#blueprint

402296 messages ยท Page 543 of 403

twilit heath
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when constructing the widget for the first time

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use that GetActorOfClass node and plug the result into the extra pin you'll get in ConstructWidget

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after that you have a reference to that quest for the lifetime of the widget

gusty shuttle
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Cool, thanks, I'll give that a shot

twilit heath
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then setup an EventDispatcher in the quest

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with 2 integer inputs (CurrentNumber, FinishNumber)

gusty shuttle
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For some reason I NEVER use Event Dispatchers, I really should

twilit heath
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call the dispatcher whenever either of those change

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and in widget, on Construct, bind to Quests EventDispatcher

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and in the Event handing it, set the text

gusty shuttle
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Nice, I'll give that a shot

twilit heath
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you will need to initialize the text too, once, on construct, because dispatcher won't fire just because you bound to it

dusk flame
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"Hello" gets printed, so I know the SetScalerParamaterValue is being called.

gusty shuttle
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with 2 integer inputs (CurrentNumber, FinishNumber)
@twilit heath I'm looking into how to do this in a dispatcher but there is no way to put inputs in a event dispatcher?

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nvm, found it at the top heheh

twilit heath
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you just answered your own question @swift pewter

maiden wadi
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What do you mean by default value in child classes? They should inherit whatever the parent class is. If you wanted a different default, another widget would have to inherit from that original widget and set it's own default for it's children to inherit.

wind harbor
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And I have it in the Construction script of a Blueprints, meaning if I open the Blueprint it kills Unreal

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But just adding it to any instancedStaticMesh component in other blueprints kills unreal when it's executed as well, no matter if it's in construction script or while playing

gloomy linden
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@wind harbor how many items do you have in those ISM chunks?

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1? 10? 100? 1000?

wind harbor
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I tried with 0,1 and like 64 =d

gloomy linden
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0.1 doesnt seem to be a valid ism amount

wind harbor
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no 0 and 1 and 64

gloomy linden
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How many times did you add instances?

wind harbor
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oh, i meant instances, guess I don't know what ISM Chunks are =d

gloomy linden
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The target that you have there could be seen as an array that keeps the instances you add to it

bitter iron
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what the hell does convert mouse location to worldspace even do?

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I thought it does the tracing for you?

gloomy linden
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@bitter iron it translate the screen xy to world x y z

bitter iron
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so you need to line trace to get the actual hit location?

gloomy linden
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You could use it as start or end location for a trace

bitter iron
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ah ok

wind harbor
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Majmvp12, just Line trace from location along the vector and a good distance and you should get waht you need

gusty shuttle
trim matrix
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I am designing a racing game

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and wish to set up ready steady and go

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ui

stable fjord
pine trellis
mental robin
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Is there a way to use a sphere collision in a BP to effect foiliage only within the sphere

sinful finch
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There is a reference file or index of all blueprints and what is each one for? ๐Ÿ˜…

trim matrix
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How do i undo things?

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Like a shortcut

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nvm

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Is there a way i could make it so i shoot at the ground and launch up?

alpine abyss
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trying to toggle a boolean in the anim blueprint of this pawn but input doesnt seem to work. Feels like im not casting correctly but not sure what i am missing

proven mason
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I have 3 enumerator states for my character when he is in moving:
Neutral (standing)
Walking
Running

slow schooner
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having hard time understanding how can i can make spline mesh never stretch out of its bounds
or moving spline point along to be at the mesh bounds distance from the previous point
any hints?

proven mason
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So far I managed to get the print outs Standing, Walking and Running when I push an analog button/stick towards a scale of 1

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but when I set brake friction factor to 1 and brake deceleration walking to 300 I don't get the print out "Walking"

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So in a nutshell UE4 prints out those three print strings (in the first pic) during acceleration, but not on deceleration which is what I also want.
How can I fix that?

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NVM I believed I solved it.

barren frigate
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Hi! How do I set a custom AIController on runtime? When I try to Possess / Unpossess the pawn to set a new Controller, it gives me errors saying that my custom AIController returns NULL.

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So the game starts and the pawn moves with its default AIController, but on an Event trigger I'd like to switch the AIController to a new one, let's say AIController_new . Any way to do this in game mode?

trim matrix
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Is there a way i could make it so i shoot at the ground and launch up?

vernal compass
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you could shoot a ray out of the gun and create a force at that point that acts on the player and pushes them in a direction

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whether that be up or away from the point of impact

trim matrix
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Pushing the player would just be launch player right?

fierce birch
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Anyone know how i can remove this gun mesh that is attached to this character

sonic crescent
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@fierce birch I suppose that exporting the mesh as FBX, importing it in a 3d app, removing the gun, reexporting the mesh in fbx, and reimport the base mesh will do the trick.

fierce birch
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ok thanks, i thought there was a way in the editor

sonic crescent
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@fierce birch I may be possible. But i'm not aware about the way to do in the editor.

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Maybe you can change the surface of the gun with an translucent material. It become unvisible ๐Ÿ™‚

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(if the gun have its own material)

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Hi, It's that the right way to create an instancer for adding plants to a StaticMesh ground in BP?
I have several instancedStaticMesh, i'm linetracing 100 times with a loop, and adding instances at impact location with random properties.

vestal plinth
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is there a way in the editor to make an actor snap back to the grid?

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say it got offset a bit?

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ah, it's Ctrl+End

thorny marsh
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@fierce birch It also maybe a Preview Mesh on the Bone.

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This can be cleared in the Editor if it was set in the Editor.

tender magnet
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How can I turn off an actor in the scene when in play?

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Using the inspector.

flat raft
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Do I have to make a widget for each drop?

trim matrix
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How do i make it so when i shoot the floor i launch up?

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Like TF2

vestal plinth
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all of a sudden, through reboots, every number from my random stream is zero

rough wing
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Im about to go crazy anybody know a bug where a blueprint interfave doesnt get called?

flat raft
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@trim matrix look into character launch

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@rough wing did it work before? Did you try following the flow via the Debugger?

vestal plinth
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it was working a few days ago, then stopped working without any changes that I can recall that might affect it

rough wing
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@flat raft I got it to work, I accidentally put two of the same manager blueprint in the level

late shuttle
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Any way to get random vectors on the "skin" of a mesh?

zealous moth
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@late shuttle what does that even mean?

maiden wadi
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@flat raft Your specific widget for the Trigger needs to handle the Drop if you want it to drop there. What'll happen is where ever you drop that payload, it'll more or less get any widget under the mouse, and drop it on the first one that is hitvisible. If it doesn't implement OnDrop, it'll just keep checking til it finds one that is or runs out of widgets.

flat raft
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So my trigger slot, needs to be a separate widget.

maiden wadi
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If you want it to work the default way, yep.

flat raft
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So, if I wanted to avoid that.. and use my current setup

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When I drop the green box over ammo slot, how do I go about ID ing that slot?

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is there a ... this slot handled this drop?

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I guess I can stop being lazy and just look at the API ๐Ÿ˜‚๐Ÿ˜‚

ember dawn
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Is there a downside to using a ton of scripts that run constantly, such as EventTick, or can I go nuts with it?

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I'm looking up how to do picking up / carrying objects and they all seem to work by having a constant tick that checks if you're carrying something and if so, moves it with you.

sudden swan
surreal peak
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@sudden swan it's never free as you need to host all that stuff and the servers somewhere

sudden swan
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can i locally host it on my pc during testing though

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its hosted on a sql database so i can locally connect to it via an app during testing ๐Ÿ™‚ but i will have to host it once i release

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aws just gives a 24/7 vm for it to be hosted on right?

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if so i already have a azure vm

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can i use a azure vm to host the multiplayer since i have a free azure vm from their student plan
or does it have to be aws

surreal peak
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It can be azure too i guess

late shuttle
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Anyone know a way to get a point on the surface of a mesh?

sudden swan
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It can be azure too i guess
just a normal vm on azure will work?

late shuttle
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I have a large Space Ship I want to randomly generated explosions on as it blows up... so I need vectors on the hull/surface/skin of the mesh

surreal peak
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@sudden swan I can only say: Try it.

sudden swan
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and on the aws tutorials they say to put in the static ip for server would this be the static ip?

surreal peak
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Yeah. Keep in mind that actual server systems for e.g. Fall Guys don't work like that. At least not so manually

sudden swan
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its using an sql database so for testing i can host it locally on my pc

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like with mongodb for example u can locally connect to sql databases

surreal peak
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I'm very well aware of that.

