#blueprint

402296 messages ยท Page 556 of 403

flat raft
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can't do that in BP

worthy frost
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no :/

rain ravine
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better learn cpp then ๐Ÿ˜„

flat raft
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I know CPP.. I'm writing a crafting system for a friend, and he only knows BP

worthy frost
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make stuff in C++

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and expose what he needs ๐Ÿ˜„

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make it a plugin, and voila

flat raft
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I just look at the CPP Api. I just got lazy lol

rain ravine
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yeah putting helpful stuff in blueprint function libraries is a good practice

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unless you need something that works with generic arrays or DataTables, then it's hell to work with ๐Ÿ˜„

flat raft
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Yea, generic

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I created a unreal share git

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so i guess if anyone wants to see it then they can. default bp nodes

spark summit
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Hey guys i need help, iv got root motion animation but, my character slide after each step, do you now how to fix this please ?
https://puu.sh/GJKvI/1cfcec5cd2.png
@spark summit Someone can help me please ?

covert stirrup
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@rain ravine I did it!

sonic pine
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Hiho i have a question again ๐Ÿฅบ
In the tutorial im watching he is creating every skill in the Character_BP, so the Mage have all mage skills, the Tank have all Tank skills and so on. My Idea is to create 4 different BaseBPยดs and link this base BP to the character how should lern this skills.
Ist that way better fรผr the performence?
I have skills like Fireball and 3 different Mages can cast that spell. Its easyer to link the Skill_BP to an Character than create the same skill 2 or 3 times??

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if i have an different skill_BP i can use that skill for enemies too

trim matrix
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@sonic pine

I know it's irrelevant but are you german by any chance? ๐Ÿ˜…

sonic pine
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yes im

trim matrix
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Hmm i see XD

sonic pine
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ok

trim matrix
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Sorry if i couldn't help I'm shit at blueprints... I'm justs starting to learn it

sonic pine
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Do you see that because of my perfect english? xD

trim matrix
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Because of the "fรผr" XD

sonic pine
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fรผr??? XD

trim matrix
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The only problem i can see is that you said " to an character) it should be a instead of an

But besides that it's all good๐Ÿ˜Š

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Wait are you good at blueprints? Can you help me with something?

sonic pine
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iยดve started today xD

trim matrix
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Ohhh i see XD

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Is it ok if i dm you?

sonic pine
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its ok^^

trim matrix
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Aight

sonic pine
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stop push my question away ๐Ÿ˜›

trim matrix
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Sorry๐Ÿ˜…
Delete the first one and resend it again so others can see it (:

sonic pine
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Hiho i have a question again ๐Ÿฅบ
In the tutorial im watching he is creating every skill in the Character_BP, so the Mage have all mage skills, the Tank have all Tank skills and so on. My Idea is to create 4 different BaseBPยดs and link this base BP to the character how should lern this skills.
Ist that way better fรผr the performence?
I have skills like Fireball and 3 different Mages can cast that spell. Its easyer to link the Skill_BP to an Character than create the same skill 2 or 3 times??
if i have an different skill_BP i can use that skill for enemies too

Someone can tell me?^^

trim matrix
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Make a parent spell raikun

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wait i might not get u right

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@sonic pine

sonic pine
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ok a parent skill like a base skill to link to each char how should lern that skill?

trim matrix
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explain what u trying to do.

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u want to make 1 spell and every character should be able to use that spell ?

sonic pine
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Ok i want to have 4 different Chars you can choose. If you will take the Elemental Mage you can some los ice, electric, fire and wind skills, the Dark Mage can different Fire and darkness skills.
So Small Fireball is a skill that 2 different mages can leran, the same problem i have by the melee champs some attack are the same

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so my question is if i make a Skill_BP and link that BP to Darkmage, Elemental Mage and different monsters, i dont need to rebuild the skill every time. Im buildig the skill 1 times and can link it to every champ, Mob, Boss i want

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For example the "hit", every champ, boss, mob ist hitting between the spacial spells, so i can create one hit for all and only link the hit_BP to the different Chars

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the different power of the hit is coming from the damage poits of the Char who is hitting.
For example
Skill: hit = 5 DMG + Char 1 = 20 DMG =25DMG/hit
Skill: hit = 5 DMG + Char 2 = 25 DMG =30DMG/hit
Skill: hit = 5 DMG + Boss 1 = 100 DMG =105DMG/hit

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so i give every monster/Char/boss only the special attacks and the base attacks flike small fireball or hit i need to config only onetimes and not fรผr every char/mob/boss

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Im asking because of changes. If i have only one hit_BP i can change the hitpower from 5 to 6 without chaning every character

frozen dune
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I understood what you need and will suggest two approaches depending on the scale of your game

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if you have few skills for each character/boss, create a basic class as an Actor Component that contains all basic functionality for magic such as damage, range and so on.
Then create a single BP for each skill and then tie it to each character/boss as needed. Each spell type will be a single BP and can be reused for as many chars as needed.

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you can make an event or function call to automatically update the skill stats based on the component owner

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If you have the need for many more skills, I would make another component that manages if a character can or not have access to that particular skill at that moment.

wind atlas
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good day, I'm just starting to build the base for my game, I plan to have physics based vehicles, I'm not sure if I should use a pawn as my base class or a character as my base class, that then will have children which can be different types of vehicles.
I'm a little lost on how to get a solid foundation with correct inheritance heirarchy. I'm not sure if I should make a character that can move to and then possess vehicles, I don't necessarily need technical help but more general advice.

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I'm currently following the "Twin Stick Shooter with Blueprint" course on the epic games website

sonic pine
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@frozen dune Thanks ๐Ÿ˜‰

teal burrow
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That's kinda how I have my systems too

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It's been decent so far, but spawning an actor for something that doesn't move doesn't feel very optimized

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Though the optimizations since 4.25 helped with that a lot

sonic pine
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Yeah the "updates"/Changes are global and not for each char/boss and so on. the testing time is lower, if 1 char is using the spell, and the other cahr say no, it can only be a mistake bei linking, because the spell is running on all other chars ^^

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and the game would be smaler, i havnt 100 times the same skill_BP

teal burrow
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Even then, it's not that expensive, at least depending on your game's scale

sonic pine
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and time ^^

teal burrow
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For me, I fit 5 spells and whatever other functionality they have (projectiles, status effects, etc) in 10 MB of BP

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And that's before packaging

sonic pine
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nice ^^

teal burrow
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I wanted to release my game and its framework soon but 4.26 has a bunch of features I'd like to use

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It has exactly that and makes developing a game a breeze

sonic pine
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maybe you can create a way to fix it or to do thesame without the components you normally need?

teal burrow
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I've already done that

sonic pine
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ok nice

teal burrow
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Though I focus on customizability and mod support

flat raft
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@sonic pine You need to use inheritance, if you're not already.

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It's the best way to pass abilities to child classes

sonic pine
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Thanks i fothot this ^^

still sigil
teal burrow
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Spawn a new camera that auto-possesses once the character falls down

still sigil
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Oooooh. That's an interesting idea.

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And then despawn it once the player respawns?

teal burrow
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Set its transform to the current camera and then lerp it to the character

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Yep

still sigil
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Interesting. I think I'll give that a try. I haven't actually started on this yet, but it's something I know I'm gonna incorporate into my game eventually, so I wanted to get some ideas going on how to approach it.

teal burrow
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Make your base mechanics first

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This camera can be easily done if you have literally nothing else to do

still sigil
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Especially since trying to tell the player camera to move in a specific way seems to be alot more difficult than it really should be, when it's not just the default player input movement. (I've been using the default Third Person camera this whole time, with very little alterations.) So I wanted to get a head start on that.

teal burrow
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Default movement is fine until you get into anticheat

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Also Raikun if you're still here, I just checked and turns out a full character functionality fits in 2.5 MB for 5 skills and a passive

hearty gazelle
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Hey guys, if I switch my character to fly, how can i actually fly into the air?

still sigil
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That will require some programming/blueprinting work on your end. "Flying" basically just disables gravity for the character, and suspends them in the air.

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If they are actually IN the air when it's activated that is. You won't really notice the effects if you have it activate while on the ground.

hearty gazelle
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What im trying to do is launch the character into the air and then suspend them in zero gravity

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because the game takes place in space

still sigil
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Then I guess do like a "Launch Character" node? Set how high you wanna launch them, then activate the "Flying" movement mode at whatever moment you wanna keep them in the air.

hearty gazelle
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Yeah and then when im in the air, do I have to use forces to move my character?

still sigil
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Or you don't even have to change the movement mode at all. You can just tell it to change the gravity to a certain point.

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Most likely. Any space movement you'll have to implement yourself. How to do it, I can't really tell you, cause I don't know how you want the movement of your game to feel. ๐Ÿ˜›

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That's all on you to decide.

hearty gazelle
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The thing is is that when I change gravity scale to 0, it just keeps floating up.

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Is there a way to sort of make gravity scale 0 but control movement

still sigil
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Are you wanting like moon physics or something?

hearty gazelle
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Like an astronaut floating in space.

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but like

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you get launched to a specific point

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then your floating in space then you can make the character move in the direction u want and also float up if you press space

still sigil
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Okay well, floating up can probably be achieved by using a "Move Up" node. And vice versa if you want a way to descend aswell.

