#blueprint

402296 messages · Page 555 of 403

native terrace
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what's your OnDamage event looking like on the ennemy?.

fierce birch
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i just added a break point and apparently that works

native terrace
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🙂

fierce birch
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a mess

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so im applying damage but the enemy isnt recieving it

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weird

native terrace
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did you implement OnDamage

fierce birch
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yes, in the enemy base

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the string isnt printing hmmmm

native terrace
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damn

fierce birch
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the apply damage works

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but the enemy isnt recieving it

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so confused

native terrace
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that's weird af

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maybe it has somemthing to do with the damage type

fierce birch
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idk

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the any damage isnt firing when i add a breakpoint

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the damage type should affect it because its a param

sinful zealot
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This drag and drop functionality is so powerful...this is awesome. (purple current position, whitish suqare is being dragged)

sick crown
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@swift pewter the trail probably only goes so far because your multiplied your forward vector by a number for the end distance.

fierce birch
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@native terrace i got it

native terrace
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what was it

fierce birch
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my collision settings for the enemy were set to block

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i set it to overlap

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lol

native terrace
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that makes sense

sick crown
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its differnt

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but maybe the same

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@swift pewter did u get it to stop if it hits something?

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@swift pewter Notice how i utilize the bool. You could set a variable after each branch of the 'branch' and use just one function, instead of two like i have.

feral ice
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im a bit stuck...I want to launch a character in the direction of the camera (only yaw). How do i do that?

supple dome
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LaunchCharacter( Camera.GetForwardVector * LaunchSpeed)

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@feral ice

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might want to break forward vector and zero out the Z

rough blade
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does anyone know of any examples of sound reactive coding? I was hoping to have blocks change position depending on pitch.

cursive sage
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well we have to see your BP

north herald
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Hello everyone! I'm working on an inventory system for my game. My items are all children of a pickeable class. Inventory functions well, but how could I keep the settings of my picked up actor when I recreate it?

Since the different sub-types of item have different settings (ammo in magazine, attachments, damage, etc) I can't have a single shared "struct" or vars to transfer the info. How would you guys go about that? Am I missing an obvious fix lol?

obtuse current
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Hello everyone, I am trying to get my character (a spaceship) to bounce off of a wall; anyone know the best approach to do this? Surprisingly difficult since my velocity seems to get zero'd as soon as I collide

unborn turret
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is there a delegate that fires when i remove widget from parent?

covert arrow
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anyone know how to make a player rotate where the camera is looking \

sick crown
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@covert arrow like a function that rotates your character to the direction of the camera, or use the camera rotation for the character movement?

winged sentinel
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i have a really simple question that i cant figure out

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im using the 3rd person template and i just want to add some walking camera shake

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thats what i have in my event graph

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but when i walk forward, the animation starts, but it wont stop when i stop walking

tawny bison
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I was wondering is there a way to expose a components variables to the details panel of the actor it is attached to. That way when it is attached I can edit these variables in the actors blueprint? And each actor will have separate default settings for their component.

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or will i need to use the contructor on the actor to to set these in the component that way i can set these in the actors details panel for each actor.

bright frigate
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You could make a blueprint with all your default values and then parent the other blueprints to that one ?

tawny bison
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Well in my situation there is an issue with that because we use sprite sheets. If all options are within a parent. sprite sheets that do not need to be streamed into memory are because the component would reference all of them within that component.

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I know the second method will work. I was more wondering if you could expose variables from a component to the actor it is attached to so that those variables could be changed in that actors details panel.

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So, if i understand correctly, what you says is that only the components that are added to an C++ actor (not a blueprint one) are accessible from the actor details panel, right?

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That is correct, and those will not be accessible in the blueprint editor if they are added outside of the blueprint.

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I think that is my answer

tardy hollow
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Does the NavModifier not work anymore? I have a deathtrap with a NavModifier that succesfully removes the trap from the navmesh in UE 4.18, but the same exact BP appears on the navmesh in 4.25 (Just porting the project from 4.18 to 4.25). I also tried with a fresh project in UE 4.25 and the same bug happens

onyx harbor
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how do i get the current players playercontroller?

tardy hollow
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how do i get the current players playercontroller?
@onyx harbor From where?

onyx harbor
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oh yh thank you

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basically i have this happening

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oop wrong channel

shadow saddle
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idk what the hell is going on with my ue4

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can increase index is true

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but somehow over here

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it became false

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i only log once

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but somehow it shows 2 results

atomic salmon
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@shadow saddle you may have two instances of that actor in your level

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When logging also print the actor’s name

plain flare
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Hey i need your support in a problem

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I want to play voice when "IsReadyToPlay?" boolean comes true. But which event should i use ? If i use event tick, voice isn't working and in event begins not suitable event for that. Which event i have to use ?

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Please help

surreal peak
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Make a function that sets the boolean. Only use that function to set. Use that function to also play the sound

atomic salmon
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Or if you still want to do it from Tick (not recommended) use a Sequence then a DoOnce and then play your voice

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When you reset the game you also need to reset the DoOnce of course

glad sand
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I'm trying to make a crosshair that can find the enemy in a small area around it and shoot to anything in it when pressed. Is there anyone who can help?

stable fjord
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How to attach Actor to Character?

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I have currently attached as a Child Actor but I would like to have Actor instead of it

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Or, how to refer to for example "Jaw" when my actor is attached to Character as a child actor

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There is nothing to call...

maiden wadi
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If Jaw is in your pistol, then you would need to get the Actor reference from your ChildActorComponent, and get the Jaw reference from that Actor reference.

stable fjord
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hmm

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how to get following reference?

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I have a BP animation

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and instruction like this

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here I would need to refer to pistol jaw

maiden wadi
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The child actor component is just an ActorComponent in your main actor. It's not actually an actor itself. That component spawns an actor and attaches it via that ChildActorComponent. The ChildActorComponent keeps a reference to the Actor it spawns.

stable fjord
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yes

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but I dont see a function get reference

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and something similar to it @maiden wadi

maiden wadi
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Drag off of the Pistol reference you already have, and type Get ChildActor, then cast that to your pistol class, use the cast to get the Jaw.

stable fjord
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I dont have "Pistol Reference". What you see is what I have attached currently inside the character

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Its a child actor

maiden wadi
stable fjord
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Yes

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but it is

maiden wadi
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Drag off of that, and type Get Child Actor.

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Cast that to your Pistol class.

stable fjord
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I tried, getting warning "cast would always fail"

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LOL

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It works why

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Ealier I did it the same way

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I am getting warning I mentioned above

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@maiden wadi thanks. Thats why I asked on this channel because I got this warning hmm UE is making fun of me today

maiden wadi
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There shouldn't be a warning about the cast always failing. That's odd.

stable fjord
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It suprised me too @maiden wadi . I was maybe a Editor temporar problem

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Look auther

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still

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what the hell

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I am about to smash my pc

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dammit

maiden wadi
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Let me load up UE4 really quick to show you, you missed a step.

stable fjord
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right

maiden wadi
stable fjord
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If I missed the step hmm

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Yes as I thought

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@maiden wadi is never wrong

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thanks a lot @maiden wadi I am grateful

dense mica
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I am trying to align my pawn to floor but its going crazy when this function called, any ideas?

errant root
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I am looking for guidance and tutorials in handling a “quest” like system. This is for VR, but it could be for anything. Here is what I’m looking for, and some examples so hopefully I can get some understanding about how to do this in blueprints. Forgive the long post, I’m just trying to be descriptive.

There are two areas - the quest log (which will be handled in UMG) and the Quest actions. For each level, there are probably 30 quest actions that need to happen before the user can move on, and sometimes those actions require two to three steps to be completed. I don’t know how to keep track of it all in an organized way.

Quest Log: this will describe each quest and give the user a way to know if the quest is complete. So essentially, this is text with a check mark next to the completed tasks. Ideally, this could be read from an external file so the wording could be easily tweaked. Nevertheless, this would be presented on a UMG widget, either one per screen or a few per screen and would show if the step was complete. This isn’t so hard, but tying the quests in to make sure the actions are complete is where I’m having issues (conceptually) in keeping things organized.

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Quest actions: these are the actions that need to be to be performed per quest. The actions can vary greatly, and can include several steps. This is the hard part where I don’t know how to track or tie these in with a quest. For instance (just making things up here) one quest might be to move a cube from point a to point b and press three buttons in a specific sequence. So in this case, I would need to know which cube needed to be moved, whether it has been moved, and then whether each button was pressed in order. In addition, I will need to highlight the cube/buttons if the user is having issues. Another quest might be to simply pull a lever. So the actions for the quest can be simple or complicated but I need to be able to track whether they were complete, the order they were completed in, which objects are associated with the steps (so they can be highlighted) and when they are “complete” (or even what “complete” means - turn on, turn off, etc.

How do I define all of this in a way that is manageable? I could do this if it were one or two, but when I’m talking like 30 quests and they need to be done in sequence (well, actually, that’s another thing... some can be done out of order, others cannot). Anyway, I don’t know how to define the actions and whether they have been completed in blueprints which is what I’m looking for help in.

Thanks for any help or tutorials you can point me to.

dense mica
errant root
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Thank you! Every time I look up Quest it seems to be about the oculus quest.

