use all of my resources.

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I wish it just consumes all the computing power to export faster. Maybe there is a bottle neck added on the engine code

tight schooner
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idk either, but there's only a handful of stages that use all of your CPU cores

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like nativizing a ton of blueprint to C++, or compiling shaders... that kind of stuff

sour aspen
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Yes I thought maybe because It was on hdd but i moved it to my ssd and yet still there isn't any significant change

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Disk read/write - ram and cpu what do you even need more :S Interesting

flat raft
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As far as design, Do you guys think the inventory, and crafting system should be in the same system? I can't really think of any cons for making crafting apart of the inventory system.

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@stray folio add a socket for where you would like ur player to spawn, and spawn it there.

hearty dust
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Seems like the inventory system and the crafting system at least will both look at the same item classes?

weary jackal
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yea

flat raft
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yes. Well, the crafting will only be looking at the inventory data

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crafting is just inventory manipulation

hearty dust
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By inventory data you basically mean an array of items owned by the character, right?

flat raft
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ya

weary jackal
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yea

hearty dust
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I actually made an inventory system with item combination. I had an item combiner class. An item combiner takes in an array of source items, and returns one or multiple result items.

flat raft
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You agree, wrench? Crafting and Inventory same? same meaning...crafting is a feature of the inventory.

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Ahh.. yea..freeman. I guess that's crafting

weary jackal
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i've made this

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if you're talking this one then i've the code

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there's a 2nd type where a crafting ui is opened and if you have enough resources then you can craft that item

hearty dust
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Looks cool from the overview @weary jackal. But I bet if you just take some screen capture of the item's 3D model, for the item's icons, they'll look nicer in the demo.

flat raft
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similar... I'm making something..prototyping I should say, a system that pretty complex. For me at least. lol

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I'm basically building a construction system.

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my "crafting" is not the traditional crafting... but a attach component type.

hearty dust
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Oh dam that looks cool!

weary jackal
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so what i did was created a map with key=itemClass value=itemClass and added that in item that can be used as a resource

flat raft
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think of Kerbal Space Program where you can build a rocket. I'm making a tool and weapon crafting crafter 😂

hearty dust
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That kind of constructing looks pretty different from what I had. Mine was similar to Resident Evil herb mixing.

flat raft
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I've added you as a friend on YT wrench. Follow I mean 😂 I like ur stuff

weary jackal
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thanks:)

flat raft
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I think I will put crafting as a feature of the inventory.

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if you guys a free... I need another design type advice 😂

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So I'm looking at this. This is a flame thrower from Last of Us.

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and my system should be able to build this, which it already can, minus the behavior.

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I've had a char yesterday with someone from here, but I'd like to know ur thoughts.

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on how to approach setting up behavior

flat raft
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I've boiled it down to 4 main parts. ATrigger, Power Source, Emitter, ammo

haughty ember
#

@weary jackal I'd do it the opposite way btw; only define on result items how are they made, rather than put the possible combinations on each item.
That is, in itemAfterCraft you'll have item1 and item2.

#

That way you'll only need to define it once, on the result item, rather than on each item that can make it

flat raft
#

What's the best way to configure or setup bp to able to set combinations of these things for different weapons

weary jackal
#

@haughty ember yea i've did that in where i made crafting as new actor component

#

the thing i was doing here was inventory interactions crafting. so when item combine mode is on and player click on the slot which can't be crafted then it will go back to normal inventory mode

#

@flat raft after creating the flame thrower from parts can player break it again into parts?

flat raft
#

Ya

#

If they want to make something else

weary jackal
#

so how you tell the engine that we have created is a flame thrower and now it should work

flat raft
#

For All weapons, the trigger will activate emitter. The power determines how long the weapon will last (durability), the Ammo is what will come out of the emitter.

#

if the Ammo is bowling balls, then it will fire bowling balls

#

same system, just changing the ammo type.

#

if the ammo is gas, then it fires fire. Flamethrower

weary jackal
#

A weapon interface, with all the basic needs of a weapon

#

the weapon actor attached to player

#

so player can access all weapon events

flat raft
#

the player can only fire ... so the shoot function.

weary jackal
#

you can change projectile mesh though

flat raft
#

I need to know how to tell the trigger, what emitter to use, what ammo is chosen.

weary jackal
#

okay tell me if i understood wrong

#

so after creating a flame thrower it will work like an actor

#

right

flat raft
#

yup

#

It is a actor bp

weary jackal
#

so you can add ammo type as enum

#

and based on type switch

flat raft
#

I see. That does make sense.

weary jackal
#

so when call fire event. i spawn a projectile

#

the projectile has an enum weponType instance editible and exposed

flat raft
#

Ok, so that same system, needs to also build this if the player wants

#

So the record would be apart of the ammo enum

weary jackal
#

yea

#

and based on ammo type set projectile mesh

flat raft
#

So for something like this.. where the trigger makes the blades spin

#

there is no projectile

#

I'd like to be able to use the same system, and build a meele weapon.

#

for this Trigger still exists, Power, and Ammo exists, but the player doesn't add a emitter to the build.

#

Ammo would be the rotating blade.

weary jackal
#

Try adding 'None' as a value in enum

flat raft
#

for VR, a weapon can have 2 triggers also.

weary jackal
#

For melee weapons it would be none

#

And check if it's not = none. Then spawn projectile

flat raft
#

I see.. so basically in the trigger bp, I should have a enum for ammo, and emitter

weary jackal
#

Yea and based on ammo enum the emitter change

flat raft
#

makes sense

#

though I do see a flaw in my design lol

#

If it's a melee .. the trigger needs to activate the ammo. (Make it spin)

#

so the trigger talks to both, emitter and ammo.

#

which it makes sense as you said to use a interface.

