#blueprint

402296 messages Β· Page 565 of 403

dense mica
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Oh, could be about I am using "add" instead of "addunique" I wonder

earnest tangle
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depends on how you're handling it I guess... addunique prevents dupes of same values

odd ember
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Understood. Well, I am going to recode everything from stracth then. But one more question, do you have any alternatives for ChildActorComponent? I am storing multiple arrays and structs in my upgradements, that was why I used them but got disappointed with them really bad πŸ˜„
@dense mica ...components? what do you intend to do with child actors?

dense mica
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Change their classes in runtime

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I am making a crafting system

odd ember
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so why not use a class hierarchy and just spawn an actor?

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or an interface

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or a component

dense mica
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Can components have meshes?

odd ember
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scene components can afaik

dense mica
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so why not use a class hierarchy and just spawn an actor?
Because I cant set their values from editor as far as I know

odd ember
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or static mesh components actually exist

maiden wadi
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Can always just inherit from UStaticMeshComponent.

odd ember
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yeah basically making your own

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Because I cant set their values from editor as far as I know
@dense mica that's flat out untrue

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and if you want to spawn on runtime you're not changing values during editor time either way

dense mica
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So why ChildActorComponent is made btw? Its not useful

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I thought its a dynamic way to achieve what I want

odd ember
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probably as an imperfect way to shoehorn in functionality for one particular case or one particular designer at epic who doesn't understand why such functionality shouldn't exist

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tbh it should be deprecated and I am still amazed that it isn't

maiden wadi
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It's really kind of useless in the grand view. Just a component that keeps an actor spawned at a location and attached to another actor.

dense mica
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I wasted one week for nothing

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Okay guys, thanks a lot for helping

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I'll try my luck with USceneComponent

maiden wadi
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@dense mica Are any of your meshes skeletalmeshes?

dense mica
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No, %99 of the time I use StaticMesh

dim robin
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can I spawn the same actor multiple times? I would like to spawn it every N seconds. I tried with sequence, gate, do n, for loop, calling multiple times the spawn actor function, but every time it spawns only once. any help?

odd ember
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inherit from StaticMeshComponent and be done with it

maiden wadi
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inherit from StaticMeshComponent then. SceneComponent is just a component with a transform.

earnest tangle
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I don't know the child actor comp is imo not a bad idea, I don't know why people think it is :P

dense mica
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What if I need skeletal meshes? (talking about future)

earnest tangle
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If I want to attach stuff to another actor it's kind of a pain to do without a child actor particularly if it needs precise positioning

maiden wadi
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@dim robin For loop is immediate. You need to learn to use timers.

dim robin
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i tried timelines aswell

dense mica
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@dim robin Timer by Event or Function what you're looking for

odd ember
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it's expensive, breaks good code practice conventions and performs hacky functionality that could be achieved simpler and easier in other ways @earnest tangle

maiden wadi
dense mica
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breaks good code practice conventions
πŸ’―

earnest tangle
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Where does it break those πŸ€”

dim robin
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thanks a lot guys

exotic geyser
dense mica
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Cant you see my screenshots @earnest tangle lmao

exotic geyser
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Changing time doesnt do anything

earnest tangle
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@dense mica I can but I don't see anything about "child actor breaks good coding conventions" in them :D

median jacinth
dense mica
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Oh I didnt show the widget part of ChildActorComponent yet

median jacinth
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what shall i connect to object???

odd ember
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by just magically attaching an actor to a component when that otherwise is impossible. if you're using child actors it's symptomatic that you haven't thought your hierarchical needs through

maiden wadi
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@median jacinth the object that you want to tell the compiler to treat as BPGoodSky.

median jacinth
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@median jacinth the object that you want to tell the compiler to treat as BPGoodSky.
@maiden wadi didnt get you, basically i wanted to change a value in bp good sky

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so whats the object?

earnest tangle
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I don't understand, there's literally a node called attach actor to component - how is that impossible?

maiden wadi
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@median jacinth Either place this blueprint in the level and set an exposed pointer, or just use GetActorOfClass on the BPGoodSky class.

median jacinth
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ok leme tryy

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thanks

odd ember
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I don't understand, there's literally a node called attach actor to component - how is that impossible?
@earnest tangle so you agree that it serves no purposes as a separate component? excellent, good talk

earnest tangle
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I can't attach in editor using that though

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How am I supposed to correctly position something when I can't see it

maiden wadi
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Not really much need to be snarky about it.

odd ember
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you're supposed to use the hierarchy better with actual components that do what you want

maiden wadi
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And you can in the editor. Just use the construction script and an exposed pointer.

earnest tangle
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every time I talk about attaching actors people just talk about this vague idea of "use components to do what you want" and they can never elaborate how that is supposed to work in a more complex setup

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they seem to always assume that the things I want to attach are somehow so trivial a simple static mesh comp would do

odd ember
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because it varies on the context

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it's a flawed assumption that there is "one true way" of doing everything

earnest tangle
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it kind of sounds like there's a similar assumption about child actor component being bad

odd ember
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depending on what you're trying to do it could be anything from using another component, to using a proper class hierarchy, to using interfaces etc.

median jacinth
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@maiden wadi Bro can we plss dm for a min

odd ember
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child actor is bad because it breaks convention, is a performance hog and enables bad habits

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which already is a massive issue in BP

maiden wadi
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Don't have dms enabled.

earnest tangle
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So if I want to spawn a modular vehicle for example, which has modules that can be separated from it, and are fully functional as stand-alone actors

median jacinth
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but i sent u dm man

earnest tangle
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How do you propose to achieve that without attaching actors to actors

odd ember
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components

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literally the thing that exists for this reason

dense mica
earnest tangle
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So you're saying that I should repeat all the components from all the individual module actors into the big vehicle actor?

odd ember
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what kind of components are necessary for modules in your case?

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that can't just be written into the component itself

maiden wadi
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Ehh. I picture things like complex turrets having a few different moving parts. Be hard to do sometimes with a single component without making it into a skeletal mesh with animations and such. In that case, it's pretty good to attach an actor to another actor.

earnest tangle
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I don't know, let's say that there's a car which has a robot arm which has buttons in it.. you can remove the robot arm and the buttons come with it as well

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and then you can use the buttons and the robot arm both if it's attached to the car or if it's not attached to it

maiden wadi
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Still not a good use for child actor components. It should just be an actor attached to another actor's component.

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But definitely should likely be an actor if it's complex enough.

earnest tangle
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Yeah that's true, as a child actor it might not be ideal

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since for example if the car was destroyed the robot arm would go as well

odd ember
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there is very little reason to use child actors generally, in that the functionality already exists elsewhere

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there might be like a single edge case, for which the child actor component was actually created

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but for almost all cases they're just creating weird shortcut functionality that shouldn't exist in the first place

earnest tangle
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I have a telephone in my game which spawns the handle as a child actor, because the handle needs to be animated separate from the phone and it was way easier than detaching the static mesh every time it gets moved :P

maiden wadi
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Honestly. ChildActorComponents are meant for designers that can't use construction scripts. It's meant to connect two complex classes together physically in a user friendly way. Think large end game boss with multiple parts.

earnest tangle
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I feel like I had some other reason for using it as well with the phone but I forget lol

odd ember
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that could be written in as a static mesh component easy

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but w/e

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not my project not my problem

earnest tangle
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well, if you wanted to attach it to the player you'd have to basically move the component to the player

exotic geyser
earnest tangle
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or set up some kind of a ticking system to move it with the player to emulate how attaching works

odd ember
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why would you want to attach it to a player though

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if it's an animation you just use socket locations

earnest tangle
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if you pick up the phone you'd hold it next to your ear, and if the player turns it needs to come with it

odd ember
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replace location with transform

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still holds true

earnest tangle
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you'd have to keep moving it to the new location when the player moves if it isn't attached to it, no?

odd ember
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sure you'd have it ticked on a timer or some such, but in the case of a telephone it's a transient action

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so it doesn't matter

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if it were a gun it'd be a different story but then again you can just attach a gun to a player

earnest tangle
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yeah I mean that doesn't really seem like a very simple solution when I can just say attach / detach

odd ember
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without a child actor component

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I mean you can still attach other components

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doesn't need to be a child actor

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if it has no functionality

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it's just a mesh

earnest tangle
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yeah but trying to fake attach it to the player using on tick seems kind of.. .I don't know :D

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Not ideal either

maiden wadi
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Why not just make the phone a single actor with two static mesh components and a cable component between them? Make an interact function that attaches the receiver to the player's hand socket, and start a distance check on tick. If socket leaves range, remove from player hand.

earnest tangle
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how do you attach it to it if it's a component though?