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This looks like what I need to get started. I appreciate the links, @dense mica

dense mica
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Yep. As far as I know advertising other channels is not allowed here but I know the author the tutorial and most of the people having difficulties with the tutorial while trying to implement it, so if you have any problem about the tutorial check the description you'll find him

errant root
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The Oculus Quest has made it difficult to go on a quest to learn about quests. 😆

tame steeple
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@maiden wadi thank you so much , i will try it 👍

ashen relic
dense mica
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You cant create a widget on not constructed (spawned) widget

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create your main menu on gamemode or any other related class you want to

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it'll work i guess

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if i understand correctly

amber rune
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ok so this is a bit hard to explain i have a line trace thing that works fine and can get two points that spawn the pipe but how can i get a line trace that can hit everything no matter if its an actor or a static or phyics mesh and if it hits a certian point on a actor

trim matrix
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When should I use character blueprint and when should I use player controller?

amber rune
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player controller is the player inputs (e.g if you press e the player controller recieves that) but that player character is the pawn and what most likley uses those inputs

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the character can change but the controller cant

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unless its a seprate player

trim matrix
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Oh ok

amber rune
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its a bit confusing

trim matrix
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So like when I have a use input I should have it in the player controller?

amber rune
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yes

trim matrix
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ah ok*

amber rune
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and the gamemode is anther confusing thing but you should also look into that it can be useful

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but its only really usful if the game has seprate modes

trim matrix
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So the input action is supposed to be in player controller?@amber rune

amber rune
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no the character

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sorry i misread

chilly lodge
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How do i rotate the character capsule ?

turbid harness
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I'm working on generating dungeons in blueprint and I have an issue with actors taking a few frames to spawn, causing them to be seen as not valid by my generation algorithm. What's a clean way to wait for actors to be spawned properly before resuming the generation ?

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I've tried using an event that checks if the actor is valid every 10 ms until it is using a delay node but it doesn't feel clean to me

chilly lodge
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Anyone Know the answer please

sick crown
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@chilly lodge i dont think you can

warm parcel
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@chilly lodge probably “set control rotation”

sick crown
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@chilly lodge what do you need to rotate it for?

chilly lodge
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But my Character is a Leech

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As you can see this wont work

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He flots lol

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floats

warm parcel
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@chilly lodge why would that make “set control rotation” not work?

chilly lodge
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I havent it dont work

sick crown
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@chilly lodge Google is saying no, or if you really want its a lot of work.

chilly lodge
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What do you mean sorry

cursive sage
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do you know how we make a death montage when you get killed how i should do it? like in BP so the player look at the killer head

onyx harbor
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ik this is multiplayer related but someone else has a problem there being addressed and i dont want to butt in

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i need help this isn't working

sick crown
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@chilly lodge well, ue4 from what im reading doesnt allow a flexible capsule component for various reasons.

onyx harbor
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oh nvm someones busy here too ill go back to multiplayer hehe

past hazel
trim matrix
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hey guys how's it going 😄
can someone help me with something?
i know its not that hard but i really suck at blueprints😅
ive got bunch of assets and i want their locations to change based on the sun location
can someone help me with that?

cursive sage
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do you know how i can get a cine cam from a lvl sequence in blueprint?

gritty vault
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I am trying to copy this graph but I dont know what the convert nodes are after the 'text to float' and the 'Current Sample V' and the 'Current Sample R'

karmic tree
manic knot
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@trim matrix you’ll probably want to make an array of actor object references instead. Then use a for each loop to find each actors price integer

late cave
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Just found out that "Completed" in a for loop actually runs even if you break it! WHY EPIC, WHYYYYYYY? 😭 😭 😭

loud cipher
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I have made a blueprint car and i have recorded it

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In sequencer it is perfect

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but when rendered it is a different story

lucid granite
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I wonder if EQS will still be considered Beta in UE5?

pine trellis
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Can someone please help, I am starting to question my sanity, and my hairline has receeded 3 inches, but isnt there suppose to be some kind of options for my character movement?

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all my other characters have the option, is this some kind of bug? I am on 4.25.4

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I have deleted the saved and intermidate folder and still

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is it corruption?

vernal bramble
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No

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Intermediate and saved folders are safe to delete

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Have you restarted unreal ?

pine trellis
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yes I have

vernal bramble
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On the parent class is it okay?

pine trellis
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yes the movement stuff is there

vernal bramble
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Weird

pine trellis
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I had to update a asset and I put my child actors back

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and now this, I dont know how else to update, I thought if I kept everything i n a folder

verbal magnet
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hello everyone! is there a way to check if an object has specific components? I tried "getComponentByClass" with some "is valid" but it shoots errors every time the components i want to check are not present

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the actual code works, but it gives me "Accessed None trying to read property CallFunc_GetComponentByClass_ReturnValue"

teal burrow
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Run an IsValid check for that component

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Not as a group, but for each one

sand shore
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Select node doesn't actually prevent you from accessing the nullptr

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The compiled bytecode first evaluates every input, and then it chooses which result gets "passed along"

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You need a specific IsValid impure node for each one of the potentially absent comps

odd ember
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does the logic AND node do lazy eval @sand shore ?

sand shore
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no short circuiting

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at all

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maybe an enterprising engineer could make it short circuit, but that's not currently a thing

odd ember
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huh well good to know

unborn maple
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Question. i am doing a small prototype of a game i want to make where a person is essentially a criminal going around and stealing certain item. i have it set up by a line trace hitting the specific object. once E is press. but i dont want them to spam E and a line trass happen everytime. how would i set up the line trace to only be done if near the object? should i just set a boolean check when in overlap

odd ember
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pretty much

unborn maple
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ok cool. just wanted make sure that was the proper way to do it. thanks

odd ember
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there is no proper way

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there are optimized ways and unoptimized ways

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and there are more elegant approaches that don't accrue technical debt for you

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but at this level none of that really matters

unborn maple
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got it.

teal burrow
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One of the ways is to use a shape trace instead, like a sphere @unborn maple

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Pardon the late ping

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I tend to use that since it also gives me control if there's more than 1 actor in range

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It allows me to run dot product so I can choose whichever object is closest to the center of the screen or wherever you need it to be

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It requires a bit of extra work by requiring you to then make a pick from an array of hits, but it's worth in the long run

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The performance hit isn't any significant even if you run on tick

unborn maple
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ok.

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wiill see which one work best for me.

shadow saddle
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is there a way for me to set the rotation of the chara so that when it moves right the animation playing is actually forward

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so i can test if my roll Left and right working or not

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or else it will just keep rolling forawrd anim

verbal magnet
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You need a specific IsValid impure node for each one of the potentially absent comps
@sand shore
Any example? Im still trying to learn, sorry for late response

zenith scarab
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That would be a way, also you could spawn it and then destroy it after completion

fair holly
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long shot guys, but does anybody have any experience cutting between cameras without using SetViewTargetWithBlend ? im getting motion blur, and even with that switched off the transition takes longer than one frame even with no blend time

feral ice
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is there a way to sort floats in ue4

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using blueprits

covert stirrup
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Why doesnt't this work? it throws no errors, but will never ping ther WGT to start playing?

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Collision works and pings correctly, I never see 'Play Media' appear in string

lean burrow
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@covert stirrup
Put some breakpoints to see where it fails. It probably just returns an empty widget array (the getAllWidgets thingy I mean).

tall pine
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i managed to figure out how to make first person footsteps. i'm quite proud it somewhat worked, is this ok as it is? http://prntscr.com/vb580k

Lightshot

Captured with Lightshot

zenith scarab
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Yes

covert stirrup
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@lean burrow I have, so it just doesn't send to the BP_WGT that contains the second half. I can trigger it through a "do once" event tick inside it's own BP but a reference doesnt work

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so the button detects the collision (collision working)
but it doesn't send to the WGT even though it has all the references it needs

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so this works, but not the 'CE_Play_Media" if I try reference it in another BP

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ffs fixed it

late cave
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Grr... Blueprint Interfaces is still such an editor UI clusterfuck... 🤬

covert stirrup
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@late cave yep 100% xD

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not sure wtf that top level thing is, but setting it off works..anyone having a similar issue

trim matrix
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@swift pewter Don't you have to specify a location?

lean burrow
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Snap to target and 0,0,0 looks right if he wants it directly on the socket. idk if u have to put the mesh component in the attach to component thingy. Maybe the socket name has a typo.
Put a breakpoint on it. If it's triggered it should be somewhere in the world outliner when ejected. If it doesn't trigger you use the wrong character or you disabled the tick.

hot spindle
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am i right that blue print function libraries are only available in actors, and not in things subclassed from object?

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at least thats what im finding, i have those functions available in one but not the other

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any reason why this is?

lean burrow
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Just made a blueprint from UObject to see if this is the case.
I can still use my blueprint library functions shrug. Idk.
But the blueprint function library is written in c++. Not sure if this makes a difference.

fading parcel
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Hi Anybody knows how to use this node?

