#blueprint

402296 messages Β· Page 540 of 403

normal rampart
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It happens haha

feral ice
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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?

normal rampart
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Dark, your static mesh has no skeletal mesh

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πŸ™‚

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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

ember niche
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I dropped that ball4 there to check

normal rampart
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  1. How/where did you set your character ref, if it's invalid it won't work
  2. You've gotta have your character class in the scene, it's the only ball that will get changed
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The ball4 in the world won't get changed bc it's not the character

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oh

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wait a sec

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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

ember niche
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How πŸ€”

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Oh wait

normal rampart
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ok I was a little confused too

pine trellis
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@normal rampart how do I use this plugin to show the debug line for widget interaction?

normal rampart
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Yeah you've gotta set the ball4 as your default pawn class

ember niche
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I’ll try that in a minute

normal rampart
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@pine trellis if you have the plugin installed, there should be a "draw line" as well as a "draw lines" function

pine trellis
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oh yeah i found it

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Will it still work as a widget interaction?

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I dont see where to put the widget in

normal rampart
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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

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er, there's a few different widget ones

pine trellis
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but in the pack game i cant see t he ride line anymore

maiden wadi
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@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.

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Better yet, just make a straight ribbon particle on a linetrace along the same path as the widgetinteraction.

pine trellis
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is there any dangers to packing as debug build? can it be hacked easier? or can people cheat easier?

maiden wadi
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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.

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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.

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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.

ember niche
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I created new game mode

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Cause the base one won’t let me set default pawn

normal rampart
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@ember niche looks like in the screenshot you did set it. πŸ˜› You've gotta place a player start in the world too

ember niche
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God damn

normal rampart
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it work/

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?

ember niche
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Im trying rn

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Yees

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Thank you so much mate

normal rampart
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Glad to help and that it worked πŸ˜‹ πŸ₯•

ancient stag
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Does anybody know for what possible reasons an anim notify doesnβ€˜t fire?

https://youtu.be/nkj6PAbGYtM

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 donβ€˜t generate events like traditional anim notifies would. Blend times of my animations also seem good. The anim notify doensβ€˜t 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.

β–Ά Play video
feral ice
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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?

shut hinge
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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?

maiden wadi
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Either make those classes inherit from CH_Human, or copy the same functionality into those classes.

shut hinge
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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.

maiden wadi
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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.

shut hinge
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The counter was done using an event dispatcher. and its casting to CH_Human to read the gems counter.

maiden wadi
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Should still work in an inherited class. They're just copies of their parent class with extended functionality, essentially.

shut hinge
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then why is event dispatcher only listening to CH_Human and is deaf to all the children.

mental robin
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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

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will that work

shut hinge
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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.

maiden wadi
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@mental robin It should. Can't see why it wouldn't with them being attached.

shut hinge
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here's the gem collectable on overlap code

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But I'm not sure where to store the gem variable, so I tried to store it in third person game mode.

sacred plover
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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.

maiden wadi
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@shut hinge What is that GetAllActorsOfClass node? What class is that looking for?

shut hinge
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third person game mode i stored the gem variable in there. It might be the wrong bp.

maiden wadi
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Why are you using a GetAllActorsOfClass though? There's a static call to get the game mode.

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Just use GetGameMode and cast it to your game mode type.

shut hinge
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as my game has more than one level.

Because I don't know all of the nodes. I only know some of them.

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ok i changed it now to game mode cast.

maiden wadi
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Even still, I don't know why that wouldn't work in an inherited class. That's very weird.

shut hinge
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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.

gritty elm
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how to save game on event tick

shut hinge
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hmm do i cast to ch_human or cast to game mode for the binding?

gritty elm
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want to keep update my player health, stamina etc on event tick @maiden wadi

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but when i try to save game to slot on event tick, it doesn't save or even load on next point

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i want to keep track of my player stats and i want to save

maiden wadi
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I dramatically recommend that you don't save game on tick.

gritty elm
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so how i can keep save of my player health, stamina, mana, energy etc ?

hollow tusk
shut hinge
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do I bind it to the game mode?

hollow tusk
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I have a soft class reference and that is nowhere to be seen when I'm trying create it

maiden wadi
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@gritty elm Why not do it like normal games do? When the player can save, or at checkpoints.

gritty elm
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because when character run, everything changed per second like stamina, hunger, thrust etc

hollow tusk
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oh wait... it's probably because I'm in a function...

gritty elm
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@maiden wadi is there any event that called when game exit, so i can get all my player stats and save to slot

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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

maiden wadi
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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.

shut hinge
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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.

mortal wharf
ripe drift
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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

quiet karma
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quickie. does anyone know if you can make a child (or instance) of a MaterialParameterCollection

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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

cloud trellis
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Hey, how do I connect a edible text in a UI, to my field of view on my character

ancient topaz
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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.