#

only specific ammo types can implement the interface

#

to do their specific actions

weary jackal
#

Try out this. Make a function in your parentWeaponBP. Let's say function name is 'Effect'. The function will be empty in first place. And call that function when you call fire

#

For your melee child weapon that rotates that disk thing

#

Override the 'effect' function to make it rotate

flat raft
#

oh yes.. I see. I think I will do that implementation

#

ok! Thank you very much!

#

super helpful

#

I'm going to try it Monday. 😀

#

I'm watching your Magnet vid. I might make a magnet gun with the builder 😂

brittle fiber
#

CyberRace, any gudance towards vocabulary id or info link on: spawning actors while playing game/edit level while playing level > for BP that contains couple of texts.. i wonder if the question makes sence

sleek dust
#

someone know why when i try to resize a box collision at event tick it gets spawned and then disappear and when i make the same thing at begin play it work?

tight schooner
#

Impossible to say without seeing the graph

#

Event Tick fires every frame you know

#

If your math adds or subtracts from the current size, doing it on tick would probably resize it into oblivion

sleek dust
tight schooner
#

You're taking the relative location of the box and adding to its X, so doing that on tick may cause the box to fly away on the X axis over time

#

That my guess as to what's going on

deep elbow
#

has anyone noticed an issue with spring arm stuttering. i have a blueprint that gets attached to a character, as i move the character around the target of the spring arm seems to stutter quite badly

#

seems to be related to high "lag speed"

haughty ember
#

@swift pewter something is either missing or incorrect. Is that branch because Lifespan Time can be set to 0? But either way, it's probably not the place to check it

maiden wadi
#

@swift pewter Lifespan just sets the actor to call Destroy on itself after the said amount of time in seconds. You're literally setting it to a value and then asking if that value is 0.0, then play effects. You should probably move the visual and sound effects to an event like EndPlay. Endplay is called on an actor shortly before it's told to fully destruct.

proven mason
#

I'm only guessing this is what you're trying to do -- determine the "velocity" of the stick movement from zero to max, and if it's done quickly enough it'll trigger the dash. Maybe I'm misinterpreting but that's how I read it.
@tight schooner Yes I was trying to determine the velocity of the stick movement from zero to max but that is more of a signal to do either 2 things.
1st thing- If I quickly move the stick to max and hold it at max for more than 0.1 seconds then the character would do a dash (meaning he accelerates really fast at startoff and blends into sprint).

#

2nd thing- If I just quickly tilt the stick to max and choose not to hold at max, he does a quick step with a cooldown timer (Originally I was thinking If I quickly move the stick to max and then quickly release it, he does a quick step, but that sounds too convoluted to the player).

#

That was why I was using the IsTapped? boolean as a signal to indicate if the quick tilt was successful.

deep elbow
#

offbeat Q: is it possible to script in blueprint adding an event to level blueprint - eg press a Call-in-editor even button and have it add an event to the level blueprint

forest oyster
#

hey guys, having an issue trying to change pitch on a looping sound while it is playing. It seems like I can only set the initial pitch but cant change it once it starts. Here are two simplified versions of what I have tried, one with an audio component and one with Playsound2D. The pitch is intended to be changed by the timeline which animates from 0 to 1 over a 5 second period.

deep elbow
#

version 1, plug the SetPitchMult into the Update exec pin of timeline

#

you can;t go "backwards" liek that in blueprints

#

only white exec pins actually trigger anything, other pins like the float (green) dont actually trigger anything on their own

forest oyster
#

ahh okay so the timeline does not output an animated float unless something is connected to the update?

deep elbow
#

yeah exactly, it will output the updated float but you need to actually trigger it with the Update exec pin

#

yes yu can change pitch while it;s playing

forest oyster
#

ahhh okay i understand. thanks guys, appreciate it! 🙂

mental pike
#

how do i get the player pawn location?

deep elbow
#

get player pawn - drag out from blue pin, get actor location

mental pike
#

tysm

gritty elm
#

need help

devout dove
#

I'm considering using the player controller but not sure if it makes sense. So I have two levels, town and flying map. There is a button in the town widget that says FLY, when clicked a new level loads and a plane pawn, the plane has totally different movement than the human character in town you also can NOT change planes on the fly like in GTA5, you will always fly that plane untill you teleport to the town. But you will also spawn with that plane if you crash. So I have set input in the Project Settings and i'm using Input Event Axies, now, should I just move the Mesh and add the input evends in the plane BP or should I use the Player Controller for that?
My human character BP uses a movement component but my plane doesn't use any movement component's I just move the sceene root using the addLocalOffset.

earnest tangle
#

It seems if your pawn movement types are different it would make sense to handle those in the pawn

#

If they have shared controls, like "show menu" or something, you could handle that in the player controller

latent arch
#

i wonder if someone could help me set something up tat returns the azimuth position of an actor relative to the players forward vector? 🙂

maiden wadi
#

@latent arch Depends on how you need it? Do you just need a local rotator yaw value, or a directional vector facing the other actor from the player's local space, or?

latent arch
#

just needs to be a position relative to the player 🙂

#

just want to know if something is to my side or behind me

#

possible above or bellow

#

possibly*

#

well relative to the players view i should say

#

so will use the camera

maiden wadi
#

Are you looking to see if something is not within the player's view?

latent arch
#

what i really want is an azimuth angle to the camer view so i can then send the value to something to alter audio as if its behind you and muffled etc

#

ahh it seems i can use the middleware to do it! 🙂

maiden wadi
#

That one is fairly easy. Get your camera location, get the actor making the noise's location, (I usually make a new vector here where X and Y equal the other actor's location and the Z equals the camera's location) so as to make them on equal ground) get the look at rotation from the camera to the actor and inverse transform that rotator from the camera's transform and you'll have a local space rotator. If the value is not within -90 to 90, it's behind you.

