#blueprint

402296 messages ยท Page 569 of 403

earnest tangle
#

you could probably use a sine wave function

#

since it effectively generates that type of shape

#

y=sin(x)

#

that's it basically

#

maybe add multiplication to the result if you want the height to go higher or something

maiden wadi
#

I'm just wondering what he means by grow factor. initially I assume he's wanting to move 2d or 3d points from where they are based on a multiplication curve.

#

@pastel rivet Just to be certain, you have the left side, you want to get the right side?

pastel rivet
#

@maiden wadi
Look at the right side as index 0 and from right to left based on points, they increase in index.
Each one has its own vector placement, its the X vector that creates the bend feature.
So from right to left, i want to increase X, but from the middle index, i want to decrease it again

earnest tangle
#

A sine wave function would do it with the appropriate maths

#

y=sin(x) would produce y=0 at x=0, and y=1 at x=0.5, and then y=0 at x=1 again

#

or maybe not exactly like that, but something along those lines :P

#

it might actually be y=0 at x=0 or x=pi but in any case

pastel rivet
#

Using a sin, any values above 10 would just make it wavy for some reason

earnest tangle
#

yes you need to generate it with a smaller number and then multiply the resulting points to get a longer arc

#

or use something like y=sin(x/4) which reduces the wavelength

#

but it would be difficult to divide for the "perfect" distance, so it would be easier to generate the arc, and then multiply so you get the distance you want

#

(although I'm no maths pro so maybe there's some method to do it, this is just something that came to mind)

spark steppe
#

can't you just use a sine node? nvm was already suggested

tight schooner
#

Yeah I'd probably do the same thing. Maybe you can achieve something with a "Power" node... make a preexisting triangular wave that goes from 0-1 curvy with an exponent less than 1, or something. That's the only alternative that comes to mind short of doing something with a curve asset or a spline component.

#

(disclaimer: I'm also not a math whiz)

spark steppe
#

just scale the result up, if you power it you'll get another wave form

earnest tangle
#

Yeah curve asset would be easy to use for this too

#

you could create the exact curve you want in the range of 0-1 for X

#

you get your points in that range, then multiply to get it to the arc length you want

#

or if you know the length up front, you could make the curve asset itself of that length for even easier time

maiden wadi
#

My head thinks about that weird I guess. I'd just get the center point between the furthest two, and rotate a vector along the angle gotten by dividing all of the points, and then process that into a 0-1

last walrus
#

can you explain me how replication works?
I have a simple BP that choose random player and then rotates it's actor to it when G key is pressed
when I press G as server - it goes to all clients
when I press G as client - it works only for current client...
(on screenshot below I pressed G as client 3 and nothing happened for others)

pastel rivet
manic knot
#

Hey everyone! Im having trouble figuring out how to set the camera managers view target to a camera on my character as the new view target input pin is for an actor. How do devs normally do this?

maiden wadi
#

@last walrus Replication is simple. You set a replicated value on the server, all clients get the updated value. If that value is set to RepNotify, it also plays a function on that machine when that machine gets updated of the value.

#

An RPC is not replication. An RPC is what you use to have machines communicate with one another. Traditionally, most multiplayer designs are clients RPCing to server, and server setting and replicating values.

#

For example. If it works fine on server. What you need to do is simply make a ServerRPC, call it when you press G, and then do what you're doing on G press from the ServerRPC event.

last walrus
#

ok
I understand
It's too hard for me
I'll leave it for my server making dude )

pastel rivet
tawny hedge
#

Hello,with Spawn Emitter at Location if the emitter is promoted to a variable and I got several Actor Blueprints based on a master one shouldn't the child BP's inherit the emitter specified in the variable? They simply don't play, but if I delete the variable and link it directly in the Spawn Emitter at Location it works fine.

tight schooner
#

@tawny hedge I'm not sure if I follow. If your parent class has a function/event where it spawns an emitter (and saves a ref) then any child class should also do the same โ€” spawn its own emitter and save a ref.

tawny hedge
#

if I chose the emitter in On Pickup Particles variable it works only on the master actor bp. not on child ones. If I delete the variable completely and chose it from the emitter template it works

#

I have the same thing with a sound cue on overlap and it works regardless

trim matrix
#

hey guys

tight schooner
#

Huh. Normally your child classes should inherit the default value of the parent class.

tawny hedge
#

That's what I thought as well. But for some reason I have to set that variable in every child otherwise it plays nothing

trim matrix
#

i followed a tutorial on how to grab and drop objects wit my mouse courser....but there is a tiny glitch/problem and i don't know how to fix it
here is video demonstrates the problem

tight schooner
#

That's not how it should work so I don't know what to suggest... @tawny hedge

tawny hedge
#

No worries. Thanks anyways ๐Ÿ˜„ I'll figure it out

tight schooner
#

In the variable default field, if you happen to see a yellow bendy arrow next to the field

#

I think that'll reset the value back to the parent's default

#

(I don't have UE4 open so this is from memory)

#

The only other thing I can think of is you forgot to compile a BP...

trim matrix
#

and i dont know how to fix it

maiden wadi
#

@tawny hedge You're certain that the children or any parents in between the master class and that child have not somehow set a new default for the emitter type?

tawny hedge
#

yes. Actually it works only when I use the set variable value. If I don't set anything nothing is playing on child bp's only on master. As a workaround I managed to acutally set that variable and get it's default value, It works like this but it feels wrong.

tired fog
#

how would i do a wall slide where i slow down whilst pushing into a wall

#

and a wall jump like in mario, but in 3d

#

and also when i press jump quickly i jump less than holding jump down

dusk flame
#

Hey guys! Got a weird situation. I have a Set w/ Notify variable, that is set up as onRep

#

However the Switch for Authority only ever triggers for Authority.

#

The Remote is never actually triggered.

#

So its like the server reps to itself that something changed :/

earnest tangle
#

I have the most bizarre bug right now...

#

I have a function which moves an object to the view so you can interact with a widget component on it using a widget interaction thingy

#

The buttons in it stop responding to clicks correctly, which is fixed by setting Input Mode Game and UI

#

But most bizarrely, it only works if I set input mode game and ui within the function

#

if I set input mode game and ui outside of the function, just after calling it in the event graph

#

---> no go

#

this makes no sense...

#

the working bit is the final thing the function does, it does nothing after that

#

so both of those should be 100% identical as far as I can tell...

maiden wadi
#

@dusk flame As long as your property does not have strange replication settings, you should print before the switch and see if it runs. Double check that the actor that it's in is set to replicate, because in blueprint it will call the notify on the server if the value is changed on the server even if it's not replicated.

dim robin
#

if someone can stop a ball from rolling forever hit me up thanks. ๐Ÿ˜ซ

tawny tinsel
#

is there a way to check if gamepad used? i need this to change ui icons

maiden wadi
#

@dim robin Linear or Angular dampening.

dusk flame
#

@maiden wadi I am sure the value is changing, on both client and server.

dim robin
#

yes but if I raise the dampening the ball will like go slowmotion..

dusk flame
#

For example on BeginPlay I call SET w/ Notify under Authority, and then in the RepNotify, it only updates the server.

#

Just to be clear, I am switching on Server/Remote, and then doing a simple print. Authority always prints, Remote never prints.

#

IF I call Set w/ Notify on the Remote AND the server, then the remote and the server are both called in Rep Notify.

#

But like that defeats the whole purpose ๐Ÿ˜…

maiden wadi
#

The actor class is for sure set to replicate?

dim robin
#

also, If i set the linear velocity to 0 at some point I will never get it stop completely, as you can see by this screenshot

dusk flame
#

The actor class is for sure set to replicate?

Uh oh, I probably missed something here.

I have the variable itself in the bluepprint set to rep-notify. Do I also need to set the parent actor to replicate?

maiden wadi
#

Because that sounds like it's not replicating, but in blueprints the onrep will still get called if the value changes.

#

@dusk flame Is this in an ActorComponent or an Actor?

