#blueprint

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trim matrix
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is that a character?

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@trim matrix

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Yea, I figured it out tho ๐Ÿ˜„

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oh ok

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still confusing as hell

summer harness
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dont get what you trying to do there ^^

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spawning particle systems every frame?

odd ember
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all that BP needs is a few more foreach loops on a get all actors of class

trim matrix
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just start the particle emiter is all

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does it do it every tick now

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maybe thats why it was so laggy

odd ember
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can't exclude the possibility

summer harness
odd ember
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who needs computers anyway when we got new particle systems running every frame

trim matrix
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this doesnt wortk either

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๐Ÿ‘€

odd ember
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F indeed

trim matrix
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why wont it fire tho

summer harness
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Time to help for real, enable auto input for player 0

trim matrix
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woh?

odd ember
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my dude

trim matrix
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its just a cube

odd ember
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use BeginPlay

trim matrix
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doesnt that only fire once?

odd ember
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if you want it to work, and to do stuff just once

trim matrix
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nah i want it to work when I pick it up lol

summer harness
odd ember
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slightly more complicated for the setup. have you heard of collision boxes?

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or do that I guess

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as a bandaid on a broken knee

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tbh if you want it to work right now

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and don't care about anything else

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that is the solution

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any other solution requires a lot more thought put into it

summer harness
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there are some very good examples for pickups out there, would recommend using an interface, overlap & raycast

trim matrix
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i am picking up the cube

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just wanna fire the particle system once grabbed

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so added a variable wich works

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but event begin play obv doesnt work

odd ember
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well no not for this

trim matrix
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and event tick takes to many resources(so ive heard)

odd ember
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tick fires every frame

trim matrix
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exactly

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and beginplay only on the first frame right

odd ember
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well no not exactly

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it fires when the actor begins play

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which is in a nondeterministic sequence

summer harness
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if your character already knows something was picked up, get the picked up object there and call a function or use an event dispatcher

trim matrix
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wich is when it enters the scene?

odd ember
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of all actors in a level

odd ember
trim matrix
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you know what ill just a do once node ๐Ÿ‘€

odd ember
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let me guess

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you want to put that on tick

trim matrix
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if it works

summer harness
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dont be so harsh, there is a very good video from sjoerd on blueprint communication, just a sec

odd ember
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it's pinned in the channel I believe

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but I also think it's perhaps a bridge too far right now. I think the enabling auto input would be fine for now. it'd break easily but at least be functional

summer harness
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https://www.youtube.com/watch?v=EM_HYqQdToE that one i could find quick ^^

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
trim matrix
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@odd ember it broke

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cant have 2 of the same inputs lol

odd ember
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@trim matrix I hate to say but you really gotta let go of tick. it's of no use to you and you'll only get into trouble using it for now

trim matrix
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i used keyboard command

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i know tick sucks

odd ember
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it doesn't suck. it just fires every frame

sinful girder
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I have a few materials that use 8K textures, normals, etc... and in the end, the materials end up placing a few hundred megabytes into RAM.
When I have an array of material instances and the default value is around 20 of these, my RAM usage goes through the roof.
Is there any way to defer loading these into RAM until runtime or actually needed by the editor?

odd ember
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that's around 60 times per second

trim matrix
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yea wich sucks if it doesnt need to fire every frame

odd ember
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@trim matrix here's what you can try

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add a collision box component to your box

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make it slightly larger than the box

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or use a sphere, it doesn't really matter

summer harness
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@sinful girder soft references could help, depends on what you are trying to do

sinful girder
trim matrix
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@odd ember what?

odd ember
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you know inside your blueprint

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on the lefthand side

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you got a big green button

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press that button

summer harness
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Could you show us the step where you pickup the object? i would suspect that happens in your pawn

trim matrix
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dude i know what a collisionbox is

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just confused how that fixes the problem lol

odd ember
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okay

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that's great news

trim matrix
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anyone ever used Identical node

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what does it actually do ?

odd ember
trim matrix
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What I want for example is : I want to return true if any match happened

odd ember
trim matrix
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completely equal ?

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or partly

odd ember
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completely, 100%

trim matrix
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alright

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thanks

odd ember
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if you want a partial match you'll have to iterate through the array

trim matrix
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yeah I was lazy and wondered what if ๐Ÿ˜„

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@summer harness its just a raytrace and physicalconstraint node setup when I press F

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to pick up and object

odd ember
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huh well that might actually work

summer harness
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That solves a lot of things, in your raycast get your hit actor, cast it to your cube and fire a custom event

odd ember
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do you have a reference to the box object?

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yep exactly that

summer harness
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or if you want the "proper" way, do it cia an interface

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*via

trim matrix
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how do i do the custom event stuff

odd ember
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create one

trim matrix
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sigh

odd ember
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in the right click menu it's right there

summer harness
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in your cube bp rightclick and create custom event, do your cube logic there

trim matrix
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k but how do i make my character fire the event thats what I meant

summer harness
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then in your raycast cast your hit actor to your cube and you can trigger that custom event from there

odd ember
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you can use that to call your custom event on your cube

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from your character blueprint

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that's the fundamental concept behind blueprint communication

summer harness
odd ember
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beautiful

summer harness
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no need for a reference, that would be bad coding cause all refs get loaded in memory at start

trim matrix
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does that work for multiple diff actors?

odd ember
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I mean technically what you're using is a reference @summer harness

summer harness
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with different actors you would use an interface

odd ember
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it's not a variable local to the actor but it is still a reference

trim matrix
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i guess ill look into interfaces lol

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all i want is the variable

odd ember
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the HitActor is what you're looking for

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that's all you'll need for now

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and depending on how much work you want to do boilerplate or how much you want to save yourself from doing constant work you can do different things with it

summer harness
trim matrix
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i just a custom event that works for multiple different obj's/actors

odd ember
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yeah but there's even different ways of doing that

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all with pros and cons

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for an interface, you'll get the custom event, but you'll have to implement logic for each of those actor classes

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another way would be to have a component that handles interaction for you

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and add that to every class

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you want to interact with

summer harness
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yup thats right, you could also write an actor component containing that logic and check if the hit actor has that component

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๐Ÿ˜„ same thought

trim matrix
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to fire the event?

odd ember
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to contain the event

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andthe logic following the event

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let's say you want the same particle effect every time you pick up something

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regardless of what it is

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with interfaces, you'd have to copy that logic for every class

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that's a lot of copypasta

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with the component method, you could add that logic inside the component and just call the component. then you just implement the logic once

trim matrix
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okay but the actual event isnt the issue

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its getting rid of the event tick

odd ember
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take it out back

summer harness
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Suppose so, if its widgets/bps only

odd ember
haughty ember
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how can I create a local variable inside a macro, of a custom struct type?

late cave
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@odd ember this worked for setting structs within structs, btw... direct connection to a split node only, and then cache all calculations before setting them

trim matrix
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Placing landscape as a sub level, is it good practice?

haughty ember
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@trim matrix don't think it's a common one, but it's neither bad nor good. If it fits you, do it.

