#blueprint

402296 messages ยท Page 583 of 403

odd ember
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that's a bit too abstract

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what are you trying to do

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not what your method of doing is

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but what you are trying to do

wet mountain
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Basicly receive OSC signals(input) or read them from a local file the data from 64 "players" , x y z location and send them to blueprints in unreal

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its kinda hard to explain i guess without writing too much

odd ember
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if it's too complicated to write it's hard to find a solution

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OSC as in sound?

muted dawn
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well it didn't work

odd ember
muted dawn
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fov doesnt change back

odd ember
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okay

wet mountain
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I thought sending variables between blueprints was pretty close to what I want to do. OSC is usually used for sound but its a good protocol to send data too

odd ember
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did you remove the branch on your released input?

muted dawn
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yes

odd ember
muted dawn
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it's 4:33am here lol

odd ember
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@muted dawn do you know how to use the debugger?

muted dawn
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nope

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i just installed ue4 yesterday

odd ember
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well rip

wet mountain
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blueprint A receives variable (which is being done), send that variable from blueprint A to blueprint B / C / D / etc ? Does that make sense?

odd ember
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no

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it does not

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you're being obtuse

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and you're still trying to talk about method

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you're not talking about what it is you want your system to do

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passing data between players is all I got. what kind of data? why?

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etc.

unborn maple
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that what i understand from that sentence as well

odd ember
# muted dawn nope

if you right click on a node, you can add a breakpoint. try doing that on your sprint input

muted dawn
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alright

odd ember
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then try and run the game

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and press the sprint button

muted dawn
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did

odd ember
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cool

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it should now bring you back to that node where you put the breakpoint, correct?

muted dawn
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yes

odd ember
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cool. up at the top you have some controls for this debugging mode

muted dawn
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yes

odd ember
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for now you can press resume

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it should now bring you back to the same node again

muted dawn
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yes

odd ember
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cool. now use the one that's called something like "Step Into" or "Step Next" or "Go to Next"

muted dawn
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ok

odd ember
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so now you should see if the nodes are executing

clever steppe
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@maiden wadi hey, sorry for going quiet, i got suddenly busy. back now, though. added the function and all, but the sphere trace is coming from a set point in the map for some reason instead of my sight

muted dawn
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i went through them all

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they arent a lot

odd ember
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but they do execute? the timeline as well?

clever steppe
muted dawn
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yes

clever steppe
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outside of that it works, though

muted dawn
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i see missing textures

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reminds me of tf2 workshop maps

odd ember
# muted dawn yes

can you tell me what the value of WalkingFov is? if you're in debug mode you can hover over the value it and it will tell you what it is

muted dawn
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90

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stock

odd ember
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there's your issue then

muted dawn
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what should i put

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91?

odd ember
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the alpha needs to be a float that goes from 0..1

muted dawn
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you mean in timeline?

clever steppe
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@muted dawn hah, yeah i did think about that. it's just my weird lighting though

odd ember
muted dawn
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oh no that is 1

odd ember
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I see

muted dawn
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0->1

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it's meant to be an arrow

odd ember
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it still explains your issue though

muted dawn
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alright

odd ember
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or no, WalkingFov

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is 90 like you said

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so my take here is that there is some issue between having two timelines delivering conflicting information about the FoV

muted dawn
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timeline of walkingfov is from 0 to 1

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fov float is 90

odd ember
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ideally what you want is actually both of the use the same timeline

muted dawn
odd ember
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so one uses play from start, and one uses reverse from end

muted dawn
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both play from start

odd ember
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yeah but you only want one

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not two timelines

muted dawn
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oh

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so i put the released on reverse from end?

odd ember
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yes

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now

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you want to do something else as well

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the lerp should be between walking fov and sprinting fov

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once you're done let me see an image and if it is correct

muted dawn
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yeah but i cant connect the both at the same

odd ember
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... how come?

muted dawn
odd ember
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lol

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take the variable

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not the other lerp

muted dawn
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ok

odd ember
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just have one lerp with Lerp(WalkingFoV, SprintingFoV)

muted dawn
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you know that target field of view

odd ember
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just delete that

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it's not necessary

muted dawn
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oh

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alright

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it returns

odd ember
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you don't actually care what the current FoV is for the player, just what min and max FoVs are

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the timeline handles the rest

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and you probably want to use Play and Reverse instead of Play from Start and Reverse from End, but that's polish

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show me the entire logic

muted dawn
odd ember
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looks correct

muted dawn
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except the issprinting

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i fixed that bool

odd ember
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replaced it with the function, yes?

muted dawn
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it only activates when i release when i have 0 stamina

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should i change it to 100

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and use >=

odd ember
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I think you should try with using Reverse instead of ReverseFromEnd

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and see if that fixes it

muted dawn
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nope

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oh wait

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nope it didnt work

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if i do this it works

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but not when i run out

odd ember
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do what?

muted dawn
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sprinting

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that is the bool i use on the stamina

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it connects to the timeline and the other

odd ember
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so this works?

muted dawn
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kinda back to square one

odd ember
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so it doesn't work?

muted dawn
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it worked with the same way i did it

odd ember
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okay

muted dawn
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but when my stamina runs out nothing reverts back

odd ember
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okay

muted dawn
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until i let go of released

odd ember
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so that function I gave you

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put it on a branch on the released

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actually

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nevermind

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that wont work

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my bad

muted dawn
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i tried

odd ember
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so

muted dawn
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didnt work like you said

odd ember
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create a new custom event

muted dawn
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i have one already

odd ember
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call it something like StaminaDepleted

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make a new one

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hook it up to the Reverse of the timeline

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now

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where you use the stamina

muted dawn
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i have an empty event

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doesnt do nothing

odd ember
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well we're not done yet

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have you hooked it up like I said

muted dawn
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yes

odd ember
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cool

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so go to where you do the stamina math

muted dawn
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which part

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of the stamina math now

odd ember
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where you had that check

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from before

muted dawn
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?

