#blueprint

402296 messages ยท Page 579 of 403

neon sorrel
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The respawn works by just destroying the actor, then possessing the new one

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And most of the code for the player is in their player controller, I think that may be the issue?

spring hare
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Before the destroy actor put a IsValid?

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And on IsValid attach the destroy actor

olive sedge
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@spring hare it just falls through the floor. I should probably add: I spawn this on the server and replicate

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maybe that has something to do with it

spring hare
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@olive sedge Can you show the component tab?

neon sorrel
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There is already a isvalid on the controller pawn, so it should detect that

spring hare
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Are you using health to determine if it dies or not? @neon sorrel

neon sorrel
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Yep, and then just fire a event which goes to the gamemode to respawn them

olive sedge
spring hare
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After the health check do IsValid then Destroy actor

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Change the initial Speed and Max speed

olive sedge
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@spring hare you don't have a collision component at all?

unique hollow
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I was wondering on how would I add footsteps to my character

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the thing is, I don't have any animation attached to it

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it's pretty much invisible

spring hare
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No because i dont need it but change the ParticleSystem if you want a collision component @olive sedge

olive sedge
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hm

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I do need hit registration. can I even do that without collision comp?

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and does that not fall through the floor for you?

spring hare
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If you want the dart to hit something then spawn a thing depending where it hits then you need collision

neon sorrel
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In that screenshot

spring hare
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@olive sedge No because the mesh has collision enabled

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@neon sorrel is that what is Destroying the player?

neon sorrel
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Yep

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That runs to this event

spring hare
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Thats weird then @neon sorrel

neon sorrel
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Yeah im genuinly confused

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The variable thats being a pain is the actor referance in my player controller

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I set it with a cast on begin play in the player controller, and it seems to cast fine. But then once the player dies it cant get the new player it seems.

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And always errors

spring hare
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@neon sorrel So your not respawning?

neon sorrel
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Nope

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Sorry I wasnt sure if I clarified this

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It does respawn it

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The problem it the variable for the actor ref is not being referanced After a respawn

spring hare
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@neon sorrel Then i have no clue

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Sorry

neon sorrel
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Yeah ill have to hope someone here knows more about player controllers or something

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All good thank you for the help

olive sedge
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@spring hare could you show the collision / physics options for the mesh?

spring hare
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No problem

olive sedge
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ok

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I can't even enable simulate physics for the mesh

spring hare
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Can you show me yours? @olive sedge

olive sedge
spring hare
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Have you compiled it?

olive sedge
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yes

neon sorrel
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Update if this helps. So after debugging. Whenever the player gets respawned. This cast fails. Runs perfect the first time, but after respawn yeah

olive sedge
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says here I need to enable simple collision but I can't even see an option for that.

spring hare
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Okay @olive sedge It wants a simple collision on the mesh

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What is MPS @neon sorrel

neon sorrel
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Thats just my multiplayer character

olive sedge
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@spring hare there is no collision complexity setting on this mesh

neon sorrel
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Just the name for it

spring hare
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Ah okay

neon sorrel
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I wonder if the player character somehow changes when you destroy actor ๐Ÿค”

spring hare
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@olive sedge Go to your static mesh

olive sedge
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i am

spring hare
olive sedge
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O_O

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how did you get that view?

spring hare
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Go to your blueprint

olive sedge
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oh, this is the blueprint of the mesh

spring hare
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Yeah

olive sedge
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now I know what you mean

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alright, one second

scenic scroll
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now my character becomes a bugged stickman when i try to load the SK_raintrooper through the blueprint

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what even could even be causing that??

olive sedge
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I only have the options simple and complex and simple as complex. both don't enable simulate physics for me

scenic scroll
olive sedge
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oh nvm

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complex as simple

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makes sense.

spring hare
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@olive sedge What does your component tab look like

olive sedge
worn nebula
olive sedge
spring hare
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@olive sedge What does your collision look like?

tiny meteor
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@worn nebula once you move once, it will start playing the shake but never stop

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you need to stop the shake effect when the character stops moving

worn nebula
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It does it before I even start walking haha, but yeah i'll set up a bool for that

tiny meteor
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I guess it triggers inputaxis once when it spawns or something

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you can add a printstring and see when it prints it

spring hare
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Can you click on the Prototype AssultRifle tab @olive sedge

worn nebula
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Good idea, thanks

spring hare
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@olive sedge Click Collision on the top

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Then simple @olive sedge

olive sedge
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!

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well, still doesn't work :/

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I'm sorry I'm taking up so much of your time

spring hare
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Can you zoom in the the Assult tab @olive sedge And all good

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@olive sedge Top left there is a button called collision click that then auto collision

olive sedge
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auto convex?

spring hare
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@olive sedge yes

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@olive sedge Now apply

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@olive sedge Bottom right it says apply

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@olive sedge It shouldve worked

olive sedge
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yes, that's what I've been thinking since I started making this bullet ๐Ÿ˜†

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I might just recreate it completely

spring hare
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@olive sedge Change the collisioon preset to physicsActor?

olive sedge
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no change

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now hold on a second

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it works now, just didn't see

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my bad

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that latest change did it

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thanks @spring hare I appreciate it

spring hare
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@olive sedge No problem

olive sedge
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now I only need to get it into the vertical

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I should do an import rotation, yes?

spring hare
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Yeah

olive sedge
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gonna stream that again, I tried this earlier and it didn't work

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do I need to apply that or somthing?

spring hare
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yeah

olive sedge
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I mean press an apply button somewhere I'm not seeing ๐Ÿ˜„

spring hare
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There should be a reimport button on the top left

olive sedge
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hm, weird

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the base mesh is a uasset

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and that is not an option for me to import

spring hare
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Oh that

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Right click the folder on unreal

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@olive sedge

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Show in explorer @olive sedge

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And place the file in there @olive sedge

olive sedge
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hm, not sure what you mean

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it is in there, it's the Prototype_AssaultRifle_Ammo.uasset

spring hare
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Your putting my file in right?

olive sedge
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oh

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wait

spring hare
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What are you doing? @olive sedge

olive sedge
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there it is

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that's the one you meant, yes?

spring hare
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Is that what you wanted? @olive sedge

olive sedge
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hm, not sure what you mean

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I just want to rotate the bullet

spring hare
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Ohhhhhhh my bad @olive sedge

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rotate it 90 on the x then click Reimport base mesh on the top left

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Okay @olive sedge

olive sedge
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I can't import it since it's uasset

spring hare
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Click on the static mesh on the unreal folder @olive sedge

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Right click i mean @olive sedge

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Then asset action @olive sedge

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@olive sedge then export it as a fbx or obj file

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@olive sedge Now reimport it with that file

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@olive sedge There we go

olive sedge
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daaaamn

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you're an absolute champ for pulling me through this

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thanks, man!

spring hare
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@olive sedge No problem, You should probly set up a destroy actor after a set amount of time because if a lot spawns it will lag the game

olive sedge
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ok

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but first I'll add some particles because particles are cool ๐Ÿ˜†

spring hare
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Yeah

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@neon sorrel Still trying?

scenic scroll
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i still havent fixed that bug btw

neon sorrel
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Yeah, got a guy on the forums that mentioned something usefull that im going to attempt

spring hare
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@scenic scroll Dont know whats up with yours

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@neon sorrel Okay

scenic scroll
spring hare
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@scenic scroll I mean i dont know whats causing the problem

scenic scroll
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me neither! its sad cause before with the skeleton at least the mesh showed up so it seems i went backwards

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i tried to go back and fix the skeleton problem differently

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i think i succeeded but idk if that'll allow me to avoid this random bug thing

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if not i'm giving up for today its 11am and i havent slept

spring hare
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@scenic scroll Try importing all the meshs again

scenic scroll
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didnt work

spring hare
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Dont know why then

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@scenic scroll Go to sleep and try again later with a fresh mind

scenic scroll
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the SKMeshes also show up properly in editor and even in-game if spawned otherwise but not when i turn into them via blueprint

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yeah

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i'll do after i test my last attempt

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YES

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basically what i did was go back to my bugged skeleton model and reimport the skeleton from scratch

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and it worked

spring hare
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@scenic scroll Nice

trim matrix
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Hi! Iยดm working with the new water plugin and trying to make a material with buoyancy. In the video
https://www.youtube.com/watch?v=d5Ft7UaYayM approx. time 24:49 , but my material gets an error and I think I have followed along as in the video. What am I missing? Plz help.

