#blueprint

402296 messages Β· Page 558 of 403

shadow saddle
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how do you make this laser trace again

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what is the name of the node

white crypt
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linetrace?

shadow saddle
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ah line trace

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ok

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is there a trace where i can show a 3d widget

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for example i want to trace the next location my AI going to

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and its shown in this kind of shape thing

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indicate the next location my AI going to

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what is it call ? the name of the node

white crypt
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get socket world location?

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dont really understand you

trim matrix
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Line trace has an End vector, you can try spawning an object at that End Vector

shadow saddle
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i see

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get socket world location?
@white crypt i mean

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instead of showing the result in the form of

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a line

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or sphere

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i want it to be shown in the form of the same shape as the socket (pic )

white crypt
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might need to make a mesh that looks exactly like that

shadow saddle
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nvm then ill stick with line trace

white crypt
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not really sure if you can use that form otherwhere than for sockets

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you can add widget component at the end which will be shown on your screen

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and inside the widget you add an image or something that displays that location (similar to how waypoints are displayed in some RPGs)

shadow saddle
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ah ok

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good idea

white crypt
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@trim matrix end point might be a bad idea, because the length can be much longer than the actual impact point which he needs

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unless he knows the end point before the actual line trace being drawn

trim matrix
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Yes that's true. The line trace does trigger an event which has the hit location of the object.

pearl onyx
white crypt
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thats a bad idea, sequence wont wait for every output to finish

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meaning that sequence 2 will start before sequence 1 has finished

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so sometimes it might just break

dense mica
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Is there any disadvantages of having too much (custom) components in one actor?

rough wing
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Code everywhere

grave hearth
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I'm currently using a Wait Delay to enforce a delay of a few seconds before a vigour regeneration kicks in after running. However the delay seems to not really reset when executed again. Is there a way to reset this delay, or is there perhaps a better node for this?

spark steppe
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draw debug sphere...

grave hearth
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Nvm

I'm currently using a Wait Delay to enforce a delay of a few seconds before a vigour regeneration kicks in after running. However the delay seems to not really reset when executed again. Is there a way to reset this delay, or is there perhaps a better node for this?
@grave hearth Nvm, Doing AsyncTask->EndTask seems to have somewhat fixed it.

odd ember
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@grave hearth retriggerable delay would otherwise work

grand kettle
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Just starting out, but... I'm having a hard time figuring out terms I think. If possible, could someone help me understand what a level blueprint affects for example? When I think level, I think a disconnected piece, such as a Call of Duty mission, so in a project such as Final Fantasy 7R, I imagine one of the areas the game takes place within, such as Shinra HQ, to be a level. However, from what I see of tutorials, it feels as though level blueprints are the entire game? If there were blueprints that would affect something such as character stats would that be managed via a level blueprint then? Or is there another sort of blueprint that effectively gets used for the entire game, while level blueprints are more narrow in function only impacting levels, and then actor blueprints and the like impact the particular assets?

Also, sorry if this question makes little sense. I'm basically just trying to wrap my mind around what I'm using and the terminology, I'm basically completely inexperienced besides some slight experimentation and tutorial viewing. I feel like I could understand it all with time, but I don't understand the premise of what I'm looking at.

maiden wadi
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@grand kettle No, your initial assumption about levels is correct. Youtube and from what I've seen of students in here Colleges have a crazy fascination with using the Level blueprint for.. pretty much everything. Which I suppose is okay in tiny little single level games. There isn't exactly a game encompassing blueprint per say. Unreal design theory is based on the idea that you should only use what you need, where you need it. The GameInstance is probably the closest thing you'll find to a game encompassing blueprint, but it should be used somewhat sparingly in a lot of situations. Level blueprints are designed to be for very level specific programming. Like.. Say you have one single level that has a windmill. You could create a full actor that's a windmill and drop it in the level, but that's overbearing for a single use class. So it's easier for a designer to just drop a couple static meshes into the map and make one rotate on tick.

surreal peak
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You more or less never touch the Level Blueprint. Usually at least.

maiden wadi
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Part of the problem is the tutorial's lack of understanding. Do remember that those people are just making quick videos to get youtube views, and people don't want to hear "This shit's complicated".

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@grand kettle For example, what player stats are you wanting to affect?

rough wing
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I'd say the level blueprint is used mainly for cosmetics

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And no gameplay

white crypt
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borderlands 3 used it for dev testing, mainly just giving admin access to testers/devs(as far as I remember from their video and it only existed inside test maps)

amber dragon
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basic question: does anyone knows how can i limit the time of the particle's and sound's life? after I collide with a object they continue to exist infinity

minor folio
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This is probably a bad way to explain it but here it goes: I have an actor (Actor 1) that's facing a certain direction, then I have another actor (Actor 2) that is in any random location. How would I get the angle needed for Actor 1 to turn to be facing Actor 2?

maiden wadi
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@minor folio The Yaw Angle?

minor folio
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wym

maiden wadi
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If you want the full rotator, you'd just use FindLookAtRotation. There's a slight bit of extra math involved if you just wanted a straight yaw angle.

tight schooner
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@amber dragon there are multiple ways. You probably know of this but just to be thorough... You design the sound or the particle effect to cease on their own rather than loop endlessly. If that's not an option, then...

On the spawn nodes, the "return value" data outputs are references to the spawned thing. For a particle effect, you can use a Deactivate node on it whenever you want the emitter to cease. For the sound, I imagine there's a "stop" node you can use.

You can save those references to variables (right click on "return value" and then "promote to variable") if you want to manipulate the spawned sound or particle system in different parts of the blueprint in a convenient way.

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Also... looking at your screenshot there... you should avoid executing nodes after "destroy actor", or else you might get a stack of error messages every time you play your game

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Destroy should be the absolute last node executed

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(or as an alternative, you can "Set Lifespan" to some small value)

maiden wadi
minor folio
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@maiden wadi The value is only changing when one of the actors moves

maiden wadi
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That's normal. That's the rotation you would need for actor1 to face actor2. What are you looking for besides that?

minor folio
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But if I rotate either of the actors then the value doesn't change?

maiden wadi
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It's not supposed to. It's the rotator needed to make one actor face another.

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Are you trying to rotate one actor smoothly?

minor folio
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Yes

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I'm trying to make one actor face another actor smoothly

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that's all

maiden wadi
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Are your doing this on timeline or tick? The expected rotation style makes the math differ.

minor folio
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Which should I do?

amber dragon
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@tight schooner thanks gonna try here

maiden wadi
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Depends on your use case. Is this rotation happening all of the time, or just sometimes?

minor folio
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Just sometimes

maiden wadi
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Do you want it to rotate quicker the further the rotation is and slow a bit as it gets closer, take the exact same amount of time to rotate no matter what direction, or just rotate constantly at a set speed until it's facing the other target?

minor folio
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I want it to rotate at a set speed

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It's supposed to look robotic

maiden wadi
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I'd probably say tick with a couple conditions then, and a RinterpTo Constant for the rotation.

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In this use case, Actor1 is your robotic rotator?

minor folio
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Yes

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I'm relatively new to Unreal, so what would the node setup actually look like

maiden wadi
upper linden
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so i made a drop weapon function with DetachfromActor node

minor folio
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thanks

upper linden
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after i shoot some rounds then i drop, i pickup again ammo count of the wpn goes back to max

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why ?

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i didn't set it up to go to default

maiden wadi
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Dunno. What are you doing on pickup and drop, and also how are you measuring the ammo?

upper linden
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just attach and detach

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does the detach destroy and create new object ?

grave hearth
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@grave hearth retriggerable delay would otherwise work
@odd ember
Cheers mate ill try it out. Seems better

maiden wadi
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It doesn't. If you're not doing anything there involving ammo, I have to assume it's your UI or measurement of the ammo. How are you getting the ammo count to display?

upper linden
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when equip a wpn, i set it to CurrentWPN variable, then get the ammo count

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but i've setup my mag ammo to 30 for rifle and 15 for pistol

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i dont have a variable to save remaining ammo

maiden wadi
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Seems pretty straightforward. It's hard to say without seeing what's going on in your blueprint.

upper linden
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i think it's because i'm not changing the ammo count ? in the wpns respective BPs

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i'll try

undone wing
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I am trying to outline objects using postprocessing, the problem is my world is big and I want to increase the size of the highlights. Is it possible when using this method?

obtuse current
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Since CharacterMovementComponent is kinematic - how do I effectively apply friction when moving against walls? Since they're not using the physics materials from them

dapper kiln
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How do most games handle flamethrower damage? Should I use a MultiCapsuleTrace and just scale it to the size of my flame FX?

faint pasture
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@dapper kiln Depends. TF2 uses big slow projectiles.

dapper kiln
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I was leaning more towards the flamethrower from Call of Duty World at War

brittle ember
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hi all, how do i get reference to a UI element in a widget without using the bind feature?

dapper kiln
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@faint pasture So I could just shoot big slow projectiles at a slow rate of fire and then apply damage with overlapping actors?

rough sinew
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@dapper kiln I am using an event attached to a particle system on collision. It works well enough.

dapper kiln
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That sounds like a good idea. I didn't even know you could do things like that with particle systems.

rough sinew
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@dapper kiln On your particle system add an event module. When you spawn the particle system from your weapon blueprint Bind a custom event to it.

