#blueprint
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Alternatively, if anyone knows how to create a struct via the asset registry of a specific type that would also get the job done.
Anyone know what would be best approach to spawn 10,000 items with minimal performance take away? I will be using around 50 different items/meshes, reset would be instance static meshes.
@tulip iris use, set members of struct node.
How would that reset the struct to its in editor parent?
make strut in child node. pls share screenshot of problem
sure 1 sec
Parent struct in editor.
I want to refrence it in bp
But changes will not propagate to the variable version in a bp.
I need to either update the struct manualy each time, which I dont want to do.
Or I need to be able to reset it.
or generate the struct with the asset registry.
So to be clear. What ever gets changed in the parent struct will not be changed in a version thats a varible in BP.
why not using node Make struct parent light ....
when you say parent what do u mean?
The main struct from the content browser. The original.
a variable version in a BP
But if I update the original it will not update the base variable in the BP
My problem in a nut shell
hmm sorry i am bit confused
Which part exactly?
what is variable version of BP, you have a structure with default values, you want to update it in BP, that what i got and i dont see any problem to update any variable in this, correct me if i m wrong
See this variable in a BP that is the struct?
If I change its parent struct, this will not be updated to reflect it.
Parent struct being the one you see in the content browser.
I see, what you mean.
give me a min
Sure thing
its driving me nuts
Why cant you reset a struct to its parent, or , at least use the asset registry to make a new struct. Why can we make structs on the fly?
we can make general objects.
1 sec
if i create a struct, add some value, make variable in any bp . update value it will show updated values.
Updating the struct also updates it in blueprints.
It was not working before and now it's just crashing when any struct is changed.
if donest work, may restart will help or try file, refresh all nodes
Set a bool value in the parent. Tick a different value in the variable in BP. How do you rest it back to its parent?
an integer might be more clear
this should work by default. something is not correct there. you can test in blank project
OK, I keep gettign crashes and I think I'm running into a bug.
THANK YOU for the sanity check
I thought I was going mad, haha
(more than normal)
This should for loop for every component in the array right? (Learning more useful array stuff now)
@trim matrix you can also use foreach loop.
yes loop from 0 index to length of array, which is last index technically
Does foreach loop automatically use the array size? ๐ค
@tulip iris I was able to recreate the problem you were experiencing, but it may actually be working as intended. I set an int the in struct to 0, then change the default value in the variable to 1, compile/save. Then change the struct default to 10 and this is where you now want to reset the variable to 10 as well?
@trim matrix yes, it is the same loop essentially.
with only exception, that you will not have index variable.
Index is still available.
Array index doesnt equal what index would be in that screenshot?
@proud hull oh yes, wow did not noticed that...
That index should be the same right?
๐
Oh alright :p
Both loops are the same, the foreach just automatically takes into account the number of items in the array.
The loop would be useless for all my purposes if it did not have the index ๐
Alright thank you very much :)
Both will be identical in performance too.
If there is nothing in the array that is input then will the for each loop fail to execute?
Soooo would it automatically return the completed exec node or would it just fail entirely and cause an error to happen? (Basically do I need to check if the first index is valid before executing it?)
No you will not need
It should go to completed.
will go to complete,
Alright thanks for the help ๐
Anyone know what would be best approach to spawn 10,000 items with minimal performance take away? I will be using around 50 different items/meshes, reset would be instance static meshes.
@proud hull I think that's correct, yes.
Looks like once the variable is is no longer default value, then when its struct's default value is changed, the variable is not changed by intention since it assumes you want it to be a non-default value. I'm not seeing a built-in way to reset it to the struct's defaults, but you can try using the "set" node if you do not wish to manually change the values of the variable. The "set" node does have its defaults change with the struct's defaults.
Ok, I appreciate the clarification. I'm having a lot of crashes when I edit my structs so its been challenging.
Wait so why wouldnt this work? It successfully returns the names of all the children but does not send the event to them (They are the same BP type so they all have the interface applied)
@trim matrix Aren't you using a local interface call not a global?
You want a global call.
I am using the only available message option for it ๐ค
Unless I'm missing something? (This system works to have the initial button message this wire to activate, so Idk why this wire cant activate the other child wires using the same method?)
turn off context sensitive?
Maybe this will help?
Those Bps you are trying to call. are the implementing the interface?
Yes they are implementing the interface
Could I cast to a wire and trigger an event? ๐ค
what components are they?
Are they actually implenting the interface or is the parent that they are on implementing it?
All of the actors are the same blueprint and it implements the interface. I'm trying to call the interface function on all children of the parent actor from first child to the last one.
The parent is activated via another actor called a Button, and I thought I should be able to use the same process here for the child wires (Since it already works for the button to activate the parent wire)
I'm going to try casting a custom event first
I think I found the issue, It's trying to send the interface to scene components and not actual actors ๐ค How would you get the actual actors from that?
so drag off the comp ref
get child actor
then cast to the main actor
you might not need to cast but it cant hurt
Give that a try
Yeah that doesnt work either, it immediately completes the foreach loop
chat and screen share?
Limited internet rn so I cant really screen share ๐ค What I have shared with you is the only part thats failing 
Well, I cant really help without seeing things more indepth. Sorry ๐ฆ
Its alright :) I'll figure out a solution (hopefully :p)
@trim matrix did you try clicking include all descendants?
on the get all child comps node?
Yeah and that didnt work
Thanks for all the help so far btw
Im going to see if I can somehow get the actor using the component ID
is there a bug in get viewport size?
I am trying to get viewport size it gives wrong size everytime when I am windowed or something
I'm trying to do something for RTS scrolling
I have a struct with class I want to create. The classes wont create and i get this PLACEHOLDER-CLASS string. What is this?
I just made that blueprint and my new locations get printed on screen but I don't move
I only move on the server
If I select to play as the client, the print shows me my new location, but I don't move
If I play offline it works as well (because then I basically am the server again).
also, my pawn has
bReplicates = true;
AActor::SetReplicateMovement(true);
in the constructor
any ideas why the blueprint doesn't move me?
Can someone explain to me how does this select node work?
I think it should be passing the 2nd value which is "True/Right",
but it ends up passing the 1st value which is "False/Left"
oh nvm I figured it out
@lucid granite How are you changing the MoveSpeed ?
Oh, sorry.. I know nothing of networking ๐
nooooo
Try #multiplayer
Is there any way I can customize my camera shake dynamically
I want the camera shake's behaviour to be effected by the player movement
so I found out I was missing
UFUNCTION(BlueprintImplementableEvent, Server, Reliable, Category = "Event")
void Server_SendMoveTo(FTargetView NewTransform);
some declarations
but they are not compatible in blueprint?
hmmm, any workarounds, timers make blueprint viable for this sort of thing
BlueprintImplementableEvent doesn't agree with Server
help
Maybe they will be cross compatible in UE5
blueprinting and networking
is there a bug in Get Viewport Size?