Exploring the amazing new water capabilities introduced in Unreal Engine 4.26, Epic Gamesโ€™ Sjoerd de Jong talks you through the basics of setting up an ocean, a lake, and a river. Then, he dives into more advanced features and possibilities that showcase how you can tap into the water rendering through other parts of the engine by making objects...

โ–ถ Play video
molten gate
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Lets say I've got a 500 element array and I wanted to copy elements 350-500 from that array into a new array, there's no really fast way of doing that in BP is there?

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looking for the equivalent of C++ memcpy

odd ember
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nope, use cpp if you want that level of efficiency

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BP wasn't really made with that level of scale in mind

burnt anvil
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Morning everyone !

maiden wadi
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@trim matrix Dunno what's been changed, but his water material function thing is different than yours. I'd check out the #graphics channel for materials though.

carmine prawn
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The pin has changed to require an input. Try an Absolute World Position node.

olive sedge
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I spawn a bullet from the muzzle socket of my character's gun but when the character is moving, it triggers collision with the character

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I spawn the bullet on the server and replicate, maybe the bullet is replicated when the character is already at that point?

maiden wadi
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Possibly. It's often best to separate visuals from the actual gameplay test. You can make it look normal, but it keeps that kind of thing from happening.

burnt anvil
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my workaround for that was to make the bullet spawn a little bit further than the gun , you can't notice the difference with your eyes but it's actually spawning a little bit in front of the gun

olive sedge
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@maiden wadi I just worry that if I spawn the bullet on the server and client seperately, it might look like it's hitting but it's not and vice/versa

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actually, that hit event also triggers on the server so that can't be it I reckon

maiden wadi
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You'll find that a lot of multiplayer FPS programming isn't very straightforward in regards to things like that. Hitscan stuff makes it easy. Just play muzzleflashes on each client and let the main firing client choose what it's shooting, do checks on the server for cheating. Projectile complicates things. First of all you shouldn't be replicating projectile movement. It's too fast and you'll end up with correction errors anyway. The best you can usually do is approximate it for all machines and try to line up the rest of the visuals. Again though, owning client of the shooter is often the one with the actual detection, and then the server 'validates' it with cheat detection.

olive sedge
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i see

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thank you

burnt anvil
spring hare
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@burnt anvil Its still there

burnt anvil
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can't find it !

burnt anvil
spring hare
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Under advance settings go to multiplayer what does it say? @burnt anvil

burnt anvil
spring hare
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Under multiplayer on that window

burnt anvil
spring hare
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@burnt anvil Let me load up my one

burnt anvil
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sure ! thx

spring hare
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Oh i guess it isnt there @burnt anvil

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What you trying to do?

burnt anvil
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Trying to run as a dedicated server to test multiplayer .

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planning to host the game on a dedicated servers later on when launching .

spring hare
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If you play as the listen server that will be like running the server
And the client will load up the server and add you to the game

plain grotto
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Any idea how to manually place virtual tires? I can't make it right. When I import rigged mesh, wheels have no physic capsules and I have to set everything manually.

burnt anvil
spring hare
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@burnt anvil What do you mean?

burnt anvil
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when server sprints , it sprints just fine in the client window , however , when client sprints , it stutters and lags ; things like that that are solved by run on server or run on client etc

spring hare
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@burnt anvil Thats normal (from what i experienced)

burnt anvil
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oh wait , do you mean like i can run 3 instances , 1 server and 2 clients and just use the 2 clients to test and ignore the server one so i can just think of it like the dedicated server and ignore that there's a game in there ?

spring hare
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Well logically you run the server on your computer then connect to it on a laptop

burnt anvil
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i m getting so confused with implementing multiplayer stuff :3 ! thanks for trying to help i kinda have to go right now , family calling for me . BRB . have a nice day ^^

spring hare
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@burnt anvil No problem it is a bit confusing, Have a great day

plain grotto
carmine prawn
olive sedge
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@carmine prawn no but that looks pretty good!

carmine prawn
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and free and it replicates ๐Ÿ˜‰

olive sedge
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at the very least I could look into how they did it I suppose

carmine prawn
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Yup

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Well maybe. No need to try and reinvent the wheel ๐Ÿ™‚

plain grotto
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help me reinvent my wheels then... How do I set this thing up properly?

burnt anvil
spring hare
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Yeah it does @burnt anvil

carmine prawn
neat mulch
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Hey guys, i'm really new to Unreal Engine and it's speficities, i'm trying to build an actor that could detect if a player is in range of its detection, basically a spotlight that detect wether or not the play is in range. From as far as i know a raycast should work for this kind of things, so i tried but i cant get the raycast to work. Did i do smth wrong here ?

trim matrix
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thx @maiden wadi @carmine prawn solved it ๐Ÿ™‚ realy like this plugin

olive sedge
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@carmine prawn any way to download this plugin from the marketplace?

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my engine is built from source and I can't install into it, seems like

surreal peak
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@olive sedge Download it for the Launcher version and copy it over? Gotta have source of the plugin though

covert delta
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@neat mulch I've never seen Request Raycast before. The docs suggest its a Magic Leap specific thing.

You want something like LineTraceByChannel or SphereTraceByChannel

{Line|Sphere|Box}Trace is the bp version of raycasting.

pine rain
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Does the Duration node of a Sound Base Object work?

olive sedge
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@surreal peak I'll try that.

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In the meantime: Can I set variables on actors I place in the level?

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I want to set spawn zones in the level and then set the team name in a string

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then when a player spawns a character, I'll just get all actors by class bp_SpawnZone and get the appropriate one for the team

olive sedge
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i just set it with flipflop in the level blueprint now but would be nice to know if actors can be parameterized like that

carmine prawn
carmine prawn
olive sedge
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@carmine prawn where would I do this?

carmine prawn
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You need a reference of the actor, and cast to it.

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Where you do it is up to you. You can either do it in the thing that is effecting the actor or in the actor itself.

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Or any other actor that might be managing things, for that matter ๐Ÿ™‚

olive sedge
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ah, right.. I was thinking I can select the actor in the outliner and then set that variable somewhere

carmine prawn
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Sorry, I thought you were wanting to do this during runtime. If you mean in editor, just expose the variable by clicking on it's eye symbol in the BP, compile and you should see it in the details panel and do what you just said ๐Ÿ™‚

hollow cape
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Make a variable in your actor, set it to Instance Editable, drag actor instance into world and you'll see the var exposed and editable @olive sedge

olive sedge
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@hollow cape yes, this! thanks!

quartz field
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Hello, I'm watching a tutorial to set-up different languages for my game, so far I created a string table for both French and English, now I'm trying to switch to French in game. I guess it's because I'm on 4.16, but it seems that I don't have the node "Set current language", do you know a work around to switch to a different language ? Thank you!

native terrace
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hi, for a game wide timer, is it okay to use the tick from GameState ?

hollow cape
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@quartz field if memory serves there were major changes to the localization feature in like.....4.17 or 4.18, I can't remember which

quartz field
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thanks! I guess I'll try to update my version and hope that it doesn't break anything ๐Ÿคž

hollow cape
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if you're going attempt to simply change version for the project, make sure you back it up

quasi frost
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Hey guys I am trying to learn interfaces. Can someone explain to me why this isn't setting the variable? Basically I am wanting to interface the monster health from the battle BP to the Spell BP. I set the current health of the interface to the current health found in the battle BP, then I try to call that to a new variable in the spell BP, however it is 0 everytime. Still trying to learn how interfaces work exactly.

hollow cape
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when you are calling the BPI, you need to feed it a target reference

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@quasi frost

quasi frost
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What should that reference be? Just self?