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As for forward and back movement, I'm not really sure. I've not tackled any sort of flying movement before, so someone with more knowledge than I do will have to help you with that. ๐Ÿ˜›

shadow saddle
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i have this issue where

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my chara when collide with other chara

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the other chara fly skyrocket high to mars

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is that collision problem

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i set their capsule and mesh collsion to ignore

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but still like that

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any idea how to fix this

trim matrix
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whats a good way to stop a thirdpersoncharacters characters rotation?

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but not the camera rotation

fossil thistle
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creating an endless runner and I would like to have a navmesh for each of tiles spawned, what is the best way to do this?

manic knot
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creating an endless runner and I would like to have a navmesh for each of tiles spawned, what is the best way to do this?
@fossil thistle sounds like level streaming would be ideal. each streamed-in level would have its own nav mesh

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Hello all! If I set the Min/Max View Yaw in the Camera Manager, it seems to not be relative to my actor but using world rotation? How do I set it to use Relative rotation?

flat raft
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@shadow saddle start by disabling all collision. Then turn them on, 1 by 1

coral fossil
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Hello! does anyone know how to get the parent class of an asset in blueprints or through the unreal python api? I have already tried using "Get Tag Values" to get the parent class which only gives me a string, I need the actual parent class object

flat raft
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@coral fossil don't know if there is a specific node, but in your parent class, you can make a variable of type class, and store the class of the parent. you can then access that from the child.

shadow saddle
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still not working

flat raft
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Disable AI

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Just have your character, and the enemy Bp.

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if that still happens, then remove the Animation BP

shadow saddle
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working now

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should have set my capsule collision

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to object type pawn

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thank yo

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you

coral fossil
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@flat raft I still don't get it, I can only get the parent class as a string, and how can I store it then as a class when its only a string?

flat raft
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GetClass > Promote to Variable

coral fossil
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but GetClass gives me only the blueprint class, I want the parent class. so say, I have a character, GetClass only give me "Blueprint", but I want the parent class: "Character"

flat raft
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I don't understand

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If you have a class called MyCharacter, and you create a Child Class called MyChildCharacter, using GetClass inside of MyChildCharacter will give you the class MyChildCharacter. If you use GetClass in MyCharacter, you'll get MyCharacter.

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If I understood, you want to get the Parent Class of MyChildCharcter, which is MyCharaxter?

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@coral fossil

coral fossil
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when you say, using GetClass inside of MyChildCharacter what do you mean? I'm using AssetData -> GetClass -> promote to variable, then I get "Blueprint"
@flat raft
or are you using c++ for this?

dusk flame
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I'm pretty sure n that case you can do GetParent -> GetClass.

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Anyways, can anybody suggest a method for providing a default value, in the case of IsValid failing?

I have a class like GetSubSystem->GetDog->GetName if GetDog is not valid, I just want to default the entire output to some OTHER string like Rover or NoNameFound

trim matrix
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spawning and deleting a lot of ui widgets

dusk flame
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But atm I haven't found a way to do it, using either Select nodes or Branch nodes, since the GetName isn't an exec, its getting called no matter how I try to branch it.

glacial eagle
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check that 'GetDog' returns a valid object first

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Assuming it is an object

covert stirrup
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How do I tell a scene capture to stop recording in BP? I can't see any relevant variables

glacial eagle
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If "Capture Every Frame" is checked they will capture constantly

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They don't "record" as such

covert stirrup
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yea sorry bad use of language on my part. I think I have a bad scene, I thought the framerate was due to the scene capture, but removing it all the scene is lagging heavily and it really shouldn't (basically empty)

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so think I am bugged or the latest driver for my GPU is fucked

glacial eagle
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Well the scene capture is always going to be like having a second monitor the size of the render target on screen

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They are far from cheap

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You can disable "capture every frame" and manually call the "capture scene deferred" function if you want

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Not sure if those are the exact node names in BP but something like that

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But don't forget how expensive it might be, also depends on the size of the render target it's capturing into

covert stirrup
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nah I know that, but it's not in my scene with nothing else and I am below 120fps, something isn't right

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I got sent on a red herring chase thinking my code was wrong but it's actually working just fine xD

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I had SSGI enabled, which didn't help was testing to see the differences but it does add frame overhead

covert stirrup
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it's really weird -- When I simulate, its telling me it wants to build 6 captures, but I have nothing in my scene that creates this. everything has been removed from the scene

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Solved, it's the new dynamic sky - In the level blueprint it is capturing on tick

glacial eagle
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ewww

uncut sonnet
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I'm fairly new to Blueprint, and trying to work this out for a little bit now.
I have a blueprint with an arrow, and I want the arrows print string output value to be 0-1 for the full 360 degrees of the arrows rotation.
I'm using Get Forward Vector, and by using a dot product and doing a constant Bias scale, I've been able to essentially turn 0-180 into 0-1 but after it hits the 180 it starts going into minus numbers.
I'm sure there is a much more simple solution than I'm thinking of here.

sonic pine
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Hiho. In my Character_BP i have all all Variables i need fรผr my skills, now im Trying to outsouce the skills into a seperated BP to include the finished Skill. But This part will not work corectly.

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My idea was Cast to Character_BP will import the Health and mana Variables but it doesnt ^^
Someone have any idea how to fix that?

covert stirrup
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@glacial eagle tell me about it xD it's like that by default ๐Ÿคข

maiden wadi
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@uncut sonnet All you need to do is convert the usual -180 to 180 into a 360 value. Then do that value divided by 360. 0 will be 0, 360 will be 1.

uncut sonnet
maiden wadi
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I'm not sure that's what you're after. Do you know what the DotProduct is?

uncut sonnet
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Oh! Theres a Map Range Unclamped node, this could be what I'm searching for, or, it could be entirely different.

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The dot product is outputting 1-0 for the first 45 degrees of the rotation.

maiden wadi
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DotProduct is a measure of how similar two pointing vectors are to one another. It'll be one if two vectors face the exact same direction 0 if they are facing tangent or 90 degrees of each other, and -1 if they're facing opposite directions.

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Which rotator does your arrow move on? Like turning left and right in a typical shooter, the Yaw?

uncut sonnet
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I'm looking down the Y axis and rotating it in the Y axis.

maiden wadi
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So pitch in a typical rotator? IE, looking up and down in a typical shooter game.

uncut sonnet
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Yes I believe that'd be correct. Sorry, had to convert that in my head for a moment.

maiden wadi
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Try something like this. Could be what you're after I think.

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Gives me 0.75 if I look straight down, and 0.25 straight up. 0 looking at horizon level.

uncut sonnet
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Thankyou, I'll give it a go.

swift sphinx
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i've seen more and more use of this "hard mapped keys" style! is this a better way of making a character BP? :S why not use the default UE4 that comes withe ThirdPersonBP?

maiden wadi
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I just use it for testing and quick implementation. No point wasting time mapping keys for testing. If I plan on doing something serious that I know is going to stay, I'll map a project keybind for it.

uncut sonnet
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My find lok at rotation looks nothing like yours.
Possibly because I'm on UE 4.20

maiden wadi
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Show me? I thought that was an ancient function.

uncut sonnet
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Having to do this instead

maiden wadi
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Oh. No, it's the same. Just right click on the purple pin when it's not connected and Split Struct Pin.

uncut sonnet
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Oh... god that was dumb sorry.

covert stirrup
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Is it possible to scale the 'Size X' of a render target at run time?

It works in construction script, but the same code doesn't function in the event graph

maiden wadi
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Stuff like Rotators and Vectors are Structs, and you can do that with any struct pins in BP.

uncut sonnet
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It's not quite right

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180 gives me a value of 1

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270 gives me a value of 0.75

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Facing left on the horizon is 0 and looking straight up is 0.25 as you mentioned.
straight down gives me 0.75 but 180 gives me 1, wheras it should give 0.5

maiden wadi
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Yeah, I just realized my error. I wasn't considering Unreal's FPS perspective, where pitch facing one way is the same pitch facing the other way.

uncut sonnet
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Yeah, this is what I've been running into the whole time too.

proud hull
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@swift pewter save your emitter as a variable right after it is spawned, then access that variable to make changes to it or destroy it.

olive ferry
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Hey! Can someone help me with the following problem. I need to deproject screen space location to world space. I use the node Deproject Screen to World. But it has some offset due to the fact it doesn't consider camera settings. How to get exactly matching point in a 3d space to identify an actor under this 2D coordinates? Please, don't refer to some topics on the Internet. I have already learned them and still didn't get it working

swift pewter
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How can I destroy it, doing it that way @proud hull

proud hull
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It won't work your way because it loses its reference over time. Spawn nodes will cache its results, but not permanently unless you tell it to (like store in a variable). If your destroy node was within the same execution path, it would work, but it is part of a separate event that may be called seconds, minute, hours, days after it is initially created.

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The output pin of your spawn emitter node, right click that pin and "promote to variable"

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Then right-click anywhere and type in "get" plus the name of the new variable. Then crag from the get node to the target of the destroy node.

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Or instead of typing, you can drag the new variable from the "variables" section on the left, to your graph, and choose "get".

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Your isValid node and destroy node should be connected directly to the new variable.