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you'd have to move the component from one actor to another which I've never even tried πŸ€”

odd ember
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pretty sure that there is a node for Attach Component To

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or whatever

earnest tangle
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Hmm might be worth a try yeah

odd ember
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worst case you can use add component and remove component

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which tbh is probably a lot cleaner than attaching and detaching components

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and you don't have to worry about potential glitching that could happen

dense mica
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Can we have sockets on static meshes to determine the attachment location? @odd ember

earnest tangle
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I've actually used child actor component also as a positioning helper lol

odd ember
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pretty sure you can

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in the static mesh editor

earnest tangle
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for these types of attaching scenarios

odd ember
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yikes

earnest tangle
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if I add a child actor comp, I can use it to easily see where an actor would go if it's attached to a certain point

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so I'll move the component where I need the attach point

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copy its location and rotation, and delete the component

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:P

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just as a visual assist tool

dense mica
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I've actually used child actor component also as a positioning helper lol
that was also my mindset at the beginning

severe iris
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Hello, my Pawn BP suddenly got an error yesterday on old blueprint I didn't touch for weeks, and suddenly the KismetCompiler crashes on start...

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Tracestack doesn't really tell me anything of value since it's inside the compiler, and I'm not sure how to recover my project, last commit was last friday 😦 Any idea what caused it or how to fix it?

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(By on start I mean when starting the editor, I can't open the project anymore)

earnest tangle
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I've had this sometimes happen if I changed a BP and another BP depended on that functionality, eg. a function or a variable

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sometimes the error just doesn't come up until you run that particular code that is broken and then it just shits itself

maiden wadi
severe iris
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The error was on a branch node, something about cyclic dependency, and it's on a piece of blueprint I've used many times in the past πŸ˜•

maiden wadi
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Course you'd actually attach it to the character mesh at a socket location, but I'm in an RTS project right now.

earnest tangle
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@maiden wadi ah cool, wasn't sure if you could do that with comps... I feel like I would have checked πŸ€” but maybe it slipped my mind at the time

maiden wadi
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Amusingly, when you attach the earpiece to another actor, the cable falls off and you have to reattach it. Doesn't fall off when you reattach it to the actor with the cable though, odd.

earnest tangle
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also talking of cable... that thing is super janky at least with collisions enabled lol

maiden wadi
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Yeah, that'd take some messing around to get right. Stuff like pulling the receiver via the earpiece through the cable is a bit of extra work. Probably just distance faking through tick.

earnest tangle
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I have a power cable system with the cable component, it's not great but after a lot of fiddling it at least somewhat works :D

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There seems to be a couple of problems like you can't "reset" the cable, so if you want to move the ends of it or anything like that, the verts that make up the cable itself can remain in their old positions and it just goes really weird

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but with careful use you can sorta make it work :P

maiden wadi
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Yeah. To be fair I haven't looked into a lot of that. I really need to stop prototype designing and actually get something doooone.

earnest tangle
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I feel like I might try something from the marketplace if this feature remains in the game and it needs to become less janky :D

dense mica
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So its safe to use or not?

maiden wadi
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@dense mica Pretty sure that's a C++ comment.

odd ember
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yeah I mean Add Component is the way to add a component...

maiden wadi
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@earnest tangle Haha, I mean, it works. Probably could have gotten away with a spline component though unless you want it to be movable by people walking over it.

earnest tangle
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well the objects it connects to can be moved around, so with a spline I would have to calculate where the cable goes myself which seems like a gigantic pain

maiden wadi
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Ah, fair point.

delicate scroll
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Hey, just a quick question to anyone who can help out.
Is there a way to have a blueprint actor, have a 'subtractive' box geometry?
I can provide more details if needed. (I wrote out a huge explanation of what I'm trying to do, but if it isn't really needed then I won't get too into it lol)

maiden wadi
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@delicate scroll Like for BSP brushes you mean?

quasi robin
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Hi all, I purchased an asset which contains an elevator and it only goes down, I have attempted to make the elevator go back up when someone enters it but have failed as I am new to UE4 and an active game dev student, the author's reply to this question was figure it out yourself so I hope that some of you could help me out as I am struggling. Below are the pictures of the original blueprint:

maiden wadi
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@delicate scroll In short, I doubt it. That tool wasn't really created for runtime use. BSP brushes take a lot of resources for simple shapes. It was originally just supposed to be used for simple shapes in UDK days, and anymore, it's more or less just a blockout tool for level designers.

delicate scroll
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@maiden wadi lol Okay, I'll try to figure something out. Thanks!

maiden wadi
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@quasi robin Sounds like a stand up content creator. Can I ask what your intended use with it is? Just being able to walk into it and have it move to the other end? Do you want it to call the elevator if the player is on the side that the lift isn't on, etc?

earnest tangle
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Oof that reply from the author ???

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I've only emailed a marketplace creator once (EasyMultiSave) and he was very helpful and quick to respond

quasi robin
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I just want to be able to walk up to the elevator and both the doors open (outer and inner layer) and once the player walks inside the elevator it goes down to the lower level and once the player leaves and someone else enters the elevator it will go back up or if someone else is at the top and the elevator is empty it will go back up. However, at the moment all it does it open up and go down to the bottom without it being able to go back up when someone is inside it or when someone is at the top and the lift is on the lower level.

maiden wadi
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Multiplayer then?

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If it's single player, it's easy to solve. Multiplayer is.. semi easy, but complicates things a bit.

quasi robin
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Sorry, only just read the message above, the game will be multiplayer in the end, yes.

maiden wadi
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Kay. What the guy has there won't go for multiplayer. In short, you need the server version to query for the logic, do stuff and then more or less tell clients the intended behavior while also not messing up character movement.

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Give me a minute to test something and double check.

quasi robin
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Alright

spark steppe
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ALS + networkgame = bad idea

maiden wadi
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Haha, ALS not good with networking I take it? I have it, but I've never touched it.

spark steppe
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yea, the community is working on a version with better network replication, and c++ ports, etc... idk if one of those is in an usable state now

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it's a good resource to learn about locomotion stuff and such, but once you reach a point where it wont do the job anymore you'll end up with weeks trying to understand what's going on in it πŸ˜„

quasi robin
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So I should remove ASL before I finish stuff, what would you recommend instead of ALS, if anything.

spark steppe
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also about the elevator asset, i guess rockstar bought their elevator code for GTA V from him πŸ˜„

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as its a disaster, too

quasi robin
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So is his support 🀣

spark steppe
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i don't know of any alternative to ALS, im still using it but ripped of most of it and slowly replacing it by my own stuff

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it's easier for me to figure out my own failures rather than trying to understand what the author of ALS had in mind when he did the stuff

quasi robin
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Alright, my main concern is the elevator as it's a massive part of my game as you cannot reach any other part of the main map without it.

spark steppe
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it's just too complex for me to understand as a whole

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i'll sell you stairs, they are most likely not to going to fail πŸ˜„

quasi robin
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Doesn't help that I am a student so I don't know much, if anything.