I am trying to get viewport size it gives wrong size everytime when I am windowed or something
I'm trying to do something for RTS scrolling
UFUNCTION(BlueprintImplementableEvent, Category = "Event")
void MoveTo(FTargetView NewTransform);
UFUNCTION(Server, Reliable)
void Server_MoveTo(FTargetView NewTransform);
UFUNCTION(Client, Reliable)
void Client_MoveTo(FTargetView NewTransform);
void AHoldemPlayer::Server_MoveTo_Implementation(FTargetView NewTransform)
{
//GetOwner()->SetActorLocationAndRotation(NewTransform.Location, NewTransform.Rotation);
MoveTo(NewTransform);
}
void AHoldemPlayer::Client_MoveTo_Implementation(FTargetView NewTransform)
{
//SetActorLocationAndRotation(NewTransform.Location, NewTransform.Rotation);
MoveTo(NewTransform);
}
So my blueprint method MoveTo which has my blueprint timeline lerp method doesn't work when I call the Client_ / Server_ functions below
The functions do work with SetActorLocationAndRotation but not the BlueprintImplementableEvent that is MoveTo
too bad, no work-around
I'm heading out for now, please let me know if you find a way to merge networking and blueprinting, thanks
Hey guys, does anyone know how can I make collision box detect geometry floor?
Ok where should i handle the death animation in the Anim blueprint or just a montage?
Hello, can i ask what thing that affect cost performances in blueprints so i can efficiently optimize it? (AIs, Character Blueprints, Anim Blueprints)
in each part, what function that cost much performances
The question is too broad to answer
It depends on how you are using the different nodes
It depends on what your framerate target is
please help me
The Set node in the pic you showed is a variable
so it would be "set name of variable" when you drag from the cast result pin
@earnest tangle i did it now, thank you !
if i seperate the keys and values of a map,will the indexies of both be equal ie X[Y] ,Z[B] will 0)X 1)Z and 0)Y 1)B
see I wish to respawn the vehicle if it falls off the track
any help????
I have implemented a box trigger but not working as I thought
any one can help
can't you just get a reference to the start location
and just teleport the vehicle to the start location
if it triggers the triiger
@trim matrix
my trigger not working
buddy
biggest problem I am facing
on hitting it is now t=working
not working
@full wind
this is my trigger
and let me show you level blueprint
this one buddy
have a look
@full wind
can u tell me which collision preset to use
dude
Sooo
Here's the issue
Player start is just the location
It won't refer to your vehicle
noo
wait
it also not priniting
player start is my vehicle
and it is also a multiplayer so I want it to implement for all player
hope you get my problem
@trim matrix drag the other actor pin and type Cast To [VehicleActorName]
then it will check if the vehicle started the trigger
on success, you need to get the vehicle actor and set actor location equal to playerstart
@full wind if you seperate them and put them into an array they should be equal
@tiny meteor Ok
@trim matrix On a side note, you may want to double check that. Player Start is not a vehicle, it is in fact a player start actor based on your last screenshot. A vehicle reference type would have a little chess pawn figure on it, not the controller with the flag.
That won't ever print.
You're literally asking if one of your vehicles drives through this box, take the reference, cast it to the vehicle, that will succeed. We know it's a vehicle now. Now, is this vehicle equal to a player start actor?
A vehicle cannot equal a player start.
ohh
Hello!
I wandered if there is an easy way of making that one collider can be used to check what overlap it but doesn't trigger others overlap rom others actors?
I want to us the sphere collider to check if there is an interactable in range but I don't want that it get detected by "OnActorBeginOverlap" events of o thers actors.
hi im trying to do this based on value set from editor but when I try to change the boolean value the mesh appears but its collision doesnt work. any ideas why?
Is collision enabled by default in the static mesh component? Are you sure the mesh has collision?
Hello! I have what I think is a "I'm being really stupid" maths problem with a slider. I just can't seem to work out the solution. I have a slider. If the value is over 0.5 it correctly goes towards 1 faster the closer it gets. I am simply trying to replicate that but the other way, i.e. from 0.5 down to 0. Here is the BP code:
So the bottom section is correct, and is for 0.5 to 1. The top section is wrong... I'm trying to make the opposite, but I just can't seem to figure it out! Can anyone point out my stupidity? Thanks!
Hello guys,
I made a zombie slayer fps in Unreal. In which I have to kill the zombies in the specified time to win. There are 3 types of Zombies in my game each dealing a different damage%
i.e.,
- Yaku damage 20%
- zombie cop damage 10%
- Romero damage 15%
I use the timeline method to spawn zombies at random times and a blueprint to spawn them at random location.
Now only the Zombie cop is spawns and other 2 zombies don't . Can someone help me figure out the problem?
Thanks in advance.
So it should go down from 0.5 to 0, getting faster as it gets closer to 0.
@boreal ether yes im pretty sure the collision is enabled on the mesh
try set collision enabled after setting the mesh?
still its not colliding
its so freaking weird that i changed from simple to complex as simple and it started to work
im not sure what happened there
yup its defiantly due to simple collision
Anyone know of a cleanish way to get all the child bones of a skeletal mesh bone?
racking my head a little on this one
you can always go through each bone and get whether they are parent or not, but needs some recursiveness to check against itself to fill a 'child array'
sort of at a loss why this functionality isn't build into bps but here we are
@boreal ether its basically bsp converted into mesh and Ive set its collision as use complex collision as simple from mesh editor
But does it have simple collision? That would explain why it suddenly works if you switch to complex as simple
nope no simple collision
@raven pewter Looks like there is GetChildBones in c++ if that's an option.
eeegh unfortunately thats beyond my perview. my solution it seems (because this is for an editor bp widget, so i can do things abstractly)
- Is use unreals own actor spawning and heirarchies. Spawning bones as all as scene actors - parenting them using 'get parent bone' to attach them to their scene actor counterparts - then return that information back to me - changing the scene actor names back to bone names. should work fine.
its a workaround but will give me what i need. thanks for the tip however
then I can use 'get all children + descendants' node to get all children, feed that into a data table ill be using later on
Guys, is there a good way to find unreferenced / unused functions & macros in a class?
Hi, all. Is there a variable type that could store the returned BP instance from different Cast To nodes?
@orchid stream Object
But to execute events with object reference you either have to cast again or use a interface with message events
Ah right yeah, it's not stored in the variable in the same way as it is when it's returned from the cast (apologies for lack of good terminology, very new to UE)
so I can't access its public vars
all fine, its a legit question
@orchid stream You don't have to validate after casting. If the cast doesn't fail, the reference will be valid.
so i need to get a boolean from the character. should i just cast it? is theres a better way casting is heavy
cast is not heavy
@twilit abyss that validation branches off and handles some cleanup for some AI stuff, without it i was getting pending kill errors
Ah kk
@tawny tinsel Just cast once at the initialization event and promote a variable. Use that variable instead of casting again and again
seems good but doesnt anim bp even support event begin
Anim BP's Beginplay is the Initialization Event
@tawny tinsel https://docs.unrealengine.com/en-US/Engine/Animation/NodeReference/Events/index.html first one
Events called by the animation system to initialize and update the Animation Blueprint.
nope its not setting the bool
think i failed at code
i got lots of errors
didnt work
@tawny tinsel your cast is most likely failing. Add a print string after cast failed to check.
You may need to setup your default pawn class for the map or project.
yea the string says its broken
but what do i get then?
i tried all everything fails
Have you made a custom GameMode BP for your project?
why would game mode even matter
If so, you can change the default pawn class itself there.
also it is using the right game mode
do i need to get the default pawn class from gamemode?
is that how anim bp works?