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They are usually separate levels though, just haven't seen many in sub-levels.

trim matrix
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@haughty ember I am planning to place landscape as a sub level, then I will add more sublevels for different gameplay areas on that landscape

haughty ember
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.. same answer

trim matrix
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@summer harness got it to work using the interface system thanks man ๐Ÿ˜„

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Thanks

ruby basin
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If you have a bunch of different weapons in the game, and you want to spawn a different projectile depending on which weapon you are using, do you just do a bunch of branches for each gun?

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lmk if question doesn't make sense

trim matrix
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pretty sure you use the gun actor for all the projectile bp stuff

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so pistol bp does pew

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but rifle bp does pewpewpew

faint pasture
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@ruby basin you could make the fire event in a gun-based class, and then each specific gun does something different for the fire. most guns just spin a projectile out so you would probably just have a variable for the type of projectile if you wanted

haughty ember
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@ruby basin There's no clear answer.
Generally though, if there is only a single branch-function ("spawn projectile") that depends on the property ("gun type"), a bunch of branches is fine.
The bigger it gets though, such as multiple functions that depends on the different gun type, the more you'll want to go into composition/inheritance.

ruby basin
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Thanks for the answers, those sound like great things to look in to

scenic scroll
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i need help with something that is probably very simple so probably for being dumb lol

Basically i used the unreal third person template and a youtube tutorial to make this camera zoom code

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but the problem is that when it reaches the max zoom in or out if you keep zooming it starts very slowly moving downwards until the camera is behind the character's hip instead ov over the shoulder

spring flax
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I'm tearing my hair out over this. When I Add a Custom Component in an Actor Blueprint it doesn't pass through the exposed variables I give it - it instead returns the default variables.

static charm
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KV, it's either due to the camera being attached by the Spring Arm , which i think has a function for adjusting the arm length anyways

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or its due to the rotation of the spring arm and how its being moved. which you could just stop zoom action when it when reaches max zoom.

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Bear, not sure. What does the function look like?

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And where are you setting the variables

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in the level editor or in the blueprint itself

scenic scroll
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you were right its the spring arm- i solved it by moving the spring arm to over the shoulder as a whole instead of the camera

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thanks!

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and i've just realized now that you mentioned the spring- zooming out now allows me to clip the camera into objects regardless of the spring arm, i wonder if there's a fix for that

static charm
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there's a collision test or some setting in either the spring arm or the camera component settings

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but it's not exactly perfect

scenic scroll
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i mean the spring works if that's what you mean, the problem is that when i zoom out the camera is no longer at the end of the arm so it can clip into things before the spring collides with anything

static charm
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did you try just adjusting the Arm Length instead of moving anything

scenic scroll
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good idea

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that worked great! thanks a lot!

static charm
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nice

spring flax
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@static charm im setting the variables in the blueprint. I havent changed the function at all. ๐Ÿ˜ž I could potentially change the variables after creating it, but id rather do it on creation to avoid bugs

static charm
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Was it ever working? You'd have to show us how/where you're setting the variables when its being created

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could just be the wrong variable name or something

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oh thought that was a function , not the Add component node

spring flax
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Im setting the variables in the nodes input pins. It wasnt ever working

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Yeah its the node ๐Ÿ™‚

static charm
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what kind of component class is it?

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it doesn't have any transform or anything

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like this

spring flax
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Its a custom component class and then I added exposed on spawn variables

static charm
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im trying to replicate ur issue

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but i can't replicate it

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thats why im asking what class is the component

spring flax
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Actor Component

static charm
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if you detach the plugged in Newvariable and just manually set the boolean does it work

spring flax
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say for example I want to print the first variable

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it wont, it'll just print the default

static charm
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if you check boolean number 2 to true

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does it work

spring flax
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nope ๐Ÿ˜ฆ

static charm
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okay i got it replicating

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if you put a delay after begin play

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it will work

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common bug/issue when creating objects in ue4

spring flax
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damn yeah

static charm
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stuff doesn't get registered

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yet

spring flax
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this is exactly what I'm trying to avoid lol

static charm
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might have another way to fix it

spring flax
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but thanks man!

static charm
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let me try first

spring flax
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i tried to do a work around in c++, but I'm just not cut out for it

static charm
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well i think begin play happens immediately when its spawned, before anything is really registered

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even a delay of 0 will fix it

spring flax
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so there's an incredibly small delay?

static charm
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yeah it will just wait 1 frame

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or tick

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but yeah that sucks and is annoying. there might be a proper fix. no idea what it is.

spring flax
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I've been stuck on this for hours. Thanks man.

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Hope epic get round to doing a full fix soon ๐Ÿ™‚

fierce birch
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question, could anyone explain last input vector simpler terms

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and delta rotator

static charm
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it's the last direction that the pawn was told to do

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delta rotator is just the difference between the two rotations. literally just subtraction.

fierce birch
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so if i hit the right arrow key, the axis value changes from 0 to 1, that means that the last input vector is 1 @static charm ?

static charm
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should be yes

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but might be delayed by one frame/tick

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well it would also be in vector/direction form, so it would be 0,1,0 and also might be scaled by another number. so it could be 0,5,0

lost schooner
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anyone got any idea why when I attach an actor to another actor in multiplayer, it shows fine on the local client, and the listen host, but the attached actor is at the origin of the scene on other clients.

static charm
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if no one answers here after a bit, you can also ask in the Multiplayer chat below this chat.

lost schooner
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ah shit, I meant to do that, sorry

woven saddle
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is there a way to do something only while AI MoveTo is executing?

static charm
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i guess you could put a Gate or branch and use the Success/ Fail executes to control the logic

woven saddle
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thing is the execute on AI MoveTo only fires when it ends

static charm
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heres some nice spaghetti for you

woven saddle
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appreciate it, though exit never fires for some reason

static charm
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did you click the Start Closed

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to be false?

woven saddle
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yup

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gives me an infinite loop error

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oops I'm dumb

static charm
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i forgive you

woven saddle
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it's working now mate, appreciate it

static charm
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cheers

atomic prairie
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hey! if i call in my first BP (lever) a custom event in my GameInstance, can i activate a second BP (door) with that? and how?

static charm
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have the second BP call GameInstance and Set a reference to itself. Now you can call events to that second BP from GameInstance using that reference

atomic prairie
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thx im trying that

pale blade
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Are there any issues with using a lot of sequences instead of chaining unrelated blocks horizontally?

static charm
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not really. other than creating too much code to execute but that would be the same without using sequence.

pale blade
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Okay, I was just thinking of using sequences so it's more vertical rather than horizontal looking

static charm
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yeah thats fine, you can also select the related code sections, right click and collapse

pale blade
novel kelp
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I think it's more about using it carefully

maiden wadi
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The article is pretty true, even though it reads like someone who's had to deal with one too many designers crashing projects with it, haha.

