#blueprint

402296 messages Β· Page 584 of 403

pine trellis
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oh wait I think it works WTF

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hold on

hollow cape
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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

pine trellis
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yes it works now I had reset the bp on the level, one last question is this method expensive?

odd ember
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when you refactor
that's some positivist thinking right there

pine trellis
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I read online saying that get all actors off class is expensive and should only be used in begin play

odd ember
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it should never be used

hollow cape
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If at all. I have 0 shipping code that uses it

odd ember
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the fact that it is expensive doesn't really matter

rough jay
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what should you use instead

odd ember
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it's the fact that it creates hacky scenarios that trip you up further along the way

deft hawk
hollow cape
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The blueprint communication vid pinned here explains other ways to handle this type of thing

pine trellis
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well alot of stuff on the market places uses it

hollow cape
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Doesn't mean it's right

odd ember
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lmao

hollow cape
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you should strive to get rid of it in general

odd ember
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I would never buy any BP off the marketplace

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it's a recipe for disaster

hollow cape
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Every time I've tried to implement a system off the MP, I end up scrapping it. Never works out

pine trellis
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well how else can someone learn, I learned from looking at code off the marketplace

odd ember
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that's bad

pine trellis
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some people even helped me and showed me stuff so its not that bad

odd ember
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it is bad

hollow cape
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@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

odd ember
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it's the blind leading the blind

hollow cape
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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.

odd ember
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that's how people learn

hollow cape
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100% on that. There are some fantastic resources here

pine trellis
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where is it pinned

odd ember
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in this channel

pine trellis
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oh I see it

deft hawk
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@hollow cape There are no extra spheres inside the wall (used wireframe view to confirm)

odd ember
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@deft hawk have you debugged it?

deft hawk
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Sorry don't understand what you're asking

odd ember
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okay let's try like this

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get a print string node

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and put it where it says Other Comp

chrome orchid
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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

deft hawk
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@odd ember Yea it's printing the name of the component it's ending overlap with

odd ember
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that's kind of the point

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so is that the component you want it to overlap with?

deft hawk
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Yes

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But it's returning a different end location every time

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It's intended to draw the green sphere at the location where it ended overlap

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ie. the other side of the wall

hollow cape
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is this using projectile movement component? traces?

deft hawk
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Projectile Movement

hollow cape
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what's your velocity set to

deft hawk
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3000

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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.

hollow cape
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you could trace backwards on end overlap theoretically to find the exact other side of the object.

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would be hard to account for gravity however

deft hawk
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I tried that already but it was returning the same inconsistent results. Green circle was getting drawn inside the wall

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at various locations

hollow cape
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is this object a standard cube that's just scaled?

deft hawk
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Uhhh. possibly

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yes

hollow cape
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just to verify do alt+c and make sure it's not an issue with the collision

deft hawk
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Collision appears to be fine

odd ember
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try without using scale

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use box extents instead

hollow cape
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eh I've never had issues with scaled meshes.... I think it's a substepping issue with projectile movement

deft hawk
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Yea, un-scaling it had no effect. I wonder if it's just the delay from the end overlap event to the DrawDebugSphere

hollow cape
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no

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that won't be it

odd ember
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I've seen scaling issues before so if nothing else using box extents is playing it safe

hollow cape
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no kidding? there ya go

deft hawk
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What is a box extent?

hollow cape
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That doesn't help here though, as he's just using the end overlap event

deft hawk
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I also thought it was a sub-stepping issue, but I maxed out all the values and it didn't change anything

odd ember
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did you tick the box for ccd?

deft hawk
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I don't think so, where is that?

odd ember
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search for it

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ordinarily it shouldn't be necessary

deft hawk
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Checked it, same results

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This is really weird

muted dawn
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hey are there any good tutorials for physics based shooting. the bullets are tracers?

odd ember
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sounds like a question for google

muted dawn
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oof

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alright

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i will try at 8am

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im trying to replicate something like insurgency's weapon system

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almost minimal hud

rapid token
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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..

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Im guessing I need to use While Loops, I just dont know how to use em..

pseudo heron
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The while loop doesn't seem too hard

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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.

rapid token
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^^^ It says that is an infinite loop... How.. @pseudo heron

pseudo heron
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Not quite sure.