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I mean I already have a lot of stairs so the lift was a massive difference, it adds a lot to the area.

spark steppe
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anyways, stay with ALS for now, my comment was just to make you aware of that there's people working on better ALS implementations

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you can find that stuff in the official ALS discord

maiden wadi
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Alternatively, you could just write your own animblueprint directly for your game. I find them pretty fun to work with, and there's supposed to be some new neat stuff with that for 4.26

quasi robin
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If I follow a YT tutorial for an elevator how would I know if it will work on multiplayer or not?

maiden wadi
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Haha, if it's on youtube, it probably isn't multiplayer compatible.

quasi robin
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Great, where would I find a tutorial then?

maiden wadi
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Take me and youtube with a truckload of salt. I hate tutorials. I've found very few of them useful, and I've seen people come in here for months at a time asking the exact same question, because they follow tutorials and don't bother to actually learn anything from them.

spark steppe
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there's also a wide variety of shitty tutorials on youtube

quasi robin
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That's the thing, I want to be able to do it all myself but I don't have the experience yet so I am reliant on community help and tutorials as my Game Dev course at college is shockingly bad...

spark steppe
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probably at least 50% of beginner tutorials teach bad practice, and are made for the sake of making another youtube video

quasi robin
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Well the main guy I watch for tutorials is Ryan Laley who is a Game Dev teacher in the UK too so I hope his are good quality.

maiden wadi
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As far as useful tutorials go, unless they're a long video series, and you can follow the first two without the youtuber losing you entirely, avoid them. Find the series videos that'll teach you the engine, even if it's not in your intended game style. But keep in mind that they make those videos for views, not to actually be helpful.

quasi robin
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And what's your take on Ryan Laley? If you know him.

spark steppe
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for your elevator

  • add an customEvent to your Elevator Actor which takes an integer as paramter
  • add a button on each floor which triggers the event on the elevator actor, and pass the floor number as the integer paramter
  • when receiving the event in the elevator, travel to the desired floor
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if you got that figured out you are able to proceed further, i haven't worked with networkstuff in unreal yet, maybe its good enough to replicate the elevator actors currentFloorIndex and targetFloorIndex over network

quasi robin
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Thanks πŸ™‚ I'll try to do that.

maiden wadi
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One major thing that I'll mention, is that until you're honestly comfortable with the idea of a single player game, try to avoid multiplayer. All in all, multiplayer is honestly incredibly simple, but it changes your design styles drastically. The shortcuts you can get away with in singleplayer can't apply and you have to start thinking about a multiple machine perspective where the only real place is the server machine that sends values to clients to update them on the real state, but at the same time clients have to predictively do things in a way that doesn't break the game, but doesn't make them feel laggy, etc.

spark steppe
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from what you told so far my suggestion is to go with singleplayer first, dont even put multiplayer on the table yet

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it's too much to learn if you struggle at the elevator problem now

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get rid of the problems in singleplayer, get a feeling for what you are doing, then take the next step

quasi robin
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So make the game singleplayer first and then build on top of it so it supports multiplayer once I am comfortable?

spark steppe
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then you start a new project because you learned so much that you would do it better next time anyways πŸ˜„

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and as Authaer pointed out, for multiplayer you must be aware of what the clients can do without affecting the gameplay for others

quasi robin
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Well my game is based on SCPRP If you know what that is.

spark steppe
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pretty much all gamelogic has to happen serverside, inventories, elevators, doors, whatever while the clients pretty much only tell the server where they move, what button they press, etc. (they mostly are controllers and render the world)

maiden wadi
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And while all that is happening server side, you're finding ways to send data in the least amount of bits to fake show the client what is happening on the server.

spark steppe
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and if you don't want cheating you have to do plausibility checks and so on (on the server)

maiden wadi
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It is fun as hell to play with. I love multiplayer design, but the thought of actually doing a full project like that is daunting.

spark steppe
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specially if you just started with developing^

quasi robin
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Well I thought this was going to be one of my easier projects but it's turning out to be much harder than I expected and that my other projects I have in mind are going to be impossible for me to make for quite some time.

earnest tangle
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it's a good learning opportunity :)

spark steppe
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yea, unreal is neat to get good results with minimal knowledge, but at some point you'll most likely hit a wall if you don't understand the basics

maiden wadi
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I've probably started five dozen actual serious projects since I started messing with UE4 last year in November. About a year give or take. I've only just this last month finally settled on one that I intend to stick with.

spark steppe
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or a vector plane πŸ˜›

earnest tangle
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My projects kinda get stuck in the fact that I have a great core idea but I fail to flesh it out into an actual game that's interesting :P

quasi robin
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Well I'm defiantly sticking with my project as I really want this to be an actual game, It's just going to take me a long time and learning to finish.

maiden wadi
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@earnest tangle Haha, no kidding. That or you get stuck in the mindset of "This would be so fun to make!" Couple weeks in you're like. "Man.. no one's going to play this. Why did I even start this?"

earnest tangle
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lol

spark steppe
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fun thing is that i did mods for another game before but never really used them on my own πŸ˜„

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spent more time to make them than i did play around with them

quasi robin
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I mean the main reason I won't stop my project is I've been planning it on and off around other important stuff for about a year.

maiden wadi
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Stick with it. But definitely be prepared for some major refactoring at times. I mean in the end that's all game design is. Perfecting your art by making large terrible mistakes you won't realize you made for a month, and then having the wisdom after realizing it to never make that mistake again.

spark steppe
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the end sounds like a dating advice

halcyon grove
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hey so ive made a point and click highlight for units and ive made a flip flop node to turn it on and off but as you can imagine when you click on different units it works but not as intended, an easy fix would be put a boolean in the unit like "is highlighted" and flick that on and off but is there a better place to put it... like a "common function or macro" that can be referenced between blueprints?

spark steppe
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you just to want to highlight one at a time?

halcyon grove
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kinda a way to keep track of what has been clicked and what has not been clicked

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you click the unit once its highlighted you click again its not

spark steppe
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store which one is currently selected on your character?!

halcyon grove
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the current setup means i click 1 unit its highlighted

maiden wadi
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@halcyon grove I did all of mine through my player controller. I get lucky, because I'm just making a simple squad game so my loops are small, but in short, you either need to save a list of selected units and 'deselect' them before selecting the new units, or do what I did, and loop over the whole array of selectable units, and simply set a bool.

halcyon grove
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i have to double click the next one

maiden wadi
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The bool being a call that sets if the unit is selected or not, and updates visuals based on it.

halcyon grove
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@maiden wadi our games would work similarly as in I can do this through the controller as well

maiden wadi
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Personally, I like the whole array idea. It's faultless for very little extra cpu cost.

halcyon grove
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yea ok im still figuring out my array skills haha

spark steppe
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you could make an array of actor references :>

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that would also allow for selecting multiple units

halcyon grove
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I've followed your does implement interface from before that worked like a charm

maiden wadi
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How many units are you planning on allowing the player to select?

chrome quiver
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Where do I view the public variables in my level blueprint? From what I can tell it doesn't exactly have a details panel..
Edit: Ended up using a scene component
Edit 2: Oh, it doesn't show a details panel either

halcyon grove
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@spark steppe yea I was trying to select things based on arrays before and that didnt work so i went does implement and now I can array the actors because they are more specific

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I think

maiden wadi
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I mean, as long as it's not like thousands, the array loop is quick.

halcyon grove
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no won't be thousands

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that would be too ambitious for now haha

spark steppe
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i think the question was is it only 1 or 1+N

halcyon grove
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1+

spark steppe
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yea then your best bet is an array

halcyon grove
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cool

maiden wadi
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Keep a trusted list of all units you can select, and then a list of selected units. Whenever you set selected units, make a function to call instead of a direct set that calls the loop as well.

spark steppe
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guess your units have said bool if they are selected or not

halcyon grove
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not yet

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i spend a lot of time thinking about how to do stuff first xD

spark steppe
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is it singleplayer or multiplayer?

halcyon grove
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i want to do 4 player steam

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but i am building it for solo to get the gameplay working how i want it

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and i'm learning about replication as I go

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as im cautious about screwing myself later down the line

spark steppe
#

yea then you probably have to add an array of player references on the units too

#

if multiple players can select the same unit at the same time

halcyon grove
#

ah ok good to know

spark steppe
#

or are they player bound?

halcyon grove
#

player bound?

spark steppe
#

do they belong to a specific player

halcyon grove
#

both

spark steppe
#

or could player A select Unit X, while player B could also have the unit selected

halcyon grove
#

ok so yes they could both select the same unit but

maiden wadi
#

Well, to be fair, the units would likely be owned by the controller, so anyone could click on them on their own client, but if the client doesn't own them, it might just display their stats or something. No networking needed until the owning client tells them to do something.

halcyon grove
#

1 may be the controlker

#

and the other not

#

ah ok i see what you're saying

spark steppe
#

fair point

maiden wadi
#

@halcyon grove As far as the simple implementation for the controller to affect selected clients. I just do this. This is a blueprint implementation of what I'm doing in C++ at the moment. All this does for me is sets the visibility of a circle around them. I use the selected array elsewhere like right click to tell the AI to move to that location, but as far as just selecting on click this is it.

