#blueprint

402296 messages ยท Page 575 of 403

random hill
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btw, what does "Robin Willamsed" mean?

olive sedge
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do I need to follow the direction to find where on the ground I'm pointing when I do DeprojectScreenToWorld?

maiden wadi
random hill
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Lol.

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I didn't watch aladdin in english, so I couldn't get that reference

maiden wadi
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Haha, fair.

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@olive sedge Not sure what you mean?

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Getting the ground under the mouse cursor?

olive sedge
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yes

maiden wadi
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I usually just use HitRsultUnderCursorByChannel.

olive sedge
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I'm drawing a box on the screen and I need to know what's inside

maiden wadi
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Visibility is usually pretty good for it, most things avoid the Visibility channel.

olive sedge
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that sounds pretty good but won't do in my case

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pretty sure it should be possible to call that not with cursor but coords?

random hill
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what would be the difference for you?

olive sedge
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well, I previously saved the screen coordinates

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and want to trace them to world coordinates now

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I guess I could save the coords earlier but.. would be cleaner this way I feel

maiden wadi
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For single clicking rather than the dragging?

olive sedge
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once for top left / bottom right

maiden wadi
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Oh, the box thing is the HUD class I mentioned before.. Uhh

random hill
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Is that like RTS select units box?

maiden wadi
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Wait, Why do you need world coordinates?

olive sedge
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yes

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I mean.. I have to check if the actual object (actor) is inside the coordinates?

maiden wadi
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There's two easy ways to do this.

olive sedge
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I guess I could also check the other way around

random hill
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@maiden wadi I'm curious, how would you use that using a HUD? Or not even a HUD?

maiden wadi
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The first is easy if you don't have a list of your units. That's in the HUD class, GetActorsInSelectionRectangle.

olive sedge
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can I get the screen coordinates for actors? that would actually be the easiest solution

maiden wadi
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The much more performant friendly version is having a list of selectable actors, converting their world location to screen space, testing it they're in the rectangle via vector math.

olive sedge
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vector math.. heh.

    if (position.X < xFrom) return false;
    if (position.Y < yFrom) return false;
    if (position.X > xTo) return false;
    if (position.Y > yTo) return false;

    return true;
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wrote a function for that

random hill
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@maiden wadi do you need your own HUD class for that?

olive sedge
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@maiden wadi how do you convert to screen space?

maiden wadi
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@random hill Nah, it's in the Default AHUD actor class. You can use it Via GetPlayerController->GetHUD->GetActorsInSelectionRectangle.

random hill
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Cool. I could never get myself around to make a proper HUD class. Even though I love the idea. I just make a bunch of widgets and see what happens

maiden wadi
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PlayerController has a function for it. Blueprint version is ConvertWorldLocationToScreenSpace. C++ is ProjectWorldLocationToScreen

olive sedge
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hm

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and I getActorBounds from the character for that?

maiden wadi
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I just use their world location personally. Depends on what you like.

olive sedge
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@maiden wadi ok, I'll try that, thanks

maiden wadi
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@trim matrix Simulation Lights?

olive sedge
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bool UBP_Functions::checkVectorOverlap(FVector2D start, FVector2D stop, FVector2D position) {
    // check if box dragged from top left -> bot right or vice versa
    float xFrom = std::min(start.X, stop.X);
    float yFrom = std::min(start.Y, stop.Y);

    float xTo = std::max(start.X, stop.X);
    float yTo = std::max(start.Y, stop.Y);

    UE_LOG(LogTemp, Warning, TEXT("Your message"));
    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("This is an on screen message!"));

    if (position.X < xFrom) return false;
    if (position.Y < yFrom) return false;
    if (position.X > xTo) return false;
    if (position.Y > yTo) return false;

    return true;
}

pretty similar I'd say

ember dawn
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Does anybody know how I can take a post-process stencil effect (using it to make an outline) and set it so that it's player-specific, only shows up on the screen of the person controlling that pawn, rather than showing up for everyone?

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I've been unable to find any video tutorials covering this, and only forum posts saying it's possible but not how to do it.

white crypt
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@ember dawn im no expert with visual aspect of the engine, but wouldnt it work in a similar way if you added that effect directly to the character material?

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and then you would only enable/disable for that specific material instance

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another option could probably be using "custom render depth"

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similar to when you hover over a single item(when picking it up) and it draws an outline

olive sedge
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@maiden wadi works splendidly! thanks!

thin ferry
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Hey can anyone tell me what is wrong... this is supposed to make an item glow when looked at... and it does. When I look away though it doesn't remove the outline.

white crypt
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on cast fail you need to reset old references

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and now you just make the references null, without reseting the outline effect (to add, not only on fail but in all cases when you are no longer hovering the object, first you remove custom render depth and only then you make the ref null)

maiden wadi
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@olive sedge Not gonna get off topic too much in the blueprint channel with C++ stuff But do be careful with using std:: stuff in UE4. Epic has created their own wrappers or such for a lot of the stuff you'll find in the std::. Most of it has to do with being safe across platforms from what I gather. FMath::Min is the same thing.

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Also, Don't Hotreload.

olive sedge
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oh

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ok, thanks

maiden wadi
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Good note on that though. Going to steal that for my own over the if statements.

burnt tundra
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In my UI, i grab the reference to my current weapon, should I/can I save this to a variable so that other parts of the HUD can grab that same var?

olive sedge
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you mean about dragging?

sudden spear
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heyo!
Does anybody know where to find a good tutorial on procedural level creation? I want live creation while I'm playing so that the level expands as I'm moving.

wooden rapids
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Hello have someone else stuck on these problem , i have 7xPlay Montage and 6 x Play Anim Montage with different Animation Montage all work fine.

After i add the 8th Play Montage as on the Picture below node in my Characters Blueprint , 4 of my 6 Play Anim Montage wont work correct anymore.
So i am ask is there a Limit to use Play Montage as on the Picture below , because its stupid everything work fine just the 8th Play Montage in my BP make collapse some of my Skills

And there is no Solution no Solved on Google anywhere , if i use Play Anim Montage all works fine its very strange

white crypt
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why dont use a single play montage and pass the montage via events output?

maiden wadi
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@thin ferry That's never going to work for removing the outline. You need to Get the new hit actor and == it to the last hit actor. If they're different, remove the outline, then set the new hit actor.

wooden rapids
white crypt
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just adapt it to your montage stuff

burnt tundra
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Nevermind, i figured it out

ember dawn
white crypt
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so when you set it for your controlled character, whats the issue then?

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you dont want other players to see it?

maiden wadi
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@thin ferry Out for the night, but consider something like this for updating the outline on your components. Basically you just need to check if the hit object is different, if it is, disable the current outline on the current pointer, then set a new pointer, and set that pointer's outline.

ember dawn
white crypt
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do it for the local controller only

ember dawn
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How do I do that?

white crypt
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have you seen this?

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you need to read this

ember dawn
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I had not seen that, thanks!

rough jay
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can u add 2 different actors in 1 array?

white crypt
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np, just reading this will help you 10 times more than my scrapped answer

wooden rapids
white crypt
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np, its not only with interfaces

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its with macros/functions/events

olive sedge
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how do I get the actor inside an ai controller blueprint?

white crypt
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you can try thinking of making modular systems, that you could use 1 system for a lot of different scenarios @wooden rapids

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@olive sedge get owning pawn?

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or smth like that, not really sure with AI controller, but should be similar to a PC

thin ferry
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Thanks guys...I solved it by putting the code into the object itself... I dropped it into the child process, but now I can put it in the parent and everything should glow proper

olive sedge
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ok, thanks

wooden rapids
white crypt
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if the actor is replicated i think its enough to update it on server and it will automatically update for other clients(no need for multicast then), but im a bit rusty so if im wrong hopefully someone can correct me

wooden rapids
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Its not already A Multiplayer sorry i forgot i to Write singleplayer because i am new 8 month already , i come from the weakest engine Blender Game Engine

white crypt
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i thought blender game engine was a running joke ๐Ÿ˜„

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never actually seen it

wooden rapids
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Yes you are totally Right

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its just for test some things fast

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after 2.8 they shut down the Standalone

left stratus
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Hi everyone

wooden rapids
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Hey Sarah

left stratus
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hey @wooden rapids ๐Ÿ™‚

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I am using a decal to project a texture onto objects. I was wondering if it is possible to use an atlas texture to do the same thing but so i could use one decal and select a specific part of the texture atlas to project ?