  1. I had a standard buggy.
  2. I replaced the buggy mesh with my car mesh.
  3. front wheels of my car do not touch the ground.
stray folio
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Hello

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I just made a leveling system that will be my experience bar for my battle, pass and i was wondering

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how do you link your level to the main menu

shut hinge
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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.

stray folio
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oh

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you need a actor component

shut hinge
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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).

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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.

gritty elm
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get player camera manager for multiplayer? how i can get that

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it return only index 0 or 1, i need to get player camera manager for clients

stray folio
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does this help?

gritty elm
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is there any blueprint version/solution?

stray folio
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Has anyone created a battle pass before?

trim matrix
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@shut hinge pretty sure you'd use the game state for that variable you're talking about earlier

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actually playerstate my bad

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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.

shut hinge
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my game is not a multi player game its a single player party group companion rpg style.

trim matrix
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don't think it really matters you can still use it

stray folio
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oh so you are wanting to have the XP bar the entire time

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for all party memebers

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right

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at once

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right?

shut hinge
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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).

trim matrix
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use player state

shut hinge
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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).

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i've never heard of player state. only game mode and game instance.

trim matrix
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its basically a bp just for storing info

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for each character

shut hinge
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ah, well i was told it was the game instance i was supposed to store the variables in

trim matrix
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you can get player state in the player controlelr

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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

shut hinge
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how does this work with the widget binding for at the moment the bindings are casting to each player pawn.

stray folio
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let me see the bind please

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i understand widgets well

shut hinge
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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.

stray folio
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you should be able to just ref the widget and the component.

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@trim matrix right?

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and the main pawns that's involved

trim matrix
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well player state is for each pawn has its own so

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would be index 0 i guess

shut hinge
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this is the xp bar binding set up for the commander....
The Binding is casting to the commander's BP

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That's the bindings for just the xp bar...

stray folio
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does everything have the leveling up component?

shut hinge
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every pawn has got the levelling up component.

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in the party group

stray folio
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whats your widget look like?>

shut hinge
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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

stray folio
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is all the bars on screen

shut hinge
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I had to make 10 copies of the component.

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ok I'll get the widget for the xp bar

stray folio
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thanks

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just the interface (for now)

shut hinge
stray folio
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what about your main hud

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you want four bars on at once

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right?

shut hinge
stray folio
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what does your main hud look like though

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you want four bars on right?

trim matrix
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so you're trying to add more widgets to the hud was the question?

stray folio
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(or limited to how many chars you got)

shut hinge
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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.

trim matrix
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so you need bp logic when to draw

shut hinge
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so I put them in the party group selection screen instead of in main game hud.

stray folio
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okay

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so that seems to be linked to the problem

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any other clues?

shut hinge
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here's the party group screen whichis where I want all their bars and stats to show up. This is rough draft of course.

stray folio
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@trim matrix hey can you help me with a advanced code?

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@trim matrix you seem very smart

trim matrix
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lol maybe be very inexperienced

stray folio
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me too

shut hinge
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i also wanted to put my game in Godot as well LOL

stray folio
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but two minds are better than one

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Its making a battle pass

shut hinge
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as my game has dialog also

stray folio
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i got the progress odne

trim matrix
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just ask your question here I don't know if i can answer it there are tons of smart people on here

stray folio
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My question is

shut hinge
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they're more experienced at the engine than me. I only been in the engine a couple of years.

stray folio
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i want to make a battle pass

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i made the progress bar

trim matrix
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not exactly sure what a battle pass is tehe

stray folio
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here

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You level up your tier

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basically your level

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each level gives you a itme

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so how do i make a main menu

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like that

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i have the progress bar made

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alreeady

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but i just need to make it like that

trim matrix
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yah so all game instance stuff

shut hinge
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This looks like a Skill Tree Menu System....

stray folio
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Im sure i can make you get each item

trim matrix
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did you watch that tutorial from unreal for multiplayer?

stray folio
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no?

trim matrix
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they make a lobby and everything

stray folio
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i can make a lobby and all that

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but its more of

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the item and displaying the menu like that

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i can make a list of items and get weapons sure

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but i want to display it

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llike that

shut hinge
trim matrix
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so design

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not implementation

stray folio
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a little of botb

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imo

trim matrix
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tbh not really sure at all

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my teacher is as dumb as i am

stray folio
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lol

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wait your college teacher?

trim matrix
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ye

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waste of money

stray folio
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lol im doing home school here

trim matrix
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but if this is multiplayer "battle pass" i can only guess it would be information from a saved session on the server ofc

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i guess.

shut hinge
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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.

trim matrix
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and i haven't done any of that stuff

stray folio
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no its not

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you can make a battle pass in single player

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you just need to spawn items

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and yes it will be a multiplayer

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hmmm...................