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Yeah, you will want it empty so that the isValid node fails when you have no emitter spawned.

fair magnet
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Hey everone... I'm trying to use a Switch on Enum for my Defense Calculation... but how do I set an Enum Var depending on the damage type ?

covert stirrup
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hey @fair magnet where does your damage type get set?

fair magnet
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well it would be in the character but I don't know how to do it exactly

covert stirrup
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with that current setup you are manually choosing the damage type in the blueprint, if you create a variable and put it into where it says physical damage, you will have the options you can expose in the editor and select which type you want an object to give

fair magnet
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but what if an enemy can use magical skills aand physical skills ?

covert stirrup
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Then an enum is probably not the best way to go about it

fair magnet
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what's better then ? o:

covert stirrup
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well, your damage is going to be either a float or an integer

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in your BP you'd set that particular float to be magic or physical, which then does the calculation you want for that particular damage

fair magnet
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Okay so far I've understood... but how do I find out which damage it is ?

covert stirrup
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lets back up

fair magnet
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I mean.. yes there are these damage types

covert stirrup
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Why does magic and physical need to be different?

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whats the ultimate goal to seperate them

fair magnet
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Because magic casters have different weaknesses than knights have

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physical stuff would be more meele stuff

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while magic stuf is more ranged

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like fireballs

covert stirrup
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sure sure

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so you want "If magical damage, then ..."

fair magnet
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yes

covert stirrup
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So all you need is a tag to define the damage source

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It entirely depends on how all your damage outputs are setup if its one master class or seperate but if you want to do it the enum way, have the blueprint specify which type you want it to be for the type

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and as you run it through "physical" that's where your debuffs are, if they apply

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but you already have that setup so not sure where the issue is, maybe how you have your damage BP's setup?

fair magnet
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I don't have then by now :o

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I'm using this pain causing volume thing

covert stirrup
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so you have a BP for melee damage and Ranged damage with their enum set to the desired value and that goes the Stat System as a custom event, with the follow through line. I put a branch but I meant Switch on Enum so you can select based on the desired Enum outcome line

sonic pine
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Hiho someone know how to create a skill without the main Character?

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This is the BP in the MainCharacter_BP with all Variables, and i want to create this Skill in an seperate BP to include it into the chars who should usw that skill

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The Variables Helth, Mana, Casting and Ability are a important part of the MainChar, so i have to include this Variables into the skill BP without creating a new one. The skill have to know: is enough mana to cast the skill?
I try to include this parameters with the "Cast to" command, but there are errors about Health and Mana ...

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I hope someone can help me ^^

open skiff
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hi guys i am creating a lobby with steam multiplayer session and i am getting error net failed listen

maiden wadi
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@sonic pine Are you saying that you want the main character, and an NPC to be able to use the same ability, with the same mana checks and the like?

sonic pine
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No the main character and an NPC or other characters should be able to use the same skill but every character need his own mana request

maiden wadi
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Can I ask why the NPCs or others need a different check than the main character?

sonic pine
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so i try to create Heal_BP with the funktion Heal, the mana costs, the cooldown and this BP i want to include to the MainChar_BP, NPC_BP so the chars can youse the skill but i dont need to create the skill in very character. 1 PB linked to 10 Chars for example ^^

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Can I ask why the NPCs or others need a different check than the main character?
@maiden wadi If the Main char have 50/100 Mana and an other char/mob have 0/100 Mana the Main can heal and the Mob cant heal. If the Mana request is in the skill i give the mana to the skill an not to the char

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its ddifficult to describe ^^

open skiff
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get player character put that in object

sonic pine
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I know: If the Varibale Mana is in the skill, the skill wouldnt cost the mana of the character. The skill would test his own mana pool and not the mana ppol of the different chars ^^

open skiff
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then feed that to all the target

sonic pine
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like an item??

open skiff
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give me min

maiden wadi
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Unfortunately, the issue here is that you shouldn't really create a full actor just for a mana check. You should write the check in the character class, then spawn the skill after. I mean you 'can'. But you shouldn't. Use what's already in the world to do simple checks instead of allocating memory and resources to spawning a full actor that might not even get used just to destroy it when it can't be used.

hollow drift
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Hi, what kind of other events could i use to trigger the event when my object is already overlapping on gamestart. since when it does so it does not register "begin overlap" yet.

maiden wadi
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@hollow drift There's a checkbox somewhere, I can find it in a minute if you can't, but it causes overlaps to be checked on component or actor creation at beginplay or something.

hollow drift
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ok ty

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ill have a look ๐Ÿ™‚

unborn maple
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still unable to destroy this compenent. should i be making a interface here to interact with the two blueprints? its casting the true bool but not destroying the component of itself.

maiden wadi
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@hollow drift GenerateOverlapEventsDuringLevelStreaming works, I believe.

hollow drift
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found this one

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but need to set up right

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where did y find GenerateOverlapEventsDuringLevelStreaming

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oh i see

maiden wadi
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Actor's class defaults.

sonic pine
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Unfortunately, the issue here is that you shouldn't really create a full actor just for a mana check. You should write the check in the character class, then spawn the skill after. I mean you 'can'. But you shouldn't. Use what's already in the world to do simple checks instead of allocating memory and resources to spawning a full actor that might not even get used just to destroy it when it can't be used.
@maiden wadi I think we're talking past each other

hollow drift
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I think this is the most longest code name i ever saw^^

maiden wadi
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Makes me feel good about some of my more verbose variables.

hollow drift
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hahaha

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hmm

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you shure i can add it to a collision box?

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Its for an actor

maiden wadi
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Not to the box itself, check that on the Actor that has the box.

hollow drift
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ah

maiden wadi
#

It'll generate the box's overlap event too.

hollow drift
#

ahh

#

it inherit...

sonic pine
#

@maiden wadi I want to have 2 different Blueprints
Blueprint 1 Character 1 Firemage
All Character Informatios like animations, camera, moving and character stats (Health and Mana)

Blueprint 1.2 Character 1 Darkmage
All Character Informatios like animations, camera, moving and character stats (Health and Mana)
Both mages have a Base spell for example Fireball

Blueprint 2 Skill Fireball
Skill Informations, Skill Damage, mana costs, gravity, cooldown, when the skill can be casted and so on

Now i want to include the Fireball into the Firemage and the Darkmage, without copying and double Variables.
I think i can link the skill with the Cast to Character command so both mages can use the skill without the skill have to be in there BP as code/BP.

The positiv effect of that is: If im changing the skill Colision or Damage i have to edit the Fireball_BP and not all characters with this skill.

My problem is i cant controll the Mana of the characters out of the skill_BP and i cant take the mana from the character out of the Skill_BP

hollow drift
maiden wadi
#

@hollow drift You have a BP like this, with a box, and the overlap event for the box like so. In the same Blueprint, click on class defaults.

#

And just change the checkbox in the bottom right.

hollow drift
maiden wadi
#

Not the box. The actor itself. Look at the second screenshot I posted.

#

@sonic pine Do your Darkmage, and Firemage share the same base class?

hollow drift
#

I am confused^^

maiden wadi
hollow drift
#

ahh

#

damn

#

it is already set

#

but doesnt work rip

#

I read somewhere there is a bug with it?

maiden wadi
#

That's odd. If I place two of those in the world overlapping each other, they'll print each other after that's checked.

hollow drift
#

it updates for me only when i move componend

#

thats about my structure

#

i check if i overlap with a "puzzleblock"

sonic pine
#

Not the box. The actor itself. Look at the second screenshot I posted.
@maiden wadi Yes ^^

hollow drift
#

a bit bigger res

#

this guy i think has a bit the same issue

maiden wadi
#

@hollow drift Trying to replicate the issue. Are these actors spawned in code at the same spot, or are they placed in a level manually?

hollow drift
#

placed manually

#

so to speak

#

i generated "pirate_pawn" which inherits the code above inside of puzzleblockgrid (from ue4 default starting template)

#

just with some coords

#

but guess can call it "manually"

#

y wanna have a look into the code with screensharing?

#

it s a bit complex

maiden wadi
#

I was just asking, because the only way I can get the overlap to not fire, is if I create two actors at the same time on top of each other. If I input a small delay between the spawns, the overlap fires again. Which leads me to believe that you can't generate overlap events from actors spawned in the same moment.

hollow drift
#

ah i see

#

thats the bug perhaps

#

leme try

#

yes

#

it seems it works from "top down" and cannot load everything at once

#

this is baad..

#

or wait, ill generate it at the end

#

o man, still does not work perfect

#

i need to set delay even higher then 0,2 else my below tiles are not updated lol

#

o man, this will make issues for the future ^^

trim matrix
#

hey guys one quick question

So i made a hud thing, it displays a number (60) and whenever i press E it goes down by one(59 then 58 then 57...), but the problem is whenever i got to the next level it resets back to the original number (60)

But i want it to continue from last number (like 57 for example) how can i avoid it getting resetted?
(the picture is from my characters BluePrint)

hollow drift
#

can i use the return value of my previous actor to tell the code that all my objects have loaded?

