#blueprint
402296 messages Β· Page 582 of 403
How to run the print in here?
@swift dome You don't want to. On the widget you can create an event for the button being pressed, and that's where you'd want to run your logic.
You can create the event by selecting the button in the designer view and on the right side at the bottom, there's options for creating the events.
@dawn gazelle Thank you so much, that worked!
Is there a way to share variables from blueprints
?
Yes, but you have to get a reference to the specific object to get the values it stores.
is shuffle array the node i want to use when wanting to spawn actor on a target point but shuffle them around so that when the game begins the player has to find them in a new spawn target point
i try to do random int in range but that just does it one at a time when i want to spawn 3 item and then shuffle them
@swift dome and you've already sort of done this by calling a reference to the Sample UI and calling the "Stop" button variable.
Cant seem to get character movement component to work, all I want to do is move according to local x when I press mouse down.
hello!
Any help on calculating an aim offset?
I have a pawn that is sensing another pawn and I want to aim offset the one sensing towards the one being sensed
find look at rotation?
Uhhhh, what's it doing right now? That looks like it'll always move forward.
@spark steppe sounds good
stays in place
does pawn sensing work through walls? do I have to check for LOS myself?
@trim matrix Simplifying what you've made on my end (though using a different named input axis), my character just continuously moves forward. Perhaps your default movement speed is set to 0 or your forward vector is pointing straight up or down?
It's really weird my setup is quite complicated. The input is governed by mouse button down and moving the mouse rotates the direction the character faces.
Maybe try Add Movement Input instead?
That looks like its moving to me?
because Im using add actor world offset
I need to use the movement component if I want it to replicate smoothly
ah gotcha
I have character movement component and a floating pawn movement
Tried adding a vector to floating pawn but that doesn't do anything
So I'm guessing you're setting the Movement Mode on the CMC to Flying?
yes
and you've set up speeds for the CMC for said movement mode?
did you try to add the movement to the actors controller?
what do you mean? do you mean inside the controller?
I'm not really sure what the issue could be CodeB. You shouldn't specifically need to use the CMC to move the character for replication to appear smoothly. Here's something I made fairly quickly that emulates sort of what you're looking for. Upon right-clicking, it'll move the character towards the vector that they are looking and it works over network.
yes but that uses 'pawn movement component' which doesn't work for me either π
All I can get to work is add world offset and add physics linear velocity which replicate in a jittery way
That's the same node you used in your example.
Ok that's completely different.
and I network like this (in event tick)
and the characters move in the right direction but spazz out a lot
hello everybody, trying to create and assign a tag to an actor when I hit it with line trace during gameplay. I am not very familiar with Arrays yet.
I must do something wrong because it does not work
(i written a tag in the ''new var'' variable ofcourse)
From the code, I can see if actor has tag "Mesh", assign another tag set in New Var 0
You sure the other actor has tag Mesh?
hmm so if I network via getting-setting velocity instead of position, it is still slightly jittery but far better
yep this one is working, its ''Mush'' not mesh, means mushroom lol osorry its a bit confusing
also, you aware you are erasing all tags from the actor? Basically, if it has tag "Mush", clear all it's tags and set it to a new array containing only "New Var 0"
oh yes
!
thats mean its working
thank you very much
becaus i can see that it is erasing
the previous tags
so it means that the problem might ber somewher else
and indee
it is form somewhere else
thatnk you very much
!!!
@trim matrix Have you tried comparing what a default CMC values are to the CMC present on your character? Perhaps you changed a variable on it that is causing it to not move?
I mean 'flying' only has 2 options
It doesn't help my level is very large in unreal units so I need to move at extreme speeds to account for this
True, flying only has 2 options under it, but the CMC as a whole has a lot of values that if changed could potentially make it impossible for a character to move.
Well I assume only in 'general settings', 'networking' and 'flying'? I don't see any other subsections
https://i.imgur.com/7N2FzYF.jpeg
anyone know what the different color eye icons signify?
These are all the sections on my CMC. You could potentially skip the walking/running, swimming, specific ones, but everything else I'd take a peek at.
I haven't updated UE4 in a while maybe older version
Sorry, that one is also a custom movement one... here's a vanilla one from 4.26
I don't believe animations are run on the server like that. The cast also could be failing as it may be a reference the server doesn't have.
They indicate that the variable is instance editable. This allows you to modify the variables outside of its native blueprint.
it seems to be casting alright
@dawn gazelle this should actually be considered a bug I think?
because it's a listen server
but to get speed, you get Character->Velocity->Size
so if there's a branch in there, it should be isDedicatedServer, not isServer
I just assume there's a branch in getCurrentAcceleration
haven't looked at the actual code yet
but I think, if the listen server is essentially a client with a host process, then it should behave like a client
because the "server" is a client
just a listenclient
it just comes up in print string as "server"
and if you go "isServer" on the listen client, it comes back as true
but isDedicatedServer does not
acceleration is fine here
server moves, acceleration updates and prints for server
(obvs client prints nothing cause its local)
huh. then it's weird it doesn't for me
but could be because the client is possessed?
eh
btw, how did you make that mp4? is there a handy tool for that?
