#blueprint

402296 messages · Page 577 of 403

olive sedge
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it's probably the one you think "oh that can't be it"

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like camera pawn or something other you wouldn't expect to have a physical representation

drowsy terrace
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i manually selected each of my actors and moved them a little before resetting

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none of them were that little sphere

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unless its like the atmos fog or something

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but it has collision

olive sedge
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don't rule anything out

tired saddle
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So the sphere does not show up during Play-in-Editor?

drowsy terrace
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no, exclusively shows up in the standalone game simulation

worn nebula
drowsy terrace
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not even in seperate editor window, it ONLY shows up during the standalone

maiden wadi
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@drowsy terrace Do you have the ability to move the mouse in your game? If you can mouse over it, you can make a quick key test to line trace and hit it and print what it is.

drowsy terrace
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the mouse cursor gets disabled after the now functional main menu is closed

maiden wadi
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Make another button to show it just for the test.

drowsy terrace
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also. how would i key test it during the standalone simulation?

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i have the mouse up aparently, guess it never actually gets hidden

maiden wadi
drowsy terrace
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so if i reacreate that in i'm assuming my gamemode base it should give a print output of whatever the cursor is hovering over?

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actually wait, that has inputs, should it be in player controller then?

maiden wadi
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Controller, yeah.

drowsy terrace
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what is that multiplication node in the example you gav?

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i can't plug both values into the vector + vector or v*v nodes

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nevermind, i think i got it

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it doesn't return anything at all

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kinda like the box brushes i have making up the area

olive sedge
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@drowsy terrace maybe set one actor after the other to invisible?

drowsy terrace
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do i run the simulation while actors are invisible?

olive sedge
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set invisible -> run; next to invisible -> run; etc.

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until all actors but your mystery object there are invisible

drowsy terrace
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when i run the standalone sim the ones i set to invis are still there

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i'm gonna have to figure this out tomorrow or some other time, its already 3 am

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i'll catchya guys later

maiden wadi
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@drowsy terrace Try changing trace channel to Camera. Forgot about that. Also try these debug settings. See if it puts a red dot on the sphere.

drowsy terrace
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Alright, i'll try that when i get back on next

maiden wadi
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@olive sedge I just had a curious thought. Are you using SetInputModeUI?

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Anywhere.

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Like even the main screen or something.

olive sedge
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@maiden wadi I tried all the input modes I believe

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@maiden wadi I just built the third person project and it works there so it must be something I'm doing with the player controller or whatever the problem might be

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so.. I'll copy over my game logic to the third person demo and see where it breaks

vapid ibex
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Hi, can somebody help me with my blueprint logic? It's a thruster effect for the player-controlled spaceship. So far I managed to implement simulation of the inertia dampening and player's linear thrust (Thruster reads its world speed, and if it is aligned with it it is activated. While the ship itself slows down via friction settings of the physics body, thruster creates an effect that it slows down by the RCS means). Now I'm trying to add to it a rotation check that would mirror the velocity vector that the thrusters checks to see if it's activating (So that thruster would activate if it's angular velocity matches the player's turning direction), but I have troubles with how to process player's mouse input to do that without messing up the linear motion system.
This is the entire blueprint:
https://blueprintue.com/blueprint/l7pma29f/

maiden wadi
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@olive sedge For a very bad test. Try just setting SetInputModeGameAndUI on tick or something.

regal folio
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i need to connect actors across level boundaries. to spawn wires in between them. the wires should be spawned into the level of the starting actor of them, i guess. the connection would need to reference the target actor. but afaik the construction script gets rerun when cooking. and i guess the other level would/might not be loaded then, so the target actor wouldnt be there. what's the best way of doing something like that?

faint pasture
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@vapid ibex uh. Is this just for visuals or for physics?

vapid ibex
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just visuals

faint pasture
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Pmd

flat prairie
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Hi Guys! I've tried using Export to Disk to export panoramas from my scene. They keep failing and the only thing I'm being told from the log is "Invalid texture supplied." I've tried with multiple textures, not just the cube render target, still fails

olive sedge
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@maiden wadi unfortunately doesn't work

waxen sorrel
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someone knows how is possible that I'm getting an error at place the meshes ?

last walrus
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how do I get widget position on canvas? I know only how to get canvas position on viewport...

olive sedge
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@maiden wadi this is so weird. just to check, I set the default game mode and in editor, I just get a free camera. When I package for dedicated, I get a fixed camera behind a manny that does not react to input

alpine terrace
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I printed my movement of the character and it says "Walking"
If I perform an attack I set Movement Mode to "None"
And when the animation is over I switch back to "Walking"

However, my character does not respond to my inputs

What do I wrong?

jovial flare
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Where do i find the template emitter library? to check out other options in this case leap sound. the only one i see is P_Sentinel_Leap_launch_trial. and it doesnt produce any jumping sound to my character. The delay shows to be 0. is there a list somewhere to see what other leap_launch? if that makes any sense. ty.

maiden wadi
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@olive sedge Not a clue there. I've never experienced that, but like I said, I've never done dedicated servers. My couple of multiplayer play around projects are listenservers.

olive sedge
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ok

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thanks

maiden wadi
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@alpine terrace Would have to see the logic flow to guess what the issue is.

alpine terrace
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Okay one moment

jovial flare
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Am I missing anything, that sound doesnt play? the landing sound in a separate function works just fine, yet this right here doesnt.

alpine terrace
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You need to hook up the BP_Player Ref

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?

jovial flare
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im in the BP_Player already. fixed it tho the play sound 2d function had the wrong sound selected.

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ty tho

alpine terrace
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Results of the prints

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Okay my AnimNotify is fired 2times but why lol

trim matrix
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Hey folks, naïve artist here. I'm making an asset pack and wanted some guidance / point in correct direction for a process, that in my head sounds straightforward.

I'm creating some floor panels with joists on the underside, which will be parented the main framework and I would like an option to rotate them incrementally by 90 degrees - in the form of a slider (1,2,3,4 or 0,.25,.5,.75,) can anyone shed some light or pointing in a direction that can help me investigate my idea?

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from image one to image two would be the ideal result - the pivot is in the centre, so it can be done manually, however, I feel that a novice using the pieces may find it easier if it were a slider.

olive sedge
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when overwriting an event, can I call the parent event handler somehow?

maiden wadi
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@trim matrix You just want a four point slider?

trim matrix
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I wasn't sure if I could force rotate the child 90 degrees on the Y axis in the form of a switch parameter (called 'Rotate?') and IF not it stays as is

maiden wadi
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@olive sedge Right click the red event and there's something like "Call Parent Function"

trim matrix
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@maiden wadi I think a switch would be an easier option tbf

maiden wadi
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@trim matrix This is in an actor blueprint?

trim matrix
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yes

maiden wadi
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And you want to do this in the editor from it's variables?

trim matrix
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yes so in essence a prefab that enables users to change "parameters" to suit the scene development

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on paper it sounds straightforward but i'm not kidding myself on the 'simple things are often the hardest things to implement'

olive sedge
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@maiden wadi I got it!

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needed to call parent onPostLogin

maiden wadi
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@trim matrix Slow to respond, dying in Overwatch, but in short, you can probably just set up something like an Int as Instance editable, set some slider settings, and do your rotation in the construction script.

trim matrix
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@maiden wadi no problem man, I appreciate the time - do you 😉

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thanks for the advice 😄

maiden wadi
olive sedge
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@maiden wadi well, that wasn't even actually it. Just making a new game mode did the trick. I'm confused why it works now. But anyway, still thanks for your help 🙂

maiden wadi
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That'll lock the int to 4 values, and rotate by 90 for each of them.

trim matrix
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oh awesome! Can i set it to a specific mesh?

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I just have a parent with children tha need rotating

maiden wadi
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Certainly, just set that's rotation rather than the actor.

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Or actually, maybe use relative rotation for the child.

trim matrix
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Hero!

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thank you dude!

maiden wadi
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World would snap it to strange ways if the parent is rotated at all.

trim matrix
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I just need to getr the kids down then I'll give this a go

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I guess I could get the actor rotation first before instigating the force?

maiden wadi
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It should be fine if you just use the child's relative rotation setter instead of the World.

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@olive sedge For the event or the controls?

olive sedge
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@maiden wadi not sure what you're asking but the controls didn't work. I tinkered around a bit with maps, game mode, default pawn, etc..

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in the end I created a new game mode and now everything works as intended

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not sure what was wrong with the old gamemode but I'm happy it works now

last walrus
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this part of code getting mouse position relatively to widget
but it's getting it depending on viewport position on screen
how do I solve it?

burnt tundra
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If I make a blueprint off a base class, will other blueprints that inherit child classes from the base take on that functionality?

olive sedge
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@burnt tundra yes

burnt tundra
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D: Really? That's awesome! Thanks!

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I'm still very new to unreal

olive sedge
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yes, me too but I can tell you that yes, that is so. I did that before

covert delta
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Errr no I don't think so.