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In the custom event do the enemy damage logic.

dapper kiln
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Thanks! That sounds easy enough. I'm currently looking through all of my assets for a decent flamethrower FX lol

rough sinew
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@dapper kiln What I am making is not really a flamethrower (doesn't look like one) but kind works like one, so can't help you there.

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Start with this, it is free.

dapper kiln
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Yea that's what i'm looking at lol

trim matrix
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Hello, i wanted to ask if there is an way to get the location the player is looking at. what i want to do is that the player can place objects with the right mouse button at the location he is looking at (like it works in minecraft for example)

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i have an idea how i get this done but the only problem is that i dont know how to get the target location

teal burrow
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From your camera location, line trace, end location being camera location + (rotate by control rotation * range)

trim matrix
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okay

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i try

faint pasture
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@dapper kiln careful with using particles for gameplay.

dapper kiln
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@faint pasture Yea I was just thinking of that too because my game is multiplayer so IDK if that would be the best approach. I'm still thinking of just doing linetraces or some kind of tracing that's cheap and then just applying damage so as to not hurt performance

trim matrix
faint pasture
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@dapper kiln of it's meant to be a fast flamethrower just so anxone collider/hurtbox

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@trim matrix totally fucked up.

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@trim matrix you trying to get the aimed location?

trim matrix
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yes the location the player is looking at.

faint pasture
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@trim matrix line trace from camera to camera + cameraforward*somelargenumber

trim matrix
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okay i try to do

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camera + cameraforward*somelargenumber
How do i do this? what is cameraforward where do i find this?

faint pasture
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Drag off camera and search forward

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It's the forward unit vector.

rough sinew
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@dapper kiln I don't know about using this for multiplayer. Either way don't do a collision event for ALL particles. Add copy of your main particle reduce a lot the number of particles for this and to the collision event just for this. If you flamethrower is very simple you can do a line trace instead. To my specific case it was not very good.

dapper kiln
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@rough sinew Yea I'm still looking for a particle effect lol. I'm going to try what you said and see how it works. I'm just in the design phase right now. Just trying to think of different possible ways to achieve it

winged sentinel
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is it possible to use inputactions in multiple bps

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for example i have a reload on my character bp and i used the same input action on my object and nothing happens, the goal is to play to animations at the same time but on different objects

trim matrix
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how can i cast from an unpossessed character?

bitter jetty
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Hey guys, hope all is well. What would be the best approach when making a 3rd person player who is holding an object have the ability to move only just left &/or right, with a EventBeginPlay Gamemode Blueprint? Then after object is thrown, that player has the ability to not only walk sideways(horizontally), but vertically as well.

Would be interested to know. Any help would be appreciated.

trim matrix
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how can i make image that can be skip?

rapid token
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I need help

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This is making my player only go Right instead of also left, why?

vale seal
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Is there a node I can use that outputs for x amount of time after it receives an input?

trim matrix
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Can I override a pawns destroy method to perform some action.

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just before they are destroyed?

tight schooner
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Like the DestroyActor part? You could effectively disable a pawn by hiding its visible components and disabling it's collision components and then use a SetLifespan node instead of a DestroyActor

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And that gives you some time to continue doing stuff in that pawn before it's destroyed permanently

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(the lifespan countdown can also be re-set if desired)

upper linden
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@vale seal what do you mean by output

vale seal
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@vale seal what do you mean by output
@upper linden

upper linden
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you said a node that outputs

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i thought you wanted to PrintScreen

vale seal
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more specifically i want the player character to move

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for 1 second if a button is tapped

upper linden
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ok gotcha

vale seal
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i've already set up all that stuff though

upper linden
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maybe whileloop

vale seal
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I can't see how to do it

upper linden
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add a boolean and a timer

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start timer and boolean on

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set boolean off after 1 sec

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whileloop needs the boolean

fierce birch
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I have this simple ai script based on sensing, for some reason it is hit or miss with the execution, the event gets fired but sometimes the enemy wont move to the character. any suggestions?

quasi frost
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This seems simple enough to me, does anyone know why this isn't working? When the pawn is spawned nothing happens.

pearl onyx
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@white crypt The heck is the point of a sequence then?

dusk dust
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how can i spawn mesh instances in a spiral shape?

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for a galaxy

tight schooner
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with a ForLoop

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and then the loop index drives some math involving sin & cos to make a ring of 2D coordinates

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and then some other stuff to make it spiral-y, lol

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It'd be like loop index * some multiplier that makes sense -> sin * some multiplier that represents your radius, and that's your X coordinate

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And then the Y coordinate is the same except with cos instead of sin

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And then you can spawn things in a circle.

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Once you have that, you can try scaling the radius by index to make each spawn incrementally further away from the center, thus making it spiral-like

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That's how it works in my head anyway.

dusk dust
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ooh thanks ill try that

manic knot
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Hey everyone! How can I make a widget component on the character only visible to other players and not the player it is attached to?

tight schooner
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I have a vague recollection that there's a way to make a component invisible to the owner

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is there a node that sounds like it does that?

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This is the node I was thinking of. Does it work with widget components?

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@manic knot

manic knot
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I just tried that and it had no effect 😩

tight schooner
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well, I'm hardly well versed in multiplayer, but I suppose you can have some custom logic

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that determines if some component is owned by a certain player

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and if it is, hide it client-side

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i.e. each client hides their pawn's attached component

surreal peak
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That is correct thinking. Only works for the Actor that is ViewTarget or so iirc

manic knot
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OK. I suppose thats why the "player speaking" indicator displays on all players when one player is speaking lol. How then would I apply that logic inside a blueprint widget to make an element only display to other players?

vale seal
surreal peak
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Yeah but you need to handle the case your line trace doesn't hit anything

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The Boolean return on the Trace node

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If that is false, use TraceEnd instead of the Location/Impact

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@swift pewter

surreal peak
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You can use "select vector"

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Drag from the input vector from one of your nodes and search for that

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It allows 2 vectors based on a boolean/wildcard input

vale seal
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I still need help :(

dull tree
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how can i make die and respawn for multiplayer

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?

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i am bigginer

narrow fjord
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The animation or everything?

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send a event to run on server when that health float reaches 0, use that event to do whatever you need, destroy pawn and spawn spectator pawn etc.

dull tree
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hmm

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ok

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i will try πŸ˜›

narrow fjord
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πŸ™‚

dull tree
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something like that?

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it works but i dont know if its good

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i am just finding the way

sudden anvil
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hey everyone
How would I make a box collision event fire not only when the the player enters the box but also whenever they are inside the collision box? (lets say every 2 seconds)

maiden wadi
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Create a second event and a timer.

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@sudden anvil Is this for single player?

sudden anvil
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yes

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okay but then if the player leaves the collision box, end overlap is called but the effect still goes on for 2 seconds, right?

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Oh I can just break that "second event" on end overlap :p

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great

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that should work thanks

maiden wadi
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@sudden anvil Be caureful with that. You can end up with bugs by not doing some brute force checking. Do you want the event to fire imediately as the player overlaps and then every two seconds after?

sudden anvil
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yes exactly that

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but the countdown should cancel if the player leaves the overlap

maiden wadi
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Hmm. Just realized an issue. Sec

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There, that's better.

sudden anvil
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ohh

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So nice:)

trim matrix
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hey yall

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guys i have a quick question

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is it possible to like add a blueprint itself to levels blueprint? (like instead of the instance of it from the level)?

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you guys know what im saying?πŸ˜…

maiden wadi
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What do you mean when you say "add a blueprint itself to level blueprint"?

narrow fjord
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What kind of blueprint? Do you mean just to use the same nodes - or referencing all existing actors of a specific BP class?

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is it possible to like add a blueprint itself to levels blueprint? (like instead of the instance of it from the level)?
@trim matrix From what I understand you might want to create an actor within the level BP and reference it using it's return node.

trim matrix
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@trim matrix From what I understand you might want to create an actor within the level BP and reference it using it's return node.
@narrow fjord

hmmm...i think that might be possible

narrow fjord
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I mean, it's possible haha just depends if that's what you want.

trim matrix
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What do you mean when you say "add a blueprint itself to level blueprint"?
@maiden wadi
like instead of adding the instance that are in map one by one i just add the main BP one time and it affect all the instance within the map

narrow fjord
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I'm not sure what you mean by this

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Can you explain more in detail what the main BP is and what each instance does?

maiden wadi
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If you want to affect all instances placed in your map, just select them all and change their values, or open their actual blueprint and change the coding.

narrow fjord
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I'm not sure that's what he meant.

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I'm not really sure what he meant actually haha

sudden anvil
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@maiden wadi Thanks a lot, I got it working ! :)
only a slight issue, I have a flame which turns on and off (5 sec on / 2 off). I wanted what you called "dosomething" to damage the player, but only when the flame is on. I got that working by checking isValid for the flame particle directly after both OnBeginOverlap and EndOverlap. So now the player is damaged only when the flame is on, but the problem is you can just stand inside the flame collision before it fires and you wont get affected at all because Player is not Begiining the overlap
Do you think I should somehow disable the collision box when the flame is off?
Is that even possible?
And when I enable it back again will it actually collide with the player?