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it never returns, i recreated this node as a macro and i get a perfect output but not when i use the same statement and use this node

karmic tree
delicate folio
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can anyone help please - doing local multiplayer - however other players are not valid for some reason - trying to get HUD to show up on other local players but it only works for the original player

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i have my PS4 controller connected and it works in controlling the second player but its still not valid in this BP so therefore not showing the HUD - if i plug not valid into the cast to playercontroller the HUD shows up but that doesnt fix the problem of them not being valid

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ok im not sure whats going on - when i save all in the project it stops working - i changed it back to the first screenshot and then that one worked i saved all it stopped working again??

maiden wadi
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@delicate folio Not sure if you're having the same issue, but I've found there to be some timing issues with the Possessed events in the pawn/controllers. Quite often when these are called, at least near world creation, the controller/pawn reference is invalid for a short time. Even a 0.2 second delay solves it, but delays aren't really a useful way to solve that issue. I can't really give good advice without knowing your project.

delicate folio
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@maiden wadi its atm just an experiment for local multiplayer racing

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all i have rn is a main menu to choose the amount of players to spawn and then the default vehicle template map

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getting the hud to show up works when i edit the blueprint and compile save

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but when i go into file save all in the project it stops working

pulsar moss
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How do I get a list of all maps in a folder? I tried using asset registry but that returns zero.

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however I can't guarantee the assets in there are maps

teal nexus
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I am working with AI and I ran into an odd issue with BPI/Event Dispatches in regards to Behavior Tree Tasks. It seems that there is no way to use dispatchers between tasks and anim notify objects. Same goes about using BPI to execute custom event inside of the task (I can easily use BPI from the task to get things done, but I can't seem to be able to call BPI even inside the task from elsewhere - from anim notify in particular)

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any idea who I can call a custom event or BPI event inside the behavior tree task ? (or somehow hook up dispatcher between anim notify and BT task)

surreal peak
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@pulsar moss "Map" is not the Asset Type iirc. It's Level or ULevel

sinful zealot
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One of these two nodes looks like a "condition + branch in one" node. Is it fine to use it as opposed to mixing the boolean node with the branch node?

weary jackal
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Is valid exec is a standard macro of the is valid bool

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It checks if the object is null or not

sinful zealot
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Looks like my custom Game Instance cast didn't show up from the GetGameInstance context menu until I checked my Maps and Nodes (which was already set), after checking my editor settings the it started showing up in my context menu. I'll prob right click + filter from now on if that quirk happens.

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Say, I can't find a blueprint node for "breaking out of a loop" early. (say I want to go from indeces 0 through 99 but exit early on certain conditions, which node accomplishes this?

pulsar moss
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@surreal peak ah thanks

sinful zealot
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I might have to resort to a while blueprint node. (For loop node boolean looks airtight)

simple sky
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I am loading an BP actor from a PAK file; I've no idea (functions, interfaces, etc.) about the actor but I want to be able to send it data and receive responses from it in a controlled way - if both my game, and the PAK actor, could implement some sort of communications system what way would this be accomplished? Any hints?

sinful zealot
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Did you implement/write these actors? Without knowing at least the interface of these actors, you cannot use any functionality specific to them (you can only treat them like you would any other AActor).

feral stream
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Heyo, anybody here know how to work with FindFloor?

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I'm trying to use this check to offset my character when he dashes off ledges -

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But It also triggers when dashing into walls and im kinda stumped as to how to fix this

proud hull
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@feral stream not too sure about find floor, but for the capsule location you should use GetActorLocation + (ForwardVector * 15). Then there is no need for the select node and you can also leave everything as vectors instead of splitting the vector.

teal nexus
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what makes BPI read-only when added to a BP class ?

gritty elm
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right now i'm only able to load static mesh, not static mesh actor

proud hull
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@gritty elm what exactly are you trying to do? If you just want to add a static mesh to the current actor BP you are working in, then use the big green button in the top-left corner and add a static mesh component. Then customize the details of that static mesh component.

fierce birch
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Stupid question but, I’m making a main menu, how would I prevent the character from spawning

proud hull
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@fierce birch make a new level just to load the main menu widget. Then when you hit play in your main menu, it will load the level it needs for the character.

fierce birch
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I did

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I just made a new plan level and put the menu widget on top of it, but my character spawns at the camera location @proud hull

proud hull
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@fierce birch set default pawn class to none in the game mode of the level's world settings.

fierce birch
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Ok let me try

fierce birch
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@proud hull it’s set to none but he keeps respawning

trim matrix
haughty axle
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hello there guys, need some help. I have uniform grid in my Widget, i am trying to get context menu to pop out then i right click on it. and cant figure out how to force it (rightclick) to only work on it's childs (this point grid childs) not on whole uniform grid

tight schooner
trim matrix
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can someone help i want to play my blender video when the player winss the end of the game
its movie
i did it when start of the game but i want to make it when the game end too

flat raft
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@haughty axle might get a better answer in #umg, but the first step is to get a response from the child/slot when you mouse over or right click.

haughty axle
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@flat raft thx man i figure it out

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had to do in item i populate the grid, not on main grid widget. still have one bug i dont get it why but happy as fuk 😄

fast bear
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I'm having an issue with GetForwardVector(), i'm getting 0,0,1 back everytime.
I thought it went off of the rotation of the actor:
LogBlueprintUserMessages: [Fireball_1_C_0] P=-90.000000 Y=-36.869884 R=-45.951874 LogBlueprintUserMessages: [Fireball_1_C_0] X=-0.000 Y=0.000 Z=-1.000
I'm taking the rotation and putting it into getForwardVector() that printing the result

tight schooner
#

The pitch is -90 there so the vector is just pointing straight down

#

-1 on Z

#

The vector can't "roll" so to speak so you lose some information in the conversion from rotation to vector

fast bear
#

Ah ok

sullen iris
#

Would it be a bad idea to rely 100% on Particle Collision Events to drive projectile logic? I've been testing this idea on a minigun-type weapon and it's been very reliable thus far, if a little limited. I wanted to ask around for bad experiences before I commit to it 🙂 (Cascade into Blueprint via Event Generator)

fast bear
#

Can you do that with the new niagara system?

raven pilot
#

quick question

for like more advance keybindings, like for ability X being activated by pressing "shift and E simultaneously" instead of just like right click

umbral shard
#

Does anyone know how to go about replicating decals? The guys in multiplayer don't seem to have any clue...

blissful grail
#

Is there a way to convert a rotator to a unit Vector? In C++, there is a method called Vector() that does this. I can't seem to find the equivalent in BP. 🤔

blissful grail
#

I'm using Get Actor Eyes View Point and doing a line trace with it. Any reason on why it isn't actually from the eyes? The location is tied directly into the start pin.

earnest tangle
#

afaik the eyes is just calculated based on the eye height of the character

#

it doesn't actually put it into where the skeleton's eyes would physically be

burnt rivet
#

@earnest tangle correct height above zero

#

i think its like 70 ish or close to it.

#

Does anyone know how to go about replicating decals? The guys in multiplayer don't seem to have any clue...
@umbral shard check to see that the server is drawing the decal or force the server to draw the decal.

amber marsh
burnt rivet
#

another thing you can do is tell the client to draw the decal

#

@amber marsh your event play does nothing

amber marsh
#

even if its hooked up to the print

burnt rivet
#

what blueprint is it

amber marsh
#

I even tried restarting the editor and recreating the player controller

umbral shard
#

Thanks NeoReforged btw

burnt rivet
#

is the player controller correctly set

umbral shard
#

I think I understand it some more now!

amber marsh
#

its a brand new project with almost nothing in it and I have the player controller in the pic

burnt rivet
#

is the player controller the current set controller in the game mode

amber marsh
#

The event tick functions fine

#

it appears to be

#

but begin play is simply broken?

#

latest version of UE4

burnt rivet
#

what is print string timer set to

amber marsh
#

2.0

burnt rivet
#

test it without the delay

amber marsh
#

nothing

burnt rivet
#

create a custom event, have the event print string then call the event on begin play

amber marsh
burnt rivet
#

delete that begin play and add a new one

amber marsh
#

Is UE4 borked or something?

#

Only see Event Tick

#

deleted the event and put a new one

burnt rivet
#

hmm strange ive never had this issue. only thing i can think of is what i mentioned and whether its calling the correct player controller

amber marsh
#

I have used UE4 for years and years and never saw this

burnt rivet
#

have you tried creating a new controller

amber marsh
#

ill making a new one with a different name

#

I did try deleting it

#

and remaking

#

ill try again

burnt rivet
#

double check to make sure its correctly referenced/called in the game mode

#

also what version

amber marsh
#

4.25.4

#

its refed on the game mode as event tick is responsive

#

made a new player controller and same issue

#

fresh project too

#

like I am literally just getting started

#

Yep only event tick works lmao

#

how do I solve this ? lol

amber marsh
#

ok is it possible that having two editors open at the same time can bork stuff?

#

because it looks like begin play is broken on everything

amber marsh
#

ok confirmed that begin play is fucked on everything even game mode

amber marsh
#

ok it was a random blueprint that I had that once I removed it then begin play began working again lol

prime flare
#

So the easy part was figuring out how bp's work. drag and drop and all that the hard part is I have no idea what all is i the library and what they do.