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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.

rapid token
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Hmm

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Its not infinite since if you leave the collision, it will turn off the loop?

pseudo heron
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That would make the most sense, it runs solely on if the bool is true

rapid token
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Or am I not understanding the meaning of Infinite loop

pseudo heron
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if its false it'll instantly turn off

rapid token
pseudo heron
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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
rapid token
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Yep, I learned a bit of lua years ago

pseudo heron
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Whats the details of y our bool?

muted dawn
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doesn't cryengine use lua?

rapid token
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The default is False

pseudo heron
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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

rapid token
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When I go into the Collison, the Play Viewport crashes and I get the error that its an infinite loop

pseudo heron
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Hm

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OH wiat

tight schooner
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@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)

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if you want to repeatedly check something over time, use a looping timer (Set Timer By Event node) or tick

pseudo heron
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^

rapid token
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Im confused..

pseudo heron
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Basically

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it crashes because its printing too fast

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I tihnk

tight schooner
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the loop never changes the condition, therefore the frame hangs

pseudo heron
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or whatever that means

rapid token
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But when the player leaves the collision, the condition changes?

pseudo heron
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It doesn't register that until they actually leave

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Try adding a delay

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anywhere in the loop

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should work

tight schooner
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delays don't work in loops

pseudo heron
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wack

tight schooner
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if you want a loop that occurs over time, you need a looping timer

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I don't know what you're trying to achieve, but... maybe you just want a branch node?

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condition --> branch --> your two prints

pseudo heron
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They want something to happen while its in the box

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once you leave it stops happening

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for example, while in a box apples spawn, while out of it nothing happens

muted dawn
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btw how can i add weight do certain guns and attachments suck as scope

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google gives me wack

tight schooner
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@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.

pseudo heron
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That I cant answer because me myself am new to unreal engine, ish

rapid token
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WhY DoES WhiLE LoOPs NeeD tO BE sO DiFFicUlT

pseudo heron
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good question

tight schooner
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This will cause an event to repeat over time (your int + int, or w/e)

muted dawn
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set timer by event is the way to go

rapid token
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They could have made it more simple tho

pseudo heron
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That makes sense

muted dawn
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i use it on my stamina system

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for add stamina and remove stamina events

tight schooner
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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).

rapid token
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Let me try what you said

pseudo heron
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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

tight schooner
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@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

pseudo heron
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Mmm I can try that

rapid token
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How is the BP supposed to look? Because I cant get it to work πŸ˜‚

odd ember
rapid token
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How should the Blueprint look?

odd ember
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like the image you posted

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except you start a timer

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instead of a loop

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and get rid of the boolean

tight schooner
odd ember
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yeah that ^

rapid token
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Wont work.....

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Wait

odd ember
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the time is 0

rapid token
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Got it

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Thank you! πŸ˜„

odd ember
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I recommend using GetWorldDeltaSeconds

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for anything in world

rapid token
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Um alright.

odd ember
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that will roughly approximate one frame

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so your value updates each frame

rapid token
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Oh, alright.

odd ember
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timers are framerate independent though

rapid token
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Ah

orchid osprey
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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

pseudo heron
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How about

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Hm

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Probably should just

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Put the tick/loop/whatever into the actual part when you press F

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and change from tick to loop so you have more control

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Tick from what I remember doesn't give a shit about what you want and will keep going on

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and i gtg great

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cao

orchid osprey
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What do you mean by in the actual part ?

pseudo heron
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the point to which you press F

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as in the pressed <> thingie

orchid osprey
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cao thx anyway πŸ™‚

odd ember
orchid osprey
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idk what he meant so i m still stuck 😦

odd ember
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you shouldn't use event tick like that. use a timer that increments a value over time

orchid osprey
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found out my problem its the delay

odd ember
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e.g. when you press F you start the timer, when you release F the timer stops/resets

orchid osprey
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yes everything works but when i add delay to my widget visibility it is not working right

odd ember
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then... don't?

orchid osprey
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i want to not vanish instantly when you release F key

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i want to be able to see the progres for 1-2 sec

odd ember
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well like I said use a timer and you'll have more control

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or don't and live without the delay

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up to you

orchid osprey
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will this the same setup work with timer

odd ember
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you will have to change your setup slightly to accommodate for the timer

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it replaces the tick functionality

orchid osprey
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so i just need to change the tick nothing else ?

odd ember
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.... no

orchid osprey
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lol

odd ember
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I said it replaces the function of the tick

orchid osprey
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ok i will search bit more on google πŸ™‚

odd ember
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yes pls

rapid token
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@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

odd ember
rapid token
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What?

odd ember
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there is a handle at the other end of the node

rapid token
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Like that?

odd ember
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no

rapid token
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Lol

dawn gazelle
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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.

odd ember
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there you go

rapid token
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Thank you.

dawn gazelle
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I know in my example there it shows ActorEndOverlap, but you should have ComponentEndOverlap or something πŸ˜›

rapid token
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It works, thank you! πŸ™‚

trim matrix
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I feel like this is easy but I can't figure it out

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Anyone know how to reset jump animation in the air?

rapid token
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I have not messed with animations yet so im not sure, sorry.

trim matrix
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Nah there should be a blueprint code for this

odd ember
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well you're wrong

trim matrix
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?