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I have figured out how to offset the texture in a material but when i add it to the material slot of a decal it just projects the entire texture atlas and not the specific portion i want

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Kota blender game engine was fun to use at times ๐Ÿ˜„

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It was a shame they shut it down, it was handy to test and play around with stuff

wooden rapids
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Kota blender game engine was fun to use at times ๐Ÿ˜„ , yes its true , i used it for my full Game its a shame that i Never try UE4 before i torture myself with the BGE , but it was anothere experience and i learnd much

left stratus
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ya always look at how much you learned. im sure you did things in that engine most people will never have to do

hollow jackal
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Does anybody know if there is a blueprint-friendly way to pull "child" GameplayTags out of a container and store them separately for use, by using its parent tag as an input and reference?

Example: Container contains "A.1.Cat, A.1.Dog, B.X, A.1, A.2, A", and I use a reference of "A.1". In this situation, I would JUST want A.1.Cat and A.1.Dog.

The screenshot below is as close as I can get, but it fails because it also matches "A" and so returns "A.1.Cat, A.1.Dog, A" when I want just the first two (or just the children). Is there any blueprint GameplayTag pattern matching functionality I'm unaware of, or am I going about this the wrong way?

wooden rapids
olive sedge
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damn, convertScreenLocationToWorldSpace really doesn't seem to work very well for me

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I always get weird coordinates

left stratus
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@wooden rapids ya i agree

random hill
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@hollow jackal I know it won't fix your issue, but I think you can save a bit of work if you use a set instead of an array. This way you are sure it won't have duplicates

hollow jackal
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Incidentally, because well-formed GameplayTagContainers are already inherently unique in their elements, adding elements from a single other container (that's been used properly) creates additional overhead when iterating over the set to check for additional elements before inserting it.

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I try to use Arrays as much as possible for that reason, but thank you!

random hill
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@hollow jackal oops. At least i'm trying to help ๐Ÿ˜›

hollow jackal
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I appreciate it ๐Ÿ˜„

amber marsh
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Does anyone know if its possible to generate an enum based on all rows in a data table?

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That way I can make sure I avoid typos on my spawn points.

hollow jackal
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Hard-coded or dynamically generated?

amber marsh
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like generated in a construction of a blueprint

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its just a quality of life thing

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that way I don't manually type the name of the row for data tables that can spawn

hollow jackal
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You don't need an enum for that, you can just use fill an array of row names

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I might be misunderstanding what your goal is

amber marsh
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Will that act like enums where its just a drop down ?

hollow jackal
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Ahh, I see what you're saying

amber marsh
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I want to make it so the hundreds of spawn points for various things in the level pulls from the data table so I can just pick them in an enum format.

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That way I don't have to manually type the data table rows. and risk typos.

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UT4 does this kinda with weapon spawns

hollow jackal
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Let me clear, I don't 100% support typing out and defining hundreds of spawn points manually, but if that's what you're going for

Switch to gameplaytags instead. Once you define a gameplaytag you can select it via a cute dropdown menu like you're asking for

amber marsh
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Place a weapon spawn in the map then access the enum to choose flak or asmd

hollow jackal
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Wait wait wait wait

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Is the enum specifying location types or weapon types

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How many values will the enum have

amber marsh
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its pointing to rows in a datatable

hollow jackal
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Right but are the rows representative of spawn locations or weapon type

amber marsh
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I just want to make it so its easier to select the data table row for a spawn point in a nicer format

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location is irrelivant

hollow jackal
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let me reask your question
"is there a way to correlate data rows with a predefined enum so I can reference rows based on an enum selection"

Is that it?

meager vessel
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Hello everyone, i have a question about array sorting. I have this algorithm for sorting an array by enum values. How could i make it so it also gets sorted by an additional integer value? So I wanna group my Components by their TowerType and also by the Level. So first all elements with the first Enum value sorted by the level and then the next enum value sorted by level

amber marsh
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no, I want to generate the enum based on all of the data table rows.

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In that image I have to manually type in all of the names risking typos

hollow jackal
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No, I don't think you can do what you're asking for, but you can do a work around by associating rows with a predefined enum

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Depending on how many row elements you have that may or may not be feasible

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In the engine, data table rows are categorized by their name as the index, and you can't change that index to an enum without modifying the engine itself

vivid fog
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Couldn't you use a map variable with Enums as the keys?

hollow jackal
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Yea, that's what I was thinking, but it might not be feasible if he has hundreds of rows @vivid fog

amber marsh
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This is for an RPG with a semi open world so there is going to be thousands of spawns all over the place.

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So the more simple I make this the better

hollow jackal
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If I understand correctly though, the rows themselves represent spawn data specs, so while there are those of instances using the map, the map would only be as big as the amount of specs?

amber marsh
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hmm maybe its worth it to just manage an enum.

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kind of annoying though

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meh I guess ill just type in the names of the rows manually.

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I just swear I remember being able to automatically set an enum to have specific things listed

hollow jackal
meager vessel
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I already found it out. Before my condition was towerType1 < towerType2. Now I do (towerType1 < towerType2) || (towerType1 == towerType2 && towerLevel1 > towerLevel2)

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But thanks anyways @hollow jackal ๐Ÿ™‚

olive sedge
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is it possible to make a function library in blueprint? (as opposed to cpp)

hollow jackal
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Yes!

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There's such thing as a function library

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Parent type is literally BlueprintFunctionLibrary

olive sedge
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oh, I found it. it was greyed out when i went add new -> blueprint class

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have to go via the lower menu

trim matrix
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hello, i am not sure if this belongs in here or #animation but basically in my anim bp i'm getting a bool from two components of the character. this works perfectly fine, but just briefly as soon as i start the game, i get an accessed none error, because the components aren't actually spawned yet i assume.

so i'm wondering how can i use an "is valid" check before i run my blend poses? it only outputs a true/false bool and i can't do a branch since i'm in an animbp

astral fiber
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Does anyone know how I can add the metadata Threadsafe to my blueprint function?

faint pasture
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@trim matrix I think you want to do the gets on the logic side of the anim bp, then use anim bp local variables to drive the pose graph

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So pose graph always has good data.

spark steppe
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isvalid should work in animation layer, too

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and could be combined with AND node and the other bool, first input MUST be the isValid check then

trim matrix
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@faint pasture that's what i'm doing, i have a validated get in the event bp which is setting the local animbp variables, the problem is that the blend poses is trying to access the variables before they're assigned, because they spawn just a tad too late

@spark steppe i tried your solution which seemed to be what i need but blend poses is still getting accessed none ๐Ÿค”

spark steppe
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@trim matrix you have to use the isValid result as first input on the AND node

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now it checks your other var first and fails, if you put the isValid first and that check fails it will never access your not spawned component

trim matrix
spark steppe
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ffs discord... well i don't know why it would :>

trim matrix
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yeah i'm super confused

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cause this solution makes sense

twilit heath
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@trim matrix create every variable you need inside the anim BP

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then on BlueprintUpdateAnimation do TryGetPawn->CastToWhateverYourPawnIs

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andgrab the variables, store them locally

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running any logic whatsoever inside the anim graph part

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prevents the animations from running on a separate thread

trim matrix
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@twilit heath that did exactly as i needed!

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thank you!

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the errors are gone ๐Ÿ˜„

twilit heath
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prepare everything you need in event graph

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and then just use the ready variables in anim graph

trim matrix
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got it, i didn't know about that (logic in anim bp preventing the animations running on its own thread). good info thank you very much

supple dome
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@trim matrix have the box ignore the player capsule, but block the physics asset

random hill
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@trim matrix I remember having a lot of issues with things like that. I wanted to make a wall push my player while moving, never got it right :/

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I think I finally relied on the wall doing a tiny "launch character" every frame

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@trim matrix do you mean me? If yes, I think you should keep trying with your solution. Maybe someone more experienced than me can help.