You're saying if you do Base > Child
Will something that inherits off of Base have properties of Child?

olive sedge
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I don't think that's the question, doesn't make any sense

burnt tundra
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in other words i have in code the base == weapon and a child flamethrower,

If I make a blueprint for weapon, will flamethower have that same functionality?

covert delta
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yeah

burnt tundra
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ok

covert delta
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sorry was just misreading

burnt tundra
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all good

olive sedge
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basically the question is: do blueprints have inheritance

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-> yes

wicked dock
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Hey Guys, quick question. I'm dragging a Widget onto an actor using DragOperation and Event On Mouse Enter. But when I drag a widget onto another actor, my mouse is technically not actually entering the second widget because the first widget is in the way.

What I can't do is doing some kind of collision between the widget and the actor because it needs to be specifically the mouse (or mouse position) that is entering the actor. You guys have any idea to how to fix this?

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opacity didnt work haha

maiden wadi
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@wicked dock Try making all of the dragging widget's stuff not HitTestable. May work.

last walrus
wicked dock
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@maiden wadi oh yea, good idea im testing it out

maiden wadi
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@last walrus What's the issue with it? What's it doing wrong?

last walrus
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(you can look at screenshots and when viewport is on different places it gives different values for same position)

wicked dock
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@maiden wadi sadly it doesn't work :/. Interestingly it is not even working if i make it invisible doing the dragging.

maiden wadi
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@last walrus Can I ask what the desired effect is that you're after? What are you trying to achieve in the end?

last walrus
maiden wadi
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Relatively how? Like widget's top left being 0,0 on the grid, and anything to the top left being negative, anything to the bottom right being positive?

wicked dock
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@last walrus Try Get Screen Space Position?

torn garnet
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Does anyone know how to save the state of a level sequence to a save game bp?

last walrus
# maiden wadi Relatively how? Like widget's top left being 0,0 on the grid, and anything to th...

I'll try to explain with screenshots. at 1'st screenshot position is 0:-26 because mouse is on widget (on place I marked with red spot). at 2'nd screenshot I moved mouse out of widget (red spot) and now the location is different. in fullscreen viewport it's working good. but if viewport is moved on your screen - it's adding some value from top left corner of screen to left top corner of viewport

maiden wadi
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And you want to get the value as if the widget stays in the top left of the screen?

last walrus
maiden wadi
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Right. But if you move the game window itself, that value changes?

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Even in the same red dot location

olive sedge
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where are you reading those values from?

last walrus
maiden wadi
olive sedge
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@maiden wadi maybe you have an idea? the game automatically spawns a camera that I don't need. When I connect a 2nd player, the first player seems to possess one of the automatically spawned cameras.

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even if I spawn 4 players, the first one will possess one of the cameras

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the others work fine

last walrus
maiden wadi
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@olive sedge Odd. What are the camera? Your RTS camera?

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@last walrus It's probably just the multiplication from the scale. If you wanted, you could easily round that to the closest pixel with ToRounded(Vector2d)

olive sedge
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@maiden wadi my default pawn has a spring arm and a camera. that's the one I want to use and works really well when it's only one player or when it's the 2nd or 3rd

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but when there's more than one player connected, the first one gets stuck in some random camera

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and I don't know why that is

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maybe some autopossession thing?

maiden wadi
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That's strange. I'd check any GameMode overrides. I'm not used to doing anything than just setting the default pawn class, and letting them spawn.

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If you don't find a solution, I'll be on in the morning. almost 11pm in Finland so I'm off to pass out.

last walrus
olive sedge
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@maiden wadi alrigh, thank you!

wet siren
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Hello, when I try to "Goto Definition (Alt-G)" on a Blueprint node, I am getting a Access violation reading location error
This is on a fresh install and build of UE 4.26 with a new empty project

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Also would this question be better in here or in #cpp ?

wicked dock
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@maiden wadi i fixed my problem the sad way. Finding the widget positions and comparing it with the mouse position. i feel dirty.

rough jay
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the node find look at rotation how do i have it where i select the way it faces like a side i pick instead of it picking a main side and keep having it face me

trim matrix
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I am trying to find a tutorial on how to make a drag and drop inventory system but I can´t find any. Does anybody know one?

pine zinc
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there used to be a sample project in the launcher for that, not sure if it is been updated to newer version engines or not

heavy gulch
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Anyone have frame dependency issues when using timelines? I have this timeline based motion that is getting different results depending on which window I launch from

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I tried setting a tick interval and that wasnt the answer...

tight schooner
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@trim matrix Timeline?

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@heavy gulch timeline is a "ticked" event so yeah if you're doing things that are framerate dependent (such as adding offsets/deltas to things) then your math needs to factor in World Delta Seconds

heavy gulch
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@tight schooner thank you jumping in

tight schooner
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Also it only samples your curve on the frame so fewer frames per second = more quantized curve

heavy gulch
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Basically I am decaying a value over a looping timeline

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How would I factor in delta seconds? Multiplying into the delay?

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decay****

tight schooner
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oic there's no curve in your timeline... You're just using it as a pseudo tick. I'm not familiar with how Add Movement Input but it's basically doing it on every frame, so if your framerate is twice as fast it'll do it twice as much in any given second for example

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Get World Delta Seconds will give you the frame time (at 60fps, it'll provide a value like 0.0166666)

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So typically you multiply whatever you're feeding into an Add node by World Delta Seconds

heavy gulch
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I really appreciate the help\

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If this is the stupidest way of doing this feel free to lmk haha

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Seems like I would actually need to divide by the delta time

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hmm ni

rough jay
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anyone know how i can get the right or any side of an object to face towards me i only know how to get front and back

amber marsh
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What is the best way for me to get a reference to my local player controller on a replicated actor in a multiplayer game?

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This is for getting the look at rotation for floating names and health bars over character heads

amber marsh
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ok I figured out a solution on this one

spark steppe
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did anyone ever had problems with save games which hold structs/enums?

amber marsh
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Seems to work fine for me

spark steppe
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i'm getting unexpected behavior, and sometimes it saves or loads fine, sometimes it doesn't (hard to tell if it fails on save or load)

amber marsh
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use more print strings to see if you can get an idea of what is going on

spark steppe
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on save it's always fine, it fails after loading

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or it saves bullshit

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how should i tell if its saving or loading wrong?

gloomy light
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Hello, Can I ask a question? I've found this set array elem in a blueprint and I don't know how did he create "item class" pins and "item name" pins.... it's like a custon "set array Elem" ... How can I do a custom set array elem?

spark steppe
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@gloomy light it's probably a struct array, and he clicked the struct pin and selected split pin

gloomy light
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Thats new to me, I will try, thank you Ben!!!!

spark steppe
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apparently the problem is that the internal unreal enum that i'm using can't be converted to byte (and so it saves garbage) -.-

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thanks for not showing a warning unreal 😛

hybrid hound
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ive got a question about the Buoyancy component, why is mine only working if im using the 'Editor Cube' as my static mesh? im quite confused

spark steppe
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this will be some fun to refactor 😦

spice sequoia
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Hi - trying to attach a pawn actor to another static mesh actor BP so when the parent actor moves (using set location) the pawn moves with it until it is detached again. Can't seem to get it to work. I can attach a static mesh BP and it works fine but when I try the same with a pawn class BP it does not move with the parent BP at all even though it is attached?

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Everything is set to moveable in the Pawn BP

drowsy terrace
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@maiden wadi i tried that suggestion you gave me with the linetrace and it returned something, Default Pawn

spark steppe
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yea after changing that enum to my own enum it works fine -.-

silent kite
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Hi there. Real basic question here. Is there a way to move the pivot point of a cube to the end of it? PS - I'd like to do this within the actor itself. Tried Alt + middlemouse and it just moves the whole cube object.

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i'm making a SPDT electrical switch. So the cube is really the electrical "pole" that needs to rotate from it's end.

tight schooner
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Maybe if you extended the bounds of the mesh... I'm not sure. In lieu of anyone chiming in with a better approach, you can attach the cube to a plain old "scene component" which is just a dummy transform that can act as a pivot for everything else attached to it.

silent kite
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Thanks for the response. I will give that a go..

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aw that seems to be working just fine..

remote reef
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Hello

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I have a quick question. I have blueprint which is a pawn but the root has a static mesh. Which is player controllable. The thing is the rotation don't necessary match the forward direction. I would like the forward direction to always match the mesh but still be a playable pawn.

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Am I doing something wrong?

bitter slate
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My question is why do you need the forward vector to match?

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And I think a component of your BP has their rotation being set instead of setting actor's rotation

remote reef
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The force causes the rotation of the pawn(actor) which basically rotates the static mesh and children. Just out of ease of editing in the editor mostly. It overall works I need to stabilize the ship movement.

deft badge
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https://nerivec.github.io/old-ue4-wiki/pages/blueprint-multiplayer-respawn.html
im at a loss on where this fails for a local server. Works fine on a dedicated server. I think its because the call gets made on the server player controller, still trying to figure it out. New to UE4 Networking still.
I have a widget make the respawn call, it casts to a clientside on the player controller validating if the player has a pawn or not, if not it does the server event which i think is causing the mixup

hybrid hound
elfin inlet
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I'm a bit lost. I would appreciate some insight on this system I am trying to build. (Possibly there is a better way to do this?)

I am working on an RTS project. The way I set how things are organized is:

Buildings and Units have their separate DataTables, which include in-game name, resource costs, UI text, BP class to spawn etc.
In the PlayerController, there is a little logic which detects what object is clicked.

