#blueprint
402296 messages Β· Page 584 of 403
yeah it should work, that's the way you would do it. When you refactor, think about getting rid of the Get All Actors Of Class
yes it works now I had reset the bp on the level, one last question is this method expensive?
when you refactor
that's some positivist thinking right there
I read online saying that get all actors off class is expensive and should only be used in begin play
it should never be used
If at all. I have 0 shipping code that uses it
the fact that it is expensive doesn't really matter
what should you use instead
it's the fact that it creates hacky scenarios that trip you up further along the way
The blueprint communication vid pinned here explains other ways to handle this type of thing
well alot of stuff on the market places uses it
Doesn't mean it's right
lmao
you should strive to get rid of it in general
Every time I've tried to implement a system off the MP, I end up scrapping it. Never works out
well how else can someone learn, I learned from looking at code off the marketplace
that's bad
some people even helped me and showed me stuff so its not that bad
it is bad
@deft hawk have you verified there aren't additional debug spheres maybe inside the pillar? You have no conditions as to when the endoverlap should be called (as in, end overlap with specific actors), so there could be more
it's the blind leading the blind
It does at minimum give you an idea of HOW systems can be assembled. Might not be correct, but it is a way to learn. Not the greatest, but it is a way.
and you could for instance look at the blueprint communication tutorial that is pinned in this very channel and that I asked you to take a look at yesterday
that's how people learn
100% on that. There are some fantastic resources here
where is it pinned
in this channel
oh I see it
@hollow cape There are no extra spheres inside the wall (used wireframe view to confirm)
@deft hawk have you debugged it?
Sorry don't understand what you're asking
okay let's try like this
get a print string node
and put it where it says Other Comp
hey how would i make a type of player grabbing system like the game gang beasts im not sure what component to use to connect the 2 players
@odd ember Yea it's printing the name of the component it's ending overlap with
Yes
But it's returning a different end location every time
It's intended to draw the green sphere at the location where it ended overlap
ie. the other side of the wall
is this using projectile movement component? traces?
Projectile Movement
what's your velocity set to
3000
Pretty sure it's just the simulation being inaccurate because of speed, but then how can it detect the begin overlap location perfectly every time.
you could trace backwards on end overlap theoretically to find the exact other side of the object.
would be hard to account for gravity however
I tried that already but it was returning the same inconsistent results. Green circle was getting drawn inside the wall
at various locations
is this object a standard cube that's just scaled?
just to verify do alt+c and make sure it's not an issue with the collision
eh I've never had issues with scaled meshes.... I think it's a substepping issue with projectile movement
Yea, un-scaling it had no effect. I wonder if it's just the delay from the end overlap event to the DrawDebugSphere
I've seen scaling issues before so if nothing else using box extents is playing it safe
no kidding? there ya go
What is a box extent?
That doesn't help here though, as he's just using the end overlap event
I also thought it was a sub-stepping issue, but I maxed out all the values and it didn't change anything
did you tick the box for ccd?
I don't think so, where is that?
hey are there any good tutorials for physics based shooting. the bullets are tracers?
sounds like a question for google
oof
alright
i will try at 8am
im trying to replicate something like insurgency's weapon system
almost minimal hud
How could I make it so if a player stands in a collision, it will repeatedly execute an int + int node then when the player stands out of the collision, it stops. This is all I have right now..
Im guessing I need to use While Loops, I just dont know how to use em..
The while loop doesn't seem too hard
From what I can see and from what I know from lua,
The loop body is what you want to loop and the condition is basically yes or no if you want it looped, and completed im assuming is used after the loop is done, though I've never used it so, I'll go head and try.
Not quite sure.
Usually in lua you'd simply turn off/ change the bool to false and it stops, Assuming this isn't the same it works different, to which I have to test.
That would make the most sense, it runs solely on if the bool is true
Or am I not understanding the meaning of Infinite loop
if its false it'll instantly turn off
Yep, I made it so if you enter the collision, the loop will start then when you leave, the loop will end
in lua it'd be (note: its a coding language)
while true do
print("Test")
end
Of course this would crash you, to which if you wanted to do something until it was off you'd probably instead result to repeat
repeat
print("test")
until boolorwhatever == false
Yep, I learned a bit of lua years ago
Whats the details of y our bool?
doesn't cryengine use lua?
The default is False
Probably, most games use lua as its easy to code with, pretty sure GTA used it for mods and Saints row used it to make the game
When I go into the Collison, the Play Viewport crashes and I get the error that its an infinite loop
@rapid token a "while" loop doesn't occur over time. You're asking the machine to loop infinitely in one frame until the condition changes (which is never unless something in the loop itself changes the condition)
if you want to repeatedly check something over time, use a looping timer (Set Timer By Event node) or tick
^
Im confused..
the loop never changes the condition, therefore the frame hangs
or whatever that means
But when the player leaves the collision, the condition changes?
It doesn't register that until they actually leave
Try adding a delay
anywhere in the loop
should work
delays don't work in loops
wack
if you want a loop that occurs over time, you need a looping timer
I don't know what you're trying to achieve, but... maybe you just want a branch node?
condition --> branch --> your two prints
They want something to happen while its in the box
once you leave it stops happening
for example, while in a box apples spawn, while out of it nothing happens
btw how can i add weight do certain guns and attachments suck as scope
google gives me wack
@rapid token I scrolled and read what you're trying to do. You need to use a node called "Set timer by event". You attach the red wire on that node to a new custom event. You also set the event to loop.
That I cant answer because me myself am new to unreal engine, ish
WhY DoES WhiLE LoOPs NeeD tO BE sO DiFFicUlT
good question
This will cause an event to repeat over time (your int + int, or w/e)
set timer by event is the way to go
They could have made it more simple tho
That makes sense
On collision end, you can Clear Timer by Function Name, or however you want to clear the timer (there are a few ways to do it).
Let me try what you said
on the topic of repeats, Is there a way to make something repeat until something else is a certain value, pretty vague but for example,
Repeatedly subtracting player max walkspeed until it reaches 190 or something
@pseudo heron If you want it to happen all at once, like keep doing math until output = X then you can do a while loop, or a "loop with break". If you want it to happen over time, you need to make some event or function, and use a looping Set Timer node to put it on a periodic repeat
Mmm I can try that
How is the BP supposed to look? Because I cant get it to work π
use a timer, not a loop
How should the Blueprint look?
like the image you posted
except you start a timer
instead of a loop
and get rid of the boolean
yeah that ^
the time is 0
Um alright.