If you want to try my solution, the wall needs to have a blueprint. On contact with player, add a node "launch character" with force of your liking. It's far from the best solution though, very primitive. I only used it for a gamejam.

random hill
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@trim matrix good luck. If you find a working solution, maybe post it here. I'm sure people are curious ๐Ÿ˜„

dawn gazelle
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Hoping someone here may be able to help.... My editor just crashed on me due to a pin somehow being linked into itself (Not sure how that happened....) and I hadn't saved the changes I made before that pin error somehow got in. Sadly, upon trying to reload my project the editor crashes indicating there is an error in that particular file, even though I hadn't saved the file. Is there any way to recover that particular uasset ifrom it's last true saved state?

static charm
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there are some backups sometimes

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its random tbh

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in the Saved/Backups folder

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you'll have to copy paste and rename it

dawn gazelle
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Ah perfect, thank you! looks like its there

static charm
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also if u didn't save the crashing file, then something else got corrupted

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or you still have the auto save on by default

dawn gazelle
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It may have done an auto save which is what caused the crash as I did get an error with that pin and was going to fix it, but then... Boop, it went kaboom ๐Ÿ˜›

static charm
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yeah i turn auto save off in all my projects lol

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Sebbi, theres a few ways

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you can manually increment an integer

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and then when it equals or is greater than the number

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the branch resets the number

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there is sort of

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well a few

dawn gazelle
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All's good now Gallonmate, thank you so much. Only lost about 5 minutes of work rather than several hours ๐Ÿ˜„

static charm
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nice

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nevermind there's not really one for counting

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mostly execution pins

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there's Do N

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Int Select

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and something else

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Multi Gate maybe

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but for manually couting there is the ++ node

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that increments the interger for you

lime lichen
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Can someone help me figuring out how to get data table information in a BP? I can gift a month of discord nitro or something for it

static charm
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thats paid work

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this is for free help

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lol

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but uh there's a few 10 minute and less videos on using data tables

lime lichen
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Checked out three of them, they all focus on how to get like specific information from a data table

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But I need to insert the "data table" itself into a BP node

static charm
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it would be the node Get Data Table something something

lime lichen
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This doesn't work, even when I fill out the row name in the makedatarowyadayada node

static charm
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then you select the data table name in the drop down

spark steppe
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then set the parameter type to data table, then you get the dropDown on your function call

static charm
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you can only Get Row or Coloumn at a time

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not the whole thing

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i mean can select which row obviously

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oh ur using some weird node

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for dialogue

lime lichen
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It's from the asset store

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and yeah the function calls are very limited PES_Monka

static charm
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how does the author not have documentation or a tutorial

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or a working example

lime lichen
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The documentation is like very lackluster kekhand

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but yeah, i'll investigate the functions he wrote and maybe I can understand it that way

static charm
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id try put in the name of the first row

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since u left it none

lime lichen
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Tried that

static charm
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Can u show which dialoue marketplace asset it is

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Sebbi, for the counting. Sorry should of explained. when ++ is called the first number is always 1

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so either default at -1

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or do something else

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also

lime lichen
static charm
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u have 2 greater than variable

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is true

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2 is always greater than 0 and 1

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so its always true

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Kaliyo, there should be an example map or something with working diagloue i assume

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just look at that

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i mean u can try just promiting it to a variable

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and then see if theres a drop down in the side bar

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of the variable

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or try right click splitting the pin right there in that node

lime lichen
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But then I just have an empty variable?

static charm
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click on the variable

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and see if u have options

lime lichen
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Sadly no, but I appreciate the hints etc.

static charm
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his video tutorials show he made example maps for dialgoues

lime lichen
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His npcs have like this field where you fed in the data

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but i'm trying to blueprint like a collission sphere that starts a dialogue

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and his npc template doesn't have a blueprint map to add "on collission enter" etc.

static charm
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you just have to find where he used that node Get Dialouge from Data Table

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and see how he set the reference

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if you still in his example project u can right click on your Get Dialoue node and search for references

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then in the search box below, on the right side is a binocular icon that will search all blueprints for that node

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ah ha!

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got it

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thats kinda dumb

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but whatever

lime lichen
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Found it!

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It spits out an error but im now way closer to a solution many thanks

static charm
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i just posted another image above of how he did it too

haughty egret
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Can anyone explain why there is a Tags Array<FName> in AActor but the gameplay tag system uses a type GamplayTag?

static charm
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two different systems

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i know its annoying

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Gameplay Tag system is supposed more efficent and robust but takes some setting up

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regular actor Tag is easy and simple but doesn't have as many abilites

haughty egret
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Understood, two side by side systems that are conceptually similar but not actually related

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Awesome....

blissful gull
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is there a way to bind an input action or keyboard shortcut to button presses?

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i want to press E to use a button instead of enter

safe narwhal
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hello

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i need help

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i have no idea whats making this but, every time i place a block

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it appears like far away from the player

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the Grid is perfect but it doesnt spawn infront of the player and i cant find why

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A visual example of whats happening, the line trace is the red lines, but the blocks appears in the air

trim matrix
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how can I have character on hit actor done when there is no reference for my char? my char is spawned by a spawner bp.

solemn tendon
trim matrix
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So My char is born from a BP that spawns the char actor on begin play.
normally I would reference my char from level blueprint like this:

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But my character is not in the level and cant be referenced from the world outliner to the level.

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I need the character to die when hitting certain meshes tagged CDEATH.

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Now im looking into bind event from the spawner... I have some issues understanding it though.

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no problem. I got it. bind event way to go from the spawner.

stiff chasm
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Is there a way

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ok let me explain

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Im trying to make a Animation based on 8 Bit moveement, Rising Forward, Rising Still Rising Backwards, Still Still, Still Fowards, Still Backwards, Falling Foreward, Falling Still, Falling Backward

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is there a good method of doing this?

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i know how but i wanna know if there is something like enums i could learn instead of my messy code ๐Ÿ‘จโ€๐Ÿฆฒ

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ping when respond

trim matrix
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anyone know why

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they are like pointing forward

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oo is it because my mesh is rotated 90

frigid ether
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I've recently bought a massive FPS kit and wanted to find out if my idea is possible.
The kit is using line trace for it's bullets, but I want to have the realism that a projectile bullet would have.
But replacing all those line traces and fixing the spawn locations and fixing other things would be so much work.
Is it possible to add a curve and a speed for the line trace so it's not instantaneous?

twilit heath
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its possible to make a manager object

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that tracks all bullets in flight

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and ticks them, checking only if they hit anything that tick

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its a fairly good solution, as it removes the need for having actual projectile actors

zealous moth
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@trim matrix try scaling instead of attaching it https://youtu.be/TQRG7_2M16g

Scaling objects down to zero is a common industry technique for "spawning" or "despawning" objects without actually having to instantiate or destroy them. Rather, they simply stay where they are, hidden from view and disabled from physics or collision, until you need them again. You can use these to switch from controlling the main player charac...

โ–ถ Play video
trim matrix
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@zealous moth doesn't really help my rotation problem

chrome plover
#

hello, is anyone online?

zealous moth
#

well i mean it works if you add the weapons and scale them down

chrome plover
trim matrix
#

i think i found my solution though i just had to offset rotation when i spawn the actor then attach rotation using relative

chrome plover
#

i've followed everything on that page, and keyboard event works, but it doesnt seem to perform the link/unlink

zealous moth
#

ah ok

trim matrix
#

I have an inventory for my weapons plan is to be able to switch them

chrome plover
#

this runs but it doesnt perform the action

trim matrix
#

also Zanet I used that trick before btw

#

before i had weapon swaps and i just scaled them

hexed cloak
#

Ah man I feel so dumb. Why does the red code work, but the blue code doesn't? (I know the blue call is disconnected)

#

Wait

#

I might just have the big dumb

#

Had to pass the skin to the other call too lmao

worthy pendant
#

Hey, so uh
There wouldn't by chance be a less performance heavy alternative to nested ForLoops, would there?