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Construction Script is really just another topic like Tick. Don't avoid it, just use it as it was intended to be used. It's not an EventBeforeBeginPlay. It's just a script that the editor can use to set up the actor in the viewport correctly for easy designing of objects. A lot of designers use it for dynamically generating stuff to place in level and such. Or slightly randomizing an instance of an object to be different than others of the same class, etc. Much like Tick and everyone saying to stay away from it. Don't avoid it, just use it correctly.

flat raft
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Spoken like a true Goa'uld

earnest tangle
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I think part of the problem is that it behaves a bit unintuitively

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for example if you set a material in the construction script, the next time the script runs the material could be the default, or it could be the one you set in the construction script when it ran previously

maiden wadi
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I've never witnessed that kind of behavior. If I tell it to set a material, it just sets that material every time an instance is placed or moved.

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The only issue I've ever personally had with the construction script, is that it doesn't clear Arrays. You have to be careful when using Add to TArrays, because you'll end up with empty spaces if you don't clear those arrays at the beginning of the script and it keeps running and adding new ones.

tiny meteor
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in blueprint is there a node/macro which will activate one output once, then further activations run a second output in

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something like DoOnce, and then if called again DoAnotherthing

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or do I need to setup a bool/branch

lucid granite
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I would like to change characteristics like the fire power at runtime

tight schooner
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@lucid granite yeah, you can set float, vector, etc. parameters on Niagara systems

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Place the niagara system on the graph, drag the pin out, and use a Set Float Parameter (or w/e) node

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I usually have to prepend "User." to the parameter name in the field to get it to work, like "User.Width"

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I guess it depends what the context of the parameter is

pastel rivet
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Back here again with this question as im stuck
Im trying to bend a mesh, by adding the distance and times a grow factor to the Y coordinates. Im trying to figure out how i can calculate the bending factor

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With the correct values its bent, but i dont think im doing it right as the "curve grow factor" cannot be higher than 0.8 or else it bends the other way

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when i try to use "SINd" it works for the additive side, but not the subtractive side

stiff chasm
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is there a way to set variables/Booleans without having to have a white line going Through it?

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So its just always setting that value

stiff chasm
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is there a better way of doing this

pastel rivet
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nvm i figured it! ๐Ÿ™‚

surreal peak
maiden wadi
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@stiff chasm You missed Rising on the bottom also.

stiff chasm
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oops thanks

surreal peak
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Yeah it's two times falling. good eyes

stiff chasm
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i missed that

surreal peak
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But you should just use an enum

stiff chasm
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you save me some trouble

pastel rivet
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To solve my problem, i basically took the same values and added it to the opposite side of the zero point

stiff chasm
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Ill learn what those are, thanks

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err

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uh which one

surreal peak
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You have to create on in the Content Browser

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They are in the Blueprint Category

stiff chasm
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ok i see

surreal peak
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Enum is short for Enumerator.

stiff chasm
surreal peak
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You can add up to 256 entries into it.
Each name you assign is basically a "friendlyname" for a number (0 to 255)

stiff chasm
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im a bit lost

surreal peak
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Add 3 entries

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Also, you should watch some basic tutorials

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Not knowing what an enum is is pretty weak

stiff chasm
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๐Ÿ˜”

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ok

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well i could normally figure out

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but its descriprions and names

surreal peak
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You don't help yourself with not knowing the basics

stiff chasm
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yeh im still new

surreal peak
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Description is just for whoever uses them

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So if you work with someone together

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You can give them a comment on what that entry means

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It doesn't have any effect despite that

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Name is literally that, a name

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Add 3 entries

maiden wadi
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You can think of Enums as either booleans with multiple settings, or as named integers that you can switch logic off of.

surreal peak
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Falling, Rising, Grounded

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They are numbers in the background, so top most entry is representing 0, then 1, 2, up to 255 if oyu need that many entries.

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If you make a variable of that enum type

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It can have one of the values you entered

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So instead of having 3 booleans

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You can just have one enum variable and set it to Falling

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Or Rising etc.

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In your AnimBP you can then check "Variable == Rising"

maiden wadi
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I need to do anim stuff soon. I'd much rather be doing that than this dynamic solar system at the moment.

stiff chasm
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i got mah enum

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there are mah option

surreal peak
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Make a new Variable

stiff chasm
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switch on enum seems to be the one but

surreal peak
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And give it the Enum Type

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Then replace the 9 boolean nodes you showed earlier with 3 enums

stiff chasm
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like this?

surreal peak
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Is that a new variable?

stiff chasm
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Yes

surreal peak
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Yeah

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You can imagine Enums like DropDown Menus

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Where you define the options

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And then select one

stiff chasm
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so like this

surreal peak
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Yeah

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Keep in mind that comparing floats to == is not always the best idea. Very slight changes could make it !=

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So your == 0.0. could not always work out

stiff chasm
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and i use it like this

surreal peak
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For example yeah

maiden wadi
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Yeah, running down a hill for example would put you in falling animation.

surreal peak
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But you can also do == and !=

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There are two versions

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== BYTE

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And == EnumType

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Enum are bytes under the hood

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(a byte is a variable type that can store values from 0 to 255)

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So let's say you first entry in the enum, when you created it is "Falling"

stiff chasm
surreal peak
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Then doing "Enum == 0" is the same as doing "Enum == Falling"

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Drag from "enum" and search for ==

stiff chasm
surreal peak
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Yeha that's the byte version

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You should have another option for the ==

stiff chasm
surreal peak
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One that allows you selecting an actual enum value, which makes it easier

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The bottom one

stiff chasm
surreal peak
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Yes

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So that allows you to check "IsEnumValue currently Falling"

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the Switch is also nice, but if you just need a boolean for a condition, this is what you'd use

stiff chasm
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Yeah ima stick with the switch

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my breain hella melted

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So only one of them can be true at a time right?

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like to of them cant be true

surreal peak
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Yeah

stiff chasm
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i see

surreal peak
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The variable can only take on of those

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Which is basically what you did with your booleans

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But in clean and nice

stiff chasm
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well im printing strings and its working perfefct so thanks

maiden wadi
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@stiff chasm Do be careful though. If you have any surfaces that aren't flat, like a slope, and your character runs down it, it'll show negative velocity, so it'll assume you're falling.

stiff chasm
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I see

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damn

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how would i get around that?

maiden wadi
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Really depends. Are you using a Character class? I remember it having a falling boolean variable for whether the character is in the air.

