#blueprint
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Im only must do when player touch trigger box it change camera from player camera to level camera actor
gues use Get and pick a random number and test your luck
If you have a TriggerBox then that TriggerBox is your easiest ticket to get the reference.
Actors that are in the Level can reference each other
oh. no trigger box, its actor
It's an Actor with a Box Overlap Component I guess?
yup
And the Camera is another actor, right?
yea
Yeah, open the Actor that has the Overlap
Create a new "Actor" variable
Mark it as "Instance Editable".
Then you can see that variable in the Details Panel when you click on the Actor.
Once you've done that you can select the Camera Actor with the pipette tool to get a reference into it
You can then use that reference for SetViewTarget
You have the Variable and you made it Instance Editable?
yea
If so, click onto the Actor in your scene
You should see the variable in your Details panel on the right
Next to the variable is the little icon to pick an actor
oh i see it
thx
That only works with two actors that are placed into the scene!
Just for the record.
@willow tendon You got your stuff sorted out?
so how i get camera reference in my blueprint?
Which Blueprint exactly?
You are detecting the Overlap in the Actor that has the Variable
You shouldn't need much more
In that Blueprint you can call "SetViewTarget"
i must do it in player blueprint
Well your Overlap Event
Gives you "OtherActor"
That is usually your Player if you run into the Overlap Box with it
Can you should me the node?
It might be the same with that as with the MouseCursor variable
yeah, thats my actor BP looking for that event dispatcher
when that error occurs
but yeah i think you might be right
hm
nope seems to still want a playercontroller
Can you show me the problematic node?
hm same thing
Does the node show any errors?
I struggle to follow :P
these were unpinned
so it was bugging out. some nodes refer to self as default, some dont it seems
*defer
thats fixed now.
Yeah
The ones that refer to "self" are actually declared and defined in the specific Class
now back to what i was trying to do an hour ago. call the on value changed event in the BP from another actor. heh
The ones that just want a PlayerController are statically defined somewhere else
The Set Input Mode Events are actually coming from the "WidgetBlueprintLibrary"
That thing has no concept or access to a PlayerController, so that's why you have to pass one in.
Is there a way to change the severity of this warning to be a compile error instead?
Why not just right click on the node, refresh that node and the warning will be gone
Hi everyone. I'm experimenting with an splitscreen setup. So far so good. I then add a 3d Healthbar widget on top of each character. How can I control the orientation of the widget to look at the current camera rendered(4 split screen players) ? Any idea how to do this for splitscreen? I know how to do it for a single player by getting the camera from the controller, but how do i know to which viewport is rendering to adjust the widget orientation accordingly? Any pointer would be appreciated. Ty
Trying to make a charge button but looks like local float keeps updating even after i execute the first part
Nvm figured something out
Is there a way to force the cursor to update? The cursor isn't changing till moved..
is there a way to remove a static mesh component after you've created one?
if youve created it with bp
i think DestroyComponent.
why was that hidding.
hm.
You will need a reference to the Component you want to Destroy.
yeah... need to somehow get the reference of the mesh that got created... i store it to 'Top Mesh" but that doesnt work in the object reference of the Destroy Component
That is the Mesh Asset, not the StaticMeshComponent.
StaticMeshComponent renders a Mesh Asset. It is not the Mesh Asset itself.
Store the StaticMeshComponent in a Variable, you can then destroy it wherever you like, via the Variable.
how would that get stored vs setting the output mesh as a variable?
๐
Can somebody help me out? I want to make a visual effect for a realistic space sim, to make the spaceship's maneuvering thrusters to flare up depending on the changes in rotation and motion of the model (to create appearance that the ship is moved via these thrusters). In the end it should be a scalar value from 0 to 1 that I'll plug in the scale of the visual effect of the thruster itself.
My current concept is that the BP should somehow determine how the velocity vector changes for the thruster point and if the change aligns with the thruster direction, but IDK how to tackle this. It's relatively easy with the player control input (Just play with the reversed values of what the player's input is), but with pre-animated or AI-controlled ships... I have no idea.
@vapid ibex If you take the Velocity as a Unit Vector, you can then simply plug in the X,Y and Z values to the appropriate Thrusters for those axis.
and you can compare with velocity last frame for acceleration
Try attaching with spring arm
@weary jackal attach the spring arm to what exactly? the character mesh? it's already attached to the CapsuleComponent.
And the arm length with dynamically change
@weary jackal Where do I go to change the arm length to dynamic change?
Hm, okay, for a second thought, a better phrased up question would be... is it possible to get an inertia vector?
thruster ignition should be aligned with acceleration, not inertia or velocity
if you want realistic
@vapid ibex
surprised they dont have int loop functions... like... a function to increnemt to a certain range and repeat or dec.
at least they have random int things
Thats on you as a programmer to implement ๐ They cant create everything for you haha
You can also just reset a int value
I've tried to learn to make music... I haven't quite gotten to the "ain't pretty but it works" stage with that yet lol
But it's still fun even if I'm pretty bad at it
just make dupstep.
Borgore - Decisions is the end all of dubstep
once there's a track where the lyrics are about baking cake and such it's over lol
so grateful that shit never caught on.
I like some of it... There's also a track I like called One Click Headshot which has samples from some classic episodes of PurePwnage and Quake 3 I think which is pretty fun lol
Otherwise I guess it's a bit generic
guys, quick question.
what is the cheapest blueprint class i can use? is there even anything like that?
I'd like to create an actor/scene component or whatever is cheapest for that, spawn and attach it to the player character and let it handle all the sound.
so far i have figured out that only actor type blueprints can have timelines. what do you guys think?
i know there is just this basic "object" but is it the cheapest? ๐ค
@open linden
still thinking about this.
You probably could just spawn an actor for it
If it's one singular actor, it's not gonna cost much to have
yeah, I'm not sure what the "cheapest" concern is for if you're not gonna spawn a thousand of them
If you need timeline-like functionality, you kind of have to roll your own playback system using a curve asset
You could use an UObject or something I guess but it's going to be more complicated to make it do what you want, as you've found out about timelines and such
I'd definitely just use an Actor since it's gonna be by far the easiest one to get working the way you want from the sound of it :)
when using finterp.... whats the best event handler for that?
easing a float from A to B... etc
On Tick or a timeline probably would do
you have to keep in mind that if you use a timer, it'll FInterp only every time the timer triggers
meaning it may result in a choppy animation
you'd have to use your loop duration as the World Delta Seconds input in that case
If you want it to be smooth, on tick would probably be fine
You can always turn ticking on / off at runtime if you're concerned that it might be a performance hit when you're not doing any interpolations
fair enough
I got some useful help on here the other day But I require further assistance with some array stuff... I need to match 2 arrays with a possibility that they may not match so I want to return false in this case. Currently I am shuffling 1 of the arrays until they match which works until there is no possible match so an infinite loop is created since there is no way for the loop to return false.
And I can't set a certain number of times for an array to shuffle unless the shuffle node shuffles until it repeats an order. (but it only randomizes)
because there is still the chance that no match has been made when there is a possible match
so you want to return true if array1 contains all the same items as array2? and they must both contain only those same items? otherwise false?
yes. Exactly
does order matter?
the shuffling is in order to put them in order so yes
but I can only shuffle 1 of the arrays
because 1 is a data table
wait why are you shuffling it?
Its the only way I can find out if the items in my 4 slots contain items that match to a row in my data table
but i can reorder the items in my slots
okay I'm not sure why that requires shuffling ๐ค
here are some images to help
This is the data table array
I cannot reorder these
these are the slots
If the backpack was in the third or fourth slot, the order would not match the data table order
so I shuffle the array of these slots, to match the data table
ahh okay
for context - these are crafting slots. My aim is to just be able to throw any item in these slots and if they match the recipe in the data table, I should be able to craft the item
but order shouldnt matter
so what you can do is something like this:
- loop your items in the slots
- for each item, check if it exists in the data table: if it does not exist, return false
- from the complete pin of the loop, return true
this way they can be in any order but it will only return true if all of them exist in the data table
and this would work with multiple data table items that have multiple items required?
multiple of the same or different?
Like this, Different recipes for different items
I assume the multiple items can either be in the same slot, or possibly in multiple different slots?
or would multiples of the same always be in the same slot?