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I tried rescaling the collision box to 0 using a timeline (so its smooth) when flame is"turning off" but I cant get it to work for some reason (then I would scale it back to original when its suppsoed to turn on)

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Or maybe its possible to have the particle (Flame itself) collide with the player...

maiden wadi
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Mmm. Niagara has made some improvements over Cascade in that regard, but in general FX are cosmetic and should not drive gameplay. If I understand correctly, what you have is an area where a flame trap of sorts turns on and off, and you basically want to damage the player every two seconds if they're in that flame?

sudden anvil
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yeah exactly

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Im sorry if im overcomplicating the code

mortal wharf
maiden wadi
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@sudden anvil How fast can your player move? Around normal run speed in the engine?

sudden anvil
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Yeah, I think so

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I'm going out now so wont be able to test anything

maiden wadi
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I wonder if a small change in logic might help. Just deal damage on overlap, and then set a timer for two second, disable collision on the cube, then two seconds later reenable collision. I'm semi certain that enabling collision calls overlap events. So if the player was still there it'd damage them again. Then you could also toggle your timer and damage based on a simple bool or other timer of when your flame is active.

ancient torrent
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Hi everyone! I got a Sphere Trace that goes from 0 to 120 but i need to invert the number somehow so i get 100 when the sphere trace says 20 and 10 when its says 110etc anyone got a clue how to "invert" the distance ? πŸ˜‹

maiden wadi
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@ancient torrent Subtract the distance from the total distance. For example. TotalDist(120) - Distance(30) = 90

ancient torrent
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well that was simple thanks

maiden wadi
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Haha, took me a minute to catch up on that when I first hit that problem myself.

mortal wharf
shadow saddle
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my sphere trace never return hit actor even it collides with enemy AI

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collision set to block all already

jolly jay
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hi everybody, I'm in a project and i had a problem, that i dont know how to solve it, I'm making a first perosn shooting game, and I programed the shot, then i programed the IA of the "enemies" but when I shot, mybe is the collision or something that the bullet pass through, someone know how to solve it?

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object is conetcted from event linetraceby chanel-->out hit --> hit actor-->object from cast

sudden anvil
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@maiden wadi I found there is a "set disable collision" node but it accepts Physics Constraint Component objects and not my box collision object ://

maiden wadi
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@sudden anvil There is one for any component with collision as well.

sudden anvil
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oh yeah I see now

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just context senstive stuff

carmine prawn
sudden anvil
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well the flame now works like a charm

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(it does call beginoverlap on enabling collision)

barren salmon
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hi i am trying to play a sound effect and was wondering how i could get it to stop playing new ones over and over

white crypt
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use spawn sound and promote return value to a variable

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then before spawning that sound you check if the variable is valid or not, if not valid continue to spawn, if valid - do nothing

barren salmon
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i keep getting the bug just short of delayed

white crypt
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first you should make the sound into a single footstep

barren salmon
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oh

white crypt
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some like to add footsteps inside animations using anim notifies

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but since you are using sprites i have no clue if thats possible

barren salmon
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i'm playing the sound at X frame

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that's how i figured that part out

white crypt
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the method i recommended is not really good in your case, since i didnt know you were doing footsteps

barren salmon
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oh

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ik it would work for the jump and death sound yet not the footstep so him

white crypt
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well as i said a better solution would be to make single footsteps sounds and play them randomly each time

barren salmon
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like a switch on int thing

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then use true or false

white crypt
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and then you could make a timer that when character is moving you play these sounds (sound cue with a random node inside)

barren salmon
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oh i'll look at that random node and try that

white crypt
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no need to use switch, you can do that inside a cue

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to put it simply, when moving you set a timer with loop which will play these sounds

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when you stop, you invalidate and clear that timer

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when you start moving again, you run that timer again as well

barren salmon
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ah

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ok

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i think i'll move on to coding the other stuff and try to figure out how to get sounds working later but thanks for the help

fierce birch
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anyone know how I can restrict an axis on a npc

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Nvm found it

white crypt
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constrain to plane?

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was that it?

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so other people could know if they ever look for a similar solution

fierce birch
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Under physics, constraints

mortal wharf
maiden wadi
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You really shouldn't be calling AIMoveTo on tick. You also generally shouldn't use the arguments of one function in another without that one function calling the other. All you need for this is a little bit of vector math and a do once on tick. Check if the look at rotation from the player camera to self is not nearly equal to the world rotator of the player camera. If it is, call the do once that has the ai move to on the other side. Reset the DoOnce When that same rotation math is true instead of false.

sonic pine
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Hiho someone know something about ai?^^

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#gameplay-ai my last post, noone is answering, maybe here somone know the answer

white crypt
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its #graphics i think, a lot of people might not have worked with shaders in this channel so you might not get an answer here

halcyon nova
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gotcha, thanks @white crypt

mild ore
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@halcyon nova It's called postprocess because it's happening after processing 3d stuff. For apply modificaitons to rendered content, you have to change on material templates, or preferably just render the scene as orto by default

halcyon nova
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@mild ore Aye, I appreciate that it's just modifying a texture, but projection doesn't mean you can see any more/less of the geometry in the scene. My thinking was it's just a case of non-uniformly scaling the UVs of the frame buffer'd texture. Performing an inverse of the model view projection operation which has been done to get it to that point. Rendering the scene as ortho isn't an option because lighting doesn't work with orthographic cameras.

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Even in forward rendering, it's hit and miss if lights show up.

inner pendant
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How's it going blueprint bros

fervent spear
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https://youtu.be/c4rA2lniY1I
New free download πŸ™‚ I will post it in audio as well.. hopefully noone takes this as spam. πŸ™‚ Put a lot of hard work and I am determined to ship everything I do for free instead of straight to marketplace.

A big update to AGR components!
The sound component now has 2 more functions - spawning procedurally ambient sounds, has ambient wind that scales with velocity as well as environment.
The combat component has 2 options of buffering inputs for attacks. allowing now for quicker ...

β–Ά Play video
carmine prawn
#

How's it going blueprint bros
@inner pendant It's gone and went! πŸ˜„

inner pendant
#

😭

fervent spear
#

@carmine prawn good point. thanks.

inner pendant
#

I look at how many games have an inventory system and then I try and go and make one in UE4 and fail

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Any recommended tutorials or documents on inventories?

barren salmon
inner pendant
#

Is your navmesh good chief

barren salmon
#

yet now i get no error but it does not move

carmine prawn
inner pendant
#

'preciate it

noble basin
#

trying to create a settings menu where you can change the volume and gamma, volume for working no problem, but how do you change gamma through a slider? ive tried using post process settings and placing a post process voume and setting the slider to change it there, but no lucj

inner pendant
#

I know there's a command to change gamma but idk if it would help you

#

cmd: gamma 0-10

noble basin
#

im guessing id use that in c++ and not through the blueprint

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im using the third person template

inner pendant
#

You can execute commands using blueprint

noble basin
#

oh

inner pendant
#

The node is called execute console command

noble basin
#

so that prob wouldnt work with a slider

#

since i have to set in manually correct?

inner pendant
#

You could use a string with an Append node

noble basin
#

hmm

inner pendant
noble basin
#

so id have the a be cmd: gamma

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and b

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id have set to the slider

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to change

inner pendant
#

Yes B would be your slider variable

#

And then you put the return value into the execute console command

#

Let me know if this works

noble basin
#

so the resulting string should be cmd: gamma (number)

#

right?

inner pendant
#

I believe so

noble basin
#

so id have my slider min max 0 - 10?

inner pendant
#

The max is 5 actually I believe

#

And the default is 2.2

noble basin
#

doesnt seem to be doing anything

inner pendant
#

darn

noble basin
#

put a print to see if it was changing the value

#

it does

#

just doesnt affect anything haha

inner pendant
#

Darnit

noble basin
#

cmd: gamma 2

#

thats the correct format right

#

keep the spaces?

inner pendant
#

cmd: gamma 2

#

yeah

noble basin
#

weiiird

inner pendant
#

2.2 is the default so maybe try setting it to 5?

#

Maybe then you can see a difference maybe

noble basin
#

imma try and set it without the slider

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see if that does something

pearl onyx
#

What's the norm these days with Player Controller setups?
Let's say a game with respawning or an MMO with persistent values, would just a Character blueprint work? Hide the character mesh when dead and replace with a ragdoll using the last matching bone positions of the character or actually kill?
Or is it better to use a Player Controller which controls a Character or Pawn?
How about handling the camera, is that done with the Camera Manager or typically a blueprint interface?