Oh, alright.
timers are framerate independent though
Ah
I m quite new to BP and i m trying to make a progress bar where you hold F and it feels the progress bar but its not working always right
What i m doing wrong and can i make it without tick ?
https://i.imgur.com/UC1DTO8.png
How about
Hm
Probably should just
Put the tick/loop/whatever into the actual part when you press F
and change from tick to loop so you have more control
Tick from what I remember doesn't give a shit about what you want and will keep going on
and i gtg great
cao
What do you mean by in the actual part ?
cao thx anyway π
loops are near instant and don't offer the same time stepping as something like a timer or event tick does
idk what he meant so i m still stuck π¦
you shouldn't use event tick like that. use a timer that increments a value over time
found out my problem its the delay
e.g. when you press F you start the timer, when you release F the timer stops/resets
yes everything works but when i add delay to my widget visibility it is not working right
then... don't?
i want to not vanish instantly when you release F key
i want to be able to see the progres for 1-2 sec
well like I said use a timer and you'll have more control
or don't and live without the delay
up to you
will this the same setup work with timer
you will have to change your setup slightly to accommodate for the timer
it replaces the tick functionality
so i just need to change the tick nothing else ?
.... no
lol
I said it replaces the function of the tick
ok i will search bit more on google π
yes pls
@odd ember Hey, for some reason the loop is continuing after I leave the collision. Im pretty sure it was working before, I dont know why it isnt now
you have to turn it off manually
What?
there is a handle at the other end of the node
no
Lol
You have the timer set to looping. It will always fire one activated. Promote the return value on the timer to a variable, and then on the "EndOverlap" event clear and invalidate the timer.
there you go
Thank you.
I know in my example there it shows ActorEndOverlap, but you should have ComponentEndOverlap or something π
It works, thank you! π
I feel like this is easy but I can't figure it out
Anyone know how to reset jump animation in the air?
I have not messed with animations yet so im not sure, sorry.
Nah there should be a blueprint code for this
well you're wrong
#animation is where you should ask your question
There are multiple places I can ask this question
he is right, since animation is better place for that question
because not everyone in BP knows what's animation about
you ask once, in one channel as per #old-rules
And I only asked once, in this channel.
and I am telling you that #animation is the correct channel
so perhaps instead of arguing
And I am telling you There's multiple places I can ask it.
you could delete your question here and ask there instead
instead of insisting on getting blood from a stone
lol, reminds me of an item called BloodStone in Dota.
If you can't answer the question don't respond to it. It's that simple
I did answer the question
blocked
there isn't a way to do this in BP
what's quickest way to identify which character gets a String type Variable? not Print String, please.
how do you mean?
yup, like how, please
no I mean I didn't get your question
uh sorry
here's the thing, i already set up an enum for all characters (like previously we talked about), now i want to give "String" type of variable to each enum variable.
so, i want to see the results of what is being made
Perhaps something like this, but with your specific enum is what you're trying to accomplish?
I will be more specific, sorry.
so you can set a variable based on what enum was selected?
i am storing an array of strings. Example, my Enum is called "job", and my string is called "1st fruits" and "2nd fruits". What I am trying to do is, each enum gets the same "1st fruits", and then the same each gets different "2nd fruits".
The reason it is being an array of String is because, once any of the fruits being delivered, no one can get it second time.
I still have no idea what you're trying to do honestly
it is kind of "guessing" which fruits you have.
like you want to use an enum just once it sounds like
enum already settled.
is it confusing?
the 2nd fruit is easy, once you use "remove index" after 1st fruit
well, i am thinking of array due to removing the 1st fruit.
so, how do i check which player gets which string type variable?
not Print string
So you're already assigning an array of strings to the player, correct?
or just a single string of a specific fruit?
yes, correct
um wait, this is actually run on game mode, since game mode decides who to give.
player has 0 choice
gamemode will randomly loop through to give them.
so the string stays with GameMode only, unless i am mistaken.
You are the one in control of where variables are being stored. If all you've done is created an enum with a list of jobs, and a couple of arrays with strings in them, you're still a ways away from assigning a player any fruit.
Enum variable for player's job is assigned. And yes, fruit array is made too
Ok, where are you assigning that job? Which blueprint are you storing the variable for the player?
just need a way to see whether my "assigned fruits" BP code are given properly. Need a way to debug/see the result.
i assigned the job in ThirdPersonCharacter class, exposed on spawn.
ok cool
so how to debug/see the fruit String results? Just would like to know whether i am doing it correctly or wrongly.
Ok... I think I get what you're saying... You want to see what is in the player's inventory.
Why doesn't print string work for you tho?
You want a widget or something displayed on screen?
the way i did was, before that "for each loop", i have another "for each loop" on enum array.
print string can't see directly on what/which players has which fruit.
"for each loop" on enum job -> wire to "for each loop" on string fruit. I think i am doing it wrongly maybe.
which is why need to see/debug.
yeah anything will do.
This is a multiplayer game I take it?
yup, nothing serious. Only to learn the ropes of blueprint and understand something new
no need to be accurately replicated, just simply multicast will do
On the ThirdPersonCharacter blueprint, you can do something like this, assuming again you've stored the fruit in an array on the ThirdPersonCharacter blueprint. Each client you can press page up on and then it'll display their own specific array of fruits.
This should be sufficient for checking whether or not your players are getting the appropriate fruit.
Regarding the gameplay ability system, I'm trying to figure out how to execute code on the simulated proxy. But no matter what I try, I can only get code to execute on the auto proxy and the server. I'm currently working in the event graph of a UGameplayAbility
Can anyone give me a suggestion on how I can get a sim proxy to execute code on an auto proxy gameplay ability activation?
hmm weird brain fart
is there any way to do a validated get in bp on an array to get a ref to an element?
if that index is out of the array size i don't wanna mess with it obvs
is valid index
but that just returns a bool and the get would still run since it's "pure"
so i'd get some kind of null error out of size
i'm trying to avoid even trying to get if the index doesn't exist in the array
im ok with a branch!
i just wanna make sure GET doesn't try and get at all if the index doesn't exist in the array
in this hypothetical example, the get i assume would still return a null error
even though i'm not doing anything with the element because of the branch
that wouldn't return null
am i wrong?
hmm ok i thought because the get doesn't have an exec input it would run regardless of the branch
ya i just plug 100000000 into the get
and see what happens?
hehe
make sure whatever number you hardcode into the get to test, you put the same number into the is valid index
precis
yup
ya no errors so i guess i'll move on, but always trying to be careful of null errors clogging things up
yep
@snow halo kind of an academic point but you can also do a length check. If array length isn't greater than whatever... etc
but I haven't had problems with Is Valid Index
ah nice one!
sweet ya. I actually just opted to switch to a map so i can avoid the issue all-together since Find has a check built in
think it's a win win as long as maps are ok with having thousands of pairs : /
int - struct
I've yet to play with those...