I can make it so the items cant be dropped in a different slot if it already exists in one of the slots. So Itll likely just count different items per slot
Right - in that case when you do the looping, you would need to also compare the number of items required vs number of items in the slot
so if the item does not exist, or if the item exists, but the number is wrong, then you'd return false
Yeah that looks like it should probably do it
do you think any loops with breaks would be efficient?
like break the data table when it's found a match
ah so here is something.
It doesnt ignore the other recipes that include each item
so you can see on my data table
the sword requires 1 mallow squidge, and the bread requires 1 backpack and 1 mallow squidge
it thinks it can craft both, but I just want to craft using every item thats in the slots and remove the ability to craft if an item not in the recipe
Im hardly making sense XD
so it returns "can craft sword" and "can craft health potion" when i have a backpack and mallow squidge in the crafting slots
but i shouldnt be able to craft the sword now the backpack is in the slot too
if that makes sense
Right, you would probably want to then check if the length of the recipe required items list is different from the length of the items list
if so it's not a valid recipe
how can I get a length of the crafting slot items if the size of the array is consistently 4 despite whether there is an item in it or not?
You could probably count the number of valid items before you do the loop
Before, I put every slot that had an item into a separate array.
then did this kind of thing from that
yeah you could do that too
instead of looping the entire slot list, you'd just loop the valid items array
so am I checking whether the length is >= or just == to
yeh XD
I think This has smashed it though. Think it works @earnest tangle
Works with amounts. No shuffling necessary
I literally have like 10 different failed systems of this on the same graph. Doing extremely similar things just not exactly right
yeah sounds like there's a lot of fiddle little details in that :)
I tried to get away with 1 loop, but turns out for Craft Max, I need 2
I'd recommend trying to break it down one by one into rules like what we went through
eg. X is valid if Y and so on
Yeh it was a pain but just needed little adjustments
I think i was overcomplicating it
Always super useful to get another perspective and assistance. Usually I just get scrolled over on here XD
hehe
I'm just avoiding my own project's problems by solving other people's problems 
haha the true procrastinators trick. But atleast youre using your power for good XD
I believe my Skeletal Mesh (bone count?) and Connected Components (helmet, gun, < 5 similar) are causing my frame rate drops. What is the best way to optimize this for large crowds? Right now I am getting 19 fps with 30 characters w/o controller (in editor). I did some process of elimination and light research to come to this conclusion, I could be wrong about culprit.
After we have completed something in the construction script, should we move it over to begin play, to increase performance?
What do you mean? Construction script and Begin Play are kind of different things
I wouldn't worry about performance there....just put it where it makes the most sense
@rough blade You sure it isn't your AI logic? Are you getting any errors in the message log?
No error messages and that is with AI disabled
and its your game thread?
Im sorry, I am self taught and am not sure what that is. The models I am using are extremely low poly and the test environment is an empty world with a simple floor, no background code running. Does that help?
I disabled various pieces of code (the major and most taxing events) but these didnt save me any frames.
The Tic itself only accounts for a loss of 20 fps overall
@earnest tangle yes they are, but you can still run the same logic in both, right?
yeah within some limitations
@rough blade 30 characters is a lot
Plus ... you said components ?
When you say helmet... it's that another skeletal mesh?
Different clothing is skeletal aswell?
Say you have 5 custom clothing, that's 5 skeletal + your main character, that's 6 and you have 30. So.. 180 ticking characters
I don't know how games, like hitman, get 100 characters on screen.
Maybe shader animation rather than skeletal
anyway, like zomg, I also am procrastinating. ๐
I have reached a point in my game where the mechanic I'm prototyping is probably beyond my brain.
Trying to set the value of a character's variable from the level blueprint, however it is not working. Any ideas?
@proven mason it was for baloon string without helium. The mesh would be the baloon. The spring arm is the string. If the player character is running then the arm length would be max. And if the player is idle the it will lesser. Doing a linear lerp it will work fine.
@heady jay If you are just testing for single player, my guess would be your index variable isn't set to 0.
is pressing 'G' working?. try printing string
im having a programming block for the life of my i cant figure this out right now
my muzzle flash is firing off to the direction of the right 90 degrees from where the player is aiming
how or what math do i use to get it to turn 90 degrees to the left?
If it's consistently 90 deg off then you can try a Combine Rotators node
with one of the rotators being 90 on Z (yaw)
You might need to experiment with which rotator is first and second, and whether the 90 needs to be + or -
Or you can edit the particle effect itself and rotate it there
which is probably the smarter thing, lol
yea if i do it in bp by breaking rotator tho it will turn all my other muzzle flash to the left 90 lololol
ill have to look it up on how to do in particle editor...
weird breaking rotator did absolutely nothing...
What if you Get Socket Rotation?
oooo
now its just going in random directions
i think its the muzzle flash
the particle its self
i have a class array. how i can set parameters manually ?
Hi, i have hair materials and eye materials but how can i give these to my character ?
Model takes 1 material but i have to give a material to eyes but eyes are in same model which is with my character
@plain flare Might be good to look into Material IDs
I dunno if UE4 supports it, but if your bringing in a project from Blender or Substance than you should be able to map them seperately.
I textured in Substance Painter. Should i have to merge them on this program ?
Unfortunately I don't know ๐
Ok thank you anyway, im gonna try somethings
have you tried posting in #graphics ?
Maybe somebody there might be able to help you out
ok im gonna ask there too, yeah they can help
So I'm having a nasty issue where I'm encountering issues only in the packaged version of the game.
In the editor, players spawn correctly, but in the packaged version players don't spawn at all.
Also it lists them as being some huge number, whereas in the editor, they spawn correctly as _C_0
@oblique ruin The number is normal in builds, I think it's a unique identifier? Do you get any errors in the log?
yeah actually tons
@boreal ether since it never properly loads the player handler there's a whole bunch of errors afterwards
this is where the errors begin
And since this is a multiplayer game I get this error 3 more times.
@earnest tangle @tight schooner
Thank you for you Input about cheapest BP object!
@oblique ruin What's happening in spawn player handlers?
I am working on hit stun on my game and the way I do it is when player hit another character it will set it is global animation to 0 and disable all type of input and after a set number of frames the character will gain back it is input and the global animation will back to 0
If anyone has a better idea please share it with me
hi i don't know how to repair thir warning. Somebody help?
so how i can fix it
second, even if you pulled from OtherActor (usualy practice)
Cast to Controller would again fail, because Controllers typically don't have any collisions
from the screen i can't even tell what you're trying to do
Anybody here have much experience with splines?
i have to do, when player overlap with box set view target with blend for only one player.For only one player couse its for multiplayer
@primal smelt i saw an epic live stream on splines couple of years ago, that was decent
you cast OtherActor to whatever Class your PlayerPawn is first
then you pull GetController from the result
if its Valid (most of the time it won't be)
you can then use that Controller reference (Cast to PlayerController) to SetViewTarget on
I'm struggling to see how to make a dynamically generated static mesh movable. If I add static mesh as a component I can select that to movable no problem however that does not carry over to the static mesh (even though its the same model) that is generated at runtime. Its annoying because the desired effect I am going for is happening, its just Unreal keeps reporting errors
how to plug in target player controller for only one player, (for multiplayer)
call SetMobility on the StaticMeshComponent @primal smelt
@twilit heath Thanks, sorry I'm an idiot. The option is there for the dynamically generated spline mesh, I just missed it!
@twilit heath do you have knowledge about the topic I mentioned?
@sharp fox Clients only have a single Controller on their machine
their own PlayerController
so if the Pawn that overlaps has a Controller client side
its your ControlledPawn
i have to target only one player for my multiplayer game
and i don't know how to do this
don't let that overlap setviewtarget server side
only on the client
or
do it only server side, for the playercontroller of the overlapping pawn
don't do both
btw, doing multiplayer is a horrible idea if you just tried to Cast an ActorComponent into a PlayerController
really need to have your basics covered before you touch MP
Hi!, Anyone knows how can I modify a variable / call the function in a WidgetComponent? I couldn't get the UserWidget reference
WidgetComponent->GetUserWidgetObject->Cast->Access
remove content sensitive
no luck
or just search it manually
dont rely on that searchbox
How can I do that?
open up the menues
just dont rely too much on the searchbox
its a bit buggy sometimes
also dont forget to press compile
can someone have a look on this setup?
