#blueprint

402296 messages ยท Page 578 of 403

twilit heath
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or pur a movement component on a Pawn, it just can't be CMC

upper adder
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Hey! How can i find out if my pawn, not character, is on the ground or in the air?

vocal elm
olive sedge
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I have a string in an actor and I set it on the server, Replication is set to Replicated but on the client the string is empty. Any ideas?

LogBlueprintUserMessages: [bp_CommandPoint_3] Server: bravo
LogBlueprintUserMessages: [bp_CommandPoint_3] Client 0: 
LogBlueprintUserMessages: [bp_CommandPoint_3] Client 1: 
left carbon
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What the hell. WasRecentlyRendered output false, if I load some sublevels and have some fps drops..

upper adder
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Or maybe just a linetrace straight down and then check the length..

gentle summit
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Good morning guys, I am working with AI for our enemy. As I don't have the model atm I'm aiming to use temporary skeleton and animations, is it possible to rebase the anim BP onto another skeleton later on?

grim gorge
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Hello! A couple of very basic blueprint questions - say I want to insert a node on an existing cable (for example, add a branch to an existing Exec connection). Is there some way to insert the node without having to reconnect everything? Like for example in blender you just drop the node on the cable and it inserts itself, but Unreal doesn't seem to work like that. And conversely, if I want to remove a node without breaking the cable (for example to remove a branch) is there a shortcut to do that?

burnt anvil
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it'll insert it in between

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following a tutorial , i can't find the item id pin he has here . i think he's using an older version or somehow inserted it and i can't find how .
here's the video , at 18:29 he has it while at 8:31 he doesnt . i can't seem to figure out how he added it . any help is appreciated ^^
https://www.youtube.com/watch?v=IpqRbEptH3Y

In this series we will be creating an in-game shop with a NPC where you can spend in game currency.

In episode 3 we add item data table and the item slots in the user interface.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over...

โ–ถ Play video
weary jackal
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following a tutorial , i can't find the item id pin he has here . i think he's using an older version or somehow inserted it and i can't find how .
here's the video , at 18:29 he has it while at 8:31 he doesnt . i can't seem to figure out how he added it . any help is appreciated ^^
https://www.youtube.com/watch?v=IpqRbEptH3Y
@burnt anvil you have to make that variable instance editable and exposed on spawn

In this series we will be creating an in-game shop with a NPC where you can spend in game currency.

In episode 3 we add item data table and the item slots in the user interface.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over...

โ–ถ Play video
burnt anvil
weary jackal
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In widget

burnt anvil
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oooh , found it . thanks alot !

rugged walrus
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how can I take a blendspace or something from one of my project and put it in another?

orchid garden
# rugged walrus how can I take a blendspace or something from one of my project and put it in an...

right click the blendspace, click asset actions->Migrate, the next box will list all the assets linked to that blendspace that need migrating with it, click okay, browse to the folder where your other project is and go into the content folder and click 'select folder', then the engine will migrate the needed files over to the other project.

Note - when migrating some assets you will have to make changes to the project settings in order for them to work properly in the other project. Most people are nice enough to provide migration tutorials in this case for their items if your using store purchased items.

sterile wraith
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how could i create an asset which contains a cyl and a text and place it multiple times within a blueprint?

grave relic
ocean radish
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@grave relic because all it sees is a bool and while, so gonna loop infinitely, its not taking into account the released part, use somthing like a timeline or timer to change it, and take it away from being frame dependant

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@grave relic currently the more frames you have the faster that item will rotate

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@sterile wraith a cyl?

grave relic
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@ocean radish Okey, dont know if timeline works but mabye it does for this, the thing im doing is rotateing a camera around the player, i want it to rotate left while holding Q and right while holding E

ocean radish
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think that should do the same

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opps add relative should be in the custom event

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not off the timer

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that will fire that add relative event every 0.1 seconds until released

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you can change that 0.1 time lower if you want it to be smoother

sterile wraith
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@ocean radish cylender or cube

ocean radish
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just make a blueprint, then spawn it

sterile wraith
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how can use that combo in another blueprint

ocean radish
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how many you need to spawn?

sterile wraith
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Depends on the data, trying to make a Bar Graph

grave relic
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I get the rotation to work, but it dosent stop when released ๐Ÿ˜ฎ

ocean radish
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yeah it needs to be a clear and invalidate

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sorry my bad was rushing it @grave relic

grave relic
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Dont apologize ๐Ÿ™‚ Thx for the help

ocean radish
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@sterile wraith basic but will get the job done

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can change the for loop, for a for each loop and feed it an array

ocean frost
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Hey, guys

ocean radish
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Hey

ocean frost
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how are u?

ocean radish
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good good, just killing time before work

ocean frost
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same

sterile wraith
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@ocean radish thx i will try it

orchid garden
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how would i go about doing a line trace for a top down camera that keeps the camera angle but traces from the character in the direction they are facing?

ocean radish
sterile wraith
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thx

ocean radish
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np hope it points you in the right direction

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If you need to do it at runtime, you'll need to do it in event graph not construction

sterile wraith
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and if i need to change it 'live' i need to make an array right?

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save the objects to an array*

ocean radish
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yea

sterile wraith
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btw, how did you get your lines with edges

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instead of curves

ocean radish
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ah thats a plugin called electornic nodes(its not free)

sterile wraith
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oh

ocean radish
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I just much prefer the look of them

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find it easier to follow

orchid garden
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this gives me strait out from the character which is fine for fighting, but i need it at the camera angle for interaction with objects:

ocean radish
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Geeky, you trying to point it under the mouse cursor?

orchid garden
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@ocean radish no mouse cursor, not a point n' click, mouse only controls the direction the character is looking

ocean radish
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can you mock up a little image of how you want the linetrace to cast, as not sure on what you mean, from character but camera rotation

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usually for top down, you would just cast in a straight line and make anything else in the scene thats interactable have a hit box thats on that level

orchid garden
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if it was strickly top down the hit box would work but its not

ocean radish
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so you could do a cone trace or somthing similar to make the line wider to detect but that looks to me like a higher collision box for tests would be a better soloution, as your not have to change cast for any other objects in the world

orchid garden
ocean radish
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thats how i would do it

orchid garden
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that would work but it also supports third person view

ocean radish
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then when you flip into third cast from camera

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just make sure to ignore the player pawn

orchid garden
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i got the third person trace working properly, just having issues with top down

ocean radish
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the main prob you have is different assets, if there only gonna be ground level then add the cast from the bottom

orchid garden
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yeah they won't just be from ground level sadly ๐Ÿ˜ฆ

ocean radish
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but if you plan on having them different heights in the world, gonna have some issues with trying to cast that wa

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wa

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way

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gotta goto work, will try think of a solution hehe, got me wondering how now

orchid garden
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hrm....

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is there a way i could lock the rotation of the third person camera when in top down view?

ocean radish
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prob is with that is you can interact with stuff thats lower further away, but get closer it can no longer see them, you aiming at a specific spot, and yea, can just set its rotation and disable the input for it

orchid garden
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yep thats kinda what i want for the interaction (aiming at a specific spot) rather then a range

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there will be a onscreen notify so they know they can interact with the object:

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might just get rid of topdown... not the first issue i've had with it.

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supose i could leave it as a look at type trace...

ocean frost
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@ocean radish you are busy now?

orchid garden
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then whatever they are looking at could be traced in topdown:

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basically still using the third person camera for the trace while in top down.