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I assumed it did that automatically

hollow cape
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there has to be a reference to the actor you are calling the interface on

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also, on the receiving actor, you should have a BPI event

quasi frost
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Isn't that still self if it is inside that actor though? Or am I having a dumb moment lol. Also let me google how to do the BPI event thing real quick.

hollow cape
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but you aren't executing the BPI event on the same class that is calling it....so how could it be self?

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@quasi frost Basically the BPI is a blind event call. The nice thing being you don't need to cast, and you can call events that can have varying functionality across classes since the sender/caller doesn't know (or care) what the receiving class is. However, you still need a reference to the particular actor you want to call the event on.

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Alternatively, if you want a reference-less method, you may want to look in to Event Dispatchers, which is basically a "yell" (at least the way I think about it). The sender will blindly, and without a reference, call an event. ANY actor that is "listening" to the sender/caller will then execute an event when that "shout" is received.

surreal peak
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That still needs a reference to the one that is yelling

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You won't get away from that

hollow cape
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Correct, so the receiver will need an initial reference

surreal peak
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There is a tutorial pinned to this channel about Blueprint Communication

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People that struggle with this should watch it before they continue asking questions.

plain sigil
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My ue4 keeps crashing when i create Skeletal mesh variable on a structure!!!!

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help please!

exotic cradle
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The problem I am encountering is despite Print String showing I am clicking the X button to close the menu, it doesnt close on my screen. The tutorial I am following is the Drag and Drop with UMG|02|Live Training| The pic below is inside the editor character bp.

orchid garden
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if you store the widget as a variable when you create it you can use the variable to 'hide' it.
your event is getting fired off, so i'd look at your player editor hud reference and make sure its being set like it should, that seems to be where your problem is stimming from.

exotic cradle
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it does look like the ClickedToClose event in the character BP isnt firing so yeah thats the issue

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Yeah the Editor HUDReference inside the player BP doesnt reference the Editor HUD at all as when replacing the Editor HUDReference in the Open/Close Item Inventory Menu(the pic I posted with that comment) I cant add the iteminventorylist

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I did go and redo all of the EditorHUDReferences through the other BPs that have it and they all work fine just as before so ig Im missing something in those BPs as well thats not communicating from those BPs to my player BP?

sacred bear
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Are [Hierarchical]Instanced Static Meshes not reporting any overlaps besides the first / intial one?

exotic cradle
# orchid garden if you store the widget as a variable when you create it you can use the variabl...

So I went through and redid references so make sure they are able to make them to the character blueprint I made and they all are able to be referenced from the character BP but still the custom event doesnt fire. The EditorHUDReference works as well because if it didnt I wouldnt be able to see the inventory items I added. Should I redo the tutorial series and see if starting over changes things or is this maybe a bug?

hollow cape
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@exotic cradle If the printstring is showing as it should, but the intended functionality isn't, then the function IS being called. Either the implementation of the function is wrong, or the reference is bad

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are you getting any errors when you exit/stop playing?

exotic cradle
hollow cape
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do this, in the UMG that you're trying to close, create an Event Initialize if you don't already have one, put a delay (5 seconds or whatever), and after the delay call the close function

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verify that the function actually works

gusty shuttle
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@hollow cape I see you!

exotic cradle
hollow cape
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is it an attempted to access none?

exotic cradle
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You are correct

hollow cape
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put a printstring on the cast failed of that cast to EditorCharacter, and test

exotic cradle
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Yeah that fails which would explain the other portion failing as well

hollow cape
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yep

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so that tells me your player pawn is not EditorCharacter

exotic cradle
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Than idk what else it would be

hollow cape
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well what do you have it set as

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check your gamemode, and also check your world settings gamemode override and make sure something isn't overridden there

exotic cradle
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ohh. That may be the problem than actually because I started with the 3rd Person Example template and when that character clicks on a cube it loads a new level and has the player possess a pawn in the new level so I set the default pawn for the project to None

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Oh...

hollow cape
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bada bing

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so you need to figure out where/how to store that var. Possibly PC or something like that

exotic cradle
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So than when I switch levels the gamemode knows which pawn class to use or did I read that wrong?

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So upon the third person template loading set the default as ThirdPerson and when the Editor Level is loaded set the default as the Editor Pawn

hollow cape
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well it depends on your settings

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but if you have an override to set the default pawn class to none, then the pawn class will end up probably being the default UE4 pawn class which is nothing

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you either need to store your var somewhere else, or you need to have all your potential pawn classes inherit from your own custom class (inherited from pawn at minimum), so you aren't casting to the specific pawn class, but the parent pawn class

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maybe somebody else has a good way to handle this

weak apex
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so i made this basic dash bp

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but the problem is when i dash off any ledge

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my character keeps flying forward

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how can i gradually decrease the speed once im off the ledge

exotic cradle
weak apex
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try posting in animation text channel @trim matrix

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theyll be able to help

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so, if im close to a ledge, and if i dash over the ledge, the momentum will stay persistent and my my character would continue to move forward way more than id like it to

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not sure how to fix that

exotic cradle
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So I put PrintStrings on all things that are being cast to see what fails and these two are what I got. The first one is inside the Editor Character and the second is in the ItemInventory BP so I probs need to make my own gamemode besides the default UE third person template one to get this to work since if Im not misthinking this its not switching the controller or the character from the Project settings since those are default set to third person which would be causing this?. @hollow cape

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I honestly never thought just getting an X button to work would be this much well...work xD

weak apex
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@trim matrix how do I set the location tho

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it keeps moving me towards the same place

rough jay
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shouldnt this integer just be increasing, how the hell is it decreasing?

weak apex
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@trim matrix i did

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wait

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ill go download recording software real quick

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wait i just wanna make sure

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the root component is the only thing i need?

rough jay
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how many actors on the map?

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the blue kill red right

odd ember
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just get something like screen to gif

rough jay
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it updates all the red actors locations then once it destroys im trying to get it to increase the integer value yet sometimes it goes down or it doesnt go up at all it works with one blue ai

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so its printing out each actors kills instead of as a whole?

weak apex
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@odd ember ok so i downloaded screen to gif

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playback seems slow tho

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will it be fine once i export i

odd ember
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you can increase the framerate

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no it will stay exactly the same

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it's a gif

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not a movie

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you can also speed up the time between the next frame

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I usually do that

rough jay
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alr

weak apex
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@trim matrix

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i laso tried to set target relative location to 0 and it still pulls me to the same place

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not really sure what you mean by that

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do i need to stop the gravity for this to work?

odd ember
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what do you want to happen

weak apex
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to dash a set distance

unborn maple
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im having a issue where. i prep stage one logic in a if statement through blueprint. once i hit left mouse button it run to check to see if any of these bool been set to true but since im using random in range to set the true state. when i click the left mouse button it run through both branches and end level one with out c hecking if i click on the second actor. is there a way i can set up mouse detection click or should i be running this in a while loop

weak apex
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gradually slow down towards the end

odd ember
#

towards the end of what

#

ah

weak apex
#

yea but the problem is the dash pulls me to the same place

odd ember
#

use set actor location with a timer

weak apex
#

no matter where i am

#

i get pulled to the same place when i try to dash

odd ember
#

probably because set relative location on root is the same as set world location

#

I would surmise that anyway

#

root doesn't have a relative location

#

because it is root

weak apex
#

oh

#

so how do i change that

odd ember
#

you find a different method

unborn maple
#

this is how i set the bools for the above. it set once the event get calls thru the random gen. not sure if im setting these values up correctly. doing this to figure out how everything works together.