I try to remove an item from an array from both index shuffel and object ammount
e.g. i shuffle my index, which goes from 0, 1, 2 and so on and object amount if object amount reaches 0
it is creating the objects randomly, but it does not remove them if they reach 0
Is there a way to limit the selection of Static Meshes to a specific subset for a variable? i.e. I have a Door BP that sets the Static Mesh to the mesh of Door Mesh in a constructor. Currently the popup shows all Static Meshes in the project.
Is the only way, to create a custom class derived from static mesh class?
yeah I'm fairly certain the only way you can have the variable be more specific than a static mesh is to make a class derived from static mesh that has whatever special things you want in it
what's the purpose of limiting what types of static meshes it can use in your case @bronze hinge ?
@hollow drift if there's anything wrong with your code I guarantee it has to do with how spaghettified your code is. if you clean it up it'll make it easier to read and most likely fix the issue too
lol
i figured it out
the remove index does not remove the item i want from the object amount row
so it slides one down
also, how should i display it without beeing spagetti
show me a another way ๐
alright gimmie a min
cool, thank you^^
just to explain it better. Thats the 3 arrays i am using
i am shuffling the array "ID"
Since the array will always have an id to its ID, the id itself can be shuffeled and its result as int used to select what item from the other tables i want to manipulate
so what I do and what I've seen a lot of other people do is coding in a line, so that you read the code from left to right just like you would written code
an example of this is:
I just yoinked this from someone in this chat a little ways up
see how everything is linear and has a clear progression?
not only is it easier to read for you and people reading your code, it also makes bug finding a lot easier
if you have everything in a big spaghetti pool, it's extremely hard to follow the code logic and thus makes it close to impossible for people to read and also to fix bugs
@opal pendant if live was easy, i would do that
but its not^^
try to understand my code, i would be happy to structure it differently but its not possible, at least in my knowledge
The code goes something in that order:
Shuffle -> "ID Array" (0, 1, 2, 3, 4, 5, 6, ... 30)
Get Index 0 from "ID Array" after shuffle (13, 0, 5, 27, 23, 15 ... something) -> I get index 13
Get from "Object amount" Item from index 13
compare value of "Object amount" with 0. If it is 0, delete row of "Object amount" and "ID Array"
If it is above 0, do -1 to "Object amount" in index 13 and generate object from list where index is 13
Problem is, the "Object amount" does not match anymore with "ID Array" if i delete a object, since the array order of object amount is not correct anymore
@opal pendant Just to make life easier when doing level design. Honestly a custom class might be better anyway, but was just curious if there was a more native/built-in way to limit the selection
Also i barely can read the code, not shure if this example maches at all my case
I think i solved it by just simply not deleting anything in "Object amount"
since when ID array does not contain the corresponding ID it wont be selected anymore
@bronze hinge ah yeah that makes sense. I wish there was a built in way to just sort things but at least with a custom class you can always add or remove features
@pure moat Did you ever solve your UserWidget issue?
No
It didnt show it
probably is not implemented in the api
I cant see the function in WidgetComponent.h
You're looking for GetUserWidgetObject, right?
Yes
I'm pretty sure it's there, let me double check. Also what version of UE4 are you running?
@pure moat Ah. I did find the function in WidgetComponent.h, and I realized why you can't call it. You're trying to get it in the Construction script up above, and the function itself is marked UnsafeDuringActorConstruction=true
Oh, which file?
Engine\Source\Runtime\UMG\Public\Components\WidgetComponent.h
Thank you @maiden wadi!, I don't why it didn't show in the IDE's search.
Hello! i wonder if you guys can help out, i'm using a FABRIK IK on my characters lefthand and i have created a animnotify to be able to enable/disable the IK of the lefthand ans added its event in the animBP, where i set the FABRIK alpha from 1.0 (enabled) to 0.0 (disabled). My question, is there a way on adding "time" to the value 0.0 > 1.0? so it doesnt turn on and off so fast?
Guys I need help with quest system design: If I have a quest to enter some trigger and when I do, should I send the reference of the trigger entered and the loop through all active quests to check if the conditions meet?
I am working in an anim blueprint and trying to blend between three animations. The problem is that I need two animations to control my root bone position, and the other animation to control every other bone. It seems that whatever I choose as my 'default' animation, I am not allowed to specify what bones it affects in 'layered blend per bone'. The one that I need to specify all the other bones, has the root in the wrong place, so I need to blend between the two other animations and chose this as default - except I am then unable to specify that it doesn't affect the root.
Hi everyone, does anybody know how to do headbobbing while walking like in this gameplay?
tbh it looks kinda annoying :D
I think it's probably just randomly shaking the camera into some directions
@trim matrix Yes use a loop to find the quest and complete the objective. Though instead of sending the reference of the trigger through your loop, send only the required data. The only data you need to know in order to complete a quest objective is, which quest and objective. There is no need to send the reference of your quest trigger when you can just send what which objective to complete. I definitely can think of a few reasons as why not to send the trigger reference though. On your quest trigger just save some variables that specify which quest and objective that trigger should complete. Also make those variables public so you can edit them for each trigger you place in the world.
could be done using the camera shakes system probably, or by just lerping the camera position
@red bough you can use camera shakes for movement bobbing just like in the video, Iโve done it before. If you look into it and get an understanding of how they work and what they are doing, you will be able to make that just fine.
Oops
@trim matrix yes ty I could use a structure and send. and do we have something like a hashset to reduce the number of loops something like a <QuestBase,FQuestType >?
@earnest tangle well, then I guess it's lerping
I donโt know if is the best solution, but I know it works. The only other lead I came across when trying to figure this out before was some old system using matinee.
Oml I did mean to long you freq I guess.
Is there a way in blueprints to get the default object values from only a class reference (without creating an instance of the actor)?
Is there a better way to find the delta transform of something than saving the previous transform as a variable and subtracting the current transform every tick?
Is there a better way to find the delta transform of something than saving the previous transform as a variable and subtracting the current transform every tick?
@marsh forge Isn't that like the most basic thing you can do?
Is there a way in blueprints to get the default object values from only a class reference (without creating an instance of the actor)?
@frank turret Try the "Get class defaults" node? https://www.youtube.com/watch?v=ZbwEMnSrgWY
What is the Get Class Defaults Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Get Class Defaults is returning null without an instance of the actor present.
@midnight kiln It is for multiplayer
Get Class Defaults is returning null without an instance of the actor present.
@frank turret Oh.
I didn't know it did that sorry
Hmm
@marsh forge You can use a timeline or custom timer triggered event to avoid doing the operation per tick
@frank turret Try quickly instantiating the actor and hiding it if necessary, and then getting the class defaults i guess? And then delete the actor again
Tried that initially, wanted to double check that there wasn't a different way. Thanks for the sanity check @solid rapids
No problem @frank turret , I don't really know a different way lol, sorry
@frank turret Can you show how you're trying to access the class defaults? They should populate fine on any class without the need to create the object first.
can anyone help me respawn my vehicle it it get overturned?
@trim matrix If rotation roll > x, set pos or something
bp I have set
how Can I detect that it get overturned through out my game
I have use collisions too
how can I do it through bp\
the nodes i just said
wait I Will show
Sorry @trim matrix i can't show you rn.
rn?
no worry
Try this
in level bp or vehicle bp
wherever you are rotating your vehicle at
It's really something that should be put on a consistent timer. Maybe 4 times a second or so. If roll not in range, and velocity less than some small amount, call respawn function. Respawn function can respawn your vehicle however you like. Either in place with the vehicle upright, or on the nearest road/spline point etc.
@maiden wadi its really confusing
I know to respawn
but problem how will my game know that vehicle is inverted and need to be corrected
that is my problem
Like I said, it's probably something that should be on a consistent timer. I'd say four checks a second should be perfectly sufficient. If you are only doing this on one or a few vehicles, you can just put this on tick if you don't know how to use timers yet.
it is a multiplayer game
and applies for all player
so what will your advice I will implement right now
If you're replicating all vehicle movement, you should only need to run this on the server machine.
does a lenght of a trace matters in terms of performance ?
Does a trace 10 unit long cost less then one 10000 ?