I suppose my game doesn't have an inventory system or anything
think if you know you don't need to iterate something sequentially (might as well use an array then) they're a great option
v useful for picking things out without concern of re-ordering etc
Regarding blueprint replicated array of a struct. Is it possible to have a race condition between the OnRep callback and the data being fully replicated?
I have an array of inventory item structs. When I get the OnRep callback and then read a certain field, Iβm always getting the default value instead of the itemβs correct value
Iβm looking at the field in the editor during runtime, itβs showing the value is replicating correctly. So I wonder if this is a race condition?
Whatβs strange is that only one specific field is having the issue (item size). The item icon is replicating correctly every time.
Hi, I need help adding a delay to my stamina regeneration from when i release my button does anyone know how to do this?
adding a delay doesnt work it makes it continue draining stamina after the for the value i have
I have never seen this before... Take this scenario: Map A has 3 copies of Actor B on it. On startup, you get all actors of class B and it returns the 3 actors. On Map C, you also place 3 copies of Actor B on it, and on startup you get all actors of Class B and it returns nothing.
anyone ever seen anything like that at all?
if a map is large, could it not load all the placed actors before the game mode fires off its begin play?
Hello, does anybody know why this doesnt work? So basically i've got macros which returns me an object but it doesnt work properly, but if i just past the code that in it and run it - everything works fine. what do i do wrong?
@stuck hedge It's possible, but I was under the impression that anything in a map, IE placed in editor, was all loaded before game mode's beginplay. I could very well be mistaken though.
I just found out that someone had 2 maps with the same name. So I think the editor was confused on what map to load
Splat
On a side note. If you are on 4.26, you can load maps by soft object now!
@broken roost So basically if you have the interface call in a macro, it doesn't run correctly? Have you checked validity inside of the macro and out?
For both the GameState and the returned pointer from the interface.
I ran through debug and it seems to get everything it needs
Now i see. the thing is that i do multiplayer project and i forgot to replicate the object))
Hey all Gd Mornin π
i have some more vector math / world transforms to do π
anyone got some idea how i can translate a hit location to its position on the hit objects bounding box? π
so like it makes a point on the plane of the bounding box it hit
essentially what this is showing, but im having errors translating ehehe
trying something like this at the moment for the first point, it "works" but if the object is rotated the impact point is not where the trace hits
Good
Bad
lol π
can someone plz explain to me how to delay my stamina from recharging after i let go of shift
this
you can set initial delay for the "Set Timer by Event" node. just open the advanced section of that node.
Any way to get my actor current Y axis and add value to it with blueprints?
so for example i wanna get the current Y and push it another 5m up
@cunning sigil Like, their location, or?
What's a good way to tell if the player is standing still?
@worn nebula Usually velocity.
So like use a Get Velocity and if it all = 0, return true?
if the velocity is near zero. you might want to check if player is sitting or standing as well
If ( GetVelocity->GetVectorLength < 0.5 ) Character is probably standing still
Nice one, thank you guys
@cunning sigil Up or sideways? You said Y earlier. That's left and right in traditional Unreal. Z would be up and down.
oh sorry yes i mean up
Either way, Basically SetActorLocation to (GetActorLocation+DistanceToMove)
@cunning sigil Can't send images right now with the world wide Google issue apparently.. but yeah. Try what I posted above. Should just be GetActorLocation, drag off that and Vector+Vector. Do +500 to Z on that node, and plug that into a SetActorLocation.
just use an linetrace https://docs.unrealengine.com/en-US/InteractiveExperiences/Tracing/Overview/index.html
Overview of the Unreal Engine 4 tracing system.
I updated Unreal for the first time in ages and noticed that I no longer get a live read-out on the event graph of a blueprint during runtime. Was this a removed feature or something I just need to re-enable? I don't want to have to add a break-point and slowly frame skip to what I want to see, there are some things I can tell are amiss at a glance.
Basically talking about seeing the routes light-up, anyone know how to enable this?
Can anyone see by looking if these vectors are world space or local space? i want them to be local to the object that's tracing towards the hit object
Hello , i'm trying to create a spline wall except i want it to be editable while in game and not in the editor , can anyone here give me any ideas ? I'm kinda stumped
i ask because as you can see it is placing more trace points on the players side than the tracers side. Id like is so theres more trace points on the side of the tracer
When you say editable in-game, what is your intention?
@primal smelt Its a building system of sort , i want the player to have a wall that he can drag and extend instead of placing one mesh after the other to make a long wall if that makes any sense to you
For having it editable in-game only you'd need to build the spline in the construction script. I recommend building a vector array and then using a for loop (it might need to be a for each loop, I forget) to add the spline point for each index. You won't see the spline generated until run-time.
i got it sorted π
I'm not sure how you would get the player to manipulate them in-game, maybe have a mesh generated at each spline point that the player could interact with via line/box trace. When the player interacts with it you could use "Find input key closest to world location" to determine which spline point they wish to manipulate. You could then set the spline point at player character's location (if they are physically moving up to it, "grabbing" it and moving away for example) or at location of the player's mouse cursor.
Yeah for me its the player handling is that's a bit ambiguous i already have the first part down and i thought of it too its just i'm not sure how to go about grabbing it kind of so that the player uses it
What is the world context object? I want to know about role of this, and how I can get it in blueprint, but... When I'm searching about it, no one seems want to tell about this. What I have to is just link to this node from some actor reference in the world?
I want a system to play audio but (calling this via an interface) not be available for another audio call until the line is done.
I made a boolean (CAWS_Available) and when command is called this value is 1st checked, if true it is then set false, sound played, delays, set the boolean to true.
In my head it should work fine but I still get repetitive overlapping sound clips.
my blueprint can be seen here. (The variable is now under the player controller as I was trouble shooting it)
https://blueprintue.com/blueprint/g0gyqjke/
same but just image
if this is for something like dialogue
you should use a state on the dialogue engine to check against
sort of, it is a warning alert from flight computer.
but I get same exact issue with a warning sound so, I don't feel that this is dialogue (or even audio) related per se.
messing with bools like you have is a surefire way to get tripped up
well dialogue in the sense of you don't want one line to overlap another line
but up to you
it's your problem not mine
ah ok. I have no clue what dialogue engine is - so was hoping avoiding new can of worms right now π
you want a system that is airtight first
and then let dialogue play through that system
the system itself should know when it is playing a dialogue
it should not be triggered by the dialogue line itself
I appreciate the help. I guess I need to bite the bullet and look into dialogue stuff.
then later you could also potentially fix it it up to queue up dialogue lines
like I said it's not so much dialogue
as it is creating a dialogue engine
ok, cool. Thanks. learning is fun.