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There is definitely a way to do this in blueprints

odd ember
trim matrix
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There are multiple places I can ask this question

timber cloak
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he is right, since animation is better place for that question

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because not everyone in BP knows what's animation about

odd ember
trim matrix
odd ember
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and I am telling you that #animation is the correct channel

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so perhaps instead of arguing

trim matrix
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And I am telling you There's multiple places I can ask it.

odd ember
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you could delete your question here and ask there instead

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instead of insisting on getting blood from a stone

timber cloak
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lol, reminds me of an item called BloodStone in Dota.

trim matrix
odd ember
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I did answer the question

trim matrix
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blocked

odd ember
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there isn't a way to do this in BP

timber cloak
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what's quickest way to identify which character gets a String type Variable? not Print String, please.

timber cloak
odd ember
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no I mean I didn't get your question

timber cloak
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uh sorry

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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.

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so, i want to see the results of what is being made

odd ember
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enums have a ToString function

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or node

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so the conversion should be easy

timber cloak
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uh, i will check that. Thanks

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um, not that.

dawn gazelle
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Perhaps something like this, but with your specific enum is what you're trying to accomplish?

timber cloak
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I will be more specific, sorry.

dawn gazelle
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so you can set a variable based on what enum was selected?

timber cloak
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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.

odd ember
#

I still have no idea what you're trying to do honestly

timber cloak
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it is kind of "guessing" which fruits you have.

odd ember
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like you want to use an enum just once it sounds like

timber cloak
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enum already settled.

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is it confusing?

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the 2nd fruit is easy, once you use "remove index" after 1st fruit

timber cloak
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so, how do i check which player gets which string type variable?

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not Print string

dawn gazelle
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So you're already assigning an array of strings to the player, correct?

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or just a single string of a specific fruit?

timber cloak
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yes, correct

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um wait, this is actually run on game mode, since game mode decides who to give.

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player has 0 choice

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gamemode will randomly loop through to give them.

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so the string stays with GameMode only, unless i am mistaken.

dawn gazelle
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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.

timber cloak
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Enum variable for player's job is assigned. And yes, fruit array is made too

dawn gazelle
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Ok, where are you assigning that job? Which blueprint are you storing the variable for the player?

timber cloak
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just need a way to see whether my "assigned fruits" BP code are given properly. Need a way to debug/see the result.

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i assigned the job in ThirdPersonCharacter class, exposed on spawn.

dawn gazelle
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ok cool

timber cloak
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so how to debug/see the fruit String results? Just would like to know whether i am doing it correctly or wrongly.

dawn gazelle
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Ok... I think I get what you're saying... You want to see what is in the player's inventory.

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Why doesn't print string work for you tho?

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You want a widget or something displayed on screen?

timber cloak
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the way i did was, before that "for each loop", i have another "for each loop" on enum array.

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print string can't see directly on what/which players has which fruit.

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"for each loop" on enum job -> wire to "for each loop" on string fruit. I think i am doing it wrongly maybe.

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which is why need to see/debug.

timber cloak
dawn gazelle
#

This is a multiplayer game I take it?

timber cloak
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no need to be accurately replicated, just simply multicast will do

dawn gazelle
#

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.

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This should be sufficient for checking whether or not your players are getting the appropriate fruit.

timber cloak
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uh, i can see the results now

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all blank lol. Means i am doing it wrongly

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thanks!

idle gust
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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?

snow halo
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hmm weird brain fart

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is there any way to do a validated get in bp on an array to get a ref to an element?

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if that index is out of the array size i don't wanna mess with it obvs

hollow cape
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is valid index

snow halo
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but that just returns a bool and the get would still run since it's "pure"

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so i'd get some kind of null error out of size

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i'm trying to avoid even trying to get if the index doesn't exist in the array

hollow cape
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you can use a select

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assuming you aren't wanting to use a branch

snow halo
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im ok with a branch!