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Most tutorials go the simple route so I don't have any idea what's the standard.

north vector
noble basin
#

@inner pendant im an idiot

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i was putting cmd: gamma

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in the command node

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instead of just gamma

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lmao

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thanks for the help :))

inner pendant
#

Haha we all make mistakes like that, no problem glad I could help

north vector
#

i need a gate that if any is true it outputs true if all is false it outputs false without dazy chaining select fo that image i posted

maiden wadi
#

Can't you just use OR for that?

earnest tangle
#

yeah sounds like an Or node would do the trick there

north vector
#

nope

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i tried or and it would output wrong

earnest tangle
#

So if I understand this correctly, these are the conditions:

  • Secret value must be same or higher than Amount
  • Is True must be true
  • Item must be same or higher than 1

so one of those needs to be true?

#

oh actually maybe the first one isn't a secret value, the name just looked weird lol

north vector
#

i have comments explaining every function imput variable

earnest tangle
#

Right, yeah so it looks like what I said should be the case, correct?

#

So at least one of those conditions needs to be true?

north vector
#

yes

earnest tangle
#

Right - so if you add an Or node, and click "add pin" to give it a third pin

#

You can then directly plug those three conditions into it, one pin for each

#

and then plug it into a branch

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and it should work

north vector
#

then it fails when i do that

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this works

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i want it to work but no daisy chains

earnest tangle
#

well the way to do it would be using nodes like Or, And, Not

#

those are how you'd typically combine boolean operations

#

If it doesn't work correctly with an Or node, then you might need to adjust the conditions or use some other nodes

north vector
#

none of these worked

#

list

#

and

#

or

#

xor

#

nxor

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nand

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all o them,

earnest tangle
#

I'm trying to look at the conditions you have and maybe it doesn't quite work with an Or...

#

it's a bit hard to tell what the exact logic is with the Select chain

north vector
#

how

earnest tangle
#

It looks like if >= is smaller than Amount, and Item is smaller than 1, then the condition is always false even if Is True was true

#

wait no..

#

sorry it's kind of hard to tell what the exact logic is lol

north vector
#

i have comments

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amoount is ithe buttons goal

vale seal
maiden wadi
#

Can I ask how you set up that or node? Because looking through the boolean logic, it's just a complicated Or with those selects.

north vector
#

its not an or

earnest tangle
#

Yeah if you write out a truth table for the conditions, it behaves like an Or node would

#

that's why it's kind of confusing as to why it wouldn't work with Or

north vector
#

my or in the engine wouldnt do it

#

it only worked with 2 booleans when i added a third it would start screwing up

earnest tangle
#

well, if you don't want to use the select chain, you'd just have to debug it why it doesn't work with Or

#

unfortunately it's pretty hard for us to say why it wouldn't work because it looks like it should :)

north vector
#

@vale seal it doesnt work is involed with it being used as if your 2d character is in a 3d world

vale seal
#

It's not 2d

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the character just moves in 2

north vector
#

slide scroller characters cant be alloud to rotate and move in that rotation or it will not be a slide scroller

vale seal
#

So what do I do?

#

Split pin and use on y z values

north vector
#

i believe so

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u need to break to combine back into the right variable

vale seal
#

u need to break to combine back into the right variable
@north vector how do i do that ?

maiden wadi
#

Make Vector

vale seal
#

ty!

#

I don't know where, but it teleports somewhere....

earnest tangle
#

pause the game and find the object in the world outliner :)

narrow fjord
#

F8.

north vector
earnest tangle
narrow fjord
#

Oh! thank you I was looking for that

vale seal
#

@vale seal
@north vector What do I do to add 15 to an axis?

narrow fjord
#

break vector, get current vector + 15 to specific axis, make vector, set vector

#

Or AddActorWorldOffset

vale seal
#

break vector, get current vector + 15 to specific axis, make vector, set vector
@narrow fjord get current vector?

narrow fjord
#

As in GetActorLocation

#

I probably didn't read far back enough and just guessed at what you were doing so feel free to ignore me.

vale seal
tight schooner
#

A vector is a "struct" of 3 floats

vale seal
#

wh a t

tight schooner
#

It seems like you fundamentally don't know what a vector is

#

It's 3 floats representing the X, Y and Z dimensions

#

A float doesn't really become a vector. I mean you can make a vector from 3 float values any way you want to

vale seal
#

oh ok

trim matrix
#

Help! I have 2 actors that are playable. One Is Character based and one is Pawn. I want to switch from character to pawn, without spawning them all the time. I want them to be in the level all the time and not destroy. How should I cast from character to Pawn and be able to play with that pawn?

#

Been scratching my head for couple days now...

vale seal
#

I just don't know how to put it in the dest location 😭

spark steppe
#

you want to add 15 on the z axis?

#

then use add vector on your existing vector

trim matrix
#

No problem. solved with get all actors..

narrow fjord
#

How do I convert the Vector into a float πŸ€”
@vale seal Just use AddActorWorldOffset

#

Split the input vector pin

#

actually

#

You don't even need to split it

#

just type 15 in whatever axis

trim matrix
#

Hi guys! I just joined this server and looking forward to getting to know you! I worked with blueprints for a while but there are holes in my knowledge so i might ask total basic or advanced stuff as well. Sorry for rambling I hope i wont be annoying with my questions πŸ˜…

flat raft
#

Welcome!

trim matrix
#

I was seeking the answer to this question for months but couldnt find anything. Im making a modular level in two projects but totally fail at keeping good performance. Firstly i want to make a floor with walls for my map that can be edited later by the player. Change the colour and location (like you would in sims). The problem is the million actors it comes with, eating performance. I managed to narrow down by searching on the web that drawcalls are the problem, but instanced meshes are way too unpractical to work with 😡

#

How do games like sims handle modular stuff? Even animal crossing seems to have tiles as the ground that you can elevate or make into lakes.

flat raft
#

@trim matrix your wall has a million actors?

trim matrix
#

@flat raft no sorry, i have 1 meter wide walls so they can be placed on a grid, but they start to add up pretty quickly. Like sims for example. Same with the floor 1x1 planes so the texture can be changed individually

tight schooner
#

I can imagine that would place a lot of stress on occlusion culling...

flat raft
#

Oh I see, you're building the wall with tiles.

trim matrix
#

Im happy if you tell me even a keyword to look for, but im clueless. Every game seems to work with these modular models on a grid (eg overcooked) but i just cant place even a few hundred down

narrow fjord
#

why is an instance static mesh too much to work with..?

#

that is pretty much the best way forward for modular grid based building systems

tight schooner
#

You might want to ask #graphics for another opinion if you don't get a great one here. There are more expert tech artists there.

narrow fjord
#

then seperate the instances by world location into chunks creating new instanced static mesh components for every 10 grid spaces etc.

teal burrow
tight schooner
#

That said, UE4 in its current version does actually auto-instance meshes as long as they are the same mesh and have the same material instance.

#

(I might be forgetting a third requirement but in any case you can look it up. I think it was introduced in 4.21?)

narrow fjord
#

I think that's just a built in feature.

tight schooner
#

If you're giving every mesh its own dynamic material instance then it could hamper auto instancing

narrow fjord
#

Very true.

trim matrix
#

That would be neat! I experimented with adding the same wall actor multiple times but the drawcalls went up anyway. Thanks for the hints on instanced meshes too! But i would need to add new instanced meshes for every tipe of material the player put down right? Imagine a 10x10 tile but one is changed to be wood

flat raft
#

Are you walls and floors always rectangles?

trim matrix
#

Yes, floors pretty much a plane, walls are two planes back to back with a slab on top

teal burrow
flat raft
#

Oh, if you have a 10x10 and want to change a single tile, then HISM is not going to work

#

I think it can only have 1 material, right?

narrow fjord
#

@earnest tangle loading mod content from data tables
@teal burrow lots of yummy build strings/appends

earnest tangle
#

@teal burrow thanks :)

teal burrow
#

Can't work with paths without those sadly

narrow fjord
#

ikr

#

haha neat tho

trim matrix
#

Yes, thats why it calls a texture once. I guessed i needed to add a new instanced mesh for every new material added. Thats where it got complicated

tight schooner
narrow fjord
#

How many materials exist though?

teal burrow
#

Also hella debug messages because... Debugging how the engine discovers content is a daft bastard

trim matrix
#

Thanks I’ll look into it!

narrow fjord
#

Just think instanced static meshes and you can't go wrong

trim matrix
#

Dont know yet, but not a small amount i guess @narrow fjord

#

Although animal crossing also only has small amounts of floor variants now i think of it

#

Outside

narrow fjord
#

but why don't you update a data table with existing instances and current locations/materials etc then when altering materials just delete the instance using its stored id and create a new instance in the same location or smth

flat raft
#

Even with 1m tile, building this should be fine. There shouldn't be performance drop.

trim matrix
#

I’ll start experimenting tomorrow. Thanks for the help guys!

narrow fjord
#

lemme know where ya get to:)

flat raft
#

Depending ur camera... just place some tiles down and build.

#

Your tile should be 1 poly, ya?

trim matrix
#

Yes, the main problem was the material i guess

flat raft
#

create a master material, and then instances

#

Use the instance for ur tile

trim matrix
#

Ill definetely give it a go

flat raft
#

unreal can handle billions of polys, with a cheap graphics card, one can do a few million.