Get Player Pawn node seems to be affected by it. I've noticed this when helping others in the past.
usaly get player pawn works perfectly but not in anim bp it seems
Print the result of Get Player Pawn and see if its display name is ThirdPersonCharacter, or whatever it is.
I have it setup on my end in an animBP and it works perfectly.
thats a fair idea
Do you have a player being spawned?
yes
i was printing wrong
and yes it works it gives me the third person charctater
so why cant i read it
@cobalt cradle You should do the level streaming for loading screen. Describe the actual problem with the gamemodes
@haughty ember I use gamemodes for do different gamemodes, like BattleRoyale, Zombie mode etc...
@tawny tinsel I got those same errors when trying to use the reference. It works, but the first few tries throw that error. Event begin play is probably called after a few of the update animation events. Moving the creation of the reference to initialize animation causes it to find SpectatorPawn and then the cast fails.
You can get the errors to stop by adding a validation check.
ill try that out thanks
if it still doesnt work ill dm ya
oh sorry that link i was suposted to post it in work in progress
@tawny tinsel just watched your video and it looks like the player is the seal that is using that animBP. In that case, you were trying to reference the pawn owner of the animBP, which is already done for you. Just need to cast that to the ThirdPersonCharacter.
ill try this thank you ๐
I asked in the wrong channel.
What could cause that the open level node works only on first try when playing the game?
I run"open level" and it works. I close the pie, and start again to try, and while transferring, it crashes. Now I have to restart the pc for the same level to work again
Hello! I have a maths problem with a slider. I just can't seem to work out the solution. I have a slider. If the value is over 0.5 it correctly goes towards 1 faster the closer it gets. I am trying to replicate that acceleration but the other way, i.e. from 0.5 down to 0. So as it gets closer to 0 (from 0.5) it speeds up. Here's the blueprint code:
Movement LR is the input of Left/Right movement.
the multiplier is currently 1.01
thanks for helping me
@umbral surge Movement LR is an axis value? -1 to 1?
can i use while loop block as a wait for task?
@ember thunder Loops run instantly. If you tell a while loop to run until something happens, your cpu will constantly run that loop until it's true and stall the thread it's running on. In short, no.
For example, if you have a task that needs to run every five seconds. If you do this on tick with an FPS of 60, it will check to see if it needs to run 300 times. If you do this in a while loop, it will probably run closer to 15 million times, or stall your application.
so, what can i use?
Depends on your case. What is the task? How often does it need to run? Is it conditional or something that happens all of the time?
event enables ragdoll, before disabling it i want to check if capsule velocity is 0, then continue
only on overlap
You could either have it check on tick. Or create a timer when this all starts and have it check at the end of the timer. Can even make the timer loop if you want to have it keep checking until it's done, then disable the timer.
Can you cast to an object that is hidden in level streaming? ๐ค
Or somehow communicate with it? (sorry for the interruption)
i can check on tick, but how to wait until it's verified in the event?
Just to clarify, casting doesn't actually get you a reference in any way, it only tells your code what type to treat your reference as.
Ah alright ๐
@trim matrix As for getting that reference before casting in the first place, I'm unsure. I haven't done a lot of level streaming but initially I'd say no since I think level streaming literally unloads the object unless the level is streamed in. If it's streamed in, then sure you could just like any other object.
@ember thunder Possible just a bool variable, or a gate. Either way. Same thing in the end depending on which is more convenient for you.
For example, both of these do pretty much the same thing.
Hello guys, Any idea or hint on how I can have my custom hardware cursor on mac os displaying after packaging? It's working well on PC and on Standalone on Mac but not after the package
@maiden wadi ty
actually, Event C button -> DoOnce -> Print -> Delay 0 -> Reset DoOnce
which lets you specify how fast it can be repeated, 0 is just every frame
@maiden wadi Hi there! Sorry, was away. Yep movement is -1, 0 or 1 depending upon player input
@umbral surge Are your slider values always 0 to 1 as well?
@maiden wadi Yep
@maiden wadi So if above 0.5 then they get progressively larger all the way to 1, e.g. 0.55, 0.6, 0.7 etc (but in much smaller increments). However, if less than 0.5, they get smaller and smaller as they go towards 0.; e.g. 0.45, 0.35, 0.3, 0.28,
@maiden wadi (thanks for looking into this!) - BRB
how can I make it so it will disable the preview? like what can a false branch statement can be possible here?
should i first "master" blueprints or jump straight into c++
@spring birch http://youtu.be/j6mskTgL7kU
hes like - make base classes in c++, everything else in BP.
whatever floats your boat man.
I'd do BP first, then you'll stumble upon stuff like "iwant THIS but its not possible with BP or too expensive" -> c++.
but this expensive part - damn, you gotta do a LOT of stuff that will pull performance of nativized BPs down...
Doing blueprints first will give you both a good understanding of an artist's perception and also give you much easier engine tools. Jumping into C++ straight away can maybe be a bit limiting if you don't know what libraries to look for functions in, that or you'll end up just writing all of your own functions which can lead to quite a bit of time lost. But like Megagoth said, whatever works for you.
Doing blueprints first will give you both a good understanding of an artist's perception and also give you much easier engine tools. Jumping into C++ straight away can maybe be a bit limiting if you don't know what libraries to look for functions in, that or you'll end up just writing all of your own functions which can lead to quite a bit of time lost. But like Megagoth said, whatever works for you.
@maiden wadi @spring birch yes, and this - artists. gotta know what theyre looking at & working with in order to efficiently work with them. ๐
@umbral surge This seemed to work okay. Modifiable by the multiplier and goes both ways, clamped between 0 and 1.
@maiden wadi Thanks! I'll give that a go now.
The rotation part doesn't get set anyone know why this may be?
how do i replicate those sounds so only the client can hear those , or maybe those who are around
because now where ever the player is can hear the other ones step sounds
I don't think you're supposed to replicate sounds really. Things should be 'simulating' on a client. For example. I don't know what this is for but lets take footsteps as a point. Instead of making the server version replicate a sound every time a player takes a step on the server, you would make the client play their animation as the character moves. The only replication is the movement. Client gets their own data and then plays their own animation and plays their own animnotifies for the sound.
@maiden wadi Thank you! It's definitely correct in that it now accelerates both towards 1 and 0. It doesn't move by itself at all i.e. if I provide no input. (But I'm thinking i probably didn't explain that part!)
@maiden wadi Now that you've fixed the bit that was difficult and I was struggling with I think I can work that out though. I think I'll just need to get the last Movement direction, and then if Movement is 0 I'll change it to its previous value... i think ๐
@umbral surge You're wanting it to go back towards 0.5 when not pressed?
@maiden wadi Sorry. No it should continue in the direction it's going by itself
@maiden wadi So if the player stops providing input, it should continue towards 1 (if it's over 0.5), and towards 0 if it was under
@maiden wadi (It's kinda like an overbalancing thing)
@maiden wadi Let's say like walking over a log, once you tip to your left and overbalance slightly, you will keep tipping that way (accelerating towards 0), until the player adds some Right input
@maiden wadi I'm now realising I should have started my explanation with that! Sorry.