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But you seem yo want to create a matchmaking server queue

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Which requires quite some more external coding than a simple database

sudden swan
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rip
MySQL said: Documentation

#1064 - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ''servers' WHERE CanBeJoined = 0' at line 1

surreal peak
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  • in addition, as usually with those projects: If you can't spend a few hundreds per month without actually earning something than a Dedicated Server Matchmaking based Game is not what you want to do.
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Well you will have to take your mysql errors to places where those are solved. Not to the UE4 discord :D

sudden swan
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ok

quasi frost
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So this for each loop is looping the same thing in the array infinitely. The do once node seems to work, well once, however if I add a reset to it from any point it loops infinetly again. How do I just say, do once for each item in the array each time this custom event is called?

earnest tangle
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Based on what you've shown it doesn't look like that should loop infinitely

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If you modify the array during looping or if you recursively call your event that could cause it, but not much else

severe iris
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A list of supported functions would be good for example ๐Ÿ˜•

tight schooner
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@severe iris I've been frustrated about that too, but AFAIK no such documentation exists. You can always try stuff though; a surprising number of things work, e.g. Lerp() and RotateVectorAroundAxis() and etc.

severe iris
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Damn

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I was looking for stuff like vector length

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maybe dot product

tight schooner
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VectorLength() works

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I've noticed that functions that include parenthesis in the name such as "Lerp (Vector)" aren't available in math expressions

severe iris
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Oh, okay, interesting ๐Ÿค”

tight schooner
severe iris
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Didn't know you can just put most functions in like that, thanks ๐Ÿ™‚

opaque warren
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Hi hi. I was wondering print

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ups

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xd

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this input action is consumed when I press a button

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Is there anyway to not consume the input when pressing a button but still having the event On Hovered?

marble compass
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how do you pass the reference of a variable to a function in blueprints? like i have float x, i wanna send the variable x into a function so the funciton can modify its value instead of just sending the value of x.

earnest tangle
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in your function's properties, expand the parameter's options

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there should be a checkbox for pass by reference

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tbh it might be better to treat it as a value, and return the updated one... it's kind of unobvious in BP's what's gonna modify a ref so I feel like using them might lead to some confusing code

marble compass
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thanks, found it

maiden wadi
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@opaque warren Not exactly sure what you're asking for? If you don't want that LeftClick event to consume your input, just click on it and unselect the Consume input checkbox. But I don't know what that has to do with Hovered events?

marble compass
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why does class == class not work properly in blueprint? i tested to see if it overlapped with the object of class that build area is set as default and it did, but the == returns false every time.

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it works with cast to class node, but i want it to be done by comparing a variable since the blueprint will have children and i want them to be able to modify the build area variable to a different class.

spring hare
opaque warren
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@maiden wadi sorry for my description. I have a bp that has an event for the input action LeftClick. When I LeftClick I do a Trace line and I execute my logic. If I have a button in the middle of the screen and I click on it, this Event for the input action does not trigger. I guess that happens because the button consumes the input and then the event for the input action is not fired.

marble compass
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update: solved my issue, just delete the variable and created it again and it works fine now, probably a bug with the engine

surreal peak
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@spring hare Sebastian fully explains how it is done. You'd need to port that knowledge to UE4 though.

spring hare
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@surreal peak Okay i was just wondering if there was another for UE4 or not

spring hare
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How do i make a Param in a material be able to be changed inside a blueprint?

surreal peak
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If it's a named param you can just make a DynamicMaterial and call SetScalarParameter" or "SetVectorParameter"

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Pretty sure google will also help you if you type in something like "UE4 Dynamic Material"

spring hare
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Okay thank you @surreal peak

ripe relic
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How do I project text renderer through line tracing in blueprint?

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When I project it it doesn't project it full text sometimes

high phoenix
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how to play a music from where it was left off

devout tide
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@high phoenix You can spawn an audio, bind on PlaybackPercent, then just multiply the percent value with the Duration of your sound and store the result on a value, then just use that value on the start time when playing the sound again

high phoenix
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@high phoenix You can spawn an audio, bind on PlaybackPercent, then just multiply the percent value with the Duration of your sound and store the result on a value, then just use that value on the start time when playing the sound again
@devout tide idk what you mean

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i am just started coding

ripe rose
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is having tick enabled for a BP a non-negligible performance hit even if nothing is done on event tick?

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in other words, should i unbind event tick for every BP where event tick isn't used?

haughty ember
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depends on how many actors of those classes you have, and before you ask I doubt anyone can give you a specific number

ripe rose
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i mean

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i have no reason to not disable it right?

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if i'm not using event tick anyway

haughty ember
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true, it's just about remembering

ripe rose
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yeah

haughty ember
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assuming you're derived class is actor, that is.

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Some derived class might use it, so be aware of that

ripe rose
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right

haughty ember
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Personally btw, I wish the default was off

trim matrix
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@ripe rose There is a project setting which disables tick by default. The Tick event wouldn't even fire if you had that enabled (in some cases).

The devs talked about how Tick is enabled there by default for easy and quick plug and play without hassle for the majority of developers.

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It should be the other way around:

Enabling Tick for a class that needs it. Not disabling it as exception

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That's what they recommend

ripe rose
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ic

earnest tangle
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If having it enabled has no performance repercussions then not sure why ๐Ÿค”

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it seems like there would be even if you did nothing

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because the engine would have to call the function even if it's a noop

fallen glade
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Anyone has ever tried to scale a spline mesh with an offset from the original spline ? In my case I have a spline (1) making a ladder. To the spline I add meshes to make rungs (2) and rails (3) but when I scale a spline point the tangents get all screwed up : /

haughty ember
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If having it enabled has no performance repercussions then not sure why ๐Ÿค”
@earnest tangle because new users would have to find that tick option just to use it

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I'm assuming you mean by "it enabled" you mean the option where tick is unchecked by default

earnest tangle
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nvm I somehow read the discussion you guys had as "having it enabled has no performance penalty"

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which now on a second read is not at all what you said

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I don't know how I came to that conclusion on the first read lol

trim matrix
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@haughty ember Can Blueprints Tick by Default is what I mean

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I just thew it out of the top of my head

haughty ember
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@trim matrix yeah I found it after you mentioned. The description and tooltips are a bit weird/confusing; I hope there aren't going to be any gotcha for me soon

fallen glade
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The arrowes in the center are a visualization of the arrive/leave tangents, here you can see them alligned to the actual mesh location. The problem is: is it possible to get the tangent of a scale deformed spline ?

trim matrix
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I think the engine does a good job giving warnings about Tick being disabled by default when you're still trying to use it in your graph.

fallen glade
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I know how to manipulate the thing itself but I'm unaware of any math equation useful in this case, if you can help please @ me !

unique wyvern
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is it possible to add components to actors dynamically?

fallen glade
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@unique wyvern yeah, just type "add" you can add static mesh component etc

haughty ember
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is it possible to add components to actors dynamically?
@unique wyvern If you mean in game-time then I know you can do it in cpp, not sure about bp. Either way I believe it's not recommended

merry yew
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I'm creating 2 players in my blueprint, but getting 3 Player Controllers. If I disable Spawn Player Controller, I still get 1. I wonder where the extra one comes from since I don't explicitly spawn it.

merry yew
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I have no player and I never create a player

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But I still get these when I hit play

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Why?

haughty ember
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A new player is created automatically when you start a game. A player controller to be more specific

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@merry yew

merry yew
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ok thanks msh91

ripe relic
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Hi! I'm making a custom text graffiti in blueprint by using text renderer and line tracing

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but the problem is whenever I hit the key for the graffiti it sometimes prints half the text only

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and how do I place it on surface normal

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can someone help me with this

trim matrix
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@ripe relic There is a thing called Decal

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It uses materials

ripe relic
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but then how do you make it custom text?