#

what I was going to say though, is...

trim matrix
#

I got confused because i saw other games using atlases for multiple objects. I guessed a texture gets called in once and everyone used it thats why it was practical. But if everyone uses a new one what was the point

flat raft
#

If ur floor/wall is rectangle, you can draw a area, ur player can select a area, then you can spawn a rectangle to fit that area.

tight schooner
#

it's all in the name of reducing draw calls

trim matrix
#

Nice idea πŸ€”

flat raft
#

so, ur floor is 1 poly, but scales across the 10x10 space

trim matrix
#

Yes that sounds practical thx

flat raft
#

Ur texture will have to tile

trim matrix
#

And if the player chooses to change the middle tile ill just break it to smaller chunks around it i guess

flat raft
#

Try out a few of the ideas , see what works for you and ur design

trim matrix
#

Thanks for the help!

flat raft
#

Also, checkout youtubes...I think there a pre some Sim4 GDC making of

narrow fjord
#

Random, but you could use custom stencils and map world textures to it using a post process texture setting the custom stencil id.

trim matrix
#

@tight schooner but it doesnt reduce it as far as i could tell. Whenever i spawn an actor with the same texture it always calls another one even though it uses the same albedo maps and such. Maybe i didnt make it an instance? For example i spawn in a 100 swords and 100 aces it should only call one texture map since basically its two albedos on the same map i combined them on

narrow fjord
#

i'm tired and that made little sense, but I hope it roughly got across.

trim matrix
#

Ill look into everything you guys say. It took me weeks before to find even a keyword when i was googling for answers. Im overwhelmed with amazing infos thx guys

tight schooner
#

Unfortunately I'm not an expert, so I can't tell you why it doesn't work in your project

#

but you should ask the #graphics channel if you can't figure it out

#

cuz the people there live and breathe questions like those

trim matrix
#

Haha thanks 😊

#

Sorry for writing a million lines. Probably not in the right channel and stuff. Im just so excited to talk to other devs and get answers haha. I was kinda living under a rock trying to find asnwers

#

Like this rookie one that has been in the back of my mind for a while. In blueprints should i always store in a new variable after casting from an other class or doing math equations and it needs to output into several other nodes? Because i guess if not it always does the casting and the equations for every input

tight schooner
#

np... BP is a wide subject that touches everything else in the engine so it's not like you're in the wrong place per se. I just think audience-wise the graphics people would know more about draw call optimization techniques

#

I don't have a deep sense of the performance implications of "BP communication", but the gist is if you want to do the math "once" then use an executed function -- a function with exec pins on it (or save the data into a variable for re-use)

#

cuz a pure function -- a function that doesn't have exec pins on it -- will re-run each time it's connected to an executed node

#

so if you connect Random Float to 3 print nodes, you'll see three different numbers printed on the screen for example

#

That's the only thing that comes to mind regarding controlling the number of times math is done to feed nodes certain data

trim matrix
#

Yes thank you! The random node was the one that made me question the others haha

#

Thank you everyone for the kindness! Going offline now! Have a great one!

umbral shard
#

Hey guys, how would I constraint player to one axis when they're falling?

#

I can't seem to get the constrain planar thing to do anything

#

and I can't disable input because this is supposed to be split screen

trim matrix
#

So I have this Blueprint where I have TICK doing one thing, but when switching characters it reroutes to another place which is fine... but still It will give me errors when im doing the reroute. I also added some gate to really not putting any execute there but nothing helps? any tips?

#

@umbral shard physics -> constraints -> lock position the one you would want or lock rotation

tight schooner
trim matrix
#

but its in level bp?

#

and its not any actor. its a player character and root component that gives me the error

fierce birch
#

can you use enums to determine if you can play montages, for some reason mines not firing

sonic pine
#

Hiho someone here?^^

#

I try to create an Inventory, is there a maximum of Images i can use in one HUD?

white crypt
#

doubt that anyone knows

#

the number would be so high that no one would even waste their time to test

sonic pine
#

ok i cant place more xD

white crypt
#

oh you shouldnt place manually each slot

umbral shard
#

movement stuff Korvax

#

Health stuff

sonic pine
#

oh you shouldnt place manually each slot
@white crypt I have placed 9 and copied the first line πŸ˜‰

white crypt
#

you will have a hard time going that route

sonic pine
#

i know

white crypt
#

make a dynamic system where you enter number of slots and they will be added automatically

sonic pine
#

slot 1 to 89

white crypt
#

your each slot should be a separate widget

sonic pine
#

do you mean field system actor??

white crypt
#

and you add them using for loop + create widget + add to grid

#

dunno what that is

umbral shard
#

Raikun, just look up a youtube tutorial how to do this stuff

#

They're everywhere

white crypt
#

i used this when i started but you need to have atleast a good understanding in order to built upon

umbral shard
#

eyy Titanic Games I did that one years ago

white crypt
#

he didnt finish all of it

#

but the concept is good

umbral shard
#

Yeah. There are newer ones out there anyways

white crypt
#

might be, havent looked for any tutorials in a long time so dont know which one to recommend

#

just used this in my first year of learning unreal

#

i assume other "good" tutorials will be using same method

umbral shard
#

I saw one that did this in C++, ignoring the C++ the UMG side of is still quite informative

white crypt
#

i think he went the Virtus way πŸ˜„

umbral shard
#

Virtus is like

#

5 years obsolete

#

I never used Virtus cuz his stuff is so frickin' old

white crypt
#

even at the release time it was still pretty bad

#

he would manually add each slot as an image

#

would align each slot by setting the position...

#

just a nightmare

umbral shard
#

πŸ˜’

#

I guess he never bothered learning how to program in college or online.

white crypt
#

i would like to believe that he knows his stuff, just for general public he doesnt put the effort to showcase better practices

umbral shard
#

I've actually noticed that a lot with ue4 tutorials as a whole, these guys don't really teach good form

white crypt
#

his tutorials are only good for those who are just starting and can only copy/paste

#

most of us did the same when starting, or atleast thats what I think πŸ˜„

umbral shard
#

indeed we did

#

back in the day

flat raft
#

is there a better way to do this? I'm setting a value in actor, in an array[0], inside a struct, in a MAP @tight schooner you like Maps, ya? Anythoughts?

rough wing
#

Is it not going to break in the first loop?

flat raft
#

It's an array or arrays

#

so, it wont break until it finds an array with an index

#

and I guess I can get rid of the cast also.

earnest tangle
#

This kind of juggling is when I decided to just use C++ :P

#

especially when it's like.. is this a reference or a copy? at every step of modifying it in BP's...

flat raft
#

Ya, but, I'm saving Cpp for the final refactor

#

I think that's as light as it gets, if I remove the cast

#

the GET here needs a different icon.

earnest tangle
#

I think in your case you don't need to worry about copy vs ref since the value you're setting is actually inside an actor even though the actor itself is within a nested data structure

flat raft
#

Needs to be a Ref

#

if it's not a Ref, then I have to add alot more nodes.

earnest tangle
#

Why?

flat raft
#

The first image i posted is Copy

#

the last i posted is Ref

#

It needs to be set back to the array, and back to the map. (if COPY)

earnest tangle
#

Actors are always stored as pointers

#

so if you copy a pointer, assign a value to its member, it's still actually assigning to the same actor

#

you only copied the pointer, not the value it points to

flat raft
#

right, hmmm... let me try that and see

earnest tangle
#

I think the last pic you showed is about as simple as that can be, I don't think there's really anything else that could be changed

flat raft
#

you're right.. the GET doesn't matter. could be ref or copy. Thanks! @earnest tangle

mighty fable
#

Could someone help me look at my BP and help me figure out how to add a block incoming damage button that also prevents attacking?

flat raft
#

@mighty fable add a Branch Condition ? IF BlockButtonPressed THEN DamageAmountDoesn'tChange ELSE ApplyDamage

mighty fable
#

@mighty fable add a Branch Condition ? IF BlockButtonPressed THEN DamageAmountDoesn'tChange ELSE ApplyDamage
@flat raft So I'm fairly new to UE4 im not 100% how that looks

flat raft
#

Do you have a Apply Damage function ?

mighty fable
#

Yeah but I've made it into a component called "Kill"

flat raft
#

ok

#

whats the function called that kills ?

mighty fable
#

beginplay?

flat raft
#

can I see how you attack ? ur bp

mighty fable
flat raft
#

what about where the player takes damage?

#

or.. how does that player take damage

mighty fable
flat raft
#

ok, you have a TakeDamage event. Where are you calling it?

mighty fable
#

that's the only place where that node exists

flat raft
#

Thats the EventBind, in order to TakeDamage, you have to call it when you get hit

#

so when your player gets hit, TakeDamage is called

#

are you calling TakeDamage anywhere ?

mighty fable
#

not that I can find

#

that kill component is what I attach to the character and enemies to control their health values

flat raft
#

i see, but you need to call it for your player to take damage

#

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, I am going to show you how to implement attack blocking in the melee combat system we are working on in unreal engine 4. ...