@maiden wadi You've definitely sorted out the main part for me already. It works as I'd like now (other than the continued momentum)
@maiden wadi I think I've done it
@maiden wadi There may be a more elegant way I haven't yet spotted but this seems to work:
@maiden wadi
@maiden wadi It seems to work
@maiden wadi thank you very much! I really appreciate your help. You definitely fixed it and I just tweaked it at the end for reasons I hadn't properly explained. So thanks again
@maiden wadi bro I need help
@maiden wadi this is working only for server as I am able to only its controller how can I get all my clients controller so it work for clients too
please anyone can help
Whatโs a quick way to sort an array in blueprint ? Assuming you have an array full of characters and you want to sort them by movement speed.
I don't think there is a good way to do that (if there is, I would love to know). This is one of the cases I typically code up a C++ function for.
Hey guys!
I want to trigger a camera shake and set the Z oscillation dynamically with the players Z velocity (so that that on Event On Landed the players camera lowers on Z / raises after). I want to use an interface for that but for some reason it does not trigger. The target on the interface call is a reference to the camera shake that I want to play. I also used the parent class "camera shake" as target but it didn't work either.
@marble compass Your only real choice is to write your own function for it. Should be fairly easy for just sorting by movement speed though.
@trim matrix Assuming that this is for your respawn car thing. Out of curiosity, how come you're fully destroying them? It might be easier and more performant, less buggy to just zero their movement and set their position/rotation back onto the track. Then there's no necessity for destroying, recreating, and possessing. And if you ever do anything where you save a variable in the pawn for some reason, this won't break it. For example, if you do something like damage to the car, or tire wear, you'd want that in the pawn. But then driving off the road would reset all of that to brand new, or you'd have to save that stuff in a strange spot and retrieve it each time you respawn the car.
I found a much easier solution now. I'm just using the "client play camera shake" function and use the Z velocity to scale the oscillation. Needs a little tweaking but works just fine!
Is it possible to record inside the engine. ie cam rec,
Evening
ADvise 1 command to Access parameters of BP from: 2 whether to use Editor Utility Widget or Regular UMG?
question is in white
@brittle fiber if you want to access parameters of BP in design time, meaning not in the game, then editor utility is the only way to go as regular umg is not available without the game running.
someone can explain me why value is snapping to current
speed = 0.01
raw direction = raw input axis range -2 , 2
@simple dragon Generally the value you are lerping (Current), and the value you are setting after the lerp would be the same. But it seems it is lerping from Raw Dir, and Setting Dir
So Raw Dir never changes because of the lerp
or Dir is always reset on lerp, because Raw Dir is Current.
is what the above code would do kind of thing.
so maybe you rather want to. Dir = Lerp(Dir, RawDir, DeltaTime * Speed)
in stead of Dir = Lerp(RawDir, Dir, DeltaTime * Speed)
Where the construct is: Current = Lerp(Current, Target, Speed)
ok now i see this
Is it possible to record inside the engine. ie cam rec,
where's an appropriate place to set a global variable?
i.e. something i want any random blueprint to have access to
it kinda depends on what it is and how it needs to work, but GameInstance, GameMode, GameState and PlayerState would be some potential locations for it
Well, PlayerState probably to a bit lesser degree if anything might access it
i'd recommend you read this http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf
and learn and know inside out the major classes and how they replicate
i'll give it a read and see if it answers my question
Hey there! Quick question. Is there any way I can add a Material over another? Pretty much dynamically adding Opacity to a Static Mesh while keeping its original Material.
you can make the original material opaque, expose a parameter for it, create a dynamic material instance, assign it, then change the parameter
Always a beast, @twilit heath. Thank you!
Hey everyone just joined in bc I havenโt been able to figure out what Iโm doing wrong between documentation, tutorials, and comparing to example projects.
Iโm making a simple 3rd person camera system from scratch and I want the camera to move up and down on the pitch between a clamped angle range. Using blueprints and this is the most recent iteration- it moves up and down, just canโt limit the min and max values of the rotation on the camera correctly.
@thorn ermine ty bro, a little late
@sterile fjord I think you're using the wrong "-" node. If you're trying to make that number a negative, use a "Float * Float" node (or a "Float * Int" node), and set the other input to -1
Created quite a simple material to see through walls. Turns out it is too 3D-ish. Ideas on how I can "2Dify" it, so I don't see the floors?
Still coming up with the same results @tight schooner
Confused on whatโs going on in that image and what youโre trying to go for. If you elaborate I can probably help @winter garnet
Oh, sorry. Pretty much, have this house.
Actually, a better example.
When my Character gets close, I'm "hiding" things so the player can see the Character.
Ah but youโre wanting to limit it to only view the floor youโre currently on instead of seeing the full building all at once?
i have a blueprint class, i wanna create just 1 function for it in c++, is this possible?
the entire project is blueprints so far
Exactly, @sterile fjord.
oh really? thanks, i'll look into it
Yeah, pretty simple. Just create a C++ file in your project and you're good to go.
You'll need to inherit your Blueprint though.
I mean, you're going to make your Blueprint inherit from the C++ class you just created for that function to be available.
hmmm alright i'll try to do that
so the blueprint class is a game instance, should the c++ class also be game instance?
so it can inherit from it
Yes, @marble compass.
Open your GameInstance Blueprint, check from whom it inherits, then create your C++ class inheriting from the same dude.
Then reparent your Blueprint and voi lร !
amazing!
So you could have achieved the current effect you have a few different ways and idk which you used @winter garnet so it could have multiple ways of getting it done.
What I would do is adjust the camera distance and rending draw from the character when hitting different Z values in the world that you define. The material you made could still help by making the closest ceiling actor transparent so your camera rig doesnโt have to get too close and will already have the next floor rendered if you walk up stairs
Thatโs if Iโm understanding the goal correctly
Oh, it's a material. But I'm sensing it won't scale well.
I mean, this is a pretty complicated situation, actually.
I mean, X floors is being quite complicated.
I went for a material with the idea I wouldn't have to setup something for each/every floor. And I achieved it, but it doesn't look good. :/
Thatโs the life lol
Time to start again and try it a different way
Yeah, you're right. I think your idea would be better.
BUT!
Given a non-layered static mesh; I mean, a mesh I don't have control over its props. I have no idea on how to hide only its ceiling, for instance. >_<
Say this one-floor house.
This is what my material has achieved.
Ahh yeah for angular views like that to achieve the best result it would be voxel based.... but thatโs too much of a change for your project- at least until the next UE4 update comes out and all my plugins get updated lol
Material approach might be the right way then. Might just want to thicken the walls to give it some depth still while youโre standing in the buildings
And you can apply that material using the Z constraints for every actor like I was mentioning before with advanced render distances
Lol, just made it.
"Speaking out loud" is magical.
And thank you for two magical keywords: Z and distances, lol. @sterile fjord
Where Location is my camera's position.
Looking good! Keep us posted in #work-in-progress ๐
can anyone help me also
@haughty ember sorry for ping, is there a way to adjust skeletal mesh collision?
@ember thunder define "adjust" ?
Notice the character also a capsule component, usually used for simple collisions. I'd check that first
I noticed that capsule size wasn't the problen
I tried changing it but this still happens
Then I checked on cylinder collision box, but it was perfect
@haughty ember I'm using the overlap event, Should I use the hit event?
@haughty ember I'm using the overlap event, Should I use the hit event?
@ember thunder Shouldn't matter. Turn off collisions for the mesh it self and see if that still happens.
