#blueprint
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use that GetActorOfClass node and plug the result into the extra pin you'll get in ConstructWidget
after that you have a reference to that quest for the lifetime of the widget
Cool, thanks, I'll give that a shot
then setup an EventDispatcher in the quest
with 2 integer inputs (CurrentNumber, FinishNumber)
For some reason I NEVER use Event Dispatchers, I really should
call the dispatcher whenever either of those change
and in widget, on Construct, bind to Quests EventDispatcher
and in the Event handing it, set the text
Nice, I'll give that a shot
you will need to initialize the text too, once, on construct, because dispatcher won't fire just because you bound to it
"Hello" gets printed, so I know the SetScalerParamaterValue is being called.
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?
nvm, found it at the top heheh
you just answered your own question @swift pewter
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.
This node just Straight up kills Unreal engine, wtf...
And I have it in the Construction script of a Blueprints, meaning if I open the Blueprint it kills Unreal
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
I tried with 0,1 and like 64 =d
0.1 doesnt seem to be a valid ism amount
no 0 and 1 and 64
How many times did you add instances?
oh, i meant instances, guess I don't know what ISM Chunks are =d
The target that you have there could be seen as an array that keeps the instances you add to it
what the hell does convert mouse location to worldspace even do?
I thought it does the tracing for you?
@bitter iron it translate the screen xy to world x y z
so you need to line trace to get the actual hit location?
You could use it as start or end location for a trace
ah ok
Majmvp12, just Line trace from location along the vector and a good distance and you should get waht you need
IS there a ways I can get the parent for component begin overlap?
How to fix this shitty wheel rolls?
does a nyone know what this error means?
Is there a way to use a sphere collision in a BP to effect foiliage only within the sphere
There is a reference file or index of all blueprints and what is each one for? ๐
How do i undo things?
Like a shortcut
nvm
Is there a way i could make it so i shoot at the ground and launch up?
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
I have 3 enumerator states for my character when he is in moving:
Neutral (standing)
Walking
Running
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?
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
but when I set brake friction factor to 1 and brake deceleration walking to 300 I don't get the print out "Walking"
Here is my overall script
and here's how I set up the "walking" and "running" phase
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?
NVM I believed I solved it.
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.
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?
Is there a way i could make it so i shoot at the ground and launch up?
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
whether that be up or away from the point of impact
Pushing the player would just be launch player right?
Anyone know how i can remove this gun mesh that is attached to this character
@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.
ok thanks, i thought there was a way in the editor
@fierce birch I may be possible. But i'm not aware about the way to do in the editor.
Maybe you can change the surface of the gun with an translucent material. It become unvisible ๐
(if the gun have its own material)
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.
is there a way in the editor to make an actor snap back to the grid?
say it got offset a bit?
ah, it's Ctrl+End
@fierce birch It also maybe a Preview Mesh on the Bone.
This can be cleared in the Editor if it was set in the Editor.
https://cdn.discordapp.com/attachments/221799467689574410/763143516875522068/2020-10-06_13-56-38.mp4 How do I specify exactly which widget I want to drop onto ? Right now I the entire widget prints Hello. I only want the Trigger Slot to print Hello.
Do I have to make a widget for each drop?
all of a sudden, through reboots, every number from my random stream is zero
is this enough to initalize the stream?
Im about to go crazy anybody know a bug where a blueprint interfave doesnt get called?
@trim matrix look into character launch
@rough wing did it work before? Did you try following the flow via the Debugger?
this is ALWAYS coming back as zero. what could be going wrong?
it was working a few days ago, then stopped working without any changes that I can recall that might affect it
@flat raft I got it to work, I accidentally put two of the same manager blueprint in the level
Any way to get random vectors on the "skin" of a mesh?
@late shuttle what does that even mean?
@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.
So my trigger slot, needs to be a separate widget.
If you want it to work the default way, yep.
So, if I wanted to avoid that.. and use my current setup
When I drop the green box over ammo slot, how do I go about ID ing that slot?
is there a ... this slot handled this drop?
I guess I can stop being lazy and just look at the API ๐๐
Is there a downside to using a ton of scripts that run constantly, such as EventTick, or can I go nuts with it?