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It uses materials
@trim matrix I have the text material but I don't have any idea how do I make it custom text

trim matrix
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Good question, I am no material artist so I have no idea how to parametrize the text somehow inside a material

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Might even just keep it as actor like above

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What was your problem exactly?

maiden wadi
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The only easy way to do text in a material that I know of is a mapping. And that's not necessarily easy.

ripe relic
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What was your problem exactly?
@trim matrix So the problem currently is I don't know how do I use decal for the text material so I went with text renderer and when I hit the key for graffiti on a wall or a floor it prints it in half and I want it to face it on surface normal

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is there any way to do this?

fallen glade
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If anyone stumbles upon my ladder from the future, this is how I fixed my problem. Instead of relying on a singular spline, I recalculate a spline for each rail (just a point per point copy of the main one with correct offsets applied) and then use that one without any scaling

maiden wadi
ripe relic
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thank you will try it

trim matrix
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@ripe relic I realized that the good thing about decals is that they behave exactly as real graffiti.
Widgets can easily have adjustable text.

What if widgets can be used as material, I thought. Then I stumbled across this:
https://forums.unrealengine.com/development-discussion/rendering/1603327-umg-widget-render-target-for-material

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I looked at how TextRenderActor and TextRenderComponent pull it off. The way that works is totally different than anything else material-related

ripe relic
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I looked at TextRenderActor and TextRenderComponent. The way that works is totally different then anything else
@trim matrix Ohh alright I will take a look at it and try it, thanks

trim matrix
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I'm actually really curious how to pull this off. I'll do it too just for fun

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Using the Render Target from a widget component as material parameter sounds like the solution (if you want to use decals)

ripe relic
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@maiden wadi How did you get the last Set Text node?

maiden wadi
ripe relic
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I can't see the text renderer in viewport , can you see yours?

trim matrix
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@ripe relic I got it

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It works but needs a lot of tweaking

ripe relic
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With decals or the text renderer

trim matrix
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The text can always be changed

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This is the actor with the Widget component and Decal component

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I am no material artist. I just wanted to parametrize the widget component's render target somehow

ripe relic
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Wow it looks like you pulled it off

sour ridge
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Are map arrays used like 2D Arrays?

ripe relic
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Definitely will try it

trim matrix
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And the Widget component of the actor has the Widget Class property set to your widget class containing the text you want to display

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Use 'Get User Widget Object' on the Widget Component to eventually manipulate the text being displayed

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hey I wish to move my spawn object

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so cananyone help me

ripe relic
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Use 'Get User Widget Object' on the Widget Component to eventually manipulate the text being displayed
@trim matrix Can't access my PC right now will try it later thank you for your efforts :)

trim matrix
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No prob

dense mica
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I am planning to create Cod's medal system, any ideas how can I queue the widgets to come in order?

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obviously i need to make variables and set them "expose on spawn" and use structs to manipulate variables but... how can i queue them?

ashen sparrow
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In my Animation Blendspace the horizontal and vertical axis is -1 to 1.. In my character BP I set the walk / run speed to 270 & 600 depending if you're walking or running. How do I communicate this to my animation BP so the correct animations play depending on if I'm running or not? Right now the running animations are played even if the movement speed is set to 270...

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My blendspace looks like this... 0.5 on both axis are walking animations... (This is from the RifleAnimsetPro btw, if that makes a difference?)

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I guess I could do a check when pressing the movement keys and then clamp the axis value if I'm walking? Kind of feels hacky, so maybe there's a better way to do it?

astral epoch
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Has anyone else had problems with the Was Input Key Just Released node not triggering?
I have a current setup running through pressed, released and held, and the only one that isn't triggering is released.

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Off screen there are print strings to test each that aren't shown here, and the Finger Pulse only seems to fire on the pressed.

astral epoch
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Nevermind, it just clicked what the issue was.

neon sorrel
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Anyone know how I can detect which user interacted with a blueprint object easily?

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I dont know if theres a way to detect the actor that activated it

astral epoch
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Each object should be uniquely identified even if they're of the same class, as far as I'm aware, same for controllers. Beyond that it depends on exactly what you mean by "activated it".

neon sorrel
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Well my door currently works with a E to open button, trying to figure out if theres a way I can get the user who just pressed E on that door

astral epoch
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Could have the event on the door require an input variable that's a pass-by-ref of the character blueprint?

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I'm assuming you are actually calling something in the door here.

neon sorrel
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Currently I just have a interact event that checks the users inventory system and if they have that item then open the door

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actually hmm

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I could maybe just use that

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Standby

astral epoch
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If you're doing everything in the character blueprint then you already have your self node to use. Otherwise, passing said self in whatever event the player calls works too.

neon sorrel
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Im using it all in the door blueprint, for the inventory I just called get player controller. But if I use that in a print string it will print out the same controller for both clients. Hard to tell if theyre different since its the same name

astral epoch
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The key press is in the door too?

neon sorrel
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Yep

astral epoch
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You're testing this with multiple computers?

neon sorrel
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Nope, just the one. When I print out the local player controllers player name it prints out my pc's name

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Maybe I just have to test with another pc?

astral epoch
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I mean if you're wanting to test multiplayer you kinda need to.

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Actually

neon sorrel
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It seems to work properly if it prints out my pc name when running a client

astral epoch
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Print the player controller number?

neon sorrel
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Hmm maybe yeah

astral epoch
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Yeah I'd day that is a good sign

neon sorrel
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I tried printing player controller ID,

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both clients print out -1

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๐Ÿค”

astral epoch
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Weird.

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Maybe not receiving an ID at all in that case.

neon sorrel
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Wouldnt that print a 0 or blank space then?

astral epoch
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You said you have a ref to the inventory?

neon sorrel
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Because using that same player controller works for my inventory system

astral epoch
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Player 0 is first player.

neon sorrel
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Yep I just use "Get player controller" as the target for my inventory check

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Seems to work well

astral epoch
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Ah.

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If it's not hooked to a controller blueprint then it wont have a player ID assigned to it.

neon sorrel
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Yeah, which is odd that it still works with a player index of 0

astral epoch
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You're probably better off doing all inputs from the player character, especially if its multiplayer.

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Rather than having press E et all in the door.

neon sorrel
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Currently I contained most all of the code for the doors in the door blueprint itself, it worked well for checking the players inventory and all, but hmmm

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If I use get player controller then get player name it prints out my pc's name

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So I assume that would print 2 different names on two seperate pc's

astral epoch
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You can test that.

neon sorrel
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I just have to wait for some of my beta testers to come online and push out a build yeah :/

astral epoch
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I'd suggest more but I cant check as I'm on my phone right now.

neon sorrel
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Its all good, I appreciate the help

astral epoch
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Theres probably a node that checks who fired an input but I'm unsure.

neon sorrel
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Ill read up some documentation, that would be handy if there was

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I think I found the issue

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Seems since I run the door event in the blueprint for the door, it runs on the server, which opens it for all players which is good

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But I just cant reference the user who interacted with it easily because of that

trim matrix
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How do i make the default projectile work like a real bullet? (like be straight and don't be affected by gravity)

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this is the default code, asking if someone knows what i need to change

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sorry for being a noob, I 'm just learning

daring vapor
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you want to change static meshes to another mesh?
@white crypt I'm actually looking to do this exact thing, and with a bunch of meshes within a level. Like all the walls, and all the doors... Do you have a tutorial you can suggest that shows how to build such a script? Perhaps a link? Many thanx. ๐Ÿ™‚

ashen sparrow
rough wing
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I'm not sure but Can Crouch might be false when already crouching?

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Also there should be a "crouch speed" variable so you won't need to set max speed

white crypt
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@daring vapor not that i know of, but its rather simple. You make a function in your bp and check the box "call in edtior", then when you click on the bp in your viewport you will see a button in the details tab. That button is your function, so you would have to get all actors of class (static meshes) and from a for loop you set new meshes

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or always take a look at Mathews videos

ashen sparrow
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I'm not sure but Can Crouch might be false when already crouching?
@rough wing It's not.. if I remove "Crouch" and "Un Crouch" from the end of the chain and do a Print there, it's all fine... :/

white crypt
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If*

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it means that your condition changes

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so when released try to change the branch to false

marsh forge
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I'm trying to set up an approximate air resistance force for a character, how would I apply the force to the actor? (add force is a bit wack)

daring vapor
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@white crypt Thanx, I love Mathews stuff. I hadn't come across this one yet. I'll check it out.

lucid granite
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Why can't i see my target points in blueprint?