I'll check on that ty
I'll check on that ty
@ember thunder I was suggesting it just to test if that is the issue, not as a solution. Use that as a solution only if the capsule collision is enough for everything in your game.
Sure I'll try
@haughty ember using no-collision seems to work, but when overlap event starts it go trought meshes
@ember thunder Right so now we know the issue we talked about before happens for sure because of the mesh collision, and you should work on that.
Here's an official guide on how to do that: https://docs.unrealengine.com/en-US/Engine/Actors/SkeletalMeshActors/index.html#Collision
Specifically the Collision section
I already did that @haughty ember
Following a tutorial on colour masking but can't find this Mask (G) node they're using.
only found this
It's a couple years old so, is the mask node different now?
the documentation makes it sound like I should be able to select a single colour
Ah, found it
sorry, ignore me
@ember thunder Well the page doesn't say it but you can change the collision in the physics asset, iirc
SkeletalMeshCollision is setup in its assigned PhysicsAsset. That is correct.
I'm trying to figure out how to change the character type in game based on what the player selects.
But I already have bluprint of the player character in the game.
Or I've set the parent bp in the game and I want to switch it to one of its child blueprints
can you make a boolean in datatable when the boolean is true, new options will appear(float,vector,etc), and when it false, the new options will disappear?
yes, it requires editor customization module and slate UI
Is it possible to record in engine say a video rec i can record gameplay then watch it in game
Does anyone here knows how to remove a widget from a player's screen? this happens when I try to remove from parent
You call "RemoveFromParent" on it
The error you are posting means that you called this on a nullpointer, or empty reference variable
does anyone know the answe to my question
You want to record the video in the Editor, or later in the game when its released?
@chilly lodge
how to update widget text on actor overlap?
@surreal peak I mean in game itself say my character has a can rec
Still doesn't work
cam, sorry
Okay, that's an important difference @chilly lodge . Because you can record stuff in the Editor and export it as a video files as well as probably import that later to play it.
Recording IN the game, on the other hand, is something I wouldn't know without researching it myself.
@devout geyser Please make sure to save the ReturnValue of the CreateWidget node into a variable and then use that variable with an "IsValid" check before calling RemoveFromParent.
Further you might even want to check if Widget is already valid before creating a new one
And if it is already valid, only call AddToViewport on it
@surreal peak THANKS
@surreal peak I have a overlap but for some reason its not detecting my AI any ideas
is there somewhere a tutorial for tutorial blueprints ?
@surreal peak Thx for the help man, highly appreciated
The best advice I can give from my experience is try to make something @fair magnet you'll learn things as you make
Also documentation is still better than videos
@weary jackal looking for a tutorial for tutorial blueprints... not a tutorial for blueprints
like..
My mouse cursor is leaving the window in my game. Its an fps game with no visible cursor so if i turn my character and click to shoot, i exit out of the game. Anyone have a fix? (Im running input mode game only on begin play)
dese
Ah this one
@violet wagon Didn the InputMode node have some "LockToViewport" option or so?
Also what fullscreen mode are you using?
@surreal peak Nope only a player controller pin, and Im using windowed.
Are you testing this in the Editor?
Hm, then I'm not sure, sorry ):
I have a overlap but for some reason its not detecting my AI any ideas
Your box collison setting dont have your Ai on overlap @chilly lodge
Is there a way to quickly "comment out" nodes like I can with text based code? For example, I can select some of my code and press Ctrl+/ and my IDE would add // in the beginning of every line so the selected lines don't get included in compilation
Was there a feature request for this that I missed?
Hey guys, I have this collision box, And 2 events first event is if the player enters the collision box it will print "in" and if the player is out of the collision box it will say "out" now every time I get it the collision box it keeps printing "In" and "Out" constantly, any fix?
in the collision settings of your actor
stuck here for hours. Any idea why setting the colour of a particle isn't working? I can set other parameters just fine, but colour seems to not play ball.
just always follow the constant value
Iโd have to see the blueprints, which collisions you have set up, and the settings from them to be able to help at all. I would recommend you just check all of those thoroughly first bc thatโs where youโre problem is most likely. @devout geyser
Only other option would be if you had a debug/print screen thing set up somewhere extra but I doubt that
Rather than doing this the collision box begin and end overlap event there's an other actor pin
Cast that to player
And from that do interact
No need of begin play
is that for my question ?
hmm anyone have a idea on why launching my game though ue4 steam overlay works but when i package the project steam is gone.. using 480 app id for a test
Fixed it @weary jackal I had a collision sphere on the arm, needed to make it a different object type and then make the Interaction box ignore it, ty for the assistant
@devout geyser i still think rather than making custom events and bools, you should go with interface
That's how you can do interaction for different objects
Can you elaborate?
So you have to make an blueprint interface and implement it to the intractable item. After that in your player bp get overlapping actors. It will give you an array. From that array for each loop with break check if the overlapping item has that interface or not. If yes that interact (message). And break loop.
Basically want to turn a - number into a + number of the same value. pretty sure its simple math but i suck at math hah googles no help so far but ill keep searching.
never mind after days of trying to work it out. all i needed was an absolute int node LOL
@bright dagger On a side note and for future reference, if you want to switch a number's negativity back and forth, multiply it by -1. 15 will become -15 and -15 will become 15.
You might need to elaborate more on that question.
I'm guessing that your M_Frame property needs to be marked as Instanced or Transient?
hey my vehicle get inverted during play and I wish it too get back in position and continue any better way to do it
One fairly easy way to do it would be to add a collision box on the roof of the vehicle and when it triggers an overlap with the ground, you could reset teh car
you could also check the car orientation on tick or on a timer - there's lots of ways
hi, so i am using the advanced locomotion system v4 and I want to know how I can end a ragdoll when the ragdoll is not moving, is on the ground, and is not touching a wall
how can I do so?
does anyone know how to add dynamic resolustion?
i did this
but when i check it still says unsupported
Editor Viewport might not support it if you are testing it there
this is packaged
hi, so i am using the advanced locomotion system v4 and I want to know how I can end a ragdoll when the ragdoll is not moving, is on the ground, and is not touching a wall
@quartz pawn
i put that code in my game instance
And what platform?
win 64
I assume this is not Supported on PCs
Supported Platforms
Currently, the Xbox One, PlayStation 4 (excluding PSVR), Nintendo Switch, and Oculus VR support Dynamic Resolution. Additional platform support is planned for future Engine versions.Enabling dynamic resolution for non-whitlisted platforms is dangerous and can have unintended consequences. This could include having the wrong GPU timings which could unnecessarily drop the resolution or increase the resolution too much and drop frames. Ultimately, it could ruin the gameplay experience. By default, the Engine does not allow you to use non-whitelisted platforms.
๐ welp thats big rip
does anyone know how to help me?
thanks for the info i will use this for xbox port then
hi, so i am using the advanced locomotion system v4 and I want to know how I can end a ragdoll when the ragdoll is not moving, is on the ground, and is not touching a wall
@quartz pawn
Not sure if there's a loco v4 specific solution, but I'd imagine you could compare velocity
like what do you mean
As in, velocity of your character would probably be close to 0 when it has stopped moving
getting infinite loop error's now
switch has authority doesn't exist on widget, why?
what is alternative to this, because i only want to open level if game is in offline mode, not any serer or client
I think widgets only exist on their respective clients, they don't exist on servers
You could probably work around it by adding your logic for example into your GameMode or something, and having your widget call that
This way you can do the authority checks etc. in the gamemode func where they should be available
is there anyway to set two game modes for one map?
or change game mode at runtime for specific map?