#

If a component, boththe Actor it's in and the Component need to be set to replicate, if it's just an actor, that actor needs to be set to replicate.

dusk flame
#

I guess I found it ๐Ÿ˜

#

Man, this poor programmer is very out of his league when working in Blueprints.

#

Thanks so much for bumping me in the right direction.

maiden wadi
#

Been there myself a time or two.

dusk flame
#

Been on the job 7 months and still feel way too dumb ^^

maiden wadi
#

@earnest tangle That is pretty odd. The only difference is the SetInput moved? ShowMouseCursor is still being done inside of the function?

earnest tangle
#

Yep

#

The function call that you see in the non working example just before the set game and ui runs to the point of the set mouse cursor

upper adder
#

An Interface does pretty much the same like an EventDispatcher but has a return value right?

#

(Ignoring that its built up differently)

maiden wadi
#

Interface is not an event dispatcher. Dispatchers are meant to listen for or broadcast to multiple actors that have already been cast or communicated with one another to set an event to play upon that call. An interface, is a way to tell multiple different classes with non similar parents to do something different with the same action or input.

upper adder
#

But in the end its pretty similar, seems to me at least..

#

One calls something, the others get notified..

maiden wadi
#

It's not, they have completely different uses. To give a better example, you would use an event dispatcher to turn on ten lights from a single light switch. Either the light or the light switch would have an event dispatcher and the other would hook into it. The light would have an event that gets called when that dispatcher happens and toggle it's light. These have to know what each other are to hook into that dispatch since it's class related, they would need to cast.

upper adder
#

Yes, get that

trim matrix
#

I'm not sure I understand. Can you explain a little more?

maiden wadi
#

An interface in this case, would be the player line tracing and hitting an actor and calling a simple interface event on that hit actor. So we might line trace and hit a chest to open it to see what's inside. That same exact event can be used to line trace and hit the light switch, to call the event dispatcher to toggle the lights, or line trace to tell an NPC to do something.

trim matrix
#

I have a collision sphere and I'd like to have the pawn spawn inside the sphere and not be able to get out. Instead, the pawn spawns outside the sphere and isn't able to get in.

upper adder
#

Ok thanks for the help

maiden wadi
#

@upper adder I suppose a simpler way to say it might be that an event dispatcher keeps something from either continually checking if something has happened, or requiring something to for loop over a bunch of references to make something happen in a lot of different instances. Where an interface will allow you to interact with multiple different classes without having to cast to them.

upper adder
#

but you still need a reference to the actor you want to "interface"

last walrus
#

(this is third person BP)

#

the less is vector*int value the faster it goes into ground

#

but IDK why

odd ember
#

I mean you place the start value 100 uu above the end position

#

so it's going to go into the ground

last walrus
odd ember
#

I don't know what you're trying to do

#

but

#

if you want a line that's even on teh vertical axis, then yes

#

also I'm not sure why you're doing so much extra math from that one component when you can just use GetActorForwardVector

last walrus
#

so I need to move it

odd ember
#

again, you can replace your component entirely with your actor

#

for the math

last walrus
#

(and 90 degrees rotation because for some reason UE thinks this mesh is rotated)

last walrus
odd ember
#

yeah? you mean like your character mesh does?

last walrus
#

not character

#

for others

#

character is example

odd ember
#

in the case of turrets or turning heads or what not

last walrus
tight schooner
#

Well you can always GetRightVector

last walrus
tight schooner
#

Gets the right side vector

#

Basically what you're doing by rotating the rotator by 90 deg

maiden wadi
#

Are you trying to make it trace in front of the mesh and not the actor?

#

Cause you can get the forward vector of the mesh component too.

last walrus
#

I hope at some point I'll be smart as you to help people too )

odd ember
#

I literally said that

#

and linked to the node

last walrus
#

and then seanny said about right

maiden wadi
#

Still not fully sure what the trace is for.

last walrus
#

so the target on that picture is character at the moment

odd ember
#

@last walrus I linked to the forward vector of the scene component

#

no good deed goes unpunished ๐Ÿ™„

last walrus
#

I appreciate your will to help
but its not what I need

late cave
#

I would never want to do that in C++

last walrus
#

so it will return 0/1

late cave
#

sure, but I wanted it as readable as possible...

last walrus
#

sounds reasonable

but I hope people who will see this blueprint can understand you can turn value into another type )

late cave
#

(yes, and perhaps the code generated from it might be much worse on the select node, though... that I don't know)

#

I had to give up nativization due to bugs with colliders ๐Ÿ˜ฆ

last walrus
late cave
#

guess I need to check the soft reference before I attempt to load it..

haughty crypt
#

Hi,

when I use "set input mode UI only" while my character is moving my character keeps moving on his own when going back to "input mode game" until I press W and release W again.

So for some reason the Input Axis value gets stuck on 1 even thought I am not pressing any key. Until I press and release the key then the Axis value becomes 0 again.

Is there a workaround for this? Can I reset an Input Axis somehow or anything like this? Thanks for helping

late cave
#

I think you need to examine how you are reading that input axis value and also perhaps, since you now know about the problem, just override the value when you switch modes?

last walrus
#

so that's how things must go I think ๐Ÿค”

twilit heath
#

its because you're doing something weird in input handling

#

i'd venture a guess your AddMovementInput is connected to Tick here

haughty crypt
#

nah, it's using the MoveForward axis

#

which is basically tick

#

so when axis is 1 and ui only gets called, axis stays on 1

twilit heath
#

InputAxisForward -> AddMovementInput (in direction of forward vector, and connect the scale)

#

is how its usually done

haughty crypt
#

yeah essentially what I'm doing

maiden wadi
#

That's how he's doing it. Axis stays at where it was when you call SetInputModeUIOnly though.

#

Only two ways I've personally gotten around that, is to disable input on the pawn in the same call and wrap it in a function I can call easily with a boolean switch to return it to normal play. Or you can more or less wrap your movement in a boolean and use that to disable movement as well.

haughty crypt
#

so I tried disabling input as well

#

but whenever I re enable it, the axis value stays at 1

#

is there no way of setting an input axis value back to 0 by reference?

maiden wadi
#

Hmm. That does stick. Might look into that myself. I do the boolean method in CPP for my survival template game with the setter wrapped in a function from the player controller so it can be referenced easily from anywhere like UI destruction events.

haughty crypt
#

seems very strange to me

#

that input mode ui wouldn't work here

#

that should reset the input axis shouldn't it?

maiden wadi
#

Not really. Depends on how it handles setting that value in the first place. I mean if it polls something like key press down for that value, and the UI setting simply disables that polling, then the last value set would probably still be used.

#

Going to rabbit hole the C++ call for that and see what it's setting.

haughty crypt
#

thanks Authaer, I appreciate it

maiden wadi
#

I can't find what else uses it, but it would seem I'm probably correct in that setting at least. These two lines are from SetInputModeUIOnly. They basically tell the viewport to ignore input of any kind. And I assume that means that something else doesn't update the Axis values as if the button had been release.

GameViewportClient.SetCaptureMouseOnClick(EMouseCaptureMode::NoCapture);```
#

So. Off to find where or how Axis values are set.

trim matrix
#

How to get clicked instance?

haughty crypt
#

clicked instance?

maiden wadi
#

It's hard to say with the Axis thing. Frankly I doubt you're going to affect this from blueprint. I think this might be why I ended up just using SetInputGameAndUI, and disabling movement with a boolean.

haughty crypt
#

hmm thats fair

#

thank you

trim matrix
#

@haughty crypt

#

Hierarchical static mesh instance.

#

Currently after making hit results, i want to get that instance and be able to remove it.

haughty crypt
#

do you have a ref to that instance in the code?

trim matrix
#

ye

haughty crypt
#

@maiden wadi Ah bugger, thats no good, I'm using UI only mouse move functions that don't respond well when using input mode game with it

trim matrix
#

but i have currently many different types of instances and each of them needs to be able to get removed.