Hey guys.
I have an issue, I need to render a static mehs turntable, the mesh is inside a blueprint.
Now, when I add the bluebrint to a squencer it looks alright in the viewport, but as soon as I try to export it as an image sequence, it becomes invisible after 22 frames...
Is there a setting somewhere inside the blueprint I need to check, so it runs for the lengthe of the whole sequence?
Is it possible to send backspace or delete key input using this node?
Still calling for help for why this wouldnβt work. I appreciate CranzEstebogen comments but for now would just need a simple solution.
is the delay long enough to cover your sound?
Quick one, what's the best way to get my widget interaction from my class actor (motion controller) from a ForEachLoopWithBreak?
Seems like the object ref is not allowing me to, why is this?
nvm, I had to refresh the node
Have the call in editor functions/events been deprecated in UE 4.26 ?
Thanks for this by the way! Good work around and now my pause screens have lovely animations again π
My pleasure.
Yes. It's ok if linking with any pawn, actor, or anything in the level. To be precise, inthe world. "world context object" means, anything that could get world through object->GetWorld().
Maybe not. my project in my work is switched from 4.25. But it works right.
I had to re-enable the editor scripting utilities plugin, maybe that's screwing with ya?
plenty long.
When using a Widget component, when the actor gets destroyed, does it auto RemoveFromParent?
Or every time an actor with the widget component is spawned, does it AddToViewport
Or does it just layer ontop every time it's spawned?
i think destroy actor destroys the whole actor
hi, i am trying to import a animation but get this error failed to import /.... .failed to create asset
So I had a question about umg is it possible to program an admin command to change a umg widget for a specific player other than your self
Sure. You would need to get a reference to the specific player controller you're wanting to change.
How would one go about doing that
You'd have to store a reference to all player controllers and have some way of referencing that specific one. Like their player name or something like that. You can create a map of the names to the player controllers, this would then be able to do a find on the map for the specific player, which would then return their player controller.
I'm assuming this would require a switch on authority to get the server version of that player controller?
You're going to need to do an RPC as clients do not have reference to other player controllers, only their own. I imagine you're going to be doing something through the UMG to trigger the event on the first client to change the UMG on the second. So the first client would have their UMG run an event on their player controller which triggers the RPC to the server, which can then look up the reference to all player controllers (probably best to store in game mode or game state), which can then trigger an event on the receiving client's player controller, which can update their UMG.
Is there a fixed update where I can run something 20 times instead of the frame rate
@white lynx This is a third party plugin you're looking for support for. You may want to try contacting the plugin developer as from what I can see in the source of the plugin, it doesn't support having more than one extension shown at once.
ah, very good. Only saw the pipes in the source, nothing about semicolons.
@tidal willow Would a timer suffice?
I was just thinking that updating stuff like the door position shouldn't happen thousands of times in a frame to the clients, only 20
for updating the doors
thats what I meant lol, I meant thousands of time a second*
depending on the FPS
but
whatever lol
No
it should be lerped to the new position to be smooth
instead of sending hundreds of packets
The door position is changed by your mouse
less is more
you move the mouse right -> the door opens a little bit
move it left and it closes a little bit
yank it across the desk and the door swings open
:)
how do i put a value into the Parent Socket?
it wont let me type a value as I expected
or select one with a dropper
doesnt seem to be a way..
trying to attach this static mesh rock to the spine
@tidal willow So you could potentially use a timer like I showed above, and the event from the timer can call your RPC. When they stop trying to manipulate the door, you need to invalidate the timer.
Okay thanks! I'll try to make it work
The door is a little bit complicated so i'll have to figure it out lol
@tidal willow use a timeline dude lol
Also why is door update code in the character?
I'm not exerperienced with timelines at all so I don't know how that would help
it's in the character because it's multiplayer
the door doesn't open it self
the player opens the door
Is a door the only thing a player ever interacts with?
With that button, yes, i'm working on an item pickup system too
but I decided I should change this so it only updates 20 tps on the server
if you can't tell I'm a beginner π
K you'll want to get this right before you get a giant mess on your hands.
Start with making a door bp that can update itself (with a timeline) and in the character either cast the line trace hit actor to door to activate it (poor practice) or make an Interaction interface and implement it on the door.
That's what I tried at first
It wouldn't work with multiplayer cause I couldn't send server events because clients don't control the door, the door (server) does but the players clients control their clients (and not the door)
For multiplayer you'll need to use a run on server event between the line trace and the interaction with the door.
You send the server event within the character to trigger the door. So it'd be like input, line trace, server event, door interaction.
so this stuff should be in the door?
I have a media player variable in a blueprint, i have a button in a separate blueprint, how to stop the media player on the button click
For the start how to access the media player element in the graph where i have the button
there's a pinned post
in this channel
for blueprint communication
I recommend going through that video
ok thanks
i could make a media player variable and set a default value as the player i wanted
Now i am trying to figure out how to stop a running instance of media player on a button press
Empty input array?
The bottoms prints fine but the top doesn't print even once
Put a print before the loop, that prints the length of the array
I did it prints fine too
I'm sure it prints, but do a print of the length of the array
Ref -> Length
If it doesn't print anything in the loop body, it just means there's nothing there to loop over, empty array
ok one second
It is printing 0 at all conditions
meaning it prints 0 when it's not supposed to
So the problem lies before you call that function. Whatever is calling that function, is passing an empty array
it's worth mentioning that another For each loop Passes the Execution through to this for Each Loop
The boolean thing didnβt work. I donβt know why.
But setting the sound concurrency did. Short test here. The alert is too easily triggered (and it says now collision twice on the clip, on purpose).
Hologram and audio warning of nearing collision.
Got the audio concurrency sorted a second ago.