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Ah. CMC(CharacterMovementComponent) does.

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So. You could first check if that is true or false. If False set the enum to grounded. If IsFalling is true, assume it's in the air and then see if ZVelocity is positive or negative and set the enum to the according one.

stiff chasm
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im using

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uhh

maiden wadi
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Probably the same. Let me check

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It seems to have the same variable. Just a sec.

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Something akin to this.

upper adder
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Ho do i leave the fucki9ng landscape editoooorrrrr

maiden wadi
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Shift+1

upper adder
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Thaaaanks

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wtf landscape editor be tweaking

maiden wadi
upper adder
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oh yeah

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i didnt use this thing in 2 years

pastel rivet
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So im still having some small issues here, like the curve not being as i wanted and the most left and most right quads are stretched in the curve, but im closer to the final results i want ๐Ÿ˜›

upper adder
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Would you, to make it the clean way, get the input in the player controller and then steer the pawn with it?

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I always did the movement inside the pawn

maiden wadi
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That doesn't feel cleaner to me. I'd rather leave input in the pawn if it correlates to the Pawn.

pastel rivet
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@upper adder
I use the pawn for movement controlls, but to keep it tidy for bigger projects, i use the player controller having all the controls

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Even for multiplayer its pretty good to use the PC if im not wrong

upper adder
maiden wadi
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I go as far as to use input in weapons or tool actors, rather than having the input in the controller or pawn to call on the tool.

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A lot of things. I mean the controller still handles the input. Even the one that the pawn uses, it's still done through the controller. The controller is also very useful for UI controls. Want a game map that doesn't require you to possess a pawn? How about FPS tab screen stats?

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And that's just normal game consideration stuff. It's also more useful in multiplayer aspects. PlayerController is the only safe place for data that a client can have that other clients can't see.

#

I just personally believe in keeping classes clean and self contained as much as possible. Beyond that it's also a good design decision. What if your PlayerController uses a left click to select things in some parts of the game, but you also in the same controller for a FPS mode where you have a character that can melee with left click, and then also fire a weapon with left click. Do you want to chain that along in the controller, branching a dozen times? Or is it simpler to just put each of those functionalities in their own class where they belong and just enable input in the most required one. So if you possess a character and enable input in a gun, left click doesn't melee or click on things. If you don't have a gun but possess a character, it can melee, if you don't possess a character or opt to disable input in the character, you can select things. All with nothing more than the consideration of what has had input enabled the latest. Not to mention the cleanliness of those events and calls not being tied to one another and all in their own separate locations.

deep elbow
#

nice input, what's your practice for the input heirarchy

maiden wadi
#

If I recall correctly, most input is done latest in enabled actors. Had to go find the doc image. But this.

deep elbow
#

right, thats good info, cheers bruh

plain flare
#

Hey

#

Here is my codes

#

with that code, door opening count should be 0 when door closed

#

But it isn't becoming 0, it is staying on 1

#

Let me share some screenshots

#

Why is that ?

torn harness
#

Where's it happening? On tick? Or some event? What's the Yaw value when door is closed?

cold raft
plain flare
#

@torn harness ok one minute im gonna explain

#

i will send whole code ss

#

What is wrong in here ?

marsh lintel
#

Hi everyone! Is it possible to "override" the time of a curve inside a timeline? I want to change the duration depending of an instance placed on the level.

plain flare
#

second ss is 1, third 3... first 6

torn harness
#

@cold raft Do you have your navmesh built on the scene?

plain flare
#

@torn harness what do you think about my problem ?

opaque blade
torn harness
#

@plain flare Seems like when count == 1 the logic is not updated, connect this node to branch or something

plain flare
#

@torn harness

torn harness
#

@plain flare No, when your count == 1 the node "switch on int" will always execute only pin 1, so it won't check if the door is closed or not and won't update the count because all you have on the pin 1 is print string, you should try to connect nodes like this

marsh lintel
plain flare
#

@torn harness i did it like that, but still writing 1 when closed

opaque blade
cold raft
tawny tinsel
#

so i have a horde of fishes moving along a spline

#

but i want them to be spawned a bit randomly so i added and offset at the end

#

but with time they keep spreading out?

#

and my code does not make the offset higher on tick so idk

#

any way to fix this?

torn harness
#

@plain flare Hmm, what logic you want to achieve with the door? I looked at the screenshots, but barely understood what do you want. I see that the door will open after 3 seconds the actor has spawned, when should it close?

tawny tinsel
#

nvm i fixed it

#

turns out it somehow was doing that

#

so i just lerped my random vector with 0

torn harness
#

@tawny tinsel This happens on tick, right? The "add local offset" adds offset to the current position, on next tick position will be (base position + offset * 2) and so on, that's why they are spreading. To keep offset constant you can just add random offset to the position along spline before you connect it to "Set Actor Location And Rotation"

#

Oh, you fixed, ok

tawny tinsel
#

no it does not

#

its just a animation tileline as alpha

#

dw i fixed it

#

lerping random loc with 0,0,0 worked perfectly

#

used alpha for the lepr

#

that is not why they were spreading

#

it was constant

#

just he way my along the spline system works did that

torn harness
#

By tick I meant something that fires rapidly, your timeline also suits

#

It was definitely due to add local offset node, but if you found a workaround than ok. Just keep in mind that the add local offset node increase offset every time it is called

tawny tinsel
#

i guess that makes sense

#

its just a bit weird cause my random offset variabble is set before anything else

little cosmos
#

Is there a way to single click replace all material references on static meshes with another material?
so if I have multiple static mesh actors in the scene that use material X and I want them to use material Y instead

violet leaf
#

is there a way to retrigger an animation state if a condition has been fulfilled

tawny tinsel
#

what do you mean

proud hull
#

@little cosmos you can use the "Select All With Same Material" option and then in the details, you can change them all at once.

little cosmos
#

Nice!

#

What if the material is in different indices ?

proud hull
#

Not even sure what that means, I don't understand materials at all, haha.

torn harness
#

@little cosmos You can create editor utility blueprint and define how materials should change in it

trim matrix
#

I havenยดt used Character states before is it something that makes it easier later in development?

violet leaf
#

@trim matrix you are talking to whom ?

trim matrix
#

@violet leaf Anyone that knows about Character states and if I should implement them into my player character

dry bramble
#

Hey Guys I have a little inquiry. Is there a way I can have an actor ignore a Touch Input AND let it pass through to whatever actor there is behind said actor?

thorny cedar
#

i have a question regarding timelines? i can reset the Time, but how do i reset the individual Keyframes?

#

For example when i reset my time to 10s i want my timeline run from 0 to 1 in 10 seconds

little cosmos
torn harness
little cosmos
#

Thanks!

