#blueprint
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do I need to follow the direction to find where on the ground I'm pointing when I do DeprojectScreenToWorld?
Haha, fair.
@olive sedge Not sure what you mean?
Getting the ground under the mouse cursor?
yes
I usually just use HitRsultUnderCursorByChannel.
I'm drawing a box on the screen and I need to know what's inside
Visibility is usually pretty good for it, most things avoid the Visibility channel.
that sounds pretty good but won't do in my case
pretty sure it should be possible to call that not with cursor but coords?
what would be the difference for you?
well, I previously saved the screen coordinates
and want to trace them to world coordinates now
I guess I could save the coords earlier but.. would be cleaner this way I feel
For single clicking rather than the dragging?
once for top left / bottom right
Oh, the box thing is the HUD class I mentioned before.. Uhh
Is that like RTS select units box?
Wait, Why do you need world coordinates?
yes
I mean.. I have to check if the actual object (actor) is inside the coordinates?
There's two easy ways to do this.
I guess I could also check the other way around
@maiden wadi I'm curious, how would you use that using a HUD? Or not even a HUD?
The first is easy if you don't have a list of your units. That's in the HUD class, GetActorsInSelectionRectangle.
can I get the screen coordinates for actors? that would actually be the easiest solution
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.
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;
wrote a function for that
@maiden wadi do you need your own HUD class for that?
@maiden wadi how do you convert to screen space?
@random hill Nah, it's in the Default AHUD actor class. You can use it Via GetPlayerController->GetHUD->GetActorsInSelectionRectangle.
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
PlayerController has a function for it. Blueprint version is ConvertWorldLocationToScreenSpace. C++ is ProjectWorldLocationToScreen
I just use their world location personally. Depends on what you like.
This is what I do for my selection function in C++
@maiden wadi ok, I'll try that, thanks
@trim matrix Simulation Lights?
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
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?
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.
@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?
and then you would only enable/disable for that specific material instance
another option could probably be using "custom render depth"
similar to when you hover over a single item(when picking it up) and it draws an outline
@maiden wadi works splendidly! thanks!
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.
on cast fail you need to reset old references
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)
@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.
Also, Don't Hotreload.
Good note on that though. Going to steal that for my own over the if statements.
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?
you mean about dragging?
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.
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
why dont use a single play montage and pass the montage via events output?
@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.
Thank you can you give me an Link or example, because i need it for pass Notify Name and on Interrupt i need the output of these Play Montage
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
just adapt it to your montage stuff
Nevermind, i figured it out
Set Render Custom Depth is exactly what I'm using, along with Set Custom Depth Stencil Value, for outlining the item you are currently looking at.
so when you set it for your controlled character, whats the issue then?
you dont want other players to see it?
@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.
Yes, I'm starting to test multiplayer and everyone can see what everyone is outlining / looking at.
do it for the local controller only
How do I do that?
I had not seen that, thanks!
can u add 2 different actors in 1 array?
np, just reading this will help you 10 times more than my scrapped answer
Thank you Tsauken and Authaer, this give me an new Idea but i already use 2 Bp Interfaces , but i never use the Output of any Function maybe i need to learn much more to do with these stuff.thanks
how do I get the actor inside an ai controller blueprint?
you can try thinking of making modular systems, that you could use 1 system for a lot of different scenarios @wooden rapids
@olive sedge get owning pawn?
or smth like that, not really sure with AI controller, but should be similar to a PC
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
ok, thanks
Yes its looks nice , in a Beat em up game i will need it already i can Grab Enemy Wrestling and have Hurtanimation and so on , i have already Finish the part where One Enemy are the Master of 20 Enemy Classes but later i get problem with the Multicast.
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
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
Yes you are totally Right
its just for test some things fast
after 2.8 they shut down the Standalone
Hi everyone
Hey Sarah
hey @wooden rapids ๐
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 ?
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
Kota blender game engine was fun to use at times ๐
It was a shame they shut it down, it was handy to test and play around with stuff
Kota blender game engine was fun to use at times ๐ , 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
ya always look at how much you learned. im sure you did things in that engine most people will never have to do
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?