latent arch
#

ahh fantastic thanks a lot dude! 🙂

maiden wadi
#

@latent arch Slightly messy visual example. Used to doing that in C++

latent arch
#

ahh man thanks so much! 🙂

gritty elm
#

need help

#

i have two variables in save game object, when i set first variable and save game, then second variable value changed to 0, why second variable value changing to 0, as i already set second variable value to 1

random ginkgo
#

Is there any way in blueprint to hook up events for when a level is loaded using level streaming CreateInstance? I'm trying to do procedural content generation and I have a level setup to do it, but I want some way to connect parameters to that level either through a Data Asset or having the level itself lookup its values on load, but I can't seem to find any way to get the actor spawning the level instances from the persistent level to be able to interact with levels after it has called Create Instance. I notice you pass an instance name parameter to Create Instance, I am making these unique but from within the levels, the GetCurrentLevelName node is returning the name of the persistent level in the level instances.

maiden wadi
#

@gritty elm You need to load your save game into an object, then change the second variable and resave it. You can't just overwrite it.

gritty elm
#

@maiden wadi thanks

#

so basically i need to load game and then set that

devout dove
#

Can I use Physics BP for collision? I have a skeletal mesh and i have no idea how to add collision to it

lean furnace
#

Hi all, i am trying to get Ai MoveTo set up to this true branch but i am unable to plug self into pawn. I am getting this error

#

I was trying to base it on this but i am having no luck

earnest tangle
#

Your blueprint is not a pawn if that doesn't work

lean furnace
#

how do i make it a pawn?

earnest tangle
#

its parent class would have to be Pawn, or something that inherits from Pawn like Character

#

depending on what it is now, you could try using File->Reparent Blueprint, but you'll want to be careful with that

lean furnace
#

that working now but my skeletal mesh components have a could not be found error

stray folio
#

can someone help me

#

on my exit vehicle event, it usually puts my guy in a different location (in the ground, bugged, basically delete)

#

[tiny bit on the other side]

#

any help would be awesome

lean furnace
#

Cheers for the help @earnest tangle Got it working

stray folio
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetController_ReturnValue". Blueprint: Sedan Function: Execute Ubergraph Sedan Graph: EventGraph Node: Possess

#

got that error

#

anyone know why

worthy frost
#

your controller is nullptr

stray folio
#

nullptr?

worthy frost
#

null, not valid

#

no controller

#

this is retuning nothing

stray folio
#

okay it fixed the runtime error

#

but the location is still wrong

#

i bet its in this

#

annnnnd

#

this

#

thats my landscape location

worthy frost
#

get the world location of the mesh

#

not the relative

#

then its right vector

#

or just get the actors right vector of the vehicle

fiery tendon
#

I'm using ActorComponent(HealthComponent) on two different blueprints. When I change health variable on one of those, it also changes on the other one. Is that supposed to happen? I want them to have different health points.

worthy frost
#
  • by 200, add that to your spawn loc
stray folio
#

200

#

i have it set at -200

#

let me try 200

#

same problem

spare shell
#

Can anybody suggest where to start learning blueprints guys i am a beginner in ue4

stray folio
#

@spare shell yes

spare shell
#

Please

#

😆

stray folio
#

than after i recommand youtube

#

lots of people there

spare shell
#

Wow😃

stray folio
#

teaching good things

spare shell
#

Can you teach me ue4

weary jackal
stray folio
#

473 pages?

#

lol this is a unreal engine college book!

spare shell
#

Yes it almost gave me a heart attack

#

@stray folio can you pls teach me

stray folio
#

@spare shell i can help

spare shell
#

💯

#

Ok then too thanks

stray folio
#

@worthy frost so about the spawn

#

it seems to keep putting my guy into the ground

spare shell
#

Yes sure

#

Have you made any fps content in ue4

stray folio
#

@spare shell errr or. Ask here. probably better than me

#

no my game is 3rd person

spare shell
#

Ohk

#

I will surely ask

stray folio
#

l3

#

wai til you get to codes like this

#

i have to do math and get my guy to not shoot into the ground

weary jackal
#

wai til you get to codes like this
@stray folio is it spawn code when you leave car pawn?

stray folio
#

yes

#

have a idea to help me?

#

im kinda stuck

#

(realized you just read the comment)

#

-w-

devout dove
#

How can i make my plane fly up verticaly?
I'm confused how to do it.
The landing should work on the B key and I have set a input for it.

SO my idea here was to get the current plane position on the Z axis and add 150 to it, so i have now the target where I want the plane to be. For example if the plane is at Z axis 500 and i added 150 the target height is 650 z axis. SO i thought I can use Finterp To from the current (500) axis to the target value (650), but it doesnt work... it goes 10float up and stops, i dont even see it moving.

stray folio
#

did it teleport?

devout dove
#

I found the problem, at the bottom right the >= wrong way around 😂

stray folio
#

oh lol

#

okay awesome

devout dove
#

I have a different question, so im making basic functions like, takeoff, landing, boost etc

#

Is it a good idea to do it like this

#

Or is there a better way to do it? I change the isTakeOff value to true when the B key is pressed, if the current flyup value reaches the target value (finterp) then the isTakeoff is set to false

#

The thing here that im questioning is that the tick event checks the BRANCH on each frame :x

maiden wadi
#

Do you need that function to play every frame? If not, don't put it on tick. There's always a way to make something event driven if it doesn't need to be done nearly every frame.

stray folio
#

oh that would make it loop

#

and probably crash

devout dove
#

@maiden wadi It needs to fly up and the value needs to be added on each frame, but not the "event" itself, the event aka the flying up should only be triggered when the key is pressed.

marble compass
#

anyone know best way to set a variable to null?