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You might of opened my eyes a little

trim matrix
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well then you want everything on the server right

stray folio
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.________.

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so you can make items?

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on the server?!

trim matrix
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define items?

stray folio
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well

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you say that it read from server yes?

trim matrix
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well yah so less cheating?

stray folio
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so if thats the case it will read code? like battle pass coding?

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hm

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idk

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imma have to do more research

trim matrix
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same

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lol

stray folio
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If anyone knows, I want to make a battle pass (leveling up each tier for a item.)

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wwait

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hold on

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i just aw code in my head

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would this work zor

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zyk

shut hinge
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its based on a skill tree system

stray folio
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your right

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it is

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Its where if you press a button to the right

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on the page

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it will read 5 at a time

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so 20 pages

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count 1 through 5

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._>

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not working in my head

trim matrix
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yah Tozan couldn't you just make a button like that

stray folio
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theres problems

trim matrix
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instead of having a seperate thing for party

stray folio
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imo he needs to just take off the seperate thing

trim matrix
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that expands.

stray folio
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right nevermind

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your idea is better

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why so many party members?

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is it a war game?

trim matrix
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a button to show only party members

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so like a filter thing built in the ui

stray folio
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so zyk

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you saw what i was thinking

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would that idea work?

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a page counter

shut hinge
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no its not a war game its a game with funny dialog in it.

stray folio
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lol

trim matrix
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would a page counter work?

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lol

shut hinge
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I used a data table instead

trim matrix
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all i can say for Kasher is that if multiplayer you'd want the server handing out your candy

stray folio
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i understand that

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but i still need to make the menu right?

trim matrix
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yah ofc

stray folio
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i can always transfer the code to the multiplayer server?

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integrate being better word for it

trim matrix
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you mean if you make widgets can you use them ofc lol

stray folio
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lol okay.

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I was just curious ^^;

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im not even coding it yet either

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im just making ideas

trim matrix
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yah man get all your pages layedout

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then you have a better forethought of how it will all work

shut hinge
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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.

stray folio
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okay

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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```
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got pages laid out

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11 pages

trim matrix
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in widgets

shut hinge
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whats all these pages ?

stray folio
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so i have to make 11 pages in widget

trim matrix
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no

stray folio
#

?

trim matrix
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you use widget elements

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for 1 widget which is a page

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that are dynamically added

shut hinge
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that's where it gets tricky

trim matrix
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ye

stray folio
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where do you activate widget element

trim matrix
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each element would just be one widget with different information

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based on input

stray folio
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so wait

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your saying

trim matrix
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so i guess when you create the widget

stray folio
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could you make the pages on branchs

trim matrix
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you give it input

stray folio
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so

trim matrix
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variable expose on spawn

stray folio
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so

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RT button

shut hinge
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I think its done with size box inside a scrollbox and a button. you can scroll lists and also click on them as buttons.

stray folio
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brnach

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page 1

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is the condition

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if true

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page 2, add to view port

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is that it?

trim matrix
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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

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as the current you just remove old add new

stray folio
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create a new widget or page

trim matrix
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uses same widget

stray folio
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yup

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same widget?

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i need to make my main menu

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so im a little

trim matrix
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everythings a widget

stray folio
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inexperience

trim matrix
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im a widget

stray folio
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i know that XD

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no your a cool bro

shut hinge
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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.

trim matrix
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you're a midget

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get my digits

stray folio
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zyj

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just let me know this

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page 1 and page 2 is different widgets?

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or no

trim matrix
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no unless you want them to be

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i don't get these questions

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lol

stray folio
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.-. novice questions

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but i know how to make it now

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i believe

trim matrix
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so you know how you can give a widget input

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when you create it right

stray folio
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yup

trim matrix
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k good!

stray folio
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buttons

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right

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i have to go through the tut anyways

trim matrix
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do you know what expose on spawn is?

stray folio
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yes

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the eye ball symbol,

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correct?

trim matrix
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its another option

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basically you can opt to use it or not

shut hinge
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if he knows how to make widgets, let him make widgets

trim matrix
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ill screen shot an example

stray folio
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its just the way the battle pass was set up that confused me

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but you guys helped me

shut hinge
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battle pass, is that the skill tree?

stray folio
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its a widget

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gonna be

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in the widget i can make it have appear my xp bar

shut hinge
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ah

trim matrix
#

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.