I mean the actual capturing
yes i made it π
there is something on the web, called ShareX iirc
which allows you to capture stuff and upload it
ah, right
I'm thinking my problem might be something to do with pawn possession
i hate to be back so soon
but this blueprint is giving me trouble and i dont know why
whats the issue its doing kv
basically what happens is when someone activates it (which should give them a costume)
for clients: they get the costume, regardless of who activated the blueprint (but only they not the host)
for host: everyone gets the costume
i can't figure out why that would happen when it always applies the blueprint only to the overlapping component (aka the person in the activation area)
@olive sedge i don't see anything updating
like you are not using acceleration
it works fine for me on 4.26
so no idea
well why would it print nothing on listen server is odd
is a new player controller created whenever a player enters the game?
thank you @dawn gazelle my guy
@olive sedge that is what i mean, it prints 0,0,0 (nothing)
seems that the color change of the eye actually just signifies that it has a tooltip
bump if anyone thinks they can help
@spark cliff No, it's so you can modify the value outside of its blueprint. For example here I have a "FirstPersonCharacter" with only the variable "BaseLookUpRate" set to have the "eye open".... When I have that actor placed in the world, I can set its value on the details but only that particular variable, none of others that are present with their "eye closed"
so does "world context object" means it only chooses from the input object? cause i can't find any other way of checking if the object is a player controller that will allow me to plug it into a "get pawn"
but if it didn't limit it to the input then that'd explain the current bug
yes i knew that datura, add text to the tooltip field of your variable you'll see it go from yellow to green
Oh interesting. I never looked closely at the color change XD
@scenic scroll It probably has to do with how you're calling that multicast - similar to the shield issue you had yesterday
But- I used the exact same code as yesterday
the only thing that is different is the actual script that gets triggered
yesterday it was a shield turning on, today is a stormtrooper outfit being equipped
Not entirely sure why you're double looping here either.
the overlapping actors should be the array that you want I would assume, you could then just check that the object is of a certain class within the loop.
i was double looping because with only one loop it wouldnt let me plug it into the "get pawn" for some reason
it said it was an "actor" not a "player controller"
same reason why i can't just "get owner" and then do an "equal (class)"
i need to somehow make sure the object i'm getting is a player controller or it wont let me plug it into the get pawn
but i'm worried the "get all actors of class" might just actually be getting all actors in the level
don't need to get the pawn - an actor is a pawn
you can set the class filter on GetOverlappingActors to your normal player character class as well, so you're not grabbing any other type of actors it may be overlapping with.
It's also good to solidify what you're doing as using the "get component by class" isn't necessarily the best. It's better if you know exactly what it is you're setting. In this example, you would need to cast to whatever your player character class is, and find the name of the skeletal mesh component.
thanks! that's a good workaround (probably what i should've done in the first place but oh well, I didn't think of that U-U) i'll try both those methods!
I'm trying to use the ApplyRootMotionConstantForce node in a GameplayAbility to try and launch my character in a direction. I chose to try and use ApplyRootMotionConstantForce because root motion is automatically replicated.
I just discovered that for some reason, the Z direction is ignored if the character is in the walking or falling movement modes. I would rather not fuck with movement modes if possible, so I tried to find the c++ implementation of ApplyRootMotionConstantForce to find and override the movement mode check, but I can't find it or any useful documentation on it.
Does anyone have any experience with this? Or maybe a suggestion on how I can better add a simple replicated force onto a character?
I finally found the c++ implementation of the node and it seems it ignores the Z input if the node is set to use gravity, which is unfortunate but I can work around it
With the UE4 Character and CMC - it's very nice to have the builtin "step" system where you can go up steps and over small lumps without a loss of speed... but is there a way to make it less sudden?
As in, if a character in 3rd person goes up a 10cm step - they currently teleport up 10cm in 1 frame
I'm tempted to offset the characters mesh locally, lerping back to usual positinon after stepping, but wonder if there is a better way?
Yo does anyone know why this is returning 1, and 0 rather then just 2?
I have 2 tags named "cover" yet the Array Index Doesn't seem to add them
well the first index is 0, and the second would be 1
It's coming up 1 first, and then 0... Not sure why
is there more code you aren't showing that you're talking about? What do you mean it's "coming up 1 first, then 0"
The code should take in all the arrays, and compare them to see which one is closest to the character
It array comes up 1, and then 0 when I print to screen
I don't know if that changes anything, though.
when you print to screen, it can look backwards, have you checked the log
I've never used logs, I've always debugged with print to screen ( I'm a noob I know)
if you don't already, open up your output log window
printstring will (by default) also output to the log
Oh I see, it is printing 0 first, and then 1
I have no idea why this code isn't working then, I've used it multiple times in the past if you have any insight
This is the original code I copied
Context: The AI needs to know which wall is closest to him, so he can run to it and take cover
well, it looks to me like your foreach would fail every time on the first check (index 0)
you have if index != 0
the first index of that foreach will be 0
I figured it out, the first one specifically comes out false because it is being set to "cover" initially, every loop after 0 works properly
π€¦ββοΈ
That's what I get for copying code without first understanding it
Guys, is it possible to change material layer in runtime? Or any other way to blend two materials and change one in runtime?
The issue was that I didn't realize loop literally loops for each item... So when it return false I assumed it didn't work at all.
yep, there is a for each loop with break that could exit at a specified point, but the for each loop will loop through everything
I would be cautious using get all actors with tag as your game gets larger
may want to go with something along the lines of a multi box trace for objects/by channel or something like that to find all cover within "X" range, then loop through that
Actually sounds like it'd be a lot easier
yeah and the "get all"s aren't a good way to get references to things (though they are great for proto)
one way I've seen done is to have a few defined ranges to search at. First trace would be at 10m, if the array length == 0, then trace out to 50m, if the array length == 0, trace out to 150m, etc. That way you start small, to keep the size of the array that needs to be looped through smaller, and have a way to handle a case where there isn't anything super close
Guys, anyone know how to add Sign in with Google and Facebook to a UE4 Mobile Game?
