#blueprint
402296 messages Β· Page 540 of 403
when i attack closest enemy i want my charcter to get pushed to the closetes enemys location. Not just stand on spot and attack without doing any damage. Cuz thats just useless. I want him to damage the ai. Already fixet closest enemy attack but not launch towards him. How do i fix this?
Dark, your static mesh has no skeletal mesh
π
the setup you showed in your last screenshot should work as long as you're setting the static mesh to a different static mesh than what's already being used, otherwise there will be no visual indication it worked
- How/where did you set your character ref, if it's invalid it won't work
- You've gotta have your character class in the scene, it's the only ball that will get changed
The ball4 in the world won't get changed bc it's not the character
oh
wait a sec
yeah you still must have a character in the scene. You're getting the character, making sure it's a ball4 class (casting it) and setting it. The ball4 is not a character but the character is a ball4. You must have a player character in the scene
ok I was a little confused too
@normal rampart how do I use this plugin to show the debug line for widget interaction?
Yeah you've gotta set the ball4 as your default pawn class
Iβll try that in a minute
@pine trellis if you have the plugin installed, there should be a "draw line" as well as a "draw lines" function
oh yeah i found it
Will it still work as a widget interaction?
I dont see where to put the widget in
Not sure what you mean, the original draw debug line had no widget input. Unless you're talking about the draw line function for widgets that takes in a widget, 2 vector2ds and a tint
er, there's a few different widget ones
no im using a widget interaction on a VR hand
but in the pack game i cant see t he ride line anymore
@pine trellis Debug tools don't exist in a packaged game. You would need to do like ARK does and package it as a debug build.
Better yet, just make a straight ribbon particle on a linetrace along the same path as the widgetinteraction.
is there any dangers to packing as debug build? can it be hacked easier? or can people cheat easier?
Possibly. Depends. ARK managed it. But it's also worth noting that debug builds come with quite a bit of baggage. It'll hamper performance a bit.
Honestly though. I'd seriously consider the ribbon particle. Niagara is very easy to learn and there are a lot of 'laser pointer' tutorials out there. All you need is a simple ribbon effect with a vector parameter that you can pass in to set the laser end point. Then all you need to do is trace maybe 15-30 times a second to update that particle system's parameter.
Too bad UWidgetInteractionComponent isn't blueprintable. Would have been an easy touch just to create a child class and add the niagara emitter spawn and update there all in one component. You'd have to C++ it to do that though.
@normal rampart still not working
I created new game mode
Cause the base one wonβt let me set default pawn
@ember niche looks like in the screenshot you did set it. π You've gotta place a player start in the world too
God damn
Glad to help and that it worked π π₯
Does anybody know for what possible reasons an anim notify doesnβt fire?
I followed to this tutorial but with my own character (simply retargeted everything from the mannequin). My anim notifies in the montage are not firing, thus the event in my AnimBP is not being called. I tried setting it as an Montage Notify, and tested a subclass too, but they donβt generate events like traditional anim notifies would. Blend times of my animations also seem good. The anim notify doensβt even fire in the beginning of the animation...
Wes Bunn walks through how to set up and use Animation Pose Snapshot to create more natural looking ragdoll-to-standing animations. Ragdolls are fun, but snapping back to an animation can look really out of place, so Wes has the solution for you.
when i attack closest enemy i want my charcter to get pushed to the closetes enemys location. Not just stand on spot and attack without doing any damage. Cuz thats just useless. I want him to damage the ai. Already fixet closest enemy attack but not launch towards him. How do i fix this?
gem collecting works for CH_human class, but not for the other pawns classes. The Gems Variable is stored in CH_human Class. How do I get the counter to work for the other classes and not just CH_Human?
Either make those classes inherit from CH_Human, or copy the same functionality into those classes.
Well the Pawns are children of CH_Human. When I play in ch_human the gem counter updates, but when I play as one of the pawns, the counter does not update.
If those other pawn classes inherit from CH_Human class and they don't share it's functionality, you have either overridden it, or done something very odd with the initial programming.
The counter was done using an event dispatcher. and its casting to CH_Human to read the gems counter.
Should still work in an inherited class. They're just copies of their parent class with extended functionality, essentially.
then why is event dispatcher only listening to CH_Human and is deaf to all the children.
If I wanted to spawn multiple meshes that 'stick' together when moving on tick (by adding velocity) can I attach a mesh to a 'socket' point on the mesh
will that work
however the inventory system works for all the pawn classes and I don't know how I managed to do that as it was by accident that i got the inventory system working for all of them. But I dunno when it comes to the gem counter and event dispatcher.
@mental robin It should. Can't see why it wouldn't with them being attached.
here's the gem collectable on overlap code
But I'm not sure where to store the gem variable, so I tried to store it in third person game mode.
Hey all! I've run into an issue with keybindings. I am able to bind the keys and they stay bound for the current game session but when I exit and restart, the keybindings revert to default. I have tried the "savekeymappings" node but it doesn't appear to save anything. Any help would be very appreciated as this is the last hurdle I need to overcome. This is the current setup.
@shut hinge What is that GetAllActorsOfClass node? What class is that looking for?
third person game mode i stored the gem variable in there. It might be the wrong bp.
Why are you using a GetAllActorsOfClass though? There's a static call to get the game mode.
Just use GetGameMode and cast it to your game mode type.
as my game has more than one level.
Because I don't know all of the nodes. I only know some of them.
ok i changed it now to game mode cast.
Even still, I don't know why that wouldn't work in an inherited class. That's very weird.