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i know this is an ai

stray folio
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oh?

trim matrix
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πŸ™‚

stray folio
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you mean

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itll display a item?

trim matrix
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so basically if you need stuff from other sources for w/e you're building in your widget

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like from a data table or w/e

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then you input in the widget

stray folio
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but can you make a skin appear?

shut hinge
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yep, i had to work with data table for the dialog

stray folio
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with it?

trim matrix
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sure

stray folio
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(i used it for inventory system)

trim matrix
#

are you trolling me bro?

stray folio
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no?

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im promise im not

trim matrix
#

i don't use bro irl only on the internet

stray folio
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i have a bro

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irl

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so l3

trim matrix
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but does he say bro, bro?

stray folio
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yus

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he does

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anyways

trim matrix
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hes not my brother then

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i'd disown him

stray folio
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so the spawnfromai?

trim matrix
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like i already disowned my brother

stray folio
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spawn from

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spawn ai form class

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.-. i see

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so when you make a model which will be a unlockable item

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you can spawn it to appear in as you pass over the menu?

trim matrix
stray folio
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lolololololol

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i get it

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thank you so much bro

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you taught me how to make a battle pass

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(and you say your inexperienced)

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tsk tsk tsk

shut hinge
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wait, you might have to override mouse down to get it to work with the mouse

trim matrix
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if you need ai in your widget you use the return value for your widget bro

stray folio
#

i understnad

#

get a ref

#

i get all that

#

just it was just that little bit that confused this novice here l3

trim matrix
#

why do i sound smart or dumb

stray folio
#

thanks bro

trim matrix
#

i feel like i'm getting dumber

stray folio
#

you sound amazing

trim matrix
#

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

stray folio
#

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

trim matrix
#

yes

#

you go to youtube and in the search function you type in Unreal render targets and can i has widgets bro?

simple berry
#

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?

foggy hearth
#

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?

trim matrix
#

@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

north plank
#

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 codelikeme’s tutorial video and did everything that he did but it doesn’t 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 couldn’t find a scenario that could solve mine. Anyone please help me? I am uploading the animation blueprint here.

simple berry
#

Oh I didn't realize the game mode was auto replicated to all, I'll test it

north plank
trim matrix
#

ye gl

north plank
trim matrix
#

@north plank

#

for the character reference

north plank
#

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 ❀️

trim matrix
#

there is an order which the objects are loaded and sometimes this matters

#

np glad it worked

stray folio
#

lol zy

#

there you go again helping peeps

#

and you say your in experinced

trim matrix
#

gotta stay humble

cloud trellis
#

how do i fix it so my fooliage doesnt disapear when i go a certain distrance

trim matrix
#

@cloud trellis cull distance

cloud trellis
#

how do i change that

trim matrix
#

in the brush settings i think will chambers showed me

#

1 sec

cloud trellis
#

ok

trim matrix
#

when you select an object should be in there

cloud trellis
#

like wdym

trim matrix
#

cull distance

cloud trellis
#

how do u get instance settings

#

i clicked on the fooliage objects

trim matrix
cloud trellis
#

oh ok

#

what hsould i change them to

trim matrix
#

depends on what you feel is appropriate for the scene

#

if you need more performance or not

sacred plover
#

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...

tranquil gorge
#

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.

ember dawn
#

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?

trim matrix
#

@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

kindred sun
#

How do I count the number of times a particular looping animation is played?

trim matrix
#

notify

twilit heath
#

increment the counter from anim notify

trim matrix
#

in the animation i guess

#

πŸ™‚

paper tendon
#

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

kindred sun
#

increment the counter from anim notify
@twilit heath Where is this?

twilit heath
#

add a notify to your animation asset, hook the notify in anim BP

paper tendon
#

sorry inside the fpprojectile blueprint

trim matrix
#

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

kindred sun
#

Okay. Thanks!

simple berry
#

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

thorny marsh
#

Clients do not have a GameMode.

#

Only the Server has a GameMode.

tranquil gorge
#

@trim matrix thanks for the reply πŸ™‚ and the answer is no bc it would just make the character rotate on its own but at the higher speed.

trim matrix
thorny marsh
#

You use the GameState to pass information to the Client about the state of the game.

twilit heath
#

now thats a perfectly wasted Cast there πŸ˜„

trim matrix
#

complied

tender magnet
trim matrix
#

optimization

thorny marsh
#

@tender magnet Its checking equality.