#

@torn harness What's the first node you connect to the execution pin input there on the left?

little cosmos
#

hmmm

torn harness
little cosmos
summer harness
#

just drag aut the array element, did you do the for each by dragging out or typing?

little cosmos
#

^ that worked lol

#

thanks

#

weird tho

summer harness
little cosmos
#

ohh I see

zealous current
#

hey guys hope all is well i want to create the effect of a room changing sort of like how they do in darq ive linked the trailer does anybody know if there are any tuturiols for this kind of effect, the idea is to create a clean study and turn it into something warped when an item is actived https://youtu.be/6ms0gUq4zBU?t=27

๐ŸŽฎ Coming to Xbox One, PlayStationยฎ4, and PC on December 4th, 2020 ๐Ÿ•น๏ธโ— Sign-up to the DARQ: Complete Edition newsletter โžก๏ธ https://bit.ly/DARQCE-newsletter ๐Ÿ“ง

DARQ: Complete Edition tells the story of Lloyd, a boy who finds himself in the middle of a lucid nightmare. Unable to wake up, Lloyd has to face his fears and decipher the meaning of the d...

โ–ถ Play video
#

27-32 seconds in the trailer

viscid blaze
wind orbit
#

Hey guys, I am new and I have setup this chessboard, following a guide. The board is made of squares that have an index between 0/63, and I use an array to place each piece in the starter position and set their materials.

Now I am trying to make left click be able to pick up pieces, so I set up to test, but because all of the pieces are placed in the blueprint for the board, when I click and print name of the object, it says "board" no matter what I click. How can I go about making it say "Pawn" when I click a pawn for example.

thorny cedar
#

@viscid blaze thank you

tight schooner
#

@thorny cedar the play rate works as a fraction, so to make a 1 second timeline last 10 seconds, your play rate has to be 0.1 (1 รท 10)

thorny cedar
#

but i need a timeline component?

little cosmos
#

@torn harness unfortunately this doesn't work

tight schooner
#

Whenever you make a timeline, it also exists as a component in your BP, so yeah. Add the component to the graph

thorny cedar
#

oh i spawn a floating cube and want the time and speed of my cube be editble on spawn

#

allthough i also have major diffulties to spawn the cube on the right spot :/

torn harness
#

@little cosmos Try to replace get game world to get editor world, the first one is actually wrong, my bad

thorny cedar
little cosmos
thorny cedar
tight schooner
#

@thorny cedar it could be that you're setting a relative transform using world coordinates. I'm not sure though.

thorny cedar
#

can i change it? get camera is world i assume?

#

so i have to convert them somehow

#

since adding cube allows only relative transform

tight schooner
#

Yeah, you'd have to convert your world space vector into one that's relative to your cube-holding actor. The other approach is to make the cube components non-relative (absolute)

#

Child actor components are weird though

thorny cedar
tight schooner
#

Yeah

urban haven
#

Really simple and a really beginners problem: I want to move an object upwards.... So I added a staticmesh component in a BP. I have its RelativePosition, I add with a Variable the height I want. Then the changed Z-position goes back into a SetrelativePosition.
If I set a height, I can not change it afterwards... I have to set the height before playing... I want to set it during runtime.. What am I missing??

thorny cedar
#

now my Cube always spawns at 0 0 0

tight schooner
#

Did you set the child actor component to absolute?

little cosmos
#

@torn harness I am trying to create a selected objects only context, rather than all actors in the level. but I can't manage to do it properly

thorny cedar
#

yes i did

tight schooner
#

Hmm

thorny cedar
#

wait

#

@tight schooner it works i was setting my Actor absolute not my Childactor i'm adding ๐Ÿ˜„

torn harness
thorny cedar
#

just out of curiosity, why does the first spawn work?

tight schooner
#

Idk ๐Ÿ˜‘

little cosmos
torn harness
#

@little cosmos Oh, my bad again, replace get selected assets with get selected actors

little cosmos
#

so the cast fails apparently

urban haven
#

Really simple and a really beginners problem: I want to move an object upwards.... So I added a staticmesh component in a BP. I have its RelativePosition, I add with a Variable the height I want. Then the changed Z-position goes back into a SetrelativePosition.
If I set a height, I can not change it afterwards... I have to set the height before playing... I want to set it during runtime.. What am I missing?? Now with image.

trim matrix
#

What holds the speed when a character can move up/down and to the sides?

little cosmos
#

ok now my bp is perfect thanks!

#

Learned something new today

trim matrix
#

It is the Movement:Flying right?

little cosmos
#

I wonder how to make that stuff with UI for the materials

urban haven
#

@little cosmos Dynamic materials?

little cosmos
#

No

#

I mean, making a utility BP that actually has gui

dense mica
#

Cant we access Maps second value?

#

I was using Class reference and Integer as count, but when I use Keys it only gets one each of them

tight schooner
#

@little cosmos Editor Utility Widget?

little cosmos
#

Not quite, but ill look into it

meager vessel
#

Hey everyone, I'm trying to disable keyboard navigation (like pressing tabulator to select buttons in my UI). Setting all my buttons Is Focusable property to false gave some weird side effects. So i tried overwriting the OnPreviewKeyDown function but the first press of the tabulator key still seems to select a button. All subsequent presses don't navigate though. Is there a way to fix this so that there is just no way to select any button by pressing tab without setting "Is Focusable" to false?

tawny hedge
#

Hello. I'm trying to add torque to a sphere from an actor and at the same time use the mouse to look around. How can I add the torque to the forward direction of the camera. If I press W to go forward if I rotate the camera 180 it will go backwards so it won't change the direction. Any tips? Or what to search for to get some documentation?

maiden wadi
#

@tawny hedge I'm not exactly certain how the Torque function works, but if it basically rotates the ball in a way that it would move in the direction that the direction is applied. You could simple get the camera's flat yaw direction, turn that into a directional vector and apply the torque that way.

spark steppe
#

one fish for the person who tells me how to store an reference to an Material Layer Blend Instance

#

and how to access it with it's Material Function Interface

#

i've tried to store it as object but there's no usable cast available ๐Ÿ˜ฆ

#

Material Function Material Layer Blend as datatype wont work because it's instanced...

#

may it be possible to make my own cast node in c++? ๐Ÿค”

trim matrix
#

How can I make the root component of my pawn the capsule component be horizontal instead of vertical?

dense mica
#

Can I get keys and values together?