#

but thank you a lot for the help @maiden wadi ๐Ÿ™‚

maiden wadi
#

@trim matrix Literally everything in the game is destroyed when you load a different map except for the GameInstance. To retain those values, you will either need to rely on the GameInstance Or learn how to use SaveGames to accomplish this. Savegames are often the better gameplay choice, but some people do rely on GameInstance.

weary jackal
#

hey guys one quick question

So i made a hud thing, it displays a number (60) and whenever i press E it goes down by one(59 then 58 then 57...), but the problem is whenever i got to the next level it resets back to the original number (60)

But i want it to continue from last number (like 57 for example) how can i avoid it getting resetted?
(the picture is from my characters BluePrint)
@trim matrix use game instance

trim matrix
#

hmm ok let me try that

trim matrix
#

welp...im lost tbh

#

dont know how to make it work

summer trench
#

Hey ho! I'm packaging my project and I've set it up in the player pawn that you can change levels if you hit the spacebar. But the packaged project doesnt seem to be able to find the 2nd level. (as it tries to go there but reloads current). I've added it in the "Packaging" dropdown thingy in the Project Settings. Anyone knows if you need to do more stuff for it to work ๐Ÿ˜ฎ ?

hollow drift
#

I have a customer player controler bp, changed my default gamemode and added my player controler but i still cannot get out a result when left mouse is pressed. Did i missed something?
In mouse interface i also enabled click events and show mouse cursor but this did not help either

#

As also adding click event keys

frank lantern
#

Hi! Hope someone can help me here :-))

I am trying to have a logo overlay appear when the mouse is idle in a game. It works with this blueprint, but I cannot figure out a way to make it go away again when the mouse is moving?

spark steppe
#

just grab input in the overlay and let it destroy itself when an input event occurs?!

minor folio
#

How would I get the player's LOCAL velocity in Blueprints?

spark steppe
#

@frank lantern if its UMG look at your blueprint of it, you can create an override for On Mouse Move

#

in that override you could hide/destroy the widget

maiden wadi
#

@minor folio What do you mean by local?

minor folio
#

@maiden wadi Like instead of using the global x, y, and z, I want to use the local axis

#

For example

#

If I hold w (with global velocity) and turn to the right 45 degrees, then my velocity is gunna look something like 2.5, 2.5, 0

#

But i want where if I hold w and turn 45 deg., then it should look like 5, 0, 0

#

if that makes sense

#

Maybe there's a way to convert global velocity to local by also giving the function a rotation vector

#

or something idk

maiden wadi
#

I think I understood right, let me test something quick.

spark steppe
#

can't you just rotate the velocity vector by the player rotation?

minor folio
#

How do I do that lol

#

sorry

maiden wadi
#

Oh, that actually works perfectly.

#

Unrotate, actually, but same thing.

minor folio
#

What node do you use to do that?

maiden wadi
minor folio
#

Ayy that works thanks both of you

#

I wasn't familiar with the Unrotate node

maiden wadi
#

I was in the middle of trying to math that out manually. Wasn't even thinking about the rotate nodes. Too much C++ lately.

minor folio
#

lol

#

gotta be honest i hate cpp

maiden wadi
#

I've warmed up to it. Once you start making more complex functions, C++ makes life so simple. Not to mention the speed difference is more than notable.

spark steppe
#

can't wait for a linux build of rider for unreal

minor folio
#

I don't like cpp because the compiler errors are so fucking vague yet c++ is the most complex language to ever exist

frank lantern
#

@spark steppe I am sorry, I am new in this software, so i dont really know what that means... It is in the character blueprint. Can I do it somehow by dragging notes from "false" ind the branches?

spark steppe
#

just do that override in your logo overlay widget blueprint

frank lantern
#

@spark steppe i dont have that option when it is an event? The BP doesnt work when I have it in the widget blueprint, only as an event in the character blueprint

spark steppe
#

thats not the blueprint of the logo overlay

#

the hiding doesnt have to happen in the character blueprint

#

it can happen in the logo overlay, thats why you should add an on mouse move override in the logo overlay

#

as soon as the mouse moves, it can hide/destroy itself

#

also you are creating an infinite amount of logo overlays if im not wrong

#

you should bind it to a variable in the character and check if its populated before creating a new one

#

and comparing the axis value like that also won't make any sense

#

๐Ÿ˜„

frank lantern
#

Omg I didnt know that, but you are right. They are just stacking.
I still dont really understand haha

#

Sorry. but thanks a lot for explaining. I need to see how the nodes should look to do it.. will keep on googling ๐Ÿ˜‚

spark steppe
#

you can actually remove that branch which checks the value of the mouse axis

#

just retrigger your delay when an mouse event occurs

frank lantern
#

Thanks!! so what about the float values?

spark steppe
#

yes

#

now connect to the return value a succeed (or success, not sure how it was named) node

#

and before returning you can destroy/hide your widget

#

(the succeed node is just necessary to get rid of the warning of the output node)

frank lantern
#

It will not let me add the succeed as return value ๐Ÿ˜ฆ

spark steppe
#

wait im starting studio, then i can make you a screenshot

frank lantern
#

Thank you so much <3333333

spark steppe
#

event reply => handled is what i meant, sorry

frank lantern
#

ok thanks! Do i still need the variable in the character BP?

spark steppe
#

yea

frank lantern
#

which kind?

spark steppe
#

overlay logo object or the generic widget object

frank lantern
#

Ok thanks and what about the float values in the mouse X and Y?

spark steppe
#

you don't have to check them

#

mouse move is mouse move, no matter what the values are

frank lantern
#

Ah of course. thanks

#

now i just need to bind the variable?

spark steppe
#

yea kinda like that, just that current menu is whatever you named your variable

#

thats what you execute when the menu should show up, so at the completed output of your retrigger node

frank lantern
#

This is in the widget BP? or character?

spark steppe
#

in the character

#

anyways, i have the slight feeling that you dont have any idea of what you are doing ๐Ÿ˜„

frank lantern
#

Hahaha you are completely right about that!! but I am really trying and thanks to you, Im slowly getting closer to what I want to do ๐Ÿ˜„

spark steppe
frank lantern
#

Still not working!! :-((( but it is probably just me having no idea

spark steppe
frank lantern
#

thanks again! still not showing up :((((

spark steppe
#

does overlay event ever fire?

#

either watch it with your player as debug object selected, or put a print string in between so that it shows you a message

frank lantern
#

No it doesnt!

#

will try that

spark steppe
#

wait what are those custom events?!

#

that looks like you replaced the mouse events by something

frank lantern
#

Ah yessss i see that!!! dont know how that happened

#

It converted the mouse events when i deleted the branches

fair magnet
#

@covert stirrup I were actually a bit stupid there... so... I am doing events for different skills and attacks... left click for example... and I can just set that specific skill to be any enum type I need it to be... :D

carmine prawn
#

Looking for some assistance it possible.
I have 2 actors. With actor one I get a location and rotation of this actor. Actor 2 has #number of sockets at it's edges, which represent where to connect with actor one. I can get the location working fine, but am having trouble working out how to get and apply the rotation so it lines up correctly. Any advice or tips would be appreciated.

frank lantern
#

I think i didnt create the variable like i was supposed to

carmine prawn
#

Should I spawn it in, apply the rotation of the target socket, then apply the location? Or is that not right?

spark steppe
#

@frank lantern please show a screenshot of how your character bp looks like now

frank lantern
gusty shuttle
#

Does a Call to a Bind in a master character not get called in it's child character actors?

spark steppe
#

the condition is probably the problem

#

but i dont see why

#

as it checks if both objects are valid, so the error shouldn't raise

#

@gusty shuttle are you overriding the method thats called?

frank lantern
#

I dont really now if the variable is created properly?

spark steppe
#

@frank lantern probably it is, otherwise you wouldn't be able to connect it to the other nodes like you did

gusty shuttle
#

@spark steppe Negative? I just want to tell enemies that the player has died, I'll get some quick screen shots

#

First pic is in player, after generic health loss, second pic is off BeginPlay in Master Enemy

#

Duhhhh, I used Unbind :PPPP

#

Sall good. Thanks for answering @spark steppe

spark steppe
#

ok ๐Ÿ˜„

#

@frank lantern can you just connect the first is valid check to the branch condition input and try again?

frank lantern
#

i tried, the error still occured

#

but have a feeling that the logo overlay variable i created is not really connected?

spark steppe
#

show the details of your variable then

flat raft
#

other than Search by Value

frank lantern
#

@spark steppe do i have to somehow connect the variable to an object?

#

or set it as something

#

or thats maybe what i did in the lower part of the BP image

spark steppe
#

is the variable type an object reference of overlay logo?

#

anyways im heading to bed now, maybe someone else can help you with the mess that we created

#

or has an better approach

#

and connect the false output of the branch to the execute pin of the create widget node, before you forget about that

frank lantern
#

yes it is

#

thanks so much for your time!!!

#

@spark steppe well that overlay is showing up now! But only when the game starts, and then it dissappears when moving the mouse and never comes back ๐Ÿ˜‚

hearty gazelle
#

Hey guys, I have a question.