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.
this video is esentailly free multiplayer with blueprints right?https://www.youtube.com/watch?v=u2Si2y2hviA
Hello guys and welcome back to another video! In this video I will show you how to create a Server Queue System. Much like what I had setup in my Fall Dudes Game.
Project Files:
https://drive.google.com/file/d/1E-NMD-_zxrqcSWBJUv4nio6G7vM_c6xw/view?usp=sharing
@sudden swan it's never free as you need to host all that stuff and the servers somewhere
can i locally host it on my pc during testing though
its hosted on a sql database so i can locally connect to it via an app during testing ๐ but i will have to host it once i release
aws just gives a 24/7 vm for it to be hosted on right?
if so i already have a azure vm
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
It can be azure too i guess
Anyone know a way to get a point on the surface of a mesh?
It can be azure too i guess
just a normal vm on azure will work?
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
@sudden swan I can only say: Try it.
and on the aws tutorials they say to put in the static ip for server would this be the static ip?
Yeah. Keep in mind that actual server systems for e.g. Fall Guys don't work like that. At least not so manually
its using an sql database so for testing i can host it locally on my pc
like with mongodb for example u can locally connect to sql databases
I'm very well aware of that.
But you seem yo want to create a matchmaking server queue
Which requires quite some more external coding than a simple database
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
- 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.
Well you will have to take your mysql errors to places where those are solved. Not to the UE4 discord :D
ok
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?
Based on what you've shown it doesn't look like that should loop infinitely
If you modify the array during looping or if you recursively call your event that could cause it, but not much else
Is there any better documentation on the math node? I keep going to that article and being frustrated at how it doesn't give enough information https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/MathNode/index.html
The math expression node allows you to type in a math expression and builds the appropriate sub-graph to create that expression.
A list of supported functions would be good for example ๐
@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.
VectorLength() works
I've noticed that functions that include parenthesis in the name such as "Lerp (Vector)" aren't available in math expressions
Oh, okay, interesting ๐ค
and with the right inputs...
Didn't know you can just put most functions in like that, thanks ๐
Hi hi. I was wondering print
ups
xd
So, I was wondering
this input action is consumed when I press a button
Is there anyway to not consume the input when pressing a button but still having the event On Hovered?
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.
in your function's properties, expand the parameter's options
there should be a checkbox for pass by reference
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
thanks, found it
@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?
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.
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.
Does anyone know how or what this effect is?
https://www.youtube.com/watch?v=cWpFZbjtSQg&ab_channel=SebastianLague
Experimenting with portals, for science.
The project is available here: https://github.com/SebLague/Portals/tree/master
If you'd like to get early access to new projects, or simply want to support me in creating more videos, please visit https://www.patreon.com/SebastianLague...
@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.
update: solved my issue, just delete the variable and created it again and it works fine now, probably a bug with the engine
@spring hare Sebastian fully explains how it is done. You'd need to port that knowledge to UE4 though.
@surreal peak Okay i was just wondering if there was another for UE4 or not
How do i make a Param in a material be able to be changed inside a blueprint?
If it's a named param you can just make a DynamicMaterial and call SetScalarParameter" or "SetVectorParameter"
Pretty sure google will also help you if you type in something like "UE4 Dynamic Material"
Okay thank you @surreal peak
How do I project text renderer through line tracing in blueprint?
When I project it it doesn't project it full text sometimes
how to play a music from where it was left off
@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 You can spawn an audio, bind on PlaybackPercent, then just multiply the percent value with the
Durationof 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
i am just started coding
is having tick enabled for a BP a non-negligible performance hit even if nothing is done on event tick?
in other words, should i unbind event tick for every BP where event tick isn't used?
depends on how many actors of those classes you have, and before you ask I doubt anyone can give you a specific number
true, it's just about remembering
yeah
assuming you're derived class is actor, that is.
Some derived class might use it, so be aware of that
right
Personally btw, I wish the default was off
@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.
It should be the other way around:
Enabling Tick for a class that needs it. Not disabling it as exception
That's what they recommend
ic
If having it enabled has no performance repercussions then not sure why ๐ค
it seems like there would be even if you did nothing
because the engine would have to call the function even if it's a noop
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 : /
If having it enabled has no performance repercussions then not sure why ๐ค
@earnest tangle because new users would have to find that tick option just to use it
I'm assuming you mean by "it enabled" you mean the option where tick is unchecked by default
nvm I somehow read the discussion you guys had as "having it enabled has no performance penalty"
which now on a second read is not at all what you said
I don't know how I came to that conclusion on the first read lol
@haughty ember Can Blueprints Tick by Default is what I mean
I just thew it out of the top of my head
@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
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 ?