#

What I'm trying to do is make a material.... if that's the right word for it.
I have a bunch of different armors with different properties. after looking through a bunch of stuff labeled as 'materials' I don't think that's the right place to look.

maiden wadi
#

Can probably help. What are you trying to achieve?

prime flare
#

I have a list of types of armor for my game. each of them a bit different than the last. I just want to set up the framework, a basic "armor" that can then be tweaked as I need to. All I really know about blueprint at this point is that you select different nodes, edit them, and string them together.

gentle dagger
#

Does anyone here have any familiarity with the Sphinx Speech Recognition Plugin? I was able to find a updated build of it for 4.25 but I am having trouble compiling the example project.

prime flare
#

I guess if I boil it down. I need to make a material. but checking anything tagged as material doesn't bring up anything I can rationalize.

maiden wadi
#

@prime flare So. That depends on your case. Do you have one mesh and you want to change it's texturing via which armor in in use?

#

In Unreal, Material generally means Texture or Shader.

prime flare
#

No. I mean the numbers and such behind the scene. like, stopping and figuring AC in a tabletop game. If that even makes sense.

#

I guess the opposite of this is the gun. different damage types.

maiden wadi
#

Well, I suppose that would depend on your class and game setup. One of those very simple questions with a complicated answer things.

prime flare
#

My grasp on Unreal terminology is loose at best.

maiden wadi
#

Like, if most things in your game are using this armor system, you'd want a class that most things in your game can inherit from and then you'd do this logic in that class. Like making a class based off of Character and putting your damage taking and armor logic there.

prime flare
#

Class?

#

Sorry. I don't follow. Do you mean...... A 'class' of things? Like how I'd 'classify' a quadruped as such because it has four legs?

gentle dagger
#

I could use some assistance if anyone is capable of helping me tame this Sphinx Speech Recognition plugin.

maiden wadi
#

Class is a general programming term for a thing or object you use. It's class is what defines it. You program the class, and then in the game you create instances of a class to use.

prime flare
#

I get it. but I've been poking around and just checking through the things tagged as "class" I haven't found anything I can make sense of.

maiden wadi
#

@gentle dagger It would seem they've changed something that broke your blueprint. It might compile if you disconnect the MakeArray from the Init function.

prime flare
#

Get class? Is that sounding like I'm hitting close?

maiden wadi
#

@prime flare Class isn't an Unreal term. It's just general programming. https://en.wikipedia.org/wiki/Class-based_programming

Class-based programming, or more commonly class-orientation, is a style of object-oriented programming (OOP) in which inheritance occurs via defining classes of objects, instead of inheritance occurring via the objects alone (compare prototype-based programming).
The most popu...

prime flare
#

I'm probably nowhere near where I should be to try this.

#

Then why didn't you use the Unreal term?

maiden wadi
#

Because Unreal also uses it, but it's not specific to Unreal.

prime flare
#

So what would I search for?

#

Something I'm noticing is that the blueprint pieces all seen to want to pull from something.

maiden wadi
#

Do you have any prior programming experience?

prime flare
#

Nope.

#

but I do have a firm grasp o the idea of experimentation as a means to learn and I figure the more stuff I poke the more I can learn.

maiden wadi
#

So. In short, blueprint blocks are just blocks of C++ code. They're functions that have been written and they're wrapped in a fancy pin and line UI for more visual people to use. Functions are blocks of code that do things, and sometimes return values for other blocks of code to use. Classes are what hold these functions and define how they can be used to affect that class or other classes. I'm not really academic in my learning, so it's hard to explain this, because Blueprint is still a programming language. Or Scripting language. You're still going to need to understand the basics to use it. If you want to dive right in, I suggest finding one of the multi video tutorials on youtube, and just follow it for a few days. But I'd also recommend reading through some general programming stuff about Object Oriented Programming, Classes, etc.

prime flare
#

I understood that up to classes, that's as much as I learned so far. the other stuff about how their pre wrapped code I also knew.

#

I mean, the video I watched explained it up to classes. this is the first I've heard of them. Shows how good tutorials are.

deft zealot
#

guys I want to change the material of my landscape during runtime on button press. It works with every static mesh object but not the landscape

What are the workarounds?

gentle dagger
#

@maiden wadi I disconnected the MakeArray from the InitFunction, it did get rid of a lot of the errors. I am still left with a couple though... Any idea?

#

@maiden wadi I disconnected the MakeArray from the InitFunction, it did get rid of a lot of the errors. I am still left with a couple though... Any idea?

prime flare
#

Hey, I almost understand what that blueprint says.

maiden wadi
#

@gentle dagger Select both the Event and the Bind and refresh them. That might fix it.

gentle dagger
#

@maiden wadi Yeah, i tried that one already...

prime flare
#

What's the hard white line mean?

gentle dagger
#

@maiden wadi Im tryna make a phasmophobia clone in unreal engine. And this is the only speech recognition plugin that I could find.

maiden wadi
#

Oh. It's because it can't find the OnWordSpoken event, I believe.

#

Is the SpeechRecognition class compiled?

gentle dagger
#

This is a demo project that the developer included with the documentation. Only problem is though, it was made for 4.11 i think. But... someone updated the project file for 4.25.

maiden wadi
#

@prime flare White line is execution. It's the one that calls each function.

gentle dagger
#

let me check

maiden wadi
#

Whew. That's a lot of changes.

prime flare
#

So, things happen in the order they appear on the line.

gentle dagger
#

@maiden wadi Yeah it is compiled.

slate apex
#

could anyone refer me to a good dialogue tree blueprint tutorial of some kind? I don thave the funds to blow on one of the fancier plugins.

ornate apex
#

has anyone heard of any current ways to code using C#, monoue isnt there anymore and CLR just isnt working

maiden wadi
#

If you know C#, why not just learn C++? It can't be that difficult, and surely it's much easier than doing things off the mainstream way that are likely to end up buggy.

ornate apex
#

@maiden wadi im so reluctant to learn old programming languages but i think i have to lol

maiden wadi
#

Old doesn't make it bad? Old means it's more bug free and solid. They're still reworking and updating C++ often. It's not like it's a dead language. And beyond that, Unreal kind of has their own style anyhow.

pale blade
#

Given the choice between making a function or an event, we should always choose an event right?
I read about the differences: events can have timers and stuff, and functions can have local variables and return values
But if you don't have any of those requirements, then we should choose events?

For example, a widget blueprint with the event/function: AddMarker would be better as an event?

maiden wadi
#

In the end, an event is a function as well. Blueprint just differentiates them because of the blueprint's graph layout. But in general, yes. If you need latent stuff in your execution, go event, if you need to throw stuff into a black hole and get a value out of it, go with a function.

#

On the other hand, technically Events can have local variables too. You just have to use Macros. Those local variables also don't reset unless you tell them to.

pale blade
#

Gotcha
And I also read it's good to use events over functions cause it's like multi-threaded where you call the event and let it do its thing, and it's like a thread wrapper thing

#

Is that why it's recommended to use events over functions?

maiden wadi
#

That I've never heard about. It's possible, but I doubt it. Pretty much everything gets ran on the game thread as far as I know.

glacial eagle
#

Yeah that's nonsense

#

You call an event, it's executed instantly

#

And all on the game thread

pale blade
#

Hm, I wonder why events are recommended over functions then (assuming no requirements)?

glacial eagle
#

There's no reason to recommend one over the other tbh

lone ocean
#

Well, where did you get that recommendation from?

pale blade
#

From PenguinTD

glacial eagle
#

Doesn't say anything about threading there, it's more of a design thing

pale blade
#

Hmm, so should I still use events for things like:

For example, a widget blueprint with the event/function: AddMarker would be better as an event?
glacial eagle
#

It really doesn't matter to be honest

stable fjord
#

any ideas?

maiden wadi
#

@stable fjord Given it's for a steering wheel. If I understand correctly, I want to say use something like the 1D AimOffset style.