All the tutorials i find are instructing to use Android Studio? If anyone has any pointers it would be a lot of help.
Does the Construction Script handle Location or Location Offset a bit differently than the Event Graph or something? I have a function that runs every time the Construction Script is called. It scatters around an array of static meshes onto the landscape using a Line Trace for each one. It works great! The moment I call that function in my normal Event graph the meshes get positioned back at the world origin, but offset as if the world origin is my actors pivot (if that makes sense). The traces look exactly the same as when it's ran via the construction script, but the actors still show up offset at the origin. Anyone have any idea what could be going on?
how do i get the create chat thing miunte 1.08 https://www.youtube.com/watch?v=8NtpIcbCrkw&list=PLXBIyoKwiri1NxwGouMS5w7ziCoT7Yx7b&index=10&ab_channel=AlenLoeb
||@here||
I'll post link to part 2 here when it comes out (around 1 week after this one).
Let me know if you had any problems.
Discord Server: https://discord.com/invite/ZhR2ecf
Thanks for watching!
hey all so new day and im still struggling with node selection and order with this. anyone thats good at vector math can help? π I have gotten this static mesh actors bounds with a raycast and ive drawn it with a debug box. the yellow vertex points ive calculated using the origin and extents. How can i now rotate them so they line up with the bounding box corners? π
why can i not plug self to the controler
the error is quite self explanatory?
Try using get owning controller
or get owning player, not sure which is the right one atm
and how can i change the textbox color
Someone has a good idea what to look for (or maybe even know a tutorial) on how to connect the two nearest target points that are on different sub-levels via a spline?
https://youtu.be/CtPGyv6GGrA <- i want a smooth road over these floating rocky thingys
if you want to hire me as a leveldesigner, go ahead :D
like a root connecting one platform with another
hello all, hope you are well, anyone have any idea on how to do a Static mesh Swap?
Lets say you walk in to a volume, and switch a solid door in to a Broken Door?
morning everyone, I think I need help because this doesnt make sense, I have an elevator I want to use in multiplayer but I keep getting access none on this code when running on client mode, why would it cause an error? is there another way I need to cast?
@viral garden you need to make a box collision, and then you you overlap it just destory 1 actor and replace another in its place.
or you can make 2 meshes in 1 blueprint and on overlap, change the visibility of 1 and hide the other one
thanks photon, do you know the commands for that please? is it set visibility and Actor hidden in game?
I think I have it somewhere hold on
I think something l ike this shoud work
it should work for the mesh I would think, as its just a component
awesome thankyou π
@latent arch You still working on the bounding box thing?
Can i access Level Outline Folder and/or Actor Groups via Blueprint? I am converting some randomly placed MeshComponents into StaticMeshes, and i'd like to also Group them once converted. Is that possible?
Any1 knows how to do a mesh deformation for skeletal meshes
How i can make my car have more grip on a certain material (vehicleMovement) ?
change friction??
@maiden wadi hey bud, yeha still working on it. Ive tried all the combos i can think of and cant seem to get these vectors to rotate and line up with the bounding box XD
Yes
it should work then?? just use different physics material with different frcition
Hey I have a question; I have made this super simple Pawn actor with the floatingpawnmovement class attachted to it. I have added a custom springarm with a camera but for some reason when in playmode the camera is at 0,0,0 of the pawn location does anyone know what I need to do to actually respect the spring arm and actually use the camera I made instead of some other camera?
You can see on the left that the camera somehow moved inside the cube instead of staying in the position I gave it while my blueprint is completely empty
@latent arch Hmm. That is a bit annoying to do with the Actor's bounds. It'd be much easier to do if you knew you had access to the component itself. But in short for the actor, you have to convert the location into the actor's local space, rotate it by the actor's rotation, then transform it back to world space.
hmmi see, ive been trying some conversions but i jsut cant seem to get them the right way round lol
always end up worse than it is lol
when you say access to the component itself do you mean the Static mesh?
anyone has an idea ? I am banging my head on it for the whole day already
did you checked on camera to use pawn control rotation??
yea
Yeah, the Static Mesh Component. If I was doing this, I'd probably just write a couple of functions that get all static meshes on an actor. If greater than 1, get the largest comparable vector between them. So like if there's two and they have local Max bounds of 100,200,100 and 200, 150, 50, the new max would be 200,200,100. Use that for a local max box extent.
idea would be that I could just move around with the cube and change the spring arm length etc but for some reason it wont use that custom camera I made
You have collision problem
the spring arm is colliding with the mesh @burnt obsidian
the box has no collision
None
this blueprint is not even in the scene before clicking play as I call it as default pawn in the gamemode
@maiden wadi is it not possible to get a local box extent from a ray hit? or am i just making things more complicated? haha usually good at that
after actor is spawned make the springarm camera the active camera
@latent arch You could cast the hit component to a SceneComponent. So it should work with both Static and Skeletal meshes I think.