#

so i need to someway identify which instance it is and them remove, but i dont know what would be good way to achieve that.

haughty crypt
#

do you have a solver that spawns all the instances for you?

trim matrix
#

Solver?

haughty crypt
#

like one common blueprint that spawns all instances

trim matrix
#

Ye

haughty crypt
#

ah then can you not just add all these instances in one array?

trim matrix
#

Wouldnt that be laggy?

#

its like building game and then array would need to be huge

haughty crypt
#

ah I see

#

well, I mean, you could always give it a try

trim matrix
#

like searching right instance from it after hit results?

haughty crypt
#

if it gets laggy, you could maybe try finding all instanced actors

#

oh are you trying to destroy them from a hit result?

trim matrix
#

ye

haughty crypt
#

ah then the hit result should have a value with the actor hit

trim matrix
#

ye it has but i have many different instances and i need to identify instance type also

haughty crypt
#

then you can get the actor's class

trim matrix
haughty crypt
#

aha I getcha

#

this would be component hit then I'm guessing

trim matrix
#

Ye it is component one but how do i get instance "core" from that

haughty crypt
#

@trim matrix get all actors of type for each loop -> GetActorLocation

#

hmm

trim matrix
#

Could i somehow remove everything but not core

#

that would solve it

haughty crypt
#

aren't allof those core components though?

trim matrix
#

what do you mean?

#

core is like instance im trying to get from that rn

haughty crypt
#

the printed values

#

@trim matrix thats why you need to do it through a foreachloop

trim matrix
#

building system is actor itself, core is instance name and voxel11 is mesh type. I cant put it straight to set instance variable.

#

@haughty crypt have you used this?

haughty crypt
#

oh haha I guess you could use that

trim matrix
#

i will try

#

thanks for help

haughty crypt
#

no problem, sorry I couldnt do much

trim matrix
#

ye i guess most arent creating minecrafts in unreal engine ..

next kite
#

hey guys

#

I've a question

#

when you're doing menus that quit to different screns

#

is the instance of play still running?

#

I've got my game basically quitting to the main menu when done, but the sound is still playing. Which worries me a bit, is the game basically still running underneath even if i turn the sound off?

haughty crypt
#

how have you got your main menu set up?

#

is it on a different level?

next kite
#

as UMG

#

but yeah, its on a dif level

haughty crypt
#

have you set game paused before calling it?

next kite
#

oh

#

So you'd pause game > an then do everything else

haughty crypt
#

I mean, that's what I do.. but i dunno haha, could be a more optimised way of doing it

next kite
#

makes sense. I was just worried about more instances of the game running in the BG or something

haughty crypt
#

@trim matrix , your forloop is only happening once since you're setting it to completed

next kite
#

like, a way to "Kill" that particular instance, if that makes sense

haughty crypt
#

no problem

quick lance
#

is there a way to figure out which object triggered an event dispatch?

next kite
#

okay perfect

#

works as intended for the most part

#

i know what to do now

#

just have a "dummy" level that has nothing going on

haughty crypt
#

ah yeah sorry I thought you had that already @next kite

#

Is there a reason when I set Input Mode Game And UI Mouse Button Up doesn't get called properly in my UI?

#

It's maddening, everything else does except that

#

oh for goodness sake

#

I found it

#

I just had to set viewport mouse capture mode to no capture

next kite
#

Yeah I sorta do, its hte level where I have cars called in for viewing an such

#

its just not done yet lol

haughty crypt
#

subtracting the two points?

#

as in their location?

#

nah that's the magnitude

#

if we're talking vector direction, the subtraction would be the way to go

#

and also, what you're doig with the pythagoreans theorum, its a node in blueprints, it's called VectorLength

#

nah, that will be a vector already

#

a location is a vector

#

haha maths are convenient

unkempt musk
#

Have you tried the Apply Radial Damage with Falloff node? Or Add Radial Impulse node?

haughty crypt
#

@unkempt musk that's probably the best way to do it

#

no, that component isnt an array]

#

yeah you're not adding the output of that to the impulse node

maiden wadi
#

@unique flicker Normally you just create a specialized child for the player that has a camera and then a separate child from the same class that doesn't have a camera. Typical inheritance chain.

unkempt musk
#

@unique flicker I use a PlayerbaseBP and an EnemyBaseBP. I find it easier than deleting and adding components

haughty crypt
#

no worries @trim matrix

maiden wadi
#

Well, deleting components is the least of the optimizations.

#

For having that many enemies?

#

A lot. None of which is really 'easy'. The easiest is probably a variable tick rate based on a few factors.

unkempt musk
#

@unique flicker If you want swarms of enemies, I'd make a brand new BP and go as minimalist as possible. More code is more lag once you spam the copy paste.

maiden wadi
#

I've managed about 1500 citizens in a city builder while staying above 60fps and them just picking random locations to run to. I had to drastically lower the actor and mesh tick rates to slow the animations.

#

I also advise ditching the Character class back to Pawn.

#

Literally pick a random spot every five seconds and run to it, that was all.

#

No. Pawn is the first class that can be controlled by a controller.

#

For an AI? Not unless you want to program your own controller.

#

@unique flicker Try something like this on Beginplay in a singleton class like GameMode.

#

See how your FPS is after setting those two settings after all of your AI are spawned.

#

If that helps significantly, consider a simple manager that can do that based on the player's view.

#

There's a reason why most serious games only have like 30 enemies at a time max. Those that have a lot more do a lot of serious computational optimization.

#

Actually one great example of this is X4 Foundations, if you've ever played it. Stuff near the player moves smooth. Stuff not near or in other systems are nothing more than vector points that get interped semi often.

#

Not really sure how to explain interpolation.

#

Other maps don't exist until they're loaded.

#

And keeping everything loaded in world composition defeats the purpose.

last walrus
#

How do I do vector + int? I know theres vector*int but what can I do when vector's length is 0?

#

Add some length to vector

#

Ok thanks

winged badge
#

tips for preparing a blueprint-only project to upgrade between engine versions? (for me 4.21 > 4.25)

unkempt musk
#

I Migrate my folders between projects on different engine versions. Haven't really had a noticeable problem.

worthy frost
#

@winged badge bp upgrades are ok

#

we went from 4.22 to 4.24 with no issues

#

4.21 to 4.25 in BP should be ok

#

might be some subtle function changes

winged badge
#

I do have 2 plugins (gameplayabilities and advanced sessions). I'm assuming i just have to replace their files with new ones?

worthy frost
#

but nothing 5mins fixing can't sort

#

gameplayabilities comes with the engine no?

#

or is this a third party one?

winged badge
#

edit: its classified as unsupported

#

bc there's official documentation about the plugin

earnest tangle
#

I'm noticing Get Actor Bounds seems to return the bounds relative to the actor's rotation

#

Is there some way to get the bounds such that it would ignore it?

unkempt musk
#

@trim matrix Project Settings > Editor-Appearance > then change Distance/Length to whichever units you need

#

Only changes it for that project

unkempt musk
#

It's searching each actor to see if it has the specific PrimitiveComponent attached. If it's a static mesh and not a BP it won't be attached.

#

Give me a moment, I'm trying to remember what i did

winged badge
#

yeah

#

its not 100% blueprint supported

#

you have to got in and edit some code to make it work

#

odd, used a blueprint project and the only thing i edited were the ini files of the project

#

either way its still a really robust tool for data and asset management

unkempt musk
#

on the ComponentByClass change it to StaticMeshComponent that counts as a primitive

#

set Vel Change to true

#

that sets it to ignore mass.