devout dove
stray folio
#

why would the axis set the var to take off

#

only thing i dont understand

#

@marble compass just set it and make sure its not set. Or if you dont want to use a var, just remove it from graph

#

@devout dove maybe you could help me with mine

#

;n;

devout dove
#

it puts your dude into the ground? Should check if the Collision box isn't to low on the ground

#

My plane used to spawn inside the ground because my collision was 0.01 to deep -_-

stray folio
#

well its a exit code. The car is fine, but when the person exits, it seems to look at the ground and fall for a sec, but never leaves the ground. I havent truly confirmed if the player is teleporting, falling, or being deleted

#

is there a easier way to spawn it by the car?

weary jackal
#

@stray folio try like this. Add a scene component in your car. Call it as exit point. When the player exit from the car make the player transform to that exit point

stray folio
#

how would you call the scene component?

weary jackal
#

In your car pawn

#

Add a scene component

stray folio
#

i did

#

i mean i nthe graph

weary jackal
#

Drag that into event graph

obsidian pelican
#

can somebody tell me how to create a second object on BeginPlay? If i place the forst object it should create a second one with an location offset and and rotation, so that they are like in the picture every effort until now was a fail.....

#

im getting every time other results

weary jackal
#

Use construction script instead

tight schooner
#

@deep elbow re: springarm stuttering... If the bare input motion has stutter then the stutter will come out the other end post-springarm. If you're moving something on tick, did you customize the tick rate? Are you moving something on a looping timer and not defaut tick? I'm just thinking of things that would produce a stuttery input.

obsidian pelican
#

@weary jackal i cannot spawn an actor option is not given

weary jackal
#

@obsidian pelican add a scene component in the middle of 1st triangle's one side

#

And the 2nd triangle will spawn at that scene location

obsidian pelican
weary jackal
#

Middle of the side. Not middle of the triangle

obsidian pelican
weary jackal
#

Yea

sleek dust
#

guys, how can i cast to an actor blueprint? idk what to put at the object ref... that actor blueprint only have an static mesh on it

weary jackal
#

@flat raft you and @obsidian pelican are doing some kind of same thing. Attaching that pipe and here attaching a triangle

#

like this?
@obsidian pelican now the second triangle will spawn as same direction to 1st one. So just add rotation of 30 in z

flat raft
#

Yup. though if you just have triangles, consider placing the pivot in the corner. For a equilateral triangle, you can easily spawn and place as the angles and side will be the same.

obsidian pelican
flat raft
#

Where is your pivot set?

stray folio
#

Okay so i finally figured out that Vars can be Refs

#

(wow. That sounded like a novice)

weary jackal
#

@obsidian pelican get the world location of the scene component

obsidian pelican
stray folio
#

looks good?

obsidian pelican
#

looks better now but it doesnt take the scen somehow (scene is at corner of the 1st tri

weary jackal
#

Get world location

obsidian pelican
#

then i have the same issue as above the 2nd has an offset in height...

weary jackal
#

Get relative location instead

obsidian pelican
flat raft
#

What you can do to make it more visual when getting the numbers is to: in your BP, duplicate your mesh, parent the duplicate to the original, position the duplicate where you would like it, then copy those transform numbers. Then delete the duplicate.

weary jackal
#

Where's your pivot for 1st triangle?

flat raft
#

When you spawn, Do what you had before, then plus the numbers you got

#

You can also add a sphere component to where your pivot is so you can debug it easier.

obsidian pelican
#

I'll try that 🙂 one mom

weary jackal
#

Nope your pivot should be in the middle of the side of the triangle

obsidian pelican
#

@weary jackal i tryed both version yours and Thorbies 🙂

#

Thorbies last point has worked

#

duplicting the original and taking those location numbers and adding them as a vector 🙂

flat raft
#

Coolz, since you pretty much are hard coding the transform, then doing it visually is best.

stray folio
#

just curious

#

what is the difference between

#

float and interger

#

i know a interger is a number

#

is it where a float can be a variable while a integer is a number?

weary jackal
#

Float have floating points like 1.2, 8.30, 3.0

stray folio
#

i see

flat raft
#

Int is a whole number, and floats can be fractions

obsidian pelican
#

the integer is limited to 2,147,483,647

weary jackal
#

Integers are 2, - 5, 0

obsidian pelican
#

where floats arent

stray folio
#

i see

#

solid numbers

#

why not just have floats, while they are flexible?

flat raft
#

Floats take up a lot more memory

stray folio
#

i see

#

oh i get it

tight schooner
#

Floats also have precision limits. It's just less ambiguous to count stuff with integers.

stray folio
#

it can be a large decimal right?

flat raft
#

Say you want a random number between 1 and 10.

stray folio
#

oh and you get a number with a float that's like 2.6

flat raft
#

Int will give you.... 6 8 1

#

float can give you 4.32, 3.0 , 7.85

weary jackal
#

first pivot
@obsidian pelican in here, the root will be scene. And the static mesh triangle will be child. And the scene would placed at triangle's middle of side. When you spawn another triangle make relative location to scene and add 180 z. It will work

tight schooner
#

The fact that integers can't do decimals makes them more convenient for certain tasks. If you could only use floats, you'd have to round and truncate a lot more and worry about floating point precision

stray folio
#

so floats is for advance math mostly

#

while interger is used for simple and visual math

#

.-. or for whatever the code calls for

sterile star
#

Hey guys, quick question, I accidentally deleted all spline points in the BP, how can I add a new start point? ^^

stray folio
#

right click the wire

#

i believe

#

and add reroute node right?

tight schooner
#

In a Spline component? Select spline point 0, then alt-click-drag IIRC

sterile star
#

😅

stray folio
#

sorry ^^;

#

I dont know anything bout spline

tight schooner
#

Maybe there's a way to add a spline point in the component details panel if you somehow wound up with none