weak apex
#

well i was using character launch node which worked fine until i tried it off the edge xP

odd ember
#

I gave you something you could try

#

but in any case

#

you'll need to use the forward vector of your actor

#

to add direction

weak apex
#

ok so i returned the code back to what it was before

#

and the dash just flings me off the map completely

#

i think its the gameengine actually

#

thats acting up

#

ill try reseting it

#

nope, somethings messed up

#

i dont know what i couldve changed

#

where should i even check

lime lava
#

hello Guys

#

How can I create a Super Slow Motion with black & white post process effect.

neon sorrel
#

slow down time, spawn widget

lime lava
feral ice
#

can you change a delay during its proccess?

worldly edge
#

can someone tell me why i dont have pass by reference checkbox in my macro

#

or help me find how to set an input to pass by reference

neon sorrel
#

Theres a slow time node somewhere, not sure exactly what its called. But I know it exists

#

and you can also just apply a white and black overlay with a widget and textures

worldly edge
#

it should be under the default value based on the tutorial im following

lime lava
wind void
# worldly edge

iirc, the checkbox isn't there because you ARE passing in the reference. I may be wrong, but I believe all ||but a few variables such as array/map/set items|| variables are refrences

neon sorrel
#

I havent experimented much with that, so im not sure

scenic scroll
#

is there any way to get the camera out of a pawn and then add a widget only to it? (instead to viewport) cause this current code i got here works but the hud stays on even in freecam / third person which i dont like

worldly edge
#

then theres a set integer node im not finding

#

oh nvm it explains

wind void
worldly edge
#

i found it

#

it was under set by-ref

#

not set integer

#

thanks for explaining pass by reference to me

wind void
#

Question: How do I make a new Image Object Reference in a widget blueprint
I want to duplicate an image, but can't find out how to either make a new one or duplicate the old one.

feral ice
wind void
lime lava
feral ice
#

yes thats what im trying to do

#

but i think i got it

weak apex
#

did you manage to dig up anything?

worldly edge
#

hey i know macros are like ways to compress your blueprints into one blueprint to declutter your construction script or event graph but whats the difference between that and functions i know you can call certian variables only in the event graph or macro but is that the only difference

scenic scroll
worldly edge
#

then use a seperate camera

#

or make a remove parent thingy to remove the hud from the camera

scenic scroll
# worldly edge wouldnt you have the targetjust be the camera of the first person?

problem with this part is that the freecam is the same camera entity as the first person so this one i can't do

there's only 3 cameras in the scene (map camera (for seeing the map) editor camera (for building vehicles) and vehicle camera (vehicles)

but the freecam and first person are both the same thing, i assume that being the brick camera manager

keep in mind tho this is just assumptions i'm very new to ue4

#

so i might be underestanding wrong how these cameras work

worldly edge
#

same

#

figure out how to remove a hud and add that to the end of the script that switches to free cam

#

?

scenic scroll
#

i dont have access to the freecam script, that's a vanilla script and i can't edit those, i can only add my own

#

due to modding limitations

#

so i'd need to add the camera in a way that only works in first person

#

also for testing purposes, how would i add a widget to a specific camera anyway? all the tutorials i've seen only add it to viewport so i dont know

burnt anvil
#

general question , in multiplayer games , should i put the player health variable in the controller or the character blueprint ? right now it's in character bluepriont and when any player takes damage all players healthbard drop ...

gritty elm
#

so as you can see there are two white cubes, one is above center of head and other one is below of center head

#

when i try to subtract above cube with head, it return 40

#

but when i try to subtract second cube with head, it also return 40

#

the problem is that i want to check if the cube is above from head or below from head

maiden wadi
#

@burnt anvil Depends on the game. If you want it to be able to be thrown away, put it in the character. Controller is for personal client variables that no other client needs to see that don't get discarded when you kill off a character. PlayerState is for the same, except that it's where you put things that all clients need to see. Health is usually done in the Pawn.

gritty elm
#

i mean 40 is vector lenght @maiden wadi

burnt anvil
#

@maiden wadi thanks man ! you've been really helpful ๐Ÿ˜„

maiden wadi
#

@gritty elm Get the look at unit direction from the head to the cube. If the Z is positive, it's the upper cube, if it's negative, it's the lower cube.

#

I'm usually in here and active a lot more, but I decided to participate in the GameJam this time around. So very close to being done, and there's still over two and a half days left.

burnt anvil
#

only joined a couple of days ago and you're always her helping ! appreciate it ^^

#

can't figure out how to get a specific player health in multiplayer . been trying to do this for over 5 hours now lol

#

everytime i pick up a medkit or take damage it affects every player in the game lol

maiden wadi
#

It's likely just the logic train. Multiplayer can be rough to get a handle on. You're trying to heal a character via a medkit?

#

@burnt anvil Is this via a client's key press?

#

Like. Client presses "SomeKey", and then heals themself?

burnt anvil
#

on collision , you pick it up and it heals immediately

maiden wadi
#

Ah, that's easier. What kind of logic do you have for the pickup?

wind void
#

I'm creating a widget, and adding it to viewport. But it doesn't show up. I assume it's being removed I have seen it for like a frame but I can't find what blueprint is removing it.

Any suggestions on how to debug this?

minor merlin
wind void
burnt anvil
maiden wadi
#

@wind void Any Construct or PreConstruct events in the widget?

maiden wadi
#

@burnt anvil Paste your collision stuff. Will be easier to help.

#

@wind void None of it has any form of RemoveFromParent calls on it?

wind void
#

Oop, had a missing node so instead of setting a child to invis, it made the entire widget invisible.
Ty ๐Ÿ˜›

maiden wadi
#

Been there done that. My blueprints are a disaster this week. Rushing so much.

burnt anvil
#

tried a bucn hof thigns , this is what i have now but it's taking away helath from everyone .

minor merlin
#

You should not execute this on everyone

burnt anvil
#

you mean the custom event replication ?

minor merlin
#

Yes

maiden wadi
#

@burnt anvil First off, never mix execution lines like that. You'll end up with some crazy unintentional behavior. Second. You don't want to execute that on all. You just want it to run on the server.

#

Your health should be a replicated variable, so changing it on the server changes it on all.

burnt anvil
#

what do you mean by mixing lines ?

minor merlin
#

It's not linear

#

You should use reroute note to make it more clear (I assume it's that)

maiden wadi
#

Also, do yourself a favor and make a function in the character that you can call to add to health. This way you can just add some random number in a single call and that function can handle the clamping and such. Otherwise you're going to need that clamp everywhere you ever alter the character's health.

burnt anvil
maiden wadi
burnt anvil
#

much cleaner . i see !

minor merlin
#

I would like to attach my camera to my weapon scope (socket), when I press the scope action. The problem is that it doesn't work like it should (the camera isn't at the right place). I tried to see the location of both sockets I got on this BP, and both return the same location? What's wrong?

maiden wadi
#

Your camera is going to face left if you attach it there.

minor merlin
#

Well no, give me a second I will give you two screen

#

I can't see what's wrong here

burnt anvil
#

@maiden wadi ran that on the server only , and printed my health values . turns out it's going correctly on the server side now . it's just the HUD that's not working which led me to think that it's decreasing all player's healthbars together for all day ... ๐Ÿ˜‚

weak apex
#

alright ill try it

#

but it seems like my forward vector is messed up

#

cuzz the code from the tutorial worked fine when i did it the first time

#

but after trying it again after "move component to" node didnt work

#

the code kept launching me backwards

#

same spot again

maiden wadi
#

@minor merlin Definitely odd. I'm not sure what's going on there. I normally make weapons their own actor with their own camera for easy ADS transitioning with SetViewTargetWithBlend.

weak apex
#

this time it was off the map

rough jay
gritty elm
#

@rough jay can you explain in other way?, i mean please explain more

rough jay
#

yep, so A has a couple of timers on it which is why when i press B the timers still run and do their functions