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this

odd ember
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yep

muted dawn
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alright

odd ember
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pull a line out and type in the name of that event

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that you just created

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that should be it

muted dawn
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ok

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my pc turned into a vaccum at 5am

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:/

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good

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it works

odd ember
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๐Ÿ‘

muted dawn
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i also hocked up the release to it

odd ember
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yep

muted dawn
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it deservers a clap after so much time

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thx

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i can finally sleep

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@odd ember you are the best thx

odd ember
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inverse kinematics

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but that's no easy task

native plover
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actually that might be it

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i already have IK set up

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ima try

orchid thicket
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so for the player start

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my pawn keeps moving and i want to have it be staying still

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im trying to find a way to edit the pawn so its a camera instead at least so I can have it be stationary but it doesnt seem like I can with the knowledge that i have currently

odd ember
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no idea how any of that relates to each other

orchid thicket
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is there anyway I can completely remove the player spawn (including the actor)

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cause it seems like when i remove the player start and set for me to start on the camera it still uses a sphere actor

odd ember
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I mean you can remove the player start actor

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but I doubt that's going to solve your issue

native plover
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Create new character actor with nothing but camera and use that @orchid thicket

orchid thicket
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yeah but even if i do a sphere shadow would still appear

native plover
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and set it to spawn instead of the other

orchid thicket
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;-;

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how

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im new to unreal sorry -_-

native plover
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or you can edit current remove the sphere and just use camera

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or click on sphere and check hidden in game

orchid thicket
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seems like there are 2 cameras

native plover
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im not sure what you're trying to do still so im just low balling

orchid thicket
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im trying to do this tutorial and it requires my player start actor to be stationary

native plover
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ok

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and it moves for you ?

orchid thicket
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yes

native plover
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it shouldn't

orchid thicket
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idk

native plover
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can you make a gif

orchid thicket
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ah i cant

odd ember
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yeah this doesn't sound correct

orchid thicket
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but i can take a screenshot of what i see or control

odd ember
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I doubt it's the player start moving

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player start is nothing more than a glorified position in space

orchid thicket
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i know

native plover
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take screenshots i guess

orchid thicket
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but clearly something is annoying me and doing research doesnt help me

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it says its showing 1 of 7 actors

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how do i enable more

native plover
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take screenshots of the issues

orchid thicket
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yeah gimme a second

native plover
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this doesn't really show anything xd

orchid thicket
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see i dont know what to do because again im trying to do a tutorial and in there the guy's player start doesnt have an actor moving

odd ember
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so uh

native plover
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i don't think you're using player start actor

odd ember
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you have a ball

orchid thicket
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i dont know how i can change the actor and i cant seem to be able to stop the movement of the sphere

odd ember
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on a slant surface

orchid thicket
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in this situation im not

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the platform was moved by the key d

odd ember
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and you're wondering why it's moving?

orchid thicket
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and the view you are seeing is stationary from the camera

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im womndering how i can disable the sphere moving

odd ember
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does the sphere have a character movement component

native plover
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disable physics i guess

orchid thicket
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there is no physics going on

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the sphere is supposed to be the player but flying around

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well phasing

native plover
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what tutorial you're doing ?

orchid thicket
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im doing the

odd ember
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I still literally have no idea what's going on lmao

orchid thicket
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im on episode 6

native plover
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rip

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player start actor and character actor are 2 different things

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i suggest you redo the tutorial

orchid thicket
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;-;

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oof alright ill do that

native plover
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you missed something

orchid thicket
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ah bruh

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which episode shall i redo

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because i think i done episode 4 correctly

native plover
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wherever the issue started

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@orchid thicket you should change status, it's fake news xd

orchid thicket
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huh?

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oh

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lol

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no i mean by like friends -_-

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i dont really have any friends :

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๐Ÿ˜ฆ

odd ember
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christ they charge money for that

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they charge money for teaching you use event tick

orchid thicket
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oh no i didnt pay for it

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a friend did and helped me setup the python and shit to get it downloading ANNNNNDD

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now i got free lessons ๐Ÿ™‚

native plover
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@odd ember thats why i said RIP

odd ember
native plover
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wait wat

orchid thicket
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scratch that

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someone im learning how to make games on unreal with so we can collab

odd ember
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I thought you didn't have any friends

orchid thicket
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YEAH YEAH

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XD

native plover
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๐Ÿคฆโ€โ™‚๏ธ

true valve
orchid thicket
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ah can u see a cameara

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or player start

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like stop playig the game and find the camera or pawn or player start and move it up a little so your player can start on the ground

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My problem is for some reason the actors are hidden

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@native plover

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how do i see the invisible actors

native plover
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check in details on right

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hidden actor in game or something like that

orchid thicket
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i found it

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im such an idiot

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i had something within the search bar thats why it didnt show XD

mortal nacelle
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has anyone had problems adding or changing fields to a struct? i have an Item Info struct (for RPG style game) with a lot of child BPs that contain it. when i try to add new fields and change the default values, it crashes the editor

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i'm clearly triggering a ton of processing, but i don't know why?

true valve
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Is there a foliage spawner for the infinite world very much like minecraft?

odd ember
mortal nacelle
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how would you suggest to define item data if not a struct?

odd ember
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I'm not saying don't use them

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I'm saying that they are not really BP friendly

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so I'm not surprised to see stuff like this happening

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I'd submit a bug report to epic

dawn gazelle
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@mortal nacelle I've run into a similar issues with structs. If you've implemented it in a lot of places and change fields around you're bound to have a bad time. Adding fields I haven't seen a problem with... yet.

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Otherwise, set once and begin using... No problems.

mortal nacelle
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yeah, i have an ItemInfo struct and a blueprint for every item in the game. I'm guessing its churning under the stress of updating all the references? this is a nightmare lol

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maybe i need to switch to a data driven approach and instantiate with a factory method instead

odd ember
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yeah absolutely

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I don't know how you've done it otherwise but that is the way it is supposed to be done

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UE4 is supposed to be made with EC(S) in mind

mortal nacelle
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makes sense. i grabbed an inventory UI asset off the marketplace to bootstrap my jigsaw inventory UI and kind of just kept extending it how they had it

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a lot of shitty code i've uncovered ๐Ÿ˜„

odd ember
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sounds like a big ole yikes

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I'm very wary of marketplace items that come with BPs attached

mortal nacelle
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i don't mind paying a couple bucks for a reference project, but I should have rewritten it from scratch most likely.

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oh well, thanks guys. i think i know what to do. was hoping to not have to refactor yet but may be time to bite the bullet

odd ember
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the sooner you refactor the better

scenic scroll
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how can i make a variable that is an array of actors and add stuff to it? i swear i can't figure it out!

mortal nacelle
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i don't mind assuming tech debt for a gameplay prototype. generally want to find the fun and rebuild a 2.0 if it is successful

odd ember
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technical debt increases exponentially when you don't refactor in time

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true

scenic scroll
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nvm i figured it out!

odd ember
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I mean I've given advice that goes counter to best practices when e.g. time is of the essence

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but if you have a long running project there is no excuse to not make your stuff properly IMO

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although I should practice what I preach too, I definitely got some refactoring to do for my own long running project ๐Ÿ˜…

mortal nacelle
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dont we all ๐Ÿ˜„

restive token
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anyone know how to get the end of an audio?

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to detect that the audio finished playing

trim matrix
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Anyone know a good way to store character variables outside of their blueprints?

restive token
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nvm got it

trim matrix
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Anyone know the hotkey to automatically +1 this?