β–Ά Play video
#

This is a really good series

#

Go through the playlist and see if it helps

mighty fable
#

ill watch it and see if it helps. Thanks!

flat raft
#

Part 55 is about blocking, and 65 onward is about combat. @mighty fable

#

Watch a few of those, hope it helps

mighty fable
#

yeah I would like to first just make it so when I press L-Shift I just dont take damage and cant attack

toxic socket
#

I'm making an AI Director (like Left For Dead) for a coop multiplayer game, i've been using an actor blueprint for testing but wondering if it should be managed another way. Is there a better way of doing it?

vale seal
#

how do i make it so when i hold down a button it repeatedly activates a bp

weary jackal
#

Retriggable delay

vale seal
#

don't work

flat raft
#

Loop with break

maiden wadi
#

If you want to hold down a button and have something repeatedly happen, you should probably use a timer. Although tick can also work depending on the thing in question.

maiden wadi
#

@slender venture I haven't looked at the coding for that, I can go check it out in visual studio, but my initial guess is that the tombstone isn't working from Sweep, because it's not. It's colliding and that's a hit event. I assume that boolean is actually to tell the difference between when an object sweep movements into the sphere and does not teleport into it without sweeping. It's actually odd that a colliding hit even calls the overlap event.

crimson saffron
#

Im creating a door that opens when it receives a cast

#

problem is when the animation is over the door goes back to its original position, how can I fix that?

fair sun
#

Is there a way to mark a blueprint function as deprecated? So I would get a warning every time it is used?

tight schooner
#

@fair sun Yeah. There's an option somewhere in the details rollout

#

You can mark variables and functions etc as deprecated

fair sun
#

ohh yes now I see it. It was in advanced so it didn't pop out instantly

trim matrix
#

Hey guys! I was just wondering how bad it is that I give long names to my imported meshes & textures / actors / variables.
I always see others shortening everything but it would be nice to see them clearly even though im alone on the project. Does it effect performance?

#

Even in the slightest?

maiden wadi
#

Not really. The issue with naming is often to do with the full location path on some machines. Older operating systems couldn't handle finding things that had a location path longer than a certain amount. I'm not sure if that really applies anymore though. Most people shorten things out of habit.

vale seal
#

I've noticed people adding "_BP" for blueprint to the end of their stuff or "_ACT" and such

maiden wadi
#

Yeah, you'll see that in a lot of projects because they often use the same name for the C++ and BP inheritting version of an object. I do the same thing but at the front of the name. Like CPlayerCharacter, BPPlayerCharacter

trim matrix
#

Thanks!

maiden wadi
#

@trim matrix For safety. You might actually pose that question in someplace like #packaging They're likely to know much better.

trim matrix
#

I will for sure thx

woven kelp
#

I'm trying to set up blueprint callbacks for modders to use. I have an actor and I want mods to be able to change it out for their own actor. My idea is that I'll call an event, pass the actor by ref, and then every mod that wants to change it can bind to the event and set the actor by reference to whatever they want. But when I set up an event like this I get a warning:

#

How can I set this up so that I can pass the value by reference through the event?

twilit heath
#

you don't need to pass an Actor by ref

#

its already a pointer

#

meaning any changes to actor itself will persist

#

only the pointer is copied if you don't send it by ref, and it still points to the same Actor

#

so its fine

#

only reason to send a pointer by ref is to change what the original pointer is pointing to

cobalt gyro
#

hello unrealers :)
What kind of variable is this? I cannot find any info online about it..
(I'm not a programmer, I'm a designer)

cold sinew
#

Hello guys ..
I have a wall in game i want to interact with the wall as a parts like rectangles i want to draw outline or change the color of specific area not the whole wall

#

How can i seperate the material or texture and interact with it seperatly

maiden wadi
#

If your interactable areas are always the same, you could just split the material UVs and change them that way. Otherwise, you might need to do some form of texture mapping.

cold sinew
#

I want to interact as an actor ..
Like each part i want to use depth render and change the color or how ?@maiden wadi

dusty ibex
#

Hello. I have a sequencer in the game that I want to seamlessly blend to gameplay form player camera. Transition to sequencer is OK (I do Set view target with blend to cinematic camera in sequencer), but in the end if I do same to return to player camera, there is a glich becouse it goes from player 0,0,0 to camera even with blend time 0. If I do transition during the sequencer, there is still one frame where screen jumps to player camera and than back to cine camera. what is correct way to smootly blend to cine camera and back?

maiden wadi
#

@dusty ibex If I understood correctly, that issue is because Sequencers reset after finishing their play. I don't remember where, but there's a checkbox to force it not to reset after it's done playing.

dusty ibex
#

if you mean keep state on track properties, its not that, unfortunately. I do target blend on OnFinished handler, but there is always that frame. Where ever during sequencer I put target blend there is that frame jump.

woven kelp
#

only reason to send a pointer by ref is to change what the original pointer is pointing to
That's what I want to do @twilit heath

lean bobcat
#

trying different things following a tutorial, attempting to throw a physics object but it isn't working, it just drops to the floor

lean bobcat
#

apparently i'm missing the location and forward vector

trim matrix
#

Are there any good Fog Of War tutorials anywhere? Some of them use a Sphere which works but I don't want it covering the skybox as well

atomic salmon
#

@lean bobcat Impulse should be a direction vector * a float for scaling, you don't need to add it to location, it is not a line trace

wicked shell
#

@lean bobcat may be you should format it as a projectile movement in its bp ? and not affected by gravity?

lean bobcat
#

i want it affected by gravity, like a chair, book etc

wicked shell
#

ok so you can still let it sit with projectile movement

#

then from physics set simulate physics and set its mass?

#

uhm this is a setting you can set up on its collider.

#

if you want to for instance apply damage when it hits something you can also add a code to is event graph like

#

Then receiving side needs an EventAnyDamage event to initiate what should happen to the targeted object. It could be tmi for your query but I am sure someone reading this can make use of this and set their arrows or bullets etc..

atomic salmon
#

@wicked shell @lean bobcat the original code posted contains a couple of mistakes. You could simply fix them instead of reverting to a completely different solution.

#

Just my two cents of course. πŸ˜‰

lean bobcat
wicked shell
#

@atomic salmon I am unaware of that tutorial. was just responding to question on how I did a similar thing πŸ™‚

white crypt
#

try using radial impulse

#

thats what i did atleast, it has more options

#

had the exact system like in half-life

wicked shell
#

this looks like a flappy bird kind of movement xD

atomic salmon
#

@wicked shell of course, but the first step is to point out the error in the original code and help to fix it, otherwise one will never understand what was wrong and how to make it work.

#

Then you can point out more efficient/smarter solutions.

white crypt
#

if you want to try like this

lean bobcat
#

do i need to store the hit object, so i know which one to release? it's coming down directly from the line trace

white crypt
#

when you grab the object you should promote it to a variable

lean bobcat
#

might be the problem kind of confirms it too when i look at your screenshot

flint surge
#

How come do actors become unselectable in the editor if I assign a translucent material to them? I have a simple actor with a static mesh component, which catches clicks in the editor if I have an opaque material but stops working if I set the material to translucent

lean bobcat
#

looking better, thanks

atomic salmon
#

@flint surge try pressing T

#

does it work then?

flint surge
#

Oh, yeah

#

What's that about? Some selection mode toggle?

atomic salmon
#

yep.

#

Toggles the selection of translucent objects

flint surge
#

Interesting, I tried looking for something like that on the GUI but couldn't find it

atomic salmon
#

It is under Settings

#

Allow Translucent Selection

flint surge
#

Ah, right

#

Figured that sort of thing would be in the viewport, somehow

atomic salmon
#

The context menu of the viewport is more for actions

#

This is more of a setting... that's why it is under Settings πŸ˜‰

flint surge
#

Eh, to me camera movement speed, lighting mode and things like that are all settings as well

#

And settings related to interacting with things in the viewport should be more tightly bound with the viewport imo, but maybe that's just me

#

no I mean the ones at the top of the viewport -- not sure if those are stock or if we've extended the editor

#

personally I've only extended editor modes

#

Why "right click"?

#

Where's that coming from?

#

I'm just talking about what can be raycast with the cursor in general

#

In my case I was looking for the ability to select, i.e. left click

#

figured it'd be in one of these, rather than a level up, but I'm no UI/UX designer so what do I know

thorn moth
#

how I invert a Foward Vector only in vertical

flint surge
#

Assuming forward is a local coordinate system concept, and vertical is global up

thorn moth
#

worked, thanks @trim matrix

hushed pewter
#

I got a dumb question

#

Where tf is the edit option, i thought it was the eye but i still cant interact with details

white crypt
#

compile it first

tight schooner
#

Maybe have to stop simulation?