#

And I call that same ChangeSelectedUnits function for mass selection via dragging on the screen.

halcyon grove
#

ok thank you

#

i thought about the invisible circle thingy

#

i might do it in one form or another, at the moment I quite enjoy the post processing highlight material and changing the stencil depth for different colors

maiden wadi
#

It's just a placeholder for me at the moment. Wanted something visual to debug. Probably spice it up later with some effects later.

spark steppe
#

the problem with that logic way is that you dont have any highlight of whats select or not?!

halcyon grove
#

i was thinking about using the "circle" for click animations

maiden wadi
#

@spark steppe How do you mean?

halcyon grove
#

either that or animating the cursor itself

spark steppe
#

yea i use that for my game, too currently, but its a component on each character

#

so i have to switch it on/off on the character that got selected

#

so in authaer's 2nd screenshot before overriding the array, you would have to go through the current array and notify every actor on it, to disable the visual highlight

maiden wadi
#

Nah. That's what the second array is for.

halcyon grove
#

haha

maiden wadi
#

There's two arrays. One is ALL of your units. The second is just the selected ones.

spark steppe
#

ah right

#

yea, you have a list of all units which you iterate through after, gotcha

maiden wadi
#

It's just a foolproof way to make sure you don't leave selection markers somewhere for any reason.

halcyon grove
#

this is why i think alot about theory crafting

#

xD

#

so many options

maiden wadi
#

You done the screen dragging yet?

halcyon grove
#

im not yet sure if i will need it

#

ive seen videos about that beast though haha

maiden wadi
#

I went with a simple click and release for mine. Click sets a screenspace vector and release uses it to select. the HUD class actually draws the screen space selection rectangle based on the first clicked point and the mouse current location. The rest is just projecting the unit location to screen, and checking if the screen projected location is between two box making vectors.

halcyon grove
#

does the camera have to be pointed straight down for that to work?

maiden wadi
#

Nah. It's based on the camera's facing.

halcyon grove
#

ah ok cool

spark nacelle
#

hello everyone. can anyone help me?
i try to created function of minimap and inventory system such as equipment system too.

in this case, the item is already inside of inventory. i can equip it and unequip it. but, the problem is.. when i unequip the item, the second stars is coming up
how to fix this?

maiden wadi
#

What is the star?

spark nacelle
#

when i press the stop button, then this error is showing up
it because the item is unequipped

#

What is the star?
@maiden wadi item in the game

maiden wadi
#

That just means you're trying to access an invalid pointer. What spawns the star on the minimap?

spark nacelle
#

That just means you're trying to access an invalid pointer. What spawns the star on the minimap?
@maiden wadi a static item that i set in minimap

#

wait for the video record

maiden wadi
#

@spark nacelle My guess would be that either something to do with an unequip function, foam object destruction, or inventory adding is calling your start creation somehow.

spark nacelle
#

emm.. this is my first time actually
and, i dont know how i can solve this
i see in the internet, just add "is valid". but i dont know where i must add it

maiden wadi
#

That's for the error, not the star. For the error, just put an isvalid before you use a blue variable.

spark nacelle
#

how about the stars? what do you think?

#

the error is solved btw, thanks for helping
but the stars is still showing up..

gusty shuttle
#

Alright folks, I need some options.
I have a pilot station that I need to be interactable in VR. I rigged up the station in hopes that I could flip switches, turn knobs and move the joystick and such to control the ships mechanics. I have no idea how to go about this the right way. Any tips, tricks, research pointers?

bitter slate
#

for flipping switches i would say make some constraints and give it collision maybe? or even have it so if it moves a certain amount it moves the rest of the way

gusty shuttle
#

Aye, I thought about it, I might go that route. What do you think if I put a bunch of box collisions on each flipswitch or knob, that if the player crosses and grabs, it would then tell the bone to move/rotate the way I need to?

#

Another person suggests I use the Anim BP for it too

bitter slate
#

honestly, never worked with VR but my brother does all the time. I would say physics constraints pretty much, lock everything but the type of rotation you would need

#

then physics would probably do the rest

#

and then you could check if the rotation of your knob or flip-type switches is in the right place and make a sound to start to see if it feels good

#

I would tune so if its nearly where it should be then move to the correct location

#

I mean a light switch in real life does that

#

you hit the half-way to the top/bottom and it flips for you

gusty shuttle
#

Yeah, I was thinking that too

bitter slate
#

I'm having my own issue which I dont know how to go about, I have a turret on a vehicle and a camera. It seems when I move my vehicle, the camera moves with it, causing my turret's aim to move up and down.. Not sure if I should just rotate to the center of the screen or how to go about this

gusty shuttle
#

I just have to make sure these bone collision things don't respond to anything other than the players hands

swift sedge
#

Hello! Does someone maybe know a trick to prevent an event from constantly firing?

The event in question is: In a VR game, the player has to grab a quill pen and push the tip of the pen on top of Widget buttons to use those (the pen has a collision sphere and widget interaction component).

Only all the events keep constantly firing, resulting in the button of the UI flickering and debug messages overflowing. Is there a way to get more control over OnComponentEndOverlap nodes? Or is there a different trick?😁

soft orbit
#

has anyone used the shootergunsystem on the marketplace? i cant figure out how the heck to disable having the third person camera orientated to the characters aim, meaning, the camera movement is linked to where the character is aiming and I need the character to be able to run in front, back, left or right directions without the camera being locked to his back.

odd ember
#

message the author

rose hazel
#

Any way to check if a socket has a component attached to it?

#

I’m so close to having my gun’s action fire a round. I just need it to reference the round attached to a socket in the bolt

#

The blue node is a reference to the bolt mesh, which has a socket named Round

earnest tangle
#

I'm not sure if the socket really tracks that info

#

You might need to manually keep track of what's in which socket

#

There is a Get Attach Socket Name but that needs to be used on the object that is attached to something already

#

I mean I guess you could probably do Get Attached Actors and loop it with Get Attach Socket for each attached actor... not sure how efficient this is though

weary jackal
#

has anyone used the shootergunsystem on the marketplace? i cant figure out how the heck to disable having the third person camera orientated to the characters aim, meaning, the camera movement is linked to where the character is aiming and I need the character to be able to run in front, back, left or right directions without the camera being locked to his back.
@soft orbit turn off 'use controller yaw'. Turn on 'use orient rotation' from character movement component

rose hazel
#

I fee like I'm on the right track, but missing something

#

this is honestly starting to piss me off

#

Surely there’s a way to check for a child actor and cast to it

#

The actor named 357 is a copy of the actual round that’s attached for testing

#

I also tested this with PrintString and it printed β€˜357’

weary jackal
#

Is this a single gun blueprint?

rose hazel
#

It’s the gun’s action. I’ve been able to get the receiver and action working together, and the .357 round works perfectly on its own

#

All I need is the action to set off the primer when it’s closed

void oak
#

Does any know if I can write to a data table I.E. Save certain actors to a data table.

rose hazel
#

Yes, I just noticed that Primer is still false. Corrected it and it still doesn’t work

rose hazel
#

Any thoughts?

earnest tangle
#

What does the warning say on the cast node?

rose hazel
earnest tangle
#

Yeah so that should be indicative of your problem

rain peak
#

@void oak you can save static classes, not sure about saving pointers to actual Actors, you'd have to do it in runtime

rose hazel
#

It would help if I knew what exactly that meant. Unsurprisingly, Google hasn’t helped

earnest tangle
#

It means that you're casting a value of type "Scene Component"

#

but the type you're casting into does not inherit from it

#

therefore it will never succeed

rain peak
#

@rose hazel your round357mag class isn't derived from Scene Component or any of its descendants

rose hazel
#

I assume SceneComponent is the child being referenced?

rain peak
#

It's the parent

#

Could you find your 357mag class in the content browser and screenshot the tooltip?

rose hazel
#

In a minute. Logging into work

#

What’s pissing me off is that I was able to confirm the reference to the .357 round using PrintString

#

I dragged off of GetChildComponent and used ToString

#

The result was β€˜357’

earnest tangle
#

You mean the value you're casting produces that when you print it?

rose hazel
#

GetChildComponent > ToString > PrintString

#

The index was set to 1, and the engine printed β€˜357’

earnest tangle
#

Right

rose hazel
#

Which is the placeholder round

earnest tangle
#

Is the root component of your Round_357 called that?

rain peak
#

Uhhh I'm afraid you can only cast this as AActor or the class itself (Round_357Mag)

earnest tangle
#

Ohh wait I think I understand the problem here...