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I remember there is a + increment that doesn't require you to plug anything.. It just adds 1 to the value

flat raft
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@trim matrix does having ++ not do it?

spark steppe
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^^, i think the set is unnecessary

flat raft
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@trim matrix like a Bp component?

visual granite
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Have anyone here experienced the open level reopening current level on android devices? On PC it opens the correct one

trim matrix
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@flat raft you see how I have level plugged in , in the beginning? There's a way where that isn't required

flat raft
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I don't understand

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You're talking about the ++ ?

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you have to plug Level into ++ if you want to use it.

scenic scroll
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ok so i'm still trying to fix my outfit replication

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right now it almost works but there's a problem

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anyone can only see others' outfits if they first have put an outfit on

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i have no idea why

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this is my code

trim matrix
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I'm saying there's a way to do this

scenic scroll
flat raft
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@trim matrix don't use the set. I think ++ will increment Level alone

trim matrix
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@desert topaz oh that was it, thanks

trim matrix
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I'm making a platformer

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when you fall off your character is destroyed and a new one is created

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meaning variables are reset

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That is a problem because once you die you lose all your levels

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@flat raft

flat raft
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Save it to a SaveGame, or you can put it on the controller, or game instance.

trim matrix
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oooh, I've found ways around it, never used any savegame

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got any tutorial links?

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I can actually just look it up

flat raft
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lol.. there is like a million tuts on yt

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consider GameInstance first

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Save Game will write to disk. Game Instance to memory.

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If your player will die a lot, then maybe game Instance is best.

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if it takes awhile to level up, then save the variable on a OnLevelUp event, rather than everytime the player dies.

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If you have Mario type levels, then maybe look at saving temporarily on the LevelBp

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Depends how you choose to organize ur game

slow valley
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Could someone help me with my gameinstance blueprinting? I'm trying to have a button in my main menu set the image for a player's stock icon (they can choose either Cougar or Husky).

trim matrix
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@flat raft went back and set up a savegame, thanks for this!

stone plinth
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Does anyone know if there's a way to pass root motion info/movement to a character with nodes or is it all under the hood? I have a mesh actor that handles animations/character model changes which is a child of my character and I can't use root motion due to that relationship (character > mesh actor > skeletal mesh). Am i just going to have to move it around?

lavish star
amber marsh
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Does anyone here know of tutorial or example for best practices when working with multidirectional 2d sprite characters?

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I have a first person RPG that will use all pixel art

simple imp
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I have a question about nativization. I've found out about most of the rules myself (it's a crude feature with some pitfalls).

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But I strongly suspect that if you nativize a blueprint, it's children blueprints will be automatically nativized as well (even though they're not selected for nativizing). Could someone confirm this?

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I know that if you simply select a blueprint for nativization with first removing all references and usages of other blueprints (that are NOT marked for nativization) then this will cause a nativization chain reaction. If BlueprintA references BlueprintB and BlueprintB references BlueprintC and so on ... then the nativization system will nativize all these blueprints

vital oyster
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How do i make an object move where my cursor is,like a drag and drop ?

tribal lava
latent arch
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Good morning all, so i wonder if someone knows how i can use a series of vector locations as "path points" which i can then generate a path through the easiest route?

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i have 4 vector locations, but i want the path / trace to ignore certain ones if the route to the player is shorter

muted dawn
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hey everyone. does anyone know how to make togglable keys. I want to add controller support on my game and i can't find how to do it

muted dawn
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lemme try this

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alright thx

minor merlin
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No problem :)

muted dawn
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the last thing to add now is crouching

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f

minor merlin
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xD

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More animation

muted dawn
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not yet

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i mean for the player controller

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then i add my character I made to my fps controller that i made from scratch

minor merlin
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That's the way to do it ^^

muted dawn
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and ue4 crashed

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i tried to build the lights

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chrome uses 1gb or ram rn

minor merlin
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Can anyone help me? I have done a recoil system, and I would like to smooth the recoil between 2 bullet, I tried a timeline, but even with event key, the value coming out is a bit random (depend on the framerate etc), which I don't want to 'cause I have no control over it

muted dawn
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what do you mean by random

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like fully or some are random

minor merlin
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Some

muted dawn
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ue4 I don't really know tbh

minor merlin
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Well I find ue4 really stupid on this

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Because on update it execute when it can

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But if I make a custom output (like here) it's supposed to execute when I want

muted dawn
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you are trying to make a recoil pattern same as csgo system yes?

minor merlin
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Not really

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More like Rainbow Six

muted dawn
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I still haven't reached that part

minor merlin
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(siege)

muted dawn
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oh

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i'm still learning too

minor merlin
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I'm tracing a triangle, and putting a random point inside it

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same x)

muted dawn
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I only helped someone like 7h ago at 6am i think

minor merlin
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It's a pretty easy thing to do, the problem is to smooth it :(

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Well that's not like I helped you that much x)

muted dawn
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well it didn't work

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cause it needs to have a release or all my stamina drains

minor merlin
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On the thing you were blocked on earlier?

muted dawn
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event begin play is there cause the stamina system wont work correctly

minor merlin
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Show me the system after that :)

muted dawn
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entire?

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alright

minor merlin
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As needed

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(and you shouldn't make different input like you did, but different key to the same input)

muted dawn
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that's not what i'm trying to do

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i need it speciffically for the controller

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only for that

minor merlin
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Oh ok

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That's ok so

muted dawn
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there are two delays before the branches

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at the start

minor merlin
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What's you default value for stamina?

muted dawn
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0

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and it goes to 100

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i also want to reverse that

minor merlin
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And what's the problem here? what does the timeline do here?

muted dawn
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it is for smooth sprint

minor merlin
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You want to start at 100, and when you reach 0 you can't sprint? Just have to put the default value at 100 no? Because your system is already working with 0 = exhausted

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ok

muted dawn
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this is the limit

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100 there

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this

minor merlin
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You should take more place for your blueprint

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Hard to read x)

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You can remove the stamina node, the decrement work perfectly well alone

muted dawn
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ok

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i'm using this stamina system

minor merlin
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And if you remove your event begin play, and set your stamina value at 100 it doesn't work?

muted dawn
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i am just not using a ui rn

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and removed the print

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i added the print back

minor merlin
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The print is just here to help you understand if everything is working as intended or not ^^

muted dawn
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i mean to see if it starts at 100

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that's why

minor merlin
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Oh ok

muted dawn
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ok

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so i need to add 100 to a certain variable

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but if i change one it changes all

maiden wadi
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@clever steppe Not sure if you fixed that. I overlooked it when I was doing it. I shouldn't do things like that when I'm tired but the trace should have been started at the projectile's location, and end at (forwardvector*Dist)+projectilelocation

wide gyro
maiden wadi
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Drag it from the component list into the graph.