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im overthinking it.... I have a head cam that points at what the character looks at.... can just use that for both modes:

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modifying the right vector for third person

burnt anvil
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does anyone know what the order of the sequence node is ? i mean if i have a long tree in sequence 1 , then a single task in sequence 2 , doers that single task wait for the whole sequence 1 tree to finish before executing or does it do it simultaneously ?

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here's my example , does the set health wait for the whole tree on the top to execute first or dies it execute at the same time as the first set child actor class ?

orchid garden
burnt anvil
orchid garden
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when the player takes damage it runs that little function

hollow drift
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Has anyone experience with Chess styled games? I am reworking my script to use individual Grid coordinates instead of the "XYZ Transform Locations". Any best practice suggestions?
I want to calculate everything based on the new Grid system.

sterile wraith
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@ocean radish you still here?

maiden wadi
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@orchid garden @burnt anvil Do at least be careful with sequences and latent functions. If you put anything like a delay or whatever on line one, it will hit that delay and start it, but then immediately start line two. Line two will not wait for the delay to finish before starting. Without latent nodes, you can relatively count on the order.

orchid garden
maiden wadi
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I only ever use delays for testing. There's always a better way around using them.

orchid garden
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found a simpler solution for my tracing issue, sense i have a face camera setup on the character that points to whatever direction the player is looking, im grabbing it for setting the direction and then using the booms position as the start point of my trace, can use it for both the third person and top down traces:

vernal kindle
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Anyone found an elegant solution for Dyamic Data Tables?

I've got 1 struct for essential information, then another struct for specific classes with a reference to the first struct, ensuring all Data Table entries have access to the critical information (name, icon ect.) while allowing me to have separate DTs for specific items to avoid a bloated master DT (weapons, consumables, equipment ect) I thought my logic was clean and future proof but i've hit this roadblock. Its fine on the specific class side, because i can always just assume the struct of the class, but in a generic case where it needs to read a variety of DTs such as an inventory slot (which can hold many types of items) i'm stuck.

orchid garden
rugged walrus
rugged walrus
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how?

vernal kindle
orchid garden
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i think the concept would be the same

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just make a struct list of the data tables for the different item types, then have a enum list in the main data table that sets the data table type, and the enum select should return the data table you want.

stable fjord
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Hi guys!
I have a sphere component as a punch point and capsule component as a punch receive point
I added it to two players and I would like to create a custom collision channel to make punch point ability to overlap with capsule component only! I have additionaly other capsule component to overlap with another type of object, doesnt connected with punching

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How to make custom collision channel only for punch and receive punch purpose? To punch comp could only overlap with receive punch comp?

vernal kindle
orchid garden
tawdry wyvern
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Is there a way in blueprints to make some kind of temporary variable? to store the output of something for later use but not make it a full fledged variable?

orchid garden
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just type 'local' then the var type (float, vector, int, etc) i donno if it works outside of macros

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just checked, seems to be macro specific

tight schooner
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@tawdry wyvern local variables exist in functions as well

orchid garden
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persistant local variables do

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i may of misunderstood the question though ๐Ÿ™‚

tacit maple
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Hey, anyone know how to make a character move in all directions with the same speed? Its 8D motion and when I hold W, the foward speed is 500, but when holding W + D, for a diagonal run it drops to 353 for the forward and side speed, is there a way to maintain 500 in all directions? Or am I thinking of this incorrectly?

orchid garden
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@tawdry wyvern you can add local variables that only store data for the functions / blueprint from here:

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if thats what you were meaning ๐Ÿ™‚

tawdry wyvern
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not exactly. Here is what I am doing currently. I was wondering if there was a way to do this without actually making a MontageToPlay variable that is available to the whole blueprint and clogs up the "variables" list but is just sort of exists within the flow of this one event. Idk if that makes sense. I guess maybe if this logic was in a function I could make a variable local to that function

Edit: tagging @orchid garden because I forgot to use "reply"

orchid garden
# tawdry wyvern not exactly. Here is what I am doing currently. I was wondering if there was a w...

i'd just collapse it into a macro and use then you can right click and type in 'local' with the varable type after and it will only be persistent inside that macro ( like @maiden wadi did in the double tap macro ) and won't clog up your variable list.

You can also make your own categories / subcategories for the varables to go into to make it a bit less cluttered, when you make the variable in the 'category' box in details you can type in your own category name for them to be placed in, if you want subcategories its maincategory|subcategory in the name list.

stable fjord
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Hi guys!
I have a sphere component as a punch point and capsule component as a punch receive point
I added it to two players and I would like to create a custom collision channel to make punch point ability to overlap with capsule component only! I have additionaly other capsule component to overlap with another type of object, doesnt connected with punching.How to make custom collision channel only for punch and receive punch purpose? To punch comp could only overlap with receive punch comp?

vernal kindle
# stable fjord Hi guys! I have a sphere component as a punch point and capsule component as a p...

You might not need a separate channel, if i'm understanding the problem correctly, you could just process all overlap events between the two collisions, but only do something when a certain criteria is met;
For example, if the player is punching, set bIsPunching to true, which in the overlap event is hooked up to a branch that will continue with the rest of your logic.
So if the player is punching, and the collisions are overlapping, do the rest of your punching logic such as damage ect.

stable fjord
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Yea

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But this overlap event should only work between punch point attached to hand and punch target (kind of capsule, sphere)

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So thats why I decided to create a custom channel

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But i dont know why

vernal kindle
stable fjord
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If I go back home I will show you everything. I have it done but I am not prettt sure that I did it correctly

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30 minutes and I will back

tawdry wyvern
faint pasture
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@tacit maple it is maintaining 500 already. 500 diagonal is 353 in each axis

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If you had 500x and 500y your speed would be 707

teal dove
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Hello, does anyone know how to rotate a springarm so that the attached component reaches a point on a sphere (without changing the spring arm length) ?
Both component and target position are on the sphere surface, so at the same spring arm length.

stable fjord
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@vernal kindle I am back

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I have following things set up

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And I am not pretty sure thats works fine

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cause Its not overlapping correctly

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should I split it to Overlap reciver collision and Overlap maker collision?

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And here I have following things

shrewd dust
earnest tangle
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you need to cast the asset to the correct type and the modify it I guess

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so it would be cast to "YourActor Class" probably, and then you'd need to modify it from that somehow... not really sure but hope that helps. You might get more answers on #editor-scripting

burnt anvil
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if i m making a simple ( very simple ) multiplayer game where player just walk around , shoot each other and collect coins from ground , is it fine to make it like i m making a solo game first then worry about multiplayer ? or should i keep some things in mind ? cause i have no idea about multiplayer and i m so far making it as a solo game .

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my progrtess so far is that i got coins collecting working , shop set up and player walking around with hp , guns / shoot work .

supple dome
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@teal dove bit late but (center - target) > MakeRotFromX, then set or lerp the rotation

maiden wadi
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@burnt anvil If that's all you're doing. It's possible that it might not be that hard to port to multiplayer. Depends on how deep you get into the design though. Most cases it's best just to start with multiplayer in mind at the start.

dusk flame
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Hey guys! I got a pretty simple blueprint question I think, but I'm struggling.

I want to create a structure in Blueprint, based on a struct definition in C++. I want to set members individually, like settings strings, ints, etc.

For some reason I can't get any sort of "editor" like that to open. Whenever I do "set this struct variable" it wants to take ANOTHER struct as input.

I can also "break" the node, but that splits an EXISTING struct into its components.

I don't find anyting to creat the structure from scratch.

burnt anvil
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https://www.youtube.com/watch?v=IgR-PtaMloI&list=PL4G2bSPE_8um-3MIHOTwFwjWZdWO24S9O check out this , it helped me a ton doing weapons for my game

We will be going through together how to put together a shooter game that has different weapons and eventually getting to randomized loot, alternate fires, and many other staples of shooter games.

Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley

โ–ถ Play video
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and now it's super easy to add more weapons

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and now it's super easy to add more weapons

supple dome
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@dusk flame i dont get what youre asking, you want a "make struct" node, or you want to make an asset of this struct on the editor

vernal kindle
# stable fjord

It depends on how you're overlapping, overlap events won't trigger if they've already overlapped but you havent done anything with it, or the collision checks have been disabled.
If the collision combat preset is ignore everything, but overlap with combat it should work. If its not i'd take a look at your logic for detecting the overlap.
Although i still think something like this would be a better solution, but you know your project best so its just a suggestion

stable fjord
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okay, I will check this out

dusk flame
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@supple dome I need to creade a UMG widget, which takes a stuct of data (name, time, etc).

Normally this is done via C++, so it sucks a list of structures, and makes a nice widget list.

The difference here is I need to add one hard-coded item by Blueprint.

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So the input is a struct, and I somehow need to tell it "this field is X, this field is Y"

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I hoped I could "promote to variable", and then use the side-bar editor to set fields (like editing a struct), but that doens't work.

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Do I need to make a new blueprint struct, based off the C++ version, and then get the path to that in the blueprint?

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I'm sort of talking myself to a solution. I guess its not possible to create a struct inline, so I need a secondary asset, neigh?

teal dove
maiden wadi
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@teal dove Looks more like you need to get an angle between the target location and the current location and use that angle to rotate the SpringArm's Yaw rotation.

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I think. At least that's how I interpreted your question above.

supple dome
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its subtract not add

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to get the direction from A to B you subtract B from A

teal dove
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@supple dome Thank you, that works perfectly!! You are my personal hero ๐Ÿ˜„

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Vector math is a nightmare to me ๐Ÿ˜…

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Thank you so much!!!

supple dome
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np

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if the direction is inverted just swap them

teal dove
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What do you mean with inverted?

supple dome
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B-A gives one, A - B the other

teal dove
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Ah alright ๐Ÿ™‚

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@maiden wadi And thank you too for the suggestion ๐Ÿ™‚ ๐Ÿ™‚ you guys are great

supple dome
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@dusk flame

I hoped I could "promote to variable", and then use the side-bar editor to set fields (like editing a struct), but that doens't work.
that certainly works, did you mark all your variables EditAnywhere

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and the struct BlueprintType

dusk flame
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@supple dome yeah I just did a done of learning about it all. I guess in this case the C++ parent is marked as BlueprintReadOnly, so whenever I try and call MakeStruct (which is the node I was looking for all along!), it doesn't have any fields.

burnt anvil
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want this tree to execute when isdead becomes true , what should i plug the exec input of the branch into ?

tiny bay
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hi guys, quick question; so I want to set an actor to patrol on a platform, but if I play the scene, the actor just disappears

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would there be a reason why?

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I don't think it's moving out of bounds too quickly or anything; I've tried anything from .00 to x100s but they all disappear instantly

rough jay
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is the actor destroying? when it disappears find it in the actors tag then press F to see where it went?

tiny bay
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no, it doesn't have a destroy function, it should be just running back and forth

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i think something is wrong with GetWorldLocation because it is visible on the scene until I add that bit and connect it to setrelativetransform

rough jay
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whats the world location when it disappears?

tiny bay
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like immediately on its spot

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as soon as I hit play, it just disappears immediately on its original location

rough jay
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then press f

tiny bay
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while it's running?

rough jay
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well when it disappears it goes somewhere

tiny bay
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doesn't focus on anything if I press f

rough jay
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sus, print out the world location then go there see if its visible

tiny bay
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oh my god LMAOOOOO

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@rough jay ok so it was moving at an exponential speed

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I needed to decrease it even further

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it moves at like 600 units per second

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thank you for your tip to print out the coordinates, that actuallly solved it

sour urchin
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Water not work, why?
i add WaterMeshActor and WaterBodyOcean to level, but nothing happen

rough wing
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I want to set the stance variable if there is no wall to run

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Currently it sets stance to Default each timer tick

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What would be a better way to set my stances?

rough jay
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@sour urchin did you build? also i think water needs a landscape dont live off those words

crystal mural
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Ah guys, it's been a while. Memory is bad!

I have an Actor Class with a Variable, and I want to cast to it from a Character Class to get that variable. What do I put as the object again?

rough jay
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try get actor of class for object

crystal mural
rough jay
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eh its a note pretty sure theres a easier way for doing this but if you need a way then yeah

crystal mural
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Cool this works, thanks.

brittle knoll
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my method of doing something is terrible and very buggy so i need help figuring out a better one

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the stars are joints

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the higher up star is where projectiles come out to shoot at the player

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what i want to do is rotate the bottom star so that the top one is lined up correctly

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also the other thing in the pic is just my garbage rendering of what the enemy looks like

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i can't simply use find look at rotation because joint 5 isnt rotating, joint 2 is

tiny bay
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@rough jay it was so dumb; I was using world location (with the original point at 2700), so it was taking that and multiplying it by the velocity. i had to use relative location so it could start at a non 0 lmao

wintry patrol
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Hello, I am working on a strategy game and I cannot figure out how to do one thing. I have buildings that have "slots" that characters can enter. I do not know how to make characters "enter" the buildings. I need them to remain valid actors while being as close to "non-existent" for the surroundings as possible. I have considered the following:

  • Save the location/state of the character and destroy the actor, then when leaving the building spawn it and load its state - the problem is I have UI and other things made so they do not account for character disappearing. I would have to change some things this way. Also "ticking" and it's AI will stop working which is not nice...
  • Teleport character to some location outside of the map - this sound both stupid and smart ๐Ÿ™‚ This way character would still be "ticking" and present for every other game component.
  • Hide the character - it it easy to do visually, but how to hide it from an enemy AI?
    Are there any other solutions that I do not know of? I am leaning towards the second one. Any thoughts guys?
wind void
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๐Ÿค” Maybe a boolean called active? and and checks toward the player first checks whether it's active or not thats how i'd do it :P

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-=-=-=-=-
Is there a way I can have a 2d image as a child component of an actor?

I thought of using a plane, but then I'd need to make a new material for every image I'd like it to display.

wintry patrol
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@wind void Paper Sprite?

orchid garden
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@wintry patrol - maybe look at how they do it for RTS characters?

wind void
# wintry patrol <@!244590122811523082> `Paper Sprite`?

I'd need to make a new 2d sprite instead of a material for every image still, I was hoping there was someway once I import the png and have several textures, I can just apply the raw texture.