#

357 is the child actor component you're using to spawn it?

rose hazel
earnest tangle
#

If you want to get the actual actor that's spawned by the child actor component called 357, you need to use the function for that

rain peak
#

Round_357Mag isn't a component, it's an actor - to spawn it within another actor, you'd need to add an Actor Component, then set its Actor property to your 357mag class

earnest tangle
#

the child actor component has a function like... get actor or something like that, which gives you the actor it spawned

rose hazel
#

The action won’t spawn a round. It needs to reference an existing round that’s attached to a socket within the action

earnest tangle
#

why do you have a child actor component in there then?

rose hazel
#

It’s a placeholder for testing

trim matrix
#

How can I make a camera follow an actors rotation? For instance if the actor is rotated upwards, the camera should be under the actor looking up. If the actor is rotated downards the camera should be above the actor looking down?

earnest tangle
#

okay, well, if you look at the component tree that's what you're getting when you call Get Child Component

#

that's why it says the name of it is 357, because that's the name of your child actor component

rain peak
#

@trim matrix I believe there's a bool for that, literally something like "use actor rotation"

trim matrix
#

oh

#

lol

#

il check

rose hazel
#

I’m aware. This is using EventTick so it regularly updates

earnest tangle
#

So if you're aware of it being the child actor component, why are you trying to cast it into something totally different?

rose hazel
#

I’m still new to UE4, so I don’t know how much I don’t know. Add my Asperger’s into the equation, and the result is me trying to work out what each node does with little to no patience for tutorials

earnest tangle
#

Okay just trying to understand what the goal there was

#

You need to get the correct object before you can cast it

rain peak
#

Casting is confusing if you never programmed before, it's understandable

#

But in this case I'm not even sure if you need to cast anything

rose hazel
#

I was able to get casting to work between the action and receiver, so I figured casting from the action to the round wouldn’t be too far of a step up

#

All I need is for the action to set the round’s Primer value to True

rain peak
#

Replace your GetChildComponent node with... GetActor or something like that

earnest tangle
#

How are you attaching the round to the action?

#

or where is it attached?

rose hazel
#

There’s a socket in the bolt named Round

trim matrix
#

@rain peak I checked Use Pawn Control Rotation which is what I assume you meant. But that doesn't change anything.

rose hazel
#

My original plan was to find some way to reference whatever’s attached to the socket, but that hasn’t worked out

earnest tangle
#

Right, so one way to do it would be to create a variable in your BP

#

when you attach the round to the socket, also set the round to that variable

#

this way you can easily access it when needed

rain peak
#

@rain peak can you show me your character class hierarchy? Camera / CameraBoom

trim matrix
#

Oh I don't have a camera boom but I have a camera

#

But yes one second

rain peak
#

Place it on a boom, it will be easier to control, you can just rotate the boom then

#

Instead of doing the math to rotate the camera around a vector pivot

rose hazel
#

Actor > Object Reference?

trim matrix
#

I don't see a boom option when I click add component.

earnest tangle
#

Yeah or you can have it be Round > Object Reference

rain peak
#

Spring arm component

earnest tangle
#

or whatever the round class is called

trim matrix
#

Oh okay

rain peak
#

@trim matrix if it doesn't work out of the box, you'll have to make some logic (either c++ or bp) to rotate your camera based on input

rose hazel
#

Here’s what I currently have, which hasn’t given any compiler errors so far:
Round (object reference) > Cast To Round_357Mag > Set Primer

earnest tangle
#

Yeah that looks right

trim matrix
#

@rain peak I don't believe it will work out of the box so I do think I need to perform my own logic.

#

Thank you for the advice though!

rain peak
#

Actually, with a boom attached to the actor's scene root and the camera attached to the boom

#

It should be fine out of the box

#

Use UE4 first person template for reference

#

You can just copy the logic from there

trim matrix
#

hey i follow tutorial day cycles
the problem is that when I save my game the time and date are saved but if I save at 00H00 it will be dark, but when I load the position of the skybox and the sun will be reset to 0, how can I do to save the position of the sun and the skybox?

#

without save or any shit ? πŸ˜„

rose hazel
#

Finally got the action and round to work together

trim matrix
#

Using the crouch function show use the crouch speed right?

#

Mine doesn't seem to use the crouch speed or the function doesn't set the speed to the crouch speed variable?

rose hazel
#

Out of curiosity, is it possible to have a bullet that acts as if it’s traveling inside the barrel?

#

As in it travels in a straight line until it exits

rain peak
#

@rose hazel either animate it or use a ProjectileMovementComponent

rose hazel
#

I’m using ProjectileMovement, although it currently doesn’t interact with the barrel in any way

trim matrix
#

HEY

#

Somebody can send me a screenshot from update sun direction BP_Skyphere

#

I delete something and i can't backup!

spark steppe
#

is there some node like sine, but linear remap should do

trim matrix
#

wtf

spark steppe
#

or rather.. not

trim matrix
#

its for me ?

#

please

spark steppe
#

no its not

trim matrix
#

Do you know any tutorial on how to display current amount of an int after a string?

spark steppe
#

@trim matrix convert the int to string

#

and append it

trim matrix
#

So somebody can send me the function (screen) update sun direction from BP_Skyphere please

spark steppe
#

so i need a node which gives me for input [0-1] and output of [1-0-1], so for 0.5 i want 0 as output

rain peak
#

@trim matrix just open any of the ue4 templates, copy the logic from there

trim matrix
#

@spark steppe What node should I use to update my text?

#

I have my text as a variable

spark steppe
#

setText probably

trim matrix
#

Like this?

spark steppe
#

no

trim matrix
#

@trim matrix just open any of the ue4 templates, copy the logic from there
@rain peak no i think its ovveride all that the probleml

spark steppe
#

drag the variable in your blueprint and select "get MoneyAmountText"

#

then you get the node of the variable, drag its pin out and type setText

#

that should give you the node to update the text

sudden current
#

Hello everyone !
I am looking into how I could get my character to jump forward and smash onto the ground, and I am not sure what is the best way to achieve this.
I thought about :

  • Using launch character : but I will not have really any control about any timing related matter in the way the character go up and then fall down etc
  • Using a spline : which could be interesting since I could animate with curves speed along the way etc
  • ? Pretty sure there is some maybe better method to do this, what are your throughts on this ?
trim matrix
#

because i mean

#

look the shit sun

#

and the time

#

not sence

rose hazel
#

Should I expect hitbox issues with a projectile traveling at 640.08 m/s

pulsar surge
#

I’m not 100% but I think that will determine how fast the logic can be processed

#

Be determined by*

earnest tangle
#

yeah seems it would depend on framerate, the size of the projectile, and the size of whatever it can collide with

pulsar surge
#

How are you checking for collision?

earnest tangle
#

you can enable CCD or continuous collision detection for it if it becomes an issue

pulsar surge
#

Also what kind of collision

#

Is it just a sphere collision on the projectile?

rose hazel
#

I’m still figuring out what exactly I can do with ProjectileMovement, but I considered having the bullet track a hitbox in the muzzle until it collided with said hitbox

pulsar surge
#

So like a a bullet assist?

#

Like tracking movement?