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It looks like it's a WidgetComponent in an actor? It should be in the top left Component's list if you've added it to the actor. Just have to drag it into the graph.

wide gyro
#

guys u know how to fix

narrow bear
# wide gyro

I suspect your script is trying to get the character before it's been spawned

wide gyro
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i fixed it

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but thanks

tulip yoke
#

hey guys, so i'm wondering what could be the most proper way to get characters that a connecting client has selected in the main menu and then spawn them based on that forest4Thinking basically: person who is playing selects two characters, then when they go to play the server will see the characters they've selected and remember that to spawn them in later on

minor merlin
tulip yoke
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no, i'm just thinking at the moment before i go ahead and get going with it

minor merlin
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I personnally use a custom actor to replace spawn points, when they spawn they claim their presence to the GS, and when I spawn any player in the GM it receive it's spawn from the GS depending on his team

#

You got this video doing the selection if you want (and multiplayer along the series, if you haven't already done it) https://www.youtube.com/watch?v=VzV1cecL2oE&list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ&index=20&t=2s

In this video we create the visual layout of our Character Selection screen that can be accessed by both Clients and Servers inside of our Lobby Menu. This allows us to choose between 8 different characters as well as default to a null selection. By the end, we test out that we can properly display it during gameplay.
(00:09) - Intro and Inside ...

โ–ถ Play video
tulip yoke
#

yeah but wes did it when the server was already made, i'm not planning to do it like that

#

at least, i'd rather not

minor merlin
#

yes, but you got some mecanics on how it works

#

You just have to make this menu on your main menu (before joining the lobby)

#

And transport this data to the server > I never tried this part so I can't help you much more, but if you use the same playerState on both the menu and the server you should be able to select the caracter, put it in the player state, join a server and use a "on post login" to cast to the player state and extrate this data for the game

tulip yoke
#

hm

#

that playerstate part seems good, but i do not use the same playerstate; possibly i could

muted dawn
#

@minor merlin I remade the entire sprint system

#

it now starts from 100

minor merlin
minor merlin
muted dawn
#

variable value was 0

#

i fixed it up and it starts from 100

#

i had to remake it tho cause it would still sprint when i wasnt holding shift

#

the problem is that it's not sprinting for some reason.

#

should i remake the timeline?

minor merlin
#

I don't know what your timeline look like

#

Might be a part of the problem

#

As I remember, it just change the speed so if you put correct values there's no problem

muted dawn
#

from 350 to 800

minor merlin
#

There's no problem here

tulip yoke
#

hmm, i guess i could just communicate between playerstates jenThinking

#

ill look into it some more and see

minor merlin
muted dawn
minor merlin
#

Use print and see where it stop

tulip yoke
#

ah

#

well

#

time to look into it more and see what i come up with

muted dawn
#

wait a sec

#

lol

#

fixed it

#

i put disable sprint on the first invalidate timer

minor merlin
#

x)

minor merlin
muted dawn
#

fov changing also works pefectly

minor merlin
muted dawn
#

thanks to CranzEstebogen

#

i also made it smaller

minor merlin
#

Well you don't care about place ^^

#

take as much as needed

#

(as I said earlier, it would be better if you could expand more,)

muted dawn
#

ok

#

i organised it a bit

#

i just need to add some dalays

#

i found a bug in this

#

if i press shift too quickly stamina starts regenerating and thus having infinate stamina

#

how can i add a delay before you can sprint again?

minor merlin
#

Timer?

muted dawn
#

timer?

#

which part of it

minor merlin
#

Well you make a timer that start when you stop sprinting

#

And when it reach 0.2 s you disable it and put a a canSprint variable to true

muted dawn
#

in the disable sprint part?

#

?

#

stamina out is for the fov

minor merlin
#

Yes right there

muted dawn
#

disable sprint is when stamina runs out

#

okso i need an event tick

minor merlin
#

no just a timer

muted dawn
#

integer?

minor merlin
#

Or you can use an event tick but it's gonna be more hard

muted dawn
#

ok

latent arch
#

Hey all, does anyone know how i can add objects box extents together? to make a sort of block grid? @maiden wadi Maybe you know mate? ๐Ÿ˜„

maiden wadi
#

Like, get the biggest cube out of them?

latent arch
#

make a cube out of all of them together

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add em up sort of thing

#

or well to be more specific make a cube that fits all of the objects inside

maiden wadi
#

Just compare each of their extents together.

muted dawn
#

the video says to add a delay here but if i add one it it still drains the timer for 3s

maiden wadi
#

So if you have two extents, if X1>X2 use X1 else use X2, repeat for Y and Z

latent arch
#

heres a screenshot of the box extents found of an "obstacle" how can i make the original box extents (with the trace points) expand to tightly fit all of them? ๐Ÿ˜„

#

hope that explains it a bit better

#

might need to see some nodes to understand, if you have time ๐Ÿ˜„

maiden wadi
#

Hmm. I'm fairly certain you could just average their locations, and get the largest extent points.

#

Lets try...

#

@latent arch What data are you working from so far? Like what do you have available to input into a function?

latent arch
#

humm

#

ive got the original hit objects bounts and worked out the vertexes, those vertexes are traced to from the player and the sound object, if those traces hit something then theres another object in the way an i then get their bounds, like the two boxes underneath in the picture. So then what id like to try do is expand the original bounding box perameters to fit all of them inside, and add the new objects to the trace ignore list

#

something like that anyway lol ๐Ÿ˜„

maiden wadi
#

Do you have the object's origins still along with the bounds?

latent arch
#

not saved but yes there they are getting retrieved for the debug box ๐Ÿ˜„

#

do i need to make an array of those?

#

brb

maiden wadi
#

Hmm. Okay. I'm... "Faaaairly" certain we can do this simply. Let me throw something together quick.

muted dawn
#

does anyone know why this isn't working

#

it tried moving the branch to different places too nothing worked

#

reverse works 100% of the time

#

this is the entire code

worthy frost
#

why are you using a timeline when you use none of its functionality?

#

like you have nothing connect to SprintFOV

muted dawn
#

?

worthy frost
#

also why the delays? that is what you use the curve for inside timeline

muted dawn
#

i removed them

latent arch
#

awesome thanks dude

muted dawn
#

this is from the sprint system

worthy frost
#

when do you call the sprint function?

muted dawn
#

?

worthy frost
#

where do you call the sprint function?

#

to set the sprinting bool to true

muted dawn
worthy frost
#

so which input is consuming it?

muted dawn
#

dont mind the controller thumbstick

#

sprint

#

im gonna setup the controller later

worthy frost
#

and both those functions fire?