I'd need to make a new material for every image I'd like it to display.
To be clear, I'm not against making a new material. I just like to optimize and try to shorten everything, to using as few assets/functions/actors/blueprint/etc as possible.

wintry patrol
wintry patrol
wind void
orchid garden
wind void
shrewd dust
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Is there a way to create multiple blueprints at once and set them each to have a different static mesh?

wind void
shrewd dust
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well to complicate things what if level set designer has placed 2000 meshes in the world as static meshes

wind void
orchid garden
spark steppe
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was the delay node removed? (4.26)

rough jay
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no lol

wind void
spark steppe
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ahh, gotcha. thank you

shrewd dust
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i had originally planned on doing it in the utility widget editor but it doesnt like that idea

wind void
# spark steppe ahh, gotcha. thank you

however you can create a new Custom Event and it acts like a function, all other blueprints can access it, it can accept variables and return variables. and they can use delay, as Custom Events can only be made in Graphs

ocean frost
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Hey guys!

spark steppe
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thats some nice workaround ๐Ÿ˜„

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thanks

ocean frost
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can someone help my?

orchid garden
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its all done in the construction script of the master actor

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the idea would be the same for what you were wanting, you'd just need a varable holding the static mesh object refrence to pas to Set Static Mesh

ocean frost
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๐Ÿ‘

spark steppe
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so there's no real delay when executing it from a function

wind void
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๐Ÿค” oh maybe I got confused w/ smt else. I coulda sworn I had a return output on a custom event a while ago.

odd ember
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you are correct, it is run as an async task

wind void
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But yea it makes sense the events are ran async

final hound
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Im controlling a ball with my BallController. I want to possess what ever other ball (of same class) it hits. I have come so far to quess its Hit Component Event on the BP_ball, but what nodes to use from there? Can someone give some hints? Im quite new to UE4

odd ember
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Hit Event: OtherActor > Cast to Ball > Possess

ocean frost
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Someone make a game like Roll-A-Ball?

final hound
odd ember
#

true if it's the same actor class

#

you can do another check for if it's already possessed

#

but try it vanilla first and see if it gives you issues

midnight wedge
#

I dont really know what channel to post this in but how do I get rid of these folders?>

rough jay
#

del

midnight wedge
#

Ive migrated everthing out of them so they are just dead weight

#

these ones refuse to delete

#

or to be renamed

wind void
#

any errors when trying todo so?

midnight wedge
#

nope

#

just wont register

rough jay
#

open the folder

#

then delete?

midnight wedge
#

if I try to rename it a new folder with the nbew name is created

wind void
#

so when you hit delete, nothing happens? and if you right click the folder is the delete option greyed out?

midnight wedge
#

its not greyed out, but it does nothing

#

I assume it has to do with the name because I am having the same issue with another folder that also has a "Maps" subfolder

#

Everything in frank's sword and warrior sword have been migrated to imported packs, but the empty folders wont delete due to the empty folders inside

#

weirdly enough Im able to rename the migrated maps folder

vital shard
#

Can you have multiple different blueprints call one specific Event Dispatcher (so multiple Senders) with only one blueprint (only one Receiver) listening for that event?
The Unreal live training says you can have multiple Receivers but I'm struggling calling the same event from different places. Is that possible?

midnight wedge
#

Also I validated the assets in the folders and it said there wasn't anything

#

@vital shard Yeah just use a custom event

#

If needed you can feed multiple lines into one sender

vital shard
#

And if you call the custom event the same name as the event dispatcher you've bound something to in the Receiver it'll call that event? (sorry haven't used dispatchers that much yet)

midnight wedge
#

yeah I think so (I'm not good with the terminology)

#

I can VC and screenshare if you want

vital shard
#

Oh that would be super helpful

midnight wedge
#

coolio which channel?

#

wait Im dumb theres general

vital shard
#

Support maybe? Seems empty and appropriate

midnight wedge
#

nvm you cant videostream in general

neon sorrel
#

Im curious if anyone knows, I keep getting a pending kill error whenever trying to cast to my character after respawning it, but I have used is valid nodes to make sure its active. Any reason why it would still be doing that?

mortal wharf
mild pecan
#

I'm looking for an equalivlent function from Untiy. Quaternion.FromToRotation(transform.up, Vector3.up). Any one have some clues?

#

Essetially I have a capsule that I want to add torque to so it will stay upright-ish and bobble around

odd ember
#

you might not find it in a single function but I'm pretty sure there's some QuatToRotation nodes you can use

upper linden
#

in a 3rd person shooter, when i enter combat, i wanna change camera position

#

is it better to modify FollowCamera or CameraBoom ?

brittle knoll
#

how can i find look at rotation but lock it to one axis?

odd ember
#

there is no right anaswer

brittle knoll
#

i just want something to rotate in only one direction toawrds the player

odd ember
#

depends on your workflow and how you want to position your camera

#

you may find that having another camera will help you

upper linden
#

what about my question

burnt anvil
brittle knoll
#

uh

#

no i cannot

#

let me rephrase my problem w/ garbage diagrams

#

i only want it to rotate like this

#

but still face the player

odd ember
#

also you're not owed an answer

#

so settle down

odd ember
# brittle knoll

can you give a bit more context? which direction is facing the player?

brittle knoll
#

it spins around on the cylindrical rod

odd ember
#

okay, and when it turns which way is it facing? like if it's facing the player at an angle

#

I mean it sounds like find look at rotation will do it

brittle knoll
#

no because

odd ember
#

if you pick the correct axis and zero out the others

strong geyser
#

Anyone here have experience using a tick in UMG? Or making a "Set Timer By Event" or "Set Timer by Function Name" work?
Timers don't seem to be doing anything for me, despite them being on loop

brittle knoll
#

ill try it

odd ember
#

yeah because you dont put timers on a loop wtf

#

sounds like your setup is the issue here

strong geyser
#

There is a tickbox called loop

odd ember
#

fair enough if that's the case

brittle knoll
#

for context:

odd ember
#

yeah look at rotation should handle that fine

#

but also show your setup just to be sure

#

because unless you use delta seconds on frame 0 of the game they should work

brittle knoll
#

oh so

#

yeah it does

#

i should have clarified this

#

the problem is how it does it

#

because i'm lerping

#

from the original rotation to the new rotation

odd ember
#

show your setup

brittle knoll
#

uhhh...

#

let me clean it up first

strong geyser
#

Okay, solved already, had time set to 0 lol, assumed with loop on that it would just work like a regular tick

clear cave
#

in blueprints for a multiplayer app, what is the best way to branch logic that I only want to run on client-based GameInstance instances.

#

I tried GetGameMode->HasAuthority but that seemed to not work.

odd ember
brittle knoll
odd ember
#

you're using bone rotation

brittle knoll
#

yep

odd ember
#

I'd be very very careful with taht

brittle knoll
#

why does it matter?

odd ember
#

seeing as bones have 4 different locally interpreted spaces to be in

brittle knoll
#

i'm using world space though

odd ember
#

and even though it says world location I wouldn't trust it to actually give you the correct world location

brittle knoll
#

oh

odd ember
#

as an aside

#

for something such as this

#

there is no reason to use bones

brittle knoll
#

point made idk why i did

#

lol

#

the rest of the enemy is rigged but ill make this seperate

odd ember
#

just make sure your cannon pivot is well centered on its axle and you should be fine

#

finally, your lerp was never hooked up

brittle knoll
#

yeah ik

odd ember
#

I would hook it up to a set world rotation node of the static mesh component you're hooking up

#

with the pivot set correctly

#

that should be enough

#

no bones, no bs

brittle knoll
#

okay but that still doesntfix the problem of

#

during the lerp path

#

it rotates in multiple directions

odd ember
#

you're using 3 axes

#

for your rotation

#

zero out two of them

brittle knoll
#

tried that but it doesnt rotate all the way

odd ember
#

what do you mean "all the way"?

upper linden
#

@odd ember i was cool and relaxed, don't imagine things when people say words

brittle knoll
#

uh

upper linden
#

why some much hate, jeez

brittle knoll
#

like it likes to rotate in two directions

odd ember
#

because you're acting entitled

#

nobody likes that

brittle knoll
#

so if i zero out one it only does a partial rotation

odd ember
#

can you show a gif or a diagram?