What I want to do is, pull data from the Unit or Building table according to what type of object is selected, and populate TileView on the HUD.

grim gorge
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@elfin inlet I'm very much a beginner, but just watched this tutorial which covered how to use data tables to populate UI elements, might be useful? Or might be super basic 🙂 https://www.youtube.com/watch?v=FFmr8W04p-Q

#UnrealEngine4 #Blueprints #GameDev

Completed Project File: https://drive.google.com/file/d/1_uzllEAopz0KwBdGr_EKh7Z0L9awUshB/view?usp=sharing

In this video I go over how to make a simple choose your own adventure game with a basic graphical user interface in Unreal Engine 4.

▶ Play video
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so, beginner question: I'm using blueprints, what class should I use for a reusable utility function that will be used by multiple blueprints but never appears on its own? Like, what's the most basic blueprint?

last walrus
grim gorge
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ah, cool, thanks...hadn't realised you could set stuff as 'object'. But actually in this case I think I might be able to use Function Library even, it's just a very simple one

elfin inlet
plain flare
elfin inlet
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i've checked the video, the concept is similar but i think its not very useful for my situation :/

plain flare
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and i have substractive

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But it is substractiving stairs too

elfin inlet
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that is a level design issue

plain flare
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oh sorry

elfin inlet
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make them both additive

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that might work

last walrus
elfin inlet
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the entries are created with default text and not binding

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i have no idea why this is not working

maiden wadi
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@plain flare Stair additive after the subtractive brush.

last walrus
maiden wadi
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Possibly a scaling conversion issue. Maybe the set doesn't like it being scaled down. Are you just trying to move a widget on screen?

last walrus
maiden wadi
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Haha. You can probably get it working. I'm lazy, I just use the DragOperation method. 🤷‍♂️

maiden wadi
elfin inlet
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i'm sure it has something to do with the variable being exposed on spawn and fed data when the widget is constructed

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i've tried several bind methods and none of them are working 😦

maiden wadi
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@elfin inlet Is TileEntry a widget?

elfin inlet
maiden wadi
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Create, not Construct.

elfin inlet
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Same result with create

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it made it even worse 😢

maiden wadi
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@elfin inlet Odd. Can you print where it's being created and input into the widget that it's not blank there?

elfin inlet
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now tile widgets are not being removed

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i need to use construct because the owner of those widgets is the tileview

elfin inlet
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animation channel

minor merlin
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Oh sorry, I posted it there and tought it was blueprint (cause of attachement, i don't know)

maiden wadi
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What about your Widget's Construct event? It should print correctly there to I think.

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Kind of strange if it prints right before going in. Unless it's being changed somewhere else, the binding should be right.

elfin inlet
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makes sense

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if i print it inside the tile widget, it prints the default value

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this means the parameter is not being passed on

maiden wadi
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Strange. I've never had that problem with instance editable.

elfin inlet
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one has the default value, and one has the proper value

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this doesn't make sense to me

burnt anvil
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Hello , sorry to interrupt , new to the whole discord servers community thing . is there an etiquette one should follow or something §? like can i ask a question or should i wait for others to solve theirs first or something ? i know this is a weird question but as i said , new to the whole discord thing

elfin inlet
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When i select a building in game, it should create 2 entries but it creates 4

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the first 2 entries are correct but tileview shows the latter 2 entries which has the wrong value

elfin inlet
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but i dont think there's a rule for "waiting"

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if its not complicated just send it

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😄

burnt anvil
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not really , just stuck at something that might look simple to most people , no need for it to be fast 🙂 i ll just drop it here then .

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i m trying to make a top down game and i want my left joystick to control movement and the right one to control the rotation where the character is looking at .
now i have two problems i kinda need help to solve :
1 - the important problem is that when i release my jright joystick the character goes back to facing his default direction ( right ) . i d like him to keep looking at the same direction he was looking at .
2 - for some reason my character looks 90 degrees less than where my joystick is pointing at , you can see for now i worked around it by adding 90 to the Z rotation , but i d like to know why it's happening in the first place if possible )

stiff chasm
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The Code i sends Flips a The Charecter to face the moused based on if the mouse is on teh left or right hald on the screen

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Its For a paper 2D Srite

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How do i make A paper 2D Flibook animation to play once, and once its playing, you cant move, and the default animations dont interupt it, And once the quicc animation is done, it goes back to normal

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if tried disabling with an if statement

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Ping when respond

maiden wadi
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@burnt anvil Don't worry about interrupting people. Just post questions if you have them and answer them when you can. Can I ask why you're using the player controller's location though? If you just want the one joystick to control the character's look, just do... I'm going to blueprint this rather than write it all out.

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@burnt anvil This is top down, X vector being Up/down, Y vector being right/left?

maiden wadi
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Yeah, just noticed that.

burnt anvil
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actually , 1 sec . joystick's X goes left to right but the world movement X is going forward ( up )

maiden wadi
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Either way, something like this is what you're looking for I think. Tick is slightly better because input axis events run on tick anyway and this reduces the rotation call to one instead of two.

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Basically if your look joystick is not centered, have the player rotate to face outward from the capsule in the direction that the joystick is moving towards.

burnt anvil
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trying this right now !

burnt anvil
maiden wadi
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Let me see what you have at the moment?

burnt anvil
burnt anvil
maiden wadi
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@burnt anvil All looks fine. What do the two Axis event floats print out?

olive sedge
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When setting the material of a skeletal mesh in BP, do I need to do something else to apply it?

burnt anvil
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added this ADD vector right before the target pin , now it rotates with the joystick ( it goes 90° more for some reason but it rotates at least ) . and when i release my joystick it goes back to looking at the top

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@maiden wadi they do print out correctly . numbers between 0 and 1 depending on where i move my joystick

olive sedge
#

this is what I have but it doesn't seem to work

stable frigate
#

?

#

what do you want it to do?

olive sedge
#

set the material of the mesh

stable frigate
#

@olive sedge if the spawned actor is a character then do this

olive sedge
#

-> \*target mesh\* -> what is that? getMesh?

stable frigate
#

yes

#

cast your actor object as a character, then get the mesh component of the character . then set the material

#

or you can drag out from As Character and look for set material node. it will automatically fetch the mesh

olive sedge
#

like this, then?

stable frigate
#

yes

olive sedge
#

oooooh. I get it.

#

It was only working in the constructor, not in the controller

#

but this is a server event so it sets the material on the server and no one cares :>

stable frigate
#

cool.

olive sedge
#

yes 😉

#

thanks @stable frigate

#

so.. when I spawn this character on the server and it gets replicated to the client.. any good way to catch it there?

#

the only way I could think of right now is iterate over an array of that class and the last one should be it but that's hella dirty

stable frigate
#

not sure about the client server. i've never worked on mulitplayer games.

olive sedge
#

ok

stable frigate
#

but cant you store the spawned actor in an actor variable? then use that variable to do whatever logic you want from the client side

olive sedge
#

hm.. I guess that's worth a try

#

but hm, that's still prone to race conditions and I wouldn't know when the server is done

#

gonna try to find out if there's a way for the server to RPC the client with the object ID or something

stable frigate
#

really cant help you with this client server issue. i have never worked on multiplayer games. Why don't you post the question in multiplayer chat? you might get some good suggestions there.

olive sedge
#

ok

#

thanks

stable frigate
#

my pleasure sir. and keep on rocking

trim matrix
#

So this is a bad test layout but how can I add UI in the world?

#

So it is placed behind the gun for example

stable frigate
#

on screen or inside the world? like a 3d ui?

#

If its 3d:-

Add a widget component in your character blueprint.
Add a socket to the back of the gun in the mesh editor.
Set the location of the widget to then socket of the gun that you added.
Set the rotation of the widget to always face the camera.

dim robin
trim matrix
#

@stable frigate How can I make it always face the camera?

stable frigate
#

find rotation between widget location and camera location. then set widget rotation to the obtained rotation.

#

you'll have to do this on tick or create a timer

maiden wadi
#

Only needs to be updated on tick if it's not attached to your character. Otherwise you can just attach it to the player's camera and let it's relative location/rotation update when the camera's does.

burnt anvil
#

@maiden wadi got it working , probably not efficient in terms of optimization but at least now it keeps looking at the correct direction when i release my joystick ! 😄

maiden wadi
#

@burnt anvil Eh. Vector math is cheap. Unless you're doing this on hundreds to thousands of instances on tick, worrying about performance for design is a fairly moot subject in most cases. Glad you got it working though! 👍

burnt anvil
#

thanks for the help , it's a mobile game , planning to just have 8 to 12 characters in game .

maiden wadi
#

Yeah, mobile platforms tend to be a little more stingy in terms of performance. But vector math is always very cheap, so don't be afraid to use it.

grim gorge
#

What structure would you recommend for (non-user-configurable) gameplay settings? I'd like to have them in a central location where other blueprints can get them - is there a standard way of doing this?

last walrus
grim gorge
#

Thanks!"

#

so, I made a data table and a struct, this is the sort of thing I was talking about. Do I need to pass it to all the objects as a variable?