The comnander can collect up gems and the counter increases, but not skynar the other player. Sky collects the gems like the Commander does but the counter UI dosen't change.
here's the binding event for the gem UI counter
how to save game on event tick
hmm do i cast to ch_human or cast to game mode for the binding?
want to keep update my player health, stamina etc on event tick @maiden wadi
but when i try to save game to slot on event tick, it doesn't save or even load on next point
i want to keep track of my player stats and i want to save
I dramatically recommend that you don't save game on tick.
so how i can keep save of my player health, stamina, mana, energy etc ?
why can't I find this node in bp editor? https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/AsyncLoadClassAsset/index.html
Async Load Class Asset
do I bind it to the game mode?
I have a soft class reference and that is nowhere to be seen when I'm trying create it
@gritty elm Why not do it like normal games do? When the player can save, or at checkpoints.
because when character run, everything changed per second like stamina, hunger, thrust etc
oh wait... it's probably because I'm in a function...
@maiden wadi is there any event that called when game exit, so i can get all my player stats and save to slot
the issue is event logout in game mode is only exist in server side, i'm creating multiplayer game, i also want to save client data
The one that you call when you click on exit game, probably. I mean you can try to rely on endplay events, but it's not that wise.
does the gem collecting code have to be put into the game mode for at the moment everything is bound to only access CH_human.
https://gyazo.com/3471f22eaf27477d8e4a8bffd1040da4 Does this look good as a load system? And does this look good as a save system: https://gyazo.com/7e2ad9bc56461a42e9c6b0fccb4bf075 i am just trying to save the value of a boolean variable.
Evening All.
Maybe an age old question but, I've scoured the web/forums, tried different solutions but.
When i press a "buttonA" on my widget to open up another widget switcher, I have to click "buttonA" Twice to get focus back?, I've tried so many ways to get focus so i can "single click" again but to no joy, any tips would be appreciated. Thanks
quickie. does anyone know if you can make a child (or instance) of a MaterialParameterCollection
i want to have a mater list of parameters that get plugged into my Materials but i want different variants based on level specific criteria. i know i could have multiple MPCs but i want a parent one that controls a list of variables and the children only have different defaults
Hey, how do I connect a edible text in a UI, to my field of view on my character
Hello! Is anybody can me explain, why is my car standing on the ground so strangely?
Its front wheels do not touch the ground.
I looked at the collisions, there is nothing that prevents it.
- I had a standard buggy.
- I replaced the buggy mesh with my car mesh.
- front wheels of my car do not touch the ground.
Hello
I just made a leveling system that will be my experience bar for my battle, pass and i was wondering
how do you link your level to the main menu
i need my xp bar to work for all my pawns all at the same time can't do that yet. I can get the bar working for just one pawn at a time.
I have the XP Bar system or levelling system attached to all the player pawns as an component. Its supposed to update all their individual xp values which it does, the problem is the Bars UI won't all update at the same time on the screen for all the pawns. It updates the UI for just one pawn at a time only for the pawn that you take possession of.. (All pawn's xp bar's need to be activte for party group selection menu mode screen).
Now I'm trying to get the gem collecting code to work for all the pawns s well and I'm wondering if I bind the event to the game mode that might do it instead of binding it to just my Commander's Pawn. Since I only want the gem counter to call the game mode for everybody who collects gems to keep the score of the gems collected instead of just only one pawn to keep track of the score.
get player camera manager for multiplayer? how i can get that
it return only index 0 or 1, i need to get player camera manager for clients
does this help?
A PlayerCameraManager is responsible for managing the camera for a particular player.
is there any blueprint version/solution?
Has anyone created a battle pass before?
@shut hinge pretty sure you'd use the game state for that variable you're talking about earlier
actually playerstate my bad
A PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.
my game is not a multi player game its a single player party group companion rpg style.
don't think it really matters you can still use it
oh so you are wanting to have the XP bar the entire time
for all party memebers
right
at once
right?
yes and I don't know the logic to making it do that so you can have all your party pawns showing all their levelling stats on the same screen (needed for group party selection screen mode).
use player state
or when you need party group combat mode and have more than one pawn fighting the enemy instead of just one pawn. (like final fantasy).
i've never heard of player state. only game mode and game instance.
ah, well i was told it was the game instance i was supposed to store the variables in
you can get player state in the player controlelr
well i guess you would pull from player state then if you need to save w/e you put in the game instance not too sure never really done it myself
how does this work with the widget binding for at the moment the bindings are casting to each player pawn.
hang on just a moment i'll go get the binding for the commander because I don't understand the widgets all that well when it comes to other pawns.
you should be able to just ref the widget and the component.
@trim matrix right?
and the main pawns that's involved
this is the xp bar binding set up for the commander....
The Binding is casting to the commander's BP
That's the bindings for just the xp bar...
does everything have the leveling up component?
whats your widget look like?>
and each component casts to the pawn's own BP. that was the only way I could get the widget bindings to record each individual pawn's xp values
is all the bars on screen
it looks like this in the game.
so you're trying to add more widgets to the hud was the question?
(or limited to how many chars you got)
well I have 10 party members, but putting 10 of their bars up on the screen all at one in play mode is too much clutter. So I wanted the bars only to all show up on the screen when in party group menu selection mode.
so you need bp logic when to draw
too much clutter in main game hud
so I put them in the party group selection screen instead of in main game hud.
here's the party group screen whichis where I want all their bars and stats to show up. This is rough draft of course.
@trim matrix hey can you help me with a advanced code?
@trim matrix you seem very smart
lol maybe be very inexperienced
me too
i also wanted to put my game in Godot as well LOL
as my game has dialog also
i got the progress odne
just ask your question here I don't know if i can answer it there are tons of smart people on here
My question is
they're more experienced at the engine than me. I only been in the engine a couple of years.
not exactly sure what a battle pass is tehe
here
You level up your tier
basically your level
each level gives you a itme
so how do i make a main menu
like that
i have the progress bar made
alreeady
but i just need to make it like that
yah so all game instance stuff
This looks like a Skill Tree Menu System....