#

both inputaction sprints

muted dawn
#

yes

#

remove controller?

#

or disable it

worthy frost
#

makes no difference, except you have a .1 second delay

#

any reason why?

muted dawn
#

yeah

worthy frost
#

what happens if you press and release the sprint key in super rapid time?

#

those delays will still fire on opposing branches

muted dawn
#

i have the delay cause it will drain all stamina if i let go too quickly

worthy frost
#

anyway, it might be order problem

#

what even fires first

#

the FOV one or the sprint one?

muted dawn
#

sprint

#

then fov

worthy frost
#

you sure?

#

you checked?

#

using breakpoints?

muted dawn
#

lemme try it again

#

fov

worthy frost
#

so there is your issue

muted dawn
#

how do i do it?

worthy frost
#

gonna have to delay the FOV setting or move it to the same input as the sprint

#

(which is what i would do)

muted dawn
#

might do the second

#

im gonna add camera effects to the place i had it

quasi frost
#

What is the best way to add a spell list to a monster datatable? Can I nest datatables? Like add a spell data table to a monster data table?

maiden wadi
#

@latent arch Put it in two different functions. But I think this will work. If you can add all of your origins and extents to an array and then feed them through this.

latent arch
#

amazing thanks buddy! ill test it out asap ๐Ÿ™‚

muted dawn
#

it works perfectly

maiden wadi
#

C++ makes that so much cleaner. That second function kills me.

latent arch
#

hehe yeha i know what you mean!

#

im actually trying to copy a plugins C++ code to do this, to see if a similar function is viable through blueprints

#

with the second function, are those inputs the outputs of the first or?

muted dawn
#

@worthy frost and the last bug i have is i need to add stamina regen delay but it makes it drain for the secoinds i had the delay on

#

this

#

if i add a delay in between it keeps draining stamina

maiden wadi
#

@latent arch Nah, the second function is being used inside of the first function. The green CombineExtents near the bottom right.

latent arch
#

aha gotcha thanks man ๐Ÿ™‚

#

you any good at translating C++ to BP ?:D

rain skiff
#

hi, sorry for my low english first of all.
i am making my roads with using landscape splines but to make textures be ok, i have to set all section of road(mesh) as equal size. right side road meshes bigger than left ones so texture diffusion is different.
Question is : How can i adjust them equal to each as a size ?

maiden wadi
#

Pretty good at it in reverse. Just depends.

latent arch
#

ok no worries, if you fancy it some time i can send you the source for this crap see what you make of it lol ๐Ÿ™‚

muted dawn
#

does anyone know how to fix this

#

i can't seem to find a solution

latent arch
#

@maiden wadi any ideas whats happening? it should just be considering the one cube at this location ๐Ÿ™‚

gritty elm
#

how to fix this issue?

maiden wadi
#

@latent arch Not sure, what's the logic train?

latent arch
#

sec ill show you, ive probably got something the wrong way round for sure

#

its probably as confused as i am at this point lol

pulsar moss
#

I would like to stop referencing level by name, that seems brittle and prone to breaking

pine trellis
#

I have a weird situation I have an event dispatcher that is suppose to open up doors, but it will only open the first door I put on the map, if I put more then 1 door on the map, it wont open the other doors Here I call the event dispatcher

signal cosmos
#

Hi there, when I create a Data table, it shows some of my structs twice, why is that? ๐Ÿค”

#

(Even four times for some of them!

worthy frost
#

@pine trellis dont ask the same questions in multiple channels

quasi frost
#

So between levels I am loading a save game file. Where is the best place to call the load function. I was thinking about putting it into the level blueprint so it runs immediately on scene switch. Is that fine?

tight schooner
#

The problem with level BP is it's not transferable to other levels. If it's not level-specific BP script then it shouldn't go into level BP. (That said I'm not sure where it goes. Game Mode?)

orchid garden
#

right now im using a line trace to set this, but is there a better way? the line trace has to fire off every 0.5 seconds to make the popup for the hit add / remove the info box accordingly. is there something else i could use to do this that doesn't require a timer?

quasi frost
#

Maybe a capsule collider?

orchid garden
#

its based off of where the player is currently looking, not exactly sure how to setup a capsule collider for that sense its based off the camera and they could be in first or third person view

#

i had to make a function for the line trace start and end depending on what camera mode was currently selected, which is also used for picking up items when the player presses E key:

quasi frost
#

For one of my games I had a system where names would pop up over NPCs you were close to, I just used colliders for that. You might be able to simulate a trace with a capsule collider on your camera. I have never tried that but if it works it may be cheaper than tracing.

orchid garden
#

could 'mouse over' work for something like this?

#

wait that wouldn't be range based... nm

#

yeah distance from npc is abit different though, i mean this is where objects could be sitting in a pile and your trying to look at one object to see what it is

maiden wadi
#

Most games do this on a timer at about 10-30 times a second. Line traces are exceptionally cheap. Even a mediocre laptop could handle thousands of traces per second.

orchid garden
#

so the timer method is okay for it? just seems like alotta timer cycles

maiden wadi
#

The issue with a collider is making sure that it's always getting the correct one closest to the center of the reticle. By the time you add in the math and arrays for multiple objects in the collider to deal with that, it's going to be just the same if not more expensive than a line trace. And mouse events can work, but it's more of the same thing. You have to place the mouse cursor at the center of the screen every tick or timer then get the object under the cursor and do the logic just like you would with a trace.

orchid garden
#

alrighty, i'll just keep the current one then. i set it to check for that in the same timer thats going to be handling the spoiling of objects.

odd ember
#

I have something similar set up for my character's head. e.g. they'll turn their head towards stuff that is interactive

#

removes the need for a line trace entirely

maiden wadi
#

Could possibly make it more event driven that way with the begin/end overlaps. But for getting the single object at the center of the screen, is that really worth the extra complication vs a simple trace a few times a second?

odd ember
#

if you're making a system for it, why wouldn't you want to make it proper?

#

this type of system will also propagate into interaction

maiden wadi
#

You still have to check it often anyhow to make sure that even if the collider moved and the events didn't run because nothing entered or left the collider, so it's not really any more performant either.

odd ember
#

so you basically save yourself work by doing it once and proper instead repeating yourself across a half dozen different systems that have trouble interacting with each other

odd ember
#

anyway you can get away with lazy inits on begin overlap

#

and then store your interactions in a PQueue

#

that will work regardless if you have single interaction or multiple (e.g. like hitman)

maiden wadi
#

He was just concerned about performance with his current method. Which really isn't going to get any better than a line trace a few times a second.

odd ember
#

dot product is gonna be cheaper than a line trace then in any case

#

but w/e

maiden wadi
#

Possible. In C++ I'd agree instantly, but I'm not sure about the looping in blueprint vs the single line trace call.