#

It's traditionally used for adjusting the pitch of a third person shooter, hence the name. Making them aim up or down. But you could use the same thing to drive turning a wheel or setting the animation of hands on a wheel based on the wheel's axis.

stable fjord
#

In this case it is a player hands placement anim on the wheel exactly

#

so I would like to control hands placement through "anim frames" whatever it means

#

cause sometimes hands placement on the wheel isint correct

maiden wadi
#

I think this comes down to how you're implementing it. What turns the wheel itself?

stable fjord
#

"hands are moving the air"

#

wheel is a separate anim and player too

#

wheel rotates by rotator

#

which is increased or decreased in player animation

#

if we press A or D, is dec/incremened to make wheel turning around his axis

#

but If I press release press release and so forth, wheel anim doesnt match hands placement

#

thats why I have got an idea to set manually current "time" of player hands animation

#

if U like i am able to share my screen to better visualization

maiden wadi
#

How far does the wheel turn? Are you allowing more than like 90 degrees? Because that changes the hand implementation a bit.

stable fjord
#

turning to 400 degres

#

degrees

#

to left and right site

#

and stops

#

correctly

#

like a car steering wheel

#

limited rotation

maiden wadi
#

So the hands need to leave the wheel at times to 'reset' and keep turning the wheel.

stable fjord
#

yes it does

#

if the wheel is going back to idle

#

I shared a video authaer

maiden wadi
#

Disabled messages.

stable fjord
#

share it here w8

maiden wadi
#

Yeah. Personally I'd probably just IK the hands to the wheel at socket points and drive them based on their socket movements. You could do it really simply based on some simple math. Put a socket on each 'handle'? Not sure what the knob things are on a ship wheel where the hand grabs. So for example, if you're turning the wheel left or counter clockwise, the left hand would change it's IK first. It's socket would reach the rotation point near the left side of the wheel and then you could find the best socket point near the top right to IK that hand to. Same with the right hand, only it might find a new socket once it's socket reaches the top left, and find a new one on the far right of the wheel. And then this math gets inversed for when the wheel moves clockwise. Sounds complicated, isn't really.

stable fjord
#

There is nothing. This animation works only like animation. Animator created animation like "matching wheel grabs with player hands by good timming"

#

I will try idea with sockets ehh

#

I dont have anything to lose hahaha

#

Thanks @maiden wadi . I hope it could solve my problem

maiden wadi
#

IK is fun. Solves a lot of small issues like this. I think it'll work fine for you. Just takes a bit of testing and setup.

slender hawk
#

With timelines, can you make things trigger reliably at variable times?
i.e., on one play I might want it to trigger an event at 0.333% and 0.666%, but in another play I want it to trigger at 0.5%

carmine sequoia
#

is there a way to setup a plane as a blueprint?

#

actually i should give more context to this, a plane as a bp with a media source attached

#

oh never mind im being dumb i figured it out

trim matrix
#

Hi!

I would like my static mesh to continuously rotate in the editor and therefor i have created BP with a static mesh but it rotates only once. How can i make it to rotate continuously? Keep firing? Not in gameplay.

Regards steel

lapis inlet
#

I made a blueprint that increases the number of a text component, which goes on for each frame. I'm gonna ask, is there any way to reduce the amount of BP's?

vernal bramble
#

@trim matrix check the RotatingMovement component if you want a continuous rotation

#

@lapis inlet yes, if you want to only + 1 you can use the ++ node

lapis inlet
#

Cannot find a ++ node

vernal bramble
#

It’s called “Increment int”

lapis inlet
#

Ah, thank you!

vernal bramble
#

Keep in mind that this node increments a variable by one and set it with the new value automatically so you don’t have to set it, if that makes sense

lapis inlet
#

Hmm, well I have it set to 0 on level start just in case

trim matrix
#

@vernal bramble when i start play is starts to rotate but i want my mesh to rotate in the editor when building my level. My first ide was to make this in construction script but i cant get it to work. any help is most appreciated

vernal bramble
#

@trim matrix No, I don’t know how to make it rotate in editor, but why you need it to rotate in editor?

trim matrix
#

@vernal bramble I know it´s not optimal but need it for level discussions with in my team. Not for the end result

lapis inlet
#

How do you make a global variable, that all blueprints in a level share?

trim matrix
#

There is no such thing as a “global variable”. @lapis inlet

#

What you can do instead though is save the variable to a class such as the game mode.

#

Since all actors can get a reference to the game mode with the “Get Gamemode” node.

#

Anyways no global variables. you must save save variables in a specific blueprint, then have a reference to that blueprint.

teal burrow
#

Game instance is a persistent object that can be used to store data

trim matrix
#

Yes game instance works as well. Any framework piece will do.

lapis inlet
#

How do references work? I tried them a few days ago, but had to scrap it and go for a more mundane solution.

raven pilot
#

do you know how do you map an action to 2 keys, for example; instead of just "Q", you have to hold E and then press Q? @trim matrix

teal burrow
#

Hard reference requires referenced object to be loaded, soft references only hold a path but need to be loaded first

#

Depends on what got you goofed on references

trim matrix
#

@lapis inlet Hm it’s very important concept to understand, references. I’m not sure I could explain it well over text. Maybe you could try watching the UE4 tutorial on blueprint communication.

#

It’s one of there livestreams they did.

#

Oh @raven pilot I don’t know of a way todo that. I have never tried. I can think of a way to accomplish that using bp code. Although there very well could be a way todo that built into ue4 itself, I wouldn’t know what it was though.

teal burrow
#

Wasn't there something about that in the new enhanced input?

#

Though that's for 4.26, not live for 4.25 I believe

trim matrix
#

I’m not sure, but that would be a awesome feature of they allowed stuff like that easily.

teal burrow
#

I need to see how that system is used, I moved to 4.26 for my projects, but pretty much because of Chaos and some other new features

#

Though the enhanced input will be of much use for controllers

raven pilot
#

@trim matrix Alrigh gotcha, thanks for the insight

trim matrix
#

Oh @raven pilot the way you could do it in BP code is simply have your E button set a variable (Is E pressed). The same for your Q button (Is Q Pressed). Then after setting the variables for a button press, Just check if both E and Q variables are true.

teal burrow
trim matrix
#

Yea those are default

#

Built in

teal burrow
#

I'm not sure if VictoryBP had anything to offer

#

One way to do it is to keep a "buffer" of held down actions

raven pilot
#

Thank you guys, I will try that out

teal burrow
#

Once an action is pressed (I assume your inputs are actions) add it to a buffer of names and remove it once released

desert sentinel
teal burrow
#

For example if E is Ability1, you save that name, and you have a Find node to see if Ability1 exists when you press Q

raven pilot
#

Alright, I have the Input saved as kick

teal burrow
#

Just remember

#

Save such crucial text stuff as names

#

They're significantly more optimized than strings or text

#

And you won't be doing anything more than the array anyway

proud mauve
#

How can a object be valid if it doesn't get spawned?? I need to test if something has spawned or not...

raven pilot
#

Alrigh then thnx

trim matrix
#

@proud mauve it should never be valid if it has not been constructed and saved what.

#

If it’s valid then it has been

#

What kind of object is this? And are you really talking about a Uobject or an Actor.

proud mauve
#

@trim matrix It's a child actor. And first i tried with checking if the class is valid, and it was... Even if it is not in the World Outliner... I am inside a Actor BP and want to check if the Child Actor is valid. And if not, spawn it^^

trim matrix
#

Oh a child actor. You know I never use child actors as I’ve never found a use for them. To me they just seem worse in every way to spawning in an actor myself using code. But as I understand them, The child actor will automatically get spawned in at the beginning of the game.

#

@proud mauve

#

So that would probably be why there already valid when you check.

proud mauve
#

ok, but i emptied the child actor. It's like the BP has still a old reference

trim matrix
#

Oh are you checking if the child actor component is valid??

#

Or the child actor itself MorganaLaugh

proud mauve
#

Oh... that could be it, wait do i have to cast then?

trim matrix
#

I would assume you have todo run some sort of “Get Child actor” function in the child actor component to actually get the reference to the child actor.

#

Same as having to run “Get User Widget” to get the reference to the Widget on a widget component.

proud mauve
#

I see, ok need to test that out. Thanks😀

trim matrix
#

Ok, well I hope I’m pointing you in the right direction.

#

Maybe soon when I goto my computer i can take a quick look at the child actors myself.

rain ravine
#

is there a way to draw debug a pyramid?

#

i want to debug vision shapes and I use a pyramid instead of a cone

#

I tries draw debug frustum, but have no idea how that works (it takes in a matrix, but I have trouble creating a it)

teal burrow
#

Debug draw cone, but with 4 sides

rain ravine
#

no shit, that's brilliant, thanks 😄

teal burrow
rain ravine
#

damn

#

it works, kinda

#

it's rotated 45 degrees 😄

#

and AFAIK I can't roll a direction vector right?

teal burrow
#

Generally you'd just rotate 1,0,0 and use that as direction

#

You can combine rotator when you rotate by it I believe

rain ravine
#

yeah but it takes a vector, which looses the roll information

teal burrow
#

One alternative is to draw debug plane and then draw lines from its corners

rain ravine
#

yeah probably will have to do that

trim matrix
#

hey guys
i made this thing that whenever i press E it makes the number ive got to go down by .5 now it works but only for the firs time

#

and after that it stops...wait

#

nevermind i got it 😅

#

had to replace the = with <=

odd ember
#

@raven pilot you can use the key commands and it'll be fine just be aware that if you want to consider something like input bindings you'll have to redo it later

#

e.g. if you want players to have custom binds for their actions

raven pilot
#

oh gotcha

#

am super new to BP, so how do i use key commands, or do u have any video or documentations to help?

odd ember
#

I mean the commands that the other dude showed you are nodes that output a bool I presume

#

so hook that into a branch

#

hook that branch into a key event

#

presto

raven pilot
#

alrigh

#

i will try that

#

thnx

unborn maple
#

is there a main reason why a bool will come back as none. i get the access trying to read error when setting if my player has hit the overlap collision box, and i set it to true if he in the box and then i drew a variable refrence to branch it out in to a line trace

odd ember
#

Probably the object you're polling is null

#

Debug it

unborn maple
#

i did it stop on the branch before the line trace

#

the overlap function work fine.