#

next question (sorry, I'm new to this), what's the recommended way to handle errors? I assumed there'd be some equivalent to Exceptions, but it seems that's not the case?

last walrus
grim gorge
#

is there not a more direct way of setting an error? Hmm I guess I could do a print string and set a breakpoint on it. I'm currently printing quite a lot of debug info, just wanted to make sure I don't miss it 🙂

#

Like - if I have loads of blueprints, and see an error printed, how would I even find it? I guess I need a unique print string for each one?

#

I've made a little GetSetting function, seems like a rather hacky way of doing it but guess it'll work!

#

Hm actually, it seems to give a compile error if you try to use a missing row, so I guess that's what I was looking for 🙂 thanks!

trim matrix
#

How can I cast to a UI widget class from the widget component?

carmine prawn
#

Anyone else encountering issue with accessing solar time in 4.26?

deft zealot
#

So my "raining" parameter can only be either 0 or 1. I was wondering what is the lerp going to default to if it's 0, A or B?

grim gorge
#

I think 0 is A

weary jackal
#

You're creating a drop operation and referencing self widget to it but then you are removing it

last walrus
trim matrix
#

how can I get a widget class from a widget component?

pulsar basalt
#

I have a material with a "Particle Color" node going into emissive color. And created a particle beam using that material and set the "Input Color" to blue. But my beam in my scene is still the default white? Is there something else I need to enable? I just following a tutorial click by click and it should have changed color.

maiden wadi
#

@pulsar basalt Input Color?

#

Are you talking Niagara by chance?

pulsar basalt
#

I meant Initial Color

maiden wadi
#

Ah. Not familiar with Cascade. I'd recommend learning Niagara honestly. Cascade is getting ditched sometime in the future.

last walrus
trim matrix
#

@last walrus But how can I access a event in it?

last walrus
#

(for event you dont need a class ref itself)

#

Justevent node is my custom event in desired class

trim matrix
#

Yeah but I am using a widget component so that doesn´t work

last walrus
trim matrix
#

@last walrus Sure

#

You don´t have a error because it isn´t connected to a exec

last walrus
trim matrix
#

@last walrus This event doesn´t get called

last walrus
#

try toggling breakpoints on different nodes calling for event and tell which one of them is not breaking

trim matrix
#

This one failed

#

But I have it as the class

last walrus
#

the I cant help you... maybe Authaer will

trim matrix
#

alright thank you!

spark steppe
#

i'm having issues saving (or loading) an save game which contains an struct array (actually a map with struct as key) where the struct has enum values that get mixed up

#

did anyone ever encounter something similar?

trim matrix
#

@maiden wadi Do you know why it isn´t working?

last walrus
maiden wadi
#

@trim matrix I haven't been following the conversation. What are you trying to do?

trim matrix
#

I am trying to access a widget components object to use a event

#

@last walrus I if I have placed my widget component?

maiden wadi
#

Where is the event?

trim matrix
#

In the ammo counter widget blueprint

last walrus
maiden wadi
trim matrix
#

!!!!!!!

#

Thanks so much to you guys for helping me finding the solution!

maiden wadi
#

Haha, I'm pretty used to working with Widget Components. Using a lot of them in my merchant game for "holographic" displays.

orchid garden
#

not sure if this is the best way to go about this but.... I've setup a function to to do a movement check and set a slate based on the results, it basically works like:
if (player running + stam) return running
if (player sprinting + stam) return sprinting
else return walking/idle

#

am i over complicating it?

#

the slate is used in several components for movement & stat modifications

maiden wadi
#

@orchid garden Can I ask why you don't just base those off of velocity?

orchid garden
#

not sure if velocity would work but i could try replacing moveforward/moveright with it.

#

wouldn't that return a false positive though if say the character is falling?

sand shore
#

interesting that the inventory drives stamina; that's normally another component for the vitals

orchid garden
#

?

sand shore
#

CP Player Inventory -> Stamina

orchid garden
#

oh my component name lol

#

its just stats actually, i need to rename it

maiden wadi
#

A lot of animblueprints are updated via velocity like that. You can check if they're falling from the movement component, and if they're not falling, if velocity length is a certain length, they're likely moving, if it's above another length, they're sprinting, etc. A lot less branching logic.

sand shore
#

I tend to do bWantsSprint set from the sprint button being held (or toggled), and a CanSprint() function which would evaluate stamina, other things preventing a sprint - so this evaluation would be

      if (bWantsToSprint and CanSprint()):
        return Sprinting;
      else: return Walking; // or running
  else: // not moving
      return Idle;
#

psuedocode so I don't have to open BP

orchid garden
#

no worries i get what your saying 🙂

sand shore
#

AnimBP states would be entirely velocity driven (at least for base locomotion)

#

But I presume you then wanna tick stamina and update your speed based on this?

#

eg lerping between run and sprint speed?

orchid garden
#

yeah the stamina get ticked by the slate change

sand shore
#

So then CanSprint shouldn't worry about the velocity, and in fact you should check the input vector and not the velocity. The pawn should have a function to peek the input vector

#

Oh

#

Why is this all one enum?

orchid garden
#

different stats are being effected by what type of movement is taking place

#

just setting the movement type and using a single variable for the movement type just seemed to make sense.

clever steppe
#

i'm having a problem with my first-person player model, it's insisting on being turned to the right when the game's running

#

its rotation doesn't seem to change that

#

asking this here because i have a follow-up blueprint question related to this, too

sand shore
#

Bitmask is what the editor will call it

orchid garden
clever steppe
#

so i should try rotating the capsule, then?

#

hm, it's the root component

sand shore
#

are you doing anything in the construction script related to the mesh?

orchid garden
#

rotate the actor to the left 90 degrees, and your other components.

#

i had the same issue setting up my character initially

clever steppe
#

let me try rotating

orchid garden
#

just for giggles.... did you try disconnecting your construct to see if it was the root of the problem?

clever steppe
#

checked it now, no difference

orchid garden
#

hrm... if you don't have any scripting causing it... the only other thing i can think of is perhaps the animation

clever steppe
#

there is none (yet)

#

should i start over with a new player character? i can easily transfer what little blueprint work i made so far

orchid garden
#

so this is set to none on yours?

clever steppe
#

yep, empty

orchid garden
#

wow thats wierd... i honestly donno :S

clever steppe
#

ugh, it's okay

#

i'll transfer what i have to another character

#

thanks for the help though, i'll come back if anything stays like this

orchid garden
#

what did you start out with for your base actor?

clever steppe
#

yeah, first-person template

orchid garden
#

i wanna try this now and see if i get the same thing.

#

i started with 3rd person for mine, modified it for first / top down

clever steppe
#

huh

orchid garden
#

seems to be something with how the structure works for the fps character

clever steppe
#

does that give you any ideas?

spice sequoia
#

Hi - trying to attach a pawn actor to another static mesh actor BP so when the parent actor moves (using set location) the pawn moves with it until it is detached again. Can't seem to get it to work. I can attach a static mesh BP and it works fine but when I try the same with a pawn class BP it does not move with the parent BP at all even though it is attached?
Everything is set to moveable in the Pawn BP

orchid garden
clever steppe
#

seems like it technically worked, but now the skeletal model (now Mesh2P) is just moving around with the camera

#

my order and children must be wrong, though

orchid garden
clever steppe
#

yeah, i changed it around trying to clear things up

#

didn't pay off, i guess

orchid garden
#

it seems like your trying to make a third person character in a first person blueprint?

clever steppe
#

nope, i just want a first-person character with a body model

#

what's the easiest suggestion? should i reset the player character and transfer my blueprint work?

#

this is for a game jam, so i'd rather avoid spending too much time

orchid garden
#

your wanting the character to show for you, or for other players?

clever steppe
#

for you

#

this is single-player

#

look down and see your body, do actions with your body showing, etc

orchid garden
#

thats why i started with a third person game, was simple for me to do

clever steppe
#

yeah, sounds good

#

thanks, i'll do that

orchid garden
clever steppe
#

okay, sounds easy

orchid garden
#

my characters animation turns her slightly to the right, and is why its angled.

#

im not doing the game jam, im just building to see if i can make a game lol. a challenge for myself.

#

and if your having mulitple cameras, don't forget to setup a way for them to switch between them and set the active camera when they do:

orchid garden
#

first person, third person and top down camera views

orchid garden
#

hope it helps you 🙂

vivid aurora
ashen dune
#

Hola hermanos saludos a todos es un placer , alguien puede ayudarme por favor con una funcion en unreal engine?
les explico un poco e creado una funcion de cambiar camaras y funciona si preciono una tecla , pero la idea es hacerlo para android y hice un boton widget con un on pressed pero no me funciona si preciono la tecla c si pero si preciono el boton no funciona

slender idol
#

Hey guys, got a small question, I have a material with a scalar parameter. When the parameter reaches 0, the material is fully visible, when the parameter is 1 the material is invisible. What would the best way to manipulate this scalar parameter in order to "spawn" a mesh? I currently use a timeline with a finterp and set scalar material param but it feels really dirty and bad, is there a more cleaner way to manipulate material parameters in such a way?

odd ember
#

you mean fade it into view?

maiden wadi
#

@slender idol Not really. You can choose to do it in the material as well if you like by using Time and a clamp and some math to choose the materialization time. But if you want it controlled from code, you have to continually update the parameter someplace like a timeline/tick.

slender idol
#

@maiden wadi Is there a way to keep the interpolation in the material itself and only trigger the transition from 1 to 0 or vice versa via code?