I've added this now but no change
right now im using the primative component reference, is that a scene component or?
still just shows the result from before
@latent arch Ah. My bad, local bounds is only on StaticMeshes, not SceneComponents.
after u play eject from game and see where camera is
ive tried aplying the world rotation of the object to the vectors but it always ends up in some strnage place ehehe
Yeah, you'd need to transform it into the component's local space first then rotate it.
try disabling collision test on spring arm
ah ok, is that by getting the box extent and then transforming component?
if that fixes your problem, it's definitely a collision problem. maybe you have a volume in the world that collides with camera channel. @burnt obsidian
@worthy tendon I tried it but nothing changed π¦
@visual vigil when I eject the camera is in the position it needs to be
like this? :S
but my camera ingame is still the one that is like on the 0,0,0 (relative to the pawn location)
@latent arch Inverse transform, then rotate.
Normal transform is LocalToWorld space.
Looks right. That'll be in local space for the component. If you need the world location you'll now need to normal transform it back into world space after the rotation.
ahh ok, and then how do i aply it to my box extent so it aplies to all my vertexes? π
so like that with the transforms?
it looks like ur springarm camera is not active camera then
Do you have like an array of the vertices?
@visual vigil Yea I was thinking that as well but I also dont really find anything how I could make it active
i have made one yes
What location are those in, world or local?
Cause for some reason there is this mysterious extra camera that I cant find
I tried looking in other blueprints that link to it but I found nothing noteable
i think its setviewtarget with blend
this is the simple method i used to get each corner
Okay. Origin plus extent tells me that's in world space, so you should just need to run those through the same InverseTransform/Rotate/Transform function to get the correctly rotated points.
Fairly sure at least.
@visual vigil I'm trying that now but this expects me to have a seperate actor to blend towards
hmm ok ill try it, do i need to do it to each output separately?
as its requests an actor as input
can i use my array and a loop? π
If your second picture are the variables that are being used to create the array, then yeah a loop should work fine.
then maybe just select the other camera and make set active false
use get playercmarea to get it
I have use controller yaw on, however the character only moves like this no matter where the camera is looking
https://gyazo.com/165a359b12cfc38d8f68b57afc8da835
@silent imp could you show how you set up your camera
cause what you have is exactly what I need
maybe ur camera field of view is too far
in ur video i can see that camera is moving with player
Yea
But if I eject the camera is like in the preview
I also did some debugging bt printing the location of the camera I made and the active camera
And there are 2 different positions
(printing them both in the tick)
just check if other camera posiotn is same as cube postion
something looks wrong here. I think you are Activating the root component instead of the camera component. you should also deactivate the other camera component when activating a new one.
hey does anyone know why i can't uncrouch when i press shift?
Do Actors have an AI Controller? I made an actor, got AI Controller and connected it to a Move To Location node with a target, and it isn't moving at all.
the camera pitch is centered around itself, and not the characetr
Use a SpringArm @silent imp
oh lol
i forgot them
does anyone know why i can't uncrouch when i press sprint while i'm crouch
I tried grabbing the camera component from that but I get no results for that
@muted dawn No one is going to be able to remotely answer that question without seeing your logic trail.
i can show blueprints
it's something with the stamina system i think
it will be 3 screenshots tho
@maiden wadi Horray! thanks a lot for the help mate! π
try something like:
no
@frigid anvil not sure if im doing it wrong, but the spring arm still shows the same behavior as without
ok imma try
i have no idea what smooth crouch is sry
but you still have a key that activates / deactivate crouch yes?
so take the part of your flipflop that fires off the uncrouch, and do a check in sprint to see if player is crouching, then fire off the part of your flipflop that uncrouches them, then begin sprinting
ok
@silent imp Turn off Use Pawn Control Rotation in the camera settings and turn it on in the SpringArm settings.
alright
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetAIController_ReturnValue_1" Do I need to first create an AI Controller?
@frigid anvil thank you so much! works perfectly
wait
it's something to do with real move speed
when i removed that it did the same thing
removed?
didn't mean remove anything, you'd basically be duplicating the uncrouch part in the sprint for the check. you'd need a var for the branch to determine if your crouched or not, and if you are crouched it would uncrouch the player. flipflops for character movement really aren't the way to go, expecially in cases like this as a flipflop will still fire off 'uncrouch' if sprinting has switched it off.
what does stand half height do exactly
ok
that seem to cause the effect rn
it's part of it
this is the crouch
so in the sprint before anything else is done in it you'd do a branch for iscrouched, if true you could copy everything from the timeline on from your crouch routine, and attach it to the reverse, then off the capsule height link that to where it starts the sprinting stuff.
Off the false pen from the branch you'd just connect it strait to the sprinting stuff.
make sense?
yup
i know sometimes i don't say things right :/
wait do mean false?
i already have an is crouched
for the sprint set it to off?
false
ok
a branch returns true or false
yep
you'd have to show how you've set this all up.
somethings not being put together right.
it's really big
where is the false pen going?
but you want it to uncrouch then sprint
but somehow it still happens
no
i have a bug that i can't uncrouch if i press sprint button while crouched
literally
pressing ctrl does nothing
the branch is coming strait off the activation for the sprint?