Im sure i can make you get each item
did you watch that tutorial from unreal for multiplayer?
no?
they make a lobby and everything
i can make a lobby and all that
but its more of
the item and displaying the menu like that
i can make a list of items and get weapons sure
but i want to display it
llike that
This video will show the issues I having with my game.
https://www.youtube.com/watch?v=_RMw2zRttdA
lol im doing home school here
but if this is multiplayer "battle pass" i can only guess it would be information from a saved session on the server ofc
i guess.
This is the reason why I'm going to remove the party widgets from main hud and stick them in the party group menu screen. However I have set it up so you can toggle the widgets on or off on the screen if you want them on. But you can see the issue with the xp levelling system.
and i haven't done any of that stuff
no its not
you can make a battle pass in single player
you just need to spawn items
and yes it will be a multiplayer
hmmm...................
You might of opened my eyes a little
well then you want everything on the server right
define items?
well yah so less cheating?
so if thats the case it will read code? like battle pass coding?
hm
idk
imma have to do more research
If anyone knows, I want to make a battle pass (leveling up each tier for a item.)
i got the progress bar but i want to make a menu like this
wwait
hold on
i just aw code in my head
would this work zor
zyk
its based on a skill tree system
your right
it is
Its where if you press a button to the right
on the page
it will read 5 at a time
so 20 pages
count 1 through 5
._>
not working in my head
yah Tozan couldn't you just make a button like that
theres problems
instead of having a seperate thing for party
imo he needs to just take off the seperate thing
that expands.
right nevermind
your idea is better
why so many party members?
is it a war game?
no its not a war game its a game with funny dialog in it.
lol
I used a data table instead
all i can say for Kasher is that if multiplayer you'd want the server handing out your candy
yah ofc
i can always transfer the code to the multiplayer server?
integrate being better word for it
you mean if you make widgets can you use them ofc lol
lol okay.
I was just curious ^^;
im not even coding it yet either
im just making ideas
yah man get all your pages layedout
then you have a better forethought of how it will all work
i did use that Validated get node to toggle the widgets on and off on the screen but it acts a bit weird, sometimes it toggles just the widget on and not the xp bar and other times it toggles on the xp bar and the widget.
okay
page 2-6-10
page 3-11-20
page 4-21-30
page 5-31-40
page 6-41-50
page 7-51-60
page 8-61-70
page 9-71-80
page 10-81-90
page 11-91-100```
got pages laid out
11 pages
in widgets
whats all these pages ?
so i have to make 11 pages in widget
no
?
that's where it gets tricky
ye
where do you activate widget element
so i guess when you create the widget
could you make the pages on branchs
you give it input
so
variable expose on spawn
I think its done with size box inside a scrollbox and a button. you can scroll lists and also click on them as buttons.
lol if you click a button or w/e i'd imagine it would just create a new page if it has the same layout
as the current you just remove old add new
create a new widget or page
uses same widget
everythings a widget
inexperience
im a widget
youcan also have text lists with buttons to click on them, i find that's handy. I put all my 800 planets in the scroll box.
yup
k good!
do you know what expose on spawn is?
if he knows how to make widgets, let him make widgets
ill screen shot an example
battle pass, is that the skill tree?
ah
if you have a variable in your widget and you make it Instance editable and you click the expose on spawn boolean it will add another input pin so when you call the function to create the "Widget" you can pass in a character reference or w/e you need for the data for the widget.
i know this is an ai
oh?
π
so basically if you need stuff from other sources for w/e you're building in your widget
like from a data table or w/e
then you input in the widget
but can you make a skin appear?
yep, i had to work with data table for the dialog
with it?
sure
(i used it for inventory system)
are you trolling me bro?
i don't use bro irl only on the internet
but does he say bro, bro?
so the spawnfromai?
like i already disowned my brother
spawn from
spawn ai form class
.-. i see
so when you make a model which will be a unlockable item
you can spawn it to appear in as you pass over the menu?
lolololololol
i get it
thank you so much bro
you taught me how to make a battle pass
(and you say your inexperienced)
tsk tsk tsk
wait, you might have to override mouse down to get it to work with the mouse
if you need ai in your widget you use the return value for your widget bro
i understnad
get a ref
i get all that
just it was just that little bit that confused this novice here l3
why do i sound smart or dumb
thanks bro
i feel like i'm getting dumber
you sound amazing
so yah after you get the loot from the b-pass you put that in your pipe then smoke it
save some for later though
lol i got stoned from just hearing that
new question
can you make a 3d render image as your background?
or a gif?
for your main menu
yes
you go to youtube and in the search function you type in Unreal render targets and can i has widgets bro?
Heyo peeps, got a question, I have a level generation system that I made for my game, but it has one issue :multiplayer replication. Basically, it spawns properly for every player, but it spawns a diffrent level for everyone, I'm having an issue replicating the integer that decides how it spawns, aka it's random per room but it's random for everyone, I want it to be random for the server and for the server to make it standard to all clients, could I get some help?
hi guys, i have this weird problem with the GC. I dont know which channel to ask this question. Basically on OpenLevel node. In a packaged Game, the default pawn takes a long time to be destroyed [resulting in: "Spent more than 10.00s on routing FinishDestroy to objects (objects in queue: 14)"]. Has anyone came across this?
@simple berry if you can get the gamemode to do all the level generation logic it should be replicated for all
i'm no expert just my though
I have been trying to rotate my character 90 degrees if I look at his right or left side. did this whole thing by watching codelikemeβs tutorial video and did everything that he did but it doesnβt work. Shows an accessed none trying to read property error. I am still a noob but i can understand this is a very common mistake so I googled and watched multiple youtube videos but couldnβt find a scenario that could solve mine. Anyone please help me? I am uploading the animation blueprint here.