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.
or... how do I get this tangent ?
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 !
is it possible to add components to actors dynamically?
@unique wyvern yeah, just type "add" you can add static mesh component etc
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
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.
I have no player and I never create a player
But I still get these when I hit play
Why?
A new player is created automatically when you start a game. A player controller to be more specific
@merry yew
ok thanks msh91
Hi! I'm making a custom text graffiti in blueprint by using text renderer and line tracing
but the problem is whenever I hit the key for the graffiti it sometimes prints half the text only
and how do I place it on surface normal
can someone help me with this
but then how do you make it custom text?
It uses materials
@trim matrix I have the text material but I don't have any idea how do I make it custom text
Good question, I am no material artist so I have no idea how to parametrize the text somehow inside a material
Might even just keep it as actor like above
What was your problem exactly?
The only easy way to do text in a material that I know of is a mapping. And that's not necessarily easy.
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
is there any way to do this?
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
@ripe relic Try this.
thank you will try it
@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
I've been trying for sometime to find an answer and only found this example but no clear way to do it. Id like to take whatever render target source the widget
I looked at how TextRenderActor and TextRenderComponent pull it off. The way that works is totally different than anything else material-related
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
I'm actually really curious how to pull this off. I'll do it too just for fun
Using the Render Target from a widget component as material parameter sounds like the solution (if you want to use decals)
@maiden wadi How did you get the last Set Text node?
I can't see the text renderer in viewport , can you see yours?
With decals or the text renderer
The text can always be changed
This is the actor with the Widget component and Decal component
The Decal Material applied to the decal component is this
I am no material artist. I just wanted to parametrize the widget component's render target somehow
Wow it looks like you pulled it off
Are map arrays used like 2D Arrays?
Definitely will try it
And the Widget component of the actor has the Widget Class property set to your widget class containing the text you want to display
Use 'Get User Widget Object' on the Widget Component to eventually manipulate the text being displayed
hey I wish to move my spawn object
so cananyone help me
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 :)
No prob
I am planning to create Cod's medal system, any ideas how can I queue the widgets to come in order?
obviously i need to make variables and set them "expose on spawn" and use structs to manipulate variables but... how can i queue them?
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...
My blendspace looks like this... 0.5 on both axis are walking animations... (This is from the RifleAnimsetPro btw, if that makes a difference?)
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?
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.
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.
Nevermind, it just clicked what the issue was.
Anyone know how I can detect which user interacted with a blueprint object easily?
I dont know if theres a way to detect the actor that activated it
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".
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
Could have the event on the door require an input variable that's a pass-by-ref of the character blueprint?
I'm assuming you are actually calling something in the door here.
Currently I just have a interact event that checks the users inventory system and if they have that item then open the door
actually hmm
I could maybe just use that
Standby
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.
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
The key press is in the door too?
Yep
You're testing this with multiple computers?
Nope, just the one. When I print out the local player controllers player name it prints out my pc's name
Maybe I just have to test with another pc?
It seems to work properly if it prints out my pc name when running a client
Print the player controller number?
Hmm maybe yeah
Yeah I'd day that is a good sign
Wouldnt that print a 0 or blank space then?
You said you have a ref to the inventory?
Because using that same player controller works for my inventory system
Player 0 is first player.
Yep I just use "Get player controller" as the target for my inventory check
Seems to work well
Ah.
If it's not hooked to a controller blueprint then it wont have a player ID assigned to it.
Yeah, which is odd that it still works with a player index of 0
You're probably better off doing all inputs from the player character, especially if its multiplayer.
Rather than having press E et all in the door.
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
If I use get player controller then get player name it prints out my pc's name
So I assume that would print 2 different names on two seperate pc's
You can test that.
I just have to wait for some of my beta testers to come online and push out a build yeah :/
I'd suggest more but I cant check as I'm on my phone right now.
Its all good, I appreciate the help
Theres probably a node that checks who fired an input but I'm unsure.