I would have to look. Hypothetically, a longer trace traverses more subdivisions of the level and would require more intersection tests
You should test it
@frank turret how????
might do some hobo testing if you guys don't know
hobo is the poor man living on the streets
I don't know i'm not a programmer but I can test run like a lot of traces on tick and see if there is any change in performance
I guess?
me also not a programmer learning bp
I am still confused by the way
still not able to understand how to keep an eye on the vehicle for overturned
Sorry, never touched vehicle physics at all
@trim matrix Try something like this in your vehicle.
ok
Do you understand what this is doing?
In short, this will start a timer on the SERVER version of each of the vehicles. If that server version detects that it's upside down and moving slow enough while upside down, it'll call that print which you can replace with your respawn functionality. To detect if it's upside down, it's just taking the actor's up direction and asking if it's dot product is less than 0 vs a 0,0,1 vector. 0,0,1 is straight up in the world. You might even need to up that to like < 0.2 or something if your vehicles can end up on their sides.
There doesn't seem to be a noticeable difference in performance between traces long 10 units to 10000 units or 10000000 units
@frank turret
printing 10000 lines every frame though kills performance lol
Are you doing the test in a level with a lot of objects?
@fallen glade Does that also apply to multi traces? Multi traces do a sweep sort of test that is different than simple line traces.
yeah, logging kills
@maiden wadi THANKS
Nah just tried normal traces and nothing really going on in the level
trying mltitrace now
I'm semi curious if the length matters, or just the number of things the multitrace hits.
same with multi trace, in my test They are finding only 1 hit
@flat raft little late to reply to this (https://discordapp.com/channels/187217643009212416/221798862938046464/765807761127899148) the attached components are static & skeletal meshes. The models have nothing fancy, no physics or cloth simulations. Each skeletal mesh tics?
what node can i use to randomize light etc
Why is this not moving in any direction?
It gets all vectors right (-1 1, -1-1, 0), target is character
@dull iron is the pawn set to movable?
have you tried to take the make the Add movement Scalar value something like 100?
yeah, nothing. It jiggles around but extremely small
it looks like its moving around 1px
if you remove the world direction and manualy add 100 does it move then?
yeah but still extremely small
Hi I have a question about anim blueprints. I am driving an animation blend using a variable in a blueprint and my variable goes from 0 to 1 when a certain condition is triggered. The problem is, I'm not sure if my variable will stay at '1' when the condition gets triggered again. Obviously I can reset the variable to 0 by casting, but I don't know how to get a reference to an anim instance that is not in use (am I able to set up an anim instance, with corresponding variables, before applying it?) - but if I first use the anim instance to drive my character, even if I change the variable instantly after, there is still a frame where the animation is in the wrong position.
This is in a character blueprint where I frequently change between different anim instance classes.
Why is this not moving in any direction?
It gets all vectors right (-1 1, -1-1, 0), target is character
@dull iron What are these boxes called in unreal ?
x y z ? what boxes
manual input world direction + event tick makes it move
so it only works with event tick?
Hi, I'm watching a video playlist on blueprints, and he shows the real-time debugging - but for some reason the visual feedback is not showing up on my side
top is the video guide, bottom is mine. Is there some kind of check box I need to click to enable visual feedback?
make sure you have the debug object picked
as the actor in your level
Should be in the toolbar at the top of the blueprint editor
in a dropdown menu
im having
both of the things selected
so in the viewport i select the objects i want to debug, press ctrl p and look at the blueprint
but nothing is showing
nvm
got it thanks
Hi, I've the weird bug that 1 is bigger than 1.
How is this possible? ๐
what was it @whole hollow ? so other people also get the solution, would be really nice to share it with everyone instead of just keeping it for you
Is there no way to see the viewport with BP components??
@tidal crest i think it returns a number that equals as true
no, equal is false
maybe it's instead of 1.0 1.0000001 or so. If I convert it to an integer if it's bigger than 1.0 and convert it back to an float, it's 1.0 and everything works fine ๐
is it possible to change the tags of a character at runtime?
while the game is running?
can someone please help I am trying to change my game tags but its not working
oh if post process dont work maybe you dont have one on your level or turn in on in your camera
or maybe you have more then 1 camera
@pine trellis cus you're not doing anything
you're setting 2 different vars, and you're printing 'hello' for both
Is that answer to my question ?
post process works. its process materials that do not
Oh, sorry, I don't know much about post processing
@flat raft so how do I change the tag names?
thanks
well I have only 1 tag on the actor I want to change it to something else so the radar doesnt pick it up
when the actor isnt moving
Is it BP_NPC?
yes but why should I need to reference it if im going to change it in its own blueprint?
So, basically what you want is when your actor moves, sonar is active ?
I need to change the tag of my player, the radar uses tag based system, so I dont want it to show on the radar when its not moving
do you know which node?
yeah I did that I think
trying different stuff nut not working
ok so I get the tag like that?
the purple array thing?
can input events happen between ticks?
e.g. when the player clicks to fire, it records "real time accurate", then on the next tick it uses that timing to interpolate between the two ticks to get a more exact (subframe) value for where the player was aiming
would that work
tick is the devil stay away
?
its not good to use tick
are you saying that for a reason relevant to my specific example
do a search for stay away from tick on google
lol
@ripe rose There is nothing inherently wrong with Tick, Tick is not dangerous.
yeah I know
You must treat it with caution and really understand why you might want to use it.
my example didn't even involve doing anything every tick
lol
except updating the player's viewangle i guess
idk how this turned into a discussion of on tick
i'm asking about getting a subframe value
actually @thorny marsh if i want to do something on the next tick after things like positions and rotations get updated, what's the most efficient way to do that?
do you happen to know
Like conditionally execute something the next frame?
Based on a condition met in the previous frame?
something happens between frames
and i want to hold off on doing something until the next frame
so that i can interp between the two frames
Just use a Boolean?
Sure i guess.
Yeah well, the bool says something needs to be done, check if its true, if it is do that thing then set the bool back to false when the task is done.
ah yeah figured that's the way to do it
What normally goes in the object types in the Linetracer node?
Make Array.
Or an Array variable that contains the Object Types you want to filter for.
LineTrace is another term for Raycast.
Make Array is a type of node.
That allows you define a literal array.
Which in the case of Object Types would enable you to give it a value.
Okay so is that tracing to each object in the array?
Lets say I just want to trace the hit position out from the hit normal 1 unit
getting duplicate stuff when loading level instance
driving me nuts
figured it out
I renamed a level and was loading a level that was in memory i guess
thats was actually deleted
well renamed kinda deleeted
@tender magnet I dont think you understand, the Object Types is a FILTER.
It defines the TYPE of Object you want the Raycast to hit.
If I just want to debug a hit position out so I can see where my bp is hitting.
@tender magnet
Also if anyone knows a good way to manage loading and unloading level instances which I'm currently doing in a better way that's organized please message me. Currently, It's a mess for me because I'm using portals and waypoints.
Okay there's a little bit of a confusion, I'm not looking to raycast, I'm looking to statically debug a draw ray to see where I'm hitting my object on the normal of the object.
So I can visually debug where I'm hitting, since a bp is applying a projected stencle wrong and need to see if I'm passing the right value.
DrawDebugType The node itself has that functionality...
It will, make sure the Start and End points are correct.
You are correct, thank you very much!
I thought I had it fixed but there seems to be some tweaking needed. I had some great help yesterday to get me where I am but It's not quite done.
This is my current code. Excuse the mess its in its test phase XD
Im trying to create a crafting system. this code looks at the items I drop in 1-4 of the crafting slots and searches the data table of crafting recipes to find a match.
I need a way for it to narrow down exactly what is in the crafting slots and output the item crafted
In the code, it searches the crafting slots and matches the items to items in the crafting recipe data table, it then checks that the amount of required items in the recipe matches and the quantity is correct. Then it outputs whether it has found a match or not and prints accordingly
But it is printing out the wrong item crafted still
It thinks just because the amounts are correct and the items in the arrays match, that the output is something that has similar traits but isnt 100% a match
So if that made sense... Any ideas?
Or to start from a more basic point, How can I match variables in a data table row to items in an array to output a match
Anyone know how I can make sure that a widget's code only runs on the server, And when a client connects that code doesnt run for them. Ive tried a few ways and it seems to restart for each client. Trying to make a countdown that runs on the server and when a player joins they see the current time, it doesnt restart for them.
how can I tell an actor to use the same rotation as my player controller?