#

@stray folio I would summarize it as integers are for counting things, and floats are for measuring things

stray folio
#

thank you seanny

autumn vector
#

I just updated from 4.24 to 4.25 and VaRest is all kinds of broken. Did they change its usage? Most the functions are working as before but som eof the constructs are missing.

stray folio
#

most of been a install error

#

(i dont know to be honest)

autumn vector
#

haven't heard of this before? that's what I'm wondering too

stray folio
#

i dont know about VaRest

#

when i first joined Unreal, I was already coding a little C++

#

but than i learned it isnt all about coding with script XDD

autumn vector
#

C++ in Unreal is a little weird if you're used to the more low level stuff 🙂

stray folio
#

Yeah. I agree

#

but it taught me about variables, and fuctions

#

and everything like that

#

the ifs and buts

autumn vector
#

Oh damn was C++ your first language?

stray folio
#

No

#

DM Byond

#

^^;

autumn vector
#

hehe

#

I heard SpaceX is coding all their rocket systems in DM Byond

stray folio
#

Really?

autumn vector
#

haha no

stray folio
#

XD

#

heard of Byond?

autumn vector
#

D&D tool, never used it tho

#

Ok yeah I reinstalled VaRest from another source and it's all kinds of weird

stray folio
#

runtime plugin?

#

is it a debug tool?

brazen elm
#

How do i preload assets or maps, before opening that level? I have a short 2-4 second glitch when loading a small level that i want to be instantaneous. Does anyone know what to do?

stray folio
#

oh

#

yes

#

you make a loading screen

autumn vector
#

It's a HTTP/REST api plugin

#

Which seems to have changed in a huge way from 4.24 to 4.25

#

And I really don't wanna fix all these blueprints!

brazen elm
#

i dont want a loading screen, i want to load the data in the background asynchronously

stray folio
#

Make the loading screen a menu

#

where you are selecting prehaps a loadout

#

or

#

tips

weary jackal
#

i dont want a loading screen, i want to load the data in the background asynchronously
@brazen elm are you streaming your level or opening a new one.?

brazen elm
#

i tried streaming but it kinda failed, so trying to open a new one

autumn vector
#

I don't think you can do much in that case

#

With a new level you have all new controllers etc

brazen elm
#

the main reason for loading times are due to textures, meshes, etc right? There must be a way to group them up and load them up in the background, in the main menu for example

#

and then make them visible when you open the actual level

#

?

stray folio
#

problem is that somewhere the game has to load

#

which means say its a open world

#

you cant haave the whole world open

#

it would lag

autumn vector
#

There's probably another work around but without details on exactly what you're doing we don't know what to recommend

stray folio
#

Streaming a level is creating as the player moves about the world yes?

#

Im still a slight novice

weary jackal
#

Streaming a level is creating as the player moves about the world yes?
@stray folio nah

stray folio
#

(right now i got everything coded far. Im working on a harvest code l3)

#

what is it

autumn vector
#

No, not really Kasher

brazen elm
#

ill try explain a tad more what im trying to do. I have this menu, i click play. A planet appears in the background and approaches. As it approaches, it gets darker because its behind the sun. As it fades to darkness, i am trying to get my new level to open. The level is very small

autumn vector
#

A streamed level is essentially a sublevel, one that's inside of your current level (some actors belong to one level, others to another)

stray folio
#

oh yes

autumn vector
#

And you can control their loading and unloading in many ways

stray folio
#

i know that one but i never done it

#

doesnt it also make it load hard once

#

even when you do that

#

like in halo

#

when you hit a certain door

#

it will lag

autumn vector
#

The only "hard" load is the persistent level that they're all within

weary jackal
#

The streaming level will also load with persistent level. Just hidden. When player is inside the stream volume the actors and the entities will visible

autumn vector
#

No, in UE4 you can load sublevels asynchronously

#

and bind an event for completion

stray folio
#

oh i see

#

so unreal engine is powerful huh

#

XD

brazen elm
#

based on my objective on my message above, what do you recommend?

#

ill try explain a tad more what im trying to do. I have this menu, i click play. A planet appears in the background and approaches. As it approaches, it gets darker because its behind the sun. As it fades to darkness, i am trying to get my new level to open. The level is very small
@brazen elm this

autumn vector
#

It's really easy to use. Open the "levels" tab in the editor and you can add more. Double click one to make it b old and any new actors will go on that.

#

Set it to blueprint loading, and you can load/unload them on the fly

brazen elm
#

Set it to blueprint loading, and you can load/unload them on the fly
@autumn vector level stream?

stray folio
#

isnt the xbox and ps5 set to have over a million objects at once

autumn vector
#

Does this planet change? Or is it always the same one?

stray folio
#

cant you jsut make it where

#

it loads in the shadows

autumn vector
#

Honestly off top of my head I'd probably sequence that and cap it to a video, and use that video as an asynchronous load screen which fades away after playing

weary jackal
#

@brazen elm i might think of world composition

brazen elm
#

Honestly off top of my head I'd probably sequence that and cap it to a video, and use that video as an asynchronous load screen which fades away after playing
@autumn vector interesting, although the planet is random

#

@brazen elm i might think of world composition
@weary jackal what is this?

weary jackal
#

In an open world. The game will load a certain part

autumn vector
#

World composition is for HUUUGE levels

brazen elm
#

after they've clicked the menu choice, the UI fades. Then the planet approaches over about 10 seconds. This should be enough time to (in the background) preload the level, then display the level when landed

#

but which mechanic is best for that

autumn vector
#

is each planet a different level?

brazen elm
#

yh

#

level streaming doesnt seem right because its used to segment your huge world and then load them in. Like the background of skyrim. Im trying to completely change level but make it look connected

autumn vector
#

You could make a persistent level container and have each other level added as a sublevel in there. Then only load the one you want.