Oh I didn't realize the game mode was auto replicated to all, I'll test it
ye gl
zykoz trying it right now! Will get back soon. thank you!
@trim matrix, Thank you so much! It worked! This was my first ever message in discord, couldn't imagine such great response β€οΈ
there is an order which the objects are loaded and sometimes this matters
np glad it worked
gotta stay humble
how do i fix it so my fooliage doesnt disapear when i go a certain distrance
@cloud trellis cull distance
how do i change that
ok
when you select an object should be in there
like wdym
depends on what you feel is appropriate for the scene
if you need more performance or not
Does anyone know how to properly save custom keybinds? This currently works as it should and I'm able to change my keys but upon exit and reloading, the keys revert to their defaults...
I have tried connecting this to the end of "Add Action Mapping" but it doesn't appear to save anything. https://forums.unrealengine.com/filedata/fetch?id=1543640&d=1540454483&type=medium
hey anyone know how i can increase the speed of my spring arms rotation around the character. right now i have it set to just take in the axis value but on top of that i also have a more complex code to calculate the speed of the rotation but im not sure how to apply anything to the original relative rotation.
Can anybody recommend some alternative methods by which I can get a GameMode blueprint to pull variable references from various other blueprints besides CastTo? I have a whole bunch of different House blueprints that all contain certain info, and I was hoping to be able to make one single blueprint to universally pull from any of them. Whereas with Casting it looks like I have to Cast to each house individually?
@tranquil gorge wouldn't you just multiple the value in your yaw?
for the input axis event when you're adding relative rotation?
you just need to scale the value to be suitable?
@ember dawn GameState
store the info from your actors on the game state
that way when you cast to the game state it's lightweight
How do I count the number of times a particular looping animation is played?
notify
increment the counter from anim notify
keep getting this err when firing, but when I check sim it's not ticked...
Invalid Simulate Options: Body (FirstPersonProjectile_C_13.Sphere FirstPersonProjectileMesh) is set to simulate physics but Collision Enabled is incompatible
increment the counter from anim notify
@twilit heath Where is this?
add a notify to your animation asset, hook the notify in anim BP
sorry inside the fpprojectile blueprint
so in the animation sequences you create a notify and it ends up in the anim bp with an event where you can use a variable to store how much it loops
Okay. Thanks!
How do you cast to the players game mode properly? I'm trying to use a variable through it but it keeps throwing cast fails
@trim matrix thanks for the reply π and the answer is no bc it would just make the character rotate on its own but at the higher speed.
You use the GameState to pass information to the Client about the state of the game.
now thats a perfectly wasted Cast there π
complied
What is this called?
optimization
@tranquil gorge well did you say how it was suppose to work?
@thorny marsh Thank you, I was checking condition equals etc. But it wasn't showing up till I ticked this:
Why wasn't that showing up?
@trim matrix Any good tutorials you could recommend on getting started using a GameState? I'm only just getting started on learning GameMode
i may have but i only want to increase the speed of the controlled rotation around the character. meaning when the character uses the control stick
@ember dawn Check the pinned messages in #multiplayer
@ember dawn just read documentation
l3 I love this discord channel
so many smart brains itching each other brains for them
this?
hmm that might be a good answer.
let me try that out @trim matrix thanks π
np lol i don't even know these answers i just figure them out
half the battle is figuring out the question
yeah you know i actually thought of that possibility a while ago but wasnt confident so i persued my other way bc i wasnt sure if it would be what i needed
lol indeed
π
so in my character bp you can see how i fire the gun, but i can't figure out how to implement a system to switch between fire modes (burst, auto, single shot)
@crimson charm you want to use an Enumeration
i thought abou that, but i have almost no experience with enums
create one in your folder somewhere
then just set all the modes you want for your gun
save then just create a variable where you need the different modes
then set it as the Enumeration you just made
then you just set it to be on w/e mode when you do your input to switch modes
I'd watch a video on enumerations on youtube
@trim matrix hey sorry to bug you again but ive been seeming to work it through for a while now but i feel like the problem with this method is that im trying to rotate the spring arm which is a scene componet and not a player controller part. if you dont know the answer thats alright too bc ive tried searching online as well and man... hard to find a spacific answer
@tranquil gorge you don't want the spring arm to be the root component
for rotating the camera?
im not sure how both the camera and the camera boom(spring arm) are scene componets and im trying to interact with those objects.
take a screenshot of your hierarchy
Good day how do I expose the blue input for the SET float https://gyazo.com/3fe15bca066ef8a8d2e60f06d5467632
like this one:
https://gyazo.com/bb451e2052e7cc1f64e81ec2238e46f5
@storm vigil expose on spawn?
oo blue input
thats because its from a different blueprint
if you pull off the cast and try to set it that way
instead of in your native blueprint
and get the correct set variable
yup sorry I do not know how to I am trying to replicate a slider that can control a shape key that is on an event tick
I am following this one. Ill try to check it out
thank you
I think the float is from the characterblue print π ill experiment haha
hey thankyou alot i appreciate all your help again weather you find it or not. π @trim matrix
ill be trying to solve it on my own as well
about to try to do what you're doing
opening a project
@tranquil gorge yah if you rotate spring arm in viewport doesn't move.
ill let you know if i find solution
gotcha
heya guys, still having issues with variables in multiplayer, i just want to get a random number in range and make that the same on all players
@tranquil gorge i got a solution
Scene Location is at 0,0,0 Also when reattaching to Spring Arm use Snap to target not world
@static charm Howdy pardner! Would you happen to know if there is a way to not simulate any physics for animations each frame?