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I have TargetPoint1 2,3,4,5

stiff gulch
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did you derive classes from TargetPoint?

lucid granite
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no

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generic target point

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to get locations to throw holdem cards

stiff gulch
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they all have the same data?

lucid granite
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no because they all have a different location in the world environment

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so I need specifically targetpoint (show on the left side of the table) to be Flop1

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but I don't see it in blueprint

stiff gulch
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hmm make sure the class is blueprintable and try to make a blueprint from that targetpoint
or probably derive 3 classes :
AFlopTargetPoint
ATurnTargetPoint
ARiverTargetPoint

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since they have different data

haughty egret
#

Has anyone hit this before?
Assertion failed: OutPin->LinkedTo.Num() == 1

lucid granite
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I found out the issue

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now it shows in blueprint

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so tsubclass only allows for a generic class but just a pointer allows me to get that blueprint accessible in C++ from the world environment

charred berry
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I can get around it and on play seems fine, but it worries me this may affect project

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and in compiler results Can't connect pins Enumerator and Resolution : Input is not an Enum.

woven wing
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You've changed one of the two types.

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Or that variable has been removed.

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Aaah.

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You deleted a class.

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That's what's happened.

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Your 'bad cast node' there is what happens if you have a 'Cast to MyClass' node, and then you delete 'MyClass'.

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My guess is, all those other missing pins are probably from trying to use something of that class after it's been deleted.

trim matrix
#

hey guys, having some trouble getting my character to rotate when entering a "Battle Arena" . I can get the character to move to the target location using target points but the rotation never works on the Z axis.
I've tried using local and world transforms and locations but I'm a bit stuck. Any help would be appreciated!

woven wing
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What do you want the rotation to be.

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Right now you just have a static 90 on Z.

trim matrix
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it doesn't update regardless of what Z value is enter, Ideal it should face the same direction each time, at present it keeps the character current rotation and moves them to the target point ๐Ÿ˜ฆ

woven wing
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Ah - I have a feeling I know what it is.

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I think this is a bug.

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Recombine that Rotation struct.

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And use a 'make struct' node for the rotation.

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Try that, put the same values in.

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I think, if you have the struct broken like that, it might not work.

bitter iron
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jackfractal

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have you made camera dragging before?

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like click -> gets hit position -> move mouse drags camera opposite direction

woven wing
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Yes, but not in unreal.

bitter iron
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ive made it in unity and took 5 minutes

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this is insanely difficult in blueprint for some reason

woven wing
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Yeah, unity is great.

bitter iron
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in some things

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not so great in others

woven wing
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As with most things.

bitter iron
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essentially, i can get the initial position, but I think my brain isn't understanding the math

I get initial worldspace position of cursor when I click in middle mouse button, verified working correctly
while input key is down, it will vinterp between (Current Position - Initial Pos) to AddWorldOffset

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on event tick

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To me, that seems sound, instead its literally just throwing the camera across the universe within a few ticks

woven wing
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Hahah

bitter iron
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and I think its got something to do with on play doing weird things to the position of some components, like -5432, -60102 XY???

white crypt
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if you got two vector points and want to vinterp between them then use set world location

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not add

woven wing
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Yeah.

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That... is the whole of the problem.

bitter iron
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am i stupid or should add work

woven wing
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It won't work with v-interp.

bitter iron
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oh

woven wing
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What you could do, if you wanted to add it, would be to create a delta, and then multiply that by deltaseconds, and add that.

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But setting the position using VInterp will do the same thing.

white crypt
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you can even try "move component to"

ashen sparrow
white crypt
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blend by bool

ashen sparrow
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Lovely.. Thank you!

white crypt
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you will want to cache it

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if thats what you are asking ๐Ÿ˜„

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from default drag and type cache

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then you will be able to use that cache more than one time

ashen sparrow
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Hmm.. I don't think that is what I want.. After the Default I want to check if my CombatMode-variable is true or false.. If it is, go to the "StandAim", else to "ExplorationLookAround". Or should I place my AimOffsets elsewhere?

woven wing
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That's why Tsauken is suggesting you cache it.

white crypt
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still cache it

woven wing
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Cache the outcoming pose of your Default state machine.

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Name it like 'State Machine Pose'.

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Then plug 'State Machine Pose' into both of your AimOffsets.

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And have the bool blend after with outputs from both AimOffsets plugged into it.

white crypt
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yup, duplicating state machine would be wasteful

bitter iron
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its working now, but its not 1:1

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it doesn't keep cursor in same location

woven wing
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Your cursor is attached to your animated character?

bitter iron
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myb if i seem stupid, this was easy in code but rn i have no idea why I can't get this to work how i want rofl

woven wing
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Hah, I mixed you and Svedin up.

white crypt
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you are deducting from impact point

woven wing
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Also that 'Set' for initial mouse WS makes me anxious.

white crypt
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it does

bitter iron
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im new to blueprint

white crypt
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the whole thing probably runs on tick

bitter iron
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might have to elaborate

woven wing
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You cannot guarantee that a return value will be valid except within the evaluation in which it was generated.

bitter iron
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see that is one thing I'm confused about

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timings in general are not explicit to me

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does it re-evaluate what it needs once its called? even if its not needed?

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i should do all this in c++ tbh

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blueprint seems bad for this kind of thing

woven wing
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I don't think it's that bad.

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You're just unfamiliar with it.

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And it does take some getting used too.

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It's a different programming language.

bitter iron
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yeah, its seems really good for behavioral stuff

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just for this seems outside the intended use case

woven wing
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Nope.

bitter iron
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besides like third person shooters

woven wing
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Nah.

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This is doable.

bitter iron
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ok, one thing im confused on then, why is it not moving the scene root by the same amount my mouse is moving in world space

ashen sparrow
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I think I got it.. (?). One more thing; the Output Pose - I can't connect them both to the output.. So how would I go about solving this? Sorry if I'm a total noob - it's my first time working with Animation BPs ๐Ÿ˜„

woven wing
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You want to connect StateMachinePose to your AimOffset, and then connect both AimOffsets to your Blend.

white crypt
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unscramble this whole thing to get your prize ๐Ÿ˜„

ashen sparrow
white crypt
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why not press play and see for yourself

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if your bool is changing then it will work

charred berry
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@woven wing if so, how do I fix a deleted class, can i reimport something ? Not a great programmer atm, a WIP

woven wing
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Uhh... if you have perforce or git or some other kind of version control.

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You can roll back whatever version you submitted the deletion.

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If you don't - you're straight fucked.

bitter iron
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so things shouldn't be on tick, what should be running camera functions

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everything works

woven wing
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OK so, some things should be on tick - things that happen over time.

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Some things should not be on tick - things that respond to events.

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Like a mouse click.

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In Blueprint, all evaluation comes from an event node, whether that node is 'Event Tick' or otherwise. Functions called in a particular 'thread' of evaluation (the white lines emerging from one of the event nodes), the results of those functions are unreliable if used from another Event thread.

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Unreal does not guarantee they will still have valid values.

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So, in your 'Click' event, you should store all valid values as variables.

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And then in your Tick event, you should use those values to do things over time.

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In your case, I think you want to store 'Impact Point' as a variable.

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Probably call it something like 'Clicked Location'.

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And you probably want to use 'Set Actor Location', rather than move the Root component.

lucid granite
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can I teleport to a location in the viewport with xyz cordinates?

woven wing
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Not sure what you mean there Vaunture. Do you mean in the Editor?

marble lantern
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what node allows me to tell the get a ref to get all the actors in the level so i can run a custom event

woven wing
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"Get All Actors Of Class", with the Actor class of "Actor" will get everything.

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But you almost never need to do that.

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The only time you'd need to do that would be something very odd and one-off.

marble lantern
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i have some lights in a boss where it needs to change when the boss gets to a certain health @woven wing

woven wing
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Ah, so if they're all the same class then you can put that class into the "Get All Actors Of Class" node, and then you won't get everything you'll just get lights.

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And if it's only some of the lights, then you can add a tag to them, and use Get Actors By Tag and then you will only get those specific lights.

marble lantern
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thing is i have a custom event in the light blueprint and i cant access it without a ref

woven wing
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You can cast to that light blueprint.

marble lantern
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AH I FORGOT ABOUT FOR LOOP

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thats what it was

woven wing
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๐Ÿ‘

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That said, you can also have your lights find the boss.