#

Kinda curious. I wanna try that.

orchid garden
#

yeah this is purely a blueprint driven project

odd ember
#

it shouldn't matter

#

BP wrapper cost is largely consistent across the board

orchid garden
#

far as parts interacting together, im being very careful with that and making sure things will interact properly as I make them, if something needs changed so things do work together right, i'll stop at that point and work on it till its working properly with all things it needs to. part of why its moving so slowly.

odd ember
#

you should IMO consider your system dynamics before finishing any one system

#

that's the best way to reduce technical debt

orchid garden
#

but, even doing that you find things need added

#

and sometimes changed

odd ember
#

I said reduce, not nullify

maiden wadi
#

Actually, making a quick function to compare the dot product of the overlapping interactables in a loop vs line tracing, Line tracing wins out by an insane amount.

odd ember
#

I mean yeah if you count the cost of overlaps as well

#

collision is always goign to be more expensive

maiden wadi
#

Nah. This is comparing an array of actors. Collision is not included in the difference.

odd ember
#

so how are you actually using it

maiden wadi
#

Array lazily updated like this. Prints correctly. So assume that there's an array of actors on key press.

#

Key presses were just these.

#

Returns the closest actor to the center of the camera from the otherwise updated array.

odd ember
#

you're doing another loop inside the loop

#

of course it's cheaper then

maiden wadi
#

How else are you going to compare that?

#

Magic?

orchid garden
#

damn that song " i believe in magic " just popped into my head...

odd ember
#

I'm not saying it isn't a way to do it but you're not testing dot product anymore

#

you're testing your method of including a dot product

maiden wadi
#

You are if you have to find the closest actor to the center of the camera?

odd ember
#

I could tell you beforehand that if you had a nested loop that the performance would be way skewed

#

but that doesn't prove anything

maiden wadi
#

So. How do you do it without the loop?

weak kindle
#

how can l rotate a head bone base my character Location

odd ember
orchid garden
#

1 shot event doesn't give you proper test results.

#

if you need them in sequence your going to have to do a sequence test to see if one wins out over the other, if dot product is going to start falling behind in sequence testing over the line trace then, the line trace is going to be better to use for that.

#

you also have to look at efficiency verses performance. while one may be more efficient it may be cost heavy on performance.

maiden wadi
#

It's a simple fact that each node in blueprint causes overhead. It's not like C++ or traditional code. Math is incredibly expensive in blueprint.

orchid garden
#

^^ yeah this too, blueprint vs. c++

maiden wadi
#

Just ran the same test getting only index 0 from that array. No validity. Simple one Dot product vs one line trace. Dot product wins at 85 vs 92. But that's ONE dot product check.

odd ember
#

so we know that dot product is cheaper. now we can look at how to include it for optimal performance

#

which is basically breaking down functionality of a line trace and approximating it with a dot product

maiden wadi
#

I don't think I'm being clear enough that I'm making the point that this is from a blueprint only standpoint. If I could write another function in C++ to do the dot product check, I'm 97% certain it'd be faster than a line trace. But with the tools you have in blueprint, it is simply not faster.

odd ember
#

using your method it isn't

#

but that doesn't mean there isn't a method where it is

#

even in BP

maiden wadi
#

I would love to know how you would compare nine actors's dot product to that of a camera in blueprint that's faster than a single line trace.

odd ember
#

that's your method

#

like you're comparing 9 dot products vs 1 line trace

#

the point is to get that number down to 1 vs 1 for a method

maiden wadi
#

I compared one. It barely won. Having one in the array is useless. You may as well just go by the latest overlapped actor rather than dot product checking.

#

By the time you check two, it's slower.

odd ember
#

you're still not getting my point

#

you should only be doing one dot product check

#

if you want a more optimized approach

maiden wadi
#

So you have three objects in front of you. Lets just check one object. It'll definitely be good enough.

#

The point of the check in the first place was the narrow down three to one. So how do you magically jump from three to one?

gritty elm
odd ember
#

you can approximate the dot product down to an amount pretty well. so at 90% of the angle you're pretty clear on what the player is looking at

#

or if you want more precision, 95%

gritty elm
#

and i'm calling interface like this

#

i want it to replicate that interface from setting variables section

#

i'm calling this interface function inside override function

#

so how can run this event on client and server?, i can't able to custom event inside function where i'm calling this function

surreal peak
#

BPIs can't replicate.

#

The BPI can if at all call a replicated event in your chosen actor

gritty elm
#

i'm getting this interface inside player camera manager class

#

does player camera manger class replicated?

#

because i have some custom implementation inside pcm class

surreal peak
#

No, doubt it replicates

blazing atlas
#

Hello! Did you figure out how to fix this? Or is it just borked in this version??

grizzled rain
#

Ivthink its just borked. My workaround was using tick and counting up a float by delta time and only exe after the float is larger then my "delay" number

tight schooner
#

There are certain nodes which update on pause, like "Get Real Time Seconds" or "Now" so you can potentially avoid the delta-time tallying, but otherwise paused means paused. I suppose the delay node behavior just brings it in line with how event timers already work (or don't work) while paused.

dense mantle
#

@grizzled rain what are you checking for is it meant to be a real time or just a delay of what ever

#

The reason i am asking is that DeltaTime is not constant

astral flint
#

My simulated proxies on the server are not having their spine rotations updated (transform modify bone) unless the listen server player is directly looking at them. Anyone know how to fix this?

The variables driving the spine rotation are correct. But the actual spine rotation is wrong (until the listen server character looks at the simulated proxy, at which point it is correct)

#

Some sort of strange relevancy going on here. The spine rotation of my server's simulated proxies needs to always be correct, even when the server character is not looking at them. I use the spine rotation in calculations

grizzled rain
#

@dense mantle every tick I add deltatime to a float.

iron nova
#

hello, i wanted to ask about jumping and the camera, how can i stop the camera from following my character when im jumping (3rd person project)

#

@ me if you can help me

wind rose
#

Anyone know why massInKg doesnt affect anything?