All in One the Blender Game Logic Bricks was really cool and Handy , if there a Chance to get inside Unreal 4 i will promise people will love that System
damn, convertScreenLocationToWorldSpace really doesn't seem to work very well for me
I always get weird coordinates
@wooden rapids ya i agree
@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
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.
I try to use Arrays as much as possible for that reason, but thank you!
@hollow jackal oops. At least i'm trying to help ๐
I appreciate it ๐
Does anyone know if its possible to generate an enum based on all rows in a data table?
That way I can make sure I avoid typos on my spawn points.
Hard-coded or dynamically generated?
like generated in a construction of a blueprint
its just a quality of life thing
that way I don't manually type the name of the row for data tables that can spawn
You don't need an enum for that, you can just use fill an array of row names
I might be misunderstanding what your goal is
Will that act like enums where its just a drop down ?
Ahh, I see what you're saying
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.
That way I don't have to manually type the data table rows. and risk typos.
UT4 does this kinda with weapon spawns
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
Place a weapon spawn in the map then access the enum to choose flak or asmd
Wait wait wait wait
Is the enum specifying location types or weapon types
How many values will the enum have
its pointing to rows in a datatable
Right but are the rows representative of spawn locations or weapon type
I just want to make it so its easier to select the data table row for a spawn point in a nicer format
location is irrelivant
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?
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
no, I want to generate the enum based on all of the data table rows.
So this is an array of enums and not an array of names.
In that image I have to manually type in all of the names risking typos
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
Depending on how many row elements you have that may or may not be feasible
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
Couldn't you use a map variable with Enums as the keys?
Yea, that's what I was thinking, but it might not be feasible if he has hundreds of rows @vivid fog
This is for an RPG with a semi open world so there is going to be thousands of spawns all over the place.
So the more simple I make this the better
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?
hmm maybe its worth it to just manage an enum.
kind of annoying though
meh I guess ill just type in the names of the rows manually.
I just swear I remember being able to automatically set an enum to have specific things listed
So basically what you're looking for is comparator logic for multi-value sorting
You can see simplified logic here: https://stackoverflow.com/questions/4576714/sort-by-two-values-prioritizing-on-one-of-them
I already found it out. Before my condition was towerType1 < towerType2. Now I do (towerType1 < towerType2) || (towerType1 == towerType2 && towerLevel1 > towerLevel2)
But thanks anyways @hollow jackal ๐
is it possible to make a function library in blueprint? (as opposed to cpp)
Yes!
There's such thing as a function library
Parent type is literally BlueprintFunctionLibrary
oh, I found it. it was greyed out when i went add new -> blueprint class
have to go via the lower menu
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
Does anyone know how I can add the metadata Threadsafe to my blueprint function?
@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
So pose graph always has good data.
isvalid should work in animation layer, too
and could be combined with AND node and the other bool, first input MUST be the isValid check then
@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 ๐ค
@trim matrix you have to use the isValid result as first input on the AND node
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
yeah it is, i realized that after and changed it but it gives me the same problem
ffs discord... well i don't know why it would :>
@trim matrix create every variable you need inside the anim BP
then on BlueprintUpdateAnimation do TryGetPawn->CastToWhateverYourPawnIs
andgrab the variables, store them locally
running any logic whatsoever inside the anim graph part
prevents the animations from running on a separate thread
prepare everything you need in event graph
and then just use the ready variables in anim graph
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
@trim matrix have the box ignore the player capsule, but block the physics asset
@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 :/
I think I finally relied on the wall doing a tiny "launch character" every frame
@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.