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And connect to his "I'm About To Die" event.

marble lantern
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yea i was about to do that

woven wing
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As it's a one-off, it's probably fine either way.

marble lantern
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either way would be fine right? its not like one way is less cost effective

woven wing
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If it were a standard mechanic - I'd say use the 'light subscribes to boss' method, but either way works fine.

bitter iron
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I click, and it works

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the problem is when I click, no matter where, it will move the camera so that my cursor is at world origin

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my brain

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nvm im fkin stupid

barren relic
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Hey all its me again lol! I had another question, Im trying to create a simple fighter game respawn system similar to mortal kombat's. Basically the player fights the ai and if he wins 2/3 he goes to the menu level and is able to choose another fight. However, if he loses he has the option to try again or go back to the menu level and pick another fight. Any suggestions?

severe sparrow
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hi.. i'm new here and also pretty new to unreal engine in general, maybe 20 hours in atm.

i have what is probably a very novice problem but i can't for the life of me find a solution on google, unreal forums or anywhere else.

I'm working with a shop inventory system using a data structure and data table, for some reason they will only work on the level that was on when i created them. I checked the level blueprint, I made sure all things are sharable to other blueprints, etc. The shop works 100% perfectly on one level, but when I switch to a new level it wont load anything from the data table. is anyone familiar with this?

shrewd mural
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When you load a new level, those objects have to be re-created. So if you want to transfer data between levels, one of the ways to do it is through the use of the GameInstance.

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Idk if this should be here or animation, but does someone know why this does not play the animation? It prints the string, so I know it's running through Play Animation. nvm I just forgot to call super in the base class.

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For context, thats a user widget and Fade is an animation of text fading.

weary jackal
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Hey all its me again lol! I had another question, Im trying to create a simple fighter game respawn system similar to mortal kombat's. Basically the player fights the ai and if he wins 2/3 he goes to the menu level and is able to choose another fight. However, if he loses he has the option to try again or go back to the menu level and pick another fight. Any suggestions?
@barren relic two integer variables. One for player, another for ai. If anyone losses first 2 games then no need of third. I think about a macro which contains 3 output respective to player. Win, draw, lose. If win then playerWinCounter+1. If lose then aiWinCounter+1. If draw then go for tge third game.

severe sparrow
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@shrewd mural thank you! I had no idea it worked like that. I'll try to learn about game instance then

trim matrix
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How do I reference a target point outside of the level blueprint?
I've set it location in the world and need to move the player to it, which I can do in the level blue print but not the first person character bp?

woven wing
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@trim matrix - You can create an object reference variable on a blueprint in the level, and you can plug references into that.

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If, however, it's like a spawn point, or a teleportation target - for the player, there are likely better methods to do.

copper vessel
hushed bridge
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that's Vector * Float I think

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the vector pin has been split

copper vessel
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oh shit youre right

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thanks mate

hushed bridge
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๐Ÿ‘Œ

simple berry
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how would i go about hiding a skeletal mesh from everyone on a server?

woven wing
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Like have an invisible mesh that's invisible to everyone?

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Or one that's just invisible to some people?

simple berry
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Invis to all

woven wing
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Just set the either the 'visibility' property to false.

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Or the 'hidden in game' property, if you still want to see it in the editor.

simple berry
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Well I mean, it's supposed to be something that happens only when a certain variable is ticked, I have an event for it I just can't get it to work properly for some reason

woven wing
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Can you show the bp?

woven wing
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Ah, this is the same thing I was talking about earlier.

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In "Server Hide" and "Server Death" you're using the values from another event.

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Those values will not be valid.

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So they won't be set.

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Basically copy the 'Set Visibility' node down, plug it into the Server Hide node's 'New Param' parameter, and make it run off pin 1 of the sequence, and it should work.

simple berry
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you see when i do this it dosent become invisible

woven wing
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You can't use values from another event that isn't being called.

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It will not work.

simple berry
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But when I do it the way you're saying it dosent work

woven wing
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What does 'my way' look like?

simple berry
woven wing
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Ah, you still need to call the event.

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Use a sequence.

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Call the event.

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And then set the visibility.

simple lantern
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How many texture samples is too many in a material?

woven wing
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But do so from the ServerHide's NewParam value.

simple berry
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when connected it still dosent work

raw bobcat
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My input or just any other key doesn't work, any suggestions?

hushed bridge
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@raw bobcat make sure your gamemode is spawning the right pawn and controller

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you can check by putting a print in the Pawn and PlayerController's Beginplays

raw bobcat
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Sorry im kinda beginner in blueprints where can i find my player controllers? @hushed bridge

hushed bridge
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aha apologies, I forgot that the ThirdPerson pawn has all the controls built in

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if you've placed the pawn in the world, go down it's details, there should be a setting called "Auto Possess Player" or something

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set it to Player0

harsh coral
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I got a premade blueprint that basically makes a turntable rotation for an actor. How can I add that to a level sequence to export it as a movie?

hushed bridge
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it should do the trick, you may not even need the camera blend anymore

raw bobcat
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set it to Player0
@hushed bridge yeah thanks, but now its kinda I dk, inverted? Like if i want to move on 180degress I need to press A then S and A, I canโ€™t just simly hold A as in template, is there a way to fix it?

north plank
#

I followed crocopede's grab ledge tutorial (https://www.youtube.com/watch?v=4yjcwZLQqlE) and followed everything he did but I am facing a weird thing. As shown in the video, my character stops at the desired height and everything is fine but if I press any movement button in any direction for a single time, my character automatically starts moving in random direction. This is happening when I am setting my movement mode to โ€˜Flyingโ€™ when the character grabs the ledge as shown in the tutorial but if I keep it to default โ€˜Walkingโ€™, such random things donโ€™t happen but my character doesnโ€™t reach the desired height. Many people have faced the same problem and they have commented in the video but no one provided the solution. As this is a complex blueprint setup, I canโ€™t provide the full code but I am posting as much as I can. Can anyone please help me?

Tutorial series covering the following
Vertical wall run
Grabbing ledges
Climbing ledges
Sliding down walls

โ–ถ Play video
merry yew
#

Hey

#

I'm possessing pawns at the beginning of the game, but the aicontroller still executes

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Or more importantly, IsPlayerControlled returns false

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So even if I do this

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in the AIController
EDIT: Turns out it returns false because controlledpawn is None. So I just needed to replace it with isvalid.

dense mica
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i set breakpoint to test it but its not executing

tawny tinsel
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help i cant seem to cast from children if this variable if set in child sets to parent pls help

tawny tinsel
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i cant plug in for each loop so what do i do

fading marsh
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Quick Question: How do I (in Blueprints) mark an event private so that it can not be called from outside that actor?

earnest tangle
#

I don't think events can be marked private

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You could try using a function instead? Those can be marked both protected and private

fading marsh
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Really? Wow... Im really falling in love with Unreal

tawny tinsel
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help

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is my array broke or cast?

earnest tangle
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it says "tried to access index N from array of length 0"

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so the length of the array is 0, and you're trying to read values from it

tawny tinsel
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ok so my array broken thx

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finally it works perfec

thorny cedar
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i can set this through a value

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foundit

tall eagle
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Show 3D widget in variable properties

thorny cedar
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@tall eagle it simply takes the values from the editor right? i want to build a spline that shows the individual Points to teleport

tall eagle
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@tall eagle it simply takes the values from the editor right? i want to build a spline that shows the individual Points to teleport
@thorny cedar yes, it must be instance editable

thorny cedar
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i set the value in my spline constructor for each teleporter element and it updates the position, but not at the exact location. I guess its not possible to add the element locatocation to my teleport to location before construct

thorny cedar
#

is there a way to lock a variable completely, that it cant be altered the editor?

earnest tangle
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I think if it's declared in C++ you can just omit any Edit specifiers on it

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then it won't be visible in any of the property panels to be edited

thorny cedar
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@earnest tangle in c++ its obvious ๐Ÿ˜„ i want to have ana ctorr, that i can drop in my scene, but wont allow tto rotate it

dense mica
#

hardcode the actors rotation in construction script ๐Ÿ˜›

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if you even try to rotate it, it should revert itself to hardcoded rotation i guess ๐Ÿ˜„

earnest tangle
#

that is a good idea lol

#

I don't know if you can prevent rotating an actor even from C++ unless you do something like that

thorny cedar
#

hm somehow i tried it and it didnt worked

grim plank
#

is anyone familiar with physics constraints? I am having trouble assigning actors at runtime

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I tried like this, but when i check at runtime, it doesn't work and only the component names are set, but not the actors

solar bison
#

Does Add Child for panel widget assign indices to the children?

pine trellis
#

what im i doing wrong?

dense mica
#

use posses before maybe

earnest tangle
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No

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Sequence is what it says on the box - it executes the pins in order

signal palm
#

It just executes them in order

earnest tangle
#

It's just a way to organize your nodes differently if needed

dense mica
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understood. i was saw some multihreading things while researching my queue system, then wondered whats the difference

#

i guess multi-threading is about memory

signal palm
#

You don't have to check if it implements the interface btw, you can just fire it anyways

dense mica
#

doesnt work either

weary jackal
#

Rather than checking actor being overlap. Try overlapping sphere collision. And check with casting to your player

dense mica
#

tried it too... not worked, event hit works but overlap doesnt work

#

whats the difference anyway?

weary jackal
#

In actor overlap it checks fpr whole actor. And sometimes the actor held out of bounds. So it's good to work with colliders

dense mica
#

i created a sphere collision to check if it will work

#

the problem is not the collision channels or actors, its block my pawn on level but not triggering the events ๐Ÿค” thats weird

severe sparrow
#

does anyone know how one could share a data table through multiple levels using a gameinstance? i'm not having any luck. my goal is to share the same NPC with the same inventory widget that utilizes a data table and data structure, but they only work on the original level.

dense mica
#

maybe use savegame?