#

Meaning no timelines or set material params via code

covert delta
#

@vivid aurora your weapon needs to inherit from Actor

#

Like when you create the blueprint, it click Actor.

odd ember
#

shaders don't work the same way that normal code works

#

so the simple answer is no

maiden wadi
#

@slender idol You could just input a 1 or -1 once, and set it up so that it starts at 0.0. Input the scalarparam as 1 and use that to multiply your parameters for 'spawning it in'.

wind void
#

Yo, having some issues, trying to find out how to possess a Camera Component.
The said camera is a child of an Actor, I want my Default Pawn Class to get that actor and grab it's camera (done) then activate/possess it.

odd ember
#

@wind void reckon there's a player controlelr function called setView something

#

you don't possess it as you would a pawn

slender idol
#

@odd ember to make it a bit more clearer, its about a disintegration effect, the actor spawns in and I'm looking to manipulate the scalar parameter to create the effect and I don't want to use timelines or ticks, just a simple call for the effect to play.

odd ember
#

@slender idol I mean you could apply a new material for when it happens

#

but you cannot actually "call a function" on a material the way you would on an actor for instance

#

shader code runs constantly

slender idol
#

Wouldn't that mess up the underlying texture?

wind void
#

I understand you can't "possess" it, but I cannot think of a better word, maybe activate?
Also I can't find any function/ability to change view.

odd ember
#

you can have more than one material slot on a mesh

slender idol
#

ooh

odd ember
#

but that's probably more of a #graphics question at this point

slender idol
#

that could work, thank you for the suggestion !

#

figured I might get a better answer here since Im not talking about the effect itself

odd ember
#

@wind void I think it's called SetViewTargetWithBlend

#

but that essentially is a shorthand way of moving to another camera

#

and "possessing" it, as you would have

wind void
rough jay
odd ember
#

uhhhh

#

that's a pretty yikes setup

rough jay
#

yeah ik but theres no reason my character should be slowing down?

odd ember
#

without knowing anything

#

probably because of your setup

#

draw some debug of the direction your control's forward vector is pointing

#

it could be you're walking in a direction that's not towards the forward vector

#

best guess

#

especially if it's third person

ashen dune
#

Hello brothers, greetings to all, it is a pleasure, can someone please help me with a function in unreal engine?
I explain a bit and created a function to change cameras and it works if I press a key, but the idea is to do it for android and I made a widget button with a press but it does not work for me if I press the c key yes but if I press the button it does not work

odd ember
#

you need to set it as an input

#

where's @torn kettle with the documentation

covert delta
#

@vivid aurora Actors are stuff that are physically present in the game. Like a character, or a weapon, or a coin, or whatever. If you're making something that can be spawned in the game, it needs to inherit from actor. Classes all have a "Parent" class, that defines all the stuff it can do. So if you want to spawn something in the game, it has to inherit from actor (aka have Actor as its parent).

#

A hypothetical chain might look like Actor > Pickup > Weapon > AK-47.

In this case, your AK-47 is a weapon, a pickup, and an actor. It can use any of the functions available to those types, and the game can treat it like any of those types.

In your case, just Actor > Weapon is fine for now.

#

You can either make a new bp for weapon, that correctly inherits from Actor, or you can change the parent in the bp for what you have already.

#

Lastly, get rid of that "Construct" node you have. That's not helpful. Just spawn actor is fine.

pale blade
#

So UE has a class called DamageType which I guess determines the type of damage like Melee, Magic, Ranged, Healing, etc
But the damage types can also be represented as GameplayTags. Like Damage.Melee, Damage.Magic, Damage.Ranged, Damage.Healing, etc.

This article gives detail explanation of using GameplayTags for damage types:
https://www.unrealengine.com/en-US/tech-blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4

But I see UE's Apply Damage using Damage Type Class, so shouldn't it be preferable to use what's already built-in?
Which is preferable?

Unreal Engine

Gameplay Tags have existed in the engine for several versions, but in UE 4.15 the interface and performance were greatly improved, so now is a great time to start using them.

covert delta
# rough jay yeah ik but theres no reason my character should be slowing down?

Do you have a reason for doing it this way? Because if you don't, you shouldn't do it this way.

Go to Project Settings. Go to Input. Make an Input Axis, bind it to W for up and D for down and call it MoveForward. In your eventgraph, use the event InputAxisMoveForward, and just pipe the scale value into the add movement input node.

I think you might need to break the control rotation and get just the yaw value unless you want to be moving up and down through space instead of along the ground.

rough jay
#

im just trying to learn more abt locations n rotations so what better way then to attempt to make ur own without inputs but failed

covert delta
#

the scary part is how you're handling inputs actually, haha.

The rotations bit is a fairly easy mistake to make.

rough jay
#

like idk how to move an object according to my forward vector

covert delta
#

Forward vector of the control rotation is the direction you're looking. So if you look at the sky above you, the forward vector is straight up.

rough jay
#

is it possible to make movement just on world locations?

#

like instead of addmovement input use set world location

covert delta
#

It's possible but you probably don't want that. Add movement is a good idea.

#

Use the snippet I showed you. This takes only the Yaw rotation of the player rotation. Like you're looking up at the sky and to the right, it only takes the bit about you looking to the right. So the forward vector you get is something is parallel to the ground.

rough jay
#

my guy just keeps going up and down noclipping into ground

#

im just gonna use input keys ig

covert delta
#

show me your bp with the input axis

elfin inlet
surreal peak
#

You can still use tags if they make sense in other situations of course.

pale blade
surreal peak
#

Well gameplay tags are just an identifier

#

They don't replace DamageTypes

#

DamageType is a full class you can create that can get your damage values and modify them

#

You'd create your own child class of it, and give it some function, like "ModifyDamage"

#

Where you pass in the damage and all other things yo uneed

odd ember
#

@surreal peak how much do you like to trust the built in damage system, just out of interest?

#

I ask because I've made my own

surreal peak
#

You could pass in the GameplayTags too, but i don't see the reason

#

Eh, it's okayish if you want to do something simple

pale blade
surreal peak
#

Well DamageType is a class

#

Not an enum or tag :P

#

You can make one single child of it

#

And pass in your enum

#

Or gameplaytag

#

or whatever

#

To then modify the damage and target inside of it

#

You get the spawned version of that class on the other end

pale blade
#

I see, I'll have to look into in more detail
But basically if you use GameplayTags, you're going to use both GameplayTags and DamageType class?

surreal peak
#

So in the Actor that you damage

#

You have the OnDamage or so function

#

That has the object of that class

#

So you can then call your function

#

Idk, GameplayTags are just a way to tag stuff

#

There is no "you are going to use this or that."

#

You use what makes sense for your system

odd ember
#

or build your own

#

but I mean that's likely later

surreal peak
#

We use GameplayTags to identify all sorts of things in our project, but without using GAS at all.

#

Cause these tags are handy

#

You don't have to use them though

odd ember
#

I was planning to use them to save narrative game states

#

probably combined with some JSON

old rock
#

what’s the canonical way to do a dynamic crosshair? one thing I ran across suggested using a widget, but I vaguely remember there being a more direct way to just draw stuff to the viewport

surreal peak
#

Crosshairs are UI

#

UI in UE4, by now, is UMG

#

You can use the old HUD class if you want, but it makes very little sense

#

Put an image into your widget and either use animations or a materials and modify the mat based on values from your weapon

old rock
#

got it, thanks!

stable fjord
#

Hello! How to get this marked point? I have a known A point's coords and B point's coords

#

but I dont want to reach location B, only for example 100.f floats in front of B's point

arctic aspen
stable fjord
#

Just pin it into Event Tick function if you would like to spawn it every single frame

arctic aspen
#

Nah, it's spawning fine but when Actor Class is spawned then it's EventTick not running.

#

The one which is spawned.

stable fjord
#

Look at the spawn class properties

#

On the top one you have a class settings

#

Do you have checkbox marked for tick?

arctic aspen
#

I do not see it. When I drag this Actor to the scene without spawner class, it's working fine.

#

Can't see tick checkbox in class settings

stable fjord
#

I forgot this section name

#

But around to Ai controller neighborhood

#

You should have a placement options

#

Show me your top options

arctic aspen
#

Class Defaults?

stable fjord
#

Or whole screen (this one should be better)

#

Yea

#

This one

#

Change placed to spawned

#

Do you see this option?