@neon sorrel you're asking the wrong question
GameState by default replicates Servers WorldTimeSeconds (i don't remember what variable is called exactly, but it shouldn't be terribly hard to find)
make your timer work with it
@pine trellis for a Possessed Pawn, its just a matter of flipping a boolean to use COntrolRotation
I looked at that before and yeah trying to see how exactly I could work that into a timer. Ill have to investigate more into it.
@twilit heath its not a possed pawn its just an actor which is a radar
Hi.
I want to create an event that only happens while pressing shift and space at the same time.
I created a Boolean type that switches between Pressed and Released events.
And I set the space with shift in the binding of the project settings.
However, the Press event is fired, but the Released event may not be fired. It seems to happen when I release the shift while pressing the space.
Is the only way to solve this is to get the input events separately and create them in a blueprint?
if i have an image in my ui, what would be the best way to implement it rotating based on a value located within another blueprint?
Any reason why sometimes my materials look all faded after being spawned
but other-times look normal
I was spawning like...
@lucid granite Try disabling streaming on the texture, see if it helps?
giving it a shot
seems to make a positive difference
I am not getting that issue any more (tested about 15x) Thanks @haughty ember
You should probably do that only for those specific textures and not everything @lucid granite
so where is that setting?
I saw that, thanks for pointing that out
I saw somewhere else that by turning it off for everything I will get performance hit from distant textures. Like big vista views and what not
so only turn it off when needed.
@late breach "Is key down"
There's a node that's named something like that, you can manually check if the shift key is pressed with that node
You will only check if shift is pressed when pressing the button and not when releasing
Trying to create a system where it changes the value of a player's character's variable from the level blueprint. However, it is not changing the value of the variable. Any ideas why this might be?
Blueprint: https://blueprintue.com/blueprint/0zi9iji3/
@flat raft
https://answers.unrealengine.com/questions/300532/multiple-keys-pressed-at-the-same-time.html
I found an article that is realized using a gate. I will try this. Thanks for your help.
@rough wing
Sorry. I researched about "Is Shift down", but I didn't know much about Input Event Structure ... I will study again. Thank you!
@heady jay gamelogic should not be in the levelblueprint
Your Gamemode should handle this
Probably when the character gets spawned already
Also the index on getplayercharacter is for local couch coop
It has no effect on networked characters
And last you have to replicate that boolean and perform the random selection on the server if it's not couch coop.
Im trying to differentiate between headshots and bodyshots for my projectile weapon. Currently, the projectile, OnActorOverlap checks if the overlapped actor has the class Enemy and does damage if that is true. I have a sphere collision on the enemy with the tag headshot that I want to be the registration for a headshot. On my hitscan weapon I check if the hit component has a tag called headshot and then do whatever I need to do but I dont know how to do that on my projectile
Anyone have an idea about how I could solve this?
Can anyone tell me why do I get this jumps when using setactorlocation?
Z does not change, it stays at 0 all the time
@dull iron My guess is that when you call set actor location, the actor collides with the terrain so the physics simulation "jumps" him up, outside of the collision. You can try to disable physics to check that
If the landscape is set to no collision then it's probably not it
everything is set no colision, and character step up - no
Try to use the same SetActorLocation setup you have now on another Actor, a simple one. See if it still happens
oh found the issue, there was one more floor mesh
(was hidden)
thank you
btw just wondering
can you lower this effect?
it looks like "impact"
or it can just be turned off with collision?
but actor is on top of landscape, so not sure how this happens
Are you sure it's on top of the landscape? try to use a higher Z value and see if it still happens
Personally I created sort of a teleport ability, so what I did was hide the character after teleporting him, and after a short duration showing him.
If there's a better way I'd love to know.
yep tried to spawn him above bbelow everything still the same
but the sideeffect is something Im looking for, it makes a micro slide which makes it smoother
want to replicate that somehow, but very lower value
set location then slide a bit
I'm confused now; sounds like you are making that "jump" then
not jump
after it jumps it makes a little slide
I want to eliminate jump but add minimal slide after
that jump makes object move a little bit left right
yeah sorry, I don't really see it. Your character has no visual representation but only the camera, so personally I find it hard to see things or differentiate between the slide and the jump, so not really sure what you mean by slide
anyone know why the random number wont show up in the widget??. however the math works in game, but the widget only shows -0 when it should be displaying the random
seems like the random value return its always 0 even though has a range between 1 and 5
im so confused
Anybody have any idea what I'm doing wrong? I'm experimenting with using a spline as a hook-shot type of ability where if the hookshot hits an incompatible surface or reaches its mazximum length without hitting anything the "hook" at the end of the rope will retract and trace the path of the rope back to the player. Because of the direction I am building the spline in (and the reverse is not possible) I cannot delete the spline points to make it look as though the rope is retracting.
Instead I am trying to set the spline meshes invisible as the hook travels the spline (which is what the "ExactPositionAlongSpline" and round nodes (unplugged) are for. As you can see, I've built an array with the spline meshes and if I plug the whole array into Set Visibility it works, they all turn invisible. But if I try to get an index nothing happens, none of the spline meshes individually will disappear.
@slender tundra Add a PrintString inside GetText, verify it's both running and has the correct value.
in the actor string is correct, but in the widget string is always 0
Add a print string to the actor then, make sure it's running and before the widget one.
Also print the actor name in both cases, to verify it's the same one @slender tundra
GetAllActorsOfClass isn't really an acceptable way to test or design UI anyway. You should find a better way to get that reference, either via clicking, line traces, area overlaps. If it's the player's character or owned by the player character, you can use GetPlayerPawn or something as well.
@primal smelt By description it should just work. In my current project, I hide/unhide lots of spline mesh components from arrays. Just based on your screenshot, your script will hide whatever the spline at the end of the array happens to be. All I can suggest is regular old debugging. Is the last index what you think it is; is the array ordered the way you think it is? Is "set visibility" executing? What happens if you hide other indices in the array; can you see the individual spline mesh segments disappear? Are you getting "accessed none" errors?
I know these are "dumb" questions but there's probably something you overlooked.
cuz there aren't any "gotchas" around spline mesh components that I've seen
guys how to make camera track 2 actors at once??
@visual vigil Maybe try getting both actor's location on tick or on a timer and getting the average of both ((actor 1 loc + actor 2 loc) divided by 2)
And setting the position the camera should look at like that?
@visual vigil If you want to make this system easy to modify (for example: more actors), add the actors to an array and add each actors location to a vector variable, and than divide all of that by the array's length.
You also need to zoom the camera out based on the screen bounds of the actor's locations if you always want them in screen.
Yep
ya thats point how to get them always in screen
for some reason client side cant find the other actor to destroy it
but it works fine from the server side
any helpM/
?
for some reason client side cant find the other actor to destroy it
but it works fine from the server side
any helpM/
?
@plain sigil Have you ever looked into how replication works? You need a switch has authority:
if server, multicast event that connects to destroyactor
if client, server event that connects to multicast event
ya thats point how to get them always in screen
@visual vigil What do you have (in terms of code) right now?
i havent coded camera yet. I am making a turn based game (not topdown) and i wana track both actors who are in combat currently. Right now i only have cinecamera tracking one object through track options
Oh okay
I'd start by making that system i mentioned above, and then adding the zoom out on top of it @visual vigil
If you want to make this system easy to modify (for example: more actors):
Add the actors to an array and add each actors location to a vector variable, and than divide all of that by the array's length.
@visual vigil This system
@solid rapids i dont know how switch has authority works
I just explained
Well sorry not explained, but i showed an example usage
What it does is check if the player (self) is a server or client. That's all it does @plain sigil
ok i get it but i dont know how to use it or where
server, multicast event that connects to destroyactor
you just need to call destroy on server btw, if the actor is replicated
On the gate exit @plain sigil
ok
you just need to call destroy on server btw, if the actor is replicated
@supple dome Oh okay yep sorry
how do i call destroy on server
Make a new custom event and set the replication to run on server
And put that in between gate exit and destroy
@plain sigil If you generally understand singleplayer game design, I'd recommend reading up on some of the multiplayer docs about how the server/client model works. Once you understand replication and RPCs, and the way machines talk to one another, then you'll understand when and where to use things like SwitchHasAuthority pretty easily.
ok thanks
@primal smelt By description it should just work. In my current project, I hide/unhide lots of spline mesh components from arrays. Just based on your screenshot, your script will hide whatever the spline at the end of the array happens to be. All I can suggest is regular old debugging. Is the last index what you think it is; is the array ordered the way you think it is? Is "set visibility" executing? What happens if you hide other indices in the array; can you see the individual spline mesh segments disappear? Are you getting "accessed none" errors?