Functionally, everything is working flawlessly
But the frame hitch is unbearable

static charm
#

yes manually iterate using Set Timer and increment through the arrays

#

its a lot slower

#

but you can set the looping/timer speed

#

to find something that doesn't lock ur game thread

#

or you can just use Async/multi thread plugin. it's free. (depending on the code/nodes you're calling since some can't be called outside game thread)

worthy pendant
#

You see, I've tried using the Async plugin, but I can't seem to wrap my head around how to use it
The single tutorial video I found on it didnt really explain anything, and only ended up using it to... print text...

What I'm doing is creating an instanced static mesh array, in 3 dimensions, about 500 loops
Causes the game to freeze for about a half second, second and a half depending on how many of these are called at once

static charm
#

well if u dont get help tonight you can tag me tomorrow and i can help again. im done tonight

worthy pendant
#

I appreciate that a ton, thank you

#

Have a good night

umbral shard
#

Hey guys, if I lower player health do I have to do the same in his PlayerState?

scenic oyster
random hill
#

@scenic oyster are you getting any errors or it just doesn't work?

scenic oyster
random hill
#

it would be easier if I could read the whole thing

#

but basically

#

that "new var" thing is nothing

#

it's set to null apparently

scenic oyster
#

Why I'm getting so confused is I have the working bp. If I drag the variable into the event graph and wire it up, I get these null data issues

random hill
#

is the new var set to anything?

#

like in the editor? if not, there's no way it can work

scenic oyster
#

The variable is set to another bp which contains my target mesh

sinful zealot
#

I can't get this Actor blueprint to snap itself into a grid using SetActorLocation + SnapToGrid nodes.

random hill
#

do you want it to work with two vars?

scenic oyster
#

no

random hill
#

then why are they both plugged in

scenic oyster
#

To show you the difference

random hill
#

is it working with any of them?

scenic oyster
#

one works. If I delete and make it again, it does not work. If I make it from scratch, it does not work

random hill
#

hmm

#

but if you make it again

#

is it set up to anythign?

scenic oyster
#

Yes

#

did something change between 4.24 and 4.25/26?

sinful zealot
#

Seems the tutorial I followed has the object snapping during Play, darn. Gotta find a way to make this work during the editor.

random hill
#

@sinful zealot you can do it if you put that script in "construction script"

sinful zealot
#

I've tried, but I can't get the "Cursor hit" node in the construction script. (Seems its exclusive to "Play")
EDIT: "Get Hit Result under Cursor" to be precise. It's perfect for manual snapping.

random hill
#

oh

maiden wadi
#

Haha. I feel you. Packing is annoying. Specially when you just start C++ and realize you have to go reinitialize half of your variables in lines of code you barely understood.

#

Not sure. I normally just specify my end location, but I rarely have a hard drive over half full so where it copies the files doesn't matter much to me.

rough wing
#

Im looking for someone to guide me through this

#

Can I somehow change only one value from the postprocess settings?

ripe comet
#

How do I make a slider the plays audio duration in the media player? I got the Play, Pause, Rewind Going. But now I wan to link the slider to the media player. I could not find any videos on YT?

tight schooner
#

@rough wing yeah there should be some node that's like Set Element if you drag out the Settings input in "Set Settings"

#

"set members in PostProcessSettings"

olive sedge
#

hi!
How do I make a blueprint interface function blueprint callable?

rough wing
#

@tight schooner Thank you!

maiden wadi
#

@olive sedge From C++?

olive sedge
#

no, blueprint

#

I created a blueprint interface (in blueprint) and want to implement it on an actor but it says it's not blueprint callable

maiden wadi
#

Not sure where that message comes from. Normally you just create the interface function/event and then implement the interface only in the class that actually implements the event/function, then you can call that from anywhere as a message.

olive sedge
#

ok.. maybe I did something wrong. I have an interface bpi_Unit and a class bp_Unit that extends Character. In bp_Unit I implement bpi_Unit. So on the left in Interfaces I have my interface functions

#

When I want to pull them into the event graph, it says this function was not marked as blueprint callable and cannot be placed in a graph!

maiden wadi
#

Ahhh. That. Does your function return a value or not?

olive sedge
#

no

maiden wadi
#

Right click it and.. There's something like "Implement Event" or something there.

#

Should put you a red event in the graph

olive sedge
#

ah. Implement Function

#

there we go

#

ok, yes

#

thank you

#

so.. what happens if I extend bp_Unit with bp_FootSoldier for example and implement orderMove on it?

#

does bp_FootSoldier overwrite?

maiden wadi
#

Not sure. I think you can override them. If you want the same functionality, you can just leave it in FootSoldier if it inherits from Unit.

olive sedge
#

ok

maiden wadi
#

Come to think of it, I don't think I've ever overridden an interface function, so I'm unsure on that one.

olive sedge
#

ok

#

well, my plan is to have an interface for all units and then a unit baseclass that implements it.. and then subclasses that extend the base unit

#

like Unit -> Soldier -> Grenadier

#

or something

maiden wadi
#

@olive sedge It seems that if you put the same event in the child class, it will override entirely. So if you put the event in both and print Parent from the parent and Child from the child class, if the object is the child, it will only print child. However you can do the BP equivalent of Super:: and right click on the event and AddCallToParentFunction.

olive sedge
#

ok, very cool

#

thank you!

raven pilot
#

hi friends

#

i was wondering if you knew how to destroy particles after they spawn

maiden wadi
#

@raven pilot Normally the emitter handles this. You usually create your particles in a way that they'll finish their effect and with the AutoDestroy bool on the spawn, it'll destroy itself at the end of the effect.

raven pilot
#

@maiden wadi hmm, i will go check the cascade

maiden wadi
#

Although, I don't see why what you posted wouldn't work. Should immediately destroy the particle.

raven pilot
#

yea, I am working with a destructible mesh, and everything is just weird with it

#

am lucky that i got this far

olive sedge
#

my camera inputs all of a sudden stopped working :/

#

oh, probably the capturing!

#

hm. no.

#

I can see the camera object moving around but the camera stays stationary

#

just so I understand: in the game mode I can set a default pawn class. that is what is spawned and what I can then control?

raven pilot
#

wish i could help

olive sedge
#

I tried to rename the material pack folder and everything crashed and burned

#

so I set up the project from scratch

#

๐Ÿ˜†

raven pilot
#

๐Ÿ˜ญ

olive sedge
#

ok, it was input mode, all good. I needed to set input mode game only

raven pilot
#

nice

#

glad u fixed it

olive sedge
#

thanks! ๐Ÿ™‚

#

wish I could help you with your particles but I'm pretty new as well

#

haven't used any particles yet

raven pilot
#

that would be great but no worries

#

oof

#

cant u just pull the variable from the left and set it?

#

you want a variable for something you already created?

#

so RN ur in a Bp called tutorial; u wanna use that variable in a different BP?

olive sedge
#

@trim matrix could maybe use an event for that?

stray island
#

Is the bp u want the victor from exists in the level?

#

Okay i think

#

Get all actors of class > get >

#

Would work

#

Try it either in level blue print or in your character blue print

#

Just type get

#

And u would see an array

#

Ya after getting it

#

Drag out and type the vector variable name

#

Get all actors of class > get (array) > variable name

#

Yes out of the actor ref u would see the variable

#

Anyway , why is a check point a variable in another bp

#

Why dont u just get world location

#

Hey

#

U didnt choose

#

The actor (get all actors of class)

#

Choose ur actor

#

And delete the get u made and readd it

#

Or ud probably get a bug

small quiver
#

Hi!

stray island
#

Hi

small quiver
#

I canโ€™t help with that but I need some help

stray island
#

Show me

#

The problem

stray island
small quiver
#

I want to make a simple first person walk but when I press shift make him run. I already have made the first person movement but he is only running. How I can slow his movement in order to make him walk ? Do you happen to know weโ€™re I can find a toturial like that or if somebody knows it would really help me a lot.

#

Iโ€™m new to blue prints and now Iโ€™m learning

stray island
#

Looks like the error is in another bp , look at other

small quiver
#

I think itโ€™s a noob question I was wandering if somebody could point me to the right direction

small quiver
#

How can I do that?

stray island
small quiver
#

Okk Iโ€™ll start with that

stray island
small quiver
#

set movement mode?