#

when i flip it to B its still running

sand thicket
#

maybe the "Gate" node will help you at the end of your delays

gritty elm
#

make a branch after delay node, so when you reach to B, set the bool value to false, so it won't run

scenic scroll
#

the game wont recognize my input

#

i click start

#

smash the "O" key

#

and no connections light up

gritty elm
#

@rough jay try this, and make sure the default bool variable should be false, so when you run first time, it run

scenic scroll
#

this has never happened to me in many maps and due to it i have wasted so much time testing thinking the code didn't work

#

i dont underestand what's going on

#

why could that be happening?

gritty elm
#

@scenic scroll in which type of bp you are working?, is it level blueprint or other?

maiden wadi
#

@scenic scroll Does your Player Controller also use the O key?

olive sedge
#

how can I make an actor less affected by gravity?

olive sedge
#

I have a projectile that basically immediately falls to the ground.. I could make it fast but I just want it to float farther without being faster

scenic scroll
gritty elm
#

try any key instead of O key, check if it works

scenic scroll
#

for example this code here is from another mod / map and it works just fine (the connections light up when i click O)

scenic scroll
scenic scroll
gritty elm
#

are you using level streaming?

scenic scroll
scenic scroll
gritty elm
#

yes, try to disconnect overlap functions, and try again

rough jay
#

thx g33k 4 showing me more abt booleans

maiden wadi
#

If that blueprint uses the O key as a keybind, then yes.

gritty elm
#

@scenic scroll also try this when you are debugging the code, so if game quit, then it mean your button action works

maiden wadi
#

Input always goes to the latest actor with input enabled, then Controller, then Level, then Pawn.

scenic scroll
#

so it does sound like the imput is just somehow turned off

gritty elm
#

do you setup the game mode correctly? in world settings and project settings?, and make sure you set your correct pawn in your gamemode

olive sedge
#

@gritty elm I don't know why set linear velocity target works for that cube

#

it wants a physics constraint component when I want to use it

gritty elm
#

so you should physics constraint component in that case if you want to change gravity, you can also google "ue4 reduce gravity"

scenic scroll
gritty elm
#

so what is the issue right now? do you have character in your level? when you press play?

olive sedge
#

@gritty elm i've done this before but haven't gotten any good results

scenic scroll
maiden wadi
#

I'm useless there. Zero modding experience besides changing portraits in Baldurs Gate, which seems mildly irrelevant.

gritty elm
#

@scenic scroll see your game mode, make sure it is set to correct game mode, if you don't have ,set it to game mode base, which is default game mode

scenic scroll
#

with no override

gritty elm
#

ok, create a new game mode by right click on content

scenic scroll
#

done

#

@gritty elm

gritty elm
#

search for spectator pawn

scenic scroll
#

done

gritty elm
scenic scroll
#

still the same problem

gritty elm
#

when you press play what happen? are you able to move W,A,S,D camera? or only input not working?

scenic scroll
#

i can move the camera with mouse but i can't move with WASD

#

(in the other project i could)

gritty elm
#

try this in your level blueprint or in your spectator pawn that you've created

true valve
#

Anyone knows the best swim system that works well with the new UE4.26 water?

gritty elm
#

and check if your game is quit or not @scenic scroll

scenic scroll
gritty elm
#

ok great

scenic scroll
#

wait what... look at this

#

hold on

#

something weird is happening

#

so WASD works now so imput is working but when i click "O" the connections still don't light up as if it wasnt registering it

gritty elm
#

@true valve watch this full unreal dev video : https://www.youtube.com/watch?v=XHugDXx6c5c&ab_channel=UnrealEngine

Get a peek at the upcoming experimental Water tools releasing in UE 4.26! Ryan Brucks will start with a breakdown of the new Single Layer Water shading model and then show how Water Bodies create cohesive water features. We will then go over new features such as Gerstner Waves, Fluid Simulator, Caustics generator and how they can be connected to...

โ–ถ Play video
#

@scenic scroll please do your input stuff in your pawn, your pawn is responsible for handling inputs

#

you can copy paste your code from level blueprint to your pawn, since this is the solution i suggested

scenic scroll
gritty elm
#

if you don't want to use pawn, you can also create your own custom player controller exactly you created your pawn and assign this player controller in your game mode

#

your player controller is also responsible for receiving inputs

grizzled garden
#

guys this nodes make a rotation for the y axies, but the problem is it does 360, i wanted to make a limit for it so it can go a max of for example 90 degree etc etc, im sure it sound easy, i thought that too, tried to use the clmap but it does not do what i want, and i watched all the tuts on google and they do it on a filed of view and worldrotation which set the world rotation not change it smoothly ( it set, does not move the camera until it reach its desired degree angle )

#

help

gritty elm
#

@scenic scroll if you don't want to use custom pawn, you can create player controller, and handle all input events from player controller

scenic scroll
#

remember, this is a mod

grizzled garden
#

help

gritty elm
#

@grizzled garden for rotation you need to clamp the angle, not just clamp, since rotation is clamp to -180 to 180 etc

grizzled garden
#

i used that yes

#

it did not work

gritty elm
#

what is the issue you have

grizzled garden
#

coz im using addlocation node

#

what the issue? i have explained everything above, it is that i cant limit it, it is 360 degree rotating

#

i want it to be limited to a number

#

like 90 degree or 50 etc etc

#

i used clamp and it is not the correct choose here, unless i add extra nodes

gritty elm
#

you are using add rotation, so it always add that, can't you use set actor location instead?

grizzled garden
#

what do u mean?

#

im using it on the camera

#

i want a limit on that

gritty elm
#

you want to rotate the actual player camera view? like we rotate the camera using mouse?

grizzled garden
#

yes

gritty elm
#

it always rotate your character main camera that is shown on monitor

grizzled garden
#

ok

gritty elm
#

you can also use function called get control rotation, it return you the current camera rotation

grizzled garden
#

im not using a player

#

im using a pawn

#

its RTS-game

gritty elm
#

pawn is possessed by the player, player controller is responsible for handling your pawn, and your pawn receive inputs actions from player controller

true valve
#

@gritty elm It doesn't show you any swim system, it's only about the new water

gritty elm
#

@true valve for swimming system, you need to understand the concept of physics volume in unreal

grizzled garden
#

ok

true valve
#

I currently have a system but trying to find a better one.

#

If the new water system has any feature that could benefit

gritty elm
#

@grizzled garden you can get the current rotation of your object, and check if it's rotation is greater than any x value before changing rotation of object

grizzled garden
#

ok that good idea

#

ill do it now

gritty elm
grizzled garden
#

but im still missing some changes

gritty elm
#

you want to rotate your main camera or your character camera? can you explain what you are trying to achive?

grizzled garden
#

the camera

#

as u have seen im working with it only

#

but it is complex issue

#

why i cant limit it to 90 degre?

gritty elm
#

you can limit it, can you share screenshot how your player looks in level?

grizzled garden
#

the player?

#

but i said it is RTS-Game

#

the pawn is invisible

gritty elm
#

what camera or object you want to rotate, please share a screenshot object in level, so i can understand and help you

grizzled garden
#

it is invisible. the object i want to roate is the camera on the left, in the component tree, exactly under spring arm

gritty elm
grizzled garden
#

ok

gritty elm
#

also use set and get relative rotation, not world, but this depend on your requirements

grizzled garden
#

yes

gritty elm
#

the cube is your camera component, the all rest of code is same

grizzled garden
#

yes

mild fossil
#

Hello! I was wondering if anyone could help me with a blueprint runtime error I've been having. I've made a character selection menu and created a persistence using a game instance I found in a template. Everything runs smoothly but I keep getting this error. Any suggestion on how I could fix it? Thanks in advance !

minor merlin
orchid garden
scenic scroll
#

I apologize for the amount of questions but its my first time doing something like this-
I'm making a mod and I've got this effect for a helmet visor assigned to a widget that uses this code (activating when you put on the armor)

Problem is that the widget stays on even when i'm in freecam or even in the building editor (its a building game) as well as when driving a vehicle in third person and its extremely annoying, i don't know how i could make it only show when in first person!

orchid garden
#

check to see if the first person camera is set to active, if not, set the huds visibllity to hidden or collapsed, i'd do this in your camera switch routine, so when they switch to one of the other cameras, it toggles it right then.