#

I have a projectile code built but it doesn’t have that kind of speed but I find it really reliable

rose hazel
#

As a crude way to make the bullet travel in line with the barrel

pulsar surge
#

Oh

#

You should just able to do that with forward vector

rose hazel
#

The actual bullet is spawned in the gun’s chamber rather than at the muzzle

pulsar surge
#

Is it an FPS?

rose hazel
#

Yep

pulsar surge
#

So you’re gun could and will be point in a different rotation than your main actor

#

And are your guns slotted or attached to the models

#

Or rather part of the actor model

rose hazel
#

The gun will be attached to a socket in the player character

pulsar surge
#

Are you using a get forward vector on your gun for the projectile?

rose hazel
#

I’m trying to make this as realistic as possible. The bullet travels wherever the gun aims

pulsar surge
#

Yeah

#

So

#

Using a get forward vector should accomplish that

#

I can’t see why it wouldn’t

#

@earnest tangle can you use a reason to not use a get forward vector on the gun itself?

#

That’s what I use for projectiles

#

This way you cna ensure whatever way that gun is facing your gullet with travel

#

Bullet

earnest tangle
#

forward vector of the gun sounds like it should work yeah

pulsar surge
#

The other ones are getworld location

#

And getworldrotation

#

this is for multiplayer but her is an example

#

ah here we are

#

this is my code for spawning a projectile

rose hazel
#

To elaborate, the bullet is spawned by the cartridge, which changes its own mesh into a spent case. There’s a socket used for the spawn transform

#

What I need is for the bullet to act as if it’s traveling through the barrel until it exits

pulsar surge
#

i had to the forward vector so the projectile spawns more in front

#

and this to the actor

#

so you are essentially trying to create a more realistic projectile through the gun barrell itself

rose hazel
#

Yep

pulsar surge
#

instead of just spawning an actor inside the gun barrel and shooting it forward

#

because I would just spawn a bullet at the inside end of the barrell

#

player would never notice the difference ever

rose hazel
#

Nobody would notice such a small detail, but I would and I’m the one making the game

pulsar surge
#

ahhh

#

labour of love

#

nothing wrong with that at all your game

#

Ill say this

#

weigh out the work vs value on that one

#

because youll need alot of tracing to get it perfect

mild turtle
#

ok so i'm trying to make a fortnite ripoff third person shooter to try and learn unreal and for some reason i can't resize my rifle and when i try and play the game it launches me accross the map

rose hazel
#

Ah, yes

#

The Yeet Cannon

pulsar surge
#

YYYYYEEEEEETTTTTTTTTTTTUSSSSS

spark steppe
#

the DCMA Gun

hallow night
#

Turn off the collision on the weapon

pulsar surge
#

lil yeetus

#

^^

#

or change it to overlap with pawns

#

depends on if you know how to do those two things

#

XD

#

are you experienced/doing tutorials or just sending it

boreal helm
#

hello guys i was thinking about making a game kind of like the game flying gorilla but i didnt know how to make it so that when you click left or right, it moves you a certain distance and no more than that.

#

left or right

#

just the basic moves for a runner like this

pulsar surge
#

its not moving

#

its rotating lol

#

literaly

teal burrow
#

Everything else is moving

pulsar surge
#

input action left -> set actor rotation

#

hard set the rotation variables or promote them to variables if you want to be able to upgrade it

#

a small check will allow you to reset to centre

#

profit

#

with a little bit of extra logic you can have a speed on the rotation and promote the speed to a variable and be able to upgrade that as well

rose hazel
#

Any thoughts or suggestions? BurstUpdate will be called by the action after it cycles

pulsar surge
#

does it work?

teal burrow
#

You know you can have events in timelines right?

#

And you can call those when a specific time hits

rose hazel
#

Seems to work so far

#

Found an issue. The action is calling BurstUpdate every tick until Sear is true regardless of how many times it cycles

#

It may have something to do with the round not ejecting

#

That was it

#

The only thing being deliberately triggered is the sear. Everything else works together

#

That's the receiver, the action, and 3 individual rounds

rose hazel
#

What makes this even more satisfying is that I’ve essentially created a Eugene Stoner bursts system with two integers and two bools, meaning the burst can be interrupted and the index will advance once each time the bolt cycles

pastel rivet
#

How does one calculate index values of triangles?

#

I cant seem to figure it out

maiden wadi
#

@pastel rivet Like on a static mesh, or? What's the use case for needing the tri index?

pastel rivet
#

Well, now i currently have made a system to calculate the vertices points based on width, density and height.
Now im to use the create mesh section, but i need the triangles index numbers, and i cant wrap my head around how they are calculated

#

@maiden wadi
If that makes sense

obsidian meteor
#

hey guys, I'm having an issue with a spline BP actor I made. it's a race course, with gates at the spline points. a recent change I made (either to this actors construction script or perhaps to how they're consumed by the GameMode) seems to have deleted all of the spline points on the critical spline in multiple levels.

I know this is something that I've messed up, but what's weird is that when I make new edits to the splines, those are correctly saved and load back up when switching levels. I also have versions of the umaps from last month that definitely still had the correct spline points. however, when I simply copy these into the content folder, the splines do not load with their spline points.

any hint of what might be going on here? I did reparent this blueprint in the past week or two but that's the only apparent thing right now that would cause this

pulsar surge
#

not honestly sure, however whenever you move/rename or make changes in the folders its a good practice to right click on the main content folder and click fix redirects

#

I am not sure if this is causing your issue or not, but its a good place to start and see if there were any redirect issues

obsidian meteor
#

ok. hm

#

I think since I just overwrote the messed up umap file with one from the past that redirects wouldn't be an issue

pulsar surge
#

Like I said, not sure. I was just taught that as a best practice when making changes in folders, just thought I would suggest the tip in case it helps.

obsidian meteor
#

I see the root component also changed from the spline into a default scene root with the reparent

signal cosmos
#

Hi! Can please someone help me with the vehicle system in UE4?
I'm trying to get a vehicle that doesn't slide when steering, but I don't know what to change in the settings at all!

desert storm
#

The highlighted branch keeps giving me an error in-game. This is a blueprint for a monster to attack the door the player is behind, when it gets in range. It sets a variable (at door) to true when it enters the trigger. Then with event tick checks for if that variable is true, and then if the door is closed (which is a variable in the door BP), and then plays an attack animation. Everything works until the highlighted branch. Any idea why? Error below:

pulsar surge
#

whats the error

#

oh i see it

#

tiny little guy

#

its trying to ref something that isnt there

#

it called for a ref and returned none

#

that door closed variable may not be getting setup correctly

#

its trying to read the info from that cast as door

#

so somewhere from that variable as door -> door closed the info is not correct

proper breach
#

hey so i have this quest box widget array that holds all the empty quests (they dont have the quest data in them, its just a template, but will eventually have an "empty quest slot" texture) and for some reason, im not able to enable them, change their text, or anything really. When i create them, it runs an update function for each of them that just sets all the text values to ' ' and disables it. When i go pick up the quest, that same program runs but is supposed to enable the first empty slot and change the text data on it, but it just doesnt. I originally thought that it was because two sets of widgets were created: one that got changed and one that got added to the main widget, but when i check for the uniform grid box's children, it does not come up with empty values (which would mean that a class was assigned to that slot), so i have no idea what is going on

pulsar surge
#

im confused

#

all your set texts are empty

#

are they supposed to be on top?

proper breach
#

thats setting them all to nothing for when it starts

pulsar surge
#

so is it just looping back that then

proper breach
#

nope

pulsar surge
#

have you thrown a print string up after branch

proper breach
#

its doing the false in the branch

pulsar surge
#

and see if the system is reverting it back to true

#

really?

proper breach
#

yes

#

that is what i wanted it to do

#

is the false

#

i cant figure out why it wont do the enable function though

pulsar surge
#

is it making it to the false?