upper linden
#

im not acting entitled, you're imaging things

odd ember
#

"what about my question"

upper linden
#

i asked politely if you had an answer

odd ember
#

is a pretty entitled response to give

#

I'm not looking to argue

#

I gave you feedback

upper linden
#

change your behaviour, you're assuming that people are on the negative side

odd ember
#

you can take it or leave it

upper linden
#

whatever kid

odd ember
#

that attitude isn't gonna get you far

upper linden
#

forget about it, it's useless to debate it

brittle knoll
#

can you hop in vc so i can screenshare something? you dont have to talk or anything but it's the easiest way for me to demo

odd ember
#

tbh I don't have the time

brittle knoll
#

fair

odd ember
#

it should be a really easy problem to solve

brittle knoll
#

ive been at it for hours so

#

i wish it was

#

but i cant like articulate the problem right so

odd ember
#

yeah that's the main issue with doing this over the internet really

#

I'm thinking you're complicating it by having one component when it should be two components

#

as in

#

the base should be one component

#

and the cannon itself should be a child of the base

#

so the cannon will move and rotate with its base

#

but it will also have it's own up and down rotation

#

but that's just theorycraft on my side

brittle knoll
#

well

#

that did it

#

gonna murder past me for being an idiot using bones for no reason

#

it works mostly

odd ember
#

so my theory was correct?

brittle knoll
#

yes

#

however

#

it still does the weird rotation sometimes

#

here:

#

took this in slow mo

#

it rotates incorrectly there

#

this is what i want it to do:

odd ember
#

I'll put "being psychic" on my CV then ๐Ÿ˜…

brittle knoll
#

lol

#

see here it looks just by rotating the one way

#

but in the other clip it rotates multiple ways

#

any suggestions? tried physics constraints but those didn't do anything

odd ember
#

Can you show your new and improved setup

brittle knoll
#

yeah

odd ember
#

Don't use anything physics related if you can avoid it, ever

brittle knoll
#

basically the same thing but without bone garbage

odd ember
#

cut your oldrot variable and just use GetRotation directly in the lerp

#

completely unnecessary and may be screwing your setup

brittle knoll
#

okay

odd ember
#

also

#

you're setting world rotation on two objects for one timeline

#

you should have separate lerps for each object

#

presumably that's what's screwing you here

#

the cannon turret itself just needs 1 axis of rotation

#

the base needs the remaining two

#

cross that

#

the base needs just one as well, unless you're putting it anywhere else but the ground

brittle knoll
#

there's only one object?

#

what?

#

these are both for the same thing

#

i just couldnt fit it all in one pic

odd ember
#

I see Pivot and Rotbitbossturret on your SetWorldRotation node

brittle knoll
#

yes i know the turret just needs one axis thats the whole problem

#

oh

#

picot

#

ignore that

#

it doesnt do anything

odd ember
#

I reckon oldrot is the thing screwing you here

#

but there may be other issues as well

#

not showcased

#

also

brittle knoll
#

got rid of it

odd ember
#

if this is just for the cannon turret

brittle knoll
#

yeah

#

it is

odd ember
#

zero out two of the axes

brittle knoll
#

which two?

odd ember
#

x/z probably

brittle knoll
#

zero them out where?

#

before or after the lep

#

*lerp

odd ember
#

pitch is up/down, yaw is left/right, roll is tumble left/right

#

before

#

or it doesn't matter

#

and the same with whatever you plug into your A parameter of your lerp

brittle knoll
#

tried them all

#

none worked

#

y was the closest but

odd ember
#

Your game is positioned on the y axis so that's why. You can see it moving correctly but facing the screen

#

Add 90 degrees to that rotation

#

Axis*

brittle knoll
#

add it to the x or z?

#

okay here:

#

this happens:

odd ember
#

so just to clean up the clutter

#

if you click on a rotator pin

#

or most pins really

#

right click

#

you can split it

#

so you dont need to have an additional "make rotator" node

#

and no add it directly onto the axis

odd ember
#

as use float + float

#

okay it seems to work

brittle knoll
#

no

#

look what happens when you get behind it

odd ember
#

yeah

#

but you have to rotate the BASE

#

to get that

#

that's what I said initially

#

the cannon turret itself is correctly rotating

#

if you want to rotate it flawlessly over the top you'll have to use quaternions most likely, which will complicate your setup

#

or do a clever hack to turn your cannon around when it is pointing upwards

brittle knoll
#

thats what i want though

#

i don't want it to magically spin around up there

odd ember
#

it's not magical

#

it's just how it works in real life

#

mario faces the front too when he turns from left to right

brittle knoll
#

i mean yeah i don't expect him to walk on his hands backwards

#

but this should be like

odd ember
#

if you have your base rotating

#

that is the simplest

#

otherwise like I said you're dealing with some hard math

brittle knoll
#

it should be like this when the player is behind

odd ember
#

yeah

#

so rotate the base

brittle knoll
#

no this is without base rotation

odd ember
#

well I'm telling you that base rotation is the simplest

brittle knoll
#

fair

#

guess ill start looking into quaternions then

odd ember
#

rotation is extremely fickle when it gets to the extremes

#

hence why you need to use quaternions

#

otherwise you end up with an axis collapse, e.g. gimbal lock

#

which is basically the same as standing at the north pole - any way you go is south

brittle knoll
#

okay kind of confused but following so far

odd ember
#

quarternions basically use black magic to skirt these restrictions by what can best be described as interdimensional travel

#

I'm not big on using quarternions, I'd rather fix it in a different way than resort to using them unless I absolutely have to

#

there's nothing wrong with them per se, they just require you to be very math savvy to get right

#

both for the initial setup and for the potential debugging that will follow

brittle knoll
#

HOLY F I GOT IT

#

STUPID DUMB BRUTE FORCE WAY LETS GO

#

it doesnt make sense entirely but like

#

it works!

#

@odd ember thank you for all the help!

odd ember
#

Yeah that's another way to do it

#

Good work

weak apex
#

cuzz when i try i get this

#

is it possible?

odd ember
#

probably

weak apex
#

i thought this was a more suitable place since its problem with nodes

#

rather than animation

odd ember
#

I'd say it's an animation problem seeing as you need to know what to supply for the animation

#

in either case I can't help you, I can only point you to people who might be able to

weak apex
#

alrighty

#

ill post my problem there

#

thanks

orchid garden
#

i've made a data table for player levels vs. amount of xp they need for the next level, does anyone know how i can determine how many level ups a player would get if say if they had a total of 1190 xp but were currently level 6 (120 xp) ?

odd ember
#

get an experience point manager to calculate that by referencing the values in the datatable

#

you know how much experience you need for each level so you need to do a searching algorithm that will find the correct level for you. alternatively perhaps once you load your data table into an array, you can use UE4's built in array functionality to find something like closest upper bound

tight schooner
#

@rough jay It's the delay. Every time your "Kill" custom event is called, it updates the data output.

#

rip

#

I guess you figured it out

rough jay
#

thx tho same thinfg i didye

tight schooner
#

I was going to suggest "Set Lifespan" as an alternative to delay-destroy

orchid garden
#

so i looked a a few leveling tutorials, none of them seem to do it that way just per level, checks to see if they have enough xp to go to the next level after leveling up the last level.