#

@scenic scroll oops forgot to include the @

scenic scroll
gritty elm
#

@mild fossil use "is valid" node before getting your actor, if it is valid then do stuff, so it won't return nullptr

#

use get all widgets of class, select your widget you want to remove or call function inside or anything

#

or either set visibility

orchid garden
#

@scenic scroll if its built in you should still be able to access the camera switching (assuming that the first/third/access car is all key triggered) by adding a event to fire when they press the key that causes the camera to change, the camera itself is part of the player so you should still be able to access the camera and see if its active, then its just a matter of doing something like i've done here for toggling two different huds:

#

if fp camera active -> show hud, if not active -> hide hud

#

(mines a toggle between two hud widgets)

mild fossil
gritty elm
scenic scroll
orchid garden
gritty elm
scenic scroll
#

also @gritty elm and @orchid garden thanks a lot for the help :)

orchid garden
earnest tangle
#

There's a handy "validated get" which you can also use

#

You can right click a variable node and use "convert to validated get", which basically makes it into an is valid with a builtin value pin

#

this is apparently also slightly more performant than using a separate get and is valid

scenic scroll
#

so to check if the camera is active how would i reference a camera like this? it says its in my level but it's not a camera i have added or can access (i assume the vanilla game added it)

mild fossil
#

Thank you @orchid garden and @gritty elm giving a try

orchid garden
#

create a reference to the vehicle then get a refrence for the camera from the vehicle refrence @scenic scroll

gritty elm
#

@scenic scroll after getting reference to your camera, do logic like this, if it is active it return true, so if true you add widget, other wise remove that widget

scenic scroll
grizzled garden
#

help

scenic scroll
#

normally i reference objects i dont have by creating a copy in the same place and then deleting it so they call for them, but in this case the path is odd and i do not know how to reference it

gritty elm
#

@scenic scroll to get your vehicle, you need to get the vehicle first, then inside from you can get camera or whatever you want to get and want to do

grizzled garden
#

help

gritty elm
#

@grizzled garden use set relative rotation instead of add local rotation, like i already show in above screenshot : #blueprint message

scenic scroll
grizzled garden
#

the enitre example or only that node u mentioned?

#

@gritty elm

#

but set relative location will set location not rotate until that rotation

#

which is not what i want

gritty elm
#

you need to do exact like i did, in your screenshot you are using clamp axis and a disconnected branch, which not work

grizzled garden
#

but urs is not what i want

gritty elm
#

no, it works exactly like add local rotation, since we are adding +1 to current rotation and setting to that rotation

grizzled garden
#

ok

scenic scroll
grizzled garden
#

@gritty elm thanks

gritty elm
#

@scenic scroll yes it is possible, can you explain more how you are changing camera views?

scenic scroll
# gritty elm <@!249271234062188545> yes it is possible, can you explain more how you are chan...

like i said before, I am not changing camera views xD
this is a star wars modification for a game that someone else made, i don't have the original code, so i have no idea how they change camera views

i have a console i can use to get info and umodel to look at the game files, that's all

if you need any info to help me that i can get with the console or umodel i'll get it but that's all I have i dont have the original code

orchid garden
gritty elm
#

@scenic scroll does it works? : #blueprint message, since you are in level, you can press play after you can eject your player and you can see what types of objects are in level, so you can try this method

scenic scroll
orchid garden
#

@scenic scroll when you open the player you should be able to see the camera like so and you'd know what the camera name is for the fp camera:

#

is the image showing? i just get some funky "working" icon showing :/

scenic scroll
gritty elm
#

your project should be using c++ in that case, you need to view and modify source code in order to do that

scenic scroll
#

i do not have the source code, if i did it would be easier xD

#

basically i'd need a code that was like

#

on start: get player controller > get its camera > save it

on tick: if camera =/= saved camera > hide HUD

orchid garden
#

your using their mod tools for the game?

scenic scroll
orchid garden
#

ah

scenic scroll
#

altho if you're wondering the creator said he's fine with modding, just not supporting it yet

#

but yeah i dont have any access to the source code

orchid garden
#

if you can get ahold of the creator perhaps he can tell you what you'd need to access to get a reference to the cameras?

scenic scroll
#

i doubt that would be possible he isn't very reachable (i tried back when i started modding the game never got a reply)
I wonder tho- is there any code that would allow me to get the current camera of a player controller? because if yes then i think i could do it- i just dont know what that code would be

orchid garden
#

you'd need to know the name of the camera unless they did general names like in the example i tried showing (fpcamera, tpcamera) without the name of the camera it'd be abit difficult I think...

scenic scroll
#

this is the result of doing "/getall cameracomponent and /getall cameramanager

they should be all the cameras in the scene

#

problem is like i said i cannot reference them since they aren't in any path i can replicate in folder structure i think

#

so i take it there aren't anny commands that allow you to get a reference to the current active camera of a player controller?

mild fossil
#

The error is gone now which means that my Player Camera is not valid.. All the interactions are now disabled. Any suggestions on how I could connect my is not valid? Really appreciate the help. Thanks!

orchid garden
#

@scenic scroll where you in first person mode when you did the getall CameraComponent ?

#

@scenic scroll when your just as the character, it should show you the cameras for your character, like it is here for mine:

scenic scroll
orchid garden
#

if i had to guess.... id say:

#

it looks like it might be using the same camera for the different modes.

scenic scroll
#

i know, but i still don't know how to reference it. Like i said before, i can reference objects by making an object with the same name in the same path, referencing it, then deleting it before i import it into the game, but that camera doesn't seem to be in any path i can replicate

Also if it's the same camera for all modes i can't use this method to disable the HUD anyway :0

#

which leaves me back at square 1 :')

orchid garden
#

well... a sloppy method till you can figure it out would be ... setup a key that allows the player to show / hide the hud when the helmet is on.

scenic scroll
#

i tried that before and it didn't work although that was probably my mistake
say, would there be a way to make the hud like- a physical object?

#

the fp camera is nothing more than a camera on the head so

#

maybe there could be a way to just put a plane inside the helmet in front of the camera with the HUD on it?

orchid garden
scenic scroll
#

not a problem this widget isn't interactive

stray island
#

Is there a way to make my lowpoly assests smooth shading? Instead of its flat shading ?

#

Like how we do it in 3d modeling programs

exotic cradle
scenic scroll
neon sorrel
#

Anyone able to look at a weird cast problem im having, been trying to look through the forums for help but no luck

odd ember
#

you really need to post screenshots for that

neon sorrel
#

Well yep, I was just asking first

#

Seeing if anyone was around

odd ember
#

just post your screenshots. you'll get much faster help that way

neon sorrel
#

My player spawning issue is fixed, it just seems that now my player controller cant assign the new player ref. This runs on begin player in the player controller

#

I used a isvalid node on the player controller and runs fine before respawn, after respawn it cant get the controller

odd ember
#

I reckon your entire setup is kind of wonky because you continue to use stuff like get player character

#

use get controlled pawn and test on that instead, if anything

neon sorrel
#

I tried that at first, always comes back not valid

#

Which is odd

odd ember
#

it's not

#

if you've killed your character, then your character is dead

#

also why you can't cast in this case

#

there is no character, very likely that you're spawning it incorrectly

silk bluff
#

how do I make collisions more bouncy? I can't find the property

odd ember
#

I told you to look at the function in the game mode

#

it is set up in such way that you can handle all spawn logic in there

#

and you avoid pitfalls like these

neon sorrel
#

Yeah I did, and was just a bit confused by the override. Ill have to look at documentation for it more

odd ember
#

there is really nothing to get

#

it executes when you spawn or respawn the player

#

just put your logic in

#

use the player controller reference you get from the function itself

neon sorrel
#

But it only executes on a custom respawn node right? I saw there was like a 'restart player' one?

odd ember
#

cast it to your particular player controller

#

it executes no matter what

#

if you don't override it, it means it just does its default stuff

#

which is spawning a acharacter

#

if you override it and leave it blank, nothing spawns

#

it's really not rocket surgery you just gotta listen

#

or you can continue down this road of hack upon hack that keep causing you issues, your choice

neon sorrel
#

Yeah im just looking at it and I get newplayer and StartSpot, One controller the other a actor ref. Is actor ref the old one or new one?