#

like where in your code is it making it too?

proper breach
#

i cant figure out why the object reference wont have its properties changed

#

its making it to the false in the branch

#

but it doesnt do any of the things on the bottom to edit the text or enable the widget

pulsar surge
#

have you tried a print string at the end of one of those set text

#

and see if its actually doing it

proper breach
#

yep

pulsar surge
#

and if its being reset somehwere else

#

is it doing it or returning the ""

proper breach
#

its returning the correct values, but the set text functions do nothing

pulsar surge
#

interesting

#

so you have a quest name

#

quest description

#

and quest reward

proper breach
#

yes

pulsar surge
#

are they all doing it/

proper breach
#

yep

pulsar surge
#

so the value is set but not the text

proper breach
#

all parts of the class are making it through

#

but the text wont get set to it

#

so im assuming it has to do with maybe the object reference is wrong

pulsar surge
#

so right before it goes into the set text

proper breach
#

yes

pulsar surge
#

have you thrown a string there toÉ

#

?

#

to see what text its getting

proper breach
#

yes

#

it gets the text

#

but it doesnt set it

pulsar surge
#

ah ok

#

so its after

#

so its your target maybe

proper breach
#

yea

#

thats what i thought

pulsar surge
#

so it goes in the right text

#

goes out the wrong text

proper breach
#

but i got the grid box's child at the index its supposed to be and set that to the target

#

and nothing happened

#

everything BUT the visual part of it is working

pulsar surge
#

yeah thats weird. its hard when I can

#

cant trace your variables

#

If i had a guess though it would be the target

#

sorry man

#

wish i could be more help on that one

lime mason
#

so i made some doors yesterday using a timeline, but i want to have an initial start rotation so is there a way to have that as a variable in the timeline? or is this not what im looking for?

pulsar surge
#

can you not hard set it

#

or do you want a variable

lime mason
#

i want it to start partially open, but then have the timeline open it up to the full 90 degrees

#

and then go back down to zero

pulsar surge
#

wouldnt that just come down to how its spawned in game?

#

like wouldn't you have it set to spawn at the starting rotation?

lime mason
#

i made a variable for starting rotation like that

#

but when the timeline starts, it goes from all the way closed to all the way open and then goes past that and shoots back

pulsar surge
#

so when you set that rotation variable does it not update the mesh?

lime mason
#

this is the construction

pulsar surge
#

so that door

#

when its placed on the map

lime mason
#

yea

pulsar surge
#

is it placed closed?

#

or are you placing it partially open

lime mason
#

this door im placing partially open

pulsar surge
#

because doesnt it take the begining rotation and then reset

#

so its taking that and reseting the rotation to 0

lime mason
#

hm

pulsar surge
#

add a check for rotation

#

if under what you want it to be set it to what you want it to be

#

so if that rotation variable is less than say 10 -> set rotation to 10

#

i do similar things with gamepad movement in menus

lime mason
#

im confused

pulsar surge
#

so when the door closes

#

you want a check to see if the rotation returned the original value

#

or if it reset to 0

#

if it did reset below your original value then set the value to the original

#

so if your original rotation value is 10 then you want to check if that returned 10. if its less than 10 set the rotation value to 10

lime mason
#

im realizing that because i have a timeline from 0 to 90 degrees, this isnt going to work very well

signal cosmos
#

I think there's a problem with the default vehicle, When I brake, it won't steer. It even seems that it tries to steer in the opposite direction I'm steering to. does anyone experience that as well?

pulsar surge
#

change to 10-90

#

lol

lime mason
#

i would but this is for every door

pulsar surge
#

ohhhhhhhhhhhhhhhhhh

lime mason
#

yea

pulsar surge
#

you need a base then

lime mason
#

im doing instance stuff

pulsar surge
#

and create a parent of that base

#

because if you are going to have floating variables for rotation

lime mason
#

that probably makes more sense than what im doing lol

pulsar surge
#

so for instance

#

if i had character selection

#

or multiple characters

#

i would create a character base for all the base stats and stuff like that that every single player would use

lime mason
#

Ooo i have an idea

pulsar surge
#

then create children for each player

#

oh?

#

let me know if you get it going. im interested because I dont use timlinig

#

well properly lol

lime mason
#

im new to stuff so im just going off of what im used to

pulsar surge
#

for this

#

because you want multiple doors with multiple meshes and rotations

#

create a BP_DoorBase

lime mason
#

but what if i clamp the door rotation from the timeline if its over the base rotation + the timeline

pulsar surge
#

have all the basic functionality working in that that you want. just make sure every single thing you want changed is a variable

#

yep

#

that could do it

lime mason
#

can i clamp a rotator?

#

for simplicity im just gonna make them floate

#

floats

pulsar surge
#

yeah

#

well your clamping the information for the rotator

#

there might even be a clamp rotator function

#

i think you can call one in c++

#

i think your rotation is a vector no

lime mason
#

rotation is a rotator

pulsar surge
#

ohh okay

lime mason
#

takes a rotator lol

pulsar surge
#

and yeah

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you can clamp it

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yeah i know haha im not in unreal right now so i cant type the function out and see

lime mason
#

lol

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HAHH

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YES

proud hull
#

Clamp Angle

hollow panther
#

Hello, could someone help me with a small problem I'm having with widgets?

#

I have an actor with a collision box called Engine, when it overlaps with a player I add a widget to the viewport to display the "repair percentage" on the screen. The issue I have is that I don't know how to tell the widget to get the "repair" variable from the actor that created it. Right now I simply get all actors of type Engine, and pass in the index 0, but I run into issues when having multiple Engines in the scene.

lime mason
#

ok now my door is just dying

#

lol

#

also this blueprint looks like pasta

pulsar surge
#

could try what I recomended before

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just to see if you can hard set it to work

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and then debug it top down

lime mason
#

it almost workds

#

it just looks like dinner

pulsar surge
#

jesus christmas

lime mason
#

yea

pulsar surge
#

thats alot of logic for a door rotation

lime mason
#

iTS FINE

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XD

pulsar surge
#

XD

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so whats it doing now

#

and where are you setting the min rotation

lime mason
#

i just need it to start not at 0

pulsar surge
#

how are you setting that

#

you have a max but no min

lime mason
#

my min is the starting location

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or at least

pulsar surge
#

hard set that bastard

lime mason
#

thats what im trying

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nah nah

pulsar surge
#

just to see if it works

proud hull
#

@lime mason you can clean that up a bit with a select node.

lime mason
#

theres just a problem with this

#

i just need to figure it out

pulsar surge
#

you hard set your max XD

lime mason
#

yea

pulsar surge
#

why not the min XD

lime mason
#

90 degrees

#

because the min is going to be whatever the instance start rotation is set at

pulsar surge
#

have you printed out the rotation varibles its getting

#

and see if its even getting the correct information

lime mason
#

uh

#

no

pulsar surge
#

print string is da way

lime mason
#

well

#

yes

#

but

#

this is on an update of a timeline

#

so

#

many print strings

#

very very fast

pulsar surge
#

hmmmmm

#

you should just be able to get one for the rotation value

#

and just have it spit that out at you

lime mason
#

but when

pulsar surge
#

well

#

you want to see it right after the update no?

lime mason
#

it updates a lot

pulsar surge
#

or the branch on there

#

its just for debugging

#

all you want to see is when the door closes

#

what value is it getting for the starting rotation

#

and what is it actually going to

lime mason
pulsar surge
#

if you dont have that information its going to be hard to see where its going wrong

#

yeah

#

whats the bare min it goes to

lime mason
#

0

pulsar surge
#

0?

lime mason
#

which isnt good

pulsar surge
#

yeah so its not getting the info

lime mason
#

oh i think im dumb

#

ok its trying

pulsar surge
#

try away door

lime mason
#

so it opens

#

but

#

i remembered

#

theres a little thing called i use the reverse on the timeline

#

so

pulsar surge
#

ihhhhhhhhhhh

#

ohhhhhhhhhhhhhh

#

so its literally just reversing

#

and reseting to 0

lime mason
#

i have idea #2

pulsar surge
#

oh you know what

#

the timeline is doing the processing

lime mason
#

if its a isPeek = true, do the thing, but if not, do it normaly

pulsar surge
#

so when it complets the reverse its too late

#

so its already completed before it even processes the logic

#

man timelines

#

i know they can be insanley useful

#

but this is why ive avoided them lmao

#

because if i were to do what youre looking for I would just blueprint it without a time line XD

lime mason
#

im just messing around with stuff so

#

lol

pulsar surge
#

but definitley if you are having multiple doors, and they look different

#

have a base door

#

and then children

#

have all your door variables stored in the base and use an interface to call them

lime mason
#

lol

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ive been doing unreal for not very long