#

Inside the class defaults menu

arctic aspen
stable fjord
#

Oh god, I am to lazy to turn my pc hahaha

#

W8

arctic aspen
#

GOT EM

#

changed it on character

#

spawned character

#

thanks man!

stable fjord
#

Great

arctic aspen
#

This one

stable fjord
#

So I will duplicate my question

#

Yes

arctic aspen
#

I wouldn't find it in ages

stable fjord
#

I am not pretty sure thats refers only for Ai

#

But check this

#

Working fine?

arctic aspen
#

Yeah it works fine, thanks @stable fjord

pine trellis
#

is there like a do nothing node? I have a parent class that throws granades but I dont want child to not throw granades but if I leave it like this on the child it still throws granades

#

how can I get the granade not to throw

tight schooner
#

maybe put your grenade throw code into a discrete function/event (in the parent class)

#

and in the child class, override the function

#

(go to My Blueprint tab in the child class, mouse-over "Function" label, and click Override)

#

@pine trellis

#

That's the path of least resistance anyway. You could also do it in reverse -- have input events call an empty function on the parent

#

and override it on the child class, putting in the grenade throw stuff

#

It depends how you want the hierarchy to flow

#

but either way would accomplish the same thing

pine trellis
#

@tight schooner thanks the blank function did it!

spark steppe
#

gonna have to ask again, anyone ever had trouble using enums in structs and saving them with an save game object?

spark steppe
#

or with maps and struct as key

fierce birch
#

question, whenever i delete something ue4 crashes, anyone know why

dense matrix
slender wolf
#

Hey all, been spending a lot of time on a dash mechanic (for FPS) recently and was wondering how others have handled this situation.

I am creating a vector and then lerping the actor's movement to that location. No issues there. The complications are coming from handling slopes, specifically UP slopes. How have others done this? Can't find anything elegant that gets the job done.

#

I'm using Break FindFloorResult + Break Hit Result to get the angle of the ground and am rotating my vector around my character's right vector to get the uphill "dash destination point" but the results are really inconsistent.

#

Also wondering what other issues I will run into with uneven terrain, and started to wonder if my whole approach was sort of flawed from the ground up.
Hence me wondering what others are doing 🙂

earnest tangle
#

I would try applying an impulse into the dash direction

spark steppe
#

so apparently i can't use pure object references in data tables, while i can use them in structs?!

earnest tangle
#

a data table is an asset which contains some data, having object references makes no sense

#

object references are references to things that are spawned into the world at least if it's actors or such

#

if you want to refer to a blueprint class or something, use class reference instead

spark steppe
#

no, i mean datatype object, which can reference any asset

earnest tangle
#

Ah, in that case not sure. I'd imagine it's probably related to the objects requiring actual instances to exist even if it's an asset instance like a texture or something

#

I'm not quite sure why you would need a data table that can have a reference to literally anything

spark steppe
#

ok, object soft reference seems to work, wonder how save it is to use for my usecase

#

because the datatype is for some reason not exposed to be used

#

Material Layer Blend Instanced while Material Layer Blend is exposed -.-

earnest tangle
#

Odd

spark steppe
#

indeed, maybe they just missed it, i should probably bug them about it 😄

exotic cradle
#

Figured it out a little bit. Will remove my previous statement.

icy saddle
#

when using the FunctionalTest BP, and running the tests, it seems like any error (even if it's unrelated to what we are asserting in the test like just an error log I wrote and printed myself) will cause the test to finish with a status of failed.

Is there a way to prevent this? to make functional test BP only care if the assertion fails but ignore other console errors?

scenic scroll
#

ok i've been busting my head over this and looking for tutorials for a whole day to no avail- How would i make a system to a physics-walker object didn't fall over?

#

I have a physics-based walkers with an animation that makes it walk forward but of course as with all non-complex robots that walk it just topples over since its not designed in a way that it would physically walk, how could i make a blueprint that i could toggle on with a hotkey so a vehicle like that would walk without falling over?

#

i can't edit the walker itself (modding limitations) it has to be a blueprint that affects it by getting the player controller and then the controlled pawn- which works for similar things so that's not a worry, i just need to know what the actual code to make it not flip over would be

mental lodge
#

Hey all, quick question. When my first person character walks off of a ledge, they get a sort of boost/jump that propels them off, ignoring what the normal trajectory of the character would be normally. I have been looking for days and I can't find out where this action is coming from and I really REALLY want to turn it off. Can anyone tell me what is causing this and how to disable it?

#

The image shows that when I go off the ledge (the red path is where i moved), the trajectory of my character changes because of this mysterious 'jump'.

livid storm
#

Is voxel plugin pro worth it for making hugley procedural games?

turbid pecan
#

Hi all, does anyone know if there's a node in the BP system that when exposed in the instance of the BP would display as a button and allow me to refresh a stream seed?

shadow saddle
#

how to remove the background

#

so its tranparent

burnt anvil
tight schooner
#

@turbid pecan make an editor callable function?

burnt obsidian
#

can someone explain to me where the default movement comes from when I dont have a player start in my scene? Now when I click play I get this floating camera with WASD / Mouse controls but I would like to use this camera + controls to modify the position/focus of the camera(edited)
but What should I call for
I already have a custom gamemode and Player controller but I dont seem to get anything useful out of those that changes it

plucky juniper
#

Hello. I have a widget that is constructed one time, but the construct-script is running, twice. Is there some kind of cache I'm missing?

twilit heath
#

constructor script whenever widget is added to viewport/parent

plucky juniper
#

yep, added once.

twilit heath
#

use OnInitialize if you want a one time thing

#

if you hide it and show it again, it will run twice as well

plucky juniper
#

I want it to run on construct, just not twice every time.

twilit heath
#

make sure its the same instance of the widget, its very easy to make that mistake

#

put 2 identical widgets ontop of one another

maiden wadi
#

Easy test to make sure you're not actually spawning two, is to just put a print on the OnInitialized Zlo mentioned. If it prints more than you ever intended to create the widget, you likely have more than you intended to create, because that functions should only run once in a Widget's lifetime.

plucky juniper
#

oh, thanks. Let me just reboot the ol' pc and I'll test that one out.

turbid pecan
turbid pecan
plucky juniper
#

@maiden wadi
construct
init
construct

That's what I'm getting when running the game.

last walrus
turbid pecan
last walrus
#

buttons are widgets too

vital crag
#

Make a custom event. Check the Call in Editor checkbox.

#

Shows up in editor properties window:

turbid pecan
#

Ah that’s what I’m looking for!

#

Thanks everyone.

#

So events can be just exposed as and when..

vital crag
#

(and then there is Slate in C++ if you wanna go even deeper)

olive sedge
#

is there a way to check line of sight other than lineOfSightTo?

#

I don't have the controller of the actor at that moment

vital crag
#

@olive sedge lineOfSightTo is just a wrapper for a visibility LineTrace

olive sedge
#

ah, good

#

@vital crag so line trace by channel and if no hit, I have LOS?

sterile wraith
#

is there a way to duplicate an static mesh inside a blueprint, place it with an offset and change its appearance ( like if its an instance)

plucky juniper
#

Yes, create a new mesh var and set it to be the same as parent.. I think. Ive done it before.

maiden wadi
#

You'll want to call AddStaticMeshComponent Get the first staticmesh's StaticMesh value, set the newly created Mesh's StaticMesh Value to the old one's. Then you'll have two static mesh components with the same mesh. Then you can do what you like with the second one to offset it or change it.

olive sedge
#

So.. General question: I want to make a zone that my actors can interact with. It should be a circle on the ground and change color depending on who is inside the circle. I also need to trigger when someone enters the circle

#

How would I do that? add a sphere actor and scale it down?

#

add a cylinder and scale it down?

#

alternatively: I could define zones inside the map which when entered make the ground glow

maiden wadi
#

Like RTS control zones?

olive sedge
#

not sure but probably yes

#

@maiden wadi don't know if you play battlefield but imagine a capture zone like that

#

and then make the ground glow a certain color

maiden wadi
#

You can make it event driven if you want, but if you have a dozen or less on the map, I'd probably either make a timer or make an actor with a lower tick rate, and just check what's in the circle on tick and do logic that way. Check it like five to twenty times a second. If you're doing multiplayer, only do this on server and replicate the state of what team is capping, and maybe a percent for total cap time if the player needs that for their UI or local version.

olive sedge
#

ok, sounds sensible

#

and for the actual glowing area, how would I do that? I don't have the faintest idea how that works

maiden wadi
#

That'd just be either a particle or material that's set on client based on what you've replicated for who's capping or how much. I'd assume.

olive sedge
#

particle, hm

#

haven't worked with particles yet. I thought those are only flame sparks and such

#

I guess I could emit particles around the zone?

#

that would actually look pretty cool I think

maiden wadi
#

@olive sedge A lot of games like that rely on material shaders, but just do what you think is badass. You don't have a department of critics breathing down your neck to tell you otherwise. On that note though, make sure to learn Niagara over Cascade. Cascade is getting ditched possibly sometime in the next year.

olive sedge
#

yes, fortunately 😄

#

I'm still not sure how I would define these zones though

#

would be best from a level creation standpoint if I could just have some kind of poligon that I could drag to the size I need it or something like that

#

just define the edges of the zone

#

ok, I guess a volume would be best

maiden wadi
#

@olive sedge There's a few ways you could do it. Are they square, Circular, etc?

olive sedge
#

any shape around an objective I think

#

could be a gas station, small village, wooded area

#

preferrably I would be able to set the boundaries in any shape but I think circular would work best for starters

maiden wadi
#

Circular can be done with a single input. Just needs a float for range. Then you could set your system up to turn that into a circle. Box needs at least a single vector for box extents, maybe two vectors if you want a rectangle instead of a cube. Alternatively, you 'could' make any shape you wanted in theory since Niagara also allows sampling of meshes for locations. I believe either vertex or triangle center data is used, so you'd need some form of subdivided mesh for best look.

olive sedge
#

hm

#

I think I'll start with a circle

#

can always scale that up to something more elaborate

trim matrix
#

Hello smart folks, another BP query i'm stumped on.