Hey. I need some math help. I have a bounding box from an array of actors, which gives me an extent and a center. I want to set my camera to focus on this box, and always keep it in view, but also at a certain zoom range by offsetting the camera location. How can I do that?
yes
keypress->branch->sprint
yes
i have is crouched on the branch
wait
lemme send you
event play is there cause it wont activate the stamina system
stick the same branch check on crouched at the begining of your 'released'
ok
your 1/2 executing your stam routine
im betting something on released is causing the issue
i used this stamina system
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George Far...
i modified it a bit to not print
hello guys. I have a small problem with saving settings . i created simple widget menu with screen resolution , texture quality and other, but when i save settings , doesnt mater what kind , settings apply but i cant moove right-left, down or up with camera. i can jump, shoot, move, open and close main menu, change settings again, but i cant move camera. does anyone know what is the problem? menu was created only with widgets and simple blue prints, no c++.
damn thats abit complex, i like the simplicity of my stam system lol...
lmao
it works
90%
it might happen but for a temp fix is okay
rn i just want to add headbobbing
if i simply close main menu all is worcking. so problem is in saving settings. this is logic of button continue
mine uses timers for stam drain / recharge that are activated by a slate i set for the state of the player (idle, walking, jogging, running), if stam gets dropped to zero it flips the player to walking state, and they can't run again till stamina recharges a bit.
is the run as client mode the same as the old dedicated server mode on the older versions of unreal?
im still confused on how to add a character that is invisible to the fps camera
and have him take the bullets
i did a third person cheat for a fps camera π so i can look down and still see the body
Finally found it. In the end I added in my Controller some player camera manager. After removing that it worked perfectly π
yeah using a third person template, i set it up so the player can zoom in / out, and if they zoom in all the way it flips to the fp camera:
i know this trick
i made everything from scratch
no fps template
it's me and one guy i met on rust on the dev team
started in tp project, but character is from scratch, not really hard to setup, this one is just in my test project.
test project is so i don't screw up the main project heh
should have known that. you can override camera transform in camera manager or camera modifiers.
but thanks for the suggestions its really appriciated!
is there any chance to use "in game" things from folders inside the computer?
Yes
check your documents foldier
C:\Users(Username)\Documents\Unreal Projects
After burning through a game in a week in the GameJam, using C++ feels awkward again. It might compute so fast, but it's so sloooow to set up.
compiling takes a lot of time
warmly recommends Ryzen 9
Nah, it's the difference of like adding components.. In C++ you're like.. Okay.. Property, Property type.. Name.. Now the constructor, Create default subobject, setup attachment... Blueprint's just like "Add Component, rename."
when im doing custom containers
Left out the editor closing and reopening.
im much faster in c++
Man, I love C++ don't get me wrong. Just after this week and how much I managed to get done, starting a new project with C++ just feels so clunky.
starting a new project is a PITA
you have just 2 days adding bones
without doing anything game specific
I'm very happy with that little game though. Did it all from base classes and no marketplace content!
just get a cray to compile your game on π 32 processors! lol π
what do you mean?
Haha. To be fair I don't think I've ever had a compile time over about two minutes . And usually those are freshly rebuilt projects. Usually it's about ten seconds.
nice, my old machine, not so fast.
i got confused by your question and i thought you where asking where your project foldier was
has 700 c++ classes, takes about 80 seconds for a full rebuild
eheheh nevermind.. I just need to be able to "browse" computer folders ingame, but I'm not sure it's possible with unreal..
anythings possible, if you can code in c++
i don't think people would like a game that can poke around in their folders though
people get paranoid
oh
it's not a game, it's a product configurator. i would like ppl to chose their textures
most do poke around appdata to some extent
in c++ you'd use IPlatformFile for that @dim robin
if you want to try your luck guessing some nodes that will work
gonna check it thanks
it should go through generic platform interface in any case
then it can adapt to any OS
So an "Event Overlap" is with collision volumes, and an "Event Hit" is.... with geometry?
@deft hawk the type of component/actor doesn't change. Hit vs Overlap is just a setting. Hits are used on volumes that physically block other volumes, cause technically they can never overlap. Overlaps are used for literal overlapping volumes.
guuys, does anyone know a node that lets me rescale and distort a view? i want two views but they have to ocupy half of the screen and be distorted by half of the size
like that
So hit is only ever called when an object stops another object
A blocking volume can trigger an overlapping volume's overlap event, but the overlap cannot trigger a blocking volume's hit. You need two blocking volumes to collide to have a "hit".
hey @maiden wadi i have another question for you if you dont mind, If i have two vectors, in this case two vertexes. How can i work out the "line direction" between then than joins them together? π
is it this? π
That'll give you a normalized length 1.0 pointing vector from Point1 to Point2.
ok sweet so i should be able to use it as a line direction then π
now to clamp the position between those point ehe
bool check for the same coords? or is there a better method?
Clamp it between them how?
err one sec
so i want the closest point alone a line between two vertexes, but dont want the line to extend beyond them. It was carrying on to infinite length ehe
think this will work?
is there a built in fuction that will convert seconds to hh:mm:ss ?
hmm not working yet back to drawing board π
@latent arch Ohhh. I see what you mean.. So..
How can I exclude player from time dilation?
Wow.. there has to be a better function for that.
think i found it.... fromSeconds
yeah thats what i thought lol
@latent arch This? But this is hectic.
thanks man ill try it now! yeah if math this! lol
What are yall trying to do
TLDR, if the look at from point 1 to target is not in the same direction as towards point 2, then use point 1. Else if the target is past point 2 from point 1, use point 2, else use point found.
sweet! ill brb! π
is the target location for the closest point definately point 2 or should it be the target location?
@orchid garden I'm working on big project that's why the stamina system is advanced
@latent arch I'm "faaaaairly" certain what I put there is correct if you use the output of the right SelectVector. I'm going to look around for a moment though because I feel like there has to be an easier method for that. :/
this is how i initially got it to work, but i had to do a function for each direction lol
ok man no worries, but yeah its a rather large lump o spaghetti that hehehe
does anyone know how to do add different camera shakes on walking and sprinting
i only have for idle
You could make that it's own function in a BP library or something.