#

So my character is set to this

#

In midair he moves, but he still does the running animation

#

how can i stop him from doing that

trim matrix
#

@hearty gazelle what do you want him todo instead?

hearty gazelle
#

just do idle while hes floating

unborn maple
#

i fix my issue didnt know i had change the collsion on the box so that why it wasnt registering the hit.

trim matrix
#

You are going to have to change his animation graph and anim BP

#

Unless you want him to forever idle, then you can simply change the skeletal mesh settings to not use an Anim BP and instead just only use the idle animation.

hearty gazelle
#

Well i still want him to shoot

#

my template is fps

#

but i think they are seperate right

trim matrix
#

Oh well i think the shooting is an animation montage, which in order for those to work right you still need a anim BP I believe. Since youโ€™ll need to setup the Anim BP to use the correct Slot for the anim montage.

#

I would suggest looking up some tutorials on animation graphs and anim BPs.

hearty gazelle
#

Ok

trim matrix
#

Good luck

hearty gazelle
#

Wait

#

I got it lol

trim matrix
#

Oh?

hearty gazelle
#

just had to disconnect these nodess

trim matrix
#

Ah yea. Well that is one way to fix it. Your anim BP never thinks itโ€™s moving now

#

Anyways maybe still look up some tutorials on that. Itโ€™s good to know the basics of how that all works

hearty gazelle
#

Yeah that is true, thanks.

thin ferry
#

anyone use GetViewportSize node? I am curious what kind of offset is on this... I am drawing lines to the HUD and they are off... and if I dont add a little the line never draws to the end of the screen.

odd ember
#

@thin ferry multiply by .5

rough wing
#

@thin ferry there should be an option to get viewport scaled by DPI

sonic pine
#

Hiho i have createtd a HUD (Skill-, Health-, Mana- and EXP Bar) for my first Character now im Created a second character. Have i duplicate the Hud or can i use the same for more than one Character?

thin ferry
#

oh its not dpi... cause I printed string for test and it says 1920x 1080 i think it was at the break vector 2d

sonic pine
#

Normaly if im starting a game i have an empty skillbar, full HP and Mana and 0 exp on each character so whats the different between ?

proud surge
#

Hey, I was just wondering if there was any way I could spawn an actor on top of another static mesh actor? I want to do it so that the spawned actor is on the surface of the other actor and it follows the other actor around. I tried searching this up online, but I couldn't find anything useful.

odd ember
#

@thin ferry did you try multiplying by .5?

vale seal
#

I need a tutorial on how to have it so I press a button while near a box, that box teleports above my head, then as i walk it says there, then i press the button again, it teleports back to the floor; practically picking up and putting down.

trim matrix
#

the highlighted custom char isnt that supose to be a round blue ball and not a blueprint icon ? or is that changed?

#

whas does this mean please?

thin ferry
#

@odd ember multiply which by five? I couldnt find scaled by dpi node...

odd ember
#

viewport size

thin ferry
#

errr 0.5 i think you said

odd ember
#

both of them

#

yes

thin ferry
#

oh lower the scale so numbers fit is the plan ?

#

genious

odd ember
#

I mean it's going to pivot your viewport to start from the middle instead of from a corner

flat raft
#

whats the node that lets you choose between 2 strings ?

#

based on a bool or something

somber falcon
#

choose

odd ember
#

select node?

somber falcon
#

oh wait

#

one of those lol

flat raft
#

Select String Thanks!

thin ferry
#

hmn interesting... thanks @odd ember I will play with that.

unreal fossil
#

how do you store blueprint function or procedure into a variable?

odd ember
#

you use cpp

unreal fossil
#

thanks

thin ferry
#

well i made a mess of that whole .5 thing lmao

odd ember
#

at best BP can offer ternary operators for functions

#

or well you can go hacky and use a string

unreal fossil
#

i was thinking to make a generic popup window with couple buttons. Those buttons onclick procedure can be assigned with a function.

odd ember
#

are you just talking about binding delegates? if so that's built in

unreal fossil
#

oh, it's called delegates?

odd ember
#

well no

#

they're called event dispatchers

#

but they are delegates in function

#

I have a modular UI element that I reuse all over with a binding like that

#

the buttons do and say different things depending on where they are located

unreal fossil
#

so the button sends an event, we assign a procedure to an event?

#

then when the even got triggered, the procedure then called

odd ember
#

I don't know what you refer to as procedure

#

are you talking about a function?

unreal fossil
#

my background was pascal, haha sorry

#

function

odd ember
#

yeah so an event and a function is intechangeable lingo in blueprints

#

behind the scenes it looks different

#

but they're functionally (hah) identical in BP

unreal fossil
#

ok, cool. thanks bro

odd ember
#

anyway event dispatchers are delegates, delegates can help you setup event subscriptions if you're aware of the observer pattern etc.

unreal fossil
#

yeah, I'll use my observer mindset when working with generic buttons and widget such as popups

vale seal
#

What am I doing wrong here? How do I make it so when I hold F down, the blueprint is teleported constantly to the player?

odd ember
#

so you can't use loop for that

#

loops are too fast

#

you need to use a timer

vale seal
#

how do i wire it up

odd ember
#

you google a tutorial

vale seal
#

i wish the wiki was more indepth ๐Ÿ˜ญ

odd ember
#

youtube is really going to be the best resource for learning this stuff

unreal fossil
#

grab timer call function block, set loop to true, and the time (in secs), and the function name

#

it basically works like setInterval in javascript

odd ember
#

remove the loop

#

BP doesn't do infinite loops

#

it'll cut you off

proud hull
#

@vale seal blueprints have a built-in infinite loop called EventTick. Not recommended to use it for many things, but in this case it would work for you. Something simple that is only triggered when a key is held.

odd ember
#

I always recommend using timers over event tick and just turn tick off but yeah event tick is an option

proud hull
#

Your F key would set a boolean variable to true when pressed, and set it false when released. EventTick will have a single branch node with this boolean variable plugged into it and on true it does the teleport.

vale seal
#

grab timer call function block, set loop to true, and the time (in secs), and the function name
@unreal fossil ?

#

event tic, huh

#

i'll have to look into it

odd ember
#

@vale seal look up a youtube tutorial

#

for real

#

it's going to save you so much time

#

and headache

vale seal
#

ok

#

I'll do that haha

proud hull
#

Timers have a bit more tricks to them. You basically do the same thing I mentioned except in a few different places.

#

Setup the timer on begin play, save the output of the timer to a variable, then instantly pause it. Then the F key will simply unpause on key pressed and pause again on key released.

odd ember
#

or you could just use the timer directly on the key lol

#

no need to pause it

#

cleanup on release

#

etc.

proud hull
#

Why would you constantly recreate the timer over and over?

#

When it has built in pausing functions.

#

Simply by seeing the project using F key for this task, I assume the key will be pressed often since that is a common hotkey.

odd ember
#

because it is simpler?

#

and it also frees up resources between use

#

but w/e

vale seal
#

eek

shadow saddle
#

it always return false

teal burrow
#

I believe sweep is only caused by SetActorLocation with Sweep = true

shadow saddle
teal burrow
#

Yeah, but generally you'd avoid that node for collision

stuck fossil
#

Can I pick the brain of somebody who knows a bit about the "Get (a copy)" node when using a "get all actors of class" node? I apologize in advance if my terminology is a bit off, I've been mostly learning with a "hunt and peck" method so to speak, but I'll try and explain my question as best as possible. Basically I have a spawner blueprint with multiple instances of the same blueprint in the level, and I'm casting to it from inside a game instance blueprint to call a custom event. I noticed if I change the integer on "dimension 1" I can select a single specific instance of my spawner based on the order that I placed them, but some of what I've read online suggests that just because that works in the editor doesn't mean it'll work the same way in a packaged product. So if that is the case, I was wondering if I could set up something like an editable integer on my spawner, give each instance their own unique number and line that number up with the "dimension 1" pin inside my game instance blueprint, but I have no idea how to do that cleanly or if I can even do that at all, or if it's even actually necessary if just changing the integer in Dimension 1 is enough.

#

Im just now realizing thats a huge wall of text and I apologize for that

odd ember
#

getting ref will technically get you an object pointer. getting a copy will get you the data from the actor

shadow saddle
#

@teal burrow so if sweep = true , i can access to whatever is inside the sweep result?

odd ember
#

although I'm not sure in which context BP uses copied data from actors

#

I reckon it is always a ref when it is actor

teal burrow
#

Sweeping should be only used for when you're moving an actor in an irregular way with SetActorLocation

odd ember
#

and the fact that get copy exists is a generic expression from the array itself

shadow saddle
teal burrow
#

I'd assume the thing you want to do is get a hit result from a sword

shadow saddle
#

yes

#

i use two method , hitbox collision

#

and trace channel

#

trace channel can give me impact point

#

hitbox collision wont

stuck fossil
#

So then I'm probably using the wrong Get node then?

teal burrow
#

I myself use a custom melee model that traces a shape

shadow saddle
#

i need impact point for doing the " when enemy hit my shield there is a particle effect and play on hit sound"

odd ember
#

So then I'm probably using the wrong Get node then?
@stuck fossil I reckon it doesn't make a difference

#

but you can try and see for yourself

teal burrow
#

Other Comp returns the thing that your colliding component has hit

odd ember
#

note: it doesn't make a difference when it comes to ACTORS

#

other things may still be fair game

teal burrow
#

E.g. when you swing a sword and it hits an object, Overlapped Component is the sword, Other Comp is the object

stuck fossil
#

Okay fair enough, I think thats enough info to point me in the right direction here. Thank you!

shadow saddle
#

other comp can be the shield?

teal burrow
#

Yeah, as long as it has collision

shadow saddle
#

ah

#

let me try out

#

what method would u recommend for hitbox detection , use the sword own coli , make box coli for the sword, or sphere trace

proud hull
#

@shadow saddle depends how accurate you want the hit testing to be. If your shield is a separate actor itself and added to other actors that equip it, you can get away with using overlaps like you are doing.

vale seal
#

still can't find any useful vids tbh

proud hull
#

Personally I went for everything having a box collider and then I do a box trace that is activated/deactivated by animation notifications.