Ill read up some documentation, that would be handy if there was
I think I found the issue
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
But I just cant reference the user who interacted with it easily because of that
How do i make the default projectile work like a real bullet? (like be straight and don't be affected by gravity)
this is the default code, asking if someone knows what i need to change
sorry for being a noob, I 'm just learning
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. ๐
Why doesn't my character "Un-crouch"? ๐ฆ
I'm not sure but Can Crouch might be false when already crouching?
Also there should be a "crouch speed" variable so you won't need to set max speed
@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
What is the Editor Utility Widget added in version 4.22 in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github....
or always take a look at Mathews videos
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... :/
If*
it means that your condition changes
so when released try to change the branch to false
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)
@white crypt Thanx, I love Mathews stuff. I hadn't come across this one yet. I'll check it out.
did you derive classes from TargetPoint?
they all have the same data?
no because they all have a different location in the world environment
so I need specifically targetpoint (show on the left side of the table) to be Flop1
but I don't see it in blueprint
hmm make sure the class is blueprintable and try to make a blueprint from that targetpoint
or probably derive 3 classes :
AFlopTargetPoint
ATurnTargetPoint
ARiverTargetPoint
since they have different data
Has anyone hit this before?
Assertion failed: OutPin->LinkedTo.Num() == 1
I found out the issue
now it shows in blueprint
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
So what would cause this, what may be missing if so how do I fix it ?
I can get around it and on play seems fine, but it worries me this may affect project
and in compiler results Can't connect pins Enumerator and Resolution : Input is not an Enum.
You've changed one of the two types.
Or that variable has been removed.
Aaah.
You deleted a class.
That's what's happened.
Your 'bad cast node' there is what happens if you have a 'Cast to MyClass' node, and then you delete 'MyClass'.
My guess is, all those other missing pins are probably from trying to use something of that class after it's been deleted.
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!
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 ๐ฆ
Ah - I have a feeling I know what it is.
I think this is a bug.
Recombine that Rotation struct.
And use a 'make struct' node for the rotation.
Try that, put the same values in.
I think, if you have the struct broken like that, it might not work.
jackfractal
have you made camera dragging before?
like click -> gets hit position -> move mouse drags camera opposite direction
Yes, but not in unreal.
ive made it in unity and took 5 minutes
this is insanely difficult in blueprint for some reason
Yeah, unity is great.
As with most things.
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
on event tick
To me, that seems sound, instead its literally just throwing the camera across the universe within a few ticks
Hahah
and I think its got something to do with on play doing weird things to the position of some components, like -5432, -60102 XY???
if you got two vector points and want to vinterp between them then use set world location
not add
am i stupid or should add work
It won't work with v-interp.
oh
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.
But setting the position using VInterp will do the same thing.
you can even try "move component to"
What is the Move Component To Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Is there a way I can put a Branch in here?
blend by bool
Lovely.. Thank you!
you will want to cache it
if thats what you are asking ๐
from default drag and type cache
then you will be able to use that cache more than one time
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?
That's why Tsauken is suggesting you cache it.
still cache it
Cache the outcoming pose of your Default state machine.
Name it like 'State Machine Pose'.
Then plug 'State Machine Pose' into both of your AimOffsets.
And have the bool blend after with outputs from both AimOffsets plugged into it.
yup, duplicating state machine would be wasteful
Your cursor is attached to your animated character?
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
Hah, I mixed you and Svedin up.
you are deducting from impact point
Also that 'Set' for initial mouse WS makes me anxious.
it does
im new to blueprint
the whole thing probably runs on tick
might have to elaborate
You cannot guarantee that a return value will be valid except within the evaluation in which it was generated.
see that is one thing I'm confused about
timings in general are not explicit to me
does it re-evaluate what it needs once its called? even if its not needed?
i should do all this in c++ tbh
blueprint seems bad for this kind of thing
I don't think it's that bad.
You're just unfamiliar with it.
And it does take some getting used too.
It's a different programming language.
yeah, its seems really good for behavioral stuff
just for this seems outside the intended use case
Nope.
besides like third person shooters
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
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 ๐
You want to connect StateMachinePose to your AimOffset, and then connect both AimOffsets to your Blend.
Please let it be beer?