#

As output nodes from that overide

odd ember
#

if you hover over both those pins, they will tell you which class they are

#

you don't need to use either of them, but they are provided for ease of use

#

now

neon sorrel
#

Interesting alright, let me experiment a bit with it I think I get it somewhat.

odd ember
#

if you want, you can cast the new player, which is a player controller, to your own player controller, and then hook it into a spawn node

#

this has a benefit you can get nowhere else: you get to setup automatic bindings for all delegates in your player controller, in your player character

#

nowhere else does UE4 allow you to do this without dynamically binding delegates

neon sorrel
#

Ah alright, I think I got the player controller part right here, and just setting up the new pawn if im doing that right

odd ember
#

you're not

#

you're not actually spawning anything

#

you have to handle the spawning manually

#

you need something like a Spawn Actor From Class node

neon sorrel
#

Wasnt sure if I could do that before the override or not.

#

So hmm, what about the spawn transform then? Since I cant change the inputs and put something custom in

odd ember
#

you were given a start spot from function were you not?

neon sorrel
#

True yeah, I already hooked that into the spawn actor

faint pasture
#

@scenic scroll Hey how are you doing that material?

neon sorrel
#

so that should work well

#

So its triggered on respawn right? How exactly would I go about doing that and making sure the engine knows im respawning it? Same way as before, destroy actor and posses a new one?

#

Or restart player node maybe

odd ember
#

is your game singleplayer or multiplayer

neon sorrel
#

Primarily multiplayer. Might add a small singleplayer but thats later

odd ember
#

so in this case you're looking to restart your player

#

there are other considerations you need to ensure before then, for instance is it legal for the player to spawn?

neon sorrel
#

Cant I just use simple booleans before the respawn node to check for that?

odd ember
#

but tbh at the level I've seen with your stuff I'd say multiplayer in general is slightly above your skill level

#

you can try and do that with booleans sure, but it needs to factor into a greater respawn system

#

the system should handle downtime between respawns, know when each individual player is ready for respawn, and when they're ready, spawn them at the correct space

#

all of that will be a complex tangle of delegates and conditional branching that you need to wrap your head around

#

but it is the way to do it

#

and it is only going to go downhill if you attempt to hack it like you have previously

scenic scroll
#

ignore the top texture sample its just the bottom one (both are the same i just made the bottom one a bit smaller to adjust for the camera distance)

naive heron
#

Anyone have experience with aim-offsets?

rough wing
#

Is there any way I can scale camera shakes globally?

#

I want to apply a value to all of my camera shakes before they play.

spring hare
#

@neon sorrel Still having trouble with the respawn?

neon sorrel
#

Nope

#

Respawns been fixed for a while

#

Well partially

#

The cast is the problem now

spring hare
#

Ah okay

neon sorrel
#

Just facing issues with get player character returning null

#

odd bugs

#

I may just move all of the player controller stuff into the actor if thats a easier way to do it

spring hare
#

Might be

neon sorrel
#

Well, from what I can tell. That way all I have to do is respawn the actor

#

If it never interfaces with the player controller, then its all condensed into just that.

spring hare
#

It honestly shouldnt be this hard

#

But it is for some reason

neon sorrel
#

It worked before with another character I had, swapped it out and changed some stuff and now this

#

Its odd but meh

spring hare
#

Yeah

teal nexus
#

what would be the best way to make rockets fly like this: https://youtu.be/kVSswbUP3g0?t=301 ?

The most epic battle scene of DISTRICT 9, Exosuit vs Human Soldiers.

The Exosuit is a mechanical bipedal suit system that was used by the alien species (nicknamed the 'Prawns') in the 2009 sci-fi film 'District 9'.

As shown in the battle scene, the Exosuit's armor is able to withstand projectiles fired from small-calibre human weapons, althou...

โ–ถ Play video
#

(I am interested in those crazy cool trajectories)

earnest tangle
#

a small amount of constant rotation should achieve that type of spinning trajectory

#

guess it depends on what parts of it specifically you want to emulate

teal nexus
#

well, it's for mobile, so it should be relatively cheap performance wise

earnest tangle
#

you could probably also use a sine wave or something as an offset on its motion

teal nexus
#

I just want for rockets to fly on random'ish cool looking trajectories like seen in the video (with smoke trails). Let's say one mode is when you locked on several targets and rockets fly toward the targets on such trajectories; another mode is what you don't have target lock and they just fly so many units forwards and explode either on collision or on timer if they didn't hit anything.

earnest tangle
#

you'd offset it along its forward axis based on the sine wave so you'd achieve a kind of a waving movement pattern, if you combine it with another wave on the other axis which is offset from the first wave it might also look like a spin

teal nexus
#

it doesn't look like sine wave though in the video

earnest tangle
#

yeah it looks like it flies straight up and then just does some kind of hard banked spin

#

if you wanted to replicate that exact pattern then you could probably have some kind of a calculation on its position

teal nexus
#

so how do I move the rocket actor in BP in such manner ?

earnest tangle
#

for example if you calculate a trajectory straight to the target, instead first the projectile flies at an upwards angle

teal nexus
#

is it just lerp between locations ?

earnest tangle
#

as it reaches the midway of the trajectory, you'd then have it do a spinny move and head down directly on the target point

#

you might have to experiment a bit to find out what works best

#

I'd start with something simple, like having it go upwards and then come kind of crashing down from above

#

then you can start adding into it, so that for example it does that spin as it turns to come down

teal nexus
#

I see

#

alright, thanks

neon sorrel
#

So I found out why my cast may not be working, When casting to MPS_MasterBP, it seems that after the player respawns the pawn gets changed to MPS_MasterBP1. So that could be causing a issue. Is there any way to cast to that specific actor?

spring hare
#

So is it grabbing the parent instead of the child? @neon sorrel

neon sorrel
#

Seems to be yeah

#

Its odd

spring hare
#

Is it asking the player what class it is then spawn it or is it spawning a set class?

neon sorrel
#

Its just spawning a new class of that same MPS_MasterBP, destroying the old, then possesing the new

#

Maybe I should destroy the old one before spawning a new one? ๐Ÿค”

spring hare
#

Probaly because it seems to try and possess the old one when it dies

neon sorrel
#

Ill give that a shot and see hm

spring hare
#

Yeah

neon sorrel
#

Bad news, doesnt change anything :/

wind void
#

I don't suppose there is a way to make my static mesh slightly opaque for a few millisecs?
I want like the immune for a few secs effect you see in games after you take damage. But idk if it's possible without changing the entire material.

neon sorrel
#

Set the material render opacity?

#

Or swap materials

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to one with a lower render opacity

spring hare
#

@wind void Material opacity is what your looking for

wind void
tight schooner
#

@wind void this might be more of a #graphics question cuz you need to set up a transparent (or masked-opacity) material with a parameter that drives it. On the BP side, you create a Dynamic Material Instance (there's a node for that) and affect the parameters of that material.

The downside is your object will permanently be a transparent material which has performance implications, so using BP to swap between two materials (opaque and transparent) is actually not a bad approach.

#

This is just IMO. The #graphics channel has more collective experience than me

spring hare
#

@wind void Yeah @tight schooner Said it the best, or even if you dont want to do that searching on google, how some people did it will give you a great idea on how to do it

neon sorrel
#

Tried another workaround with that cast, no luck :C

#

This pending kill thing is such a annoyance

ocean radish
#

@wind void if you dont want to take a performace hit with transparency could always just flash it white.