#

im pretty new to this unless there another way of debuggin

#

when i take the branch out the line trace work fine and it pick up the object in game

rain ravine
#

@swift pewter becase that's not a SpawnActor?

proud mauve
#

first spawn then attach

#

then you want it to set on snap on target in the options of Location and maybe rotation^^

#

hm, sry, dont know then...

rain ravine
#

well post the whole BP then

#

not just the attach

wet notch
#

Hey, apologies if there's a better place to ask this question, but PIE immediately closes once the level loads, and I'm not sure what's causing that since it was working fine like half an hour ago.

Here's what was in the logs last:

rain ravine
#

literally says it started the world, then that it ended the world

#

nothing else

#

you probably need to debug in VS

odd ember
chilly lodge
#

Does anyone use ballistiv fx

#

ballistic sorry

unborn maple
#

thanks yeah the boolean is not being set

odd ember
#

a shocker, really

#

😉

unborn maple
#

i knew it wasnt but i dont know why because it set in a different blueprint as you see above

#

once i step in range it set it self to true but it not being carry over.

odd ember
#

do you have more than one instance of the BP you're trying to debug?

unborn maple
#

i have a line trace that work fine but when i attach a boolean to the collision i want to overlap is when the trace stop working.

#

that the blueprint of the collision which run fine

odd ember
#

sounds like you're trying to convert two different cases to the same case

#

in which case no wonder it isn't working?

#

you sure make sure that the collision settings are set correctly

#

it might be a hit and not an overlap

unborn maple
#

what i was trying to to do is to make it where the line trace doesnt happen everytime you press e

#

it has to be in range

odd ember
#

sounds like the bool desn't get set correctly because you're not overlapping correctly? which either means you're overlapping with the wrong actor or you have wrong collision settings

#

that's something to work with

unborn maple
#

yeah possibly ill take a look in to that.

#

thanks.

simple dragon
#

how to get bones form SkinedMeshComponenmt with coliders ?

mighty fable
#

So I have an action bar in my game much like diablo or PoE yet I can't figure out how to make it so instead of clicking the ability I can just press 1, 2, or 3 on the keyboard instead.

carmine sequoia
#

right click in blueprint type keyboard (letter or number) and you will get a event for keypress @mighty fable

#

then just hook in your events for your spell castings into the pressed/released depending on how you want it setup

haughty axle
#

welp the all fun and games then you disable jump on high run speed and can't find where... 😄

trim matrix
#

Hi all, when i add a widget to viewport and open it in game and i try to click a button i have to click it twice for it to have effect. how can i fix this ?

#

Who is the object when casting to that widget @carmine sequoia

versed sun
#

It is default on the Palette window

vivid cypress
#

how do you line trace in uobject extended blueprint graph? can't even do it with a component from the actor

earnest tangle
#

you need to use a C++ base class for it which overrides GetWorld

#

it has to return a valid world for it to work

haughty ember
#

@vivid cypress You might be able to do it with a blueprint function library. If so, it will expose the world context as pin and you can just pass it then.

mighty fable
#

Ok I am trying to implement a Cooldown function on my instant cast spells but cant quite figure it out. Does anyone have any thoughts?

narrow kelp
#

Hey folks, is there a way to prevent / hide component properties from being displayed in the details panel by default when selecting an actor instance?

odd ember
#

uh advanced display

narrow kelp
#

there are so many that its very inconvenient for people placing actors in the level to access properties that are actually useful

odd ember
#

or making them private

#

either one I reckon

narrow kelp
#

Unfortunately I cant make them private because I want child assets to modify the fields, I just dont want the instances in the level to be modified.

#

like with character movement values

odd ember
#

you can try with protected

narrow kelp
#

i almost never want an individual enemy to have unique movement

odd ember
#

alternatively if you don't plan on having them editable then just remove that and they should hide away?

narrow kelp
#

For sure, most of my pawn values aren't instance editable

odd ember
#

try with protected + advanced display

narrow kelp
#

okay thanks, i'll look into that

#

I wish i could make things such as mesh component properties or character movement component properties not show up

#

unless you select the component

odd ember
#

I mean I have that in my setup currently

#

I reckon there is a special case for it showing in pawn

narrow kelp
#

maybe its an editor setting

odd ember
#

no I mean none of my self made actors have the issue but it's true I do have it for pawn

#

so I reckon it's just a special case for pawn that is engine side

narrow kelp
#

you know that might be true

#

weird

#

ok thanks

#

thats a good observation

rare gale
#

@mighty fable Here's what I have setup for a bolt action type of gun that might be similar to what you're trying to do...

lone nimbus
#

Hello.
Looking for some help with damage system.
Currently have base damage set to 10.
Enemy current health is set to 15.
On enemy, Event AnyDamage damage output goes to float - float and inputs are damage from Any EventDamage and the CurrentHealth variable (set to 15). That then outputs to SET CurrentHealth and then that SET CurrentHealth float value goes out to float <= 0 to a branch and so on to other things (kill enemy and what not).

Added print string to the float output of SET CurrentHealth and it prints - 5.

Now,if my damage is set to 10, and CurrentHealth of this enemy is set to 15, why after one hit would the new CurrentHealth of the enemy be set to - 5 and not 5?

Change the CurrentHealth variable to anything, like 100, it prints - 90.

Any ideas?

odd ember
#

have you tried debugging it?

lone nimbus
#

Let me share the blueprint, and I'll explain where I inserted the PrintString

#

Okay, so added PrintString at the EventAnyDamage DAMAGE out, so before the float - float (so before the SET CurrentHealth), and it shows the proper 10 damage.

I moved the PrintString to after the float - float, but before the SET CurrentHealth, and it prints -5. Confused for real, because the health for the WORM CurrentHealth variable is set to 15, so Damage - CurrentHealth should be 5, not -5. But also, setting the WORM CurrentHealth to 50, one attack and it prints -40, not 40.

#

I got it... swapped the inputs @ the float - float

odd ember
#

use debugging with breakpoints. print strings will not tell you the whole story, only the end result

lone nimbus
#

@odd ember thanks for the help.

The issue was I had the damage and current health inputs swapped @ the float - float

sonic pine
#

Hiho maybe someone knowthe answer of my problem? Im in the EventGraph to Bind the animations ti my text character and im looking for the Calculate Direction

#

But i cant connect it to my cast to character

teal burrow
#

That's a pure node, it doesn't take an exec

#

The target is an AnimInstance, I'm assuming this is inside your AnimBP

#

If that is indeed your AnimBP, then you don't need to connect anything

sonic pine
#

ok, im following a tutorial to lern more about animations, and he is connecting that one.

teal burrow
#

(Except your velocity and rotation ofc)

#

I guess that node was made pure down the line

sonic pine
#

ah ok

teal burrow
#

Just connect the exec pin to the next node that has such an input

sonic pine
#

ah i see they have changed the Direction so the direction havnt any input ohny outputs

bitter iron
#

exec are white triangle looking shapes

sonic pine
#

ok i have the CD connected with the Actor Rotation and Velocity but the next problem ist "Set Direction",

#

It should be like this to calculate the Animation speed with the direction

teal burrow
#

Connect from the cast to the Set Direction directly

#

The other nodes are connected as usual

sonic pine
#

thnaks xD

#

i was blind 😉

#

Thats the way do you mean, i think ^^

teal burrow
#

Yep

#

Rename the new var tho

sonic pine
#

i did

teal burrow
sonic pine
#

I have only buildet mod for a game until now and now im trying to lern more about UE ^^

#

Thank you !^^

neat pond
#

i always get the same error when i delete the storage , replace it with the same BP , or in different level , anyone could help with this ?

sonic pine
#

Ok i have only one Error left, if im starting and try to click. SetWordLocationAndRotation

tight schooner
#

"accessed none" means that variable has no data in it. It's unset.

sonic pine
#

ok but witch variable? SetWorldLocationAndRotation is getting the Variable from Cursor to World

tight schooner
#

CursorToWorld is unset

sonic pine
#

but the original "Cursortoworld" have the same settings

tight schooner
#

I don't know jack about decal components, or your project, but I'm just telling you what the error means

#

either it needs a default value (if possible), or some part of your BP script needs to set that variable with something

#

so that your Set World Location And Rotation node has a target

sonic pine
#

Ok i have found the problem, it was also a very simple mistake ^^

sonic pine
#

@tight schooner Thank you !

thin wraith
#

I was wondering if anyone would be able to help me with setting up a blue print to posses pawns at start up. I have watched 2 videos and neither solution ends up working for me it just spawns a new pawn

polar stirrup
#

I'm currently watching Epic's tutorial series from 2016 for BP Multiplayer. He's setting variables within GameInstance to replicate. But the GameInstance only exists clientside, right? If so, then there would be no point to replicate these variables, I believe

winged sentinel
#

does anyone know why when im idle my camera shake plays, and when i walk it stops? its doing the opposite of what i want

sick crown
#

@winged sentinel what would happen if you went straight from your 'move forward' into the 'add movement input' function, using the 'axis value' float for 'scale value' input? (get rid of the branch, and the setting of the 'moverightvalue' variable)

maiden wadi
#

@winged sentinel We can't help you with the camera shake because you're not showing us the camera shake programming, we only see it being called twice every frame.

winged sentinel
#

thank you for helping, i ended up fixing it, idk why but when i switched it to false it got really glitchy then i switched it back to true and it suddenly worked