@trim matrix good luck. If you find a working solution, maybe post it here. I'm sure people are curious ๐
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?
there are some backups sometimes
its random tbh
in the Saved/Backups folder
you'll have to copy paste and rename it
Ah perfect, thank you! looks like its there
also if u didn't save the crashing file, then something else got corrupted
or you still have the auto save on by default
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 ๐
yeah i turn auto save off in all my projects lol
Sebbi, theres a few ways
you can manually increment an integer
and then when it equals or is greater than the number
the branch resets the number
there is sort of
well a few
All's good now Gallonmate, thank you so much. Only lost about 5 minutes of work rather than several hours ๐
nice
nevermind there's not really one for counting
mostly execution pins
there's Do N
Int Select
and something else
Multi Gate maybe
but for manually couting there is the ++ node
that increments the interger for you
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
thats paid work
this is for free help
lol
but uh there's a few 10 minute and less videos on using data tables
Checked out three of them, they all focus on how to get like specific information from a data table
But I need to insert the "data table" itself into a BP node
it would be the node Get Data Table something something
This doesn't work, even when I fill out the row name in the makedatarowyadayada node
then you select the data table name in the drop down
then set the parameter type to data table, then you get the dropDown on your function call
you can only Get Row or Coloumn at a time
not the whole thing
i mean can select which row obviously
oh ur using some weird node
for dialogue
The documentation is like very lackluster 
but yeah, i'll investigate the functions he wrote and maybe I can understand it that way
Tried that
Can u show which dialoue marketplace asset it is
Sebbi, for the counting. Sorry should of explained. when ++ is called the first number is always 1
so either default at -1
or do something else
also
u have 2 greater than variable
is true
2 is always greater than 0 and 1
so its always true
Kaliyo, there should be an example map or something with working diagloue i assume
just look at that
i mean u can try just promiting it to a variable
and then see if theres a drop down in the side bar
of the variable
or try right click splitting the pin right there in that node
But then I just have an empty variable?
his video tutorials show he made example maps for dialgoues
His npcs have like this field where you fed in the data
but i'm trying to blueprint like a collission sphere that starts a dialogue
and his npc template doesn't have a blueprint map to add "on collission enter" etc.
you just have to find where he used that node Get Dialouge from Data Table
and see how he set the reference
if you still in his example project u can right click on your Get Dialoue node and search for references
then in the search box below, on the right side is a binocular icon that will search all blueprints for that node
ah ha!
got it
thats kinda dumb
but whatever
i just posted another image above of how he did it too
Can anyone explain why there is a Tags Array<FName> in AActor but the gameplay tag system uses a type GamplayTag?
two different systems
i know its annoying
Gameplay Tag system is supposed more efficent and robust but takes some setting up
regular actor Tag is easy and simple but doesn't have as many abilites
Understood, two side by side systems that are conceptually similar but not actually related
Awesome....
is there a way to bind an input action or keyboard shortcut to button presses?
i want to press E to use a button instead of enter
hello
i need help
Im following this tutorial (https://www.youtube.com/watch?v=fjt6O0h2Dyo)
About how to make a placing block blueprint minecraft style
i have no idea whats making this but, every time i place a block
it appears like far away from the player
the Grid is perfect but it doesnt spawn infront of the player and i cant find why
A visual example of whats happening, the line trace is the red lines, but the blocks appears in the air
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.
Can you explain a little bit more? or provide some code?
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:
But my character is not in the level and cant be referenced from the world outliner to the level.
I need the character to die when hitting certain meshes tagged CDEATH.
Now im looking into bind event from the spawner... I have some issues understanding it though.
no problem. I got it. bind event way to go from the spawner.
Is there a way
ok let me explain
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
is there a good method of doing this?
i know how but i wanna know if there is something like enums i could learn instead of my messy code ๐จโ๐ฆฒ
ping when respond
my preview mesh is in the right spot but when i have the weapons attached they aren't
anyone know why
they are like pointing forward
oo is it because my mesh is rotated 90
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?
its possible to make a manager object
that tracks all bullets in flight
and ticks them, checking only if they hit anything that tick
its a fairly good solution, as it removes the need for having actual projectile actors
@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...