#

And the static mesh needs to have Simulate Physics == True in order to receive impulse

forest sable
#

when i use add unique object reference to an array does it look at the copy of the object or at the class of the object

unkempt musk
#

copy of object. Box_01, box_02, etc.

forest sable
#

so i should use add unique if i don't want multiple references to the same object

unkempt musk
#

That's what i use at least.

forest sable
#

@unkempt musk thanks โค๏ธ

unkempt musk
#

@trim matrix I'm not super familiar with delegates, but if the delegate is working on the SetTimerbyEvent I tried creating a custom event, and had the on click call the custom event.

tired fog
#

i want to get good platformer movement

#

3d platformer movement

#

where i can dash but only in the air

#

and only once

#

until i land then it resets

unkempt musk
#

Sounds like a Do Once node. If you get a reference to the movement component, you can see the Is Falling Boolean to reset it

tired fog
#

so if is falling = true, can dash = true

#

oh and also how would i add aniamtions for jumping and double jumping?

odd ember
#

branch with isFalling && DashUsed

#

animations you can handle the simplest the same way

#

by adding transition booleans for the locomotion state machine

tired fog
#

how would i reset the "do once"

#

so when i land again it refills my dashes left back to one? so i can dash if is falling

forest sable
#

if is falling is false then you have landed, so conect the false from a branch to the reset on do once

tired fog
#

ive done it

odd ember
#

if you forego the DoOnce you can just have a boolean for DashUsed that you can set to true when using the dash, and false on landing from a jump

tired fog
#

i did it

unkempt musk
odd ember
#

don't do that

tired fog
#

i made it so i can only dash once, and can only dash in mid air

odd ember
#

there is literally an OnLanded event

tired fog
#

but when i land back on the ground my dash resets

odd ember
#

using tick for something like this is obnoxious

forest sable
#

yes you can use that too

unkempt musk
#

@odd ember Where do you find the OnLanded event?

odd ember
#

in your character blueprint

forest sable
#

i think it is called is grounded

odd ember
#

yeah it might not be exactly called that but there is on for basically touching the ground again

forest sable
#

Is moving on ground **

unkempt musk
odd ember
#

there it is

tired fog
#

how do i make things "sticky" so when i jump or dash onto them and land i don't continue sliding for like half a second, and i stay

odd ember
#

generally I recommend turning off tick for everything except the player controller (which uses it internally)

odd ember
tired fog
#

like when i dash or jump onto things i keep going for a little while

odd ember
#

probably some degree of inertia

forest sable
#

you can edit the friction parameter in the character BP

odd ember
#

in the character movement component you can take a look and modify settings like that

#

(that'll be inside the character BP)

unkempt musk
tired fog
#

ok thanks, ill try that

#

wait i think it would need to be higher

#

i set it to 0 and it slide even more

#

because zero friction means slippy

odd ember
#

yeah 0 friction is continuous ice sleet

tired fog
#

so more friction would mean "stickier"

unkempt musk
#

I meant add 0s like 20 or 200

tired fog
#

oh

#

at least i know that i can make icy surfaces

odd ember
#

I reckon you'll want to use physical materials for that

tired fog
#

how would i add jumping and double jumping animations please?

#

like maybe if jump is pressed and im on the ground set a bool to true

odd ember
#

you'll need a custom bool the same way you had one for dashing

tired fog
#

and if jump is pressed and i'm in the air set a differant bool to true

odd ember
#

yes

#

reset on landing

#

in the locomotion graph you'll want to make that happen as well for the state machine

tired fog
#

then once the animation is finished set a differant bool to true, that enables a falling animation

odd ember
#

all of that can be handled with transitions

tired fog
#

ok

#

how do i play a animation directly

#

like when the jump is pressed then play the animation

odd ember
tired fog
#

yeah

odd ember
#

yeah but that's a really bad way to do it

#

as it breaks the animation flow from the state machine

#

it absolutely is

#

all animation should be handled through the animation state machine

#

superceding it sets you up for pitfalls

#

later on

#

they most definitely are

unkempt musk
odd ember
#

if you're not wanting to have issues later on, you handle animations in one place and one place only

#

that goes for pretty much everything

covert delta
#

To what extent are function outputs cached in blueprints? If you drag the output of a function call to two separate nodes on the same sequential execution path does it always run the function exactly once?

odd ember
#

I think someone did a test a while back that it gets run once per pin use

tight schooner
#

If it's a pure function it gets run once per each executed node it's attached to. If it's an executed function... I don't actually know. I mean it's explicitly executed so you explicitly control how many times it's executed

#

But idk how long the data "lasts"

#

(Forever?)

supple dome
#

action rpg uses anim montages which are run through the animbp and obey all animbp rules like priorities and weights

supple dome
#

ya its done in a blueprint, which goes really well with GAS, i dont think it always need to be on a state machine, but it does need to go through the animbp

#

just calling play anim is breaks it

#

using slots

#

search for slots

#

not doing so may break so much stuff

#

for example, you are attacking, and you get stunned, weights should handle it and anim notifies should be cancelled so your skill doesnt trigger

vocal elm
#

Anyone use projectile movement component? Why is the projectile bouncing, even though should bounce is unticked?

supple dome
#

simulating physics or not?

vocal elm
#

Im in the sidescroller template. The sphere is simulating physics, when I untick that, the sphere from the firing point goes into the background

supple dome
#

@vocal elm ShouldBounce is only when not simulating physics

#

you can handle that in the Hit event

#

when simulating physics it ignore some of the projectile movement params

vocal elm
#

when simulate physics, and should bounce, are both unticked, the behavior is the projectile slightly goes toward the background, and only spawns while moving

supple dome
#

talking about action rpg? theres a while since i last seen it but if you want all animations to overwrite eachother using the same slot is fine

#

@vocal elm well is the initial velocity correct?

late cave
#

so I'm not allowed to destroy a component from a "non owning" blueprint, even though that blueprint spawned the component... but I can destroy the component from within itself?

vocal elm
supple dome
#

@unique flicker all my stuff use the same slot, idk what u on about just play the animation then

vocal elm
supple dome
#

@vocal elm yeah, you need the correct inicial velocity to launch to the correct side, you should be getting your weapon socket location and mouse location for it

#

@trim matrix you never need to cast a child to a parent, if thats what you asking

#

read the manual

#

it explains better than i can

vocal elm
supple dome
#

well you are wrong ๐Ÿคท

#

@vocal elm i dont remember if the X location is local or global, if its local means x is forward

#

and also makes it go through the animbp through slots

#

which uses blending, weights, state machines, and is the only way for interpolating between multiple animations called from a BP obeying transition rules and anim notifies weights

#

@vocal elm but still wouldnt really make sense for a sidescroller, you need to shoot in the direction of your mouse (if thats what you controlling your gun with)

#

hardly you will use many different slots, one usecase would be using two skills, at the same time, one with each hand, both interpolating with another running animation

late cave
#

anyone know how to get it working?

#

double bummer... nobody has an answer

vocal elm
#

not me ๐Ÿ™‚

#

I'm firing a projectile in the direction of the mouse from a weapon in a sidescroller, enums is the other guy

maiden wadi
#

@covert delta There are two types of blueprint nodes for functions(note not including macros in this). Callable, and Pure. Callable nodes have the white input output pins. Pure will not have those pins. Callable will get updated once every single time an execution line hits it. At that point it will pull from it's inputs, and update it's outputs. Pure on the other hand, will do this once per every single line going from it's outputs. It will pull from every pin connected to it's inputs. It's good to learn this to keep up with blueprint execution.

covert delta
#

thanks all. I was being overzealous and making everything without side effects as pure, but it only now just clicked that caching the output is a side effect in itself. Makes total sense

vast lion
#

How do I make a volume at runtime? Can't seem to set it's size...?

odd ember
#

there are two types of volumes

#

I think brush volumes are off limit

#

the other type of volumes are collision volumes

#

you can increase the size by using something like set box extents if it's a collision box

#

capsule, sphere have different controls

#

though to be fair you might want to wrap all of this in an actor so you don't constantly have to hook up events dynamically for overlaps etc.

supple dome
#

@late cave bp enum or cpp?

#

looking at the code it requires that its a UEnum not sure how bp handles that

odd ember
#

UEnums should be bytes

#

but I could be wrong

cloud trellis
#

How can I move a project from a newer version (4.25) to a older version (4.24)
im trying to do something and 4.25 doesnt include it so i need to move the proejct
Because im setting up a multiplayer, and I need to create a new interface (in player controller) but it just wont show up. if you know how to get it to show up please let me know that
i can see functions

rough jay
#

whats the node to access pitch like 0 - 360 degrees

faint pasture
#

Do you know exactly what casting is?

exotic rose
#

ah sorry didnt know I was supposed to send here, have been sending in general chat, I would essentially like to make a jetpack, however I cant edit the jump params (this is for a video game mod, dont ask about that part), and this isn't working for me, any suggestions that might be easier for me or reasons why this might not work?

blazing meteor
#

Hey, is there a way to check if the client has disconnected during servertravel? I tried checking from the server but it doesn't work

vague dome
#

Hello, i am trying to add force to an object when i hold down input keys, anyone have ideas how to set this up in the best way?