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i just wanna make sure GET doesn't try and get at all if the index doesn't exist in the array

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in this hypothetical example, the get i assume would still return a null error

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even though i'm not doing anything with the element because of the branch

hollow cape
#

that wouldn't return null

snow halo
#

am i wrong?

hollow cape
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the get wouldn't run unless the branch was true

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easy way to tes

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test*

snow halo
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hmm ok i thought because the get doesn't have an exec input it would run regardless of the branch

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ya i just plug 100000000 into the get

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and see what happens?

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hehe

hollow cape
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make sure whatever number you hardcode into the get to test, you put the same number into the is valid index

snow halo
#

precis

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yup

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ya no errors so i guess i'll move on, but always trying to be careful of null errors clogging things up

hollow cape
#

yep

tight schooner
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@snow halo kind of an academic point but you can also do a length check. If array length isn't greater than whatever... etc

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but I haven't had problems with Is Valid Index

snow halo
#

ah nice one!

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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

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think it's a win win as long as maps are ok with having thousands of pairs : /

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int - struct

tight schooner
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I've yet to play with those...

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I suppose my game doesn't have an inventory system or anything

snow halo
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think if you know you don't need to iterate something sequentially (might as well use an array then) they're a great option

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v useful for picking things out without concern of re-ordering etc

mortal nacelle
#

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?

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I have an array of inventory item structs. When I get the OnRep callback and then read a certain field, I’m always getting the default value instead of the item’s correct value

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I’m looking at the field in the editor during runtime, it’s showing the value is replicating correctly. So I wonder if this is a race condition?

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What’s strange is that only one specific field is having the issue (item size). The item icon is replicating correctly every time.

muted dawn
#

Hi, I need help adding a delay to my stamina regeneration from when i release my button does anyone know how to do this?

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adding a delay doesnt work it makes it continue draining stamina after the for the value i have

stuck hedge
#

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.

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anyone ever seen anything like that at all?

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if a map is large, could it not load all the placed actors before the game mode fires off its begin play?

broken roost
#

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?

maiden wadi
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@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.

stuck hedge
maiden wadi
#

Splat

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On a side note. If you are on 4.26, you can load maps by soft object now!

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@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?

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For both the GameState and the returned pointer from the interface.

broken roost
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I ran through debug and it seems to get everything it needs

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Now i see. the thing is that i do multiplayer project and i forgot to replicate the object))

latent arch
#

Hey all Gd Mornin πŸ™‚

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i have some more vector math / world transforms to do πŸ˜„

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anyone got some idea how i can translate a hit location to its position on the hit objects bounding box? πŸ™‚

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so like it makes a point on the plane of the bounding box it hit

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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

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lol πŸ™‚

muted dawn
#

can someone plz explain to me how to delay my stamina from recharging after i let go of shift

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this

worthy tendon
muted dawn
#

oh

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@worthy tendon thx

cunning sigil
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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

maiden wadi
#

@cunning sigil Like, their location, or?

worn nebula
#

What's a good way to tell if the player is standing still?

maiden wadi
#

@worn nebula Usually velocity.

worn nebula
#

So like use a Get Velocity and if it all = 0, return true?

worthy tendon
maiden wadi
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If ( GetVelocity->GetVectorLength < 0.5 ) Character is probably standing still

cunning sigil
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Yes location i mean

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I wanna make the car go up 5m on clicking K

worn nebula
#

Nice one, thank you guys

maiden wadi
#

@cunning sigil Up or sideways? You said Y earlier. That's left and right in traditional Unreal. Z would be up and down.

cunning sigil
#

oh sorry yes i mean up

maiden wadi
#

Either way, Basically SetActorLocation to (GetActorLocation+DistanceToMove)

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@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.

primal smelt
#

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.

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Basically talking about seeing the routes light-up, anyone know how to enable this?

latent arch
#

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

short coral
#

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

latent arch
#

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

primal smelt
short coral
#

@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

primal smelt
#

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.

latent arch
#

i got it sorted πŸ˜„

primal smelt
#

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.

short coral
#

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

prisma pumice
#

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?

zinc portal
#

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/

odd ember
#

if this is for something like dialogue

#

you should use a state on the dialogue engine to check against

zinc portal
#

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.

odd ember
#

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

zinc portal
#

ah ok. I have no clue what dialogue engine is - so was hoping avoiding new can of worms right now πŸ˜›

odd ember
#

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

zinc portal
#

I appreciate the help. I guess I need to bite the bullet and look into dialogue stuff.