#

EqualTo

trim matrix
#

@tranquil gorge well did you say how it was suppose to work?

tender magnet
#

@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?

ember dawn
#

@trim matrix Any good tutorials you could recommend on getting started using a GameState? I'm only just getting started on learning GameMode

tranquil gorge
#

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

thorny marsh
trim matrix
#

@ember dawn just read documentation

stray folio
#

l3 I love this discord channel

#

so many smart brains itching each other brains for them

trim matrix
tranquil gorge
#

hmm that might be a good answer.

stray folio
#

Zyk on a roll today

#

whats that

#

5 problems?

#

already?

#

within a hour?

tranquil gorge
#

let me try that out @trim matrix thanks πŸ™‚

trim matrix
#

np lol i don't even know these answers i just figure them out

#

half the battle is figuring out the question

tranquil gorge
#

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

trim matrix
#

i always look for functions that exist

#

before i do something crazy

tranquil gorge
#

lol indeed

trim matrix
#

πŸ˜‰

crimson charm
#

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)

trim matrix
#

@crimson charm you want to use an Enumeration

crimson charm
#

i thought abou that, but i have almost no experience with enums

trim matrix
#

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

crimson charm
#

doing that now

#

thanks for the advice

tranquil gorge
#

@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

trim matrix
#

@tranquil gorge you don't want the spring arm to be the root component

tranquil gorge
#

for rotating the camera?

trim matrix
#

try it with it not being the root

#

did i read that wrong not to sure

tranquil gorge
#

im not sure how both the camera and the camera boom(spring arm) are scene componets and im trying to interact with those objects.

trim matrix
#

take a screenshot of your hierarchy

tranquil gorge
#

is this what you wanted to see @trim matrix

trim matrix
#

yah it was

#

ill have to tinker maybe to get more insight

storm vigil
trim matrix
#

@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

storm vigil
#

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 πŸ™‚ ill experiment haha

tranquil gorge
#

hey thankyou alot i appreciate all your help again weather you find it or not. πŸ™‚ @trim matrix

#

ill be trying to solve it on my own as well

trim matrix
#

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

tranquil gorge
#

gotcha

simple berry
#

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

trim matrix
#

@tranquil gorge i got a solution

zealous moth
#

@static charm Howdy pardner! Would you happen to know if there is a way to not simulate any physics for animations each frame?

tranquil gorge
#

oh my @trim matrix can i ask what this does exactly i never would have thought to use these nodes

trim matrix
#

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

tranquil gorge
#

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 ?)

trim matrix
#

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?

tranquil gorge
#

no preety much the cam rotates around the character due to the add relative rotation node that makes them rotate around the parent (intended).

trim matrix
#

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 πŸ˜‰

tranquil gorge
#

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?

spring hare
#

If you attach the spring arm to the capsule instead could you move it?

trim matrix
swift holly
#

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?

spring hare
#

@swift holly You could use a lerp function to move it from location A to location B with a timeline into the alpha

trim matrix
#

@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

tranquil gorge
#

my head hurts

trim matrix
#

yo

tranquil gorge
#

πŸ₯²

trim matrix
#

i figured it out

#

lol

#

there is a boolean

#

just turn that off lol

#

then you can rotate on the yaw

tranquil gorge
#

i didnt have an issue rotating really and mine was already off

trim matrix
#

lol mine wasn't

tranquil gorge
#

lol i figured something was up when you said the spring arm wouldnt move

trim matrix
#

i thought that was your problem

#

at least i won't forget this now

tranquil gorge
#

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

trim matrix
#

yah i see what you truely mean now

#

like acceleration float

#

horizontal or verticle

#

i know halo 5 had that option

tranquil gorge
#

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

trim matrix
#

what does horizontally really mean in 3d space

#

are you 2d or 3d?

tranquil gorge
#

left and right

trim matrix
#

so a linear path?