#

as far as i remember beginplay should trigger every new level loaded, right? on beginplay get savegame data (your data table)

#

save when needed so data wont lost (eg. save when inventory changed, new item added, removed an item etc.)

trim matrix
#

For Health , i have just a basic box. Is there a way to upload a custom healthbar texture?

#

I made the healthbar as a progress bar in widget blueprints

weary jackal
#

Make overlay

#

Inside that overlay add image and your progressbar as well

#

There're also videos if you're planning for a circular or square progress bar

trim matrix
#

ok thanks

dense mica
#

i want to add different logics between different gamemodes

#

but i am handling the logic on pawn, thats why i need to do this

surreal peak
#

no

#

You are comparing a BP Asset with a Class Instance. That's the most wrong you can go.

#

If you want to know which specific GameMode that is, you can use a Cast

#

Also keep in mind that you always only can have one GameMode at a time. So theoretically you should be aware of what Class you are using.
You can of course change the GameMode per Level and when switching Levels, but during a Level the GameMode stays the same.

dense mica
#

okay eXi, thanks ๐Ÿ™‚

tulip iris
#

RTF RGBA 16f shows up blank, but, RTF RG8 shows up but obviously discolored. So I want RTF RGBA 16f...

#

Why would RTF RGBA 16f show up as blank when set as an image?

#

Been beating my head against a wall for a bit

#

would love some input!

dense mica
tulip iris
#

Its happens ๐Ÿ™‚

dense mica
tulip iris
#

It's tough as it all overlaps.

civic sand
#

hi ! i think this is pretty simple but im lost.

#

im trying to call an event from another actor blueprint but cant get the correct object input when casting to it

#

if anyone has any pointers would be appreciated , been on this for hours

dense mica
#

is portal_bp a custom actor?

civic sand
#

its from when you add a bp and chose actor , is that a custom actor ?

dense mica
#

yes

civic sand
#

sorry ive only just started

#

thanks

dense mica
#

so you cant access a custom actor with only casting

#

you somehow need to get info about that actor

civic sand
#

yes , thats where im falling over

dense mica
#

is portal_bp only one in the level?

#

is there more than one portal_bps?

civic sand
#

its in every level

dense mica
#

but only one for each level, right?

civic sand
#

yes

dense mica
#

ok then you're lucky

#

normally you should learn about blueprint-communications and containers etc. but i can give you an easy solution for now (i mean "for now" because its not recommended for every logic-setup please dont get me wrong)

#

use "getallactorsofclass"

civic sand
#

ive been doing lots of examples but cant get anything ive learnt to work

dense mica
#

if im not wrong, there must be something called "polymorphism" in c++

#

so you create an actor, define some values, logics, codes to that actor

#

then create another actor derived from that actor

#

what you see on the actor creation window is actors derived from engine classes

#

"Get Player Character" gets the players Character actor

#

Derives an actor from that

#

You actually use that

#

With casting to original Character actor you can access to your own Character

#

But in custom actors thats not that easy

#

There are ways to access custom actors, like spawning them on gamemode then promoting the return value to variable, get all actors in class node, or using event hit

civic sand
#

ok

dense mica
#

but you dont need a specific actor to access, there is only one actor in your level

#

so get all actors of class returns as how many actors you have in level

#

you can just use it

civic sand
#

i tried binding but the problem was there are multiple coins

dense mica
#

i would create the portal_bp (spawn) on gamemode* then reference it by promoting variable, then cast to game mode and use it there

civic sand
#

thats great thanks , ill try that

marsh forge
#

what is the standard way to apply a force over time to an actor/component? I would imagine it is addforce but I keep running into bugs with that

#

basically if I wanted to apply a force while a button was held down, would I want to use impulse, addforce, or something else?

dense mica
#

im really not into phsyics but i guess impulse

#

im just saying that because i saw impulse too much in tutorials ๐Ÿ˜„

#

add force is kinda for movement maybe(?)

signal palm
#

Impulse is usually an instant push and force is usually a constant force that's being applied for multiple frames

marsh forge
#

ah, so then I guess I have to figure out why it's acting so wack

earnest tangle
#

AddForce should be the way to go if you want to apply it over several frames

#

You need to multiply your force by deltatime though

#

iirc

marsh forge
#

for some reason addforce is requiring really high values and it kind of breaks depending on the event

#

I didn't multiply it by deltatime

#

so that might fix it

#

lemme give that a shot in a sec

winged badge
#

What would be an optimal way to load character models in blueprints without overwhelming the system memory?
In my game i have a character select where if players click on a character, their model will switch to that new character model and it will be saved to their id card when transitioning to a gameplay map

#

Right now i have the skeletal meshes in an array and when a player selects a character it uses an integer to find that model in the array and set it as the preview mesh

bitter iron
#

what would be the most foolproof way to enforce a level bounds? My first thought is to use collision channels

winged badge
#

On average each character takes up around 30mb and i intend for this game to run on systems with 4-8gb ram

trim matrix
signal palm
#

Not really

#

But these are also not that great

trim matrix
#

what should I use then?

signal palm
#

Maybe something like that

trim matrix
#

Thanks

winged badge
#

If something such as a skeletal mesh is an object array as a default variable, will that mesh be loaded in even if i dont use the array?

marsh forge
#

so if I wanted to use addforce on a player, would I set the target to character movement?

#

just want to make sure I'm not setting this up wrong

dense mica
#

no set the pawn itself

#

what i meant movement before was moving the actors with phsyics, it wasnt related to cmc and i dont even know what i said is true ๐Ÿ˜›

marsh forge
#

oh I could have sworn it gave a compile error when it was set to self

#

lol

#

I am incredibly smart

dense mica
#

lmao

marsh forge
#

and you multiply force by deltatime

signal palm
#

You should actually use the character movement I'm pretty sure

dense mica
#

wow really?

#

lmao never gonna talk about physics again

marsh forge
#

it looks like it targets character movement component when you leave it as self anyway

#

which is why I was confused

#

well that's good

#

guess I have to give it a test and see if it decides it wants to act buggy

signal palm
#

It needs high values because the delta time is like less than 0.01

marsh forge
#

Noted

#

The main issue I was having with it earlier was it not working with one controller, but then having it add a crazy force when I had the input set to 0

signal palm
#

Hmm I just did a quick google search and found this: "Add Force and Add Force At Location automatically account for the delta time."

marsh forge
#

Oh neat

#

I wish the documentation on this was a bit better

signal palm
#

But then some people say that their force is much stronger if their fps was low

marsh forge
#

Ue4 go home, youโ€™re drunk

signal palm
#

Maybe just use impulses ๐Ÿคทโ€โ™‚๏ธ

marsh forge
#

Impulses do work fine but Iโ€™m not sure how performance friendly that will be if I want to set up a drag force

#

Only one way to find out lol

signal palm
#

Found this on an old forum post

#

"AddForce accounts for delta time and should be used for applying force over more than one frame, AddImpulse does not account for delta time and should be used for single 'pushes', like from an explosion or being thrown by a player. The reason is that if you use AddForce for throwing or an explosion, how far the object moves depends on the framerate at the exact frame the force was applied, rather than being independent of framerate like AddImpulse is."