odd ember
#

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

zinc portal
#

ok, cool. Thanks. learning is fun.

harsh coral
#

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?

spice ibex
harsh coral
#

Ha, found it

#

Right click, convert to spawnable...

zinc portal
odd ember
#

is the delay long enough to cover your sound?

gusty shuttle
#

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

shrewd condor
#

Have the call in editor functions/events been deprecated in UE 4.26 ?

blazing atlas
#

Thanks for this by the way! Good work around and now my pause screens have lovely animations again πŸ‘

prisma pumice
prisma pumice
narrow bear
zinc portal
gusty shuttle
#

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?

rough jay
#

i think destroy actor destroys the whole actor

past girder
#

hi, i am trying to import a animation but get this error failed to import /.... .failed to create asset

cold moss
#

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

dawn gazelle
#

Sure. You would need to get a reference to the specific player controller you're wanting to change.

cold moss
#

How would one go about doing that

dawn gazelle
#

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.

cold moss
#

I'm assuming this would require a switch on authority to get the server version of that player controller?

dawn gazelle
#

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.

tidal willow
#

Is there a fixed update where I can run something 20 times instead of the frame rate

dawn gazelle
#

@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
#

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

lusty shard
#

less is more

tidal willow
#

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

#

:)

lusty shard
#

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

dawn gazelle
#

@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.

tidal willow
#

Okay thanks! I'll try to make it work

faint pasture
#

@tidal willow use a timeline dude lol

#

Also why is door update code in the character?

tidal willow
#

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

faint pasture
#

Is a door the only thing a player ever interacts with?

tidal willow
#

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 πŸ˜†

faint pasture
#

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.

tidal willow
#

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)

faint pasture
#

For multiplayer you'll need to use a run on server event between the line trace and the interaction with the door.

faint pasture
tidal willow
swift dome
#

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

odd ember
#

there's a pinned post

#

in this channel

#

for blueprint communication

#

I recommend going through that video

swift dome
#

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

forest sable
#

can somebody enlighten me

#

i have this code

narrow bear
#

Empty input array?

forest sable
#

The bottoms prints fine but the top doesn't print even once

narrow bear
#

Put a print before the loop, that prints the length of the array

forest sable
#

I did it prints fine too

narrow bear
#

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

forest sable
#

ok one second

#

It is printing 0 at all conditions

#

meaning it prints 0 when it's not supposed to

narrow bear
#

So the problem lies before you call that function. Whatever is calling that function, is passing an empty array

forest sable
#

it's worth mentioning that another For each loop Passes the Execution through to this for Each Loop

zinc portal
fading oak
#

Hey guys, do you know what happened with Saved/Backup directory in Unreal 4.26? It's not anymore keeping copies of saved files?

swift dome
#

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?

boreal helm
#

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

devout pine
tidal willow
#

hahah! Glad I already know how to program

stray island
tidal willow
#

Just learn then?

#

lol

stray island
#

No, blueprint is fine by me , still jealous tho

#

Because I’m an artist in first place

tidal willow
#

I'm not lmao

#

I have programmer art

stray island
#

C++?

tidal willow
#

programmer art == shitty art

#

the best art i've made was my first completed game

stray island
#

What language u used

tidal willow
#

it was with godot the first game

#

But i know c++ c#, java, some python as well

#

But I'm best with c#

stray island
#

Oh , python and c++ are ones i wish i know

tidal willow
#

then learn them! haha

#

You can't just wish to learn it :p

stray island
#

No its like i have a dream car but i know i wont drive it

#

So i stick with my working car

tidal willow
#

i dont get it but ok

#

you've already convinced yourself you'll never do it so

stray island
#

I meant blueprint is doing the job decently well

tidal willow
#

you don't truely wish you knew them then

tight schooner
#

@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

stray island
#

How long of experience u have ? Learning them

tidal willow
#

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

stray island
#

Oh, i did mess with them long ago with unity as I remember but blueprints made me leave programming

tidal willow
#

Don't get yourself wrong, blueprints is still programming

#

Writing instructions for the game to run

tight schooner
#

@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.

stray island
#

i know they are called visual programming but its engine specific so i dont consider them programming

stray island
tight schooner
#

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

tidal willow
#

I eat Taiwanese food, but since it's not like every food in the world, I don't consider it eating @stray island

#

:p

tight schooner
#

@stray island no problem πŸ™‚

tidal willow
#

@tight schooner scripting language and programming language do the same thing
They're just instructions

#

They're the same thing

stray island
#

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

dawn gazelle
#

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. πŸ˜›

swift dome
#

i am a complete noob in unreal

stray island
tight schooner
dawn gazelle
#

Sure you could. Just like entering =SUM(5+4) is programming in Excel.

stray island
#

I don’t disagree with the meaning , I understand the meaning but , in real world i think a programmer is who knows programming languages

dawn gazelle
#

Nah a programmer is someone who has a sufficient level of Google-Fu.