#patrolmars
Hey guys, do you know what happened with Saved/Backup directory in Unreal 4.26? It's not anymore keeping copies of saved files?
i have function in a blueprint and i have another widget blueprint with a button, What is the easiest way to call the function in the blueprint via the button in the other widget blueprint?
hi guys is there a way to make an event tick start working when you press a button?
what im trying to do is make runner and i use the event tick so you dont have to push a button to move forwards, and now i make menu screen for it
but when i play it starts moving and i was wondering how ot make it only activate when i press a button
If you are bored with tutorials: "how to blueprint" I made one "how not to" https://youtu.be/iYVkonpzMbI
If you need more help join me on discord: https://discord.gg/DgUTZwm
Support me on Patreon to get nice assets and tools: https://www.patreon.com/bartkamski
Check my UE4 marketplace assets: https://unrealengine.com/marketplace/en-US/profile/Bartosz+Kamol+Kaminski
hahah! Glad I already know how to program
Dont make me jealous
No, blueprint is fine by me , still jealous tho
Because Iβm an artist in first place
C++?
What language u used
it was with godot the first game
But i know c++ c#, java, some python as well
But I'm best with c#
Oh , python and c++ are ones i wish i know
No its like i have a dream car but i know i wont drive it
So i stick with my working car
I meant blueprint is doing the job decently well
you don't truely wish you knew them then
@boreal helm there's a node called Set Actor Tick Enable
you can disable the tick on an actor class by default in the Class Settings
and then enable it explicitly with that node
How long of experience u have ? Learning them
about a year to be honest
i still learn stuff like all the time
I mean unreal engine has been a hella ride for the past two days
Oh, i did mess with them long ago with unity as I remember but blueprints made me leave programming
Don't get yourself wrong, blueprints is still programming
Writing instructions for the game to run
@swift dome There are a lot of ways and it's specific to the "architecture" of your project. If there are only one of those BPs spawned in the world, your widget can use "Get an actor of class" e.g.
i know they are called visual programming but its engine specific so i dont consider them programming
sorry for the chat while your helping people hehe
I think BP is a visual scripting language
I'm not a programmer so I don't have a fine sense of what separates programming from scripting
I eat Taiwanese food, but since it's not like every food in the world, I don't consider it eating @stray island
:p
@stray island no problem π
@tight schooner scripting language and programming language do the same thing
They're just instructions
They're the same thing
Ya maybe bp is considered scripting not programming
I meant id consider it programming if it was pure and can work out of your engine too
Think of it this way: A script to an actor, is a means of knowing what to do. An author had to write the script in order to tell the Actors what to do. Anyone who writes something that tells someone what to do is effectively "programming" them to do certain things. π
Thanks, ill try searching about getting the actor of a class
i am a complete noob in unreal
But i can call ios (shorcuts app) programming , or android macro apps programming that way
"program" is a word that exists outside of computer science (e.g. https://en.wikipedia.org/wiki/Program_music) so...
Sure you could. Just like entering =SUM(5+4) is programming in Excel.
I donβt disagree with the meaning , I understand the meaning but , in real world i think a programmer is who knows programming languages
truth
A programmer can make robots that will ruin our future i dont think u can do it with blueprints
You absolutely could
I don't think you realize how boundless programming is
UE4 can make calls outside of the engine with blueprints. I can make something in UE4 that communicates with a RaspberryPI that can control servos and motors.
there's nothing stopping you from making a self replicating actor in BP
Really , i didnt know that
Also, I can program in Perl, PHP, C++, C#, Javascript... But I don't know the languages in their entirety. Does that make me any less a programmer? I'm able to do things with these languages that a lot of people wouldn't even begin to comprehend as they don't know anything about programming.
Yeah i feel proud of my self rn , tesla should hire me
Blueprints makes programming hella easy - I find it way more intuitive, and works way better with my brain then trying to scan lines of code.
My mans speaking straight facts over here
Okay but it will always be limited compared to real programming tho
Honestly as a programmer, blueprints are hard af to read for me, but i'm slowly getting used to it
The reason I use it cause I love how intergrated into the engine it is
the true mark of a programmer is the engineering mindset
I'm not used to seeing stuff like this
Blender shader Nodes or rhinos modeling uses such interface im kinda used to that look
(as in, even if you don't know how write it in a specific language, you know what needs to happen in order to execute)
I have a double click function whereby when i double click i want to finish a animation immediately and set it to the end. problem is i cannot use the output finished as it counts my amount of rotations. So if user double clicks he will get 1 more additional rotation which i dont want. Can I somehow send two exe, one to set new time and one down the line to my normal program? Also i have to use play from start
found a workaround. just killed off animation with multiply by 0 and a well placed set
@stray island That is true, but that could also be said for other programming languages - if you aren't provided with certain functionality from the language itself, you typically have to program it in to the language at a lower level to get it. Some languages are more robust or feature rich out of the gate than others. Blueprint can be fairly well expanded through UE4's C++, though I know there are limitations on what Blueprints can ultimately support (like no double precision floats currently). Ultimately, scripting and programming is usually based upon whether something needs to be compiled or not in order to be executed, and in Blueprint's case, it's not required to be compiled, so technically speaking, it is scripting, but don't think that it makes you any less of a programmer as you're still learning and using concepts that text-based programmers need to use as well, you're just not typing out lines of code and can't interact with some of the lower level functions of the engine.
Well , thanks for comparisons , it gave me more confidence as a blueprinter , blueprints has high potential, but its potential is dependent on the engines potential, the more powerful unreal engine gets , the better blueprints are
The luckier part of being a language programmer is that u can improve beyond the unreal engine level
Is there a good way to skew an object in UE4?
I meant in blueprint :p
then no
Alright thanks. I can just make different meshes haha
at least not until epic exposes tools for meshes
I wouldn't say that - again, you are learning and using concepts that text-based languages use as well. So even with Blueprints you can improve beyond the unreal engine. Once you've learned a concept in blueprint, you can probably figure out how to, or at least how to look up, doing something similar in a different language.
can someone help? if I have more then 1 door here that needs to be activated what do I need to add to the for each loop?
right now it opens all the doors at once
does anyone know why cameras in pawn blueprints don't allow for you to sequence their location? Also why is there no look-at function in the BP cameras? :/
Is it possible to change the speed of a line trace?
you can't use this node
you will have to find your doors specifically
again, the blueprint communication video
there's a find look at rotation math node you can use
how can i see what the values are from a generated map?
ty
Im trying to get the player speed using a get velocity and a vector length and then print it but its not working
i dont know why this isnt working
Are you sure your Get Speed function is being called?
@dawn gazelle thank you, forgot to plug this in, faceclap
wut
OOOH I HAVE TO CALL IT
my bad
thx
π
when should i call the function?