#

guess thats easier then jumping say 4 levels at once, give the player their stuff for the level, then check for next level after they've leveled up and give them the stuff for the next. basically a loop... till they can't level up again.

wind void
#

couldn't think of a better channel for this question
Is there a way to make the particles in Particle System to spawn all at once?
then all fade out exactly the same?

rough jay
#

well first they cannot loop i suppose then when you want to just spawn the emitter maybe

orchid garden
wind void
#

I'll continue in there

rough jay
tight schooner
#

@wind void Spawn as a burst (rather than continuous) and set the lifespan of the particles to a fixed value. The workflow for doing that is slightly different between Cascade ( #visual-fx ) and #niagara

#

@rough jay Checking if array index 0 is valid is (AFAIK) checking if there's anything in the array at all. ("Array Length > 0" would do the same thing.) Logically speaking, your script is checking repeatedly if there's anything in the array

#

I would suspect you only need to check it once, but I don't have a deep understanding of your game so only you can answer whether you need to repeatedly check if index 0 is valid.

rough jay
#

thx

wind void
#

So I had a Begin Overlap event, but it appeared to be running twice, I assumed it was maybe due to a 2nd mesh in my player triggering the overlap again. So I added End Overlap event to make sure begin overlap won't be ran again until end overlap was called.

Yet somehow both events are being called twice, in this order: begin, end, then (function in begin) then begin, (function in begin) then end

odd ember
#

I do not recommend this

#

it's like putting a band aid on a broken bone

#

your issue is likely in how the physics responds to different channels, so I would debug it to find out which component is causing the issue and exclude that component

wind void
#

it didn't even work so I was asking how I might go about this.

neon sorrel
#

Does anyone know why im getting a pending kill error when respawning my character?

#

I put is valid nodes but doesnt seem to fix it

odd ember
#

probably because it's targeting the old character being killed off instead of the new cahracter spawning

#

but idk

#

I'd need to see logic

neon sorrel
#

Hmmm, Yeah not sure exactly how to fix that. I just simple set a variable for my character as soon as it spawns, and referance that throughout the player controller.

#

Aha

#

Wait isnt the player controller still with the person when they respawn?

#

Its just the character that gets reset

odd ember
#

the player controller never dies, correct

neon sorrel
#

That may be the issue then

#

Is there any way I can respawn the player controller somehow then?

odd ember
#

I do not recommend killing off the controller

neon sorrel
#

Hmm

odd ember
#

you'll have bigger issues

#

if you do that

orchid garden
#

when you respawn the character set a new reference in the player controller for the pawn?

odd ember
#

but anyway it would be easier to show us the logic

#

and we can take it from there

neon sorrel
#

Give me a moment and ill get some screenshots for that

orchid garden
#

im assuming your using a variable to store the player pawn in the controller, so i'd think you'd just need to destroy the first pawn, make the new one, and replace the reference of the old one with the new one.

odd ember
#

in all likelihood your spawning is custom, and this is definitely one of those places where I recommend using the built in functionality in the GameMode to set up your spawning

scenic scroll
#

very noob question here- if i wanted to make an object (say a forcefield) disappear so it can't be seen and you can walk through it but not delete it so it can be later activated in the same place, what would be the best way to do it?

odd ember
#

toggle off collision and visibility

neon sorrel
#

^

wind void
odd ember
#

also generally avoid using the IsValid macro

neon sorrel
#

Thats what I was thinking may cause it. Is there any other one I can referance besides the pawn? ๐Ÿค”

odd ember
#

use the bool function instead and set it up with a branch

#

there are some BP general issues with using macros in places and you don't want your IsValid checks to die because of that

wind void
odd ember
#

GameMode has an override function called something like SpawnDefaultPawnFor

#

I recommend you use that to spawn your character

neon sorrel
#

Hmm. I see a option to spawn default controller.

odd ember
#

which function?

neon sorrel
#

Nevermind, thats a node

#

I dont see any overrides for spawning though

odd ember
#

spawning what?

odd ember
#

and they're just cast nodes too. they don't actually do anything for spawning in this case

neon sorrel
#

I added a isvalid node to the function and got it to work in the player controller, just now referencing it in the hud doesnt work

odd ember
#

@neon sorrel I strongly urge to let your GameMode handle your spawning

neon sorrel
#

The gamemode does, its just that when it respawns it seems the player controller doesnt get the new character and set the referance properly

odd ember
#

show me your spawn functionality then

orchid garden
#

@neon sorrel this might help:

#

types is a list of character class refrences, and current type is just a int to the type in the types list.

#

that basically lets you cycle through a set of pawns destroying the previous one and setting you in control of the new one.

odd ember
#

you shouldn't really be doing any of that manually

orchid garden
odd ember
#

ideally you set the next character to a variable in the player controller as you are spawning it, and that should be enough

#

no need to overcomplicate

orchid garden
#

but it gives him the basics of killing off one pawn and taking control of the new one.

odd ember
#

yeah you really don't need that

#

let the garbage collection do its job instead of trying to minmax it from a point where you don't have control over it

neon sorrel
#

Thats basically what im doing, just spawning a new actor, destroying the previous pawn if it exists, and possesing the new one.

odd ember
#

is this part of the SpawnDefaultPawnFor function?

#

if it is, all you need to do there is reference your player controller and set your new player character as a variable

#

then use that variable exclusively

#

this will ensure that you will always have the correct pawn called

orchid garden
#

i know the one i showed you works properly, i've been using it for pawn testing for awhile.

neon sorrel
#

Hmm yeah I see that a bit, let me take a look and test somet things

orchid garden
#

gl ๐Ÿ™‚ hope it helps

neon sorrel
#

And no its not @odd ember its different. And apologies for the late replies

#

I am looking at that override now though

odd ember
wind void
#

How would I go about a vignette? would that be like a widget? Or is it possible todo that with a component?

odd ember
#

if you mean like a camera vignette you could do that through post processing filters on a camera and just have a material

#

but it depends on how much functionality you need in it

#

is it a static effect that you just want to turn on off? do you need it to do more than that?

wind void
#

I'd like a vision blocker, but it can change size depending on level. I assumed a vigenette would work.

odd ember
#

vision blocker is very vague

wind void
#

๐Ÿค” All but the center of the screen is black, the radius of the center changes showing more or less of the screen.

odd ember
#

is that all?

#

like you don't need anything more than that

wind void
#

I'd like some way it could have a translucent center fades to the blackness

earnest tangle
#

Sounds like a post process material would do it fairly easily

odd ember
#

yeah all of that can be a post processing material then

wind void
odd ember
#

you can scale the screen effect with a material instance too

#

and I literally mentioned postprocess effect on the camera before

wind void
#

Yea when you said that, I went to my camera component and was trying to find what you were talking about.

odd ember
#

it's in the detail panel under post process effects

#

there should be one called materials or some such that will show you an array

#

add an entry then pick out a material

#

done

#

but!

#

if you want it to be dynamic

#

you'll have to make a dynamic material instance and work with it dynamically

#

e.g. with whatever triggers you need

neon sorrel
#

@orchid garden Tried doing stuff like yours, Doesnt seem to work the best. Still have pending kill errors now :/

#

You said set the player controller to the target?

shrewd palm
#

Hi all is this the right place to talk about UMG related stuff?

neon sorrel
#

I would assume so

shrewd palm
#

just wondering how does one keep a value in a slider, using it for time of day, but each time I press a button to bring up the slider it defaults back to 0 rather then the time of day value

neon sorrel
#

Try using a savegame? @shrewd palm

#

Or just set a variable in a instance

#

And cast to that to check every time

#

Then set the slider

shrewd dust
#

Any idea how to set the default static mesh of multiple blueprints from an editor utility widget as its created in the widget? I have about 250 meshes that I'm generating blueprints for and then need to set the default mesh to each of the static meshes.

crisp thunder
#

Is there a way to convert a mech into a height map?

scenic scroll
#

what's the difference between a skinned mesh and a skeletal mesh?