#

No you're thinking world composition

brazen elm
#

oh

autumn vector
#

comp is the whole large world grid thing

#

level streaming I could have 30 models on top of each other from different levels

#

Is this multiplayer?

brazen elm
#

single player

autumn vector
#

Ok then it's cake

brazen elm
#

great, which nodes will i have to use? I've tried the load stream level blueprint node before

#

but i dont want it to be 'visible' after loading, i want it to show only after a trigger

autumn vector
#

levels having "load" and visibility

#

so you can load it, make it invisible, then make it visible when ready

trim matrix
#

hey guys

#

can someone help me? i have really little blueprint knowlege😅

autumn vector
#

We don't know until you ask 😛

trim matrix
brazen elm
#

so you can load it, make it invisible, then make it visible when ready
@autumn vector how? where is that, in the levels window?

trim matrix
#

ok so i have this very simple day/night cycle

#

but i want it to be manual

autumn vector
#

@brazen elm You can toggle them in the levels window, sure, but you an do it with a blueprint call too

trim matrix
#

like...rn it just keeps on cycling...i want whenever i press E it to become nigh/day

#

i tried to find something from answerhub and youtube but i couldnt find anything

weary jackal
#

Make an event dispatcher inside your PlayerBP. Bind it to the day/night changing functionality in bpSkySphere

brazen elm
#

@brazen elm You can toggle them in the levels window, sure, but you an do it with a blueprint call too
@autumn vector whats the blueprint node called to toggle visibility?

trim matrix
#

hmm ok wait

obsidian pelican
#

@weary jackal thx for the hint 🙂

weary jackal
#

When press E call that event dispatcher

autumn vector
#

LoadStreamLevel

#

and UnloadStreamLevel

brazen elm
#

that doesnt work for me @autumn vector because when you load stream level, you decide whether to make visible on load completion or not. Can i make it NOT visible. Then make it visible later?

trim matrix
#

@weary jackal hey um...im sorry is it ok if i come to DM?😅 honestly i have no idea what im doing rn

weary jackal
#

Sure

autumn vector
#

@brazen elm Sure

#

@brazen elm GetStreamingLevel -> Set Should be Visible or something like that

brazen elm
#

ahhh LEGEND, thank you

#

hero ^

#

and then to unload the previous one, is it as simple as Unload stream level, and the name is 'persistent level'?

autumn vector
#

btw if you use "GetStreamingLevel" you'll find lots of event binds in there too, for when loaded/unloaded, visibility change, etc

#

no no you can never change the persistent level

#

it's... persistent 😛

#

but you could put your level stuff in its own

#

persistent level doesn't ened a single actor.. it can just be like a wrapper or container of the others

brazen elm
#

ah ok thanks

autumn vector
#

you can just make a new level.. called "Master" or whatever.. then in the levels window you can add existing maps as sublevels

brazen elm
#

so if i have a menu level with particle effects and stuff. Should i make a blank MASTER LEVEL, then make this menu map a sublevel aswell, just so i can unload the menu map when planet map loads?

autumn vector
#

yep, if you're very set on the transition being seamless

#

your problem is going to be gamemode/controller/etc will be the same across all, because really it's the persistent level driving it

charred roost
#

I am new to unreal (have made games in godot before) and have this question:
If i create a blueprint actor I can add components via the viewport tab, but if i want to use a c++ script do I have to use code to add components, meshes etc to my actor?

brazen elm
#

thanks

autumn vector
#

@charred roost Not sure I understand.. but you could use C++ inside the component or actor, but piece it together in blueprint

#

In a lot of ways, blueprint IS C++.. each node is a C++ function somewhere

charred roost
#

If I have a blueprint class I can edit its components in this tab:

autumn vector
#

yep

charred roost
#

But how can I do that when I use a c++ class

#

Only via code?

autumn vector
#

nope you could make a C++ class and still add it in the blueprint

#

or you could add it at C++ level

#

either way

charred roost
#

How would I add it to the blueprint?

#

"you could make a C++ class and still add it in the blueprint"

autumn vector
#

the same way you add others.. every component in that list from UE4 is just a C++ class somewhere

charred roost
#

Oh yes its that simple

#

Thank you very much

tight schooner
#

I found that to be a useful overview of how C++ BP integration works in practice

mortal wharf
#

Is this a good save system?

autumn vector
#

@mortal wharf Too low res for me to read

mortal wharf
#

click the link and zoom in. @autumn vector

autumn vector
#

copy your nodes, paste them in there, and share link

charred roost
#

@tight schooner Thank you. I will watch it. Maybe I understand it better than the documentation

autumn vector
#

@mortal wharf That's close but you probably want to check to see if the slot exists first, before just making a new one.

mortal wharf
autumn vector
#

@mortal wharf Also if you have question marks on the end of your bool, people might literally kill you when you join a larger team 😛

mortal wharf
#

why is that?

flat raft
#

so floats is for advance math mostly
@stray folio Not so. Say you are shooting at a target. Int may not be precise enough. If your target position is at 2.35, and you use ints, then you'll never hit the target. You'll shoot at position 2 and 3 if it's int.

autumn vector
#

Question mark works fine in BP, but it's not really something you can do in most coding languages so it's non-standard and frowned upon by C++ guys

mortal wharf
#

@autumn vector

tight schooner
autumn vector
#

@mortal wharf Well.. what's the point in loading it? I mean you load the bool from file but then set it immediately so no matter what it'll be true

#

If it does NOT exist, make it and save it. If it does exist, read the bool out of it and store it somewhere or do something with it

mortal wharf
#

the save system is in the night 1 level bp and the load system is in the mainmenu level bp.

autumn vector
#

<@&213101288538374145> Help! Ban seanny immediately!!

surreal peak
#

Is it really worth pinging us Mods on a Sunday evening (+- timezone) for a little joke?