oh my @trim matrix can i ask what this does exactly i never would have thought to use these nodes
it just unparents from spring arm
so then you reparent to scene which is at vector 0,0,0
camera is the same offset (where it was)
then you rotate the scene component
then i can rotate around the character in increments of 30 deg
when i press 7
so basically parenting to something else
so you can rotate
but what exactly you're trying to achieve is still a mystery
you never explained exactly why you are doing what you're doing for whatever reason
oh well i just wanted a semi free cam for my character that only rotates horizontally. the default axis value rotational speed was too slow so i was seeking out a way to increase the speed of that rotation. meybe interpolate (rinterpto ?)
only thing about doing it this way is that when you reparent back to the spring arm there is no transition because you cant rotate the spring arm
like panning left to right?
not rotating around the character?
no preety much the cam rotates around the character due to the add relative rotation node that makes them rotate around the parent (intended).
yah if you detach
you can do this
you just need add it
this was just to show you how you can free up that rotation so you can do what you want to do
but yah if you detach then you cant really speed it up i guess
ill look for another way
well u can still
but might be other way π
hey alright so i do have a purpose for the spring arm. it would be for the distance and rot lag and other dynamic cam features. since i wanted those values at desposal i had interest in keeping it attatched. i guess it might be another way then?
If you attach the spring arm to the capsule instead could you move it?
Hi.
I was wondering if anyone knew the best way to move a Pawn in the following scenario:
Pawn - not Character
A server (not UE server) sends the X,Y,Z location of the Pawn every second
The Pawn should then smoothly update (move to) the latest position from the server
What I tried that worked the best was using AddMovementInput but that requires a movement vector, not a position. Is there a way to get teh input vector from 2 location vectors? Say I have where the Pawn is currently, and where I need to go, can I make a Vector out of those two to supply to AddMovementInput? Or is there a better alternative?
@swift holly You could use a lerp function to move it from location A to location B with a timeline into the alpha
@tranquil gorge i think spring arm is just for when your camera gets near walls and objects
it can ride along the arm so its seemless
not too sure it was built to be rotated obviously
my head hurts
yo
π₯²
i figured it out
lol
there is a boolean
just turn that off lol
then you can rotate on the yaw
i didnt have an issue rotating really and mine was already off
lol mine wasn't
lol i figured something was up when you said the spring arm wouldnt move
yeah i just want to increase the rotation rate or interpolation speed or whatever it is called in the engine to increase the speed at which the camera rotates around the character when the right thumbstick is used on the x axis
it seems to be a bit cumbersome
yah i see what you truely mean now
like acceleration float
horizontal or verticle
i know halo 5 had that option
by doing the relative rotation i was successful with the rotation. but i had to define the speed. so i did logged the angular distance into a varible and logged the elasped time since pressed into a variable and then got the speed
oh im only rotating the camera horizontally btw
so by getting those other variables to make speed i have a definition of what the rotation speed is now. but now what
left and right
nah not linear would you like a quick video clip
if you want
https://streamable.com/xhnd4u @trim matrix
https://www.youtube.com/watch?v=cBj6FL2L0lY&t=207s
@storm vigil regarding this one may I know how to set it up in a way that I can trigger this close up and slider control during a box collision overlap? and when I go outside the box , I will end the overlap and go back to my first person view. I think my BP is messed up hehe
why not use mouse for the speed/
bc im mainly focusing on making controller based gameplay
(gamepad)
it also wouldnt be the most optimal for the style of game imo
so is there no way to get input from controller based on what direction the vector is
like does the thumbstick have a direction vector
so like this?
yes
just multiply that?
multiply it instead of add
yep
yah id multiply it then make in ui so player can adjust a slider for horizontal acceleration
HEY IT WORKED C O N G R A D U L A T I O N S!!!! THANKS A TON
np i didn't know this was for a gamepad thing
also never really did any gamepad stuff didn't know you could get all these Axis's
cool stuff!
np i try to answer questions to learn myself
i dont know what you do man but hey if you ever need a voice actor for your projects hit me up. thats what i specialize in and thats my best way of trying to return the favor since im just learning unreal @trim matrix if not the God bless and have a wonderful night/day
you're so happy well received man i'll let you know π
lol im happy cuz im a noob π
π
i have this arrow (image ) on a Widget Blueprint which just hovers above an NPC . This widget is in screenspace.
But the problem is no matter how i rezise this image. it still appears on the game in the default size
set to desired?
What terms would I use to google: add item to widget, and it modifies the character's weapon or ability, or clothing. Basically modifications based on what slots I have in my widget.
set to desired?
@trim matrix where do i acess this menu ?
Hmmm... yea.. I guess equip item based on UI ... maybe
When I google ability, I get the Unreal ability system
i'm not saying google that
basically what you're trying to do is have ui to manage functionally for your character
so you'd have one master widget to do all this or you section it up
but to learn how to use widgets would be your first step
I know how to use widgets. I'm looking for a sort of equipment system.
so multiple systems
do you know how you're going to have them?
designed
like the widgets
1 sec... lemme show you what I'm trying to do
Maybe you can suggest a attack plan
So I have this.
Image the Cube is a trigger. And stuff I'm attaching is modifiers
So, trigger, projectile emitter, and a projectile
When I add the Cube, it needs to add a icon on screen. Then I add a projectile emitter, that gets added to the trigger. And say then I add a projectile (thing to be emitted) it assigns itself to projectile emitter
Run Construction Script On Drag is unchecked, but because it's unreal how do I really get it to not run the construction script on drag? and why does it run it four times for every one compile? my actor is only in the level once but is in other levels that aren't loaded as well. is that why?
Because VR has 2 controllers, I have 2 of those
2 triggers, 12 possible emitters (6 for each controller). And 2 projectiles (ammo)
so, I need a way to assign emitters to triggers, and ammo to emitters. The only way I can think of is using a UI
that question needs refining
me or ? lol
So, trigger, projectile emitter, and a projectile not too sure what this is suppose to mean
I'm building a weapon construction system
similar to Kerbal Space Program where you would build rockets.