#

right now i just have just Input key - Add force, but it does affect it only once on each press

#

is there any simple way to make this a constant force as long as input is supplied?

noble cape
#

this is from the Advanced Locomotion System, under the Calculate quadrant node in the anim blueprint

#

also I meant the OR Boolean operators and not the AngleInRange

blazing meteor
#

If there's only 1 input, I guess. In a way

#

@vague dome You can add an axis and check that event if the input is not 0. If so, apply the force continuously.

#

@noble cape Yeah. the OR Booleans will return true all the time.

stuck hedge
#

For some reason in local split screen when I disable input for 1 controller, it's disabling input for all players. This is a racing game and when a pawn crosses the finish line that pawn gets its own controller and disables input on it. I've put in a breakpoint and checked and it is only running once and it is reporting controller 0, but for some reason the input is being disabled on both Controller 0 and 1

#

First controller having input disabled when they cross the finish line. But at this point the second controller no longer responds to input

#

okay nvm, found it on google, setting input mode to UI affects both controllers

ember dawn
#

So I'm running a simple preliminary multiplayer test, just 2 players both controlled by me on a listen server (I think that's what it's called?)
Wanted to test to make sure that when Player 1 is looking at an object and has it highlighted, that Player 2 doesn't see the highlight. This works. However, Player 2 doesn't seem to be able to highlight objects at all. Anyone got a guess as to why?

#

It's just a basic continuous line trace that puts a post-process outline on any physics object the player character is looking at.

trim matrix
#

Can I run a client to server replication from a Scene Actor or no (because of security risks I read somewhere)?

#

Thanks in advance

#

Oh, and then from the server to be multicasted to all clients

desert juniper
#

I'm a bit confused by this.
The 'Set owner no see' node fires, however the owner of the item always sees it anyways

#

is there any other way of turning off visibility for an item for owner?

trim matrix
#

@desert juniper
I believe most meshes have a property built in for that

#

Alternatively, you could make it a function, and run it on Event Begin?

trim matrix
#

@rough jay
It's because you are using an Event Tick instead.

clear temple
#

Nope its a feature

trim matrix
#

So it is constantly trying to rotate, causing a collision, because with all game engines, collisions take longer to compute than executable code.

rough jay
#

do i use begin play and a loop then?

trim matrix
#

So, youre telling it to rotate, it says okay, sure no problem, but then it checks for the collision, instead of checking for collision before it does as you ask.

desert juniper
#

@trim matrix The skeletal mesh does have the property, but I want to dynamically set visibility at runtime.
this is for multiplayer and I'm trying to get first person char to not see the items in its third person slot

#

I don't really want to make a BP for first person item, and a second BP f or third person item with those values set

trim matrix
#

@desert juniper You want to look at the actual mesh of the character, not the skeletal mesh, I can find a screenshot for you

#

@rough jay
Are you wanting the block to rotate 90, then rotate another 90, in repeat?

rough jay
#

i want it to kerep rotating pitch

#

little smoothly

desert juniper
#

not sure I follow.
The third person mesh (which this object is already parented to by this point) is set to 'Owner no See' in the component properties

trim matrix
#

@rough jay

Not sure exactly, but I would suggest removing the collision for the box as I assume you are using a box collider.
Instead, replace this with a rounded cube physics component

#

That would work.

#

@desert juniper
Just taking a screenshot for you now

desert juniper
#

thanks!

trim matrix
#

This is my character component, which contains the character etc.
This is referenced for spawning.

#

However, it's not going to solve your issue if you want the Hidden In Game function to change dynamically in game.

#

For that, I can only think, you will need to make that property a function, which can be accessed during play time, within certain conditions.

desert juniper
#

i don't' actually need it dynamic. I just want the FP camera to not see the third person item

trim matrix
#

Yeah, at the top of that list, second option

desert juniper
#

right, but if that's selected other player's can't see my TP mesh

trim matrix
#

But it will also be hidden while 3rd person too.

Whichever key you use to swap camera, you should call the function from there, using a FlipFlop node, so it changes automatically when you toggle first person to 3rd

#

ahh, its online, ok

#

im sure theres another, 1 second lol

desert juniper
#

yeah. there's no camera from FP to TP, the game iteself is all FPS style.

trim matrix
#

Okay, found it, expand the rendering, it's in the advanced settings "Owner No See"

desert juniper
#

yeah. I have the mesh (third person mesh) set to that.

#

and it doesn't show. but anything that is attached as a child to the mesh still shows

trim matrix
#

Oh really, I assumed children would mimic parent with that setting!

desert juniper
#

right?!

#

you'd think so. lol

trim matrix
#

Hmm

desert juniper
#

this is the current equipping logic btw if it helps

#

There's the function "SpawnItemInSocket"

#

it was just too long to take a good picture of

vague dome
#

ok so i have gone with a different solution instead of adding force i am using physics thrusters. Right now im struggling with getting the Thrust strenght to increase over time while holding down W

#

trying to use a timeline, but not sure where i should put it tbh

trim matrix
#

Hmm

desert juniper
trim matrix
#

And the referenced Skeletal Mesh, is the object you want to be hidden from owning player?

desert juniper
#

correct. I can rename it to make better sense

vague dome
desert juniper
trim matrix
#

AFAIK, skeletal meshes, don't work with hidden from self, because they aren't rendered, instead their visual mesh is.

That might be the reason?

I would suggest getting a variable of the mesh on equip, and then referencing that too, so it can be for all items equipped

#

You want to use the timeline to animate or control the thrust power?
@vague dome

vague dome
#

yea

#

trying to create a natural acceleration to a thruster

trim matrix
#

Try it just before the activate node, if that dont work, then try after it instead

#

I'm not completely sure, but those seem the most logical places maybe

vague dome
#

would i drag the "Update" node into the set thrust strenth then?

trim matrix
#

Not really sure, you could try it? :)

#

I dont use timelines often, only for basic things, not with physics, sorry!

#

but it would make sense to me

desert juniper
trim matrix
#

I mean reference the blueprint class component of the prop which contains the skeletal mesh, instead of just the skeletal itself?

#

btw, do you know if you can replicate actor events (switch tells lights to power off), to the server, and then multicast that from the server.

I've set it up correctly, but I read somewhere it won't work because of some security thing....

desert juniper
trim matrix
#

Oh.

#

:s

#

Sorry, I'm a little unsure

desert juniper
#

I aswell ๐Ÿ˜ฆ

faint pasture
#

@vague dome adding force on tick and using a thruster do the same thing

desert juniper
#

thanks for the help however!

trim matrix
#

No problem, just try see if you can reference only the visual mesh and not the skeletal if possible, because without the visual mesh, the skeleton will also be hidden afaik

faint pasture
vague dome
#

ok, seems like im getting somewhere, the thrust works as intended now, but the timeline is still not working, it just cycles between 0 and some random number that is not max thrust

#

My intention is that the thrust builds up over X amount of seconds as long as you hold down forward movement key

faint pasture
#

Don't use a timeline like that, you are restarting it every single frame

vague dome
#

lol

desert juniper
vague dome
#

that explains it

faint pasture
#

Do it like this

trim matrix
#

I was about to say, if it's always receiving input, its always playing from start

desert juniper
faint pasture
#

Target thrust = input * maxthrust

vague dome
#

yea, that makes sense when you say it

desert juniper
#

I also don't quite see how to get the visual mesh

faint pasture
#

CurrentThrust = finterptoconstant(CurrentThrust, Target thrust)

vague dome
#

This is my very first attempt at working with this kind of BP, so bear with me ๐Ÿ˜„

faint pasture
#

That's it

#

So input sets the target, the Interp node constantly interps towards target at Interp speed