#

Do whatever you want with that information lol

marsh forge
#

lol

#

trial and error time

gusty shuttle
#

Question: In a widget anim, if it get's called to play only once, do I have to tell it to stop once it's done? It's like a one-shot anim

#

As in, does it "garbage collect" it after it's done?

#

That question is weird but I just want to know if after it's playing if it's lingering

dense mica
#

on the last frame animation stops by default?

#

if you dont loop it

#

no idea about gc part

gusty shuttle
#

Aye, same. Thanks for Rubber ducking though

bitter iron
#

4 days into blueprint, seems to be especially vulnerable to my everlasting stupidity, feels so much harder to look at then code but so weirdly useful at the same time

#

So far, I feel that epic could use maybe a better way to show EXACTLY what something is doing, which I feel is the big strongpoint with c/cpp

signal palm
#

What do you exactly mean?

bitter iron
#

let me find an example

signal palm
#

I never used cpp in ue4, only for non ue4 projects just because blueprints are quicker to prototype with so I get lazy and don't wanna switch to cpp later in the project

bitter iron
#

ConvertMouseLocationToWorldSpace for instance

#

my initial assumption was that it literally did just that, but it doesn't, it allows you to do that with a tiny bit of work

signal palm
#

I mean it does that? It returns the location in the world and the forward direction from your camera IIRC

bitter iron
#

I suppose it does still yea

gusty shuttle
#

@bitter iron I've used that node before, it always gave me wacky results somehow. Probably was using it wrong on my end

bitter iron
#

or even just documentation, because a lot of blueprints are just magic

#

@gusty shuttle I also had to look up how to actually use it

#

since It didn't click for me

signal palm
#

Hmm maybe I'm too used to blueprints but it clicked for me instantly when I saw which outputs it gave me

bitter iron
#

it just takes essentially where your screen is, and then figures out a direction based on where your cursor is on the screen

#

yea the outputs let you see what it does

#

but if you are tired, or new to blueprint, a lot of nodes have extraneous outputs

#

that you don't really need to use it, they are just there for any use case

#

so the direction is like "ok idk why I'd need that" and you ignore it

#

and nothing is working, then if you are smart (I was not) you look at other nodes before you examine what that one is doing

signal palm
#

Yeah I guess that makes sense

bitter iron
#

but in code, it seems slightly easier to understand functionality, and especially trying to build something with math I can basically drop in formulas from PDF's if I want to

gusty shuttle
#

Maybe GetMousePositionOnViewport?

bitter iron
#

transforms are how UE4 refer to vectors in math sense right?

signal palm
#

Location+Rotation+Scale

#

Unfortunately I'm bad at math so idk

bitter iron
#

GetMouseVectorsOnViewport seems fine

#

but its nitpicky

#

its more of a flaw with the medium than the node itself

#

or english tbh

signal palm
#

GetMouseVectorsOnViewport seems fine
@bitter iron You mean for the ConvertMouseLocationToWorldSpace noed?

bitter iron
#

ye

signal palm
#

Honestly GetMouseVectorsOnViewport would probably confuse me

bitter iron
#

yea thats what i mean

#

you can't make it better, its just the medium

#

im sure they have a ton of people having meetings on the names of nodes and shit, like every other company

#

just this week I had to participate in a meeting where my icons were deliberated about for 4 hours because one person thought they weren't good enough, and at the end he changed his mind and says he likes them, so same thing

signal palm
#

Idk honestly I find the node names pretty good usually, also they are usually just cpp functions exposed to blueprints, and their names are pretty much the same as I would name my cpp functions

bitter iron
#

usually pretty good yea, like I said I had no experience with this kind of thing at all, and in like 10-12 hours of learning it I've got a decent little camera system

#

and thats with like 9 hours of figuring out why my math didn't work

#

and its because I didn't have a addition node in the right place

#

9 hours.

signal palm
#

Oh well

bitter iron
#

ye

signal palm
#

I've done singleplayer bp only for like 3 years though I had some long breaks

#

Even though I've started learning cpp like 6-7 years ago, still haven't tried it in ue4

bitter iron
signal palm
#

Oh boy

#

Let me find my old blueprints

#

They look so good

bitter iron
#

do you hate the curvy lines as much as I do?

signal palm
#

....

#

Just a second ๐Ÿ˜„

bitter iron
#

god if epic gave me a editor preference thing for circuit board style interface my nips would explode

#

OH GOD

signal palm
#

Lmao

bitter iron
#

what the fuck

signal palm
bitter iron
#

no seriously

signal palm
#

That's the oldest project

#

I've done

bitter iron
#

i'd rather stare at machine code

#

how did you even work on this

signal palm
#

I actually knew where everything was idk how lol

bitter iron
#

and they are so far apart you can only see one node at a time when you zoom in

signal palm
#

I opened that project like a week ago to see my old stuff

#

Oh boy it was trash

bitter iron
#

your blueprint is a fire hazard

signal palm
#

I had a skin system

#

Where it had a switch

#

For every skin you can buy

#

And I manually hard coded every 3d asset for that skin

#

So when I wanted to add a new skin I had to change the code in like 5 blueprints

bitter iron
#

LOL "yea this is how fortnite does it"

signal palm
#

So I fixed that now and made a datatable and now you add a skin with a click lol

#

And I wanted to continue to work on it but it's just bad

#

So I started doing my first real multiplayer project a few days ago

bitter iron
#

yea, like I want to add velocity to camera rotation, so it feels nice, make everything feel better, zoom to cursor, gamepad controls, wasd etc

#

better to just remake it from scratch

signal palm
#

Though still not that great

bitter iron
#

is there a way to hide comments

signal palm
#

I haven't made it a habit to use reroute nodes

bitter iron
#

like folders in photoshop

signal palm
#

Hmm not sure

bitter iron
#

it would also be nice if they had a portion of the screen where It lists all my comment blocks

#

so i can double click there and zoom to it

signal palm
#

The comment as in the text/

bitter iron
#

LOL

signal palm
#

Or the whole block

bitter iron
#

oh its zoomed out

#

I thought thats your old shit

signal palm
#

Yeah xD

bitter iron
#

i mean the block

signal palm
#

Not sure then

bitter iron
#

oh they have straighten connections

#

thats neat

#

alignment -> neat features

signal palm
#

There is also a plugin that makes your lines straight automatically

bitter iron
#

i wonder if it would be possible to have a cpp node where you can write cpp code as a node itself inside blueprint editor

signal palm
#

I remember wanting that before too haha

bitter iron
#

for my econ sim I am probably going to have to write cpp classes for the math and use them as blueprint

#

you can just use vs but it takes so long to load

#

and i don't feel like having a visual assist subscription right now

signal palm
#

Idk if I should try cpp for this game I started working on

bitter iron
#

i think cpp + blueprint is way better than either individually

signal palm
#

Well yeah

bitter iron
#

some things are cleaner in code, some things are way cleaner in blueprint and more modular

#

so you'd write functions in data oriented way in code, then use it modularly with blueprint to implement it

signal palm
#

I always say I'll try cpp in this project and I never do lol

#

Yeah I could just write functions and expose them to blueprints right?

bitter iron
#

yea

#

one problem is if features need to change, but with blueprint structure as long as you have the same in/outputs nothing should completely break

#

supposedly

unique holly
#

Heyo! Hopefully a simple one for someone... I have My item classes as a string... 'item_C' .... and i was hoping for a node that removes the '_C' leaving just the items name. So from string element to string element removing '_C-

#

any takers? >_<

bitter iron
#

sure ill try

#

is there a reason to use strings though?

#

you can build custom variable types iirc?

unique holly
#

I'm trying to use the class of the items to pull defaults from a data table. Converting the class to row name seemed a simple route... i might be too noob

signal palm
#

Sooo that doesn't look like very good code but sure that should be easy

bitter iron
#

strings are best for literally just text

#

if its something the player needs to read, string is nice

unique holly
#

yeah, its just to get it to work on the data table row get node.

#

needs a name input >_<

signal palm
unique holly
#

You're a genius, i'll let ya know if it plugs my gap >_<

bitter iron
#

oh you are getting the row named Item_C

#

not items being named Item_C

#

misunderstood

unique holly
#

Exactly, And i can hopefully just set the class for any item in game... then adjust all the details for any item on one data table...