Currently I have an enum that calls upon:

  • no fixings.
  • 1 fixing.

They work nicely, the issue occurs when I try to implement two. I obviously want to reference the '1 fixing' and mirror its location but I have no idea how to achieve it.

olive sedge
#

@maiden wadi just so I understand you right: I would create some kind of particle system with Niagara and then I could also use that for my game logic? (if inside perimeter of niagara actor or something?)

trim matrix
vital crag
#

@trim matrix FYI there is no mesh hooled up to second node

maiden wadi
#

He's asking how best to go about it with different transforms.

#

@trim matrix Hook up the same execution line, and for the Transform, just Select off of the same Enum with different math.

#

@olive sedge Well, if you want a circle, that one's easy for both. Put the Niagara emitter, and the checking vector at the same spot. If Unit Distance to point is less than the distance you also put into the emitter, this unit is in range to cap.

olive sedge
#

sounds good.

#

thank you @maiden wadi

maiden wadi
#

It should pretty much line up your visuals to your game logic that way.

#

You can even make that instanced editable if you're creating maps, to see it in action from the construction script.

orchid garden
#

i found this Macro in a old redit post, and it seems to work for both mouse and keyboard to detect if a does a single / double tap of a key/mouse button, is this a good way to go about it or is there something else I should look at:

olive sedge
#

ok

trim matrix
#

Apologies @maiden wadi I'm a bit dense. how would you suggest doing that?

orchid garden
#

I have a physics question too, I've set a static mesh model with these settings but when i bump it its like im kicking a football across field, the thing fly's away with just a little bump, how can i get more realistic movement from the static mesh vs. its weight? Scene has default gravity settings

maiden wadi
#

@orchid garden I prefer this style as opposed to delays, personally.

orchid garden
#

time difference is that fed by world delta seconds?

maiden wadi
#

@trim matrix You want to actually create two of the same thing that the one is doing, right?

#

@orchid garden Nah. You use it like this. It'd be the time allowed between button presses for it to count as a double tap.

orchid garden
#

ah okay got ya 🙂

maiden wadi
#

Actually, thank you for that. You just gave me an idea for my GameJam project. 😮

trim matrix
#

@maiden wadi that is correct, pal.

orchid garden
#

@maiden wadi , might you know the answer to my physics question?

trim matrix
#

My attempts seem to remove one with the other🤦‍♂️

orchid garden
#

@maiden wadi couldn't find the set float function, but assign worked in the macro 🙂 working like a charm:

maiden wadi
#

@trim matrix Hmm. Fair, for that you'd probably just want two different execution lines. Probably just loop and make a simple select to set your object's local location based on the loop iterator.

#

@orchid garden Not sure on the physics thing. I haven't messed with physics much. I'd either find a way to up the mass to different values, or find a way to dampen how you're colliding with them.

#

And the SetByRef you can get from dragging off of the float, it's the same thing though.

orchid garden
#

i'll fiddle with it more, its for droppable/placable objects that can be effected by world actors

maiden wadi
#

Yeah, unfortunately from what little I know, making kinematic things like characters work alongside the Physics stuff can be tricky at times.

orchid garden
#

ty much @maiden wadi , yeah physics have drove me nuts several times lol, best of luck with your issue @trim matrix

trim matrix
#

thanks @orchid garden - such a novice when it comes to BP, its frustrating because I know the logic just difficult to find the bit to make it works

#

Appreciate all of @maiden wadi 's help and advice

maiden wadi
#

Whew. Five days and two hours to go.

orchid garden
#

that all thats left for the game jam?

#

@trim matrix im a novice too but its been a fun learning experience even with the hair pulling / beating head on keyboard moments lol 😉

trim matrix
#

ahaha too true

maiden wadi
#

My blueprints look psychotic right now. I haven't even touched C++ in this project yet in favor of keeping speed and simplicity.

pine pivot
#

it's an ads system

#

but idk how to put the camera back at it's starting posititon

#

anybody could help me out?

#

pls ping

maiden wadi
#

@pine pivot You just have to do your logic backwards. On a side note, I don't know how different it looks, but I know some people achieve ADS by placing a camera on the weapon and calling SetViewTargetWithBlend on the weapon on button down, then again on their pawn with button up.

pine pivot
#

@maiden wadi i did it with only a camera

#

i would make it like that i get the basic location of the camera

#

and then make the camera go back

#

would you know how that goes?

trim matrix
#

Even some docs I could read into

maiden wadi
#

@trim matrix Is this in the construction script?

trim matrix
#

yes, sir

#

the BP is meant to be a versatile 'mesh'

#

prefab

maiden wadi
#

What is FloorFixingDummyA, where is that being created?

trim matrix
#

better description

#

that is just a null which I can then choose to replace via the static mesh

#

null/dummy/empty static mesh

maiden wadi
#

So it's added in the components list?

trim matrix
#

yes

maiden wadi
#

@trim matrix You could spawn it from the construction script instead depending on whether you need it. I don't have your Enum so I'm using a different one. Messy example, but sort of like this.

#

In your loop you could even simplify setting your location like this.

rugged walrus
#

I have a project with a plugin installed on 4.25 and I want to open that project in 4.26, but I can't because that plugin is not on 4.26 yet

#

what do i do?

unborn maple
#

contacthe person who made the plugin

pulsar basalt
#

I've been trying to use the UI progress bar widget for enemy health, but it looks like I need to bind a widget to a specific actor. Is this the only way? I'll basically need to make a new health bar widget for each enemy bp?

olive sedge
rugged walrus
#

how do I make an enemy ragdoll after it dies?

olive sedge
#

@rugged walrus enable physics

rugged walrus
#

what node exactly?

olive sedge
#

@rugged walrus I'm pretty new myself but I would try to enable physics for the skeletal mesh

#

or the character

rugged walrus
#

didn't work

#

I'll check for a tutorial tho

rugged walrus
#

Hey guys, in today's video I'm going to be showing you how to create a unique and adaptable ragdoll so that you can trigger it manually, when you overlap something, or when you die.

Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list=PLQN3U_-lMANOnnjfvEEVeAPE8mfrGr_VH

Blender Tutorials Playlist: https://www.youtube.com/pl...

▶ Play video
#

here

covert delta
#

@pulsar basalt Ideally all of your enemies inherit from a class called Enemy, and you call the implementation of getting health from that, rather than reimplementing the same thing for every type of enemy

trim matrix
#

Can someone help me? I'm trying to make a sphere disappear and then spawn an explosion effect. I'm new as this is my first day. Any help would be appreciated.

#

Heres my current code

#

@maiden wadi thanks for your help, it works!

#

well, it wasn't but when I connected the completed in the for loop to the first pass, it then worked. Was that an omission or have I made a happy accident?

maiden wadi
#

I was looping twice in mine. Index 0 and 1. You could do the same thing by replacing that Loop with a Sequence too with the way you're doing it.

exotic cradle
#

So I made a pawn that is supposed to be able to fly around a building zone to create a vehicle. It works but the problem I am encountering is once I release the buttons for movement the pawn continues to have momentum in the direction of travel. How would I counteract that in my bp so that the pawn only moves when I press my movement keys? Hopefully this picture is more readable

maiden wadi
#

@exotic cradle Sounds like more of a settings issue. This is a Pawn using FloatingPawnMovement Component?

exotic cradle
#

It is not. I wasnt sure how to add that already with a charactermovement component in place

maiden wadi
#

In short, you wouldn't. You'd create a pawn from the Pawn class instead of character. Though I'm sure there's a way to make the character class use antigravity movement. Haven't messed with that much.

exotic cradle
#

Yeah I went and used the "Default Pawn" instead of "Pawn" when creating a new BP and it works like a charm now. Just have to go rereference some things in my HUD BPs now

#

Ahh now that I used that my BPs always fail to Cast to "EditorCharacter_New" due to not inheriting from "Character"

#

Dang. Ig Ima have to redo this entire HUD from scratch to get this to work but atleast the pawn moves like it needs to now

celest oar
#

i want my character to be able to spawn multiple particles attached to him but i dont want to have multiple niagara components, how would you guys solve this?

exotic cradle
spare gulch
#

I'm very new, how would I edit the acceleration, air speed, etc. of my first person character? I'm using the default fps thing and I'd like to make a platformer, but i'm dissatisfied with Unreal's default movement.

odd ember
#

character movement component

exotic cradle
spare gulch
#

oh wow thanks. That's perfect

olive sedge
#

I have a particle system in my level and I'm trying to set the color of the particles via blueprint in the level

#

it's not doing anything though, what am I doing wrong?

exotic cradle
#

Where the error message points after closing the game in the editor. I feel like it might have something to do with the 'Get Pawn Owner" component but am not 100% sure.

olive sedge
#

@exotic cradle get player character returns a none value

exotic cradle
olive sedge
#

what is it about pawns you don't understand?

exotic cradle
olive sedge
#

well, that is much later. Your call to GetPlayerCharacter seems to return none

exotic cradle
#

I have the third person template as my default level. When the player interacts with a design bench. The third person template level is closed and a new level is opened called "Vehicle Editor". Now within the vehicle editor level I am using a "Default Pawn" bp so that I can fly around the editing space to create the vehicle. Originally before using "default pawn" I was using the "Pawn" when you create a new BP which didnt give me the proper movement I was looking for in my editor as the character wouldnt slow down once the buttons were released but due to how I made this HUD for the Editor Level I used "Pawn" which inherits from character while "Default Pawn" does not.

olive sedge
#

ok, I see

#

so then there is no player character

#

default pawn probably doesn't inherit from character

exotic cradle
#

No it doesnt.

olive sedge
#

try GetPlayerPawn

exotic cradle
#

Wow it was that simple lmao. Thank you I now have no errors xD

olive sedge
#

no errors is good but does it work?

exotic cradle
#

Yes. I am able to move exactly how I need my pawn to and my HUD shows up on screen

olive sedge
#

👍

exotic cradle
#

Thanks again

olive sedge
#

sure

trim matrix
#

Branch always selecting false path

#

I want to go different paths while pressing and releasing button

#

Any help?

olive sedge
#

just use the pressed and released pins?

trim matrix
dusky thicket
#

Is there a Blueprint mechanism to start an interpolation that occurs every frame for some amount of time? Or is Event Tick the only option?