@tight schooner Thanks, it is good to know I have the right idea. I have tried picking different indeces and observed no gaps. I tried building an array between two indeces next to each other because that's how the start/end point nodes of the spline mesh work but noticed no gaps. I am able to replace the mesh with - I think it was - Set Static Mesh and this appears to update at the expected indeces correctly. I thought maybe I could replace it with a mesh that has a material of 0 opacity but the new mesh seems to inheret the material of the one originally set. Unreal is reporting no errors.
Also, this is a bp for a spawned projectile, could this be an issue? I'm not sure how to debug at runtime because when I have the bp open it is not showing the execution flow "live", I guess because the bp does not reflect that particular instance?
You can right click a node and add a breakpoint, and then when the breakpoint is activated during play-in-editor, there will be controls to step through the flow. That's one of the ways to debug a thing. @primal smelt
I'm not totally sure of what your setup is. I was under the impression that you have a spline component, and you're spawning spline mesh components along the points of the spline and adding them to an array of spline mesh component references. And then elsewhere you're trying to hide the components contained within that array. That idea can work.
Your original description, if I recall correctly, is you want to make the grappling hook "retract" visually. I'm no VFX guy, but if I had to tackle that, I'd probably do it in the material by using a material with an opacity mask. Or like... The grappling head of the hook-shot can ride the spline backward, and the chain can be masked by blueprint driving material vector parameters; one for the origin of the spline and one for the location of the grappling head, and doing some math (vector length comparison) to determine whether any given area of the chain needs to be hidden based on where the grapple head currently is.
Sorry if this is totally over your head. Idk what your knowledge level is with the material graph. In any case, do whatever you feel like to make your idea work. Hiding individual pieces of the static mesh component can work in a pinch, even though the effect will be quantized to each piece.
Anyway I g2g
i would create a USplineComponent, and have my tech artist rig a niagara parcticle system for the rope along the spline
Yeah that's the big brain approach... Do it in Niagara
no meshes required then
cascade couldn't do it, but niagara is production ready in 4.25
so...
Hey
Can anyone help me out with animation montage problems in 4.25.3?
I've been trying to make it work so far wit no luck
I just wont play in game
I have it set up
With a different slot and everything
Made the slot in the animation BP as well
But it wont play in game regardless
Somehow, the notify to shoot in the montage works
But the animation does no play
@tight schooner @twilit heath Sorry, had to nip out to the shops. I have been using breakpoints a lot but I didn't here because the live execution flow was not showing so I figured breakpoints wouldn't work. More fool me for not even trying because sure enough they do!
Thanks for both of your suggestions, I'm pretty new and I've never heard of the niagara particle system or some of the other suggestions you've made but I look forward to playing about with them! I'm on 4.22 right now, I like to do everything from scratch bar leaving a couple of content example components to play around with so fingers crossed updating shouldn't break my project!
Also to answer your question, I've gone with spline for the rope because I want it to trace through the air in a stylised way and when the hook hits a viable target the player will get pulled along the route of the spline. But as you said, I could use the spline for that purpose but have a different solution for drawing the rope along that spline
@seanny And yeah essentially the hook is a projectile with a spline component which continually adds a spline point and mesh at the location of the player (or just over the shoulder of the player to be precise)
@primal smelt you would still have to construct the USplineComponent, just not any of the meshes
for the niagara approach
the particle system has a SplineComponent reference, and it just follows it
@twilit heath Cool, I'm looking up some stuff about it now ๐
Hi, could someone help me with this spawn location? I would like it to spawn the character to one of the "PlayerStarts", but I don't know how can I connect the playerstars to this.
@tough ore you can do get all actors of class on playerstart and get world location and input it in the highlighted pin
Oh, okay! I will try it, thanks!
Anyone have suggestions on where to start with a grapple hook in first person? I'm not talking about the "gamified" ones that everyone is making nowadays (shoot out a grapple hook, it attaches, and pulls you to/near that spot). I'm talking about the old fashion ones you 'throw' the hook up, with a physics rope attached, then it hooks onto something, and you can then climb up/down it, as well as jump off ledge to swing on it like a pendulum. I'm thinking of starting with a Predict Projectile Path node, then take the points in that and generate a spline along the predicted points, create a basic physics constraint rope out of those points somehow, then use Spline Nodes to handle climbing up and down it with Input Actions. Any tips would be appreciated! ๐
Something like this @tough ore
Thanks! I'm not that good with blueprints yet so I really appreciate you like legit showing me how to do it. ๐
@viscid blaze Funny as I'm currently working on a grapple hook although my function is somewhat more like Verlet Swing (kinda) than what you're going for
@primal smelt Yeah, i'm thinking a bit more slower paced that what i saw when just googling Verlet Swing. Like, a more "slow and calculated" mountain climbing kind of thing. Maybe leave the rope there for easy climbing later, that sort of style.
@viscid blaze I've also made a grappling hook recently but it's a 'gamified' one xD
Sorry. Do you mean a grappling hook sort of like the one in Rainbow Six Siege?
@viscid blaze I'm pretty new myself so I'm very much in the experiment phase for what I'm going for. What I can say that I think is good advice is that if you're looking for the grapple point to hook around an object you're probably better off handling that aspect of it with animation than relying on physics. As I understand it, using physics and constraints for rope is unreliable for having it wrap around something - it'll often clip through geometry. You could use an animation for the hooking aspect and then reserve the physics implementation for when it is hanging ready to be climbed
@viscid blaze You may have come across this already but I found this useful for how to build the rope and it does show off its limitations as well. Might be worth checking out ๐ - https://www.youtube.com/watch?v=hEMcr98cDJE&list=PLTIXczQKawzxP31-o2jlPC_DLc4k4MaMS&index=2&t=1046s
In this free step by step Unreal Engine 4 and Blender tutorial video (UE4 how to) you will learn how to create a rope using physics constraints and bones. This shows also how to rig it in Blender.
Rope tutorial using Cable Component: https://youtu.be/BT0jFArPtGM
All my UE4 tu...
@viscid blaze I think Rainbow six siege does the same thing as @primal smelt described above.
I could be wrong, but who knows
@solid rapids I must admit I haven't played Siege although looking at this footage it looks as though it simply spawns the grappling hook (cleverly masked by the player model's hand) at the spot and the rope just attaches from that. I couldn't say how much of the rope is determined by physics, kinda looks like the rope has a fixed point on the hook and one on the player but I might be wrong - https://www.youtube.com/watch?v=rZtrt93SfDg
Rappeling can be a pretty strong weapon for the attacker team.
@primal smelt Thanks, i've watched that video before, i may give it a watch again to see if i missed anything. My though tis the 'connection point' will be 'attached' to something, i wont be relying on physics for the attachment (likely you can only grapple to the Stone material, so if your grapple hits that it locks in place, something like that). The rope itself i'd like to have physics so it lays over the low poly terrain in a more 'realistical' way.
@solid rapids I must admit I haven't played Siege although looking at this footage it looks as though it simply spawns the grappling hook (cleverly masked by the player model's hand) at the spot and the rope just attaches from that. I couldn't say how much of the rope is determined by physics, kinda looks like the rope has a fixed point on the hook and one on the player but I might be wrong - https://www.youtube.com/watch?v=rZtrt93SfDg
@primal smelt Ah okay yeah i'm not completely sure on how it works, you could be right.
@solid rapids That's a defined point for the grapple hook, right? I want to be able to either throw it at a point i'm looking at "The stone texture up there" or up-and-over something and attach if it hits that material type as well. Does that make sense?
What do you mean by a defined point @viscid blaze?
@solid rapids Like, "can grapple only to that pre-defined point" or, like R6 may do it, "Can only grapple along this roof edge" kind of thing. I want it a bit more freeform than that.
@viscid blaze You mentioned using a spline, I'm not sure how feasible it would be to build a physics object based on the spline data (I'm keeping my eye out for something like that as well) but you probably could achieve a similar effect with the spline alone. I'm currently generating a spline for when the rope is thrown out and I'm looking at ways to detect if a spline point touches an environmental object and transforming it in such a way to prevent it from clipping from a wall and looking as though it is "bending" around it. It may be quite painstaking but I think it is doable
@viscid blaze Ah okay yeah r6s does have that, only specific points are attachable (A line along the roof).