#

You can also just scale it all at 0-1 and multiply by maxthrust at the end. That's how I do my throttle interping

desert juniper
#

but the FP camera can still see the item it's not supposed to see

trim matrix
#

@desert juniper
Are players equipping the item in game, or do they spawn with the item within their blueprint?

vague dome
desert juniper
#

equipping the item in game

vague dome
#

no that did not work

faint pasture
#

@vague dome it should always be active, just scale thrust to 0

trim matrix
#

@desert juniper Try setting the option from within the blueprint graph on the "add static mesh component" node

vague dome
#

now i set the thruster to auto activate

trim matrix
#

Because when it spawns, those are the properties it will use, from the blueprint graph node. :)

vague dome
#

do i need to set delta time or something

desert juniper
#

sorry not quite sure what you mean

faint pasture
#

Just on tick, set

throttle = finterptoconstant (throttle, input axis, throttlespeed)

And

Thrust = throttle x maxthrust

faint pasture
desert juniper
faint pasture
#

Also give it the delta time

#

Do it on tick, just delete the axis event. You can get the axis value

trim matrix
#

Oh, you're spawning the flashlight as an actor, instead of a static mesh component?

If so, I assume that the flashlight is the class you are referencing from the spawn actor node.

If so, you should be able to open the class for the flashlight, and you should have the static mesh component within the heirarchy?

desert juniper
#

yeah the flashlight has functions that are specific to it (such as turn on) so I want to be able to access those items in it's BP via it's interface calls

trim matrix
#

That should work fine still, but from that blueprint class, did you set the static mesh component as owner no see?

desert juniper
#

but the class it is referencing may or may not have a skeleta/static mesh. so the spawned item object doesn't actually have access to its mesh

#

I didn't. I can set it, but I'm assuming that once I then spawn in the item for first person I'll have the opposite problem

trim matrix
#

If it's set to owner no see, it should work fine, if the player becomes the owner, which it should

vague dome
#

what should the current value be linked to?

desert juniper
#

yeah now the opposite problem is true. player can't see item when attached to first person arms

trim matrix
#

The flashlight is to be held also?

desert juniper
#

btw, the server sees all correctly as it should

trim matrix
#

in their hands for example

desert juniper
#

if it picks up an item, it doesn't see the third person item

#

its only the clients that have the issue that they can't see

#

yeah flashlight is to be held in hands

trim matrix
#

Haha, I'm a little confused, sorry, its not your fault.

The flashlight can be mounted on the shoulder, and equipped in the hand?

If on shoulder, hide from 1st person camera.
If in hand, show to 1st person camera?
At all times, other players should see the flashlight?

#

If it's easier, you can screenshare for me? :)

desert juniper
#

Sure I can screen share ๐Ÿ™‚ may make some more sense

vague dome
#

ohhhhhhh

#

i finally got it

#

ok, now i can make it go

#

now i need to make it steer

#

๐Ÿ˜„

#

is there a way to set a constant torque amount easily

#

basically i need a rudder

#

but it should stay in place when its not receiving input

#

ohh, and i need to fix throttle once its not recieving input

#

i think i have a solution for that

faint pasture
#

@vague dome what are you trying to make? What kind of vehicle

vague dome
#

a mix between a hovercraft and a sail ship basically

#

that travels on land

#

floats on sand

faint pasture
#

How does it have lateral control like a keel?

#

And are you trying to have wind be a thing?

vague dome
#

no, its powered by fans, kinda like those swamp boats

#

i basically want the throttle to be fixed as long as there is no input

#

i tried with a branch, but not quite sure if that will work

#

basically if not throttling: set throttle to current value

faint pasture
#

Nah u need it all to be continuous, no branching necessary

vague dome
#

any ideas?

#

im so junior when it comes to BPs that i dont know all the nodes i can use etc

faint pasture
#

@vague dome I would do it like this.

On tick, calculate all the forces acting on the craft like this.

  1. Lift. Prolly 4 points and force is proportional to distance from ground. Use add force at location here.

  2. Thrust. Same as before. If you want input to change throttle like how a boat or airplane does, just set throttle = throttle + inputaxis x throttlespeed x timestep.

  3. Aerodynamics (rudder)
    Calculate a steer alpha by lerping as before. Use a scene component as your aero component, and apply force at its location, something like
    Aeroforce = projectvectorontovector(velocity, rudder.right) x SomeHugeNegativeNumber

#

You steer by setting the rudder scene component local rotation

#

You probably also want to use the steering to rotate thrust direction

vague dome
#

What should the timestep look like @faint pasture ?

#

or am i reading that too litteral

faint pasture
#

@vague dome delete that event and use tick.

vague dome
#

like this?

faint pasture
#

Uh... Not exactly lol. You gotta think about what you're hooking up and why.

vague dome
#

hahaha, i felt really stupid as soon as i did that

faint pasture
#

Set it up so

Throttle = clamp(Throttle + ThrottleSpeed x InputAxis x DeltaSeconds)

#

Clamp it to 0-1

#

Throttlespeed should be around 1 or so

vague dome
faint pasture
#

Closer but not yet. Do you know order of operations?

#

You can also just get delta Seconds like the axis value. Not need for spaghetti all over.

#

One add node, one multiply node

#

Click the plus to add pins to a node to do the 3 value multiply

vague dome
#

how can something so small break my brain so hard ๐Ÿ˜…

faint pasture
#

So close lol

vague dome
#

hahaha

faint pasture
#

Multiply output goes into the add

#

Add has throttle and the multiply as inputs

vague dome
#

ohh

faint pasture
#

Multiply has speed, axis, and delta sec as inputs

vague dome
#

so like this then?

faint pasture
#

Yup

vague dome
#

it works!

faint pasture
#

So do you understand what that's doing? Every frame, it will add the result of that multiplication to throttle

#

The reason why we use Delta seconds is so a higher frame rate doesn't make the throttle move faster. Delta seconds is the time since last frame so the higher your fps, the smaller that number will be. Multiplying by Delta seconds make speed be throttle per second basically

#

So speed is one, it takes one second to go from zero to one throttle

#

That's throttle, you wanna do something similar for steering but have it self center so it'll be a little different.

vague dome
#

No i want it to be fixed

faint pasture
#

Steering = finterptoconstant (steering, axis, deltasec)

#

You want steering to be fixed? Like if you let go of the steer you just keep turning?

vague dome
#

yea

faint pasture
#

K then do it the exact same way as the throttle.

vague dome
#

awsome

faint pasture
#

So your end result will be the throttle and steer values that you can use later on.

vague dome
#

if it does not feel right, ill probably add self-center later

faint pasture
#

Do you have the hovering implemented?

vague dome
#

yea

#

ill make a video for you once im done with steering

#

how do you suggest i deal with rotation part of it? i dont want to rotate the thruster since one of the things i want to be able to is to take out the rudder to disrupt steering @faint pasture

#

thats why i was thinking just adding torque and the amount was based on how much the rudder value was set to

faint pasture
#

Nah do it with forces unless you're going super arcadey

vague dome
#

๐Ÿ‘

#

yea i want it more simulated

faint pasture
#

Rotation will fall out based on where you apply the forces

vague dome
#

going to the gym so ill be out for tonight, thank you so much for helping

#

if you have any suggestions for me please leave them here and ill read up on it when i get back

#

I also need to find a way to change the lift forces based on the speed of the vehicle

#

so it rises out of the sand based on how fast it is going

livid storm
#

Ayo just asking. How far can you go with procedural generation in blueprints without plugins?

thorn ermine
#

you can generate rooms, "landscapes (not using ue4 landscape)", levels, meshes etc. all using blueprint. you can also use splines with static meshes for roads, terrain, corridors etc. all in blueprint.