#

and would this code work (which wants a skinned mesh component as target) if the target was a skeletal mesh?

quasi glen
#

I'm currently working on the HUD so it will display how many coins are collected. The number the script is binded to isn't showing, so something is kinda screwy. Here's what I have so far for it.
https://cdn.discordapp.com/attachments/689574327150182456/785731968389087232/unknown.png
This is what its referencing in the Ball pawn BP
https://cdn.discordapp.com/attachments/689574327150182456/785732077936312333/unknown.png
I have initialized the HUD and here's what is happening when I play the game
https://cdn.discordapp.com/attachments/689574327150182456/785732434066931762/unknown.png

elfin inlet
stuck hedge
#

Spawn emitter attached doesn't seem to be working. I've got it set to snap to target, and I've picked a component on the actor, however if the actor is in motion when I spawn the emitter attached, it doesn't seem to attach. It pops and the actor keeps moving.

elfin inlet
#

also I wouldn't cast in the bind function, it runs on tick (20 ticks per second iirc)
Move your get player pawn and cast to ball into event construct, and promote the ball to a reference

stuck hedge
elfin inlet
#

then in the bind function, get your ball reference, pull the coin variable and bind that

#

@quasi glen

#

and check if your coin text is set to "Is Variable"

#

in the designer

scenic scroll
#

i'm having a problem: when i change the pawn's skeletal mesh VIA script in-game the body goes to the default pose and no animations play as if it had no skeleton

#

sorry if its a noob question but i have no idea how to fix it

elfin inlet
stuck hedge
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You can see what happens if this is fired off while the unit is at rest, perfectly centered, but if you fire it off when the unit is moving it initially spawns in the middle of the screen, but moves down and out of view as the unit moves forward a bit after exploding. Result is, the emitter is not staying attached to the unit.

elfin inlet
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@stuck hedge if im not wrong, you need to have a socket in the component

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attach point name would be the socket name

stuck hedge
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It won't attach without a socket at all? I thought it would just attach to the supplied component.

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and then a point could be used to fine tune the location.

elfin inlet
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are you attaching to a skeletal mesh

stuck hedge
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No, it's a collision sphere.

elfin inlet
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interesting

stuck hedge
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but I can try a skeletal mesh

elfin inlet
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it should work

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the way you did it

stuck hedge
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I'm going to switch it to the skeletal mesh body and add a socket and see what happens

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Same thing

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changed to skeletal mesh added socket, put socket name, it doesn't attach

elfin inlet
scenic scroll
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could you explain / link to a tutorial if that's ok?

stuck hedge
scenic scroll
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reinit pose?

stuck hedge
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Yes you need to reinit and if you're changing the actual skeleton you need to tell it what anim blueprint it is using

quasi glen
scenic scroll
elfin inlet
quasi glen
scenic scroll
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also thanks a lot i'll try that

stuck hedge
scenic scroll
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thanks a lot :)

elfin inlet
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get the ball reference in event construct in the widget and promote it to something like BallRef

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and replace your cast in the binding with BallRef getter

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also you can use the debugger to see where it is failing

tiny bay
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I don't think that's the problem here, i did the same project as him and mine worked fine without all that

stuck hedge
tiny bay
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yeah that's fair

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just wanted to lyk

scenic scroll
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that's fine, also i tested with init checked and same error still ocurs so it wasnt that (or at least not just that)

stuck hedge
# elfin inlet the way you did it

I even tried attaching to the capsule component, no luck, still stays in space while the actor (made invisible) moves forward slightly

chrome quiver
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This structure is getting quite long, there anyway to have a dropdown that maximizes/minimizes for it like a Break Hit Result for example?

elfin inlet
chrome quiver
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doin my best to, haha

elfin inlet
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maybe collapsing node might only show the used pins

chrome quiver
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had to split the pins to show them in the first place, if one's being used I can't

stuck hedge
scenic scroll
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what is "set actor tick"?

elfin inlet
stuck hedge
scenic scroll
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i know how to use it- i meant what it does

stuck hedge
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that controls the event tick.

elfin inlet
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it toggles tick

stuck hedge
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if it's set to false the actor isn't ticking.

chrome quiver
stuck hedge
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changing the skeletal mesh while ticking is dangerous and can often cause a crash

elfin inlet
stuck hedge
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I believe you can right click a struct and tell it to hide unused nodes

chrome quiver
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I want that dropdown bb, Imma dig hard for it

scenic scroll
elfin inlet
stuck hedge
scenic scroll
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aha i see

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i'll test it out! thanks!

stuck hedge
vocal elm
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how can you cast to a non-player character class?

stuck hedge
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The same way you cast to a player character class, get a reference and cast to it

vocal elm
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what would you put in the object? since the way to do that is to get that reference from the player controller, which is not controlling that character

stuck hedge
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That depends on the context of what you're doing?

chrome quiver
stuck hedge
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is the player looking at the object? Touching the object?

stuck hedge
vocal elm
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its a character never controlled by the player ( i realize now i should have used pawn, and added character movement comp for my needs) I have a progress bar UI widget inside the blueprint, i'm trying to cast the value to the progress bar

elfin inlet
elfin inlet
stuck hedge
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If you need a reference to another actor in the scene then you need to resolve the relationship. Touching, looking at it, simply existing, etc.

chrome quiver
stuck hedge
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Then you can use either an overlap, line trace, or "get all actors of class" to try and find it.

stuck hedge
vocal elm
elfin inlet
elfin inlet
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inheritance goes like this:

Actor
Pawn
Character

vocal elm
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an actor is not a character

elfin inlet
vocal elm
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widget casting to blueprint

chrome quiver
elfin inlet
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in which class are you calling get parent actor

stuck hedge
vocal elm
stuck hedge
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If the widget is actually attached the actor (say in a VR scenario) on begin play you can have the actor set a "parent" variable on the widget.

vocal elm
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okay imagine having a mannequin character you never control

this character has a widget component to have a health bar over his head

i'm trying to set that health bar, by casting from the health bar, to the mannequin character

stuck hedge
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ahha

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yes.

vocal elm
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cannot do that due to not having a reference in the player controller

elfin inlet
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you don't understand the logic here

stuck hedge
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So in that case, attach the widget to the actor in game and on "begin play" get that widget and set a "parent" variable on it.

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He's basically got health bar widgets attached to NPCs.

elfin inlet
stuck hedge
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then on begin play cast to the widget from the mannequin and set that variable as self.

elfin inlet
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he needs to get the user widget object from the widget component and cast it to whatever widget he is using as the health bar

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then set the reference to the character in the widget

vocal elm
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you cannot set reference in the widget

stuck hedge
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is the widget attached to the NPC Mannequin?

vocal elm
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I cannot cast to character from widget

elfin inlet
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you do the opposite

vocal elm
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yes its a component of

stuck hedge
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You don't need to cast to the character, you cast to the widget.

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Let me open my VR project back up, I did this 100 times in that project.

vocal elm
stuck hedge
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for everything.

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because everything is a 3D widget.

vocal elm
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but it still doesn't look like you can cast to a character class that is not ever being used by a player

stuck hedge
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It's not a character class, as you said, just an actor

vocal elm
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then why doesn't get owner work?

scenic scroll
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@stuck hedge sorry to bother you again but- I have no idea what i should set the anim instance class to (modding, not making a game from scratch) what is that? any clues where i can find it?

vocal elm
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(not arguing, trying to understand)

stuck hedge
elfin inlet
stuck hedge
scenic scroll
vocal elm
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yeah I was doing it backwards, in the first place I should have made the NPC a pawn with a character movement component. but actually you are both right I was trying to do it in the wrong order. From widget to character, I need to do character to widget.

thank you both, much appreciated cheers ๐Ÿป

stuck hedge
elfin inlet
stuck hedge
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I think what he's talking about is using "get player controller" to just get the player controller and then get its pawn from anywhere.