#

My project deals with hits on a per bone basis so I needed to use traces.

shadow saddle
#

alright

proud hull
#

@teal burrow damn, how often you do that trace, per tick? I went with 25x per second which seemed like a good balance.

shadow saddle
#

its very very frustrating when u trying to implement some feature

#

u look for 3 different tutorial

teal burrow
#

I do per tick since I use animation data

shadow saddle
#

each with their own method

#

then u just cant proceed sometimes cuz they are using diff method than yours

#

for example the 3 method i mentioned

teal burrow
#

Also because per tick only depends on the server tickrate, I'm doing for a MOBA

proud hull
#

I guess if it only runs during the attack itself it doesn't really matter, hehe

teal burrow
#

Yep

#

Tbh me lad

#

My project has remade some things that exist in the engine

#

That hitbox, projectiles, abilities I've all done from scratch

#

I know how to do stuff in a way that I can customize at will

shadow saddle
teal burrow
#

I wouldn't recommend tho

#

Takes you a lot of time

shadow saddle
#

i see

#

im struggling with good combat camera shake

proud hull
#

Programming is great like that. A million different ways to make the same thing.

teal burrow
#

There was a GDC talk I watched that talked about camera shakes

#

Lemme see if I can find it

shadow saddle
#

nice

teal burrow
#

Basically, don't use randoms, there's a formula you can use to make it look much more natural

shadow saddle
#

btw it works

#

this other comp thing

#

thank you

#

now i can get rid of sphere trace

teal burrow
shadow saddle
#

ahhhhhh

vale seal
#

Your F key would set a boolean variable to true when pressed, and set it false when released. EventTick will have a single branch node with this boolean variable plugged into it and on true it does the teleport.
@proud hull aight what've I done wrong? i've watched about 3 vids and am still struggling !!

shadow saddle
#

thank you

teal burrow
#

If you have a second monitor and nothing to do, I recommend leaving GDC talks there

#

You soak up some info that may be useful

hollow cape
#

@vale seal just jumping in to this, but your branch has no condition, it's always true

vale seal
#

ah

proud hull
#

@vale seal right-click that red pin on your branch node, and then select "promote to variable" or "make variable" or whatever its called, haha. Then use the "set" node of that variable in your F key event.

vale seal
#

WHen I press F it doesn't give an output ?

shadow saddle
#

ill let the 2nd monitor play UmaruDio to cheer me up

hollow cape
#

you need to create a bool variable, and set it to true/false as you press/release F

teal burrow
shadow saddle
#

anyway ill look into the video thanks

hollow cape
#

I'll defer to Slash since he's been helping you already

proud hull
#

@vale seal you may be better off watching some introductory tutorials. This is some very basic stuff.

vale seal
#

What're some good ones?

proud hull
#

Not sure, haha. I personally can't stand videos, no good way to search through them for specific info.

teal burrow
#

I'm out of ideas too, I self-learned UE4 starting since 4.0

proud hull
#

Understanding logic is the main key. With a good grasp of logic flow you should be able to understand how nodes work.

shadow saddle
#

@teal burrow does that video include

#

combat camera shake

vale seal
#

Then use the "set" node of that variable in your F key event.
What'd you mean when you said this

shadow saddle
#

like attacking

#

i mean attacking specifically

teal burrow
#

I think not

#

But from the formulas you see there you adapt the shake to a path from an attack

proud hull
#

@vale seal after you create a variable, you can see it in your list of variables on the left. You can drag that variable to your graph and select "set" so you can set it true when F pressed and false when F released. "Get" and "Set" are the two inherited functions of any variable you created. Get will let you use its current value and Set will let you change it.

keen goblet
#

When I go to choose the row struct for my data table, it shows two structs of the same name in the same place.
Is this some old cached version? If so, how do I delete the cached version?

torn garnet
#

@keen goblet do you have a picture?

vale seal
#

Yeah I'm still lost ๐Ÿ˜‚ I think I better just binge YouTube until I get it to save annoying you

#

I'm lost as in I did what you said but it wont work

torn garnet
#

I'm having an issue where I'm using a validated Get to determine if a widget is on the screen. The print string for Invalid shows it knows when it is not on the screen, but it won't print anything when it should be valid. Any ideas on how to resolve this?

proud hull
#

@vale seal show your current progress. Something may still be hooked up wrong.

vale seal
keen goblet
trim matrix
#

can someone help me with save game object pls

torn garnet
#

you could try the garbage collection node. Hasn't exactly worked for me but it might help you

#

@keen goblet

proud hull
keen goblet
#

Thanks for the tip, tho -- didn't know about this

vale seal
#

@vale seal
@proud hull I delete the single new var yeh?

quasi frost
#

I'm having a bit of an idiot moment, how do I convert the data from the for each loop to run it into the widget?

odd ember
#

you create a variable in the widget that you expose on spawn?

late dome
vale seal
odd ember
#

@late dome probably the wrong channel to ask in

late dome
#

:S I was wondering about that, not sure where to ask tho

odd ember
#

presumably the art channel or some such

#

wherever they would handle collision

late dome
#

ok, thanks

proud hull
#

@vale seal you keep the get node there (new var 1 node).

vale seal
proud hull
#

Yep, that looks right.

vale seal
#

๐Ÿค” not working

#

unless i haven't made it teleport properly

proud hull
#

What blueprint are you currently working in?

#

Do you have the default value of that boolean set to true?

vale seal
#

event graph

proud hull
#

Is this the blueprint of the character you plan to use as the player character?

vale seal
#

where do i set that

#

I've put the blueprint on an object

#

is this testing if the object presses F or me ?

#

surely that's not a thing

teal burrow
#

That teleport doesn't really do anything

#

All you do is teleport it to where the character is currently standing

#

Which does nothing

vale seal
#

aaah

proud hull
#

To set default value of that boolean variable, select the variable and change it in its details on the right.

teal burrow
#

Or is that in your interactive cube

vale seal
#

What node has the boolean

proud hull
#

"New Var 1" is your boolean variable.

fierce birch
#

There's a node called teleport

#

Never knew that

#

Does it just teleport objects?

vale seal
#

I assume so

slender tundra
#

Hey guys can somebody help me, i been trying to accomplish the imput movement of god of war 4 in which u only move forward after u reach certain axis value to walk or run.. i dont know how to make it happend.. thanks a lot for the help in advance

earnest tangle
#

Look at the input axis value and check whether it's larger than for example 0.5

slender tundra
#

yeah i can make it happend to only walk, but then i only wanna change the speed to run if the value is 1

#

then i dont know how to do that

thin ferry
#

@earnest tangle you could us Get Slope Degree Angles, and check for slope to see if it is too steep to run up and then slow to a walk from there.

unreal fossil
#

how do I get child of another UMG widget within user widget

#

for example, in main menu screen, I spawned another widget blueprint (example: messagebox), and in the parent (the main menu), I want to check if it has child of another widget blueprint (checks if it has instance of messagebox)

unreal fossil
#

nvm, I found it.

frail swift
#

Heloo, trying to learn about save games, cant tell if I am doing it wrong or it is intended to work like this, but whenever I reload the editor the struct variable saved in my save game object doesnt save any changes even after being set, kinda dumb but was just wondering if the editor was supposed to not save anything, or if I am just screwing up somehow, thanks

flat raft
#

Editor does whatever you tell it.

#

After loading saved data, you can change it to whatever and Save it again.

worthy belfry
#

Hey guys anyone knows why It doesn't work when i create dynamic material instance and set the target to a skeletal mesh?

flat raft
#

@slender tundra look into blendspace. There are a few on yt that setup walk/run

#

@worthy belfry is there a error thrown ?

weary jackal
#

is it possible to attach spline in a moveable default scene root?

#

i can but it is giving me error in runtime

short pawn
#

is the spline moveable too?

#

hey guys I'm making a shootemup and am able to rotate my menu widget for "rotate mode" which basically rotates the whole screen 90 degrees to fit long screens, how do I also "rotate" the controls so that they correspond to up and down and left and right for my widget

sonic pine
#

Good Morning ^^

#

Its only an Idea if i have a the Parent Class Characterfor all my Characters, is there a way to use Cast to Character Class in this example?

#

The Problem is it dosnt works xD

flat raft
#

You have to select the class in ur cast

sonic pine
#

Ah thanks xD

#

now the loot isnt spawning to loot it up

maiden wadi
#

You don't actually need the cast. You can put that class straight into the GetOverlappingActors.

short pawn
#

I want to rotate the widget navigation how can I do this. I want right to be up , left to be down etc.

worthy belfry
#

@worthy belfry is there a error thrown ?
@flat raft

#

no there is not when i play it just changes to the default blank material

red bough
#

guys do you know how to make door sound, while it's rotating?