I don't think so... Why do you need to do this?
Can someone please show me how to Set up a simple tag for AI
How can I show a widget to all clients? Any suggestions or resources helps
By using the GameState and multicasting the call to add the widget.
@gritty elm You can only have one GameMode at a time on a Map.
BUT you can change GameMode runtime.
In your "Maps&Modes" Project settings, you can select something called "GameMode Aliases" or so
That maps a name to a GameMode class. E.g. "TDM" to your TeamDeathmatch GameMode.
When you open a new map (ServerTravel or OpenLevel) you can then use the option parameter ?game=TDM to tell it to open the map with that GameMode.
can someone help with my collision please
Same; I need to set up a sequence of triggers; basically after player goes through trigger 1 it opens trigger 2 and so on; so far doing a set collision to query doesn't work because the trigger becomes an invisible wall.
jut want my ai to be able to use overlaps
ok so i made a blueprint with a spline that looks like and bends and all (it builds in the construction script)but how can i make the player character add more points
@runic plinth Changing to collision is what you'd want to do. That is, start with everything disabled except the first, and each one having a reference to the next, which enables the collision once triggered.
my pawn is falling through the floor. his collision is set to block all ?
Check the floor collision then. UE uses a "least collision response" policy. So if the floor is set to ignore the character and the character is set to block the floor, the "least" collision, hence ignore, wins.
@chilly lodge
Thank you msh91
Quick question: I've been reading that you should be able to edit aa single child component of an instanced blueprint. but nothing i've run across says how you do that. I have a blueprint that i'm placing several instances of in my scene and am using an arrow component to mark the location of where i want to place other items on a click.
Does anyone know how i do this?
If you select the BP you have in your level, then you should be able to see the components it has in the sidebar
You click on one of the components and you can then change its settings in that instance
Does my collision look correct in the pictures
Ive tried everthing he just falls through the floor
i am trying to get the skeletal mesh from a UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf<class AMyCharacter> MyCharacterClassType; in BP
@earnest tangle ah, there it is. thank you
@light glen From the class defaults you mean?
@maiden wadi yes i pulled out the class defaults but i see all sorts of inherited defaults but no skeletal mesh
We are talking about the skeletal mesh and not a skeletal mesh component?
I'm not even sure how you'd do that without creating a class default Skeletal Mesh variable and setting the skeletal mesh component to that skeletal mesh in OnConstruction or something.
i am looking to get a reference to the skeletal mesh, not the component, the element in the content
Hey guys, does anyone know how I would go about changing the default third person controller to be able to always face forward while moving. Similar to how dark souls works when you lock onto a target?
ah i need to reference the mesh component to get the mesh reference
Yeah. Otherwise you'd need to set a class default and populate the component OnConstruction.
Then you could just get that class default.
anyone an expert with ALS v4?
yes, it requires editor customization module and slate UI
@twilit heath sorry i just woke up, are you answering my question? if so, i still dont understand whats your explanation is. cus, datatable requires structure and have nothing to do with UI. CMIIW
but it does
you can make a custom slate layout for your datatable struct
with an editor module and slate (c++, nothing can be done with BP_
The action of "Press Boolean and more UI appears." is not a supported without customizations.
The only thing that's somewhat supported is "EditConditions" in C++, where stuff is not selectable if the boolean is false.
But not sure that works in DataTable Structs.
ahh, so its c++ only...
should be just fine, datatable structs don't use special layout
I had trouble with it not evaluating the inner struct properties. It just ignored the setting on them
ahh, so its c++ only...
Yeah, but even then it's a good chunk of code to do this. It's making the Editor display your struct differently.
swapping in and out anim blueprints isn't a good idea
and there is the one time cost of adding an extra module to the project
for the first one
Can't you do it in the Game Module?
technically you can make customizations in game module, but yuck
Ah yeah, "yuck" but possible hehe
do you by any chance have youtube tutorial refering to that?
i dont understand anything about c++ ๐ฆ
Ha, I don't. I watch one old ass info video from Epic and the rest was reading through the Paper2D plugin
Yeah then just forget about it tbh
i just read through the engine customization code to figure it out
okay. thankyou guys for your explanation
I figured it out it was the damm capsule#
Can someone teach me how to add a tag to my ai so he effects overlap, thanks
hello
i have sweep on, and the dragon has no collison
but it still keeps disappearing
any ideas??
theres a lot more to code, but what this is a flying dragon code
where you can fly a dragon
but it still keeps disappearing
@stray folio i think you need to add your dragon location to the + vector, not just velocity
@frigid thicket well here is this
its a print of my velocity
and here is stting the velocity
Can someone please help me with tags for my ai.
Tags?
yeah just so my ai can use trigger
You mean adding tags to your AI controlled pawns or what exactly?
You need to be more specific about what you're trying to do because your question is very vague
yes sorry
yes tags to my ai controled pawn
i just want him to be able to overlap a cetain trigger
If you look in the class defaults of your pawn blueprint, use the search box to look for tags
this should get you the tags list where you can add them
Yep
and here is stting the velocity
@stray folio maybe you should check wheres your dragon location after it disappeared? sometimes it will be at the center of the world. and based on that i think you will know what to do. if the problem still exist then im not sure anymore, im new to unreal.
di i have to add a tag on overlap aswell
You would have to check if the overlapped actor has that tag yes
@frigid thicket its falling
falling as its moving down? not cus gravity?
then maybe you should check the Z vector value
You probably should just try it and see :)
But it looks like it should - you might have to make sure the tags have the same letter case, eg. AI, not ai
is this a problem maybe?
@stray folio depends if moving down is what you want or not. if not then set Z value to 0
i fixed it
thank you vazva
i made that gravity 0
okay i think i learned everything about verctor
nice
i can only vector, but now my question is
how do make it hwere if it hits the ground it makes z=o
you can do boolean (is falling). then if its no longer falling = set z value to 0
@earnest tangle tHANKS MATE
It worked
Is there a random node I can use so i can trigger events like lights randomly turning on off etc
The tag works
Anyone solve for camera not moving when attached to capsule component and the capsule resizes? I can't seems to get it to reset to the right location
anyone know how long a delta second is in normal seconds?
i want to know that myself
haha
i just got done leaning about delta
What is the Delta Time in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
hey guys, if you get hit normal or hit impact normal. how do I get the rotation so it points into the drection of the normal? I want to have particle effects rotated correctly.
i cant get my dragon to go down
question
if
how do you make the game check if the flying dragon hit a certain Z in the game
Can someone help me with my scene crashing upon open. I know its connected to a physics asset. Can I just delete the asset?
I moved the physics asset out of the project folder and it works now ๐
how do you stop audio 2d ?
if you use spawn audio 2d instead of play audio 2d, you'll get a reference to a component from it
you can use that to stop it
is it possible to remove an item from a MAP type variable, given the value? I used GetValues on a MAP, found the item I would like to remove...and now...how do I remove it?
I think you'd have to iterate the whole thing to find which key matches it
in C++ you can do FindKey but I don't think that's exposed to BP's for some reason
Hello! Is possible to get variables from events in the object the same way like in functions?