autumn vector
#

I thought so

surreal peak
#

Generally speaking, keep offtopic in #lounge

neat pond
surreal peak
#

Here I don't see the big problem. It's a one-off joke about ??? vs the smileys that UE4 supports. So don't worry too much.

autumn vector
#

Uh, yeah, I wasn't really worried. 😛

surreal peak
#

@neat pond Most of that should be the same. Please try first, because this is too early to help you with.
The only difference is, based on "TopDown" vs "FirstPerson" that you have a different camera angle.
So we would need some more info as to why you struggle with this.

flat raft
#

😂 he just wanted to talk to you Cedric

#

He knew you would come.

mortal wharf
#

@mortal wharf Well.. what's the point in loading it? I mean you load the bool from file but then set it immediately so no matter what it'll be true
Instead of it just being set to true what should it be? @autumn vector

neat pond
#

@surreal peak How could my mouse interac as this code in top down controller

surreal peak
#
  • Make an Input Event in your Project Settings for your Left Mouse Button Click.
  • Execute the Trace logic when the Mouse Click Event calls (best in your Character or PlayerController).
autumn vector
#

@mortal wharf I guess that's depending on what you're trying to achieve, but I assume if you're putting a bool in your save game file that when you load, you want the value that was in the save.

ruby basin
#

how can i make an actor not collide with a single player?

#

ignore collisions while moving doesnt seem to work.

#

And I want it to collide with other players in the game, so i dont think collision filtering would work there?

devout dove
#

When I rotate my characters root the camera has always that weird offset, how can I make that the spring arm is connected to the root mesh?

analog perch
#

is the spring arm set to inherit pitch?

devout dove
#

yes

analog perch
#

and is attached to the mesh? are you using lag?

devout dove
#

yes to the mesh

analog perch
#

idk, if its not the lag you might have to get the actor rot and set in manually

normal rampart
#

Small question, but which is better practice for rotators/rotations: using 270 degrees or -90 degrees? Or is it just preference?

devout dove
#

0-360

#

cpp datatypes

normal rampart
#

Okie dokie, thank you 😄

devout dove
#

I mean you can also use -90 but then it might be a signed int instead of unsigned

#

But overall use what you want man 😄 doesn't really matter, if you get to a point where it matters... you will be already driving a Bugatti or something

normal rampart
#

hahah ok cool cool 🚗

devout dove
#

hehehe i have a stupid question, I just found out that I need to use my skeletal mesh (plane) the physics simulation so it has a collision, the problem now is that my plane falls like a rock HAHAHAHAHAHAAH

surreal peak
#

That's why you usually use a primitive collision, like a box, and not the skeletalmesh actor.

mortal wharf
#

Yeah i just want it to save and load if the value of the boolean is true or false. @autumn vector

obsidian pelican
#

@weary jackal are you there ?

stray folio
#

hello all

#

so far harvesting is easy

obsidian pelican
#

can somebody tell me how it is possible that this is called but i cannot se the actor spawning?

tight schooner
#

There are a lot of ways for that to be possible. I'm kind of confused why you're providing a spawn transform and also a location & rotation vector. It makes me think there's something weird going on in that actor class.

#

but anyway you can try print nodes and breakpoints to do some basic blueprint debugging.

#

There's a node called DrawDebugSphere that might help to visually show the desired location of the "aaa" event

obsidian pelican
#

i have this actor which shall build me other actors when its build itself but because i cannot spawn actors of other types in the constructor i have the custom event

stray folio
#

man

#

everyones having trouble with spawning

#

i have a car spawn code unfixed

#

so i went to easy harvestin XD

tight schooner
#

@obsidian pelican Just narrow down the problem:

  1. Is "aaa" being called?
  2. Is the "new param" transform it's being supplied with correct? (DrawDebugSphere node can help)
  3. Is the actor being spawned? Where does it exist in the world? (Putting a Print node that prints the actor's world location on BeginPlay can help)
stray folio
#

I did all that and i can only think that the location is off

#

but its not

#

;n;

#

what is a vector

tight schooner
#

it's a location in 3D space as described by three floating point values

stray folio
#

x y and z

#

right

tight schooner
#

sometimes it's used to specify an exact location

#

and sometimes it's used as a "normal"; a vector with a length of 1 that points in a direction

stray folio
#

start of a harvest code l3

#

(did not think it would look like that)

obsidian pelican
#

So basic intention is :
a triangle based building system. First i place a triangle foundation and if placed it should highlight the snapping options of that triangle the construction script above is the triangle ones. and it calles the event aaa to build the Holo class actors.

the location i 0/0/0

#

😮

stray folio
#

o-o

#

trippy coding man

tight schooner
#

@stray folio so yeah, your screenshot has both a positional vector (GetWorldLocation) and a "normal" (GetForwardVector)

stray folio
#

what is a normal

#

i get positional

obsidian pelican
tight schooner
#

like I said, it's a vector with a length of 1 that points in a direction

obsidian pelican
#

use this

stray folio
#

LOL ANDRIEL

#

oh

#

thank you

#

dude thats awesome

tight schooner
#

lol, yeah. Andrei's screenshot there shows you how to use a normal

#

you can multiply a normal, like actor forward, and then add it to the world location

#

and you get a point in space that's X units in front of the actor

#

wherever the actor happens to be facing

stray folio
#

get

#

line from actor?

#

is it like getting both

tight schooner
#

you can just adapt the graph you posted earlier to make it look more like Andrei's graph

stray folio
#

im almost done

#

i am at a fork

#

i can go with just the base i got

#

or the line form actor

#

right?