When do you want to see the speed?
ok wait i think i got it i think i know where to call it
Is your get speed function just returning the vector length of their velocity? If so, you could just make it a pure function and plug that straight into the string, and you won't need to call it.
ok
whats a pure function
i mean i use these ones
oh yeah and when the player is standing still i want to recharge a battery
When you have a function selected, you'll have an option to make it pure. These functions can be run without hooking up into the execution path.
Then it can appear like this
thank you ima see if this is gonna work
So if you just need to get the speed value, it's probably more efficient to use a pure function
unreal engine hates me and its not appearing
oh ok
Doing this as well, you don't really need to set a variable anywhere in your function.
Just plug in the value to the return node.
this is starting to make more sense now im pretty sure i did it
ayo yall wont believe this it didnt work
because it's not hooked up?
well if where you hooked it up never gets called...
OOOHH
i stg i take a 3 month break from unreal and ive gone fuckin dumb lol
ok now it works thank you guys so much
hey how do i use this clamp node its not working
basically everytime you stay still its going to add more battery level but its causing a infinite loop
When I close the media player, the video closes however; the last frame of the video still remains on the plane, how to clear it?
also this is the code to refill the battery
maybe i should add a delay
it did not fix it
i tried adding this and the hooking the ce to the event tick and it fixed nothing'
I would set up a timer that ticks every second that checks whether the player is moving or not, and if so, add the battery life.
Generally I avoid while loops like that, unless you know they are only going to exec a few times. Don't quote me on this, but I think they need to have something within the loop that would change the boolean to false as well to prevent infinite errors.
Hello. How can I use 6 images as a skybox? must I first use an external program to generate an equirectangular projection from my cubemap first?
is there any easy way of just getting my 6 image cubemap to work? :(
I mean, not really? Everything requires a certain format to function. This is the format that is required to function
- equirectangular projections have distortion around the poles, which I'd like to avoid
- cubemapping is an extremely well established way of creating a sky texture
- it's like 6 calls in OpenGL to use a skybox lol (granted that doesn't take lighting into account, so I can understand why a skysphere is different, but still - there's no reason to just not support classic skyboxes at all)
wound up just using this https://360toolkit.co/convert-cubemap-to-spherical-equirectangular
thanks for the help tho
sorry if I came across as rude - I've just been trying to figure this out for like an hour and a half and I was becoming increasingly more and more frustrated lol
nothing personal
So my player has a capsule. The collision type for this capsule is 'PlayerBlock'. I have it set to ignore everything except WorldStatic. I then have an Actor that has only a box collision. This box's collision type is WorldStatic. It ignores everything but blocks on 'PlayerBlock'.
But the player is still able to walk through it. The interesting part is if I set the blocking actor to overlap for 'PlayerBlock' instead, it generates overlap event. Then changing it back to block nothing happens. I'm kind of baffled as to why this isn't working.
You mean the Static Mesh of the base UE4 Sky?
Maybe
Engine / EngineSky / SM_SkySphere
It's Engine content so if you can't see, check it in the View Options in the Content Browser
how to make sure not to modify a timeline already in use
cause sometin i create timeline and that mody another timeline in another blueprint : [
@abstract summit not sure what you mean, but you can look into "curve assets" if you want a fixed thing that exists outside of a BP class
In theory Materials work on anything, but expect weird results if used outside what they're intended to be used for
I am new to blueprint and am trying to test if a socket is rotated too far behind the player mesh. I got it to work for forwards but cant seem to get the reverse to work. Heres the working portion but changing the value isnt working, or other ideas I had. Anyone have any thoughts?
how can i make the force be relative to the object instead of to the world?
the object is supposedly inheriting the rotation of another object but instead of moving along the axis it should it's just moving along the world's axis
@scenic scroll are you familiar with what it means to get the actors Up / Forward / Right vectors?
i'm sorry i'm not, could you explain / link a vid?
https://www.youtube.com/watch?v=M3wvhvrXrDI Matthew Wadstein to the rescue as always
What are the Get Forward Vector Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
I'd recommend watching this one and his "get right vector" and "get up vector" ones all the way through since you're going to use those nodes a lot when programming
thanks a lot! i actually figured it out right now when i looked it up in UE4, its all working good now! :D
now my star destroyer engines emanate spheres in the right direction
Is there any way to detect right / left click in a widget?
Not sure if this should go in #umg or not
On a button or just anywhere on a widget?
If I can in a button. I was trying to detect left click but for some odd reason when I spawn my widget it wont detect it even if the user is clicking it. π€
Just to make sure, when you created your button, you created the "On Clicked" event for it within the widget, yes?
Yeah of course, that was the first thing I did lol
Ive done it before with other buttons, just for some reason it doesnt trigger with this for some reason
Could be theres something on top of it?
Yes, or the button could be disabled.
Like, text on top of it should be set to "non-hit testable"
Same with images and what have you.
Hmm, alright ill take a look at that and see if changing order maybe fixes it
You can override the On mouse button down function for a widget that can then detect specific mouse events. This example can let you right-click on a widget even without a button. Just make sure all paths out of it have the return node set with handled.
I tried playing around with that yeah, I just wasnt sure what the inputs and such there were for
I think I get it now
any recommendations how to find the actor who triggered a callback if you are listening for it on many actors in the same place?
i subscribe to the OnDeath callback for every enemy NPC i spawn. I suppose I can make the callback a OneParam with reference to self, but is there a more standard way?
Anybody know if it's possible to get the trigger vibration on an XBox controller working? The normal rumble works fine but I can't figure out how to get the motors in the triggers going π¦
Hey Ponty!
Does anyone know how to make it so in a Text in a Widget only some of the Text is binded? Such as the text says "You have 0 kills" but only the 0 is binded?
@solar sonnet Btw your videos inspired me to start learning UE4 again as the last few times I tried, I gave up quickly. But when you started your game, "Punch a Bunch", you were just a beginner and I seen how fast you learned and how well you were doing as a beginner which really inspired me so thank you.
Hey, I'm a bit new to Unreal coming from Unity. I wonder if someone can share how the onclick events work? I have a blueprint reacting to this with a top actor and some actors under it. They are all grouped. Is there an easy way to get all objects to react to mouse click without merging the meshes? So they all share one hit box?
I may be completely wrong as I am just a beginner but you can try using a Box Trigger and put the OnClick Events on that then put the Box Trigger around the objects. (I hope I answered the question correctly and did not misread your issue)
ok thanks I'll try it
?
They are for Overlap events
You can try increasing the collision box in one of the objects or create a new actor with just a collision box and set the OnClick Events in there then put the actor/collision box around your objects.
@dawn gazelle Thanks, it works perfect!