FindPointBetweenTwoPoints... or something.
yeah going to do that i think
just gonna test your version now
ok sweet! its clamped within the two vectors, but how can we make it travel between them rather than go from 0-1? π
id rather it didn't jump from one vertex to the other but travelled between them
gonna take a break but ill be back hehe
Having trouble getting 'addmovementinput' to work and I'm wondering what setting I might have changed to break it
does any 1 know how to apply a force to a mesh that has simulate physics bellow a certain weigh and blend weight?
@latent arch What I posted earlier should go between them.
Oh. I messed up with part of that actually. Forgot the other params. >.<
@latent arch Here is a fixed and slightly more readable setup of that function.
character movement component still not working at all
Flying
That's set in the properties as default?
well yes its a bit confusing as it has 'default land movement' 'default water movement' i am moving in the air lol
I set both to flying
Land Movement is basically anything outside of a Water Volume.
The top disconnected node works but is laggy. In the movement input I have also tried 'add input vector' and also trying floating pawn movement instead.
Not familiar with using AddInputVector.
I have tried print string on the input vector itself and it is facing the direction I want, and it's not like the mesh is moving but incredibly slowly. THe input is correct just not registered
Also tried 'add movement input' same thing
so uh what's the issue
The 'add movement input' node just doesn't fire
I have checked the input to it is what I want
well you've set the add input movement to be 0,0,0
oh yes that is just a debugging thing
That im not using currently
tried add movement input, add input vector and also adding input vector to floating pawn movement component
OnMouseMove shifts the inner canvas by CursorDelta ``` I am trying to do a panning widget and following this that I found on the forums, however there doesn't seem to be such an event inside of the widget. Does this go by another name?
how i can detect face of cube by selecting it's face?
i want to highlight face of selected cube
like inside a static mesh
He was talking to OverChens
Cranz, were you not responding ot OverChens question?
nope
Well then nevermind
I generally avoid questions that are vaguely phrased
@gritty elm afaik you'd have to have a different material slot per face in order to achieve that
lol
I still haven't learned my lesson
there might be some way of doing it with the new way unreal handles static meshes and in editor functionality
but I've never used that
for brushes you'll have to dive into engine code
brushes can't really be referenced though right? Yeah it would take some custom stuff
they can be referenced, but they can't be broken down
e.g. you can reference a brush volume
but getting the face of that would require a lot of custom functionality
more so if you want it to happen in game
Yeah
everytime you guys mention brushes... it makes me think of this:
geometry brushes
my brain just goes... brushes... texture!
And unreal slaps you across the face and tells you to be more open minded
The unforgiving mistress
I have a base class Unit and classes who inherit from Unit. If I want to have funcitonality in Unit that needs to know the range, what would be the best way to do this?
Use a variable in Unit that I override in the inheriting class, use a function getRange that I override?
what's the idiomatic way to handle this?
so I ended up having to use projectile movement to move
a bit less laggy than add world offset still not perfect
you were asking about this yesterday right? Is this about making a pawn move?
yeah
just out of curiosity, and feel free to say nah I'm good it's solved, but what's the issue with floating pawn movement? As in, why are you having to use projectile movement to make this work
No idea. Have tried floating pawn and normal CMC, input is just not registered.
and you're using add input vector?
Checked 100 times that the input is what I want, also that the mesh is not just really slow and I'm not noticing
is this a pawn or a character?
ah so the cmc is what you want
@olive sedge Probably use a variable in the parent class that the inheriting class can override.
@maiden wadi check. ππΌ
@trim matrix your character is a bee or something right?
yeh wasp
now my velocity is dependent on my number of players hmmm... and i dont think its due to lag as i am multiplying by time step
Getting faster with more players 
how i can select this arrow with mouse and do a drag operation at runtime?
@maiden wadi thanks a lot dude, ill try the new version now π
hey
does anyone know how do make the action continue after holding down a key for 1-2s?
i can't seem to find anything for this
timer events
@muted dawn when you press 1 you start timer event, and increment the integer, if integer value is 3, then you do something, but if you release the 1 key before reaching increment value to 3, you just set variable and reset timer event
@muted dawn do it like this
there is another way, if you want to do in professional way, you should do this instead @muted dawn
i've seen this one
i mean if i have it pressed for more than 3s it has pressed until the stamina runs out
lemme try something
nop
but that will be actually useful
where is the correct place to put an event dispatcher at beginning of code or end of code ?
I have a custom even do I do it right after the custom event or at the end of t he entire code?
Maybe I'm searching for the wrong thing, but I'm surprised I can't find a way to duplicate/clone an existing Actor via Blueprint in the editor. Like, i want to effectively Ctrl-C/Ctrl-V the Actor via Blueprint. Is there really no way to do that?
yes @viscid blaze BP property transfer manager
is it ok to put my code at the begining of my code?
do you know where to put a dispatcher in the begining or end of code?
Is this what you're talking about? https://www.unrealengine.com/marketplace/en-US/product/property-transfer-tool I'm talking about via Blueprint. Basically "Out of all the selected Actors take this one and Duplicate it".
yeah
@maiden wadi We have liftoff! Now to finish up and tweak / optimise ehehe π
thanks for all your help dude!