@zealous moth doesn't really help my rotation problem
hello, is anyone online?
well i mean it works if you add the weapons and scale them down
i've encountered some issue while following this documentation : https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/LinkedAnimBP/index.html
Illustrates how you can dynamically switch between subsections of an Animation Graph.
i think i found my solution though i just had to offset rotation when i spawn the actor then attach rotation using relative
i've followed everything on that page, and keyboard event works, but it doesnt seem to perform the link/unlink
ah ok
I have an inventory for my weapons plan is to be able to switch them
also Zanet I used that trick before btw
before i had weapon swaps and i just scaled them
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
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
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)
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
well if u dont get help tonight you can tag me tomorrow and i can help again. im done tonight
Hey guys, if I lower player health do I have to do the same in his PlayerState?
Super basic blueprint to change the material on mesh B by touching mesh A. The problem is, I can't replicate it. I rebuild the blueprint and it no longer works. Any ideas?
@scenic oyster are you getting any errors or it just doesn't work?
@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
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
is the new var set to anything?
like in the editor? if not, there's no way it can work
I can't get this Actor blueprint to snap itself into a grid using SetActorLocation + SnapToGrid nodes.
do you want it to work with two vars?
no
then why are they both plugged in
To show you the difference
is it working with any of them?
one works. If I delete and make it again, it does not work. If I make it from scratch, it does not work
Seems the tutorial I followed has the object snapping during Play, darn. Gotta find a way to make this work during the editor.
@sinful zealot you can do it if you put that script in "construction script"
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.
oh
@trim matrix
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.
Im looking for someone to guide me through this
I want to enable vignette when crouched
Can I somehow change only one value from the postprocess settings?
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?
@rough wing yeah there should be some node that's like Set Element if you drag out the Settings input in "Set Settings"
or no, you do it like this
"set members in PostProcessSettings"
hi!
How do I make a blueprint interface function blueprint callable?
@tight schooner Thank you!
@olive sedge From C++?
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
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.
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!
Ahhh. That. Does your function return a value or not?
no
Right click it and.. There's something like "Implement Event" or something there.
Should put you a red event in the graph
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?
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.
ok
Come to think of it, I don't think I've ever overridden an interface function, so I'm unsure on that one.
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
@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.
hi friends
i was wondering if you knew how to destroy particles after they spawn
this is what I have tried
@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.
@maiden wadi hmm, i will go check the cascade
Although, I don't see why what you posted wouldn't work. Should immediately destroy the particle.
yea, I am working with a destructible mesh, and everything is just weird with it
am lucky that i got this far
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?
wish i could help
I tried to rename the material pack folder and everything crashed and burned
so I set up the project from scratch
๐
๐ญ
ok, it was input mode, all good. I needed to set input mode game only
thanks! ๐
wish I could help you with your particles but I'm pretty new as well
haven't used any particles yet
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?
@trim matrix could maybe use an event for that?
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
Hi!
Hi
I canโt help with that but I need some help
Yes drop it
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 weโre I can find a toturial like that or if somebody knows it would really help me a lot.
Iโm new to blue prints and now Iโm learning
Looks like the error is in another bp , look at other
I think itโs a noob question I was wandering if somebody could point me to the right direction
Try set movement speed?
How can I do that?
Out of your character set movement speed or something like that , check up
Okk Iโll start with that
I think its called character movement, drag it out of ur character then out of it ud drag speed
set movement mode?
and how can i set how much speed I want ?
like were do I input the value of the speed ?
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
Why does set visibility not work? I don't see anything that would stop it from working so I am confused.
@quasi frost Does that widget actually exist, and is it currently added to the viewport or some other widget that's in the viewport?
Yes it exists, and it starts out visible then I hide it, however I can't show it again for some reason.
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.
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.
can I set a default mesh for a character extending blueprint?
and ai controller etc?
I didnโt get it
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
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
@olive sedge GetClassDefaults
@maiden wadi I want to set the defaults
Oh, I only read the one line, missed the one above it.
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
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.
Well, I shouldn't say can't. You can change a class's defaults in C++, but you still shouldn't.
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.
How can I periodically trigger particle system using blueprint?
@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.
need help
this is widget text
i want to translate each text when hover on each word
Normally you'd use localization for that.
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.
Both of those. So how can I constantly trigger particle system (with delay between each triggering)?
Same interval between the triggers?
@maiden wadi can i explain more?