#

so

#

i know like nothing

pulsar surge
#

oh hahaha

#

all good dude

#

essentially what im getting at

#

is you are creating a foundation for doors

#

like all doors follow this lofic

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logic

#

then for all the things like meshs changes rotation changes etc, the children will handle that. the player will see the child but wont see the parent as its just logic

lime mason
#

my doors arent closing now lol

pulsar surge
#

XD

lime mason
#

and my blueprint looks worse

#

i know why theyre not closing

#

its because im dumb

#

MY DOORS DONT OPEN ANYMORE

#

ok

#

its back to square one but

#

looks like this now

#

i can feel im closer though

#

hey i just noticed

#

what is "Set New Time"

#

it sounds very useful for my issue at the moment

#

or does it? now that i think about it i dont really know. my brain is literally a smoldering piece of charcoal by now

trim matrix
#

hey

#

Hello I have a small problem at the moment when the player makes a save, I take the value of the rotation of the skyphere which is stored in the value "new location", each time we start the game the skyphere actor is reset to -84, problem of the blow, what I try to do is how I could make so that the skyphere actor starts compared to the location of the backup! thank you very much.

#

or other way to save sphere/sun location

pulsar surge
#

When it stores the value have you confirmed it’s storing the correct value

trim matrix
#

Yes, when I print the value I get the value of time @pulsar surge

#

Coz if i put the new valeur here

#

its work, the time has swaped

#

but the rotation is fix so time is stuck

#

so i want like replace the value by my value

pulsar surge
#

So when you go to save the sky sphere location info it is 100% getting the right information

#

?

#

I’m just trying to see if it’s a read or write issue

trim matrix
#

Yes the proof, when I replace it by the value I have saved it is the time I saved it

pulsar surge
#

Ok

#

So when you load

#

Have you done a print string to see the value it’s loading

trim matrix
#

Basically, it would be necessary, that with the value save that it replaces the default value which is -84 (knowing to each party it goes back to -84) and that it is replaced by my value that I saved (currently 7).

#

Yeah

#

Wait

pulsar surge
#

Yea but you need to ensure that when you load

trim matrix
#

i show you

#

2 sec πŸ™‚

pulsar surge
#

That value it’s getting is correct and your logic after receiving the value could be wrong

trim matrix
#

no value is good

#

i need just to find how i can replace the current value by my save value

#

@pulsar surge first value is sky rotation (reset to -84 everytime), second value that my skyphere rotation save

pulsar surge
#

Ohhhhhhhhhhh

#

You just want to set the rotation?

trim matrix
#

yeah

pulsar surge
#

So take your stored variable and set it to that

trim matrix
#

i can't

#

look my gif

#

when i replace by me value, the time is stuck

pulsar surge
#

I mean that’s what you want to do

#

Yeah it’s a few more steps than that

trim matrix
#

Ohh, iam stuck like 4 hours with this shit haha

#

You can help me ? πŸ˜„

pulsar surge
#

I’m not super experienced with the skybox rotation but I can give a few suggestions to direct you

#

Create a blueprint for soup here

frigid ether
#

I'm trying to do a dash mechanic, how do I make it so I go in the direction of my input? So if I'm walking backwards, then I dash backwards and so on

pulsar surge
#

Skysphere

trim matrix
#

we can go dm ?

#

evan

pulsar surge
#

Get forward vector varian

frigid ether
#

forward vector from what

pulsar surge
#

Your actor

#

You want him to go the direction they are racing yeah

#

I just built this actually

#

It’s a dashing ability but does the same thing

frigid ether
#

you mean facing?

pulsar surge
#

If you give me a bit I’ll screenshot you

#

I have this built

frigid ether
#

alright

pulsar surge
#

And works great

#

And yeah you can DM me

frigid ether
#

You want him to go the direction they are racing yeah
@pulsar surge but I think you misunderstood

#

I don't want the character to go in the direction I'm facing

pulsar surge
#

Oh sorry

frigid ether
#

in the direction of the input

pulsar surge
#

Ohhhhhhhh

#

One sec just need to find the function

trim matrix
#

evan when you are free you can do to my dm ? please

#

oh sorry

#

not see you message haha

thorny mantle
#

Hi everyone! Does anyone know what might cause an Instanced Static Mesh to be visible in the editor but not in-game?

frigid ether
#

It sometimes bugs, try restarting the whole engine

#

Happened to me today, was driving me crazy

thorny mantle
#

really wow I will try that

#

nope still nothing

#

but thanks tho πŸ™‚

pulsar surge
#

jon

#

i know this is stupid

#

but is the visible box checked

thorny mantle
#

not worry I take all the solution I might not have looked up haha

pulsar surge
#

go to your static mesh

#

there are two checkboxes

#

visbile in editor

#

and visible

#

make sure both are checked

#

if that doesnt work you have an anim or logic automatically setting the visible to false

#

any luck?

thorny mantle
#

nope

#

could it have something to do with culling distance?

pulsar surge
#

So it just straight up doesn’t show up in game

#

It shouldn’t I mean. If you out that mesh right beside your character and you can’t see it then I doubt it’s culling lol

thorny mantle
#

yeah I know right.

#

another thing

#

when I pause the game, eject player and click on the mesh it shows up

#

weird

worldly edge
#

why would my blueprint stop at a for each loop it doesnt continue

normal plinth
#

Does anyone have any tips on using root motion? How do I extract the root motion from the animation and apply it to my CapsuleComponent? Even if I turn on root motion on the animation and turn on "Root Motion for Everything" in the AnimBP is still won't work....Any help is appreciated

halcyon cipher
#

Does anyone know how to get duration from a 2D sound?

trim matrix
#

Hello everyone, well here is the update : (for the rotation of the skyphere)

When I load the game with the current time it works!
But instead of doing 84, 85 and go back to -85 -84, it goes up and blocks at 90 I have to alt tab/wait to start again?

What is this magic ?

mossy robin
#

@normal plinth πŸ˜‚
Just check the root motion box
You can then create an Animation montage with those animations in them
And later play the montage, that is after you have added the β€˜slot’ in between the default locomotion and the out put animation in the Anim Graph

mossy robin
worldly edge
#

yeah i know theres problems

#

im following a tutorial that was kinda abandoned by the creator

mossy robin
worldly edge
#

im close enough tho i think i can piece together the rest

mossy robin
#

@worldly edge so what do you want to make

worldly edge
#

procedurally generated platforms connected by rectangles

normal plinth
#

I've done exactly that. I must be doing something else wrong @mossy robin

mossy robin
#

Can you send me a picture of your animation montage? @normal plinth

pulsar surge
#

@halcyon cipher GetDuration

mossy robin
#

@worldly edge lol
I’ve actually done procedurally generated buildings already quite long though

normal plinth
worldly edge
#

i dont have much experience with this all the tutorials build a super complex thing really i just want something simple and easy to build

mossy robin
#

@normal plinth
And your animation has root motion checked and force root lock unchecked right?

pulsar surge
#

@worldly edge procedural generation and simple and easy are a bit of an oxymoron

#

XD

normal plinth
#

correct @mossy robin

worldly edge
#

ehh relatively simple im fine with time consumption

mossy robin
#

@pulsar surge πŸ˜‚πŸ˜‚πŸ˜‚
You’re right though

worldly edge
#

literally spent like 6 hours on this alone

pulsar surge
#

procedural generation is not simple

mossy robin
#

@worldly edge I’ll send you screenshots of one of my projects later

pulsar surge
#

there are masssive learning sections on it

mossy robin
#

@worldly edge and 6 hours on that is not a lot since those kind of systems need more time

worldly edge
#

oh yeah nothing is being made i cant even make a cube haha

pulsar surge
#

lol

#

have you seen epics latest learning on procedural generation?

mossy robin
#

Ok let me teach you something simple right now

#

@worldly edge

#

Are you ready? @worldly edge