#

Kind-of like the Delay node.

robust cliff
#

Can anyone recommend a tutorial to get proper turning animations using blend spaces. I have blend space that has all the necessary animations. I have the walking running transitions working well but the turning animations don't work. My AI just spins in place then continues the walking animation when on a straight trajectory

dusky thicket
#

Btw: Simple little Blueprint Macro Library (derived from Object) that does an action only when a boolean is false, and sets it to true as it executes. I use it like a DoOnce but where multiple things need to be locked if any one of them does their thing.

#

Usage (as Do Once by Lock):

#

Use as you wish, but no warranty.

spark steppe
#

is there any alternative to maps? somehow unreal screws them up when saving them with save game object

spiral tangle
#

Is it just me, or is camera shake broken in 4.26? All of the settings are gone except for "single instance"!

bitter slate
#

i have an issue with a line trace

#

I'm doing a line trace from an object to the ground

#

if it is touching the ground, there is no hit result from line trace

#

basically, its a spring force for an object to the ground, and i want to keep the object above the ground

#

although it can press up against the ground if i hit it hard enough, and in that case I have no line trace to increase force

bitter slate
#

nvm solved

spark steppe
#

does someone know how to store a reference to a texture as string, and how to load it at runtime (has to work in standalone, too)!?

#

actually there's get Path Name which gives me the location of the texture, but i have no idea how to get an object from that

frigid ether
#

Hey, I'm working on a slide mechanic similar to Apex Legends. Everything is working but I want to control how much velocity is gained and lost when going down or up hill. Is there a simple way of finding out the angle of the surface you're on?

spark steppe
#

finally my data is saved correct -.- stupid shitty unreal save game object -.-

#

had to make my own implementation because its to stupid to handle structs as map key correct

maiden wadi
#

@frigid ether There are quite a few different implementations for something like that. The Simplest is just tracing down to the ground and using the hit normal. You can turn the normal into a velocity in quite a few different ways. Alternatively you can also do multiple traces to get a better normal, use sweeps, etc.

turbid pecan
#

OK... don't laugh, I'm a total noob. I'm trying to make a bool trigger the rotation logic if true. Clearly I'm failing, can someone suggest how to trigger that set behaviour or use another type of conditional for this?

bitter slate
#

The beginning of the branch needs to be connected

#

i would also look at that warning cause its telling you something important like, this wont work

turbid pecan
#

It works if i ignore the first three nodes on the bottom

#

But i have to use 60 as a get or hardcode it into the multi node

#

The warning is basically - without plugging the exec noodle of "SET" it wont budge

bitter slate
#

whats the problem with using it as a get, isnt it something you set as a default anyway

turbid pecan
#

It's a conditional option I want in the BP, but I want it exposed as a bool and not an int

#

So if someone was to toggle it they don't have to know that 60 or 0 are the only possible correct inputs

bitter slate
#

sounds like select is more what ur looking for if you're hardcoding 0 or 60 anyway

#

and who is the toggle for? people that use your blueprint?

turbid pecan
#

Yeah and me when i forget what was the magic number

spare pike
#

question, does anyone else have a problem with the "Show Material Section" node? it doesn't seem to work, neither for me and a friend of mine.

bitter slate
#

yeah so select 0 or 60 depending on condition, right?

turbid pecan
#

indeed

bitter slate
#

use select instead of branch then

#

and remove your set default stuff

#

this could also be solved with a comment header saying 0 or 60 is a magic number lol

#

since its something for your own sake

turbid pecan
turbid pecan
bitter slate
#

dont use your default shit

#

just put in True, 60

#

False, 0

turbid pecan
#

Fair point. It isnt needed

#

Good catch!

#

Works like a charm now

bitter slate
#

👍

past void
#

ive asked this before but had no response so thought i would ask again is there anyone who knows how to make twitchworks blueprint work please ive tried everything but not getting any where

north herald
#

Hey everyone! I'm constructing an object for a ListView from class, and no matter what I do, I'm not able to set a variable inside the constructed object. I tried both an ExposeOnSpawn method and manually setting the variable from the outputed object reference, but no matter what I do the variable default remains.

Here's how I'm constructing my object and setting the variable. I've tested the ForEach class output with a Print and it works as expected. Am I missing something obvious about how to set variables on constructed objects?

wooden rapids
#

Hey does anyone use one blueprint for multiple ai in one Area ,Change Mesh,Stats etc.

rough jay
#

i use one blueprint for multiple ai in one area they have their seperate stats

wooden rapids
#

Ok thanks for Answering , just a quick tip for me how you controll the Skeletal mesh Change via Variable or Overlap event to get the right one to change , any link or any Tutorial out there would be very nice ,thanks

rough jay
#

so if something happens you want to change the skeletal mesh of that one ai? for it wont interrupt the others

woven saddle
#

Wanted to avoid using tick

north herald
#

@woven saddle You could try storing it whenever the character safely lands somewhere instead.

#

@woven saddle If he's falling in a void, he won't be touching the ground, so it won't register a new "safe" position.

wooden rapids
astral fiber
#

Does anyone know why the bones on the left and right side of the ThirdPerson Sekelton are inverted?

wooden rapids
astral fiber
#

There is an animation channel?

wooden rapids
astral fiber
#

@wooden rapids oh wow, somehow I collapsed Content creation, where animation is 😉

dusky thicket
#

Is it possible to automatically inject "tick" into a macro or function?

#

I'm thinking along the lines of "being able to do something similar to what Delay does".

wooden rapids
# dusky thicket Is it possible to automatically inject "tick" into a macro or function?

oh sorry this can help you is just for a Macro , inside a Function is no way to implement it .https://www.youtube.com/watch?v=NTvxvc1zO8Q

#ue4 #beginner #blueprint #delay #macro
Work around for getting a delay node into an Object-Based macro that can be called from any blueprint! Great way to extend the functionality of the default macro library.

▶ Play video
dusky thicket
#

Ah?

orchid garden
#

am i over complicating this?
Sound in is a enum of a 'action list', it then grabs the item row from the data table (item details) breaks the returned row so that it can get the struct of possible sounds, then selects the sound its supose to play, checks to see if the sound is valid then plays it at the player location:

#

its the only way i could find to select a item from a struct based on a enum

fast osprey
#

@north herald the outer needs to be list as well

rough jay
#

why cant this block be like my capsule and not noclip everything

hot perch
#

I need help with heightfield painter

#

before I click play button there is a texture

fleet estuary
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Hello Guys and Gals still kind of new to ue4 so please excuse myt dumb questions.
I'm wondering if anyone knows how to make it so that a point lights attenuation radius does not pass through a wall?

tight schooner
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@fleet estuary I would ask #graphics on that one

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Unless you're talking about adjusting the radius dynamically or something

fleet estuary
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oh okay lol thank you

naive dagger
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Hello! I'm a newbie and don't really understand the blueprint system yet. I'm trying to implement a teleport system when clicking on the widget button, I could not find any similar information on my question. Can anyone help with this issue? Thanks in advance

frigid ether
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Hello, I'm new to widget blueprints. I was looking at another persons assets but I can't see nearly any of the elements. Is there a setting I'm missing?

jaunty acorn
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im not sure how to set the sound variable to play properly cause i still don't hear it

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tried it both on construction script and event begin play -> parent

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i am not setting it in the parent so that I could hopefully set it in child

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nvm i used Set in parent, and Child, when i was supposed to get Get in the parent

faint pasture
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@jaunty acorn the sound should just be a variable. No need to touch the construction script.

jaunty acorn
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i got it haha

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thanks though!

elfin inlet
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i structured my class hierarchy like this (top to down):

Pawn
GameObject
BuildingMaster - UnitMaster

I need movement for the units, which is in Character class. But to parent my units to character, the entire hierarchy needs to get parented to Character, and I don't want my buildings or other GameObjects to be characters.
How can I approach this?
(really don't want to create a custom movement component for UnitMaster)

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but I would like to keep GameObject as the parent of both units and buildings because that's where I build the shared functionality

faint pasture
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Or use an interface.