Anyone experienced with setting Custom Data Value on ISM's? It keeps returning false, for no obvious reason
I wish I can help but I have no idea
found it π
Awesome!
Hey, if i want current timestamp in miliseconds (Date and time) i though it was the UTC Now. but it only gives current time in miliseconds and not as a timestamp
Any other nodes i could use or do i need to calculate it my self?
There's a node called "Now" and some others I can't recall...
Get Real Time or something
the now is like UTC Now node, the miliseconds and seconds only provides data from the seconds in current minut, while im after something more like unix timestamp
the most forward way is to have the function itself call out the name of the actor. delegates by nature cannot find callbacks easily
@trim matrix You can do it with the free low entry extended standard library plugin (free)
https://www.unrealengine.com/marketplace/en-US/product/low-entry-extended-standard-library
The trouble is, it generates it as a double, which is not natively available within Blueprints, so it's not intuitive as to how to do any math with it, but you can convert to strings and convert back to a timestamp.
i just noticed that my steamcore plugin has one called get server real time that works. but thanks. better go and look into that plugin too
I'm having an issue with a drivable vehicle.
When I activate it the Is Driving state stays True when I Activate again, which should close the Gate, so I can't quit the vehicle.
I'm not sure how the Tick acts here.
Once it Enters it looks like nothing before the Gate is considered.
I don't think Tick should be used like this. This is within your vehicle BP I take it?
and the "Box" variable you have there is a box collider attached to the vehicle?
Yep.
You should be able to use this event.
I'm already using an overlap node.
That does the work.
I think I got it working well with a Do Once one time.
The fact is, you're still using Tick to do some crazy logic which you probably shouldn't be doing as the checks you've put in place will fire for the vehicle on every single tick and you're also doing a cast, which isn't the greatest idea to do on tick either. You even have an "Is activating" check in there on the player character, so I'm guessing what you're trying to do is you have a vehicle that you want your player to "activate" so that you can drive it, yes?
Any way for making the camera component of a spring arm cam do overlap collisions? I have a camera on a long spring arm (rotating around a building). I want the neighbouring buildings to disappear/reappear on overlap. This is set up on one building as a test, and it works with a different test pawn so that not working is ruled out. Also, if set to block all, the camera collides but will not overlap, as expected. There is no GetGenerateOverlapEvents for the camera. I have tried Root-SpringArm-StaticMesh(as collider)-Camera, but I still can't get it to work. Collision for the springArm itself is activated.
Can you just add a collision sphere to the camera?
Lets try it.
what does this even mean
Cheers.
it's 6am and i'm too tired for unreal to pull its bull where it decides that everything i want is bad and me just put up with it why would john unreal do this to us
Or right click on it and select refresh nodes
forgot you can do that on events...
select the component, and set it in the details panel
tried that, but the original updates too
what do you mean the original updates too?
ISMs can only be 1 mesh
Oh I just realised you aren't talking about ISMs are you
you need a public variable (exposed on spawn as well if you want to set the mesh var in a Spawn Actor From Class), and then you need logic (probably in the construction script) to set the static mesh components mesh to the var
make a construction script that changes it.
You could make an array of meshes to choose from and make an integer variable instance editable, then use the integer as the index of the array
Harvey said it better
As a general rule of thumb, I would do an isvalid on the mesh var get, and have a default mesh for the false branch, so there is always SOMETHING until you change it
validated gets also exist
yep, but that involves extra explaining
Although you are right, and I SHOULD do the construction script, your experience far outweighs mine and it will take me hours to figure it out having to search the books and youtube etc. It's only 6 or 7 buildings so I'll just make multiple blueprints and get on with it I reckon. Time is against me and I spend enough hours going round in circles.
do these buildings have some kind of custom functionality, or are they just static meshes
just massing. Dont do anything, just disappear and reappear when camera passes through them.
let me quickly see if I can do an array
sorry to bother again but i have a new problem
and for reference, this is the function for setting the damage number
(in the hud itself)
...and i have to compress the video showing the bug
alright see you in five minutes
i should really lower my obs settings
I'll make you a video in a few
ok this is the problem
excuse the music playing in the background as i work
several problems actually
not even bothering with the screen full of error since i get em all the time
as you can see:
- player 2 does not launch properly
- no one apparently launches on their client
- the damage does change, but the meter only goes up with the self-damage button
Looks a lot like replication or RPC issues.
also, the floating gold pans are just there cause i didn't attach weapons yet
and yea
how do i fix those issues?
Hard to say. Which one do you want to start with? Cause those are different problems.
Also.... the screen full of errors shouldn't be ignored. When you see errors, trace them down and fix them.
how about no one launching properly
What triggers the launch?
yeah i know i know but it's too much to do with these glaring issues
this function in the pawn
Hello, does someone knows how to increase NetworkPlayerStart limits over 10 000 units ?
My character can't move over it
and in the weapon bp
holy mother of spaghetti
Launch should be ran on server, not owning client.
There's a TON of good stuff pinned to #multiplayer
I would suggest going through...all of it
eXi's compendium really helped me. Read it three times.
OHHH you mean the LAUNCH as in LAUNCHING MECHANIC
ok ok sorry
ill go and fix that right away
Yeah. Launch on server should also make it happen on client.
1000000000%
if i set it to server it just does nothing now
Also the RPC doc is a pretty good resource. Helps you understand really well how machines can communicate with the two RPC lists.
Where is it being called from?
the pawn
What event triggers the launch initially?
what do you mean?
Is it an input key, something that happens from damage, or?
hey guys anyone here have made resizable ui like in most mmos?
how do you make it so it can be resizable
please ping me btw
i put this in the weapon actor
What calls this event then?
ok kharveyh
Okay. First off replicating to owning client is pointless here. Input is always done on the client. So you're already on the client. From an input event, the only networking you can ever do is a Server RPC to get to the server version of this actor, and that's assuming that your client owns that actor. Clients only own their controller and possessed pawn by default.
where have i replicated to owning client?
oh.
so what do i do to make ANY input happen at all?
From a client, the only thing you can do is Server RPC.
Is your gun actor replicated?
Does anyone know how to stop TAB from cycling through widgets?
oh im blind oopsy daisy
now it's replicated but the little guy still won't move no matter how much i hit him with this solid gold frying pan
also i discovered that the damage doesnt actually go up when i hit him
Since it wasn't before, I'm assuming that you were spawning weapons client side as well. You should only spawn and attach the weapons on the server, where you can also set their owner variable to either that player's pawn or their controller. Then that weapon can send server RPCs.