@woven wing if so, how do I fix a deleted class, can i reimport something ? Not a great programmer atm, a WIP
Uhh... if you have perforce or git or some other kind of version control.
You can roll back whatever version you submitted the deletion.
If you don't - you're straight fucked.
so things shouldn't be on tick, what should be running camera functions
everything works
OK so, some things should be on tick - things that happen over time.
Some things should not be on tick - things that respond to events.
Like a mouse click.
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.
Unreal does not guarantee they will still have valid values.
So, in your 'Click' event, you should store all valid values as variables.
And then in your Tick event, you should use those values to do things over time.
In your case, I think you want to store 'Impact Point' as a variable.
Probably call it something like 'Clicked Location'.
And you probably want to use 'Set Actor Location', rather than move the Root component.
can I teleport to a location in the viewport with xyz cordinates?
Not sure what you mean there Vaunture. Do you mean in the Editor?
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
"Get All Actors Of Class", with the Actor class of "Actor" will get everything.
But you almost never need to do that.
The only time you'd need to do that would be something very odd and one-off.
i have some lights in a boss where it needs to change when the boss gets to a certain health @woven wing
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.
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.
thing is i have a custom event in the light blueprint and i cant access it without a ref
๐
That said, you can also have your lights find the boss.
And connect to his "I'm About To Die" event.
yea i was about to do that
As it's a one-off, it's probably fine either way.
either way would be fine right? its not like one way is less cost effective
If it were a standard mechanic - I'd say use the 'light subscribes to boss' method, but either way works fine.
I click, and it works
the problem is when I click, no matter where, it will move the camera so that my cursor is at world origin
my brain
nvm im fkin stupid
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?
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?
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.
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.
For context, thats a user widget and Fade is an animation of text fading.
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.
@shrewd mural thank you! I had no idea it worked like that. I'll try to learn about game instance then
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?
@trim matrix - You can create an object reference variable on a blueprint in the level, and you can plug references into that.
If, however, it's like a spawn point, or a teleportation target - for the player, there are likely better methods to do.
anyone know how to find this node?
๐
how would i go about hiding a skeletal mesh from everyone on a server?
Like have an invisible mesh that's invisible to everyone?
Or one that's just invisible to some people?
Invis to all
Just set the either the 'visibility' property to false.
Or the 'hidden in game' property, if you still want to see it in the editor.
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
Can you show the bp?
Ah, this is the same thing I was talking about earlier.
In "Server Hide" and "Server Death" you're using the values from another event.
Those values will not be valid.
So they won't be set.
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.
you see when i do this it dosent become invisible
But when I do it the way you're saying it dosent work
What does 'my way' look like?
Ah, you still need to call the event.
Use a sequence.
Call the event.
And then set the visibility.
How many texture samples is too many in a material?
But do so from the ServerHide's NewParam value.
when connected it still dosent work
Hi everyone maybe someone here can help me with this (https://answers.unrealengine.com/questions/988604/input-doesnt-work.html) Its my topic
My input or just any other key doesn't work, any suggestions?
@raw bobcat make sure your gamemode is spawning the right pawn and controller
you can check by putting a print in the Pawn and PlayerController's Beginplays
Sorry im kinda beginner in blueprints where can i find my player controllers? @hushed bridge
aha apologies, I forgot that the ThirdPerson pawn has all the controls built in
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
set it to Player0
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?
it should do the trick, you may not even need the camera blend anymore
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 canโt just simly hold A as in template, is there a way to fix it?
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 โFlyingโ when the character grabs the ledge as shown in the tutorial but if I keep it to default โWalkingโ, such random things donโt happen but my character doesnโt 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 canโt 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
Hey
I'm possessing pawns at the beginning of the game, but the aicontroller still executes
Or more importantly, IsPlayerControlled returns false
So even if I do this
This still returns false
in the AIController
EDIT: Turns out it returns false because controlledpawn is None. So I just needed to replace it with isvalid.
their collision set properly but it doesnt collide?
i set breakpoint to test it but its not executing
help i cant seem to cast from children if this variable if set in child sets to parent pls help
how do i set variable for child actor?
i cant plug in for each loop so what do i do
Quick Question: How do I (in Blueprints) mark an event private so that it can not be called from outside that actor?