#

like in Amnesia or something

#

I have door mechanic ready, just need the sound ;/

dull tree
#

How can i add collisions to mesh i added to grass tool in material?

#

for like trees etc.

short pawn
#

@red bough could you play a looping sound and then stop the sound when the animation is over?

red bough
#

@short pawn there is no animation, I move it with my mouse

short pawn
#

@red bough maybe you could set a boolean variable when the door is open and you could do a timer with a branch to check if the door is open play sound if not stop sound

spark steppe
#

well you could make it an animation and still control said animation with the mouse

red bough
#

is it possible to make this sound with that?

#

and I found this on UE forum

#

but I have no idea where did Previous Rotation rotator variable came from

dull tree
#

How can i add collisions to mesh i added to grass tool in material?
for like trees etc. anyone?

trim matrix
#

If i destroy an Actor while begin overlapping is active, does End overlap trigger once the actor is destroyed?

mental tendon
#

did you try getdisplayname?

wraith wraith
#

for me it's working

#

even with a get object name.

#

where you do that into ur wb?

icy isle
#

@trim matrix you're calling 'get object name'

#

SuperCoolNinja is calling Get Display Name

wraith wraith
#

even with a get object name it should work

#

where you do that ? @trim matrix

icy isle
#

I have a separate question, which is regarding the Game Mode blueprint

It looks like the Event Tick runs every tick, but an array I'm working with only updates when I put in keyboard input, not mouse input

#

So I can move my mouse around and there's no update

#

but as soon as I touch any directional key (WASD)

#

it updates

#

can I work around that?

surreal peak
#

That doesn't sound related to the GameMode, but rather to whatever you are doing there.

wraith wraith
#

yeah it's because i do that on my character blueprint not on the wb
but anyway it should work

icy isle
#

@surreal peak Is it cool if I get a recording and post it here for reference?

wraith wraith
#

check if your wb is triggered @trim matrix

surreal peak
#

The code would probably be more interesting

wraith wraith
surreal peak
#

May I add that "GetObjectName" and similar are not meant to be used in the actual game, but only for debugging?

#

Before someone spents a lot of time on this trying to use that in a final product.

wraith wraith
#

good to know that !

icy isle
#

this is the game mode code

#

the bit that I think is causing me trouble

#

A video with a brief explanation of the problem is uploading

surreal peak
#

You are never clearing that TMap

#

Why even a TMap, you could just have an Array by the looks of it

#

You should also start printing some values. Is that Interaction Array even properly filled?

icy isle
#

It is filled, yeah

#

I'm watching it

#

and it has the correct values in it

#

I'm using a map because I need to access the specific actor at the index of the closest distance

#

which I'm not sure how to communicate through just an array of distances

surreal peak
#
  1. You aren't clearing that Map, so you might deal with old values.
  2. You are adding into the Distances array in the same order you iterate over that Interaction Array, so the Indices are equal anyway.
icy isle
#

I'm not sure 2. is necessarily true all the time, since some actors may remain in the array while others are moved out, and then re-added later so they can move from e.g. index 1 to index 2 in that shuffle

#
  1. is definitely right and a dumb oversight
#

but help me understand 2. better, since I feel like this is okay

surreal peak
#

So, given this happens all in one frame on the same thread, you are looping over the Array and for each element you add to an empty Float Array.

icy isle
#

Oh shit you're right

surreal peak
#

Next frame, this repeats

wraith wraith
#

then do that on your pc @trim matrix

surreal peak
#

So you have the current array anway. There is no "old actors that remain" etc.

icy isle
#

Yeah, if they're added/removed from/to one array

#

same happens in the other

#

gotcha

#

thanks

surreal peak
#

Yeah but next frame you have these updates and everything is reset (if you clear that float array)

icy isle
#

yeah let me turn it into an array and clear it after loop completion

#

and see what happens

odd ember
#

I haven't really been in the conversation but is this one of those times where there should be a PQueue available in BP? ๐Ÿ˜…

surreal peak
#

maybe, but you can always say "There is a better structure or type for this and it's not available in BP."

#

Here it's mainly programming errors

odd ember
#

true I guess. PQueue is just the one thing I've consistently found myself looking for

icy isle
#

Alright, that fixed it!

#

Thanks a lot man โค๏ธ

carmine prawn
#

I have a mesh with a socket positioned somewhere along the edge of the mesh. I would like to use that socket as a improvised pivot point. Can anyone shed some light on the best way I could work out the transform I would need to apply to the scene root to achieve that?

rough sinew
#

@carmine prawn I don't there is a easy and clean way to do that unless you want permanentely change the pivot point.

#

It is not that you can't but some vector maths is probably needed.

carmine prawn
#

Yup. I know I could set up an actor BP and use scene components, however the sheer number of meshes (which will only increase over time) make that approach less than favourable. It's easy enough to work out a location transform, but getting the rotation and location is another matter hence this question ๐Ÿ™‚

rough sinew
#

@carmine prawn You can set you mesh as a child of other with the proper translation (maybe it is what you said already) and rotate the parent. If it is like you said, for many actors, it will be cumbersome.

carmine prawn
#

Yeah, that's what I said ๐Ÿ™‚ I'm sure there is a mathematical way of solving it, however my limited knowledge of both maths and the various nodes required makes it a more.... interesting challenge ๐Ÿ˜„

#

I should point out that I'm not looking for anyone to actually solve it, but hope that someone may have experience enough to point me in the right direction.

covert stirrup
#

Anyone had much experience with the new "Time of Day" lighting system. I am trying to tone down the bloom of the surrounding sun but it doesn't seem to respect post-process or other traditional settings. How do I tone it down?

carmine prawn
#

Probably in SkyAtmosphere settings, or possibly the directional light. Maybe in the SunSky if you are using that. It's there somewhere, I just can't recall off the top of my head.

rough sinew
#

@carmine prawn I don't really know the answer to your original question but will probably use spherical coordinates. There is a node to convert one to other (unitcartesiantopolar)

carmine prawn
#

Thanks, appreciated. I'll add it to the list of things to check out ๐Ÿ™‚

covert stirrup
#

@carmine prawn thanks for the reply -- I did a lot of testing and found out it was a bug. The glow was effectively stuck and adding on top of it's self or not removing, it is controlled by the bloom

rough sinew
#

Is anybody aware of the performance hit of enabling "Generate Hit Events" on a whole level (2-3 thousand elements). Only some actors will be queried per event.

dense mica
#

how can I access this area from another blueprint? with casting or any other method?

#

casting works but this method makes childactors' variables private

worn nebula
#

Hey guys, I have a sequence set up, how can I get input to be ignore up until the last frame of the sequence?

dense mica
#

casting works but this method makes childactors' variables private
i've solved this problem just now.. thanks anyway

maiden wadi
#

@dense mica You have to cast the ChildActor variable you're dragging from to your BaseUpgradeElement thing.

dense mica
#

yes, i thought it will just pass the base actor's variables, but its passing the childactors' variables

maiden wadi
#

@worn nebula Depends on how you're playing the sequence. But in short, just disable input on the player controller and the player pawn temporarily and reenable it after the sequence is done.

worn nebula
#

Okay I'll give it a go

#

@maiden wadi I tried putting in Disable input where the red arrow is, and enable where the blue arrow is. I connected player pawn to target and player controller to controller but it didn't really seem to make a difference

maiden wadi
#

I don't imagine it did. You told it to disable it, started the sequence, and then reenabled it a nanosecond later.

trim matrix
#

What is a pure cast and how do I know when to use it?

dense mica
#

nothing different than other, you just need to use branch to check if cast succeed or not when using pure cast

worn nebula
#

Oh of course! Okay I'll put a delay in, thank you!

maiden wadi
worn nebula
#

I like that as well, i'll give a try. Thank you for your help

maiden wadi
#

@trim matrix Pure cast is a simple cast. It just casts the object. This cast doesn't check if that cast succeeded or if the value input into it was valid in the first place. Pure casting has practically no overhead. Normal, or IsValid casting will check both that the input object can be cast to that type and that the object itself was valid to begin with. Normal casting is maybe 8-15% slower than pure casting from what I've noticed, but that is doing 100,000 iterations at once. It's worth noting that the 15% sounds like a lot, but using an invalid object for calls will result in a minimum of a 1300% increase in performance loss. TLDR, normal casting is safer and well worth the 15% hit for safety.

worn nebula
#

sorry @maiden wadi , just wondering if there's a reason you disable input twice in a row?

maiden wadi
#

One is for the Controller, other is for the Controlled pawn. You can feel free to remove one if you're not using inputs in one or the other.

worn nebula
#

Okay thank you

trim matrix
#

wrong pic

#

this one

#

how can i not connect this ?

maiden wadi
#

@trim matrix Different variable type.

worn nebula
#

@maiden wadi This is what I've got, went with the delay, but it still isn't working, I can press E straight away after starting the sequence. Could it be the Is Hiding variable?

trim matrix
#

what do you mean ?

maiden wadi
#

@trim matrix Material Interface != Material Instance.

trim matrix
#

thanks !