#

so transforming <->

tranquil gorge
#

nah not linear would you like a quick video clip

trim matrix
#

if you want

tranquil gorge
storm vigil
#

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

trim matrix
#

why not use mouse for the speed/

tranquil gorge
#

bc im mainly focusing on making controller based gameplay

#

(gamepad)

#

it also wouldnt be the most optimal for the style of game imo

trim matrix
#

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?

tranquil gorge
#

yes

trim matrix
#

just multiply that?

tranquil gorge
#

multiply it instead of add

trim matrix
#

well would be right thumbstick

#

i assume

tranquil gorge
#

yep

trim matrix
#

yah id multiply it then make in ui so player can adjust a slider for horizontal acceleration

tranquil gorge
#

HEY IT WORKED C O N G R A D U L A T I O N S!!!! THANKS A TON

trim matrix
#

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!

tranquil gorge
#

dude i love you rn

#

πŸ₯²

#

thanks for sticking this out with me

trim matrix
#

np i try to answer questions to learn myself

tranquil gorge
#

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

trim matrix
#

you're so happy well received man i'll let you know πŸ˜‰

tranquil gorge
#

lol im happy cuz im a noob πŸ˜…

trim matrix
#

that will be your role then

#

voiice acting like a noob

tranquil gorge
#

πŸ˜‚

trim matrix
#

pretending to be a noob

#

that came out wrong

#

lol

wind kernel
#

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

trim matrix
#

set to desired?

flat raft
#

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.

trim matrix
#

@flat raft like equiptable item ui thing?

wind kernel
#

set to desired?
@trim matrix where do i acess this menu ?

trim matrix
#

in the widget you're using for the icon

#

if you got one

flat raft
#

Hmmm... yea.. I guess equip item based on UI ... maybe

trim matrix
#

but like slots of abilities

#

so like a skill tree

#

top right of viewport

flat raft
#

When I google ability, I get the Unreal ability system

trim matrix
#

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

flat raft
#

I know how to use widgets. I'm looking for a sort of equipment system.

trim matrix
#

so multiple systems

#

do you know how you're going to have them?

#

designed

#

like the widgets

flat raft
#

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

vestal plinth
#

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?

flat raft
#

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

trim matrix
#

that question needs refining

flat raft
#

me or ? lol

trim matrix
#

So, trigger, projectile emitter, and a projectile not too sure what this is suppose to mean

flat raft
#

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.

trim matrix
#

so you want have a good systematic approach before you start doing this logic

#

i'll have to think about this one

flat raft
#

yes. I don't have a good plan

trim matrix
#

i haven't done much widget complex things so ye this is a little much

#

i'll think about it though

flat raft
#

thanks!

trim matrix
#

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

flat raft
#

it's more open ended, where any ammo can be fired from any emitter

#

for now atleast as I design it

trim matrix
#

id consider data tables for sure though

flat raft
#

I have datatable

trim matrix
#

oo lel

flat raft
#

my issue is how do I associate the emitter with the trigger, and ammo with the emitter

#

Given that there are 2 sets

trim matrix
#

so you said there are 2 controllers each has its own set

#

can each controller only use their own sets?

flat raft
#

Yup

trim matrix
#

and you can only use 1 trigger for one set

#

or both?

flat raft
#

correct

#

1 trigger 1 set

trim matrix
#

so you just need to know which set gave the emitter

#

to the icon or w/e

spare shell
#

Hey!

#

Can anyone have ever tried fps theme?

flat raft
#

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

spare shell
#

?

#

πŸ˜‚πŸ˜†??

deep elbow
#

tf

trim matrix
#

πŸ˜‰ you just need an integer or something giving the set an id

flat raft
#

Sorry was talking to zykoz, dev πŸ˜…

spare shell
#

Sorry was talking to zykoz, dev πŸ˜…
@flat raft

Thats no issue bro

#

Have you tried fps games for a while

#

πŸ˜…

flat raft
#

@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

spare shell
#

😭broooooo!@flat raft @trim matrix

flat raft
#

Sup dev.. what ya making?

spare shell
#

An fps game like call of duty

#

πŸ˜‚πŸ˜…

trim matrix
#

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

spare shell
trim matrix
#

Dev what are you on about ?

#

lol

spare shell
#

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

trim matrix
#

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

flat raft
#

Have you YouTube d fps. There's like a million videos on fps

spare shell
#

Really

trim matrix
#

free project

spare shell
#

Where????

deep elbow
#

holy f

spare shell
trim matrix
#

i forget where i got this

#

πŸ™‚

spare shell
#

Please remember

#

Try try

flat raft
#

LoL

molten cargo
#

Ok fuck me

flat raft
#

Dangle the cheese, but don't let the mouse get it πŸ˜‚

trim matrix
#

i'll find it sec

molten cargo
#

So I created a game state class, then the Hud won't even show up anymore

#

like wtf

spare shell
#

Ok man i will make that on my own

#

Leave it

molten cargo
#

Anyone knows how to fix it?? UE25.3

spare shell
#

I will learn a way to do thatπŸ˜…πŸ˜‚πŸ˜†πŸ˜†

molten cargo
#

fuck this version, it gave me so much problem

spare shell
#

Really?