#

and how can i set how much speed I want ?

#

like were do I input the value of the speed ?

stray island
#

Not movement mode

#

Type speed , out of character movement i think its called max walk speed or smth

#

Yes u can , add a collision box inside ur bp

#

I dont think so

#

Um then try collision box instead

#

I always do it with collision boxes

#

Great

#

Ur wlc

quasi frost
#

Why does set visibility not work? I don't see anything that would stop it from working so I am confused.

maiden wadi
#

@quasi frost Does that widget actually exist, and is it currently added to the viewport or some other widget that's in the viewport?

quasi frost
#

Yes it exists, and it starts out visible then I hide it, however I can't show it again for some reason.

maiden wadi
#

Dunno. I'd start with some prints after the set visibility. Start with is valid, and also IsInViewport. If both of those are true, the only thing I can come up with is that it's somehow behind another widget.

quasi frost
#

It is valid. I can't do IsInViewport because its a component and not a separate widget.

#

Ok

#

I figured it out. The function was firing too fast so I couldn't see the change. Adding a delay let's me see it.

olive sedge
#

can I set a default mesh for a character extending blueprint?

#

and ai controller etc?

stray island
olive sedge
#

I was wondering if I can set default values for a character blueprint. the things I can set after placing it in the scene

#

basically this

stray island
#

Like right click on target > promote to variable?

#

Wouldnโ€™t that work?

olive sedge
#

no.. I mean if I can do that via menus

#

but it's ok, I'll just blueprint it

stray island
#

Via menus? Not sure if i get it , but ya i think u would need to blueprint it then make it a public variable, instance editable

maiden wadi
#

@olive sedge GetClassDefaults

olive sedge
#

@maiden wadi I want to set the defaults

maiden wadi
#

Oh, I only read the one line, missed the one above it.

olive sedge
#

like.. I have to adjust the offset and i want to do that automatically

#

I can do that in the construct script but the rotation for example doesn't work

#

so I was wondering if I can set all the properties I can after placing the actor in the scene beforehand as a default value

maiden wadi
#

You can't set a class's defaults. The way you handle changeable classes like that is to set a variable you can change as ExposeOnSpawn. Then handling most of it in the Construction Script, or some of it on beginplay.

olive sedge
#

I see

#

thanks

maiden wadi
#

Well, I shouldn't say can't. You can change a class's defaults in C++, but you still shouldn't.

neat stream
#

Hey, Any idea on why the path is not working in shipping build... it stores it directly to %appdata% ? It's perfectly working in the Editor.

marble badger
#

How can I periodically trigger particle system using blueprint?

maiden wadi
#

@marble badger Not exactly sure what you need help with? The periodic part, or the triggering? Cause normally you would just periodically trigger the particle system.

gritty elm
#

need help

#

i want to translate each text when hover on each word

maiden wadi
#

Normally you'd use localization for that.

gritty elm
#

no, i want to translate the word when i click on each text

#

is it possible?

maiden wadi
#

Not unless you want to write a translator, or integrate one into your application. Localization is basically just pretranslated text. I suppose you don't need full localization, but in short you'd just make the text widget accept clicks, and on click, change it's text to the other word.

marble badger
maiden wadi
#

Same interval between the triggers?

gritty elm
#

@maiden wadi can i explain more?

marble badger
gritty elm
maiden wadi
#

Are you using Cascade or Niagara?

#

Looks like the tooltip message in Unreal.

twilit heath
#

and what do you do when you have This is a car. and they hover the a

gritty elm
#

yes that is what exact i want

twilit heath
#

most translations don't work with 1:1 word for word

#

the a doesn't have a translation in most languages

deft zealot
#

is there a way to get the tag of an actor in the level?

gritty elm
#

as you can see there is underline words, when i click on words, it show it's meaning

deft zealot
#

but not this

#

I am not sure why there's only an array

twilit heath
#

for that each word should be its own widget i think

#

FText is not really friendly for anything but displaying it on screen and localizing it

marble badger
gritty elm
#

@twilit heath how i can create each widget in lines

#

for example i write "what you are doing"

#

and i want each text to be each widget

#

so i can click each word and show it's translation

twilit heath
#

wdym? you just stuff them in horizontal box/wrapbox

#

and align the panels/widgets properly

olive sedge
maiden wadi
#

@marble badger I don't know about the cascade system. I'm used to using Niagara. But in short, you'll want to do something like this with timers for the varying time.

twilit heath
#

@olive sedge if that is the AI Pawn BP

#

just plug GetController into the cast

olive sedge
#

it's the character BP

twilit heath
#

Character is a Pawn

olive sedge
#

right. I figured you mean the pawn AI

twilit heath
#

also

#

that won't work in construction script

#

normal flow of things happening is

#

construction >> begin play >> possession

#

and you don't have controller before the possession part

olive sedge
#

I see

#

@twilit heath thanks

twilit heath
#

earliest point where you can do that is OnPossessed

marble badger
#

@marble badger I don't know about the cascade system. I'm used to using Niagara. But in short, you'll want to do something like this with timers for the varying time.
@maiden wadi Should this be in the blueprint of the particle system I want to use?

grave relic
olive sedge
#

damn. is it possible to getAllActorsOfClassAndDescendants?

#

or something to that effect?

maiden wadi
#

@marble badger It can be where ever you want to put it. Probably where ever you want to trigger it easy or have the reference to the particle system.

#

@olive sedge GetAllActorsOfClass will return anything of that class, or anything that inherits from it.

#

For example, GetAllActorsOfClass as Actor, will literally return almost everything on the map.

olive sedge
#

hmmm

#

that's what I expected but it didn't return my actor

#

gonna see where I'm going wrong here

#

ah. I was trying to get by AI

#

and that appearently does not work

maiden wadi
#

By AI? Like AIController or?

olive sedge
#

yes

maiden wadi
#

Should work if you have AI in your level that have AIControllers spawned and possessing them. Depends on when you call it.

olive sedge
#

hm

#

ok, so something's going wrong. I set the AI Controller in the Construction Script

#

but It doesn't seem to be set later

maiden wadi
#

Set it how?

olive sedge
#

set ai controller class

maiden wadi
#

I think you also need to change the AutoPossessAI to Spawned, if you're spawning them. Or PlacedInWorldOrSpawned

#

Not sure on that one though. Can't say I've dabbled much with the AIController. Most of it ends up on the Pawn or the BehaviorTree/Blackboard.

olive sedge
#

hmmm.

#

I'll just try to do it without an AI controller

maiden wadi
#

What were you trying to do?

olive sedge
#

well, I'm trying to dynamically spawn units

#

so I wanted to spawn and then let em move to the center

maiden wadi
#

Ah. You don't need a special controller for that. Just spawn them and call AIMoveto with a vector input.

#

On a side note, you are using SpawnAIFromClass, not SpawnActorFromClass?

olive sedge
#

spawnActor

maiden wadi
#

Ah, that'll be why you don't have any controllers. Use the first one. You don't need a behavior tree input for it, just leave that blank and it'll give you your pawn/character with a default AIController.

olive sedge
#

well, that does something different

#

it seems to possess my camera ๐Ÿ˜†

maiden wadi
#

Haha. Are you using a spawner actor or something to spawn the AI from?

olive sedge
#

just game mode on begin play

maiden wadi
#

This is pretty much all I normally do to spawn a new AI. Normally just make a little dummy actor class with that in it and an event to call after placing that in the level. Should work anywhere though if you replace the GetActorLocation with a reasonable vector.

olive sedge
#

right

#

I think my camera setup is a bit off

maiden wadi
#

It definitely shouldn't be messing with your camera if that's in the pawn that your player controller possesses.

olive sedge
#

ok. So I have a pawn in my scene that is instanced off bp_CameraPawn. it has auto possess player and AI disabled. in game mode settings I have default pawn class bp_CameraPawn

#

so far so good?

maiden wadi
#

If you're letting GameMode spawn it, you don't need one in your scene. You can just let it spawn and possess from a player controller normally.