#

loooll

#

i see now xD

#

still do i need to change the mesh itself to an instance then ?

maiden wadi
#

I'm not sure. I'd have guessed you needed to change your struct, but I don't know what you're setting up or doing.

trim matrix
#

this ๐Ÿ˜„

worn nebula
#

I think I found the issue

maiden wadi
#

@worn nebula Ah. This is my bad. I didn't realize you were in the level blueprint. I'm not sure what the Level blueprint technically is, but since it can have input I'm pretty sure it's Actor based. You might just add a third Disable/EnableInput, and plug the Controller into the PlayerController port, and leave the target to Self.

trim matrix
#

hioe u found mine problem xD

worn nebula
#

Yeah no worries, I think what I was doing wrong was trying to manually stop movement input through blueprint, when in the level sequence you can already disable movement input, much smoother, I was using the disable E input as a work around

#

Thanks for the help though!

trim matrix
#

@maiden wadi thank you alot

#

can you maybe explain me the difference between material interface and instance ?

grizzled garden
#

guys i enabled camera actor how to disable it?

maiden wadi
#

I don't know the exact differences personally. MaterialInstance seems to inherit from MaterialInterface though, so MaterialInstance is basically an extended version of a MaterialInterface. In this case, it's like saying Actor and Pawn. All Pawns are Actors but not all Actors are Pawns. All MaterialInstances are MaterialInterfaces, but not all MaterialInterfaces are MaterialInstances.

grizzled garden
#

ok

trim matrix
#

@maiden wadi thanks now i know more

#

dam lucky got a strong computer that whas one big change in compiling xD

sly spade
#

anyone got any ideas on finding the point at which two splines cross?

carmine prawn
#

get the location at distance along spline for both splines and compare the two, when they match up you know where they cross. You'll have to decided yourself how to increment the distance, and maybe allow for some error/offset in the comparison.

sly spade
#

ty will give it a shot

frigid ether
#

I'm making a bullet penetration system and so far it works fine, but I need some help.
I want to give every actor a tag, which I then give parameters in the bullet blueprint to decide how fast I want the bullet to be going when exiting. Right now the 0.5 is the speed of the bullet every time it collides with something but I want more control

rough wing
#

@frigid ether Use physics materials and assign values to each of them

#

And when the bullet hits them it can get the surface's physics materials

#

And decide what speed to exit

frigid ether
#

Where do I find the surfaces physics material?

rough wing
#

idk

#

right lick on content browser

#

click*

#

Physics>>Physics material

#

or something like that

#

And then you can set the physics material by clicking on the component and scrolling down until you see physics material

frigid ether
trim matrix
#

How should I stop Movement Input when a certain event happen?

weary jackal
#

If you only want to stop movement then add a branch in the bool that checks. If you want complete input disable like movement and mouse. Then use disable input. You can enable it as well by enable input node

trim matrix
#

@trim matrix

maiden wadi
#

@carmine prawn Did you ever figure out that socket transform location pivot?

#

@trim matrix Same way you do normally. Just use GetGameInstance and cast to your GameInstance class type. Only difference is that it'll have a world context pin, just drag off of that and type Get World. A getter called GetWorldContext should show up.

maiden wadi
#

@trim matrix It definitely does work, but your logic is wrong. You can't set a struct like that. Do you see the difference between the Target pin on SetPlayerStructure(ByRef) and the rest of the blue circular pins? The diamond Target one is passing by reference. But you're getting it from the GameInstance as a copy. So essentially you're altering a copy.

#

Actually, let me double check that really quickly. Because if that by ref accepts that from a straight getter node then what you have should be fine.

maiden burrow
#

Im making a grappling game but its vr. iv made the grapple part in a first person bp using the character bp, however the vr mode uses the pawn bp which dose not have the "launch character" node. is it possible to have a working vr game using the Character bp? iv tryed to implement vr into a character bp but im not succeeding

maiden wadi
#

@trim matrix Okay. It works fine. I forget that works with direct getter functions sometimes. I'm unsure of what the issue is. I more or less copied what you have, just with a different struct type.

#

BP library function

#

Testing hotkeys.

#

X continually goes up when N is pressed each time.

#

I did that in a function library.

feral ice
#

i tried googling it but it didn't work

trim matrix
#

@maiden wadi BECAUSE I DID NOT SELECT MY CUSTOM GAMEINSTANCE IN PROJECT SETTINGS... I just created project and i forgot it to change ๐Ÿคฆโ€โ™‚๏ธ

maiden wadi
#

Haha. Been there a time or five.

trim matrix
#

@prime karma Thanks for your attention by the way. With this issue u learnd something too have a nice day !

waxen mulch
#

Any clue... its done with ultimate shooter kit

golden kite
fierce birch
#

idk why this is happening, everything works fine, but dont want it to be a pain when packaging

#

i know is messy, just testing it out

#

set collision is in the first comment to the right

#

basically when im pressing it only spawns one actor, so the player cant spam spawn

#

omg

#

i got it lol

#

because i already destroyed the actor so it doesnt have a ref to it

covert stirrup
#

I have a system that is based on Event Tick that updates every frame, not ideal!

I am looking at making it only update when there is a change in the relevant variable (example being 1 second) How would I go about doing this, is it possible to get this information without the tick?

waxen mulch
#

Call an Custom event when you update the variable

covert stirrup
#

Yeah, I have an event dispatcher but don't exactly know how to detect when a second has increased without checking on the event tick

#

So that's the current setup, it's all bound I just don't know how to call it without the tick, maybe impossible?

waxen mulch
#

timer

#

what are you trying to make?

#

a clock? or countdown?

covert stirrup
#

It's a clock that takes engine time and sets the hands to their relevant locations

#

Would I use the Delta second in the timer to make sure it's always correct?

#

or does it take framerate into account already

unkempt musk
#

You can also lower the event tick rate to 1 second. Have it sync on begin play, then use a 1 sec event tick.

flat raft
#

@maiden wadi Hey Hey, Was it you that said you like using MAPS (var type) ?

covert stirrup
#

when you say 1 second tick event, are you on about a delay?

unkempt musk
maiden wadi
#

@flat raft Maybe. Probably said it a time or two.

trim matrix
#

Any1 can detect whats wrong here? The object is updating the value but its never reflecting on the GET value inside the HUD widget.

covert stirrup
#

@unkempt musk thanks for the tip!

unkempt musk
#

@covert stirrup It's my first day here, I'm glad i can help.

covert stirrup
#

๐Ÿ˜„

#

This is my solution -- Works great only updates the information once a second. Just thinking if there is a way of making it even more efficient or is this about as far as I can push it

amber dragon
#

hello, im having problem that whenever i package my game, my main menu doesn't appear, however inside of unreal it works completely normal. Does anyone knows how to solve it? this is annoying me for days

unkempt musk
#

@covert stirrup You may be able to trim it up, in C++, but I'm thinking that's as tidy as you can get in blueprint.

covert stirrup
#

that's fair! I don't fancy touching C++ that can kiss my bumbum

trim matrix
#

Any1 can detect whats wrong here? The object is updating the value but its never reflecting on the GET value inside the HUD widget.
@trim matrix Reupping my question

maiden wadi
#

Is that a binding function? O.o

hollow briar
#

Hi! (Newbie here)

I'm trying to destroy an actor with a Box trigger. I does delete from the world outliner but it stays in the world. I also sometimes get ''Kill Pending''

trim matrix
#

It is a binding function yes authaer

#

@maiden wadi

#

i wasnt sure if i needed to put the save game code in that aswell so i just put it in there to make sure. but i also tried it without the savegame code and its the same result

maiden wadi
#

I just wondered, because savegame is writing to disk. So you're rewriting that file on disk many many many times a second.

trim matrix
#

oof, yeah ill take care of that

#

You have an idea what it could be ? Because when i pick up the item the string prints 1

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but on the binding it doesnt get a value of the same variable

old aspen
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For the GameplayDebugger if I dont have an AI targeted it should pickup my character yeah?

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or am I just dreaming it works that way

maiden wadi
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Your latest screenshot is overwriting it, the one you posted earlier looked perfectly fine. How are you setting that variable in the savegame to begin with?

sudden anvil
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Hey everyone
I'm quite new to unreal and got stuck at this problem
I have a key blueprint and a door blueprint (both are Actors). First one has a private variable "keyType" and secod "doorType". (there are 3 correspodning types)
I want to make each key open the correspodning door. How can I access the variable "keyType" of an instance of blueprint "Key" from the blueprint "Door" in order to compare the two?
In other words:
How can two blueprints communicate with each others' private variables?
Can that be achieved through referencing the class?

trim matrix
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@maiden wadi

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wait is it because i destroy the actor i destroy the value aswel ??

maiden wadi
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@trim matrix Nah, you're not actually saving it to game, you're overwriting it there too.

trim matrix
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iam new to saving, so followed a tutorial and thats where it got me ๐Ÿ˜›

maiden wadi
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What you're doing is fine, up until the SaveGameToSlot after the string. Basically what is happening is that the LoadGameFromSlot is creating an object with variables in it and populating them from the disk into memory. Then returning the blue memory pointer for you to use to alter those variables in memory. But then you're not using that same pointer to save it to slot, you're just saving an empty pointer to slot.

TLDR connect the SaveGameRippyInstance variable to the SaveGameToSlot's SaveGameObject.

raven pewter
trim matrix
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TLDR ? means too long didnt read?