#

Why there are so problems with different ue4 versions?😁

trim matrix
#

i think

#

my teacher might of gave this project to me

#

because got it free or something

spare shell
#

Now

#

You become my teacher

trim matrix
#

lolk

spare shell
#

And give it to me!πŸ˜‚

trim matrix
#

sure dude let me upload to my gdrive

spare shell
#

🀩🀩

flat raft
#

Dev... you can also google Unreal Open Projects

#

Maybe this guy has a download like to his project

#

It's shooter... not fps... but could help

spare shell
#

Yes sure i will try that for sure

maiden wadi
#

@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.

ancient topaz
#

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.

  1. I had a standard buggy.
  2. I replaced the buggy mesh with my car mesh.
  3. front wheels of my car do not touch the ground.
trim matrix
#

@ancient topaz physics asset

ancient topaz
#

@trim matrix can you explane?

trim matrix
#

are you simulating physics?

molten cargo
#

@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

flat raft
#

@trim matrix thanks for the help. I appreciate it. Just talking to someone helps fire up the neurons . πŸ˜‚

ancient topaz
#

@trim matrix yes

#

But it is asset

#

Im not simulating physic before

trim matrix
#

@ancient topaz whats your goal to get a working vehicle?

ancient topaz
#

I want to change all car mesch. Ai is cool

trim matrix
#

car has ai?

ancient topaz
#

Yes

trim matrix
#

so no tire animation?

#

anyways vr_marco has a tut he just released

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not for ai but set up a car

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physics asset etc.

ancient topaz
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@trim matrix in 2 words, my physics model is different?

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And this is error?

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@trim matrix Thank you, so much!

trim matrix
#

if you have no animation it wouldn't really matter much

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and you could regenerate a physics model for that mesh

vestal plinth
#

is the game mode reset every time I open a new level?

trim matrix
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but it wouldn't be set properly

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but that tutorial should help in showcasing on how you would set up a vehicle

sudden swan
#

is multiplayer possible to do with max 100 players per match for free with blueprints

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i dont even think ill have more than 2 matches at a time

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as i dont believe it will get popular

trim matrix
#

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

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anything intensive will probably want to be in C++

sudden swan
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its not that intensive

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probs best to learn c++ (know nothing about coding currently) and use eos

maiden wadi
#

@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.

cobalt hollow
#

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?

maiden wadi
#

@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.

sudden swan
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i wanna use eos but need to know c++ for that

trim matrix
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EOS isnt going to make a difference there

maiden wadi
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Yeah, not even slightly.

trim matrix
twilit heath
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and its possible to have 100 people matches

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but not with blueprints

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not even close

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blueprint doesn't have access to single network optimization technique

trim matrix
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anyone know how he managed to do this?

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more or less just that tunnel example

maiden wadi
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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.

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@quasi frost Try printing after that set visibility. Make sure it's making it that far.

quasi frost
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Yeah I figured it out, no idea why all that datatable stuff was there

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Thanks

sudden swan
maiden wadi
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@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.

sudden swan
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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

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idk

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something i wantin my br

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but idk how

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well its obv possible ik that but is it possible with just blueprints

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if i make a project and select it to be a c++ project can i add blueprints and still use blueprints aswell as c++

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so if i make a c++ project i can add blueprints and use them too right?

maiden wadi
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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.

sudden swan
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EOS will provide most of these in the future I heard πŸ™‚

cobalt hollow
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@maiden wadi Thanks, clamping and making sure my decal did not hit the edge of the texture fixed the issue.

maiden wadi
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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.

cobalt hollow
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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.

sudden swan
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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

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their matchmaking and lobby services will probs be able to handle 100 players

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sure i might have to do some more work to properly make it work but eos will provide theese services

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It says they provide matchmaking and if their matchmaking services cant handle 100 players its terrible

maiden wadi
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@sudden swan I think there's an important question to be asked. Exactly what kind of game are you planning on creating?

cobalt hollow
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@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?

severe iris
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This doesn't return any hit

sacred current
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@trim matrix thx

maiden wadi
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@severe iris That is for objects that ARE of collision type Erasable. They need to actually be that collision type, not just block it.