#

Is it an inherited variable from a parent class?

hushed pewter
#

I didnt even realise that was on lmao

#

Sorry for shite question

tight schooner
#

Oh ok, lol

#

FYI the eye just makes the variable instance-editable

#

i.e. it exposes the variable to the actor details panel when you're placing it in the level

sonic pine
#

The Healthbar was working yesterday but today ... nothing ^^

white crypt
#

you didnt set your character ref

#

its invalid/null

#

just adding a variable doesnt mean it contains any info, you need to set it as well

sonic pine
#

ok maybe that crash an hour ago.,..

white crypt
#

you can set it on begin play, get player character - cast to characterbp - use return value to set character ref

#

if the variable is only a default class and not your own made then you dont need to cast

thorn moth
#

how I rotate a forward vector with another forward vector?

sonic pine
#

@white crypt I know what do you mean ^^ Ok i have fixed it, my engine was crashed one houre ago the Character Ref wasnt declareted^^

#

Thank you

tight schooner
#

@thorn moth I would try to get a rotator instead of a forward vector if possible because rotators have more information about... rotations... than a normalized vector

#

Interpreting a vector as a rotation is always kind of iffy

thorn moth
#

Do I transform the forward vector in to rotation with RotationFromXVector?

tight schooner
#

I don't have a great imagination for it so idk. There's a whole slate of converting-to-rotator nodes, including GetLookAt

#

Try stuff until it works, but if it's possible to GetRotation instead of GetForwardVector, go with that

#

And whatever it is, plug it into a RotateVector node at the end

#

Maybe someone will offer a better solution but that's what I got offhand

flint surge
#

What's "forward vector" in this context?

odd ember
#

how I rotate a forward vector with another forward vector?
@thorn moth what do you mean by this?

#

like do you want to rotate one forward vector to be at the other forward vector?

#

do you want to diff between them?

flint surge
#

Yeah as it stands that question seems indecipherable to me

#

you can, for example, rotate a vector, given an axis rotation type thing, where you're rotating about some other vector by some angle

plush ridge
#

Does anyone know what order the array here is in? Does it trace outwards, making the actors closest to the sphere pos first in the array?

flint surge
#

I tried following the c++ definition rabbit hole, but the call stack is at least a dozen levels deep

#

seems to also depend on whether it's using physx or not

zenith scarab
#

@plush ridge im not sure but you can test it out if you get the distance from the point to the center and print it out you can see the distance and if it increases further down the line it means it's ordered like that

flint surge
#

seems to also depend on what sorts of datastructures the objects are inside, it's really hard to follow with how much this branches

maiden wadi
#

Yeah, in the time it's taken me to go over the code, which I got lost in like Lurk, I'd have just written a quick distance sorting function.

flint surge
#

I'd just assume it's a randomly ordered array

maiden wadi
#

Better safe than sorry. Sorting function by distance is cheap.

flint surge
#

well, the comparison function is cheap

#

I guess you can call O(n log n) cheap for small collections of actors at least

#

wouldn't do it in Tick() for example, for larger sets of actors

gusty shuttle
#

Quick help, I'm trying to rotate on the Yaxis a mini turret that tracks the player. When I do this

#

Nothing happens, the bloody thing won't move. Z says it wants to go 90degrees though

#

It's on a UpdateAnimation which feeds off the tick

flint surge
#

oh it's a 2D game

gusty shuttle
#

NVM, had to go off Y and Z, works now

#

@flint surge But yes, it is a 2D game

flint surge
#

Y and Z are an odd choice for axes

#

is X in and out of the screen?

gusty shuttle
#

What do you mean in and out

flint surge
#

well in a 2D game, all the objects in the world exist in a plane, right? and that only has 2 axes of motion -- and the "in and out of screen" is the one left out

#

hm... that's so different from what I'd do that I'm having trouble working out what's going on

gusty shuttle
#

I move on the Y axis, and I constrain on the X

flint surge
#

but yeah, in principle plugging all three coordinate axes might work there

gusty shuttle
#

So what I am doing is my char can move up and down on Z but only left and right on Y

flint surge
#

personally, I'd probably just do the math based on delta X, delta Z

gusty shuttle
#

I got it to working to where I need so far. I appreciate you answering man, always good to have a rubber duck!

fierce seal
#

Quick Question: Is there any way to edit a Camera Component's NearClipDist for Perspective cameras from Blueprints, or at all? I see it for Ortho, but only Ortho. I currently need to make custom nearclipdistances for a series of perspective cameras in a project.

flint surge
#

yeah if it ain't broke, don't fix

gusty shuttle
#

lol for sure

flint surge
#

but if it runs into some gimbal lock issue or whatever, you may need to revisit that

#

though that might not even happen in a 2D game come to think of it...

#

shrugs

shell wyvern
#

Hello,
Is there a way to set the command line argument via blueprint. I want to have the possibility to switch between dx11 and dx12. So the user should have some kind of interface to easily switch

flint surge
#

What is it that feeds those parameters to the command line? Do you have like a launcher or something?

#

I'm guessing UE doesn't support changing out the graphics API on the fly out of the box, so you'd need to restart to change it, and then the question becomes whether there's a built in config option for that. If there is, you might be able to invoke a console command or something to change it from a blueprint

#

@fierce seal Can't find a way to do that personally, at least not any easy way

#

the project setting that gets applied globally is the only thing that seems well supported

#

but yeah, maybe if you override whatever class it is that draws the window that actually does the rendering, you might be able to change the frustum that does the clipping

shell wyvern
#

I dont want to change it on the fly, and I know the project has to be restarted. I only want to know if there is a way to set those arguments in general and if yes how

fierce seal
#

@flint surge I will look into that... But I'm not certain how I'd handle individual near clips at that point if I override the draw window.
I guess I don't know how UE4 handles camera processing but, from what I know of OpenGL and other systems, there isn't a reason to not have individual near and far clips for cameras... 🀷

flint surge
#

Yeah honestly I have no idea

#

I was browsing through the camera actor and camera component code and some viewport stuff and I couldn't find anything related to that

#

various places like plugins for VR display devices and such reference that global near clip setting, and then proceed to do their own rendering, but if you need per-camera clip settings you might need to override both the component to add the setting as well as the whatever the actual rendering clipping code lives inside

maiden wadi
#

Not sure if you can set that per camera. That's usually a project level setting and also requires a restart.

flint surge
#

@shell wyvern I can't find a command to set the platform RHI, might need to manually edit whatever config file stores the platform RHI from within the BP in question

shell wyvern
#

Okay

violet ledge
#

Little help needed: even tho I removed the connection between the parent and child construction script, the parent's construction script still running:

flint surge
#

I'm not sure how to actually set your RHI via the DefaultEngine.ini though

#

maybe DefaultGraphicsRHI is enough, or maybe you need to have a launcher or script or something that actually invokes the game binary with the right command line argument... seems needlessly convoluted to me

violet ledge
#

any idea?

flint surge
#

I'm not sure what parent constructor script is

#

oh, so that's like an inherited class, and the ::Super constructor

#

as far as I know, the way inheritance works in UE you have to invoke the parent constructor as well

violet ledge
#

hm

flint surge
#

although I've never seen that node before

violet ledge
#

it's not getting called now

#

just put a dummy node there, and the parent not getting called anymore

#

interesting

flint surge
#

yeah I mean it looks like it was compiled in the above screen capture as well

#

where did that parent construction script node come from?

#

I haven't seen one in any of my subclasses' construction scripts

violet ledge
#

from this bp's parent construction script

#

maybe because you didn't have anything in the construction script

flint surge
#

its possible

mortal wharf
#

Is there a way to make cone overlays not work through walls?

formal wren
#

How would you guys implement a punching animations, where the punch is always aimed at the enemys head, independent of the enemys location?

#

Guess I'll have to use some kind of IK right?

solid summit
marble tusk
solid summit
#

thanks

barren rain
#

So I'm still fighting with my IK setup, for a climbing BP.

So I'm using the two bone IK in my animation BP, and then setting it there where I update the climbing holds location.

I'm also using Sockets for placing the hands in, where I'm getting the socket location straight from the BPI function.

Then I'm Using a BPI for getting the climbing holds, And then I'm using that in my character BP. Where I'm tracing the "holds", and then getting the Climbing holds offset and updating the location after.

I'm Following CodeLikeMe, tutorial and adjusting his climbing system to mine. But the way his doing his IK in video 261 on youtube. I just can't get it to work. Anyone with some good tips or video's about using IK's.

proud surge
#

Hey, I was just wondering if there was any way I could spawn an actor directly 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.

hazy sandal
#

hey guys, im trying to let Unreal Engine spawn an actor in a level for me via a custom Gamemode. IΒ΄ve set the default pawn Class to a Blueprint. But the Pawn isnΒ΄t spawned in the level and i get an error in the log...

narrow fjord
#

Have you got a playerstart? πŸ™‚

hazy sandal
#

yep

narrow fjord
#

Does the player start have a bad size marker?

hazy sandal
narrow fjord
#

double check your "spawn actor"in the custom gamemode too.

hazy sandal
#

im just confused, thats sucha simpel thing, but i cant manage to let the ngine spawn the actor without doing it mysel via blueprint...

narrow fjord
#

Don't be like that - it's okay, learning how an engine work is always difficult for everyone, you'll learn what nodes do what you want soon enough.

hazy sandal
#

double check your "spawn actor"in the custom gamemode too.
@narrow fjord what do you mean by that? could you elaborate that?

narrow fjord
#

let me rephrase that

#

that's a dumb question

#

You're trying to spawn a pawn correct?

hazy sandal
#

jep

#

simple pawn

narrow fjord
#

Where are you spawning the actor though?