#

XD

tidal willow
#

truth

stray island
#

A programmer can make robots that will ruin our future i dont think u can do it with blueprints

dawn gazelle
#

You absolutely could

odd ember
#

I don't think you realize how boundless programming is

dawn gazelle
#

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.

odd ember
#

there's nothing stopping you from making a self replicating actor in BP

trim matrix
#

I didnt know that either lmao

#

Thats dope

dawn gazelle
#

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.

stray island
#

Yeah i feel proud of my self rn , tesla should hire me

dawn gazelle
#

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.

trim matrix
#

My mans speaking straight facts over here

stray island
tidal willow
#

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

odd ember
tidal willow
stray island
odd ember
#

(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)

hollow drift
#

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

dawn gazelle
#

@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.

stray island
trim matrix
#

Is there a good way to skew an object in UE4?

odd ember
#

export it into blender, skew it, reimport

#

but also not a blueprint question

trim matrix
#

I meant in blueprint :p

odd ember
#

then no

trim matrix
#

Alright thanks. I can just make different meshes haha

odd ember
#

at least not until epic exposes tools for meshes

dawn gazelle
pine trellis
#

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

drowsy osprey
#

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? :/

trim matrix
#

Is it possible to change the speed of a line trace?

odd ember
#

you will have to find your doors specifically

#

again, the blueprint communication video

odd ember
hollow drift
#

how can i see what the values are from a generated map?

hollow drift
#

ty

lean compass
#

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

dawn gazelle
#

Are you sure your Get Speed function is being called?

hollow drift
lean compass
#

OOOH I HAVE TO CALL IT

#

my bad

#

thx

dawn gazelle
#

πŸ˜„

lean compass
#

when should i call the function?

dawn gazelle
#

When do you want to see the speed?

lean compass
#

ok wait i think i got it i think i know where to call it

unkempt granite
#

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.

lean compass
#

ok

#

whats a pure function

dawn gazelle
#

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.

lean compass
#

oooh

dawn gazelle
unkempt granite
#

Yup, what Datura said lol

lean compass
#

thank you ima see if this is gonna work

unkempt granite
#

So if you just need to get the speed value, it's probably more efficient to use a pure function

lean compass
dawn gazelle
#

You need to create a return value on your function

lean compass
#

oh ok

dawn gazelle
#

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.

lean compass
#

ayo yall wont believe this it didnt work

odd ember
#

because it's not hooked up?

lean compass
#

wait

#

hol up

#

nope still didnt work

odd ember
#

well if where you hooked it up never gets called...

lean compass
#

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

#

basically everytime you stay still its going to add more battery level but its causing a infinite loop

swift dome
#

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?

lean compass
#

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'

dawn gazelle
#

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.

trail flame
#

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? :(

hollow cape
#

afaik you need to create the cubemap in an external program

#

@trail flame

trail flame
#

that's really stupid

#

thanks tho

hollow cape
#

I mean, not really? Everything requires a certain format to function. This is the format that is required to function

trail flame
#
  1. equirectangular projections have distortion around the poles, which I'd like to avoid
  2. cubemapping is an extremely well established way of creating a sky texture
  3. 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)
#

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

sand glade
#

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.

vast lion
#

Where is a sky mesh dome?

#

Can't seem to find it?

dark crow
#

You mean the Static Mesh of the base UE4 Sky?

vast lion
#

Maybe

stray island
#

can i rotate the top view in editor 90 degrees

#

Instead of rotating my world

dark crow
#

It's Engine content so if you can't see, check it in the View Options in the Content Browser

abstract summit
#

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 : [

vast lion
#

@dark crow thanks

#

Do sky materials only work on that mesh?

tight schooner
#

@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

dark crow
#

In theory Materials work on anything, but expect weird results if used outside what they're intended to be used for

opal marsh
#

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?

scenic scroll
#

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

molten gate
#

@scenic scroll are you familiar with what it means to get the actors Up / Forward / Right vectors?

scenic scroll
#

i'm sorry i'm not, could you explain / link a vid?

molten gate
#

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

scenic scroll
#

thanks a lot! i actually figured it out right now when i looked it up in UE4, its all working good now! :D

neon sorrel
#

Is there any way to detect right / left click in a widget?