#

or value of a key?

spark steppe
#

you can do forEach on the keys, and then find the value with the forEach loopElement

dense mica
#

when I do forEach for keys, it only gets one element

#

I have 2 class references in my Map, their value is set to 3. What was in my mind was use these as "count" for items

#

3 stick, 3 rock for example. But I cant get the value of them with keys

#

Should I ditch the idea of using maps or is there any better way?

spark steppe
#

well that depends on what you want from your inventory, idk why you need a map tho

#

in maps the key has to be unique, so they only make sense if you use an inventorySlot as key for example

dense mica
#

I was decided to use that for make things easier for our designer team but I was just saw maps on a screenshots and thought it could be a good idea ๐Ÿ˜…

#

I'll change to default arrays then, thank you

spark steppe
#

if you don't really have sorted slots you can just stick to an array and limit what gets in by checking the size of the array

wispy star
#

Is there any way to bind event to timeline? It has an event track, but it's only available when timeline is placed in the BP itself. Not when you call Play.

spark steppe
#

event dispatcher maybe, but from your description i didn't really get what your problem is :>

trim matrix
#

How do I rotate the capsule component so that it aligns with the red?

wispy star
spark steppe
#

you have to create them in your BP first...

wispy star
#

-_-
it' is already created within the timeline

#

do you know what timeline events are?

analog perch
#

timeline events add exec pins that fire at that time

#

probably because when w is pressed it doesn't see any end in sight

#

if you did some logic in the loop the set w pressed to false it would work

#

or do the loop with a timer or timeline or tick

#

i would probably use a timer

maiden wadi
#

Do you realize how many times you're calling that with even pressing W for 0.1 seconds?

#

That line is running dozens of millions of times.

trim matrix
#

@trim matrix Itยดs better to setup a timer

#

Wait one sec

analog perch
#

ahh you beat me too it

trim matrix
#

Its just +1

#

It is simply a example

#

So that 1 in the set timer by event is every second it is going to be called

analog perch
#

pressing w will call it every 1 second

#

as long as looping is checked

trim matrix
#

Then that set timer handle is just the promoted return value of set timer by event

#

And we are clearing it by releasing W

odd ember
#

don't use a while loop

#

no loop no infinite loop

trim matrix
#

@trim matrix What are you doing with Set new war 2 by the way?

#

@trim matrix Are you trying to make a sprint function??

odd ember
#

so not only are you using a loop

#

you're using a timer to run a loop

#

so every 0.1 seconds

#

you run a new while loop

trim matrix
#

i used to have a projectile get destroyed via apex destructible mesh

odd ember
#

and you wonder why it crashes

trim matrix
#

but it seems to very iffy right now (i lost the bp)

#

anyone can help me out?

#

Oh ok come dm and I can help you

#

no you

odd ember
#

I don't know what you're trying to do but you don't need a while loop and you probably don't need a timer

grizzled garden
trim matrix
#

oh boy casting

#

fun

#

can i overlap actors only specified in an array?

wispy star
#

@analog perch yep...i was an idiot...it is actually playing the timeline thta is placed in a BP...even if the pin is not connected to it

#

so bizzare

analog perch
#

yeah, there is an autoplay check box in the time line

trim matrix
#

will this work?

wispy star
#

@analog perch no...i mean...i can call a Play from anywhere

#

even tho the Play wont be connected it will play

analog perch
#

wait wut??

wispy star
#

yeah

#

super weird

analog perch
#

and auto play is unchecked?

wispy star
grizzled garden
#

why no one help me?

#

help

wispy star
#

you obviously need to connct play on the blue node

#

but that node can be called from any function

analog perch
#

oh, yeah. that is how it should work

wispy star
#

@grizzled garden i see no question

analog perch
#

@grizzled garden how are you setting Target?

wispy star
#

oh...yep...^

grizzled garden
wispy star
#

@grizzled garden i was talking about your message, i was not able to find it

#

also...should be "Why?"

grizzled garden
#

are you here to discuss english?

#

i think this is unreal engine development server

wispy star
#

@grizzled garden Local variable does not exist outside of the function, since you're testing it in the entry point it's not yet set

#

it also seems like those two different BPs

analog perch
#

yup ^

wispy star
#

if you want to access a variable that is set in another actor, you need to get reference to that actor and then access that variable or use getter to copy it

#

and you need to do that on runtime if it's not a global variable that shared among many actors

analog perch
#

looks like its the same bp, just dont make it local

wispy star
#

if it is...then yes

#

local variables are created once process enters in the scope of the function (at least it's how I learned c++...in JS it's way different)

broken coral
#

This weekend I am participating in game jam. I am mainly designer with abilities to do much stuff, AI etc in blueprints. Can I set up functioning networking, replication etc system in blueprints so that my game works in multiplayer mode?

summer harness
#

Yeah but prepare for headaches

trim matrix
#

there a better way to do this?

#

custom event maybe?

summer harness
#

delay with delta secs would be the closest i can think of right now

#

but thats not 100% accurate

static charm
#

tick

trim matrix
#

How can I make my character face the mouse position?

static charm
#

there's probably a template/tutorial for following mouse. but off the top of my head, i'd say Get Location Under Cursor, and then set character rotation using Find look at rotation, using character location and the Get Location from the cursor

spring flax
#

how do I get an object by name?

#

Get All Actors of Class > then? ๐Ÿ˜–

static charm
#

which name

spring flax
#

It's object name

tight schooner
#

Iterate through all of them alex

static charm
#

it's object name is just it's class name followed by the instance id of it

#

so if u get all actors of class of that object type

#

and there only one

#

then it will return an array of just that object

#

you can use Get with item set to 0

#

and it will give u the object reference

spring flax
#

and if I have multiple?

static charm
#

well which one of the multiple do you want?

#

if there's something different about it, you can iterrate through the array like Seanny said

#

and then check which one has the different thing

#

like a tag or variable

spring flax
#

ok gotcha!

#

thanks ๐Ÿ™‚

static charm
#

damn thats a cool concept

summer harness
#

the name of an actor set in the world outliner is get display name in bp

trim matrix
#

cute space ship

#

@trim matrix lol thanks

#

๐Ÿ‘€

#

its a sub tho?

#

Yeah

signal fiber
#

Hey i'm still new to unreal and I was hoping if someone could help me

static charm
#

welcome, just post your question and someone might be able to answer

signal fiber
#

ok cool. So i recently bought a asset pack that has seperate parts in the skeleton mesh, and i'm trying to put them together

static charm
#

does the pack not have a tutorial or guide?

signal fiber
#

not that i can find

#

and i've been looking for about 4 hours

#

that's the pack

static charm
#

okay how far did u get to making it work

#

or where are u stuck

signal fiber
#

i'm stuck on where to start with it

#

i don't know how to put them together

odd ember
#

it says it's compatible with the epic skellington

signal fiber
#

I looked on the website on weorking with modular component

odd ember
#

have you tried starting a third person project and replacing the mannequin mesh with one of the character's mesh?