#

Trying to make something heavy but it has no effect

odd ember
odd ember
wind rose
#

I'm just setting the value MassInKg to like 50000 and then starting the game to see if it'll fall to the ground faster lol

#

I'm trying to edit this on a golf ball, currently it glides for too long and I'd like it to come to the ground faster

odd ember
#

up the gravity then

#

just like in real life mass does not affect gravity

wind rose
#

Very good point, do you by any chance what massinKg does?

odd ember
#

affects physics

#

so if you're using physical impulses

wind rose
#

Ah okay, so it'd be harder to push

odd ember
#

or colliding with other physics objects

grizzled rain
#

Tick does work. Theres also a node to tick when paused

trim matrix
#

How would you make an input access that eases into the axes?

odd ember
trim matrix
#

For example, I have an axis event to go left and right, and I want it to ease to the value 1 when I press D, and when I press A I want it to ease to -1 :)

grizzled rain
#

Can't use delays and timers. There's an ok workaround though

trim matrix
#

Thats basically what I want to setup yes... but I cant find a node for it... I want to know if there's an easier way before I setup a complex timeline system for it. :)

odd ember
#

there are lerp nodes for everything

#

and you don't need timelines

tired fog
#

i really like darksiders games with all the dungeons, puzzles and combat so i'm trying to make a game similar to that

#

but i don't know how to do the melee combat

trim matrix
#

lerp on input?
Wait is this a node? I dont see it in the selection ๐Ÿค”

odd ember
#

it's just called lerp

tired fog
#

like i've tried with raycasting and triggerboxes but they damage them mutiple times per swing

odd ember
#

on input I was referring to the input events

#

in your case you just need to lerp on a float

trim matrix
#

But that will still cause the jarring action where when I press D lerp value is set to 1 or -1 immediately (because there is no smoothing on the input action event's value) Which is the problem I would want to solve... How would you go about smoothing a value like that using the lerp node without some sort of timeline? ๐Ÿค”

odd ember
#

have you tried?

#

inputaxis events fire continuously

trim matrix
#

Using a lerp like this exactly replicates what happens when I only use the event

odd ember
#

I can't tell what's going on from the video

trim matrix
#

Let me record it without the particles and with a line trace and some objects one sec :)

odd ember
#

can you explain which part of that was problematic?

trim matrix
#

I am trying to use input axis events to move an object left and right. When using the axis value to determine which way the object should move (Left, right, or stationary) it immediately jumps to moving left and right when I want it to have a smooth transition between going left, right, and being stationary... The same issue of jolting left and right happens when I use a lerp node too.

odd ember
#

so you want acceleration and decceleration is what you're saying

trim matrix
#

Yeah... But in this case I want it to be done using set world position and I dont want to use physics to speed it up or slow it down.

odd ember
#

what kind of movement component are you using

trim matrix
#

Movement bp looks like this and I am moving the default scene root of the player blueprint.

#

Idk what you mean by movement component because this is a pawn not a player character

odd ember
#

so you're not using a movement component?

#

pretty sure pawn still uses a movement component

trim matrix
#

Again I just need help with the math to ease in and out the axis input :p

odd ember
#

well if you were using a movement component that would handle it for you

#

but if you want go about it the hard way be my guest

#

you could potentially use the last input vector as a way to deccelerate

trim matrix
#

Ah I didnt know the pawn movements could be added :p My bad

odd ember
#

there's also the floating pawn movement

#

which may be more what you're looking for

trim matrix
#

Ok thanks! I will look into it haha

iron nova
#

hello, i wanted to ask about jumping and the camera, how can i stop the camera from following my character when im jumping (3rd person project)
@ me if you can help me

muted dawn
#

does anyone know any way of adding legs to my fps camera

#

i don't want to use a tfps system

random hill
#

@tired fog melee combat has a lot of elements to it, try starting REALLY small. and I mean it.

quasi frost
random hill
#

I have a question regarding AI Behavior Trees. I already have an enemy base blueprint, it works enough. Sees me, follows and attacks. Now my goal is to make more than one kind of enemy. For example one that can shoot from a far, one that can heal others, one that runs away. How do I do that?

Do I create a different behavior tree for each one (and each BT would consider the enemies abilities, like using items, healing, running) or do I make one tree for them all to take care of that?

#

@quasi frost looks like either something is wrong with your material / encoding or you have some kind of element in the UI, maybe a panel or empty image that adds the tint?

#

if you think you aren't using a material, that means that you are using the default one which might have issues

quasi frost
#

It is just an image

pine trellis
#

is there a difference between get actor OF class and get all actors of class? for some reason I can only open 1 door on my map if I place 2 the other one wont open, would a get all actors of class solve this? or is it the same?

random hill
#

@pine trellis absolutely, get actor of class only gives you one and if you are lucky, its the one you need

#

get all actors of class gives you an array with all of them. however "get all actors of class" is a bad idea in the long run, as it's not very efficient.

#

A much better way to find them all is "Get all actors with tag" and then add the "Door" tag to the door actor. Gives you the same effect, just much faster

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(but you have to cast the result actors to a proper blueprint class)

pine trellis
random hill
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yes

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but you are never guaranteed it's the one you need

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I am assuming that you have something like a button

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and you press it and then the door opens

pine trellis
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well its a mini game

random hill
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and a different button opens different door?

pine trellis
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but if I put more then 1 door on the map, it will only open 1 door

random hill
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quick question and I will help you easily

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which behavior do you want:
whatever happens and then ALL the doors are open
or:

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whatever happens and ONE specific door opens?

pine trellis
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maybe one specific one, I was going to try to only use 1 per streaming level, but even that doesnt work for some reason, if 1 door is there the others wont open

random hill
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if you want only one specific, you need a variable holding the door

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and only use that

maiden wadi
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Alternatively make an instance editable array and add the doors to the array manually via direct communication.

pine trellis
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like my keypad to open the door only works in the persisitant level which I think is weird

random hill
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@pine trellis then yeah, you need a variable. The keypad has "Door" object variable and you set it up in the level editor

pine trellis
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im working in multiplayer so I dont think it will work in level blueprint it has to be called by the player I think

random hill
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i didn't mean in level blueprint

pine trellis
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so use the variable from the get all class node?

dense mica
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Is it possible to merge static meshes in runtime?

pine trellis
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yeah it still didnt work with that varible

covert stirrup
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@random hill "A much better way to find them all is "Get all actors with tag" and then add the "Door" tag to the door actor. Gives you the same effect, just much faster"

Is that actually true though? Does adding the tag create a new array that only has that tagged item, or does it still run through the entire list and only returns the tagged items after checking the original actor array?

pine trellis
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ill try with the tags, see if both doors open

covert stirrup
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from your perspective photon, it will work great and he is absolutely right its a great way to do it, I am just curious about how it works behind the scenes

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it might be better to populate your own array of the actual spawned items on begin play IF the array is the original array and checks say 100 objects and returns only the tagged ones

random hill
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@covert stirrup never did a benchmark myself. but I saw some results which were confirming this

covert stirrup
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ill do a bit of digging to see, I am curious ๐Ÿ˜„

random hill
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@pine trellis if you want them all to open, you need to make a loop

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because if you run it the way you already did, it will still only open the first door

covert stirrup
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@random hill owuldnt the tag be set in the BP, so therefore ALL of them would have the same tag, unless it's a child bp?

pine trellis
random hill
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@pine trellis I will show you a quick example of both

pine trellis
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ok

random hill
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lets say you have avariable set like this

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then you go to the level editor

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put the actor in the level and you can see this

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the ones with eye icon are editable

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and then you can link them up. Of course my example isn't related but you get the idea

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so if you put 3 buttons and 7 doors in the level, you can put specific door for each button

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and if you want to open them all, you need this

pine trellis
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do I make a varible from the array and use it in my binding event for my event dispatacher?