#

weird

#

thank you for the help tho!

maiden wadi
#

@polar stirrup The 4.11 tutorial series? What video?

polar stirrup
#

@maiden wadi The PlayerInfo one. But through my own testing now, I can confirm that the GameInstance does actually exist on the server too. Wherever a .exe is ran, a GameInstance exists

maiden wadi
#

Haha. I found it. That's awesome. But yeah, GameInstance is per machine. However, the funny part here isn't even that. GameInstance is a UObject class. Replication doesn't generally start until Actor or ActorComponents.

polar stirrup
#

Hmmm, that's interesting 🤔 Yeah, I don't have a need to replicate in the GameInstance myself. I just though that was interesting

forest seal
sonic pine
#

Good Morning ^^

trim matrix
#

hey can someone hel me when i go to a new level I lose my weapon I need to keep player data even when I leave a map

sonic pine
#

Hiho im not sure but i think if you leave the level you have to save your character (Stuff, Experience, Name etc.) into a global Variable. Im Not sure but i think so ^^

#

How do you saved your Weapons in the first Level?

maiden wadi
#

@trim matrix Generally speaking, your safest and probably best design bet is to learn about SaveGame objects. When transitioning maps, write variables into a savegame, and then on the next map load, you'll program your classes to reinitialize based on those savegames. If no savegame exists, you set up defaults.

sonic pine
#

-.- Ok my Playercontroller will not work xD
Ok I'm trying to create a player controller to teach my character to run via mouse click, but my character doesn't like to move. However, I don't get any error messages to be able to fix any errors.

trim matrix
#

@sonic pine i did not save my weapon i just put it at the env

#

@maiden wadi how do i set up save game

#

i dk how to set it

maiden wadi
#

I can't exactly answer that question for your project. It's about the equivalent of asking how to paint a picture. Colors, Style, Paints, Brushes, Canvas, what the picture is of. All matters. In your case, I don't know your classes, how you've set them up, your level transitioning. You should check out some videos or guides on savegames. All I can say is that you more or less save values in the savegame from your classes when you're ready to change levels, and then on level load, when that class is created, you load the savegame as well and apply those values to your class however you want to do so.

trim matrix
#

hmmmm

#

im so confused lol

sonic pine
#

I think it doesnt matter how the levels are configuratet, normally the steps to create a savegame are the same only the names of variables, chars, items are different, isnt it?

trim matrix
#

idk

sonic pine
#

I am now comparing that to other things. The way to save is always the same, only the content is different

trim matrix
#

in my save game there no var idk why

maiden wadi
#

It really depends on how you set things up. A lot of games rely on manager classes, and when the player goes to change maps, what they'll do is call a single function that'll poll these managers to collect the data needed for their save and all of the managers will send their data back to the original function and then that function will save the game data. Then when the game loads into the new level, the game will open up that save if it exists, and spawn actors with those values. Or allow level spawned actors to get the savegame data to set themselves up.

sonic pine
#

oh ok

maiden wadi
#

One major thing to note is that pointers are not saved. The blue variables you use to reference objects.

trim matrix
#

my brainnnnnn!!! so crazyyy

maiden wadi
#

Welcome to software development.

trim matrix
#

yeah

sonic pine
#

me too my game will only have one map, after this info xD

trim matrix
#

hahahaha

maiden wadi
#

Haha, still have to save data for your players somehow to allow them to keep playing. It's not as complex as it sounds in the end, not if you boil it down to a single project.

sonic pine
#

im new in develope a whole game, normally im only a small modder ^^

trim matrix
#

@maiden wadi can you help me ican send you my files just asking

sonic pine
#

its my first try to lern how to build a whole game ^^

trim matrix
#

@sonic pine i started game dev at 2020

#

and im 12 lol

#

this so complex for me

sonic pine
#

nice i startet yesterday xD

trim matrix
#

ohh

#

im making third person shooter game

sonic pine
#

i have created one bigger Ark Mod. On this way i learned al about the dev kit, but Blueprints, controllers and savegames i´ve never need to know ^^

maiden wadi
#

Honestly, one of the greatest pieces of advice you'll ever get, is to keep a professional curiosity. Watch videos, read through stuff. You will not learn everything in a day, a week, or even a year. People in this field learn things after ten plus years. You will never have all of the answers, mostly because you'll forget half of the things you've already learned and learn them again.

sonic pine
#

isn't a third person shooter difficult to play? Shooter should be better in first person right?

trim matrix
#

@maiden wadi cool its very true

#

@sonic pine its easy to play

#

@sonic pine wnna sceen shot

maiden wadi
#

There's no real difference between third and first person in play difficulty. Put the stuff you want dead on the center of the screen and click.

sonic pine
#

@maiden wadi do you can help me by my controller problem?^^

maiden wadi
#

What kind of character? Is it controlled by the Controller, or is it an AI character?

trim matrix
#

@maiden wadi how old are you

sonic pine
#

My character ist no NPC, its the player.

maiden wadi
#

What kind of movement? Just move towards where the cursor is?

sonic pine
#

I have startet the project with "topdown" so the engine was creating the topDownController. Now i try to make my own controller for my own character

#

move by clicking

maiden wadi
#

Diablo-esque?

sonic pine
#

yes

#

i have a var CursorToWorld

#

the taget -> Cursor to World is the problem i think, but i dont get any errors, so i dont know whats wrongt ^^

#

I have the save functions, Variables and settings like topdown but it doesnt work

maiden wadi
#

Are you actually using the HeadMountedDisplay thing, or are you using a mouse and keyboard?

sonic pine
#

to play the game?

#

Mouse and key

maiden wadi
#

Kay. Cause the part you copied is for a HeadMountedDisplay setup, which I'm assuming is some sort of VR thing. Haven't done much with it myself.

sonic pine
#

yes but its the only Cast to character in the controller

#

in toDown is Click to go here and HMD, there are only one Cast to character but it works

vague dome
#

Heyhey, does anyone wanna give me some quick hinters towards the best way to easily possess a simple pawn?

sonic pine
#

So i have rebuilde the HDM

vague dome
#

using the 1p template

sonic pine
#

hiho zeno^^

maiden wadi
sonic pine
#

and the cast?

#

how my character will get the click/command?

vague dome
#

I basically wanna have my player take over a Cannon pawn, and be able to aim it up and down and fire, and then unpossess the cannon back to the player character

maiden wadi
#

Casting doesn't get you references. That's what the GetPlayerCharacter is for. In this case, you don't need either. Just try what I posted inside of your Controller class. It should work with the top down template.

sonic pine
#

ok thanks i will try ^^

maiden wadi
#

@vague dome You could set a variable in your Controller class for your character pawn. Make a function or event that your Cannon can call.

#

Do something like this in the controller class, make sure that MainCharacter is populated with your currently possessed pawn before you possess the cannon.

#

Then you can just call it like that in the cannon to leave the cannon. Could add in a Set ViewTargetWithBlend in there too, or something.

sonic pine
#

it is working, not smooth but working ^^

vague dome
#

i got it working actually, i was just messing up something by following 2 different tutorials 😅

maiden wadi
#

@sonic pine What's it not smooth with?

vague dome
#

@maiden wadi So, i got the Cannon possessable now, whats the best way of setting a clamp on the rotation of the barrel?

#

its just a simple 1 axis rotation for the cannon

#

controlled by W/S

maiden wadi
#

If you want to be precise, you'll need to use SetRelativeRotation. Do it by getting the relative pitch, adding your value to it, clamp that value, then SetRelativeRotation.

vague dome
#

How would i gradually increase/decrease the pitch while holding W/S @maiden wadi? setting it just snaps it to the rotation

maiden wadi
#

Just a sec. I don't have a project open.

#

@vague dome Wait, which project did you start this off of? Do you have the MoveForward event?

vague dome
#

thanks, that solved it

covert stirrup
#

how do I apply a planar reflection to an object?

#

I created a fully reflective mirror material and placed a planar reflection infront

Is this the correct implementation?

trim matrix
#

can anyone tell me I made this on my ui so buttton when pressed vehicle moves

#

but as such mothing happened

#

can anyone answer

chilly lodge
#

Hello How would I make my character to return to its default animation after playing an a diffrent animation

#

For instance walk then bite then back to walk

sonic pine
#

you need to end the animation like the start

#

nur you have to Finish without the activation

#

so the character will start ideling and you can walk run or jump again ^^

chilly lodge
#

Ahh thanks

sonic pine
#

np i have learned it 5 minutes ago xD

#

I have a problem with my regenerations of HP and MP ^^

#

Normally it should work but my Char is regenerating nothing

#

Does anyone know what settings I might have forgotten? ^^

#

Is it allowed to have several tick events in one blueprint?
If I want to insert a TickEvent, ue always directs me to the TickEvent that has already been used. Could this be my fault?

trim matrix
#

This is how i have it working and well atm @sonic pine

#

But this blueprint is still being optimized

#

You can only have 1 tick event and you should avoid using it as much as possible

#

You could have certain events to trigger the tick to play and stop using the tick when the condition has been met.