olive sedge
#

ok, I kinda figured when I wrote this ๐Ÿ˜„

#

@maiden wadi from my tests earlier, the character was possessed by Player 0

#

so that's why he took my camera

#

now it's all working well

#

thanks!

maiden wadi
#

Can take a bit to get used to. It's nice that so much stuff automatically works for you, but at the same time it's a puzzle to learn how and why it works for you so that you can use it correctly.

olive sedge
#

yes, pretty much

#

I think I understand possession now though

maiden wadi
#

I definitely don't when it comes to AI. But I've never had to care about it. It gets spawned with a controller and it works, and I can do most things I need to without caring about the controller. For players on the other hand, that's a different story. PlayerController is a pretty important class to learn and dig through if you start doing things that involve multiplayer and a lot of Pawn stuff. The PlayerInputComponent on the player controller specifically opens up a lot of design avenues with enabling input in different actors for the player to use.

olive sedge
#

hm ok

#

I was thinking I should maybe just have one camera possessed per player and that's it about posession

#

and I use playerId and factionId on the actual unit

maiden wadi
#

Pretty much. In fact the camera pawn doesn't even really need any networking. Not unless you care about letting one player know where another player is looking.

olive sedge
#

ye.. figured

#

I think I should actually jump into multiplayer now

maiden wadi
#

I do strongly recommend that from the start. I've never had to refactor a game to work for multiplayer, but I imagine it's a nightmare.

olive sedge
#

yes, pretty much. I also thought MP as soon as possible. Would be bad if everything was working and then I try it in multiplayer and it all falls apart

#

like.. right now teste it. when I connect as a client, my camera doesn't work ๐Ÿ˜†

#

so.. PlayerController takes an int for the player index.. Where can I get that index?

maiden wadi
#

Hmm. You normally don't. That's one of the great joys of multiplayer.

#

Do you know the difference between ListenServer and Dedicated?

olive sedge
#

ListenServer is on the client?

maiden wadi
#

More or less. Listenserver is also a client themselves, while also being the server.

#

This is important to know for the next point.

#

GetPlayerController at index 0 will always return the local client's controller.

#

On the server machine, this will always return the first connected player. This includes the listenserver, but the listenserver always 'connects' first. Therefore even on a listenserver, GetPlayerController(0) will always be that client's controller.

#

It's important to know this, because you can still use this call for local client things. Like UI, or getting the player's own controller/pawn to do things for the client side.

#

So, to try and put Unreal's networking in a nutshell.. Do you know what an RPC is?

olive sedge
#

I understand the concept, yes

maiden wadi
#

Basically just an event that gets played in the same instance of a replicated actor in another machine.

olive sedge
#

right

maiden wadi
#

RPCs are often mostly from clients to server. Server side stuff is mostly done through replication instead. Multicasts and Client RPCs are okay, but they can get dropped and they also don't persist state. So they're only really good for 'notification' kind of stuff. Replication on the other hand, will keep state even if a player disconnects and rejoins, all of the replicated variables and OnRep functions will fire again.

#

Most important note is probably the Owner variable in Actors. By default everything except a Client's PlayerController and their possessed pawn are owned by the server. Only Client owned actors or components on client owned actors can server RPC. Server can RPC from anywhere.

#

Owner has to be set on the server.

olive sedge
#

alright

nova frost
#

I have a pawn that is trying to call an event from a hud and I'm stuck at this point. I get various warnings if I try to attach objects so I'm not sure what the right object to attach is or if I'm even going about this the right way.

maiden wadi
#

@nova frost What is EdgePanHud? Widget?

nova frost
#

It's a HUD class

maiden wadi
#

Actor AHUD?

nova frost
maiden wadi
#

What class is the beginplay in?

nova frost
#

both are in a pawn

maiden wadi
#

Multiplayer, or single?

nova frost
#

(both as in the image above that has two sections of a blueprint are from this pawn blueprint)

single

maiden wadi
#

Just do GetPlayerController0->GetHUD, plug the GetHUD into your cast.

nova frost
#

that works, I was doing get player controller directly before and it wasn't working, thank you.

short coral
#

Hey i was wondering , from what i understand from FSMs and BTs , it'd be a better case scenario to use FSMs in something like a civilian patrol system right? Instead of using something like BTs ? But BTs are better for handling more advanced case scenarios and complex operations right?

maiden wadi
#

Not even sure what FSM is. If it's the plugin for FiniteStateMachine that google brings up, it's hard to say. Unless they're Epic Games endorsed, I generally don't touch plugins. They're neat sometimes, but who knows when the author is going to stop updating them, or when an engine update might break something. It's my personal experience that if you need something with great performance, you'll ditch blueprint entirely in favor of C++. It's also my experience that the majorly performance killer in AI is actually related to animations.

stray island
#

Whats bts and whats fsm? ๐Ÿ˜‡

maiden wadi
#

Behavior Trees, and what I assume is Finite State Machine.

stray island
#

Ohh , got it

twilit heath
#

@short coral you can create a FSM in a BT easily

maiden wadi
#

It just looks like some plugin that bypasses BTs, AIcontrollers and Pawns. State machine for simple actors I guess.

short coral
#

Yes , they're finite state machines and behavior trees respectively.

short coral
maiden wadi
#

It's just a logic state machine for simple actors that don't have to be Pawns or be AIController controlled. You can do the same thing with simple logic and some timers.

twilit heath
#

if they are not pawns, its difficult to run a BT

#

as it needs an AIController

short coral
#

Hmm , i'm trying to think of how for example GTA setup their civilians you know? How can they have so many people walking and well behaving in such a manner without it being too expensive as well

#

I thought maybe FSMs could be it but i'm beginning to doubt it now

twilit heath
#

i promise you, BT is least problematic part of the entire setup

earnest tangle
#

Does GTA have that many though?

#

You never see really big crowrds in GTA V, maybe 10-20

twilit heath
#

our 150 not at all simple AI take less then 0,5ms

#

in BT + pathfinding

maiden wadi
#

@short coral For example, their main example is literally just this. Just dressed up pretty in fewer nodes.

#

Oh. I did miss a part.

short coral
#

then would it be draw calls that would be impacting performance on my side of things?

#

I'm not so sure anymore?

maiden wadi
#

Fixed it.

#

Dunno. I'd check out a profiler for that. What kind of actors are they? what components are they using?

#

Ah. Missed the upper part. GTA crowd. Haven't played GTA, but I imagine Assassin's Creed is much the same. Doesn't UE4 have some form of Crowd AI for that kind of thing? I've never messed with it.

fair sun
#

Hey guys, my characters mesh is invisible when I launch my game vi rmb->launch game on the .uprojcet. Mesh::IsEditorOnly is set to false. I bind setting mesh visibilty to an input so it's not set to invisible anywhere in the code. Any ideas?

stray wagon
#

Hello

#

Anybody has any idea what reasonnable params looks like for advanced vehicle BP

#

Im trying to use it but the slight bump will send the car off like fireworks on a 4th of July

#

Also is there a way to setup the vehicle's max step up? A bit like normal characters

#

So it "ignores" a smaller bumps ?

honest glade
#

Does anyone know how to loop through a struct?

#

I seem to be having trouble

maiden wadi
#

@honest glade Can't loop through a struct. What are you trying to do in it?

honest glade
#

I have a list of static meshes; loop through the struct to check a name with an enum*. If correct, set mesh.

#

When I start adding more meshes to the struct I feel like breaking is not efficient

stray wagon
#

Do you manually manage the numebr of meshes in your struct ?

#

Or those generated ?

maiden wadi
#

I think you might need to consider an array of structs, and just have the struct be a mesh and enum. Then you can either set the array manually, or create it in a Datatable.

honest glade
#

I guess I don't need the struct at all

twilit heath
#

@honest glade turn that into a Map

#

enum, mesh

#

then you can iterate over it

honest glade
#

ah okay, will try that now

#

thanks everyone

twilit heath
#

and you don't even need to, since you can do MeshMap->Find(Enum)

#

and just pull the mesh out directly then

honest glade
#

ooo

spark steppe
#

uhm im kinda confused...