#

you can also generate your own meshes in runtime too using the procedural mesh actor, in blueprint as well

last walrus
#

then you need other means to trigger it ("Do N" for example after "on collision enter")

violet leaf
#

how to make sure box trace is only activated once. can i use do once to do this ?

last walrus
violet leaf
#

yeah true

#

thnx

last walrus
#

๐Ÿ‘Œ

#

(and yes, you can "do once")

violet leaf
#

oh really i feel that is a better option

last walrus
#

but my solution will do the same

#

it just looks different

violet leaf
#

yeah in my situation it is better because i have a lot of variables

last walrus
#

in that case you can use switch/select

#

yes (or where it triggers I cant see)

#

yes sure

wild hull
#

So I am trying to make a progress bar that acts as a combo(Like 2x-3x score multiplier) like every time the players bullet hits an actor its goes up in the multiplier like .2 but the problem I have run into is that I cant get the progress bar to decrease but also go up when I hit and actor. Because I want the progress bar to decrease to 0 until another actor is hit, if anyone can help that would make my night

spring flax
#

how do I create a child actor component and set the variables at the same time?

#

instead of setting the variables afterwards

dense mica
#

When I move blueprints to another project they are going broke, is there any better way to move blueprints?

surreal peak
dense mica
#

Where can I find that option?

upper adder
#

I just mad a disturbing descovery: "At this time, Level Blueprints and Blueprint Macros aren't supported by the Blueprint Nativization tool, and won't be converted into native C++ code."
But you exactly do the really complex stuff in the macros right, so shpuld i stop using them?

summer harness
dense mica
#

๐Ÿ˜ฎ

#

You are a life saver for me at the moment lmao

#

thanks

vital ingot
#

I have a question. Is there an and statement for a keypress? I'm new to the blueprint side of unreal, and I'm trying to essentially make a branch that has 2 event requirements.

summer harness
#

Works with Multiselect, only caveat is migrating to Mods or Plugins can break references

spring flax
vital ingot
#

Ahh I think I've gotten it! I'm looking for flow control I believe. (Along with the Gate node more specifically)

trim matrix
#

In my experience migrate blueprint can create problem. It could lost varables link... and i have to re-create and re-link all of that.

#

so... i prefer migrate asset and map on a bluprint project and not migrate bluprint

#

blueprints* :p

summer harness
trim matrix
#

thx; i'll try! ๐Ÿคฉ

maiden wadi
#

@upper adder Personal recommendation would be to learn how to use rudimentary C++. It's very easy to convert and optimize blueprint code calls into C++ even without any C++ experience and it'll both run faster and be a lot cleaner than Nativization.

#

As for the macro part. That really depends on the code being used. If you need to nativize it, I suppose that ditching macros is necessary.

wispy pumice
#

So I just worked through the lesson on the learn website called "Your First Hour In Unreal" and the last thing we did was create a flickering light using this blueprint but mine isn't flickering for some reason

#

In the video his was flickering but mine doesn't I must have missed something somewhere but haven't figured it out. Would appreciate it if someone could maybe point out a likely cause

odd ember
#

@wispy pumice none of your nodes are connected

wispy pumice
#

Oh haha

#

I'm an idiot thanks @odd ember

#

Yeah not sure how I missed that, but I been up all night too XD

summer harness
wispy pumice
#

Alright, I'll keep that in mind thanks @summer harness

upper adder
#

@maiden wadi Oh i found a solution! You can just duplicate your project and click "expand macro" on every macro and then nativize it!
Why wouldn't they to this automatically?

urban haven
#

Hi all, how would you make a flatbedscanner? Is it possible to make a 1 pixel wide camera? The height could be 1000 pixels ( or more). Would love to know this ๐Ÿ™‚

storm vigil
#

Hi I am currently using a hover system. I would like to ask how would you go about using the input to incrementally increase or decrease a float when it is pressed on hold. My current situation is I have to click multiple times for the value to stack. I would want it to increase or decrease when I hold the button.
https://gyazo.com/97df47d595343bcdbb8bb9019009fc87

maiden wadi
#

@storm vigil You can do one of two things. Either create an Axis input event. Or use the two events you already have to toggle a gate that EventTick is entering.

storm vigil
#

Ow thank you. Ill try it out. Are there differences in performance?

trim matrix
#

How do I make it so when I make a line trace by channel it gets rendered like a bullet line?

maiden wadi
#

@storm vigil Not really. Axis is basically tick with a parameter for the Axis float. With what you have there, tick will probably be easier and quicker.

#

@trim matrix For testing, or actual in game graphic effects?

storm vigil
maiden wadi
#

Either way. But I personally prefer the Open/Close method. Better state control.

#

Do your up/down events work the way you want them to right now, just that you don't want to have to keep inputting them?

storm vigil
#

So I will place an event tick at enter then plug the inputs on the open/close? the problem is the exit can only connect to one SET hover height, unless I connect one set to the other set?

#

Yes my current setup is working but I have to click and click the inputs where currently is 5 for Up and 6 for down

maiden wadi
#

Sec.

#

@storm vigil Is this in a pawn?

trim matrix
#

@maiden wadi In game graphics

storm vigil
#

yes this is a pawn as far as I know. It also has features to select other pawn hover crafts with 1, 2, 3 inputs

maiden wadi
#

@trim matrix Delve into the wonderful world of particle emitters. In all seriousness though, there should be dozens of tutorials out there for something like "UE4 Hitscan Bullet Trail" or something.

trim matrix
#

@maiden wadi k thanks

#

@storm vigil why are u using a gate for this?

storm vigil
#

sorry I do not know haha.

#

but this is my working setup

#

This one works but I have to click and click it multiple times. I want to just hold it to increase the float value and release to maintain

maiden wadi
#

On another note. Are the increase and decrease the same value?

storm vigil
#

you meant the hover increase and hover decrease get floats? yes I set them as 100 default value

trim matrix
#

@storm vigil You can set up a timer

storm vigil
#

sorry I only have basic BP knowledge

#

or set timer by event?

maiden wadi
#

Be careful with timers on quickly repeating tasks. If you set them too fast, they'll actually be called multiple times per frame. They're fine when they're 0.1 seconds on up, but for something that you want to happen closer to tick value, they're not that good.

trim matrix
#

This will increase the height every second and when releasing the input the timer stops

maiden wadi
#

This pretty much mimics your current setup, just with the increasing amount, scaled by delta seconds to keep it framerate independent. Melon's way also works if you want less smooth increments.

#

Possibly want some extra logic on the inputs to make sure one doesn't cancel the other out when it's released if you're holding both of them.

storm vigil
#

Hi thank you for all your inputs I will try them ๐Ÿ™‚ I also asked the author on discord maybe he can help also.

storm vigil
#

so happy right now. At least I get also to learn how to approach this one with the help of the examples you gave. Thanks

#

also I just added a sequence for this input since the event tick is already tied up to other stuff like this

#

so the sequence 2 is the one tied to this hover height

plain flare
#

Hey please help me or i will be crazy now

#

Here is the code

#

I want to write died when value less than 70

#

And looks like this code could be work

trim matrix
#

You put the wrong node there

plain flare
#

Oh actually in this code it is looking true

#

one minute

trim matrix
#

is the blueprint same as above?

plain flare
#

yes

#

but i think i saw the error, it should be >=-70 right ?

trim matrix
#

you can simply put a Y(pitch) <= 70

plain flare
#

but it is minus

#

-79

#

and i want to write "died" when less than -70

trim matrix
#

?

#

Less than -70?

plain flare
#

I mean -71, -72, -73... and the last value -79

#

when i get this numbers , i want to write died

trim matrix
#

Ok right know the code above is that if Y(pitch) is greater or equals 70 it is true

#

Wait one minute can show you

plain flare
#

ok

#

one sec

trim matrix
#

This checks if Y is less than -70

#

And if it is less than -70 it prints died

plain flare
#

And yeah problem actually starting on there. There should be write died when i see -71, -72 >... but it is not writing.

#

it is still writing not dead

#

i will send you gif

trim matrix
#

sure

plain flare
#

This is gif 1, which is showing code is like yours, and im sending second

#

This is second, and im gonna send third for make more understoodable

#

And that was the third gif

#

Like you can see, code is looks like true but why when count becoming < -70..., there isn't writing "Died" ?