#

I mean I'm just spitballing here

signal fiber
#

i did, however it's only parts

#

so like a floating torso or a pair of legs

static charm
#

These usually work by having the legs or torso as the Main component

odd ember
#

refund the pack tbh

static charm
#

and then the others will be attached underneath it

#

in the component hierarchy list

#

otherwise it says it has an example map, so you should just reverse copy how the blueprint in it is laid out exactly

trim matrix
#

@static charm It seems that the character only rotates with Pitch and Yaw but not Roll which I need it to

signal fiber
#

alrighty

static charm
#

Melon, one of the components likely has Roll locked in the settings

#

if it's simulating physics, it will be in the physics settings

#

if it's a character it's in the character movement component settings probably

trim matrix
#

Itยดs a pawn and here is the blueprint

#

The blueprint is in player controller and is temporary

static charm
#

im confused why you want it to roll in a side scroller

#

don't you just want to use Y for the rotation?

trim matrix
#

the character is going to be facing the mouse position always

static charm
#

yeah if the front of the sub mesh inside the actor is actually setup to point towards X in the blueprint

#

then you want to change Y rotation

trim matrix
#

the character point towards Y

static charm
#

gotcha

#

sorry

trim matrix
static charm
#

it might be due to the code itself

trim matrix
#

The weird part is that I get so small values when moving around my cursor

static charm
#

not the pawn

trim matrix
#

Yeah but I couldnยดt find anything online that explains how to do it well

static charm
#

yeah theres something wrong with the Find Rotation

#

im checkin now

#

yeah

#

you want to use Pitch, from the Find Rotation

#

and then plug that into Roll for interp

#

so you're gonna cross them

trim matrix
#

I tried that but it didnยดt work

static charm
#

well just to confirm, bypass the interp and plug it straight in the Set rotation

#

also might want to swap the Find Rotation input

#

so the mouse location is the start

trim matrix
#

It only works at half the screen lol

static charm
#

put a blocking volume/collision box

wispy star
#

@trim matrixare you planning to make it multiplayer?

static charm
#

and set the collision to block visibility so that it will where the mouse always hits

trim matrix
#

@wispy star I think so but as I am only in the early stages I don't know if I will change it

static charm
#

you can debug where the mouse is actually hitting and see the points

wispy star
#

@static charm i've asked about MP, cause Character logic is replicated, and if you don't need one, then it's simpler to make one form scratch...but for MP it's useful

static charm
#

im not the one with the issue

wispy star
#

my bad, misclicked

#

@trim matrix ^

trim matrix
#

Ye I have

#

Well itยดs getting really late will see what the problem is tomorrow. Thanks for the help!

wispy star
#

@trim matrix ok, night...but it's better not to use roll, and it's better to use pitch and yaw only, and add 90 degrees to aim vector

#

using roll is unpredictable

#

due to gimbal lock

sonic pine
#

maybe a bigger + Function

1
+
2
+
3
+
4
and so on

static charm
#

they can be added with one Add

#

just click the Add pin +

sonic pine
#

ah ja xD

#

sorry haha

gusty cypress
#

I want to replicate another games sensitivity (specifically source engine), I'm not sure how but I do know this. If I were to use a sensitivity of 1 and a dpi 100 my Inches per 360 turn would be 163.64 (or 415.64 cm). Does anyone know how to use these values to solve the problem?
sens = 1
DPI = 100
inches per 360 = 163.64
ue4 sens multiplier = X

raven valley
#

Not sure if I am in the right channel now but I've been looking at these two errors for the past 5 hours and I literally cannot figure out where or what is wrong. It was 4 errors to begin with but 2 of them actually told me in detail what to do, these I have no idea.

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Error: Failed import: class 'ObjectProperty' name 'K2Node_MakeArray_Array2' outer 'K2Node_MakeArray_Array2'. There is another object (of 'ByteProperty' class) at the path. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Error: Failed import: class 'ByteProperty' name 'K2Node_MakeArray_Array3' outer 'K2Node_MakeArray_Array3'. There is another object (of 'ObjectProperty' class) at the path.

static charm
#

Dex, well 164.64 inches would be 2.19 degrees per 1 inch = 100 dpi

#

but 2.1999 probably isn't going to help you because i doubt the sensivity that your multiplying will be the right place compared to where source engine was setting it.

#

Pikalugia, i'd find the blueprints with Array3 and Array2

#

delete them. save. restart editor and re-make them.

#

and/or give them a different name

raven valley
#

I wish UE4 would tell you which blueprint is the problem. I have over 10,000 files in my project, this is going to waste so much of development time.

static charm
#

there is a search feature

#

that can search all blueprints

#

but if you used array2 name

raven valley
#

Nothing pops up when I search for K2Node_MakeArray_Array2 or K2Node_MakeArray_Array3

static charm
#

you can search for Make Array

#

sorry

#

and if you haven't already, you can open the Log file and see if it happens to tell you the file/bp name

raven valley
#

Where would I search for it? In the content browser?

static charm
#

open a blueprint

#

and add a Make Array node, then right click on it and you can search

#

or Find references

raven valley
#

Ah, but I'd still have to open every single blueprint right?

static charm
#

no

raven valley
#

Interesting, I'll try

static charm
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once u search for it

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click this button

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then it will search ALL blueprints for that same node

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unfortuantely if you have a lot of make arrays

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thats gonna suck

raven valley
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Thanks for the help nonetheless, I'll try my best to find the source of the problem and I'll report back if I find it. ๐Ÿคž

static charm
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the only other thing is in windows folders

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in the project folder itself

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check the Saved, Log folder

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that will be the raw log file

raven valley
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Log file seems to be the exact same

static charm
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yeah that blows

raven valley
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It really does

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Okay so it has found about 20 make arrays, it's not too bad.

trim matrix
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im following this

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oh eh

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wait

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its a series of pictures whatever

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h

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trying to make a dynamic material but the parameter doesnt wanna work

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this part

static charm
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i'd manually check that the parameter works

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by putting a material instance on the actor

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and manually changing blend

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then check if that function to set the blend value is even firing

trim matrix
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i cant plug it in

static charm
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and setting the right blend value

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right click and create material instance on the material in the content browser

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manually put the material instance on the mesh

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then open material instance and manually slide the blend value

trim matrix
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oh the blend value works

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its just a simple lerp

static charm
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oh ok

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i dunno, your dynamic material setup looks correct

trim matrix
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youre supposed to put it in a timeline to change the alpha

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and blend in two textures

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but this part

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something wrong here

plucky aurora
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I have a bp actor that i want to use to bake a mesh texture to texture but i dont know how to enable the "picker" for that source input

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Can anyone help me with this? :)=

wicked dock
#

hey guys, can anyone help me with enabling mouse over/mouse click input :/
I'm struggling for the last two hours. I have a PlayerController with enabled mouse events, i unchecked the project settings "mouse as touch".
I have no clue why it is not working. Willing to stream my screen if anyone wants to help

zinc fog
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Is there a way to mirror a mesh? I have left and right rotating doors, i am hoping not having to duplicate each door.