#

@neon sorrel when you cast to an class your not selecting a specific one, you are just letting it know its that type. if you need to get a specific one, you can use somting like get all actors of class(bad way) or start tracking your actors in variables for reference.

#

casts are a bit like a validation, ok that actor is of this type, I can do stuff that class can do and have access to the variables and such that class has

neon sorrel
#

@ocean radish Sorry for the late reply. Thats sorta what im doing, Im casting to the actor and setting it as a variable so I can use it later. But when I respawn it cant cast to that actor anymore for some reason I keep getting pending kill errors.

surreal peak
#

What exactly are you casting?

#

Some Variable?

#

Do you update that variable when you respawn your character?

#

PendingKill means that you are trying to access a pointer to an Actor that is already marked to be destroyed.

#

So probably the previous pawn

neon sorrel
#

Im getting a referance to the actor from the player controller, so I can use grab variables from it.

#

That runs on begin play in the pc

surreal peak
#

Ehm

#

What runs on BeginPlay? Can you show that

neon sorrel
#

One moment, let me grab a screenshot

#

I put it into a function to be used later

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for ease of use

surreal peak
#

That's too early

#

BeginPlay shouldn't have a proper pawn yet

#

You have other functions for that

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Like OnPossess

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Which would also call again if you get a new pawn

neon sorrel
#

Was about to ask if there was any node to detect that and yeah forgot about that.

#

Thats handy

surreal peak
#

Also, that RPC I see in your screen is kinda wrong

#

BeginPlay on the PC already calls on Server and the owning Client

#

Why the RPC then

#

You can just do "IsLocallyControlled + Branch" and spawn the HUD then

neon sorrel
#

Yeah. I didnt think about that there generally I didnt plan a respawn system much so for solo work It worked enough to spawn a hud that way and I just left it at that.

surreal peak
#

Has nothing to do with Respawning a HUD

#

The Logic is wrong to begin with :D

#

You might even end up spawning two HUDs for Clients

neon sorrel
#

That may be why I was getting a odd blur issue earlier, Had the blur on the hud show up stronger than It should have

#

I'll look into that some and hook up the appropriate on possess event

#

I was actually just thinking too. Instead of using get controlled pawn, Couldnt I just use possesed pawn from that event?

solemn parcel
#

Hi guys, i'm messing around with ball physics. I'd like to add a Magnus effect to a ball dependent on where it is hit. To feel like natural and organic, like a tennis ball with effect.
It does not seem easy, and I cannot find exemples on how to do so. Any one would be kind to help ?
Thanks !

surreal peak
#

I was actually just thinking too. Instead of using get controlled pawn, Couldnt I just use possesed pawn from that event?
Yes, but that should be the same

neon sorrel
#

Alright ill rig some stuff up and try it out. Thank you!

ocean radish
#

@solemn parcel whats the main thing you want, just the look, so the rotation?

solemn parcel
#

@ocean radish Yeah, the 'air' rotation, not the ground curve used with friction

olive sedge
#

hello!

#

how can I best restart a level on the server and have all clients reconnect?

ocean radish
#

@solemn parcel so you want it to effect the trajectory too

#

?

olive sedge
#

in my client level I have openLevel with the IP of the server and on the server I do openLevel of the serverLevel. That does seem to work, the client loads the client level, says he's connecting but everything stays black

solemn parcel
#

@ocean radish I want it to effect the trajectory, yes

surreal peak
ocean radish
#

@solemn parcel think thats gonna be pretty hard work, not sure you could even do it in BP properly, beyond me on knowledge on that one

surreal peak
solemn parcel
#

@ocean radish Thanks for your help !

#

@surreal peak 1. I didn't totally got the first point, but should the ball be used as a ProjectileMovement for this ?

#
  1. Wouldn't this just push the ball in a certain direction on a straight line ?
olive sedge
#

@surreal peak I tried that. It seems to load the level but not fresh. I still got units in the level which are then kind of broken

surreal peak
#

Something like that

#

I guess if I were to make a proper image, the Green and Red line would point into the same direction on the start

ocean radish
#

@solemn parcel , well yea, gravity would pull it down to create the arc, then you could add extra acceleration in any axis, then setup some fake rotation, thats actually really good

surreal peak
#

Idk if there is math to calculate the exact shot power, blue acceleration etc. to hit a point that sits exactly in the green arrow head.

#

But I assume there is

solemn parcel
#

@surreal peak @ocean radish Appreciate it guys. I'm gonna work on this today. Thanks !

ocean radish
#

ha i didnt do anything, but no worries heheh

solemn parcel
#

I'm a new, so i'll take some time to understand the meanings of everything and work on it !

#

@ocean radish You where here to help, that's a already good enough ๐Ÿ˜‰

surreal peak
#

And yeah, you could use the ProjectileMovementcomponent for this

solemn parcel
#

@surreal peak The projectile movement component does not work with Simulating Physics as far as I know, so makes me really limited on the 'physics' simulation

surreal peak
#

This is a singleplayer project, right?

solemn parcel
#

Actually no

surreal peak
#

If not, then forget about Physics

#

No Physics, at all, despite non-gameplay visual fluff

#

You can't sync physics over network properly

solemn parcel
#

Good to know ! Thanks !

surreal peak
#

You can fake a lot of physics by simple vector math

#

Like the Projectile movement Component can have Gravity added to its velocity

#

And also bounce off of walls

#

Without touching actual physics simulations

solemn parcel
#

Yeah i checked all of this

#

You already gave me enough information for me to work on probably for days

#

thanks !

neon sorrel
#

Interesting, for some reason I cant get the value of my player ref now in the hud, even though I delay spawning the hud for a few seconds after the player ref is set

#

Cast goes through just returns null

And if I check if my pawn is locally controlled always returns false, as well. Maybe because its in a player controller? ๐Ÿค”

olive sedge
#

@surreal peak I have this in my game mode. It seems to me the server is travelling but not taking the clients with it

#

the clients seem to be stuck on the old level

surreal peak
#

Is the GameMode set to SeamlessTravel?

olive sedge
#

this happens if seamless is off

#

and when it's on, it's like nothing happened

#

like no one travelled

#
Cmd: servertravel l_testmap
LogPackageName: SearchForPackageOnDisk took   0.044s to resolve l_testmap.
LogGameMode: Warning: CanServerTravel: Seamless travel currently NOT supported in single process PIE.
#

this is seamless

weary crown
#

How would I go about displaying information on a curved screen? I have the following, and would ideally like to be able to display UMG onto it.

surreal peak
#

@olive sedge Buddy, you can't use SeamlessTravel in the Editor.

#

That's literally what the message tells you

#

You have to start a Standalone version of the Game to do that

#

e.g. rightclick the UPROJECT file and hit LaunchGame.

#

(or package)

olive sedge
#

I figured I want non-seamless anyway

surreal peak
olive sedge
#

but I'll try a client/server build

surreal peak
#

But that's ages ago

surreal peak
olive sedge
#

no

surreal peak
#

Hm okay.

#

It's generally preferred to use SeamlessTravel

#

But up to you

#

Steam requires it

olive sedge
#

ok

#

When you want to end a multiplayer game, and start a new one

#

I guess I misinterpreted that

weary crown
olive sedge
#

this is if you want to completely end, I guess

surreal peak
#

Yeah,

surreal peak
#

Or maybe just inherit from it. Not sure. Def check your options first

weary crown
#

I've got some limited c++ experience, not really enough to make that work though. Other option I was thinking of was using a render target and just displaying that on the mesh

#

Since it doesn't require 2 way interaction, only displaying information.

surreal peak
#

Hm, you can try that

#

Not seeing it work as well but if it's possible, sure

weary crown
#

Yeah

#

So you reckon I try and create a new component which is just a duplicate of the widget component and see if I can change the mesh?

surreal peak
#

Yeah I think that's what I did

#

But wasn't straight forward iirc. Maybe there is a better way.

#

It was enough for that specific project as the scene was just that one PC screen.

weary crown
#

Hmm

#

oh wait

#

Maybe its already supported