#

I'm trying to solve this problem about 2 hours

#

i want to send full code

trim matrix
#

try getting the doors world rotation instead of getting it from make rotator

plain flare
#

Ok, im gonna try

vast lion
trim matrix
#

@trim matrix ?

odd ember
#

or at least not out of the box

plain flare
#

@trim matrix what do you mean ?

#

@trim matrix here is the codes

vast lion
#

Hmm. Ok good to know

#

Not seeing collision volume though

#

Where would I find it?

trim matrix
#

@plain flare how is it now?

plain flare
#

still problem continue

trim matrix
#

?????????????

#

u have it on the wrong float value

#

u can use the old code u had I know the problem now

odd ember
trim matrix
#

@plain flare Have u turned back the code?

plain flare
#

old code ?

trim matrix
#

Yeah

plain flare
#

I'm turning

trim matrix
#

K

#

Say when done

vast lion
plain flare
#

yes i turne

#

i turned now

trim matrix
#

alright send screen shot

odd ember
trim matrix
#

@plain flare So you should check if Z is less than -70 instead of Y

plain flare
#

yes

#

ok one sec

trim matrix
#

send screen shot when changed

plain flare
#

OWWWWW YEAAAAA

#

THAT IS WORKED NOW

#

Thanks you are rock !

trim matrix
#

NOICE

vast lion
trim matrix
odd ember
plain flare
#

yes it is saying y

vast lion
#

Hmm ok will look into that. Thanks @odd ember

trim matrix
#

Youe see these are short names for Pitch, Yaw and then Roll

plain flare
#

Ahaha i thought it is y from x,y,z

#

wow good to learn, i wasn't know

trim matrix
#

@plain flare Well goodluck to you and your project!

plain flare
#

thank you so much !

tawny tinsel
#

how do i play? why is this hapenning

#

thanks

#

this is weird tho

trim matrix
#

How can I attach niagara system to actor?

#

When I shoot my gun while running the Niagara system spawns but is in the same location so it can go through the gun

tawny tinsel
#

just spawn that component mate

#

niagra particle system

#

@trim matrix

trim matrix
#

Havent done particles before how do I spawn it using a event?@tawny tinsel

odd ember
#

good question, perhaps google could offer some answers

tawny tinsel
#

get an event and then spawn actor

#

and select the right actor

#

actors = blueprints

#

or you can spawn component wich should be attached to the whole character mesh

#

or spawn the actor and lock it to the character bone or smth

#

@odd ember then how about you go to google and find some for us

trim matrix
#

@tawny tinsel thx gonna mess around with it for a bit to see if I get anything

tawny tinsel
#

cause i believe that direct advice/ mentorship is much better than some google related answer

#

good luck melon

odd ember
#

but I believe it's online in ue4 documentation

tawny tinsel
#

ue4 doc is for absoloute begginers

#

its also not google btw

trim matrix
#

Got it working thx

odd ember
#

googling the UE4 documentation doesn't show it? hardly believe that

trim matrix
#

Can Color be spelled Colour?

#

English is my second language so I actually donยดt know

odd ember
#

also a very googleable question

#

but yes it can

trim matrix
#

@odd ember Is it like American and British version?

odd ember
#

google it

trim matrix
#

@odd ember I know I can google it but it is just funny asking u basic stuff

odd ember
#

easy way to get blocked too

trim matrix
#

@odd ember lol ok

rain horizon
#

how do you disable nodes without breaking links or deleting them?

covert delta
#

Is there anything wrong about a design pattern like this to implement a loop on a regular interval that can be stopped and started.

summer harness
#

yeah, use a timer instead ^^

covert delta
#

What's wrong with it? Only thing I can think of is that somehow stop drinking might be called while drink is being called. So the loop is stopped, but then starts itself again. But I would also think the gamethread wouldn't allow such a thing to happen?

normal marsh
#

If you call the Start Drinking event on the finished node it'd play from start again

median bloom
#

hi guys, i have a return node in a BP, sometimes it returns null as the object is null and this is fine, but is there way to silence errors on this?

summer harness
#

as i see it you are using a timeline for the same functionality a timer provides

summer harness
median bloom
#

right let me show you

#

basically i don't want to return the puddle if it is null

gusty willow
#

Is valid !

#

The other one

summer harness
#

Not possible like that in a function, you could check after the funtion if the returned object is valid

median bloom
#

apologies, yes i've been silly with my layout, thanks guys

covert delta
#

@summer harness I mean I guess I can write this like this but it feels a lot messier. There's now an extra variable for the timer handler. There's also a need for a wrapper event to reference the Drink Event, as I don't want to drag the red line all the way through my event graph. Is this really better?

summer harness
#

You can use timer by function name

tawny tinsel
#

@trim matrix not in ue4 it names color color

#

not the british colour

covert delta
#

That appears to specify functions by a string name? Feels like calling eval in other languages. Not super thrilled by that alternative. I guess this is fine though

summer harness
covert delta
#

Yeah I got the same vibe. ok thanks. I'm going to go with the timer

maiden wadi
#

@covert delta Timelines are basically components that get added to your blueprint actor which tick themselves and update in your graph. The actual truth is that your graph might have a single extra variable with the SetTimer with the TimerHandle, but with a Timeline, you have a literal extra component full of variables. That's also not to mention that timelines are meant to function as temporary tick events. They're meant to be used to update something once per frame drawn to screen over a length of time. Usually for things like an elevator going up or down, or a door opening and reversing the timeline to close it. It might look better in your graph, but it's a lot messier design philosophy for just using it as a "Do after x seconds" timer.

covert delta
#

That makes a lot of sense thanks

flat raft
#

Authaer, do you ever sleep ๐Ÿ˜„

#

You're always online helping peeps.

late cave
#

unless I'm missing something, the above nodes don't actually update my original struct on the left

#

wait... damn... maybe it does work and I'm doing something bad somewhere else...

odd ember
#

you uh, don't

#

at least in BP it's severely buggy

#

my recommendation is to wrap a struct with a class instead of nest it, or move to cpp

tawny tinsel
#

whats the default collision settings in ue4 for third person?

odd ember
#

@tawny tinsel collision enabled

maiden wadi
#

@flat raft Sleep is for Goa'Ulds.

next kite
#

hey guys

#

how hard is it to do a replay system?

#

like in racing games

trim matrix
#

Should I make the linetrace when firing a weapon come from the gun or the center of the screen?

next kite
#

i'd imagine from the gun

#

though dont quote me

odd ember
#

@next kite simplest thing is you just record a video in game then make that available

next kite
#

How d'ya mean?

odd ember
#

literally what I said

trim matrix
#

The only problem having it from the gun is that it doesn't go into the crosshairs

flat raft
#

@next kite i saw a few tuts on youtube. Search

median bloom
#

I'd say use the weapon barrel as the start point of the trace, however make the end point the center of the screen*your trace distance, so the weapon traces from the barrel but ends its trace the direction the player is looking

trim matrix
#

I am trying that but it just ends up a little to the right of the aim@median bloom

#

This is my current setup

#

*The arrow is the guns aim(Tip of the gun barrel or waht you call it)

maiden wadi
#

You should actually double trace that. The first trace should go from the center of the screen at the camera location. That should hit a target. The second trace should shoot from the gun's location to that first hit point. If nothing hit, use the first trace's hit. If something did hit, use the second trace's hit.

#

The reason being is that the gun's trace will always be off a little unless it's in the center of the screen. Think sphere. Trace from your eyes to the center of it. Then from your ear to the center of it. You'll hit two different spots on the Sphere.

trim matrix
#

@maiden wadi Wow ye you are right thanks

#

what should go into the end point of the second linetrace?

maiden wadi
#

Probably the Location if there was a hit, EndTrace if there wasn't. Can do a Select Vector off of the Blocking hit bool.

trim matrix
#

how do i cast a variable to another blueprint

#

its so confusing haha

#

this aint seem to work

#

What is the Wizard?