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You can pretty much always get a reference to the player controller from anywhere since it's a universal thing

scenic scroll
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"animation instance class" is an animation blueprint right-? i just dont know what it is at all sorry if its a dumb question

stuck hedge
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Yes that's correct

elfin inlet
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you just need to use the widget component reference (which automatically gets created when you add one)
get which widget it is showing (because the widget component is just a "container" for a widget)
cast the widget to whatever you set it to be
and now you can access data in there @vocal elm

elfin inlet
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thats as good as i can explain this

scenic scroll
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i think i got it then it should definitely be ABP_Character

scenic scroll
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can't ask for help in the BR community itself cause i'm the first one ever doing something like this afaik (very small modding community)

stuck hedge
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Ah, yeah.. the modding is all going to depend on what they've made available to you

scenic scroll
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nothing since no official mod support
it does look like it must be ABP_Character tho since its the only .uasset looking like it'd fit the profile, so i just have to reference it and hopefully it should work

stuck hedge
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if the character doesn't share the same skeleton as that abp then it won't work.

neon sorrel
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Does anyone know why I get this pending kill error? When my character respawns everything works except it wont show parts of the hud because it cant get the actor it trys to referance. Though I used print strings and it does get the proper actor. It just seems to never actually die.

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I used a event destroyed node as well to destroy the actor but nothing still

scenic scroll
stuck hedge
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there might be another ABP, if it shares the same skeleton when you open the original character blueprint the anim bp should be listed there

scenic scroll
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ok so i saw one different bone

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but there's an issue

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why can the vanilla character have a duplicate bone but not mine? :/

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i think i might have found the problem

stuck hedge
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If you're importing a character, it doesn't have the same skeleton.

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Even if it is "the same"

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you need to actually go to the mesh and assign it the same skeleton

scenic scroll
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@stuck hedge i found the problem that was happening

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exporting the original character from ue4 into 3ds max caused a new root bone to appear (with the name of the file)

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so it wasnt really my fault xD

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i wonder what exactly i should be downsizing because when putting the sk_raintrooper (the character) into the world by itself (not by replacing the player's SKMesh) it's the right size

spring hare
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@scenic scroll The player mesh could be the problem

scenic scroll
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which... player mesh? the one i'm replacing?

spring hare
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The one that you are assigning the storm trooper to

scenic scroll
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as you can see they're the same size (i didnt downsize those stormtroopers on the right, they're the SK as it appears when plopped down into the world)

spring hare
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Is bob's size increased?

scenic scroll
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unsure what you mean

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i can normally go around as bob without any problems or size-anomalies

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when i activate the script to change into a stormtrooper

spring hare
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Then you might have to shrink the mesh size in the blueprint

scenic scroll
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how would i do that? (i'm a bit of a noob) also i'm confused because like i said the mesh is the same size as bob when put into the world without script?

spring hare
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This mesh part

scenic scroll
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question

spring hare
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Yes?

scenic scroll
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ok i found the problem nvmmmm

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i think i did at least

spring hare
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Thats good

scenic scroll
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the

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problem now being i have no idea why its happening

spring hare
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Skeletons isnt my strongest part but moving the root should fix it

scenic scroll
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like scaling it?

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that just scales the model with it

spring hare
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Nah just moving it to 0,0,0

scenic scroll
spring hare
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I mean in UE4

scenic scroll
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i'm unsure how to do that- also an update, it works fine with the original character, just not with mine for some reason

spring hare
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When the character is place in the world is there a offset?

scenic scroll
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how would i check that? also would that matter if it doesn't work in the preview either? (sorry if i'm a bit lost)

spring hare
scenic scroll
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what exactly do you mean?

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with how the problem looks like?

spring hare
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Your character is offset to the root?

scenic scroll
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also thank you for your patience lol

spring hare
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Its fine

scenic scroll
spring hare
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Then its fine?

scenic scroll
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however the problem is

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look at this

neon sorrel
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Anyone know why this cast is failing? The parent of mps master is character. So I thought that was the correct way to cast... ๐Ÿค”

scenic scroll
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its like if the skeleton was squished down for some reason

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even tho it uses the same skeleton as the other character and they're the same size

spring hare
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Yeah the skeleton seems to be smaller then the model

scenic scroll
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but they're both the same size

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and use the same skeleton

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this is weird T-T

spring hare
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@scenic scroll Yeah try checking your modeling software

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@neon sorrel Is MPS the player?

scenic scroll
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also if you're wondering

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if i delete the other skeleton and import the skeleton straight from my software

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the problem persists

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the skeletons are identical

olive sedge
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I have a question on collision: my collision component should be the root component, yes?

spring hare
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@scenic scroll Im not sure if 3d max has it but blender has a opetion to apply tranforms does 3d max have that option?

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@olive sedge Yes

scenic scroll
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reset transforms, but it's the same supposedly, should i use it on the mesh?

spring hare
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@scenic scroll You can try but i dont think it would help

scenic scroll
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well- idk what else to do

spring hare
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@scenic scroll If you want to can dm the file and i can try

scenic scroll
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thanks :o

spring hare
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No problem

olive sedge
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@spring hare I've got a capsule collision as my root. I can't rotate, what can I do?

spring hare
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@olive sedge The root components cant be altered. If you want to change the capsule make a scene as the root

olive sedge
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but then collision doesn't work

scenic scroll
spring hare
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@scenic scroll I put it in blender to apply the transforms

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@olive sedge You wont have to worry about that if capsule has collision on

olive sedge
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ok, I'll try

spring hare
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@olive sedge What is your problem?

scenic scroll
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ah yes, 3ds max, the 2k program that constantly gets outmatched by the free one

spring hare
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Haha that does happen sometimes

scenic scroll
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i really gotta move to blender i literally hate autodesk but i just need to get around to relearning everything and you know- lazy

spring hare
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@scenic scroll Haha yeah i sent you the file let me know if you have any problems with it

scenic scroll
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thanks a lot ^^

olive sedge
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@spring hare i have a dart basically that I want to shoot from a gun. the collision capsule is upright so the collision is off

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I've tried everything to rotate it but nothing works. If I make something else the root, the collision doesn't work anymore, if I rotate it in the construction script, it keeps rotating

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also, if I make a scene the root, the projectile movement doesn't apply anymore

spring hare
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Ah okay then you want the mesh as the root and the collision a child of the mesh

olive sedge
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then the mesh is being forced by projectilemovement but not the collision

spring hare
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The mesh will be moved by the ProjectileMovement and the collision will follow if its attached to the mesh

olive sedge
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unfortunately it doesn't

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give me a second, I'll create a new capsule, see if I did something wrong

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ah yes, this one follows

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I still can't rotate the mesh however

spring hare
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The mesh should face the way you want it to go (Basically import it on the x line)

olive sedge
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what do you mean by import it on the x line?

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honest here: I got this weapon pack from the marketplace

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and there's a nerf dart in it that I want to use

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and it sits upright like a bullet you'd set on the table

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I made a different staticmesh the root now and attached the actual mesh and capsule to it

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gonna try if I can get that to work

neon sorrel
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Anyone able to help me with a weird bug by any chance

spring hare
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@neon sorrel Whats up?

neon sorrel
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For some odd reason when I respawn my character I keep getting pending kill errors