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from the array element?

random hill
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I am not sure what you want to achieve but I guess not... if you just want to open them, you would just add "open" method to the "loop body"

pine trellis
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ok let me try it hopefully it will work,

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do I put that on the event begin play?

novel cedar
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hey there; New to ue4 and im trying to figure out why a bp would inherent things from a different project ? I had the bottom 3 components and when i selected the option to "edit blueprint" it added a campfire i had made in a different project folder?? And im unsure how i would edit these components individually now

random hill
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No, you put it in the place where you want it work @pine trellis

pine trellis
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ok

random hill
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it's up to you where that is

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I'm sorry if I will be silent, it's middle of the night here

rough jay
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i can connect it to loop body and it prints updated but it kinda spams the print bar, `why wont completed work?

pine trellis
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hey @rough jay how come its at the complete and not loop body?

rough jay
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cuz i only have 4 actors its suppose to grab and it spams the 4 actors x 2 so its printing out 1 actors health 2 times

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it works but it kinda spams the print bar

covert stirrup
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@random hill forgot that component tags / tags are 2 seperate categories, it does look like a regular tag is added to an array specifically, so efficient if you don't need BP systems

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it's component tags that are harder to reach

hollow cape
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@rough jay show the rest of the code. The use of the foreach there makes no sense

pine trellis
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I tried like this for my for each loop and tried different combos but still only opens 1 door , or only if door is on persistant level

random hill
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@pine trellis it will never get to completed if you have no loop body

covert stirrup
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photon you are looping, but on completed getting the LAST reference

pine trellis
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I just need the door to activate

covert stirrup
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it's not doing it for each

random hill
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@pine trellis i would help you more but I need to sleep... sorry

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@covert stirrup atodaso!

covert stirrup
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you're cycling through for example 15 elements, and on completed you are referencing the object, which would be element 14 (15th in the array starting at 0, not 1)

rough jay
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@hollow cape i used foreach loop to put all actors in an array and now i want to print out each of their healths so i thought that would work

hollow cape
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As Phenakist stated above, by connecting the print to the Completed pin only, you are simply printing the last index of the array. If you want to iterate through the array, you need to connect to the Loop Body pin

rough jay
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ik but that prints out 2 much

hollow cape
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again, if you could show more code we could help more. You are omitting thing that I bet are the cause of it printing multiple times

rough jay
clever steppe
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ideas on how i should fix that error? i know it needs to specify an object type, but what type do i pick for a simple blueprint actor?

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i only ever did this with the player character before

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this is on a level blueprint btw

rough jay
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get actor of class?

clever steppe
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let's try it

hollow cape
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@rough jay ok so many things here....firstly, your order of operations from a readability and reliability standpoint is wack. Secondly, you Get All Actors Of Class returns an array, which you could then use to just set the All var. What you are doing is getting an array then iterating through the array and adding it one by one to your All var.

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@clever steppe you need a reference to the instance of the actor you are trying to call Activation on

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the object pin on the left side of the case cannot be empty

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@rough jay what is to the left of the sequence node, is this in Event Tick or a timer or something?

rough jay
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event tick

hollow cape
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well that's why it's spamming

clever steppe
rough jay
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it shouldnt i put the print timer to delete at 0.2 and when it calls 0.2

hollow cape
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you shouldn't really have a delay in tick. If you want to print this at known intervals, you would be better off using a Timer

odd ember
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(you shouldn't really use tick in the first place)

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ahem

hollow cape
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firstly you need to get rid of the foreachloop that is setting the All array. Take the array output from Get All Actors of Class and use that to set the All array, or just plug it straight in to the foreach that prints the value

rough jay
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yeah i did that

hollow cape
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Cranz I know, that argument has been done over and over. It doesn't change the fact that that is how many people learn

rough jay
hollow cape
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Lol, every time somebody says they're using tick or get all actors, I cringe knowing the storm is coming haha

odd ember
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the blame really lies with epic still allowing stuff like tick being so easily accessible

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get all actors of class is another, child actors yet another

hollow cape
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I dunno man, is it the blame of car manufacturers that cars can go fast because the pedal can go all the way down? It's up to people to use the systems properly

odd ember
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child actors should have been deprecated years ago

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yeah but you wouldn't have a pedal that changes function halfways down

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which, while not a perfect analogy, is how event tick is used by most people in BP

hollow cape
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That's just improper use of a system though, not a fault of the system itself

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we're arguing the same point from different angles basically

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I am more of the mind to say give us the system, and we choose to use it or not

pine trellis
hollow cape
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the argument about tick being enabled by default....different story lol

odd ember
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there is a point where ease of accessibility begins to create undesirable results

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and we're past that point

pine trellis
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I dont know how to make a loop body

odd ember
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like I said I never argued they shouldn't be there

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except child actor

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but they should be more difficult to enable

hollow cape
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@pine trellis loop body happens every iteration. That is not a correct setup

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fair enough @odd ember

odd ember
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and child actor should be shot into space tbh

hollow cape
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@pine trellis is the intention here to call Activate on every actor in that array?

pine trellis
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the problem is I can only have 1 door on the map that opens using a keypad

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if I put 2 the other doors wont open

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only 1 opens

hollow cape
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yeah because right now you are only calling Activate on the last element of the array

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The "Completed" pin happens at the end of the looping, and only happens one time

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if you want to open all doors, move the "Activate" in line with the Loop Body

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that being said, the set array elem setup you have there makes no sense

pine trellis
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but it doesnt fix anything it just does the same thing like before only 1 door opens

odd ember
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because you still don't use the loop

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you just ask the same door to open

pine trellis
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what other node do I need?

odd ember
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you need the loop node

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the array element pin

hollow cape
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yeah because you are feeding it 1 singe reference, it's just going to call Activate over and over as it loops

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you may want to go do some general tutorials so you come across this stuff and get more familiar with it

pine trellis
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let me try I did that before

odd ember
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I did say you should go through the blueprint communication tutorial that's in the pinned post

hollow cape
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didn't see you mention that, absolutely

odd ember
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it was yesterday

pine trellis
hollow cape
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are all the doors the same class

pine trellis
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yeah

hollow cape
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like same exact BP

odd ember
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I have a feeling that activate isn't the command you need