#

Not sure if this should go in #umg or not

dawn gazelle
neon sorrel
#

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. πŸ€”

dawn gazelle
#

Just to make sure, when you created your button, you created the "On Clicked" event for it within the widget, yes?

neon sorrel
#

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?

dawn gazelle
#

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.

neon sorrel
#

Hmm, alright ill take a look at that and see if changing order maybe fixes it

dawn gazelle
#

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.

neon sorrel
#

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

mortal nacelle
#

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?

solar sonnet
#

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 😦

rapid token
#

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?

rapid token
#

@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.

gray ermine
#

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?

rapid token
#

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)

gray ermine
#

ok thanks I'll try it

rapid token
#

Wait

#

I am wrong haha

gray ermine
#

?

rapid token
#

They are for Overlap events

gray ermine
#

ah

#

in Unity it is the collision box

rapid token
#

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.

gray ermine
#

Yeah I guess

#

I just got confused

rapid token
#

@dawn gazelle Thanks, it works perfect!

gentle urchin
#

Anyone experienced with setting Custom Data Value on ISM's? It keeps returning false, for no obvious reason

rapid token
#

I wish I can help but I have no idea

gentle urchin
#

found it πŸ™‚

rapid token
#

Awesome!

trim matrix
#

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?

tight schooner
#

There's a node called "Now" and some others I can't recall...

#

Get Real Time or something

trim matrix
#

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

odd ember
dawn gazelle
#

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.

trim matrix
#

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

dawn gazelle
trim matrix
#

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.

trim matrix
#

Once it Enters it looks like nothing before the Gate is considered.

dawn gazelle
#

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?

trim matrix
#

Yep.

dawn gazelle
trim matrix
#

I'm already using an overlap node.

#

That does the work.

#

I think I got it working well with a Do Once one time.

dawn gazelle
# trim matrix I'm already using an overlap node.

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?

covert kestrel
#

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.

hollow cape
#

Can you just add a collision sphere to the camera?

covert kestrel
#

Lets try it.

vivid aurora
covert kestrel
vivid aurora
#

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

hollow cape
#

try deleting and re-adding the bpi event

#

see if the parent needs to be recompiled

dawn gazelle
#

Or right click on it and select refresh nodes

hollow cape
#

forgot you can do that on events...

vivid aurora
#

i recompiled it

#

thank you darling

covert kestrel
#

how can I change the static mesh within instanced blueprints?

hollow cape
#

select the component, and set it in the details panel

covert kestrel
#

tried that, but the original updates too

hollow cape
#

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

zinc portal
# covert kestrel

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

hollow cape
#

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

hollow cape
#

yep, but that involves extra explaining

covert kestrel
#

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.

hollow cape
#

do these buildings have some kind of custom functionality, or are they just static meshes

covert kestrel
#

just massing. Dont do anything, just disappear and reappear when camera passes through them.

#

let me quickly see if I can do an array

vivid aurora
#

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

zinc portal
vivid aurora
#

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:

#
  1. player 2 does not launch properly
#
  1. no one apparently launches on their client
#
  1. the damage does change, but the meter only goes up with the self-damage button
maiden wadi
#

Looks a lot like replication or RPC issues.

vivid aurora
#

also, the floating gold pans are just there cause i didn't attach weapons yet

#

and yea

#

how do i fix those issues?

maiden wadi
#

Hard to say. Which one do you want to start with? Cause those are different problems.

hollow cape
#

Also.... the screen full of errors shouldn't be ignored. When you see errors, trace them down and fix them.

vivid aurora
#

how about no one launching properly

maiden wadi
#

What triggers the launch?

vivid aurora
vivid aurora
stiff hound
#

Hello, does someone knows how to increase NetworkPlayerStart limits over 10 000 units ?