I 'also' want to be able to look at the ground, attach the grapple, let out some slack, then run and jump off the cliff.
@viscid blaze You should be able to set grappable points quite easily without it being "fixed". I'll be working on that shortly but essentially what I am doing is throwing out a projectile (which is generating spline points as it goes) and using "On hit" to determine what it does. So you could define certain objects in your world as being "grappable" and wherever it is hit will be the grapple point
I may just see what Unreals splines can do when it comes to colliding with simple collision on it's own. I've only messed with them once or twice when i first discovered them. Maybe it gets me further than i think.
@primal smelt That's perfect! Are you not using Predict Projectile Path? It seems perfect for this. Detect the hit, then generate the spline along the path from the hit point all the way the player.
Well if you actually want to throw the hook itself why not just throw out a projectile with the grappling hook end mesh attached? @viscid blaze
Or something like that
@viscid blaze I can't say I have looked at Predict Projectile Path but I am sure am going to take a look now! For my case though I am going for a stylised approach where the rope can curve through the air in unrealistic ways so it may not be appropriate but I'll certainly check it out ๐
"Does anyone know why Discord doesn't have the Thread feature that Slack does? Would LOVE to be able to break these small conversations out into a small thread that doesn't detract from the main chat channel. It's the thing i miss most when going from slack to discord, lol.
@viscid blaze I can't say I have looked at Predict Projectile Path but I am sure am going to take a look now! For my case though I am going for a stylised approach where the rope can curve through the air in unrealistic ways so it may not be appropriate but I'll certainly check it out ๐
@primal smelt I have! It's great! It does exactly what you'd expect it to do. I've been able to make grenade predictions using this!
It's not perfect yet, but it works.
@primal smelt This is is GOLD: https://www.youtube.com/watch?v=yMdQ-W4SiAE And, by comparison, that must mean this next link I'm sharing is the HOLY GRAIL. Just Ctrl-F and type what you want a refresher on (or if you want to know what that interesting Node is that you just found, ๐ ) https://docs.google.com/spreadsheets/d/1g1kYc8vLPKXlXwjzDWeYJSuyNFFMaPYdRV86yK8y0-E/edit#gid=0
What are the 3 Predict Projectile Path nodes in Unreal Engine 4? Why don't we watch this video and find out how this nifty node can help you simulate things such as the arc in Angry Birds or a bullet Droop in a shooter.
Source Files: https://github.com/MWadstein/UnrealEngin...
Completed Videos
,DESC,Youtube URL,GitHub Source Location
WTF UMG Button,What is the UMG Button,https://youtu.be/RIXD-GqPIV0
WTF UMG Border,What is the UMG Border,https://youtu.be/iT3UFJjEFa8
WTF UMG Check Box...
"Does anyone know why Discord doesn't have the Thread feature that Slack does? Would LOVE to be able to break these small conversations out into a small thread that doesn't detract from the main chat channel. It's the thing i miss most when going from slack to discord, lol.
@viscid blaze ยฏ_(ใ)_/ยฏ
@solid rapids Cool, I'm checking out a video on it (the very one @viscid blaze just posted lol) and I'm definitely seeing some potential. Gonna keep experimenting with what I'm doing now but definitely going to play around with PPP and see how it can benefit what I'm doing ๐
Cool, I'm checking out a video on it (the very one @viscid blaze just posted lol) and I'm definitely seeing some potential. Gonna keep experimenting with what I'm doing now but definitely going to play around with PPP and see how it can benefit what I'm doing ๐
@primal smelt @viscid blaze Lol nice! I wish you both good luck :P
@viscid blaze That google docs link looks really helpful, gonna favourite that for sure!
Same!
@solid rapids Cheers, you too!
Sorry, got distracted by work, lol. Thanks for your help and feedback guys!
@viscid blaze No problem!
Simple question. I cant seem to toggle view modes while playing (runtime) in editor. Things like Console command: "viewmode wireframe" doesn't work when excuexecuted in a console command. What stupid thing am I doing wrong?
Should be simple according to the documentation
Doesn't work.
Any ideas on how to make an enemy respawn after the player clear the level and increase their difficulty after they respawn?
@tulip iris for me it is just alt F1
To anyone who has a decent understanding of data tables and arrays. How can I search a data table to match with an arrays items and output which row in the data table matches?
how can i go back to normal state? i tried using set movement mode but didn't work
Any idea ? Please help.
@plain flare Does it still happen if you disable collision on it? (Make sure you do that for both the root component and the mesh)
@ember thunder What's normal state?
@haughty ember hey i didn't try. Im gonna look how to close collision now
@ember thunder What's normal state?
@haughty ember walking
How can i disable collision @haughty ember ?
Does Construction script come before BeginPlay?
@ember thunder Looks like you have the node in there then. It's not connected though
@plain flare Go to each component properties -> Collision Group -> Collision Preset. Choose NoCollision from that combo box
Do I need to do this in order to not have my player controller load EVERY single UI class in the entire game when I start it?
@haughty ember where is component properties ?
@haughty ember i'm able to walk as ghost, but the body is still in the same position
@late cave .. what?!
@ember thunder You need to clarify what you want. You said you wanted normal state, then stated you mean walking. Now you're saying you can walk, so it sounds like you got what you wanted.
ok, i want to use again my third person character
I need to know if construction script is called before or after BeginPlay in a actor. Anyone know?
I need to know if construction script is called before or after BeginPlay in a actor. Anyone know?
@gusty shuttle It's called when the object is created. It's also called in the editor btw, if you place one in the editor.
@haughty ember Reason why I ask is I need to get a valid ref to the player char, but my player char sometimes might not be in the world, so my ref would be invalid haha. So I was wondering if I should slap a cast on Begin Play or on Constructed
@gusty shuttle Doesn't sound like something that should be in Constructor but rather in the BeginPlay event.
it's for a camera trap system
Cool cool, I'll slap it on Begin Play and noodle around with it
@plain sigil the error is a node GetPlayerCameraManager. You're not showing that in the picture
Thanks for answering
@haughty ember i sent you a dm, answer if you want
@gusty shuttle Construct is usually for very early cases, mostly things related to the object them self, like initializing variables from others.
@ember thunder I prefer not to talk in private. It helps other people when we talk about it in here anyway. Just say in here what you want
ok
i'm able to walk around but still without the body... how can i do something like "get up"?
and then use it back?
@haughty ember ^
@plain sigil When are you calling this function? Anyway the result of the left-most node, the GetPlayerCameraManager is null.
You can check it by using the IsValid node.
i'm able to walk around but still without the body... how can i do something like "get up"?
and then use it back?
@ember thunder You're talking as if I know what's going on in your project. I have no idea what "get up" mean, what "use it back" mean, "walk around but still without the body".
None of that make sense to someone who don't know your project
@haughty ember yeah i checked it , it is not valid
@plain sigil right. That is why you're getting the error...
@haughty ember do you know how i can fix it ?
@plain sigil When do you call the GetAngle method?
When you start playing - do these error messages keep appear? or do they only appear for the first few seconds?
@plain sigil It's probably just happening at the beginning before the camera is created then.
Use an IsValid branch in your GetAngle and return 0 if the camera isn't valid.
Hey
I cant find object for cast
What should it be ?
Cast object is always problem for me
Is "MyGirl_Char" your player character? If so, you can search for the node "get player character" and plug that into the cast node
@plain flare , not necessarily helpful, but I've also seen weird issues where i'll copy/paste a cast node, and it just won't work unless i recreate it. Refreshing it and even re-loading the project doesn't fix it. Super weird.
@haughty ember I'll try my best to explain, sorry if I'm not able to explain what I mean, but I'm not English. In my level blueprint I have an on actor overlap event, if it begins overlap then it calls the function "fall" in this function I play an animation and enable physics to make falling animation looking better, after that the third person character rimains in the fall position. What I want is to play another animation to get it up and then I want to take control of the character again.