I already made the snapping system. Now I need to build the logic.
The player can build any structure they want using supplied parts
Among those parts are a Trigger, a Emitter, and Projectile.
so you want have a good systematic approach before you start doing this logic
i'll have to think about this one
yes. I don't have a good plan
i haven't done much widget complex things so ye this is a little much
i'll think about it though
thanks!
wouldn't you use data tables for this type of thing
because only certain ammo goes with certain emitters
and they would have a max ammo count
multiple things to consider
based on what the emitter is you have a data table with information for the emitter
it's more open ended, where any ammo can be fired from any emitter
for now atleast as I design it
id consider data tables for sure though
I have datatable
oo lel
my issue is how do I associate the emitter with the trigger, and ammo with the emitter
Given that there are 2 sets
so you said there are 2 controllers each has its own set
can each controller only use their own sets?
Yup
I need a way to tell the controller , which set to use. I need to tell the trigger which projectile emitter to use, and the ammo which emitter
tf
π you just need an integer or something giving the set an id
Sorry was talking to zykoz, dev π
Sorry was talking to zykoz, dev π
@flat raft
Thats no issue bro
Have you tried fps games for a while
π
@trim matrix so this happens at run time. I need a way to telling them stuff. so I was thinking a UI, but how to create associations
A user friendly way
πbroooooo!@flat raft @trim matrix
Sup dev.. what ya making?
yah wouldn't just make the icon blink because it can't accept "item" from a different set
red blinking animation
maybe a little text box saying you can't
maybe audio?
well yah definitely audio
@trim matrix
An fps game dude
I have made characters and guns
Juat need to know where and how to start shooting system
Can you please explain how shooting system works
so when you draw your crosshair i know that center of screen is not actually center of screen so thats one thing to consider
but there is a full project based on replicated fps
you can look at
Have you YouTube d fps. There's like a million videos on fps
Really
Where????
holy f
holy f
@deep elbow
LoL
Ok fuck me
Dangle the cheese, but don't let the mouse get it π
i'll find it sec
Anyone knows how to fix it?? UE25.3
I will learn a way to do thatπ πππ
fuck this version, it gave me so much problem
i think
my teacher might of gave this project to me
because got it free or something
lolk
And give it to me!π
sure dude let me upload to my gdrive
π€©π€©
Dev... you can also google Unreal Open Projects
I haven't notice that the microphone is unplugged in the previous video... so I'm making it shorted and adding this one :)
DOWNLOAD LINK: https://drive.google.com/file/d/12tafkBESqoaGLQ_jvk-Kat3WeXC7b6H3/view?usp=sharing
Please let me know in the comments below if you manage...
Maybe this guy has a download like to his project
It's shooter... not fps... but could help
Yes sure i will try that for sure
@molten cargo Creating and applying a GameState class to your GameMode will not make the HUD not show up. Depending on whether you mean HUD as in the class or a widget. Either you have mistakenly changed your GameMode, you were spawning a widget in your old GameState for some strange reason, or you've mistakenly changed your HUD class or some other class where you're spawning said widget.
Hello! Is anybody can me explain, why is my car standing on the ground so strangely?
Its front wheels do not touch the ground.
I looked at the collisions, there is nothing that prevents it.
- I had a standard buggy.
- I replaced the buggy mesh with my car mesh.
- front wheels of my car do not touch the ground.
@ancient topaz physics asset
@trim matrix can you explane?
are you simulating physics?
@molten cargo Creating and applying a GameState class to your GameMode will not make the HUD not show up. Depending on whether you mean HUD as in the class or a widget. Either you have mistakenly changed your GameMode, you were spawning a widget in your old GameState for some strange reason, or you've mistakenly changed your HUD class or some other class where you're spawning said widget.
@maiden wadi I reparent my game state class to game state base
everything working
@trim matrix thanks for the help. I appreciate it. Just talking to someone helps fire up the neurons . π
@ancient topaz whats your goal to get a working vehicle?
I want to change all car mesch. Ai is cool
car has ai?
Yes
so no tire animation?
anyways vr_marco has a tut he just released
not for ai but set up a car
physics asset etc.
@trim matrix in 2 words, my physics model is different?
And this is error?
@trim matrix Thank you, so much!
if you have no animation it wouldn't really matter much
and you could regenerate a physics model for that mesh
is the game mode reset every time I open a new level?
but it wouldn't be set properly
but that tutorial should help in showcasing on how you would set up a vehicle
is multiplayer possible to do with max 100 players per match for free with blueprints
i dont even think ill have more than 2 matches at a time
as i dont believe it will get popular
is multiplayer possible to do with max 100 players per match for free with blueprints
@sudden swan probably not without lots of work if its a high paced fps
anything intensive will probably want to be in C++
its not that intensive
probs best to learn c++ (know nothing about coding currently) and use eos
@vestal plinth Every class is reset upon OpenLevel. It's spawned by World, and that world gets destroyed. The only class that ever persists is GameInstance.
I am using the "Rotator" node in my master material to rotate a decal. Without it rotating it fits perfect but once it rotate you can see that the decal is tiled and the edges show the tile appear during the rotation. How do I keep my material for tiling?