Yea or with small variations
for example this is chat text, when i click on that text, it shows me it's meaning in "hi"
and what do you do when you have This is a car. and they hover the a
yes that is what exact i want
most translations don't work with 1:1 word for word
the a doesn't have a translation in most languages
is there a way to get the tag of an actor in the level?
I have static mesh actors and i want to get the tag of each
but not this
I am not sure why there's only an array
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
@maiden wadi It's a particle system from Paragon, it just says Particle System so I think its Cascade
@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
wdym? you just stuff them in horizontal box/wrapbox
and align the panels/widgets properly
what might be the reason for a failed cast here?
@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.
it's the character BP
Character is a Pawn
right. I figured you mean the pawn AI
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
earliest point where you can do that is OnPossessed
@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?
Anyone know how i can stop the nav mesh from conecting? I have 2 navmeshes, 1 for the top and one for the bottom part
damn. is it possible to getAllActorsOfClassAndDescendants?
or something to that effect?
@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.
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
By AI? Like AIController or?
yes
Should work if you have AI in your level that have AIControllers spawned and possessing them. Depends on when you call it.
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
Set it how?
set ai controller class
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.
What were you trying to do?
well, I'm trying to dynamically spawn units
so I wanted to spawn and then let em move to the center
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?
spawnActor
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.
Haha. Are you using a spawner actor or something to spawn the AI from?
just game mode on begin play
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.
It definitely shouldn't be messing with your camera if that's in the pawn that your player controller possesses.
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?
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.
ok, I kinda figured when I wrote this ๐
@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!
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.
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.
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
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.
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.
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 ๐
so.. PlayerController takes an int for the player index.. Where can I get that index?
Hmm. You normally don't. That's one of the great joys of multiplayer.
Do you know the difference between ListenServer and Dedicated?
ListenServer is on the client?
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?
I understand the concept, yes
Basically just an event that gets played in the same instance of a replicated actor in another machine.
right
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.
alright
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.
@nova frost What is EdgePanHud? Widget?
It's a HUD class
Actor AHUD?
What class is the beginplay in?
Multiplayer, or single?
(both as in the image above that has two sections of a blueprint are from this pawn blueprint)
single
Just do GetPlayerController0->GetHUD, plug the GetHUD into your cast.
that works, I was doing get player controller directly before and it wasn't working, thank you.
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?
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.
Whats bts and whats fsm? ๐
Behavior Trees, and what I assume is Finite State Machine.
Ohh , got it
@short coral you can create a FSM in a BT easily
It just looks like some plugin that bypasses BTs, AIcontrollers and Pawns. State machine for simple actors I guess.
Yes , they're finite state machines and behavior trees respectively.
Yeah that much i thought of but what's the point of them at all then? Because i'm sure there are case scenarios where BTs wouldn't be the go to over FSMs , you know?
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.
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
i promise you, BT is least problematic part of the entire setup
Does GTA have that many though?
You never see really big crowrds in GTA V, maybe 10-20
@short coral For example, their main example is literally just this. Just dressed up pretty in fewer nodes.
Oh. I did miss a part.
then would it be draw calls that would be impacting performance on my side of things?
I'm not so sure anymore?
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.
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?
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 Can't loop through a struct. What are you trying to do in it?
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
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.
and you don't even need to, since you can do MeshMap->Find(Enum)
and just pull the mesh out directly then
ooo
uhm im kinda confused...
shouldn't this actor have an forward vector of x/y/z = 0/1/0?
somehow it has an forward vector where x=1
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?
just trace upwards from the mesh location?
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
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?
possible? probably. In BP? probably not
remap
this????
map range
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
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
anyoone how do i stop sprinting while in air
you could check if you're grounded or not on tick or something and then if not turn off sprint
@icy mica im using an enum
@spark steppe is there a map range that has an inbetween
like for non linear mapping?
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
and why do you only use X velocity?
ah, sidescroller
speaking of velocity, i just ejected a mannequin hand into the abyss of cyberspace
Si
xD
Ignore the broken ness. im fixing that after
w a h-
well, a curve would give you better control, but it's a bit more complicated to setup
i am building IK and botched a setting
hand went flying off at bullet velocity spinning for eternity
poor manny..