I don't think events can be marked private
You could try using a function instead? Those can be marked both protected and private
Really? Wow... Im really falling in love with Unreal
it says "tried to access index N from array of length 0"
so the length of the array is 0, and you're trying to read values from it
i saw this in one of my example projects. how can i create such a preview?
i can set this through a value
foundit
Show 3D widget in variable properties
@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 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
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
is there a way to lock a variable completely, that it cant be altered the editor?
I think if it's declared in C++ you can just omit any Edit specifiers on it
then it won't be visible in any of the property panels to be edited
@earnest tangle in c++ its obvious ๐ i want to have ana ctorr, that i can drop in my scene, but wont allow tto rotate it
hardcode the actors rotation in construction script ๐
if you even try to rotate it, it should revert itself to hardcoded rotation i guess ๐
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
hm somehow i tried it and it didnt worked
is anyone familiar with physics constraints? I am having trouble assigning actors at runtime
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
Does Add Child for panel widget assign indices to the children?
use posses before maybe
anyone knows is sequence same thing as multi-threading? (in theory ofc)
It just executes them in order
It's just a way to organize your nodes differently if needed
understood. i was saw some multihreading things while researching my queue system, then wondered whats the difference
i guess multi-threading is about memory
im pretty sure im overlapping the object lol, why its not triggering overlap event?
breakpoint doesnt trigger too
You don't have to check if it implements the interface btw, you can just fire it anyways
doesnt work either
Rather than checking actor being overlap. Try overlapping sphere collision. And check with casting to your player
tried it too... not worked, event hit works but overlap doesnt work
whats the difference anyway?
In actor overlap it checks fpr whole actor. And sometimes the actor held out of bounds. So it's good to work with colliders
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 ๐ค thats weird
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.
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.)
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
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
ok thanks
is this a good way to check gamemode?
i want to add different logics between different gamemodes
but i am handling the logic on pawn, thats why i need to do this
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.
okay eXi, thanks ๐
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!
had to go #multiplayer sorry
Its happens ๐
It's tough as it all overlaps.
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
is portal_bp a custom actor?
its from when you add a bp and chose actor , is that a custom actor ?
yes
so you cant access a custom actor with only casting
you somehow need to get info about that actor
yes , thats where im falling over
its in every level
but only one for each level, right?
yes
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"
ive been doing lots of examples but cant get anything ive learnt to work
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
ok
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
i tried binding but the problem was there are multiple coins
i would create the portal_bp (spawn) on gamemode* then reference it by promoting variable, then cast to game mode and use it there
thats great thanks , ill try that
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?
im really not into phsyics but i guess impulse
im just saying that because i saw impulse too much in tutorials ๐
add force is kinda for movement maybe(?)
Impulse is usually an instant push and force is usually a constant force that's being applied for multiple frames
ah, so then I guess I have to figure out why it's acting so wack
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
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
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
what would be the most foolproof way to enforce a level bounds? My first thought is to use collision channels
On average each character takes up around 30mb and i intend for this game to run on systems with 4-8gb ram
is this a good way to crouch?
what should I use then?
Thanks
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?
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
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 ๐
oh I could have sworn it gave a compile error when it was set to self
lol
I am incredibly smart
lmao
You should actually use the character movement I'm pretty sure
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
It needs high values because the delta time is like less than 0.01
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
Hmm I just did a quick google search and found this: "Add Force and Add Force At Location automatically account for the delta time."
But then some people say that their force is much stronger if their fps was low
Ue4 go home, youโre drunk
Maybe just use impulses ๐คทโโ๏ธ
Impulses do work fine but Iโm not sure how performance friendly that will be if I want to set up a drag force
Only one way to find out lol
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
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
on the last frame animation stops by default?
if you dont loop it
no idea about gc part
Aye, same. Thanks for Rubber ducking though
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
What do you exactly mean?
let me find an example
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
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
I mean it does that? It returns the location in the world and the forward direction from your camera IIRC
I suppose it does still yea
@bitter iron I've used that node before, it always gave me wacky results somehow. Probably was using it wrong on my end
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
Hmm maybe I'm too used to blueprints but it clicked for me instantly when I saw which outputs it gave me
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
Yeah I guess that makes sense
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
Maybe GetMousePositionOnViewport?
transforms are how UE4 refer to vectors in math sense right?