@sudden swan I probably wouldn't pass 16 players max in blueprint or C++ without a lot of serious thought about how the networking is organized. I definitely wouldn't pass that many in blueprint because you really need to optimize a lot of network traffic. Replication Graphs are one good example for a game with a hundred people. You need to set up very carefully how each client is sent data at any point, or IF it is sent data at a specific point. You can't expect a server to keep a hundred connections updated about a hundred other connections without some serious hardware on all ends, and lets face it, people will play with slow networks and you'll end up with some serious bottlenecks very quickly. This all sort of goes out the window if we're talking something like a turn based game, or something like a very long and slow paced strategy game. Then the server can just irregularly update clients that are connected, all clients don't need to always be connected depending on the game style and the server still doesn't transmit a ton of data all of the time.
i wanna use eos but need to know c++ for that
EOS isnt going to make a difference there
Yeah, not even slightly.
though I saw this for bp EOS https://www.unrealengine.com/marketplace/en-US/product/eos-online-subsystem 120$ though but havent seen much else for that
and its possible to have 100 people matches
but not with blueprints
not even close
blueprint doesn't have access to single network optimization technique
Available in Marketplace!
https://www.unrealengine.com/marketplace/spline-mesh-solutions
- Procedural spline based objects generation
- Extrude, Extrude by spline, Lathe, Bend, Sweep and other solutions
- Make Road Tracks, Ocean Shoreline, Curved Walls and many more!
- Spline...
anyone know how he managed to do this?
more or less just that tunnel example
Looks like different spline meshes all working together. One major spline and mesh for the main tunnel and a few other splines spawned to the length of the main tunnel spline that can be widened to affect the mesh in other ways.
@quasi frost Try printing after that set visibility. Make sure it's making it that far.
though I saw this for bp EOS https://www.unrealengine.com/marketplace/en-US/product/eos-online-subsystem 120$ though but havent seen much else for that
@trim matrix it says free option soon and that should atleast have most of the eos services supported
@cobalt hollow People in #graphics might know something better, but I know for most decals, people just include an alpha channel and make sure that the corners don't clip the sides when it rotates, and then just mask off what they don't need.
Is a locker/item shop/currency system like fortnites possible with blueprints as in they buy currency buy an outfit and if they equip it they use that ingame
idk
something i wantin my br
but idk how
well its obv possible ik that but is it possible with just blueprints
if i make a project and select it to be a c++ project can i add blueprints and still use blueprints aswell as c++
so if i make a c++ project i can add blueprints and use them too right?
On a side note. If you're a solo developer, I strongly encourage you to curb some enthusiasm. A game with a hundred player servers is a mountain alone. Adding in game purchases and the requirement of a back end server to handle all of that, and not even getting started on community development or actual game design beyond the basic 100 player server implementations, that is all a LOOOT of work.
EOS will provide most of these in the future I heard π
@maiden wadi Thanks, clamping and making sure my decal did not hit the edge of the texture fixed the issue.
Saying that is like.. Saying that EOS is a backhoe, and you're using a shovel now. You still have a huge mountain to dig up and that backhoe doesn't really change the ratio of work required much in the long run.
Every single person that seems to know much about game dev have all said the same thing. Start as small as you can think, like figure out how to put a ball into a hole, or a simple pin ball etc. Slowly go further and further.
Starting with a MMORPG or 100 man game is like the final level after you invest years and make a huge team.
I know but EOS will provide matchmaking, lobbies, logins and eventually the payment system and ui currently used on epic games launcher and thats all i need
their matchmaking and lobby services will probs be able to handle 100 players
sure i might have to do some more work to properly make it work but eos will provide theese services
It says they provide matchmaking and if their matchmaking services cant handle 100 players its terrible
@sudden swan I think there's an important question to be asked. Exactly what kind of game are you planning on creating?
@maiden wadi while adding a decal component to my bp I can Get Decal Size but im not able to set it from any nodes, any way to set this at runtime?
I'm always confused at trace and object types, shouldn't this be all I need to try and trace against a mesh that block Erasable https://puu.sh/GyEw7/5b19f5d365.png ?
This doesn't return any hit
@trim matrix thx
@severe iris That is for objects that ARE of collision type Erasable. They need to actually be that collision type, not just block it.
@cobalt hollow Still looking, Oddly it says that it's "redundant" which implies there's another way to get the decal size.
@maiden wadi Oh right, thanks
@maiden wadi Appreciate it, yeah I was under the thought that if there was details of a component I could get / set that info during runtime. I want to scale a decal and the size of it is really fitting.
@sudden swan I think there's an important question to be asked. Exactly what kind of game are you planning on creating?
@maiden wadi Battle Royale but i dont expect it to be popular and have thousands of matches running at once like things such as fortnite at most ill need 10 matches of 100 players nut i dont even think ill get that far with it tbh
legally speaking are we allowed to use unreal engine logo and assets to say we made the game in ureal or powered in unreal engine etc
Okay. So you have 100 characters running around. That's 3 floats for movement location alone, 2 more floats if you include looking around since you don't need a full rotator, just the pitch and yaw. That's 5 floats per character to replicate nearly every frame, lets say 30 times a second. Each float is 4 bytes, each byte is 8 bits. So.. ((((5x4)x30)100)x8) = 480,000 bits. Every second to each client. That's nearly half of a megabit of bandwith requirement to each client from the server. JUST for moving and looking around. Nevermind spawning bullets, handling drops, inventory. Granted some of that is optimized away, but that is the surface of the issue you face with a battle royal of that size without any sort of replication conditioning.
whats replication coditoning and floats (me new to game dev)
about the ue logo where do i find this "agreement"
Replication conditioning is something you cannot achieve in blueprints, and a float is one of the simplest variable types available in computer programming.