Oh nice! How's it working so far?
so far great! π
not im just putting in some checks so it takes the shortest patch to the player but continues to wrap around the bounds if the player isnt in LOS
then just need to add up the trace lengths to get a sound path, and figure out how to extend the traces that hit the player back out beyond their tangent point to colne the sound ehehe
clone*
I enabled the Property Transfer plugin, but i don't see any in-blueprint nodes for using it when searching for "Transfer". Any ideas? You sure you can use this in Editor Scripts?
ideas on how to do a homing projectile? i want it to steer in midair towards enemies, like a needler in halo
i know there's some kind of option for that in the projectile component, but i don't know how to use it
What is the Projectile Movement Actor Component in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@clever steppe Basically you set IsHomingProjectile to true, give it a valid object as a target, and set the magnitude value and give it a max speed. You'll need to mess with the magnitude and max speed to get the desired effect.
how does one make viewmodels? (the visible arms seen in front of you holding your weapon in first person shooters)
cause i know they're not just the character holding the weapon in front of them enough for it to be shown on the camera
i can't find a single tutorial for how showing viewmodels on screen works though
not quite sure if this is a blueprint thing
sorry
i just didn't know where else it goes
Never heard the term viewmodel. But usually it's just a camera that's attached to the rootcapsule, and a skeletalmesh attached to the camera. Skeletalmesh is usually just arms like in the FirstPerson template.
oh?
so how would i make it visible only on that camera?
or are you getting to that?
Basically set the OwnerNoSee/OnlyOwnerSee checkboxes depending on which camera you're using.
I haven't set that up yet on this character or I'd show, just started this project.
Default is FPS so the settings are...
So that only other players see the mannequin and the player sees the arms, player won't see the mannequin while they possess that pawn.
Of course if you're not doing multiplayer you don't even need the mannequin.
Just a camera with arms attached.
anyone know how to make a variable decrease then once it hits 0 increase then once its hits 100 decrease and so on
If you want it to increase and decrease at the same rate, usually a Sine with the output through Abs.
Alternatively, a bool. If False, lower, if true raise. If above 100 set bool to false and set variable to 100. If less than 0, set to zero and set bool to true.
followed the video, but i don't see how to refer to the root component of the npc class i want to hit
this is the blueprint actor in question. i tried making a scene component called "targetlock" but that seems to not be accepted
@clever steppe You have to get it from the actor.
Drag off of the right blue pin in the Get and Get Target Lock.
Please don't laugh too hard, stupid question but, there is no difference between these two methods of making a child class, right?
@vocal elm There should not be, but there is. I don't know what it is, but I had some serious issues with UserWidgets over that.
if above 100 set false if it goes 99 wouldnt that send it true?
@vocal elm If I create a UserWidget class in C++, and use the left one, I can't see the designer view. The right version works and lets me see the designer view. After that I stopped using the Create Child Class button. π€·ββοΈ
@rough jay Mmm. No. What is the use case for this exactly? What kind of variable and what are the increments?
tried to do something like this n failed ill give it a try later prob wasnt thinking
That'll just run SleepDecrease all the time.
yeah ik i had conditions but removed
I assume float?
integer
That is so strange, the left must be a child class, and the right must be a class, inheriting from another class, (which I thought was the same thing)
Cheers for the answer, you saved me from issues down the line π»
its suppose to be decreasing if it was above 1 and increase if less than 0 or 0and yeah not the smartest tho the bool thing you mentioned ima try that later thx
it's working! but now it's just chasing random targets amongst the enemies, some of them already dead
if u cant destroy the actor cant u just destroy the stimuli drona?
i'm trying this, but it just seems to remove the homing totally
ah, no
it still happens, just seems on-and-off
is there any way to smooth this fov change?
sometimes it's perfect, sometimes it's not even on
@muted dawn you could use a timeline
how so?
Lerp them.
ok
Make an Alpha in the timeline from 0 to 1.
Use that as the Lerp alpha.
@clever steppe How does your projectile pick it's homing target?
nooo idea, it's even picking a faraway npc when i have three others way closer to me and dead ahead
Oh, you're using the GetActorOfClass. Hmm. What kind of functionality are you wanting? Like homing on the closest target to the player, closest to center of the aiming direction, or?
closest to the center of aiming direction
@muted dawn don't be so harsh on yourself
i only understand bool
@clever steppe I'd possible just do like a massive sphere multitrace in the aim direction. Filter out all of the actors of the wrong type. Then you can collect all of their targets and find the one with the closest dot product to 1 from the aiming direction.
Welcome to dev
Don't worry you'll get there. Next thing you know it you'll spend a day trying to hunt down a misplaced condition or something
yup
@maiden wadi hm, that sounds like a longer task than i can do now, is it easier to do proximity only?
i shoul propably make it use branches now
@clever steppe Just a sec. It's a pretty easy implementation.
listening
@clever steppe You basically want it to only target these characters with the TargetLock component, right?
yeah. they're the only enemies around, anyway
this is a pretty simple project, only a game jam
is there a way to get a nav mesh to update in real time when stuff happens. I have a couple of enemies that I want to attack me when the door opens but they get stuck cause the nav mesh detects the door mesh
@clever steppe Okay. Here we go.
You can do this in the projectile. Do you follow what's going on in the function itself?
ah damn, this is the more accurate, trace solution huh
will do it now, give me a sec
i can understand it fairly well, yeah
collecting candidates and picking the closest one
no worries
put ur booleans before ite
ok
where are you keeping ur sprinting?