plucky aurora
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-1 on one of the scale value x or y

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if your pivot sits well centered thats the fastest way

zinc fog
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Thx i will see if i can figure it out!

odd ember
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@rough jay why dont you just use auto destroy

rough jay
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didnt work

odd ember
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ok

#

so

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the reason it doesn't work is because you're spawning several ones

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and it technically only kills the last one because that's the only one it has stored

rough jay
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ohh

odd ember
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auto destroy would be the best way of doing it

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it should work

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if not, and you want to do it in that graph you'll need to add them all to an array

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and then destroy each of them individually

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there are other ways of doing it but that's the gist

rough jay
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uhhh

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get all actors get all components what is this thing called for i can put it in array

odd ember
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none of that

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pull out the pin

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type add to array

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you should get an add node

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once you have it

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you can drag out the array pin and create a new variable

zinc fog
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@plucky aurora Thanks again, i got it working.

rough jay
odd ember
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looks right

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now add a foreach with destroy

rough jay
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sus i dsidnt destroy but its suppose topprint out the index' and it kinda looks like theres more than 1 ball

odd ember
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yeah it shouldn't add to the 0th slot

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or well

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wait

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where are you doing this?

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which blueprint

rough jay
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the little ball bp

odd ember
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ah yeah okay then the array won't work

rough jay
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why

odd ember
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I thought this was inside a class where you spawned ALL the emitters

rough jay
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should i put this stuff inside my character bp?

odd ember
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but I think you're right, it seems like there's an extra particle that has snuck in

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no no

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this is actually correct

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is this the only place you're spawning stuff? are there any other events in the graph?

rough jay
odd ember
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yeah

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okay

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so basically you should destroy the bullet when it hits something

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and use auto destroy on your particle systems

plucky aurora
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does anyone know if the draw material to render target node is limited to non projected textures? I am using world aligned and some normal transform stuff on it and it seems to not be able to draw that info ...

odd ember
rough jay
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got it to flop to the ground if it hit another circle, i wonder whats the reason behind this hm

odd ember
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you are not destroying the bullet

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you should be destroying the bullet

rough jay
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why cant i destroy the component

odd ember
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@rough jay the component doesn't matter

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the reason it spawns multiple

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is because you do not destroy the bullet after the first collision

narrow wyvern
#

Hello friends

#

Is it ok if I ask for advice here?

#

I think so, so I'm going to go for it

#

Right now I'm working with the Advanced Vehicle Template and I've spent quite a long time getting a trigger box to load a new level

#

I'm trying to get a garage system working into the game; whenever you drive up into the garage, it unloads the open world and takes you into the garage where you spend money to upgrade your car, etc

#

I believe GTA works like this

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I have gotten the system working, but my car follows me when I hit the trigger box, and I want it to just despawn and whatnot when it opens the new level (the garage)

#

Any help would be appreciated, thank you so much :)

narrow wyvern
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I just donโ€™t know how to transfer the player from the view of the third person car to that it the empty garage

static charm
#

well you can either just set visible off for that car/actor

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or spawn and posses another actor without anything except a camera

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or place a camera in that level itself and set view to that camera

stuck hedge
#

is there some way to check if the steam online subsystem is ready or not? Like if I try to run "get steam persona name" 1 or 2 seconds after my game launches, it will fail. Even though the steam overlay is available. If I put in a delay of like 5 seconds, it will properly return a steam name.

static charm
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Run a loop until it's ready lol

stuck hedge
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But how do I know it's ready?

#

that's the question.

#

simply testing for ID doesn't tell you

#

it'll immediately return the proper ID, but it won't return a steam name or anything like that

#

I wrote a C++ function that returns the SteamID as a string, and that'll instantly print the correct result

#

but even though it can get that, the next node that should print the name, fails.

static charm
#

when you says fails, like it crashes or just prints nothing

stuck hedge
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It prints nothing

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which tells me it's not getting a response from steam

static charm
#

then just keep looping until it doesn't Equal 0

stuck hedge
#

but if I delay like 5.0 seconds (maybe less, I picked 5)

#

then it'll print the name.

static charm
#

or use length

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greater than 1 = stop loop

stuck hedge
#

I guess, that just seems really hacky

static charm
#

well

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i'm surprised there's not an event or function for it already

#

to tell you when it's ready

stuck hedge
#

I was wondering if there was a bind I could use in the instance.

#

We create our ingame profile using your steam name and information, so that needs to be ready to make a new profile if one doesn't exist.

static charm
#

otherwise there's nothing really hacky about polling if it's ready

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polling is pretty normal

stuck hedge
#

that's what I'll try then

static charm
#

isnt there an Advanded Sessions Plugin/package for free thats steam based

stuck hedge
#

that's what I'm using

static charm
#

hmm

#

rip

narrow wyvern
#

Hm, I'm attempting to "Set View Target with Blend", but I can't seem to be able to bring up the option to create a reference to the camera I want to switch to

#

Could it be that I'm working on the wrong level?

static charm
#

hmm, yeah good point. if you're doing this outside the garage level, you wont be able to just pull the reference right from the level.

twilit heath
#

this looks like both the trigger and what you want to set the view to are pre-placed on the level?

#

if so, add an instance editable reference of type of whatever you want to set the view to in the trigger blueprint

narrow wyvern
#

I got it :DDDDD

twilit heath
#

then assign it on the details panel of the trigger instance of the level

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and you have your reference

narrow wyvern
#

I was working within the level blueprint of the open world, not the garage

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And since the camera is in the garage level, not the open world level, I can't reference it in the open world level blueprint

#

Holy shit I feel like fockin badass right now, even though it's the most simple things

twilit heath
#

this is screen cap it, post it in blueprints from hell, then delete it and start over situation, imo

twilit heath
#

@trim matrix try figuring out a way to do it so its readable

#

use functions, not everything has to be in event graph

neon sorrel
#

Anyone know why this isnt working? Migrated some instances and functions to a new project, and everythings the same, but this cast always fails. BP_PMM_Instance has game instance as its parent, so its confusing.

#

Always has a access none error

twilit heath
#

did you set your game instance calss in your project settings?

neon sorrel
#

Ahhh I think I missed that! Ill check on that and see if it works, yeah it was just set to the default now

#

Yep fixed it

#

I was so confused for a second, Thank you Zlo

plucky aurora
#

Does anyone here know how i can bake a triplanar material? Havent been lucky so far with the standard render target solutions

steady apex
#

Is there any reasonable way to attach a static mesh component to a SceneComponent?

#

e.g. have child components on a custom SceneComponent