Or consider something like a coop dungeon crawler or some such where the network requirement is limited to under ten connections.
well i cant do local mp how can i do a battle royale wiith just that
dont get the branding agreement form
By the time you finish your solo BR game it'll be a throwback title
Well.. Don't say that. It might be their first game. In fifteen years.
i really want this br except i have no experience so oof
To put it in a more businesslike manner. You have a better chance of pulling that battle royale off if you release a small semi successful game or three and then hire a decent team to help you with that vision. It'll be done in probably less time too.
it's very difficult, with no offense intended you lack the experience to see just how difficult it is
@trim matrix Ok but with no experience is it possible for me to crank out a working br game in 5 months or so
And then using that money to buy the team that'll make it in five months.
how do i make smaller projects just follow tutorials for games such as adventure game or mobile games etc
My vision is for it to be like fortnite except ill add intresting mechanics
I understand what your coming from but all i want is a battle royale
and tbh all i want is 5-10 players max multiplayer as ik it wont get pouplar more than that
There are tutorials for it but it involves either some paid server services and/or some paid plugin and i have a budget of $0 lol
My first major 'simple' project was a store game. Made it float in the air and the player had to spawn new platforms for the AI manager to land ships on. Ships had people that spawn and go buy stuff and then return to the ship and make it leave, and there were tables you could place items on, etc.
It was a great learning curve. Had to deal with AI, UI, inventory, spawning objects, line tracing, etc.
@sudden swan if a tutorial claims to get you to a 100-player battle royale alone it's probably lying
@trim matrix no its more like 10-20 players its going on about but that involves some expensive service or paid plugin
That's another thing. Don't be a tutorial follower. You aren't actually going to learn much just hacking stuff together with tutorial videos. Follow some of them, but then actually go back over what they've helped you create to actually understand what it's doing.
well is there a free way thats as easy as it can get to do that can atleast handle 5 players
ok all i want is a lobby where the character is standing they press ready and they get into a match with someone else that is readying even if its only 1 other player
ik how to do a fortnite like lobby rxcept for the ui LMAO as in placing character meshes and camera position thats all i know
afaik that's not what a lobby is in EOS, fyi
@trim matrix ik that its a system to managerunning matches in ur game
Hi there, i am fairly new to UE4 and through the stages of learning and following tutorials. I do have a question that Im sure if n00b level 100 but cannot find online how for the life of me..
how would i go about implementing these two nodes?
You know... If you super want to make a BR, maybe look into Arma modding. I mean that's what genre-starter PlayerUnknown did. @sudden swan
Arma solves a lot of the high player count, giant gameworld, and lobby system stuff out of the box
whats arma?
okay so I'm like really dumb I guess
how do I cast to an actor and have get the object input on the left to not be a wildcard
@sudden swan a computer game known for its trendsetting multiplayer mods like DayZ and PlayerUnknown's DayZ Battle Royale
im not making it as a mod for a game lol i want a actual game
im thinking about doing a subway surfers top down likje game as my first game
Hi there, i am fairly new to UE4 and through the stages of learning and following tutorials. I do have a question that Im sure if n00b level 100 but cannot find online how for the life of me..
@zealous imp are these familiar to anyone?
@trim matrix Think abbout a subway surfers like game which i can do but i need things such as ui animations etc to make it look like a publishable product instead of a crappy prototype which idk how to do
is that why these 2 nodes are, custom created?
what*
I see, i cannot find the right command for them?
nor any results online :/
like to get (customer variable 'myt character') i type the command 'get my character'
i.e what do i type
i know i was using as example π
in animation BP
im planning to make a cartoony city style subway surfers like game but any name suggestions for it?
following a swimming tutorial and noticed the guy had a bp set up different from mine so tried coping.. these two notes are from this section:
@trim matrix
im planning to make a cartoony city style subway surfers like game but any name suggestions for it?
@trim matrix any ideas?
sorry but can anyone help me with my question? it's up a little
his is before it
GetCharacter is coiming in from the left
ah, i see, damn!
yeah?
sorry but how would i do that?
is see
so like this?
i see
well trying to set up swim animations for a 1d blend
i get an error if i dont add it?
oh really?
Yeah, i'm at the stage of trying anything to get an outcome. I guess i should tone t back a bit and start with a fresh take π
I sede
ssee*
@cobalt hollow I never did find anything on setting that variable's size. In fact, in blueprint, it only seems to be available at spawn, or when it's being attached to an actor. However, what you might be able to do to modify it at runtime, is modify the decal's scale instead. If you start it's size at 100,100,100, then you can scale the component size by using a multiplier to get it how large you want. IE scale 1,1,1 would be 100,100,100, scale 2,2,2 would be 200,200,200 etc.
Hello guys! I want to spawn different actors dynamically and I want to change some values according to the actor's need. It's not possible to expose on spawn only if the class is selected manually? If I cast the actor parent, the value is not getting any effect
@trim matrix Thank you very much for the explanation!
I want to change Throw Distance for grenades to be 1500 and for molotovs 1200 for example
Is stored in game instance inside a struct but I don't want to reference again to game instance
And the cast shouldn't be work?
Or it's spawning and it's 'too late' to change the values?
ah, well it's after spawning
I think it's because of begin play, it's overwritten. So I'll make a custom ev
To check
Yes it's working now, thank you π
how to add in app purchases and how to add video rewarded ads please help me guys
can somebody brief me IAP string how this come from
can somebody help me
https://gyazo.com/3471f22eaf27477d8e4a8bffd1040da4 Does this look good as a load system? And does this look good as a save system: https://gyazo.com/7e2ad9bc56461a42e9c6b0fccb4bf075 i am just trying to save the value of a boolean variable.
Any Ideas why it dont destroy my actor?
Hey, is there a way to make a button that cannot be focused with keyboard but is clickable with mouse?
Uncheck Is Focusable in the UMG
Then I get a ton of warnings.
This widget does not support focus. If this is a UserWidget, you should set bIsFocusable to true.
Hmm Im not sure, I was having a issue where TAB was selecting my widget buttons, unchecking that fixed it for me.
It does work, but I'm not sure if it's going to break something else.
It doesn't solve my problem anyway. Damn.
Then, is there a way to get pressed for thumbstick axis?
Because I'd like to be able to move in steps with the thumbstick
I'm just adding arrow components along the spline and they are not following the preview shape