?
nope this broke it
i need it to change back when sprint ends
but timeline doesnt reverse and it snaps the fov
@muted dawn Honestly. For something like this, I'd probably rely on velocity and tick personally.
Hmm. Give me a minute, I don't have a sprint set up on this project but I can sort of do it with normal walking speeds too.
alright
i tried flip flops too
they work but not really
the timeline doesnt reset
f
wait
reverse from end?
thanks bud!
what would you guys say is the best way to update spoil timers for items in a players inventory?
have the display change each time you open the inventory, and also in the last 5 seconds before it spoils @orchid garden
hello guys, quick questions. I think lol. I have a "add float" in my bluer print that adds infinitely. is there a way to make it stop at a certain value?
what are you making exactly?
Are you using a = or >/< node?
i made a meter that goes up when im in the attenuation radius of a light. But when its time for it to go back down again, i suspect its coming down from a value over 1 (i set it to one)
lol i used none of those. im wondering how to use those π im still fairly new. i just have it add.
me too lol
send a me a screenshot
how you made it
this is how i made my stamina
i havent added a <=
well the idea is with the spoilables, to have the percent bar go down while the inventory is open, but i need to track the time passed on the spoilable items somehow, and update that to the items in the inventory. I was thinking a general timer that would update the times on spoilable items, but even that could be off on the actual timers as its updating them depending on how many items they have.
Seen various games update the times on 100's of items but just not sure the best method of tracking the time passed on the items.
maybe ill try that
Well personally I would have the displayed items correspond to instances of blueprints stored in the player blueprint that contain a variable to track each timer individually.
is there any good way to randomize a target point? is that thru an array?
trying to spawn 3 items but put them in random spawn locations of 3 target points.
lemme make it real quick
build a array of your random spawn points, generate a random integer based on the length of the array and spawn the item?
i try to use random int but it was spawning one at a time.
so, it going to put 3 pictures on a wall, and then count down to 1 and randomize in 3 target points
ok.
there's a lot of granularity to "random" though
so if you're looking for truly random there are more options
ah not really that far out it just going to be a small game to learn somethings.
between 1-3 there really isn't much randomization
still 3^2=9 possibilities
if there are only 3 target points, its only 3
@muted dawn Okay thank you
did it work?
depends on if there are other things being spawned in
nope lol
@unborn maple lots of ways, could just use random float in range 3 times to make a vector inside a cube that doesn't collide with anything. Might need a bit if extra logic so the spawned items don't collide
ah yeah im new so i dont know the many ways.
anyway back to my personal hell that is blender
blender is my favourite
the first item spawning in only allows for 2 options for the other two items, then the third is left with the final option so its still just a 3 point randomization. yes there are 9 possibilities to how they can end up set on the walls but for the locational placement its still only 3.
so far i have this from here i just spawn them or do i need to run a for loop
I was talking about possibilities though
@unborn maple not trying to patronise, it's true there are lots of ways to approach this problem.
understood.
is there an array.random function or some such
if not
no it just a random int in range node iw as using in array
you need to ensure you're always using length-1 when converting to array spaces. arrays start at 0, not at 1
you could just...
gotcha
ah yes shuffle and do array.get(0) will also work
i was thinking of shuffle but didnt know how to use it lol
if you're planning to do this over larger arrays though I do recommend the int option
because shuffle takes longer to perform
oh yeah does this work with like cutscenes?
@muted dawn that just checks right? is there a way to stop the addition once it reaches a certain number?
you are trying to make a sanity bar right?
ok
thank youi @muted dawn lol you made my day
np
i can hear my pc blasting music while im bit even wearing my headset
back to my topic
i fixed but something else broke
here's a example of how you could do it pretty easy with shuffle:
do i place the branch before or after
like i have it here
because i need it to work when my sprinting ends
that sounded like something out of ace attorney
i also keep forgetting i can make variable array to i had a long make array node
collapse nodes?
my fov still doesnt change
i moved my branch infront of the timeline
the bool is working
well you might not need to
i want to make my fov change when my stamina runs out but the fov doesn't reset
this is the entire script
i got it to work now just need to now make it so if that picture is spawn to not spawn it again since im getting duplicates
other than that everything good to go
why do you have that boolean in the middle, that's redundant
no not that
i want the walk fov to reset back when my stamina ends
ok
im removing the the booleans tho
you can always assert that you are sprinting because you are doing this logic when the player presses the sprint button
i mean when the stamina blueprints happen
ideally that should be one system
rather than two separate functions that you reference apart
this is the part where the booleans where attached
sry if i sound stupid. it's because i'm not good at explaining things
I mean the logic speaks for itself
this one?
nope
create a function
in that function, set a boolean as a return value
you can call the function something along the lines of IsSprintAvailable
ok
did you make a function like I said
yes the Fov Walk
yup
pure done
cool
so the place where you had the stamina
where you checked how much stamina was available
copy that into the function
stamina?
you mean disable sprinting?
do i add that?
show me it first
okay so take the stamina variable and the <= node
ok
and hook that into the return node of the function
change the stamina node to a Get node instead of a Set node
you forgot the <= node
there you go
so
now you can replace anywhere you have the Sprinting boolean
with that function
How can one send a variable integer between blueprints in a level? Are you obligated to use "Cast to"?
I want to bounce lots of integer variables between a "master" blueprint that receives input to other blueprints which only need some of the variables, so I don't send all the variables to all the blueprints, only when needed.