Complicated is my last name! c;<
i just dont know how to plug it in
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
yes
Vectore curve?
honestly not sure, as i haven't use them much myself yet
but theres lots of videos on youtube which explain them ๐
yea and i would smooth that curve a bit
otherwise your character might rotate like a robot
get float value, it's in math => curves
and you need a float curve, not vector curve, sorry
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
1/6000 * 60 is where you want 1/15
0 at 0 seconds, and value 1 (which is 6000) at 1 second
600 not 6000
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
Wait crap i need to get the Z velocity as wellll
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
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
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
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
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.
did you save the location you ported from?
@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.
Thanks a lot ! Will try it !
Feel free to ask again if you're still having trouble.
I am going to do that. Thank you !
Much appreciated !
@fresh bear Something like this
Thanks a lot @unkempt musk It helps !
how do you call a node that lets you do multiple things? like 1 in exec and multiple out exec
How do you make one, or what is the default one for it?
the default
Sequence.
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.
ok
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!
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
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?
@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.
This should work right?
@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?
@maiden wadi got you. Now I wonder: is there a special server blueprint or something?
Yeah it is but it still doesnยดt print after the casting
@olive sedge Nope. Same class/graph.
Hm. Then how do I separate between client /server?
Sec, I can give a simple example.
Cool man, thanks
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.
Is there any difference if I cast inside a widget?
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.
Then I have no Idea why this isnt working
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 Hello is printing?
It is running in a slot widget that is spawned with the inventory window
I am overriding on mouse down
Is Hello printing?
Yes hello is printing
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.
Yeah it isnยดt valid
@maiden wadi I see! How do you make it call on server?
@trim matrix Try GetPlayerPawn, see if that's valid.
hello, is there anyone that know a nice 3rd player character tutorial with mouse click for move?
No its not
@olive sedge Click on the red event, and then check the right side in the Details.
@trim matrix Your local PlayerController isn't currently possessing a Pawn.
@sharp zealot The top down template has an okay version of that.
Is the Controller valid in the same spot on the IsValid check?
@maiden wadi it's like this, https://www.youtube.com/watch?v=gakC0EBrpgo&ab_channel=dumlepumle
Gameplay from Neverwinter Nights developed by Bioware.
You'd think it would be by the time you manage to click on something. If it's not, that's very odd.
@maiden wadi do you create those red things via Event Dispatchers?
@olive sedge The Events?
yes
Nah, just right click the graph and start typing Custom Event.
i saw topdown but isn't that i want more that is third party, but with mouse click movement and rotating camera
@olive sedge They're just functions without a return value.
It isnยดt valid ๐ฃ
@maiden wadi I feel dumb but when I pull them into my graph they're blue
@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.
@maiden wadi thanks very much ๐
@maiden wadi ah! thanks
@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?
Where does the main widget eventually get spawned from?
?
The window that spawns the buttons, where is it created?
Did that come from the tutorial?...
Yeah
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?
@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)
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.
when you download an engine plugin is there a button or something to update it?
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.
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?
Here is the code in the thirdperson bp and the blue line is the hit actor from my sphere trace.
Here is where the blue line goes.
And here is the where its suppose to attach to
Sorry @pine trellis I really do not know but I think you can update it if that engine version is not running
@pine trellis
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
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?
Like a morph target?
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
Yeah
I've tried google like "casting variable to blendspace" etc but without success
I feel like i'm missing a keyword
so you would have the this in your third person bp or wherever
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?
Yeah I have this, but i'm not sure how to send that value to the blendspace
Then put this in your animation blueprint event graph
Will do many thanks!
and then do this in your blend space in your animagraph
np
glad i could help lol
@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
Find Look at Rotation
There's probably a node that can invert the rotator if you want it to look away
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.
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In the free decemeber content in the markeplace this is a update bsp plugin
that looks sweet
After I unpossess a pawnhow do I repossess it?
hey, is it possible use interpolation outside the tick event?
saw many videos, using Rinterp to in the event tick only..
@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 ?