#

somehow it has an forward vector where x=1

deft zealot
#

I need to spheretrace but I need to start from the top of each mesh. I don't want to hardcore the values. How do i do that? GetWorldLocation, i get the center of the mesh, but then what do I add?

spark steppe
#

just trace upwards from the mesh location?

deft zealot
#

well, I can't ignore "self" in my case, since I am doing the logic in level blueprint

#

So it just always hits itself since it's starts at the center of the mesh

#

Therefore I need to start from the very top of each mesh

spark steppe
#

well, you can use the normal of the hit face to check if its facing upwards

#

if you hit an face that has its normal facing down, you trace again

#

question: is it possible to switch from simple to complex collision on runtime for an actor?

odd ember
#

possible? probably. In BP? probably not

stiff chasm
#

is there something like a curve

#

Where if X= 0 Float=0

#

And if X=6000 Float =20

spark steppe
#

remap

stiff chasm
#

ping me when respond

#

O

#

what-

#

Where do i find it

spark steppe
#

use a remap node

#

math

stiff chasm
#

This?

spark steppe
#

no

#

just remap

#

nvm, wait

stiff chasm
spark steppe
#

map range

stiff chasm
#

this? ;-;

spark steppe
#

yea

#

in range 0-6000, out range 0 - 20

earnest tangle
#

that's nice, I was gonna suggest a lerp with some maths but I think that probably does all of it but with much less pain :D

stiff chasm
#

So th-

#

oh i did it right

#

Thank you

spark steppe
#

yea

#

clamped means, it will not output anything outside of 0-20

#

if you want it to interpolate for smaller and bigger values (-6000 or 10000) for example, you can use the one which is unclamped

#

like -6000 = -20

icy mica
#

anyoone how do i stop sprinting while in air

earnest tangle
#

you could check if you're grounded or not on tick or something and then if not turn off sprint

stiff chasm
#

@icy mica im using an enum

#

@spark steppe is there a map range that has an inbetween

spark steppe
#

like for non linear mapping?

stiff chasm
#

Yes

#

Exactly that

spark steppe
#

then you are probably better off using a curve

#

what's the final value used for?

stiff chasm
#

That

#

X=0 Float=0
X=60 Float=15
X=600 Float=20

#

Thats what i want

#

its its to change my charecters falling angle

spark steppe
#

and why do you only use X velocity?

stiff chasm
#

Vid is sending

spark steppe
#

ah, sidescroller

edgy phoenix
#

speaking of velocity, i just ejected a mannequin hand into the abyss of cyberspace

stiff chasm
#

Si

edgy phoenix
#

xD

stiff chasm
#

Ignore the broken ness. im fixing that after

spark steppe
#

well, a curve would give you better control, but it's a bit more complicated to setup

edgy phoenix
#

i am building IK and botched a setting

#

hand went flying off at bullet velocity spinning for eternity

#

poor manny..

stiff chasm
#

i just dont know how to plug it in

spark steppe
#

you create an curve as asset, then you use "get curve value" in your BP and feed it with your input value

#

for better handling i would recommend that you still use the map range node but with output 0 - 1

#

so your curve should be one second long

stiff chasm
spark steppe
#

yes

stiff chasm
#

Vectore curve?

spark steppe
#

honestly not sure, as i haven't use them much myself yet

#

but theres lots of videos on youtube which explain them ๐Ÿ˜›

stiff chasm
#

KK thx

#

wait one seccond long...

spark steppe
#

yea and i would smooth that curve a bit

stiff chasm
#

wait but...

spark steppe
#

otherwise your character might rotate like a robot

stiff chasm
#

My confusion is infinite

spark steppe
#

get float value, it's in math => curves

#

and you need a float curve, not vector curve, sorry

stiff chasm
#

oh ok thx

#

@spark steppe

#

600/600 =1

#

60/600 = 0.1

#

so i made 0.1s To 15Float

and 1s to 20Float

#

is that correct

spark steppe
#

1/6000 * 60 is where you want 1/15

#

0 at 0 seconds, and value 1 (which is 6000) at 1 second

stiff chasm
#

600 not 6000

spark steppe
#

ah ok, yea then your curve should be good

#

now you need to map range your velocity from 0-600 to 0-1 and use that as input for get Float value from your curve

stiff chasm
#

Wait crap i need to get the Z velocity as wellll

spark steppe
#

then you add another map range to the output and set it to input 0-1, output 0-20

#

or just use the input/output range, that should actually work too, you wont use the curve for anything else probably

stiff chasm
#

Input Floats: X=600 Z= 1000 Output Float: -20
Input Floats: X=600 Z= -1000 Output Float: 20
Input Floats: X=60 Z= 1000 Output Float: -15
Input Floats: X=60 Z= -1000 Output Float: 15

spark steppe
#

so you could also make it 600 seconds long (velocity), with a value range of 0-20 (pitch)

#

guess thats easier for you to maintain, too

stiff chasm
#

How do i make it so it will wait until the air state Enum is = To Grounded

#

Loop While isnt working unless im dumb, it gives me an infinite loop

fresh bear
#

Hello !
Beginner here.
I hope someone can give me some insight as it is getting a bit frustrating not being able to find a solution after many trials.
What I am trying to do is teleport ( or move ) a player to an object (drone following the player) position and the object to the players position. When the key (e.g. space) is pressed again the process will be reversed.
So far only teleportation works.
Looking forward to some guidance.

unkempt musk
#

did you save the location you ported from?

maiden wadi
#

@fresh bear Basically, you need to get Drone's location and then move drone to the player's location. Then use the saved vector to move the player to where Drone was. You should be able to use SetActorLocation for it.

#

@stiff chasm WhileLoop is meant to loop instantly. It's a ForLoop, but with a boolean condition to check. If you need to regularly check something, start a timer with SetTimerByEvent.

maiden wadi
#

Feel free to ask again if you're still having trouble.

fresh bear
fresh bear
unkempt musk
fresh bear
olive sedge
#

how do you call a node that lets you do multiple things? like 1 in exec and multiple out exec

maiden wadi
#

How do you make one, or what is the default one for it?

olive sedge
#

the default

maiden wadi
#

Sequence.

olive sedge
#

ah, great

#

thank you

maiden wadi
#

Bear in mind the order is not always preserved. If you do something latent on line one, line two won't wait for it to finish, it'll just run it's own stuff instantly.

olive sedge
#

ok

oblique jacinth
#

Hi guys, could somebody help me with camera? I am using the third person template, camera and spring arm. When I am moving with the mouse, camera is orbiting around the player, changing pitch a yaw. I would like to press button to look at with cam to another position. I mean, simulate using mouse to rotate/move the cam to that position.

I tried lookAtRotation blueprint.. it just rotate cam, but ignores sprint arm. Or maybe I am missing someting.. appreciate any advice!

olive sedge
#

What could be the reason getAIController returns a None value? I set it in the construction script

#

this only happens when running as client

#

By design, AI controller only exist in server / listen server, the only controller you have in client is your own PlayerController. This to prevent case like any client can hack and control any AI as they want.

#

huh. any recommendations on doing things like moveToLocation?

#

even simpleMoveTo won't work because I'm not allowed to move those pawns

uneven thunder
#

I created a macro library for a class but I can only use the macros in children of that class, not the base class itself, is that normal?

maiden wadi
#

@uneven thunder It's normal.

#

@trim matrix Where is that hit result even coming from? It's not plugged into your LineTrace.

#

@olive sedge The part about Controllers is correct, they only exist on the server. This is going to be an incredibly simplified version of how you'll likely end up implementing it but... To move your Pawns, you'll want to do some RPCs from your own client's player controller. You can reference the pawns how you like, but the simple idea is basically to send an array of references(either pointers to the AI's Pawn or an ID you're setting yourself.) And then a vector. And make the server version of the controller loop over that array to make them move to that point.

trim matrix
maiden wadi
#

@trim matrix If your character is of type ThirdPersonCharacter, or their class inherits from it.

#

@trim matrix Is this a setup to trace from the camera, and then trace from the gun to the camera's hit location?

olive sedge
#

@maiden wadi got you. Now I wonder: is there a special server blueprint or something?

trim matrix
maiden wadi
#

@olive sedge Nope. Same class/graph.

olive sedge
#

Hm. Then how do I separate between client /server?

maiden wadi
#

Sec, I can give a simple example.

olive sedge
#

Cool man, thanks

maiden wadi
#

Okay. Simplification, but this would be your controller in a sense.