#

So for example you mana is lower than max amount it starts ticking, your mana is full it stops ticking

#

So this is checking if my enemy is being agroëd by the player being in his agro range, if it is, then it starts using the tick. Once it leaves its agro range it stops ticking.

#

This is to avoid preformance loss

sonic pine
#

ok but if you are in aggrorange the event ist ticking, so if you are in aggro range, you dant have mp reg??

trim matrix
#

i dont have the is mana lower than 100 then start ticking event not set up yet

#

but i could make and example for u

#

i just need to check how and what

#

because it might not work if its not on tick.

dusk flame
#

Anyone have any tips for searchin in output log?

#

I know i can filter, but filtering doesn't allow me to see context around what I want.

chilly lodge
#

how does a skel mesh recieve decals IE Bullet holes

trim matrix
#

Does anyone know if unreal instanced static meshes all have to be in the same component or could they be in seperate actors using different components?

glacial eagle
#

same actor/component

dusk flame
#

Is it possible to change the ParentClass of a Blueprint?

#

I know you can do it when you first create it, but what about editing it after the fact?

trim matrix
#

@glacial eagle thanks

tired saddle
#

Is it possible to change the ParentClass of a Blueprint?
@dusk flame Check the top-right corner of the Blueprint Editor.

dusk flame
#

I was able to find file -> reparent 😁

#

Top right just opens the VS parent class, which I didn't actually want.

tired saddle
#

True. I was sure that would open a list for changing the parent.

dusk flame
#

But I found it anyway, thanks for the help ❤️

tired saddle
#

Another way is Blueprint Editor > Tool Bar > Class Settings > Class Options > Parent Class

dusk flame
#

Ah nice, also good to know.

#

Only problem now is fixing all the horrible broken references from changing parents 😩

glacial eagle
#

File->Reparent is the way

trim matrix
#

Hi all!.

#

So iam using 2d paper sprites, and normally the animation are being updated by tick on default. we are trying to rescript it to set actor tick enable when it meets the "is overlapping" condition. and this makes the enemy attack and walk accordingly but once it is out of the overlapping state it should return to a Idle animation, but since its not ticking anymore when leaving the overlapping condition it doesnt update the animation to idle. Any ideas to fix this ?

gusty shuttle
#

@trim matrix Usually for 2d it's best to stick the UpdateAnimation on a InputAxis

#

Like left or right

trim matrix
#

But its the enemy. thats not getting an input axis right?

#

just the player

#

i though input axis was the direction key you pressed

gusty shuttle
#

Oh, my bad, I thought you were talking about player.

#

Sounds like you either need to set the flipbook back to idle anim or enable tick on end overlap?

trim matrix
#

but that would mean on end overlap it is just ticking like normal and we wanna avoid constant ticking

unborn maple
#

So, i fix the no scope issue with my blueprint from line trace by creating custom event to trigger off each session, but now when i get in to the over lap box the text is triggest, i press E as the bool show true that im in range but when the line trace hit the object it doesnt get destroyed.

#

and im watching the value and the value it self is being set to true.

#

there no error coming off of the breakpoint so not sure what it can be.

stable fjord
tawdry pawn
#

hey guys

#

i try to do age verfication how should i do that

#

i want to do that process once i press button in UMG

#

that if that result are positive the other button will be available if negative the software will be exit

trim matrix
#

Hey everyone. I tried to block a Pawn, but it still goes through other objects. How to block it by (for example) walls?

weary jackal
#

Make sure your mesh has collisions

#
  1. Check the collisions preset
trim matrix
#

It has collisions (Box collision) and as a presets I use BlockAll

quick lark
#

Hi all, my post processing material is not being shown on my scenecapturecomponent2d. Am I doing it wrong?

void oak
odd ember
#

there is a switch for string

#

but really you will want to use an enumerator

void oak
#

ok i will look into that

gusty shuttle
#

Is there a node to find out if I am going left or right on a axis? Y axis for example. Is there a way to get my actors world location and find out if it's moving + or -?

#

As in, if im 150 Y and want to move to the 15Y then how could I show it was minusing?

#

subtracting: P

void oak
#

get world location

gusty shuttle
#

I'm not talking about moving my character, im just asking if there is a way to tell which way a character is going down a axis.

#

I know about GetWorldLocation, I want to know if there is a way to find out if I am moving left or right on the Y. Like a node that can see if the number is going up or down

#

I mean, I can extract that from GetWorld Loc

void oak
#

so velocity then

gusty shuttle
#

Velocity eh?

void oak
#

get velocity

gusty shuttle
#

I know that haha. I guess what I'm trying to do is switch my enemy char's rot based on which way it's moving down Y axis

#

Velocity is more for speed, though it can get some info out of it

chilly lodge
#

How do i enable Character movement in BP I know how to disable it, I see nothing to enable it

void oak
gusty shuttle
#

Aye, I suppose, but I feel like there is a more mathy way to do that haha

#

Maybe GetUnitDirection

#

@chilly lodge You're gonna have to use SetMovementMode and set it to None, then when you want to move, set it to Walk

void oak
#

unit direction only compares 2 points

gusty shuttle
#

Aye, I think I'll just use GetWorldLocation and do some floats like you posted

#

Thanks for answering mate

chilly lodge
#

Thats what Im doing Wnen he finnishes eating animation I want him to return to default roaming again

#

Set annimation mode not working

manic knot
#

Hey everyone! Im wanting to make a "Dynamic Vehicle Dashboard widget" and not 100% sure how to approach it. I have a Base Vehicle actor, and child vehicle actors. I'd like to have each vehicle have its own Dashboard widget with its own style, all I need is the vehicles MPH etc and then the widget can handle the styling. But as I understand it you cant make Child widget blueprints. So how can I make a generic, inheritable widget variable and a function to manage it and utilize inheritance?

rain ravine
#

hey how do I get an asset factory for Create Asset With Dialog in editor utility widget?

severe folio
#

Is there a function to convert a Date Time into a string in blueprints?

#

without appending all the member variables in a date time structure..

covert stirrup
#

is it possible to have a Scene capture material Instance?

rain ravine
#

@covert stirrup you want to capture to a render target, then make material with the render target as texture

covert stirrup
#

@rain ravine yea but making it into a parameter for a material instance doesn't work. My attempt is to make it hot swappable in an instance

rain ravine
#

well whats the error?

covert stirrup
#

my guess is that it's just not possible to create a parametered version of this type of live streamed texture

rain ravine
#

your parameter is a cube texture

#

so you need a cube texture sampler

#

click on the param and change it

#

but make sure you want a cube, maybe you actually want a SceneCapture2D?

covert stirrup
#

it's for a mirror so yea a capture 2d would probably be better

rain ravine
#

depends, mirror is technically not a 2D display with a camera

#

you will need some more magic to make it look like a mirror

covert stirrup
#

the scene capture parameter worked great

#

I get lost in the material editor sometimes when it comes to the samplers, it's not immediately clear to me which one is which

rain ravine
#

yeah because the material editor sucks ass when telling you parameter types

#

you need to read the error log :/

#

i usually connect like vec3 to vec4 by accident

covert stirrup
#

yea I overlook the part where it says "paramcube" but hey now I know, so thanks! 😄

#

I will experiment with capture 2d see if it gives good enough results!

keen seal
#

Hi, is there a way my AI can always stare at the player no matter if he sees him or not?

rain ravine
#

yes? just implement it? 😄

#

i don't understand what you're asking, that's your games code, there's no reason you couldn't do that

keen seal
#

Haha

#

funny

covert stirrup
#

there are some useful nodes such as "find look at rotation" which takes a current + Target value to give your rotation

rain ravine
#

well that's not really an answer tho
because we don't know what the question really is
is it animation?
is it pawn rotation?
is it eye movement?
is it AI?

#

i especially don't know what to make of the "no matter if he sees him or not"
that's the default, unless you specifically made effort to implement perception system and CanBeSeenFrom method, then there's no way AI would know it DOESN'T see the player

frozen dune
#

I'm in the widget editor and would like to know how to put a progress bar on top of another

rain ravine
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@frozen dune use an overlay widget

frozen dune
#

thanks a lot @rain ravine , didn't knew about it

trim matrix
#

good evening all. iam trying to get my character to bounce back when hit, and i kinda got it up and running, but its just to 1 side,

#

any Suggestions?

shadow saddle
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anyone know how to calculate the animation speed so that my walking and running dun look like they are sliding

spark summit
flat raft
worthy frost
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in bp? no

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in C++ yes.

flat raft
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Tell me more about the CPP way

worthy frost
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    if (Whatever)
    {
        Whatever->SomeValue++;
    }```
flat raft
#

Damn that's nice!

rain ravine
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wait
can't you use increment in BP?

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it takes a reference to the variable

worthy frost
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it doesn't return by ref

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so you cant

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Find is not a reference, its a copy, so Increment won't increment

rain ravine
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ah ok

worthy frost
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    int32* Whatever = SomeMap.Find("Blah");
    if (Whatever)
    {
        Whatever++;
    }```
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this is also nice

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increment the int32 on a map

flat raft
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What about combining 2 maps?

worthy frost
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if they are the same map

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    TMap<int32, int32> MapB;
    MapA.Append(MapB);```
flat raft
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SO, nice