@celest tree Not my game character. I'm trying to make this mygirl to my player character
If i can, she will be
Setting character movement to walking I just got that I can move, but body is still in the same position
@viscid blaze It isn't explain what can be "object". When i refresh, then i still need a connection
@ember thunder I believe from what you're saying it's an animation-only issue, so you can try and look at your animation blueprint. It's the one deciding what current animation is playing, unless you explicitly play something.
You can even look at it when the game is running, it will show you the current state of it
Im trying to differentiate between headshots and bodyshots for my projectile weapon. Currently, the projectile, OnActorOverlap checks if the overlapped actor has the class Enemy and does damage if that is true. I have a sphere collision on the enemy with the tag headshot that I want to be the registration for a headshot. On my hitscan weapon I check if the hit component has a tag called headshot and then do whatever I need to do but I dont know how to do that on my projectile
Anyone have an idea about how I could solve this?
@fossil thistle What's "hitscan"
@haughty ember thank you, but am I meant to put the falling animation in the bp?
And not playing it in the third person character?
there is more than one way to do anything. You can do it like what you're doing now
But when you're done playing it - something will play. That something will be decided in the animation blueprint.
Also, either make sure your falling animation isn't looping, or stop it manually.
guns are either hitscan, meaning there is no projectile, the bullet travels "instantly" via a line trace or the bullet has a travel time, usually referred to as a projectile weapon.
Anyone have any idea why using these nodes crashes the game in Shipping builds but works perfectly in editor and debug builds?
@fossil thistle Why not check the collision event on your projectile bullet then?
@earnest tangle Check the logs for errors?
Does anyone know how to add the values of two arrays together (not append)?
Example:
Array A [0,3] + Array B [0,5] = Array A [0,8]
(for all entries of the arrays)
Tried some stuff with a for each loop but didn't get it to work
@celest tree You have to do it manually. Create a third array, and do a range-loop from 0 to number of elements. In each get the items from each source array, add, and put on the 3rd new one.
@haughty ember Thank you, I did it manually and it worked.
@plain sigil Notice the "Replicate to All (if server)". Specifically the "if server" part.
Also note that any Input only happens on the client (since server doesn't have input).
hello, is there a course for multiplayer blueprint?
hello, is there a course for multiplayer blueprint?
@elder kiln Try #multiplayer
๐
I have a custom component that works on characters, but when I put it on my PlayerController, BeginPlay and Tick do not run in the component
Why would that be?
Hi! Can someone help me with LoadingScreen System?
(I don't want to use plugins)
I tried to use Open Level, but it freezes the game for 15 seconds and after that it loads the map. (On empty map too)
I tried to use Level Streaming, it seemed good, but I have found a big problem, and this problem is the different gamemodes between levels. I have no idea what should I do.
(If someone has any idea then please tag me.)
Hi! Can someone help me with LoadingScreen System?
(I don't want to use plugins)I tried to use Open Level, but it freezes the game for 15 seconds and after that it loads the map. (On empty map too)
I tried to use Level Streaming, it seemed good, but I have found a big problem, and this problem is the different gamemodes between levels. I have no idea what should I do.
(If someone has any idea then please tag me.)
@cobalt cradle You should do the level streaming for loading screen. Describe the actual problem with the gamemodes
@haughty ember where does a packaged shipping build log?
the saved/logs folder is empty
Honestly I don't know. But from google:
You'll need to deselect For Distribution and then set the configuration to Development. The shipping configuration will not generate any of the default logging that UE4 provides.
Yeah see the problem is that it doesn't crash if it's a development build
It only crashes in shipping :P
mm does it crash on start?
from what I can tell the log file should exist. perhaps it crash because it doesn't have access to the log directory? :p
@earnest tangle
1. Open Game/Config/DefaultEngine.ini or Game/Config/IOS/IOSEngine.ini
2. Find or Add the [Core.Log] Section
3. Add <LogCategory>=Verbose
It only crashes when the scalability setting is changed
so not immediately on launch
let me give that log level option a try...
that file doesn't exist ๐ค
yeah those files don't usually exist, that's fine. create it
Is <LogCategory> what needs to go there or is that a placeholder for a specific log category?
looks like there might be an option called bUseLoggingInShipping in the build target.cs file so I'm gonna try enabling that...
well it immediately just errors out the whole package process with that
hi, I have an actor blueprint and I am trying to change collision of one of the static mesh in that class by changing a boolean value from editor. I am using construction script for this. Every time i change the value, the constuction script is called but the collision doesnt change after first time.
I tried changing visibility too. that does change but the collision does not.
Anyone know why this is failing to cast? For some reason the game mode is returned as blank but I have it setup right in the world settings. ๐ค
how to integrate voice chat in unreal multiplayer?
@gritty elm Use google, theres literally tons and tons of ways. So can't just say one way to do it really, depends which one you like. Look at the search results youll find a bunch.
is it possible to create a whole game just using blueprints?
or will i have to learn c++?
@stable fjord Something that you're trying to move isn't set to movable.
@maiden wadi for sure is, cause I changed moveableness in c++ and bp
I didnt delete a old object, he was in my map all the time and giving me that error
oh my godness
works sorry about bothering your minds
@violet girder It's entirely possible. Your question needs to include type of game and depth of complexity though. Simple games, for sure. The more complex and large the game gets, you may start running into some performance walls that only C++ can solve. I'd say that if you're serious about game design, learning C++ is a very simple step, it's not nearly as daunting as people make it out to be. It's a bit time consuming and I personally knew blueprint quite thoroughly before I started learning C++. I started with just writing some blueprint callable functions in a C++ blueprint library. Now most of my classes are C++ base with very little blueprint.
i know quite a bit lua, does that help?
Lol, not really, like he say if you want do a simple game use blueprint, but if your attention is to do a complex game then you will have to learn cpp.
Tried getting answers in the UMG channel yesterday but the channel is so inactive. Does anyone here know how I get the width of a widget or canvas panel/size box that is set to size to content?
and if you want to learn cpp, i suggest to begin with c++17 or even 11 like this you will be ok.
I have tried both GetDesiredSize as well as SlotAsCanvasSlot GetSize but get desired size returns 0, 0 and the latter returns the default size which is also wrong
@violet girder LUA is pretty easy to translate into C++. They're similar enough. If you know LUA and Blueprint, you shouldn't have much trouble with C++. Learn your pointers and stuff and you'll be fine.
ok, thank you.
@violet girder Major helper with learning C++. Learn how to use Livecoding instead of HotReload, there are plenty of guides on how to enable and use it but the basics are to close UE4 and compile in VS when you change anything in the .h file or the class constructor. If you already have a function defined and set and you're just modifying it in the .cpp file then you can use livecoding to quickly recompile and test.
When I load into a level via a main menu system (and choose a team) I fall through the map on spawn. This does not happen when I start the level and choose a team. Thoughts?
I posses the same pawn every time
@maiden wadi Euuhhhhg
LUA is pretty easy to translate into C++. They're similar enough.
not really ...
lua begin with 1 at the index.
lua does not have variable where needed to be type i mean you can use auto with cpp too on the new version 11 but yeah.
i know lua is C -> lua but the syntax is not similar to cpp.
so he will have to get some basics to understand how.
I am trying to declare a curve in cpp and set it in Blueprints
UPROPERTY(EditAnywhere, Category = "Gameplay|Vision") class UCurveFloat* DistanceFactorCurve;
and I choose what curve to use in Blueprints but every time I recompile, the curve I inputted goes away. Does anyone know anything about this issue?
Hi guys
im currently trying to make an object move upwards once the physics ball collides with my container
idk what to put as object wildcard lol
im a noob pls help
am i meant to do this all on one bp
idk how it works
Hello. I want to communicate from my character bp to level bp. How its possible? I tried everything from dispatchers and custom events
try using get player character maybe!?
@wraith wraith I suppose we'll just have to disagree. I learned C++ in Unreal and was comfortable using it in just a couple of weeks and my only 'coding' experience is vague UI design in LUA. I found them to be extremely similar and knowing what little I did of how to use LUA made it very easy to understand the Unreal C++ style. But then most people agree that normal C++ is pretty different than C++ in Unreal. So I suppose it just comes down to personal experience.
@trim matrix You're not really supposed to affect the level blueprint from other classes. The Level blueprint is supposed to be for level specific design. Other classes like your character are supposed to be designed to work on multiple levels. You might be able to rig an actor and bind some functions in the level blueprint that you can call from the actor though if you really need to.