#

Input always starts client side. The actors in that blue array need to be replicated, the pawns. Then on the server, it'll connect that same array to the same actors from the server. Then you'd do this in the Unit itself.

trim matrix
#

Is there any difference if I cast inside a widget?

maiden wadi
#

Note this is safe even for the Listenserver even though it is the server. ServerRPC is just not networked and runs locally in it's case.

#

@trim matrix Casting works anywhere as long as the gotten reference is the correct type and the object itself is valie.

#

@trim matrix I'd try printing the hit actor from the same hit result. Is it actually valid? I've never had a problem with getting the hit bone if the hit actor is correct.

trim matrix
#

Then I have no Idea why this isnt working

maiden wadi
#

I don't know. Where ever you're printing the bone. Print the actor from the same HitResult.

#

@trim matrix What is the event you're using in the Widget?

#

When is this being ran? PlayerCharacter may not be valid depending on what you're doing.

trim matrix
maiden wadi
#

@trim matrix Hello is printing?

trim matrix
#

It is running in a slot widget that is spawned with the inventory window

#

I am overriding on mouse down

maiden wadi
#

Is Hello printing?

trim matrix
#

Yes hello is printing

maiden wadi
#

Disconnect the branch after the cast. Replace the Cast with an IsValid, see if No prints after that.

#

If No Prints after that, then you're casting to the wrong type.

#

If it doesn't either you're somehow doing this before the pawn is possessed, which is incredibly unlikely with MouseDown events. Or your PlayerController isn't possessing a Pawn.

#

Er, Character, Might still be possessing a Pawn.

trim matrix
#

Yeah it isnยดt valid

olive sedge
#

@maiden wadi I see! How do you make it call on server?

trim matrix
maiden wadi
#

@trim matrix Try GetPlayerPawn, see if that's valid.

sharp zealot
#

hello, is there anyone that know a nice 3rd player character tutorial with mouse click for move?

trim matrix
#

No its not

maiden wadi
#

@trim matrix Your local PlayerController isn't currently possessing a Pawn.

#

@sharp zealot The top down template has an okay version of that.

trim matrix
#

The thing is that I have my character and controller as default

maiden wadi
#

Is the Controller valid in the same spot on the IsValid check?

sharp zealot
maiden wadi
#

You'd think it would be by the time you manage to click on something. If it's not, that's very odd.

olive sedge
#

@maiden wadi do you create those red things via Event Dispatchers?

maiden wadi
#

@olive sedge The Events?

olive sedge
#

yes

maiden wadi
#

Nah, just right click the graph and start typing Custom Event.

sharp zealot
#

i saw topdown but isn't that i want more that is third party, but with mouse click movement and rotating camera

maiden wadi
#

@olive sedge They're just functions without a return value.

trim matrix
#

It isnยดt valid ๐Ÿ˜ฃ

olive sedge
#

@maiden wadi I feel dumb but when I pull them into my graph they're blue

maiden wadi
#

@sharp zealot If I recall correctly, top down is pretty much identical to that style. I would consider checking out some of the longer tutorial guides that actually sit and go through how stuff gets done. I followed this one when I started a year ago. It's a bit dated, but find something with a long playlist like that and someone who takes time to explain things. Just kind of follow it through, but go back over your work and try and understand what it's doing. https://www.youtube.com/playlist?list=PLDnygpcOYwFW2XtNyiandrLDG__OAZs7Q

#

@olive sedge The blue is calling it. For the red one, you need to create a new one by doing the right click in the graph.

sharp zealot
#

@maiden wadi thanks very much ๐Ÿ˜„

olive sedge
#

@maiden wadi ah! thanks

maiden wadi
#

@trim matrix That's... Odd. O.o How do you not have a valid controller when clicking on something?

#

Where are you spawning this Widget?

trim matrix
#

In a other widget called inventory window

maiden wadi
#

Where does the main widget eventually get spawned from?

trim matrix
#

I am following a tutorial and what is weird is that this is working for him

maiden wadi
#

Where is the Inventory Window created?

#

Trying to follow the logic train.

trim matrix
#

?

maiden wadi
#

The window that spawns the buttons, where is it created?

trim matrix
#

In my inventory component

#

That I have attach to my player

maiden wadi
#

Did that come from the tutorial?...

trim matrix
#

Yeah

maiden wadi
#

Nope. Nope. Not passing judgement. It's Youtube. Moving on. Can you put a print in that toggle and make sure that the PlayerController is valid there?

sharp zealot
#

@maiden wadi thanks anyway, is not that i'm searching, i'm trying to create a 3rd party person with mouse click for movement and camera locked behind person (except when i click mouse center and turn camera around mesh)

maiden wadi
#

You can get pretty much that functionality out of the top down. It already moves on click. So all you'd need to do is set the camera controls up. Possibly just a spring arm with a camera on it and use the inputs to rotate the camera's Z(Yaw) value.

pine trellis
#

when you download an engine plugin is there a button or something to update it?

bright frigate
#

Hey guys I'm almost done with my cat grab system but am having this little bug with the move component to node I assume. I grab the cat and then it goes to position and then moves down like in the gif.

pine trellis
#

I said a plugin I use has an update but I dont see an update button and its already installed, does it do it automatically?

bright frigate
#

Here is the code in the thirdperson bp and the blue line is the hit actor from my sphere trace.

#

Sorry @pine trellis I really do not know but I think you can update it if that engine version is not running

#

Yeah if I take the AI controller off of the Cat_charBP I dont have a problem

#

I have a stop logic node but maybe thats not enough

#

Okay made some progress, just did unposses

lime lichen
#

Someone knows/can give me a hint on how I can change the value of a blendshape in an anim class from a character blueprint?

bright frigate
#

Like a morph target?

lime lichen
#

Ah no the axis

#

like I want to raise/decrease the value through a button press

#

so the animation changes

#

but I can't find a function that fits that

bright frigate
#

thats a blend space?

#

I think its easy 1 sec

lime lichen
#

Yeah

#

I've tried google like "casting variable to blendspace" etc but without success

#

I feel like i'm missing a keyword

bright frigate
last jetty
#

Is there a way to take the world location of 2 objects and cause one of the objects to rotate away from the other based on which direction they're in?

lime lichen
#

Yeah I have this, but i'm not sure how to send that value to the blendspace

bright frigate
lime lichen
#

Will do many thanks!

bright frigate
#

np

#

glad i could help lol

tight schooner
#

@last jetty there's a node called something like "find look at rotation", so if you have two vectors, maybe you can start with that

#

There's probably a node that can invert the rotator if you want it to look away

bright frigate
#

Sebbi, I havent played with BSPs much but I know you can convert them to static meshes and this might be better for adding textures.

#

Possibly a solution is to duplicate the material and change the scaling in the material

#

This can show you the basics https://www.youtube.com/watch?v=pyWLW0NrTEs

In this video we take a look at how we can make basic shapes without our level using BSP geometry. With this BSP geometry we'll be able to make the base layout of the level.

Download Unreal Engine 4: https://www.unrealengine.com/download

โ™ฅ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

โ™ฅ Don't forget you can help support the channel...

โ–ถ Play video
#

In the free decemeber content in the markeplace this is a update bsp plugin

#

that looks sweet

bright frigate
#

After I unpossess a pawnhow do I repossess it?

oblique jacinth
#

hey, is it possible use interpolation outside the tick event?

#

saw many videos, using Rinterp to in the event tick only..

fresh bear
#

@maiden wadi @unkempt musk + anyone who has a helpful recommendation

Hi ! Beginner again.
I managed to make the main_ch teleport near the second_ch but not the opposite.
The idea of this project is the the second_ch follows the player at a set distance and no matter the position of the main_ch they can swap places and then back again.
Any insights or ideas ?

bright frigate
#

Is this using the december free marketplace teleporter thing?

#

content*

#

nvm didnt understant it at first

#

i would assume you would need to use the possess node

#

but not sure how it would fully work