#

My character can't move over it

vivid aurora
hollow cape
#

holy mother of spaghetti

vivid aurora
#

sorry

#

this is my first time with networking things in ue4

maiden wadi
#

Launch should be ran on server, not owning client.

vivid aurora
#

and also im new in general

#

i checked "dedicated server"

hollow cape
#

I would suggest going through...all of it

vivid aurora
#

ohh

#

gee

#

alright

#

if you think they'll help, i won't doubt you

maiden wadi
#

eXi's compendium really helped me. Read it three times.

vivid aurora
#

ok ok sorry

#

ill go and fix that right away

maiden wadi
#

Yeah. Launch on server should also make it happen on client.

hollow cape
vivid aurora
maiden wadi
#

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?

vivid aurora
#

the pawn

maiden wadi
#

What event triggers the launch initially?

vivid aurora
#

what do you mean?

maiden wadi
#

Is it an input key, something that happens from damage, or?

shut magnet
#

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

hollow cape
#

@shut magnet #umg is where you want to ask

vivid aurora
maiden wadi
#

What calls this event then?

shut magnet
#

ok kharveyh

vivid aurora
#

and this is run when you left click

maiden wadi
#

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.

vivid aurora
#

where have i replicated to owning client?

#

oh.

#

so what do i do to make ANY input happen at all?

maiden wadi
#

From a client, the only thing you can do is Server RPC.

#

Is your gun actor replicated?

vivid aurora
#

fuck

#

is it?

#

im checkin

#

depends?

spring hare
#

Does anyone know how to stop TAB from cycling through widgets?

vivid aurora
#

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

maiden wadi
#

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.

vivid aurora
#

oh ok

zinc portal
maiden wadi
#

@vivid aurora Here. Start with this in the gun.

zinc portal
#

do you kn

#

@covert kestrel, do you know how to change a variable to an array?

#

beacuse that bit is cropped...

covert kestrel
maiden wadi
#

@vivid aurora In the player's pawn, do this. This will allow you to shoot things and damage it on the client.

zinc portal
maiden wadi
#

@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.

covert kestrel
# zinc portal do you kn

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

untold rose
#

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

violet wagon
#

@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.

untold rose
#

Blueprint interface.. I'll look at that

vivid aurora
#

didnt work for me

#

had to tweak some things to work with my system tho so it may just be my fault

violet wagon
#

@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.

untold rose
#

Ok thanks

tepid pilot
#

i would use components

#

depending on what implementations you guys are working ofc

vivid aurora
#

who are you talking to

royal rain
#

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

covert kestrel
# zinc portal do you kn

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.

royal rain
#

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

zinc portal
#

if the collision was made for the static mesh it would change automatically in the mesh swapping system

royal rain
#

and is it easy to get a ball to move with motion the way i want it to

#

like for a racing game

vivid aurora
#

now only the server gets the weapon, so it doesn't work anywhere on dedicated servers

royal rain
#

i guess you have the rolling template so i can just modify that

vivid aurora
#

also, characters launch, but don't go anywhere

hollow cape
#

Again, I'll reiterate that you would be better served going and reading at minimum the Networking Compendium pinned to #multiplayer

vivid aurora
#

sorry

hollow cape
#

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

royal rain
#

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

latent arch
#

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

upper adder
#

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.

dawn gazelle
upper adder
odd ember
# upper adder how?

... by pulling out the context string and typing in time? there should at least be get duration and get current time

upper adder
#

can't find anything like current time :/

#

there is a duration but that doesn't really help me

final hound
#

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?

dawn gazelle
#

Just need to reset the timer whenever you play something new.

#

Or pause it if you pause the playback of the sound.

dawn gazelle
upper adder
#

I mean i'd always have to kill the sound

#

and then respawn it at the time i want

odd ember
odd ember
upper adder
#

thanks

dawn gazelle
#

Yeah that's a much better solution πŸ˜„

marble nova
#

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

little cosmos
#

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?

dawn gazelle
little cosmos
#

Single

dawn gazelle
#

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.

little cosmos
#

I'll look into that. Thanks for the direction!

odd ember
trim matrix
#

Oh yeah, sorry.

shadow saddle
#

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

maiden wadi
#

You can. You should check out the TopDown template.

timber cloak
#

by right, this should be giving my player's the fruits from array of fruits, right?

#

just to clarify

odd ember
#

it's going to give your new character a fruit string

timber cloak
#

but apparently it does not

odd ember
#

whatever that may be

timber cloak
#

This is in GameMode

odd ember
#

your string array may be empty

timber cloak
#

not empty

#

have 10 fruits

odd ember
#

have you debugged?

timber cloak
#

hold on

weak kindle
#

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??

timber cloak
odd ember
#

you should debug

timber cloak
#

yes breakpoint

odd ember
#

to see if your values actually stick

timber cloak
#

it goes through

#

let me print string right after the spawn

odd ember
#

yeah printstring every string

timber cloak
#

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

odd ember
#

no

#

you're not testing it properly

#

you should test the array you constructed

#

not some random new array

timber cloak
#

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