So instead of dragging wire from the event to the target node, ill just write 'get location (custom event name)' ?
Events can't return values
Thx
hahahahahaha
I meant, from the input
need to provide more info sorry
instead of this
I want this
@terse goblet I believe there is a expression node
Ohh right you meant get the parameter to the event as a node like that?
Not sure if that's possible... You could always convert your event into a function, or call a function from your event
I know thanks.
But I also don't want to spam with events and functions just to get it clean
Just need to create the node that would create its instance for each event input variable's and show them in search box
Without actually creating new variable
Just passing id or something like that
yeah, really
its k2nodes stuff
Even function local variables still buggy
If you rename input param of function, all getParam nodes would broke
hey guys i want the camera to rotate with my character mesh's rotation. any tips
:0
Cant you just parent your spring arm to the mesh?
no that wont do it apparently it needs more code than that
Also you can attach actor component co actor component
assuming your mesh rotates when the root component doesnt?
@tranquil gorge This is actor components actually
you can specify the bone name you want it attach to
@terse goblet do you know if that leads to other issues down the line?
I am also struggling with a problem where my camera moves when the root component resizes, but I am afraid to attach to the armature
yeah and what about if my character flips or i want to interpolate elements. will this option still be viable
You can adjust transform modes here
In this case you can select 'world'
@tranquil gorge You need to create custom camera controller/component then and do the code for all those cases
ive already started working on that preety much. do all my rotation and stuff with the spring arm
in whos case
this
I mean camera parent component can just ignore the scale to keep camera in the same place
im gonna find a quick example of what im going for exactly before i type alot
:(
y, its always to check the reference first
history is great in that case
https://youtu.be/_hbVDKHGG8s?list=PLsfB0IwdkyTLlfMKVX8PQ1t048cuYNYTZ&t=56 ok the video should start at the correct time possition when you click play but its that spacific type of camera rotation that im going for and im just been a little confused on my jorney @terse goblet
Advanced 3rd Person camera is a very flexible, powerful and scalable system that allows you to conveniently create and manage various camera modes with unique behavior and many parameters for configuring, creating custom scripts with logic for each camera mode.
If you have a ...
Ah yes, flying dick
.
is there any flow control method i can use to stop a certain block of code from continuing besides setting a boolean, preferable similar to break or etc
@tacit kestrel Gate
@tacit kestrel Gate
@rough wing thanks ill try this out
np
I made this little macro for getting the last object in an array. Is there a way to make it chonky and have the cool array icon like the default macros have?
also how do I make the pins center-aligned on the node? They're sliding off toward the bottom and it's freaking me out, man
does anyone have the horror engine for unreal? i'm trying to figure out a way to connect the fear events to a custom health meter that way every time a fear event happens they'll lose hp. any help ? pm me please.
also how do I make the pins center-aligned on the node? They're sliding off toward the bottom and it's freaking me out, man
@woven kelp You can select 2 nodes and use "q" and it will align them based on the connection edge line between them
I made this little macro for getting the last object in an array. Is there a way to make it chonky and have the cool array icon like the default macros have?
@woven kelp Not sure exactly what nodes you're using, but don't forget null/range check.
Regarding the "cool array icon" - do you mean wildcard?
why the hell CameraShake is class not something like AssetData. I want to edit the properties during PIE ๐ฆ
๐ฟ
@winged holly camerashake is still on the old matinee that's being deprecated now... they haven't updated it to sequencer yet
make a bug report about it if you want to light some fires under their assess (I've already made a ticket about it too)
Hi all, i having trouble on keeping a second player attached to the same vehicle. the rider possess the car and the corider just attach to the seat. the attaching is ok but the codriver turn around. what would be a good way to keep him locked in the seat?
Ok so I'm having a timeline act rather f***y. I've had a google and can't find anything but basically my finished pin is not firing off. I have my play rate set up quite quickly, is it a thing in Unreal where if a timeline plays too fast it might miss the finished pin?
hi so I am trying to reference a character but everything I tried wont work
hi so I am trying to reference a character but everything I tried wont work
@quartz pawn What have you tried?
a lot with errors
but
il try anything
because I have a separate actor
its a gun
Use case might be useful to. Which character are you trying to get a reference to?
Non multiplayer?
in the future, yes multiplayer
just getting the basics down
and then plan to modify my gun system to work with multiplayer
If you're trying to get a reference to the currently possessed player character, you can just use GetPlayerCharacter0
Try unticking context sensitive?
What class are you working in? That should show up anywhere.
What is the ParentClass in the top right of the blueprint you're working in?
actor
Where mine says CPlayerCharacter, yours says Actor?
yes
Then you're trying to do this in the Construction Script Try moving your stuff to BeginPlay.
now it wont work
This actor is the gun?
Is both it and your character placed in the level?
Or is it placed in the level and your character is spawned from a PlayerSpawn point?
Ok so I'm having a timeline act rather f***y. I've had a google and can't find anything but basically my finished pin is not firing off. I have my play rate set up quite quickly, is it a thing in Unreal where if a timeline plays too fast it might miss the finished pin?
@primal smelt bump
yoyo, cant i create landscapes in blueprints? or just add created ones?
@primal smelt Is your timeline looping?
@chrome sundial I don't know about 'creating' an actual landscape. Maybe. I do know that the "Landmass" plugin allows you to easily create mountains and other stuff on existing landscapes.
I have a collision box and a volume, i want the collision box to set a boolean to true only when the entire box is inside the volume (if half of it is outside the volume it shouldn't work). anyone know best and quickest way to do this?
hi so I am using ALS v4 and I want to bind a skeletal mesh in my blueprint to the attach hand function bur Unreal wont let me because it says its not a skeletal mesh.
@maiden wadi thanks because currently I cant even add a existing Landscape to a Blueprint, I will try that
@marble compass That is a semi complex question because it depends on a few factors. In short, you could get the inside box's smallest and largest bound vector and convert them both into the local space of the containing box. If both vectors are then smaller than that box's greatest/least extent, the inside box is inside of the containing box.
Cant I just put a Landscape into a blueprint?
Hello ๐ I'm trying to connect TouchDesigner and Unreal Engine via OSC, but I can't don't manage to receive the data from Touch. What's weird is that I can send data from Unreal and it works, but no way to receive it. Here is a screenshot of my setup to test data reception :
I've tried it in Unreal 4.25 and 4.26, same result is both, data can go out but can't come in
hi so I am using ALS v4 and I want to bind a skeletal mesh in my blueprint to the attach hand function bur Unreal wont let me because it says its not a skeletal mesh.
@quartz pawn bump
What exactly does the timeline Get Playback Position return? Is it a percentage between 0 and 1 or the actual time on the chart?
Because for some reason a timeline of 1.5 seconds has its playback position still being registered as below 1.1 on completion.
hello guys I am trying to make s shader for my strategy project from august 2020 but I can't still make it, noone could help me, I watched the whole yt for thess videos ,read the whole do and when I do it, it doesn't work ๐ฆ , if someone can help me tag me or dm me, will appreciate it a lot
@astral epoch if you're trying to get a float of the current time in the timeline have you thought of making a float in the timeline?