GetMouseVectorsOnViewport seems fine
but its nitpicky
its more of a flaw with the medium than the node itself
or english tbh
GetMouseVectorsOnViewport seems fine
@bitter iron You mean for the ConvertMouseLocationToWorldSpace noed?
ye
Honestly GetMouseVectorsOnViewport would probably confuse me
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
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
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.
Oh well
ye
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
it look pretty dont it?
do you hate the curvy lines as much as I do?
god if epic gave me a editor preference thing for circuit board style interface my nips would explode
OH GOD
Lmao
what the fuck
no seriously
I actually knew where everything was idk how lol
and they are so far apart you can only see one node at a time when you zoom in
your blueprint is a fire hazard
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
LOL "yea this is how fortnite does it"
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
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
is there a way to hide comments
I haven't made it a habit to use reroute nodes
like folders in photoshop
Hmm not sure
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
LOL
Or the whole block
Yeah xD
i mean the block
Not sure then
There is also a plugin that makes your lines straight automatically
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
I remember wanting that before too haha
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
Idk if I should try cpp for this game I started working on
i think cpp + blueprint is way better than either individually
Well yeah
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
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?
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
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? >_<
sure ill try
is there a reason to use strings though?
you can build custom variable types iirc?
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
Sooo that doesn't look like very good code but sure that should be easy
strings are best for literally just text
if its something the player needs to read, string is nice
yeah, its just to get it to work on the data table row get node.
needs a name input >_<
You're a genius, i'll let ya know if it plugs my gap >_<
oh you are getting the row named Item_C
not items being named Item_C
misunderstood
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...
Hmm not sure, there are a lot of different ways to manage data in bps, and my old projects were terrible at it
i think its more difficult is what i mean
This trick makes me very happy!! >_< Thankyou! I believe it lets me connect excel into my stuff... via csv files and data tables...
one line can be 1 node, or 15 lines can be like 100 nodes if its data management of something really complex
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
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
Interesting Idea, I don't think it's that because it uses next available name by default but I will try thanks
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 ?:
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?
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
i want to remove instance foliage using brush too, how it works
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?
hi guys, when I change camrea rotation, my character walking slow
what could be the problem?
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
how would I do that?
got it thanks
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.
@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.
๐
thank you for your input.
the original example was this:
https://cdn.discordapp.com/attachments/760995491190013953/763861700440752178/unknown.png
im using that to play sounds from time to time
so, the tick is checking your bool every frame
in #2 your bool is being checked every 2 sec
Hey all, i'm trying to find the math to get a float, pref normalized, that tells me how much i am moving forward
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?
forward at all even even if it's somewhat to the left or the right
so far i think i'm failing
That would do it.
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?
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
@snow halo - I think you'd get the same effect with just the clamp.
@waxen mulch i think gameMode lives on the server, so if you call getPlayerController ID 0, its always gonna be player 0
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.
Wait so what would i call?
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
@woven wing i think moving purely right is returning a value other than zero though
and i need left or right to be zero
That doesn't make sense.
testing rn
A vector dot a vector at right angles should be zero.
1 forward, -1 back, -0.5 left, 0.5 right
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.
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
So this always prints zero.
I don't know how your character works, but my guess would be that your pawn is rotating somehow.
Hello guys, just found https://www.udemy.com/course/unrealblueprint/ this course, is it good entry? I, myself consider more like 3D artist, that would use unreal for those things but being able to do something in blueprints would be very handy, but not quite sure, if this is good course for 13 euros 
@unique zealot mate, if i can recommend you a course on BPs,its this one:
https://www.udemy.com/course/unreal-engine-4-blueprints/learn/lecture/8556554#overview
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.
is there any good plugins for database work for BP?
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.
Whoah, 31 hours, thats something.. thanks for recommend
wait, you can give them back? Thats weird, somebody can abuse that :/
well, while I don't condone that, Udemy themselves are playing dirty with their perpetual 90% off deals
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. ๐ 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. ๐
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. ๐
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 ๐ thanks! ๐
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
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?
As far as the blueprint end is concerned, you set a float parameter on the effect
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
anyone have a suggestion on how to stop all animations when Ai is dead?
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
ok
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
can someone send me the default fps shooting script i deleted it...