#

ill just use base

#

thanks guys

latent basin
#

hey guys, im trying to use a post process material on a procedural mesh (which is the base of this lego piece), but for some reason when I try to get a scene texture of the world normal of the procedural mesh, it doesnt work. for some reason it only outputs one value..?

obsidian pelican
#

Blueprint Runtime Error: "Accessed None trying to read property NewVar_0". Blueprint: NewTriangle Function: Execute Ubergraph New Triangle Graph: EventGraph Node: Print String

latent basin
#

at some point you set the variable NewVar_0 to none, you try to access it at function NewTriangle.

stray folio
#

looking good l3

obsidian pelican
#

yeah

#

you just need to make a need array for the object types

#

@latent basin thats the point ^^ i spawn the actor and i use the variable in the next step so how can it be none after 1 sec ?:D

latent basin
#

aah

#

if everyone knew the answer to that we would be in the future

#

try debugging a bit, see what happens to the variable and when it changes.

obsidian pelican
#

i'm about to throw the whole building system away and start from scratch^^

latent basin
#

i mean, if you think you should

stray folio
#

wait

#

if you throwing a building system away

#

lol

neon perch
#

I'd say find the issue and fix it before you start over. Debugging is a pretty essential skill to hone.

stray folio
#

yes it is

#

my longest code stack i ever did was

#

150 errors

#

;n;

#

thing was it was a broken open source

#

but darn it i got it working

obsidian pelican
#

well the thing is it's not that much for now but the overlapping actors odes are not working as they should and now this damn problem ^^

#

creating them as a child object works perfectly

#

but they cannot detect the overlappings at all

stray folio
#

they cant get overlap?

obsidian pelican
#

a few days ago i had another way but i was detecting randomly obejcts

stray folio
#

i dont know about that

#

let me check

#

a box

#

is that overlap?

obsidian pelican
#

i use the mesh as collision detector not using boxes or spheres

stray folio
#

oh

#

nvm sorry

#

being a novice sucks XD

obsidian pelican
#

well there is a point when you start needing custom collisions 😉 only boxes and spheres wont make it al happen

stray folio
#

right

#

like in a fight game

stray folio
#

guys im having th WORSE brain fart here

#

where do i add a actor for a rock

proven harbor
#

Hello, from Paris France, I use the dymanicflight asset that I bought on the epic store, I plugged it with the anims on the floor of my personal and I added sounds that adapt to different floors... all this works fine.
I also wanted to add sounds when the character flies by creating animnotify on some anim... but I switch from thirdperson_AnimBP when I walk to a dynamicflight_animBP when I fly... and there I have a pb to manage the sound.
I have a soundcomponent variable created in dynamicflight_animBP that I try to get back in thidperson_AnimBP with animnotify.... In the dynamicflight_animBP castto I don't know what to plug in the object node... thanks for your help...

stray folio
#

get player controller?

#

or idk in flight

proven harbor
stray folio
#

it work lol?

proven harbor
#

@stray folio I try

stray folio
#

looks good

dense mica
#

casting to animbp is not a good idea i guess

proven harbor
#

@stray folio It doesn't work...

dense mica
#

animbp already ticks

#

so if you use "try to get pawn"

#

from animbp

#

and get conditions to create sound

#

it'll work

#

to put simply: cast from animbp

#

not from player

stray folio
#

sorry

proven harbor
#

@dense mica How I can catch the sound flyng variable ?

dense mica
#

isnt it already in the animbp?

proven harbor
#

@dense mica the variable is in the anim blue print I try to cast

#

I have two anim BP

dense mica
#

i understand now, you wanna cast from animbp to another animbp right?

proven harbor
#

@dense mica yes

dense mica
#

either case, doesnt matter

#

sound flying var. is in the flyinganimbp right?

proven harbor
#

yes

dense mica
#

when you switch to thirdpersonanimbp

#

set a boolean in the character

#

"isFlying"? for example

#

then cast to your player in flyinganimbp

#

get "isFlying?"

#

if false, Stop the sound

#

since animbp will tick every frame, it will stop

proven harbor
#

how I Cast this variable ? I will have the same pb ?

dense mica
#

no dont cast it

#

cast to player, get the boolean, if it is false just get the variable from that blueprint

#

dont cast it inside the same bp

proven harbor
#

yes but I still don't know how to stop the sound I need to have the variable from the flyinganimbp to know which sound I have to stop ....

dense mica
#

dude, arent you casting the player from flyinganimbp?

proven harbor
#

no I switch from one blue print to an other...

dense mica
#

if you stop it before switching (which why we use animbp, because it ticks every frame) it will stop when you set the boolean false then it will switch

#

set the conditions in bp, then switch it, animbp will cast it automatically then stop the sound

proven harbor
#

If I stop the sound when I switch i is strange because when he fall he is still flying... but he will be in the other animbp...

#

I read back your advice and I Try... Thanks a lot @dense mica

hard kettle
#

@proven harbor That flight looked so smooth!

orchid thicket
#

oh god

#

that flight kinda freaked me out ngl

#

it was unexpected it was that quick XD

#

question is it possible I can edit the way physics are played

#

because it doesnt seem like I can

#

id have to just be used to the physics they provide for my game

late shuttle
#

Anyone point me in the right direction to make a UI element that points to where the Boss is when he's off screen? (2.5D game)

orchid thicket
#

i think u would have to find a way to use camera

#

to follow the boss

#

like in rocket league when ur perspective follows the ball

late shuttle
#

No, camera is locked to player. I just want an arrow to indicate Boss direction when the player travels farther away.

orchid thicket
#

then u would need to have a png of the arrow

#

and have to do something with it being an ai

#

to follow a certain actor

#

idk how to work with blueprints fully yet so

stray folio
#

question

orchid thicket
#

im sorry i can only provide this info

stray folio
#

i made a rock that i want to harvest

#

but i dont want it to be moealbe

#

right now i can kick it like a beach ball

orchid thicket
#

u want to make it

#

pickable?