Here, I have a simple multiplayer project set up at the moment so I can make a quick demo.
oh ok
@covert kestrel here
https://youtu.be/yEUlrvJ_rSg
accidentally had the right side cropping the window so you miss some non essential stuff. You can always ask for a refund π
do you kn
@covert kestrel, do you know how to change a variable to an array?
beacuse that bit is cropped...
Awesome thanks. I'll watch this shortly, just playing with the visibility timeline, it's a bit harsh the on and off for my liking, needs smoothing and also, maybe even not full visibility.
@vivid aurora In the player's pawn, do this. This will allow you to shoot things and damage it on the client.
click there and change to rubix cube (3x3 grid)
@vivid aurora I'm out for a bit. Try this out and see if it works for you. Can help in a couple of hours if you're still having trouble with it.
no, well yes I think I do, but I couldn't find it on the drop down to change it. I add a variable, then go to details to set it to whichever class or reference etc
Hi, I roughly know how child blueprint classes work, but I was looking for a way to split my player blueprint into multiple separate blueprints, both for organization and to help avoiding version control "stepping over eachother" situations.
How can I make it so I have a player blueprint, that itself has almost no code besides including the code that is written inside other blueprints?
For example, movement, a scanner ability, attacks/weapons... would be written as much as possible in each their own blueprints, and then all combined back into the player blueprint.
So if I'm tweaking the movement code, and my friend wants to finish the scanner, he can do that instead of having to wait for me to be done and push my changes.
Is this even the best approach with Blueprints? Maybe there is something else that fits these needs better
@untold rose you could use a blueprint interface or the "gameplay abilities" plugin. Both will let you make functions in other blueprints that you could use in your character, but not edit in your character. Im sure theres other ways but i cant think of them off the top of my head.
Blueprint interface.. I'll look at that
didnt work for me
had to tweak some things to work with my system tho so it may just be my fault
@untold rose im sorry not a BP interface, i meant function library/macro library. BP interfaces are still very useful if youre new to the engine.
Ok thanks
who are you talking to
hey so idk if this is really simple but i thought i wanted to try and take the marble game to a new level, i want to make a marble racing game, where you control a ball, but i have a few questions/design choices i want to make with it
got it, watching it now, sticking to set visibility boolean. I am wondering, can the box collision be changed/resized to suit? I guess not.
first most obvious question is do i make it so i can drift with the ball, or if i should get the controls just right so i the player feels like they have control over a ball well enough to not have to drift
if the collision was made for the static mesh it would change automatically in the mesh swapping system
and is it easy to get a ball to move with motion the way i want it to
like for a racing game
now only the server gets the weapon, so it doesn't work anywhere on dedicated servers
i guess you have the rolling template so i can just modify that
also, characters launch, but don't go anywhere
Again, I'll reiterate that you would be better served going and reading at minimum the Networking Compendium pinned to #multiplayer
sorry
No need to be sorry. The reason I'm saying that is people can help you solve one little problem at a time, but it will take forever and you won't learn how it works....so you won't know how to debug at all
i feel like the ball starter is almost there but it needs some more control maybe i dont need a drift but let me see if i can just give my self more control on the ball, though i dont know how
hey guys so i have a question about camera movement, i have a nice springarm setup and some delay. The camera inherits all the arms movements for a nice "imersive feel". But id now like to level the camera on the end of the spring arm. So i want the arm to inherit the actors movements but the camera to stabilise on the spring arm. im getting confused with relative rotations ehehe
mostly i jsut want the camera to stay horizontal unless there is a mouse input
Is there any way to get/set a "sound time" type variable? I would like to see at what playtime a sound component is and adjust the time.
You're asking a design oriented question which we can't really help you with. You would have to try it out yourself and figure out if the ball drifting is the feel you want for your game, and then have others possibly test it to see how they like how it feels, and then go from there.
you can get time from any sound
how?
... by pulling out the context string and typing in time? there should at least be get duration and get current time
can't find anything like current time :/
there is a duration but that doesn't really help me
I want to possess another character, but only if its visible to my pawn. Should this logic be in my gamemode, charController or on the Char?
This might work for you
Just need to reset the timer whenever you play something new.
Or pause it if you pause the playback of the sound.
Probably on the controller, but should also work on char.
Yeah that would be the backup solution, but is there really no cleaner way?
I mean i'd always have to kill the sound
and then respawn it at the time i want
sorry it's actually through an OnPlaybackPercentage event node
also it is strongly encouraged to use create timer by event and use the CreateEvent node instead of using the timer by name variant
thanks
Yeah that's a much better solution π
Hey, im starting out and im trying to make a day night cycle so i set this up from a tutorial... from what i understand every 'tick' it should be rotating my sun light by adding a value to the Y rotation... this seems to be working, i wanted to change something for night time so i tried getting the rotation... however when i actually look at my lights rotation it keeps going back and forth between negative and positive vales, and then switching the z or x axis... any help with whats going on here?
Y rotation should read more like 0, 124, 0 & counting up.. instead of -179,56,-179 and counting down
Hi! I'm looking for a way to save the position in the level where I enter a building (switch level) so I can come back to the same location again when I switch back out of the building. How can I do that?
Single player or multiplayer game?
Single
You can store the location in game instance. I'd possibly recommend creating a map of strings to vectors with the level name set in the string and the vector the location of the player. Whenever a level loads up that requires to know the old position, have it look in the game instance to see if it can find the value in the map, if it does, load it, and then clear it from the map.
I'll look into that. Thanks for the direction!
Oh yeah, sorry.
if i want to do something like diablo game where u press left click and ur chara move towards where u click
can u achive this using Get Hit Result under Cursor
and break the result
You can. You should check out the TopDown template.
by right, this should be giving my player's the fruits from array of fruits, right?
just to clarify
it's going to give your new character a fruit string
but apparently it does not
whatever that may be
This is in GameMode
your string array may be empty
have you debugged?
hold on
L have create a widget Iphone and when my character click a icon it will run a media but media doesnt output sound cause its image how can add the sound??
you should debug
yes breakpoint
to see if your values actually stick
yeah printstring every string
it shows
but then my player isn't getting any
this method, worked on Enum
however, the string's looping practice isn't working
let me restart the whole engine project
no
you're not testing it properly
you should test the array you constructed
not some random new array
well, if player gets a fruit, it will be printed out with that Page Up input
which worked for Enum practice
if client 1 gets "painter" as enum, it prints "painter only
similarly if client 2 gets "dentist" enum, printed dentist only
there's no random new array
it's fruit variable in thirdpersoncharacter class
there's only 1 array