#

in theory...

bitter iron
#

that is another weakness of blueprint hsky

#

data management

signal palm
#

Hmm not sure, there are a lot of different ways to manage data in bps, and my old projects were terrible at it

bitter iron
#

i think its more difficult is what i mean

unique holly
#

This trick makes me very happy!! >_< Thankyou! I believe it lets me connect excel into my stuff... via csv files and data tables...

bitter iron
#

one line can be 1 node, or 15 lines can be like 100 nodes if its data management of something really complex

signal palm
#

No problem

#

Yeah I mean it depends

rose flint
#

Hey guys, do you know if there is a way to make multiple highResShots in a row ? I put this in a loop but only the last screenshot is taken

signal palm
#

I think that's because it saves it into the same file so it overwrites the old screenshots

#

I haven't used that before but I think you can define the file path

#

So you can maybe take the index of the loop and append that to a path so it saves the images to file1 file2 etc

rose flint
#

Interesting Idea, I don't think it's that because it uses next available name by default but I will try thanks

charred berry
#

Is there really no way to fix a missing class born out of error inBP compile ? I can yes easily make a new project and migrate my terrains and avoid all of it and delete old project, but I like fixing things, so there really is no way ?

#

It would take forever on my i5-3570 no doubt, would a engine recompile do anything for THAT ?:

tardy hollow
#

I have a map with multiple "DeathTraps" scattered:

#

Those DeathTraps have a NavModifier to not be included in the NavMesh:

#

Which works fine in 4.18 as you can see above

#

However, when I use the same thing on 4.25, it does not work

#

The NavModifier does not change anything in 4.25

#

Anyone knows if that's a bug?

sour aspen
#

I have a second camera in the scene but I don't know where it comes from

#

Is there anyway to find out?

#

It only spawns when i start the game it's not in the level while in editor

#

It's spawned at 0-0-0 with 90 degree perspective

gritty elm
#

i want to remove instance foliage using brush too, how it works

onyx pawn
#

I have a text widget as pop up I wanted it so that it always faces actor but having problems that while it faces facto its also rotating the entire actor to face my camera and not just the text widget above it. any idea how to fix this?

sudden ember
#

hi guys, when I change camrea rotation, my character walking slow

#

what could be the problem?

signal palm
#

I have a text widget as pop up I wanted it so that it always faces actor but having problems that while it faces facto its also rotating the entire actor to face my camera and not just the text widget above it. any idea how to fix this?
@onyx pawn You are setting the actor rotation

#

You need to set the widget component's rotation

onyx pawn
#

how would I do that?

signal palm
#

SetWorldRotation

#

And plug in the widget as the target

onyx pawn
#

got it thanks

open linden
#

hey guys,

which one of these functions would be more expensive? its a general example, but a programmer told me that 2. would eat up cache memory because its a recursive function. im no programmer so i dont know, but im curious.

https://i.imgur.com/OdvUjCF.jpg

flat raft
#

#1

#

Tick is still ticking

open linden
#

@flat raft so 1 would be more expensive.

its calling "delay" all the time but delay is only allowing 1 exec to go thru it?

because its basically ticking all the time, even if nothing happens, right? but is a tick without connections at all expensive?

i totally get that "tick=evil", i'm trying to understand the input a programmer gave me.

flat raft
#

I don't think #2 is a recursive function

#

tick is not evil

#

lol

open linden
#

๐Ÿ˜„

#

thank you for your input.

#

im using that to play sounds from time to time

flat raft
#

so, the tick is checking your bool every frame

#

in #2 your bool is being checked every 2 sec

snow halo
#

Hey all, i'm trying to find the math to get a float, pref normalized, that tells me how much i am moving forward

open linden
#

Hey all, i'm trying to find the math to get a float, pref normalized, that tells me how much i am moving forward
@snow halo velocity? or distance traveled?

snow halo
#

forward at all even even if it's somewhat to the left or the right

woven wing
#

That would do it.

snow halo
#

i need the float to be 0 when moving backwards, fully left or fully right, backwards right and backwards left

#

does my math look correct?

waxen mulch
#

Hey any clue why this dosent update when a new player joins?

#

this is on my gamemode BP sorry im kinda new and just learning so

woven wing
#

@snow halo - I think you'd get the same effect with just the clamp.

open linden
#

@waxen mulch i think gameMode lives on the server, so if you call getPlayerController ID 0, its always gonna be player 0

woven wing
#

That just cuts off the negative values for moving backwards.

#

So you'd have zero for moving backwards, and you'd already have zero for moving at right angles.

waxen mulch
#

Wait so what would i call?

open linden
#

no idea.

maybe on playerController - cast to gameMode - call some "new player joined" function and give him a new, unique ID, maybe increment an int or something. dont know mate, never worked with BP

because playerController is always bound to the client thats playing

snow halo
#

@woven wing i think moving purely right is returning a value other than zero though

#

and i need left or right to be zero

woven wing
#

That doesn't make sense.

snow halo
#

testing rn

woven wing
#

A vector dot a vector at right angles should be zero.

snow halo
#

sorry if i'm daft but i think a v dot a v at right angles is 0.5?

#

or -0.5

woven wing
#

I don't think so.

#

A vector dot itself is 1.

snow halo
#

1 forward, -1 back, -0.5 left, 0.5 right

woven wing
#

No.

#

Dot doesn't care about left or right.

#

It's basically measuring how much the angles 'project onto' each other.

#

So left or right project the same.

snow halo
#

then i have no idea why left and right return values if i print the dot return

#

i can see i'm just strafing my character

woven wing
#

So this always prints zero.

#

I don't know how your character works, but my guess would be that your pawn is rotating somehow.

unique zealot
open linden
#

amazing teacher, superb examples and explanations.

this was my first BP course on udemy and i basically got high on it, bought a bunch of other ones, just to find that none of them were even close to the one i posted. hes an excellent teacher and you feel it.

stiff hatch
#

is there any good plugins for database work for BP?

open linden
#

i dont know about the other course, i can only highly reccomend the one i posted.

in the end, buy both, give back the one you like less.

unique zealot
#

Whoah, 31 hours, thats something.. thanks for recommend

#

wait, you can give them back? Thats weird, somebody can abuse that :/

lunar coyote
#

well, while I don't condone that, Udemy themselves are playing dirty with their perpetual 90% off deals

open linden
#

wait, you can give them back? Thats weird, somebody can abuse that :/
@unique zealot yes ofc. i gave back 4 courses because they were not on par with the one i posted. jesus, watching someone make mistakes and fix them - IN A COURSE, without intent, jus "oh well we just gonna fix that lol"

#

well, while I don't condone that, Udemy themselves are playing dirty with their perpetual 90% off deals
@lunar coyote yeah wtf i also thought "im a lucky guy" with the sale but nop... they do it all the time. ๐Ÿ˜„ typical salesmanship.

#

wait, you can give them back? Thats weird, somebody can abuse that :/
@unique zealot i would never in my life give back that course. enjoy. ๐Ÿ™‚

#

i just was able to finish a game jam project as a sound designer that also helped progrmmers a shit ton and polished the game in the end, only because of that guy teaching me, its intense. ๐Ÿ™‚

unique zealot
#

Yeah, thats very awkward to make mistakes in course, haha. I will buy both, start with that shorter and then switch to that with portuguese voice ๐Ÿ˜„ thanks! ๐Ÿ™‚

signal palm
#

Wait so what would i call?
@waxen mulch If you want to do something when a new player joins, you can use the OnPostLogin event in the gamemode bp

crimson charm
#

how do you change the speed of a particle effect or at least change the speed it plays when called from a "Spawn emitter" node?

tight schooner
#

As far as the blueprint end is concerned, you set a float parameter on the effect

crimson charm
tight schooner
#

On the effect end, the workflow differs between Niagara and Cascade, but the gist is you want to make a float parameter drive the spawn rate or w/e

#

@crimson charm There's probably a node you can use on the output of Spawn Emitter Attached called Set Float Parameter

robust cliff
#

anyone have a suggestion on how to stop all animations when Ai is dead?

haughty ember
#

anyone have a suggestion on how to stop all animations when Ai is dead?
@robust cliff Usually you have a bool so you play the death animation. Then you simply don't have any arrows leading out from the "death" animation node

robust cliff
#

ok

haughty axle
#

guys have a question, how can take info from Enum and set Enum value as Tag in blue print

#

my BP have 2 tags, and i want to set one of them

trim matrix
#

can someone send me the default fps shooting script i deleted it...