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@cobalt hollow Still looking, Oddly it says that it's "redundant" which implies there's another way to get the decal size.

severe iris
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@maiden wadi Oh right, thanks

cobalt hollow
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@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
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@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

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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

maiden wadi
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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.

sudden swan
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whats replication coditoning and floats (me new to game dev)

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about the ue logo where do i find this "agreement"

maiden wadi
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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.

sudden swan
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well i cant do local mp how can i do a battle royale wiith just that

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dont get the branding agreement form

tight schooner
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By the time you finish your solo BR game it'll be a throwback title

maiden wadi
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Well.. Don't say that. It might be their first game. In fifteen years.

sudden swan
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i really want this br except i have no experience so oof

maiden wadi
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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.

sudden swan
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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

maiden wadi
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And then using that money to buy the team that'll make it in five months.

sudden swan
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how do i make smaller projects just follow tutorials for games such as adventure game or mobile games etc

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My vision is for it to be like fortnite except ill add intresting mechanics

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I understand what your coming from but all i want is a battle royale

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and tbh all i want is 5-10 players max multiplayer as ik it wont get pouplar more than that

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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

maiden wadi
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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.

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It was a great learning curve. Had to deal with AI, UI, inventory, spawning objects, line tracing, etc.

sudden swan
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@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

maiden wadi
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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.

sudden swan
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well is there a free way thats as easy as it can get to do that can atleast handle 5 players

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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

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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

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afaik that's not what a lobby is in EOS, fyi
@trim matrix ik that its a system to managerunning matches in ur game

zealous imp
#

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..

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how would i go about implementing these two nodes?

tight schooner
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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

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Arma solves a lot of the high player count, giant gameworld, and lobby system stuff out of the box

sudden swan
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whats arma?

fickle blaze
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okay so I'm like really dumb I guess

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how do I cast to an actor and have get the object input on the left to not be a wildcard

tight schooner
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@sudden swan a computer game known for its trendsetting multiplayer mods like DayZ and PlayerUnknown's DayZ Battle Royale

fickle blaze
sudden swan
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im not making it as a mod for a game lol i want a actual game

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im thinking about doing a subway surfers top down likje game as my first game

zealous imp
#

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?

sudden swan
#

@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

zealous imp
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is that why these 2 nodes are, custom created?

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what*

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I see, i cannot find the right command for them?

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nor any results online :/

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like to get (customer variable 'myt character') i type the command 'get my character'

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i.e what do i type

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i know i was using as example πŸ™‚

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in animation BP

sudden swan
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im planning to make a cartoony city style subway surfers like game but any name suggestions for it?

zealous imp
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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:

sudden swan
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im planning to make a cartoony city style subway surfers like game but any name suggestions for it?
@trim matrix any ideas?

fickle blaze
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sorry but can anyone help me with my question? it's up a little

zealous imp
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his is before it

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GetCharacter is coiming in from the left

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ah, i see, damn!

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yeah?

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sorry but how would i do that?

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is see

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i see

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well trying to set up swim animations for a 1d blend

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i get an error if i dont add it?

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oh really?

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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 πŸ™‚

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I sede

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ssee*

maiden wadi
#

@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.

fallow fox
#

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

zealous imp
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@trim matrix Thank you very much for the explanation!

fallow fox
#

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

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And the cast shouldn't be work?

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Or it's spawning and it's 'too late' to change the values?

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ah, well it's after spawning

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I think it's because of begin play, it's overwritten. So I'll make a custom ev

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To check

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Yes it's working now, thank you πŸ˜‹

open skiff
#

how to add in app purchases and how to add video rewarded ads please help me guys

open skiff
open skiff
#

can somebody help me

mortal wharf
livid vessel
merry yew
#

Hey, is there a way to make a button that cannot be focused with keyboard but is clickable with mouse?

cobalt hollow
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Uncheck Is Focusable in the UMG

merry yew
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Then I get a ton of warnings.

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This widget does not support focus. If this is a UserWidget, you should set bIsFocusable to true.

cobalt hollow
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Hmm Im not sure, I was having a issue where TAB was selecting my widget buttons, unchecking that fixed it for me.

merry yew
#

It does work, but I'm not sure if it's going to break something else.

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It doesn't solve my problem anyway. Damn.

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Then, is there a way to get pressed for thumbstick axis?

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Because I'd like to be able to move in steps with the thumbstick

fallen glade
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I'm just adding arrow components along the spline and they are not following the preview shape

merry yew
#

@trim matrix they're not buttons... thumbstick axis only has axis value

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normal buttons have a pressed state

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so you only get it fired once

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even if you hold it down

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but with thumbstick you can't

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oh hold on, maybe I found it

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no the button is the button on the thumbstick