#

Is that screenshot supposed to be showing the spawning?

hazy sandal
#

no where, thought the spawning is done by the engine itself by providing the player start. Or am I wrong?

#

if have no spawning code currently.

narrow fjord
#

That's fine

#

As long as by custom GM you just meant the inherited one

#

What does your player start have under your "Spawn Collision Handling Method"

hazy sandal
#

My Custom Game Mode has the usual Game Mode Base Class as parent

trim matrix
#

hello

narrow fjord
#

Yeah that's alright so player start should be fine but apparently your pawn is not spawning due to collision.

#

Hello Jimmy :)

trim matrix
#

anyone know how to make a BP for putting a hyperlink in game to your discord invite?

narrow fjord
#

Set it to always spawn for now

#

See if that alters anything

#

anyone know how to make a BP for putting a hyperlink in game to your discord invite?
@trim matrix What do you mean? As in a UMG component?

#

so like in a pause menu?

hazy sandal
trim matrix
#

nah, like a button they can interact with in game

#

like pressing the red button takes you to my discord

narrow fjord
#

Oh right! yeah you can use a launch url node and just have it run off an event for when the button is interacted with.

#

unf... not :/
@hazy sandal something is really odd about that.

#

Can you expand the console log so I can see what is cut off?

#

I'm curious what type it's attempting to spawn.

trim matrix
#

okay so Oninteraction do launch url?

#

then make it into the static mesh i want?

narrow fjord
#

I mean yeah pretty much

trim matrix
#

nice, thank you

hazy sandal
#

uhh good idea, didnΒ΄t know that the error message output log gets cut off like that.. πŸ‘

narrow fjord
#

Can I see the pawn please?

hazy sandal
#

When I spawn it myself it works, but not with the designed way . ThatΒ΄s kind of odd to me...

narrow fjord
#

Oh, I don't usually use a static mesh as the root component

#

I mean I guess there is no reason not too but idk it might be something to do with that

#

Try make the root component a sphere collider

hazy sandal
#

hmm, I also just created a new parn and tried to set it as default pawn. But I get also an Warning: SpawnActor failed bc no class was specified..

narrow fjord
#

`Tried recreating the player start

#

?

hazy sandal
#

`Tried recreating the player start
@narrow fjord I created a new level. In the project settings i set up the custom game mode to be used for the project. Theres nothing more I do. In the default level theres a player start. Could you be more specific?

#

I really have no clue why this isnΒ΄t working.

narrow fjord
#

I just meant have you tried deleting your player start and remaking - but you had

#

So in a default level with a default pawn it still doesn't spawn?

hazy sandal
#

So in a default level with a default pawn it still doesn't spawn?
@narrow fjord precisely

hollow cape
#

delete the player start, set the default pawn class to none in the world outliner overrides, add an instance of the pawn to the world and set the auto possess player to 0 and see if that works @hazy sandal

#

obviously not the way you want to do it, but see if it works that way

narrow fjord
#

@narrow fjord precisely
@hazy sandal I mean that isn't your fault then, that seems like something definitely wrong with the engine?

#

delete the player start, set the default pawn class to none in the world outliner overrides, add an instance of the pawn to the world and set the auto possess player to 0 and see if that works @hazy sandal
@hollow cape I believe they did this and it worked.

hazy sandal
#

jep that works. Set the default pawn to none, and re-activated auto possess

narrow fjord
#

Are you sure there are no latent nodes in the gamemode just sitting around?

hollow cape
#

Have you guys looked into the warning regarding collision at spawn

#

You've got the player start set to try to adjust, don't spawn if still colliding and a log warning showing collision at spawn

hazy sandal
#

Are you sure there are no latent nodes in the gamemode just sitting around?
@narrow fjord disable my custom event, despite that theres nothing special going on. to be precise nothing at all in the custom game mode...

#

You've got the player start set to try to adjust, don't spawn if still colliding and a log warning showing collision at spawn
@hollow cape was set to always spawn. @narrow fjord mentioned that earlier

narrow fjord
#

Chiny, is this still an issue with the default gamemode?

hazy sandal
#

No Base GameMode works just fine.

narrow fjord
#

Okay.

#

Have you worked a lot on this custom gamemode?

#

Can you create a new gamemode BP, set the gamemode in the project settings to the new one and set it to spawn a default pawn.

#

Don't delete your old one or anything.

hazy sandal
#

Created a new gameMode, using the defaults works. Using default Pawn Class none, also works as expected. But using my custom Pawn creates this error

#

My custom pawn

#

Just a static mesh and a camera that orbs around the player. The BP code is very simple, just for basic movement and camera handling

#

I treid:

  1. having static mesh as root comp.
  2. Having Sphere Collider as root Comp.
  3. Having Default Scene as Root Comp
hollow cape
#

get rid of the collider and set the static mesh collision to no collision

hazy sandal
#

Im using the old Engine Version 4.23 bc this is my first project i worked on 2 years ago or so.

hollow cape
#

This seems like a collision issue of some kind

#

do you have any meshes in the scene other than the floor? Anything custom/imported?

hazy sandal
#

do you have any meshes in the scene other than the floor? Anything custom/imported?
@hollow cape No Sir, just plain old default level and sphere with different material

#

Changing collision to no collision actually works.

hollow cape
#

Change it back to default collision, and move your player start like 50 units up in the Z axis

#

Also worth verifying that your spawn collision handling setting is still set correctly, it should be either try to adjust but always spawn, or ignore collisions and spawn

hazy sandal
#

daaaaaaaaaaaaaamn, no itΒ΄s working. It was the collision settings... πŸ˜„ -> PlayerStart set to default (try adjust) and Custom Gamemode uses my custom Pawn. It spawns like I would expect at player start possition. No Warnings

hollow cape
#

Woot. Warnings are usually pretty good about telling you what the issue is, it's just a matter of tracking down the specific issue

hazy sandal
#

Yeah, i guess youΒ΄re right. Thy you guys a lot. This was kind of annoying :D.

#

the bug

#

my brain bug... πŸ˜„

narrow fjord
#

I'm confused haha, so it was what I mentioned earlier or was it something else?

hazy sandal
#

I'm confused haha, so it was what I mentioned earlier or was it something else?The problem was actually just the collision setting of my static mesh in the custom pawn I use. It was set to default. For some reason that caused the spawning issue.
@narrow fjord

#

The problem was actually just the collision setting of my static mesh in the custom pawn I use. It was set to default. For some reason that caused the spawning issue.

hollow cape
#

That's still not normal, you may want to dive in to that a bit more since now your pawn will effectively have no collision.

#

Maybe try what I suggested earlier, turn the collision back to default, and move the spawn up to see if it works when the playerstart is floating

hazy sandal
#

I reseted it to block all dynamics. So it has collision now

#

Maybe try what I suggested earlier, turn the collision back to default, and move the spawn up to see if it works when the playerstart is floating
@hollow cape yeah this works. Forgot to mention it

round bloom
#

Hi all. I'm using render targets to paint on textures and simulate "cleaning" an object by lerping clean and dirty textures.
Is there a way for me to calculate the percentage that has been painted on the render target? A way to know when the object is totally clean.

narrow fjord
#

I'm sure it's not the smartest way but maybe divide the mesh/render target size into however many chunks and then compare how dirty by having a map store location values for a boolean?

#

Then you can just check a boolean branch for each loop on the values of the map whenever you need to check and if not then you can always check what location by comparing index value to key value.

round bloom
#

Thanks @narrow fjord I'll definitely keep it in mind. Actually you gave me an idea: I could just store a map of XY coordinates and boolean every time the render target is painted, offset the coordinates by the brush size, and then translate the amount of entries in the map to a percentage value. I don't think it will be 100% accurate but perhaps accurate enough for what I need

grizzled garden
#

i have an issue
i have a turret in my unreal engine
and i have a spawn point
and end point
enemies appear from start point
and stop at end point
AI balls are the enemies
and i have made a turret using blender
how to make it follow the enemeis and shoot them?
pls help guys
watched many tuts and no one helped

flat raft
#

Your turret needs to track your enemies @grizzled garden

grizzled garden
#

how?

#

i dont know how to do tat

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that why im asking

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what do i do? what blueprints i add?

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pls help me guys

late shuttle
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So is Event ActorBeginCursorOver unreliable now? I'm having huge difficulty getting it to fire and I've tried every debug method I've Googled.

flat raft
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On tick, the Ball position gets sent to the turret rotation

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@late shuttle ActorBeginCursorOver? What class is that in?

grizzled garden
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help me guys

late shuttle
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@flat raft I believe it is part of MouseInput

flat raft
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@grizzled garden look up actor face towards another actor

grizzled garden
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ok

flat raft
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your turret needs a sphere collision

grizzled garden
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how to make one?

flat raft
grizzled garden
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ok

icy saddle
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is there a way to simulate in BP the press of an action input button? For example, I want the game to think that I pressed the Jump button (spacebar).

My workaround was to create a custom event that executes the "pressed" path of the jump action.