@quartz pawn Als v4 already has its own skeleton. If you want to attach a gun then the best way would be creating a socket in skeleton and attach weapon in that socket by 'attach to component' where the parent would be als character mesh and target would be the gun actor
Just did that. Kinda dumb that you can't directly pull the time though.
The playback position is a percentage, 0 to 1 though.
gotcha
I ask because I was making a timed event and was using a slight overflow on the timeline so I could register if the player took too long to hit.
Interesting.
So I'm having a problem with lerping between 2 rotations.
The output of a lerp with an alpha <= 0 give the rotation of rotation A, yes?
It should do, unless lerps now extrapolate.
Because sometimes it's given rotation != rotation A even though the alpha is <=0
Might want to just have a setter after that checks what the alpha input is, and if its <= 0 then set to A?
Even if the lerp should do that, its a good idea to be doubly-sure its happening.
That's good idea. haha
Is there a way to have something like a switch but it outputs variables rather then exe pins?
Might also help to know how you're doing your interp on the rotator.
When I plug rotation directly in without the lerp it doesn't have this bug
It's only with the lerp
@grizzled rain Are you actually plugging in values to Alpha that are below zero?
Yes
It will reverse your lerp then.
For instance. lerp a x0,y0,z0 rotator against a x0,y0,z130 rotator. Set the lerp alpha to 0.5 It should spit out 0,0,65 since the yaw's alpha at 0.5 from 0-130 is 65. Do that with -0.5 and it'll give you -65 because it reverses the lerp to the other direction.
Dude
thank you
I had no idea that was a thing
And people I've asked before didn't know either XD
So I have an odd problem with my player controller. The mouse input works but I can't move the player. I set up the input in the project settings etc...
The fun gameplay programming is all about the vector math.
@boreal ether Hey sorry, I got sidetracked last week. Spawn Player Handlers creates the handlers for the players in match. The player handlers store relevant data like stock count, costume selection etc.
@dire onyx That's an odd one. I've seen other people have that issue sometimes. For some reason some inputs don't work correctly when called on the possessed character from the controller. Which is fine, because usually you should be placing these inputs in the character anyhow.
For reference I'm having an issue in the packaged version of my game, where characters won't spawn correctly.
Well lol @maiden wadi I tried it there first and it was doing the same thing that's why I moved it to the controller thinking that would work
@dire onyx Can I see the player blueprint?
Sure thing, lol it's empty
Mostly care about the class and components.
@oblique ruin hard to say without seeing the code. But it seems like you're getting an error somewhere in that function because something is missing and that's causing the function to stop before spawning. Something related to the costumes was missing iirc. No idea why it would only be missing in a packaged game. Are you nativizing blueprints?
This?
What do you mean by nativizing blueprints?
I believe it's disabled in my project settings
@dire onyx Sec, I need to redo my inputs from C++ to blueprint, this character is the one that your controller is possessing at game start? You see the hands and such?
Yes that's correct
@boreal ether What does nativizing do in the project settings?
I had it disabled by default.
Assuming you have changed nothing else like character movement component settings and the like, this should work fine for lateral character movement.
Converts blueprints to c++. But it can cause a lot of issues. If it was disabled then that's not causing it.
@dire onyx Your mouse controls work though, to look around?
Yes that's what's odd the mouse input works just fine
Are those in the character or controller?
Controller
@maiden wadi I moved mouse into Character just for you know, and the mouse input still works just fine
Did you delete what was in the controller to make sure it's not causing conflicts with the input stack?
Yes I did. The controller is empty
Any changes at all to the CharacterMovement component?
Nope didn't touch that
What about FPSCharacter? Judging naming conventions I assume that's a C++ class?
Yes that's correct
Is there anything going on there in the PlayerInputComponent function?
Nope. I was just doing the movement in BP real quick just to get going on this project
Well hell. I'm at a loss then. Doing nothing more than inheriting from Character, adding a camera and making the camera use PawnControlRotation and setting up this should allow you general movement
Can you put prints on the MoveForward/Right events and see if the Axis changes from 0?
Or if it's printing at all?
Print the Axis from the MoveForward event
Like this?
Yeah it changes to 1
Well, input is working fine then, but for some reason your CharacterMovement component isn't cooperating.
Sec
If you don't have much data in the class, you could try reparenting it to Character class and adding the camera back to see if it'll work.
Kind of odd though. Never seen anything break movement like that.
Yeah the class is basically empty I just made this project lol
Actually. Another fair question, are you using Livecoding?
No idea what that is so probably not?
Compiling normally with UE4 open is called HotReloading. It's generally considered really bad. Most people enable Livecoding, and then if you change anything in either the .h file or the class constructor, close UE4 and compile in your IDE.
Livecoding stops HotReload from happening, but also lets you quickly recompile functions for testing after they've been declared.
TLDR, Hotreload causes strange issues. Close UE4 to compile and then restart. Make sure that wasn't your issue with the movement.
Oh didn't think to try that. I always close the editor when compiling because hot reload always breaks my stuff lol
I highly doubt it's the issue here, but I was out of ideas.
You're fine. I'm just going to delete and restart
I moved most of my input axis stuff to C++ most all of the time. Premature optimization I suppose. Blueprint is terrible with most non event driven stuff.
@maiden wadi ok. Well lol I know how to write the movement input in C++ lol I was just being lazy so I wrote it in BP lol
How do i get player index or controller id for each client so i can set it to an integer variable
You could get the list of player controllers on the server? Not sure what you're trying to do though, so unable to help much.
@boreal ether so I'm narrowing down the problem
Even in the packaged version it will print out the correct character name
But when I try to set the class this is where things start to become different...
In the editor the class loads properly
However in the packaged game the class doesn't.
Where is the pointer inside of that struct being set?
And is the pointer itself valid?
You mean the CharacterAssetStruct?
That's all held in the game instance
So the player handler gets it's info based on it's index from the game instance.
It then checks a reference to a character asset sheet to see what Character it needs to load in and what mesh/costume it's set to
You may want to be sure that that pointer is actually valid. If you set that from one map and change maps at any time, that pointer should become invalid.
Well currently since there is no character select screen is already set in the game instance.
Guys, i have my main menu, i wanted to my game always open first main menu, but when i go to Game level and press start, it starts first the game and not the main menu
@maiden wadi So the character asset struct seems to be valid.
This is what it contains
I don't know if there is some weird property with data assets
Maybe they load in a different order in the editor???
how can i set the location of a spline point from the player character
Is it possible to spawn/despawn a camera at a specific point (mouse position) upon hovering over a mesh?
or object?
Spawn on hover, despawn on not hover
Branch True or False
i'm new to BP
@amber rune might look at thiss document, it should explain a lot of functions for player characters, not specifically with splines, but i would google where to find splines on players characters and then use this: https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
A How To Guide for Setting Up Character Movement in Blueprints.
no i mean i have a actor with a spline and in the player bp i would like to change the location of a point
on the spline
Hey @maiden wadi so I deleted and remade my project wrote the movement logic in C++ etc.. and still the same issue
nevermind
@dire onyx That is really odd. Can I see your C++ class?
Sure one minute
@maiden wadi https://pastebin.com/xFmmw1ja
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I swear it has to do with my GameMode but idk tbh
Guys, i have my main menu, i wanted to my game always open first main menu, but when i go to Game level and press start, it starts first the game and not the main menu