#blueprint

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hollow cape
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sorry, you're using the impact point* of your first trace as the end of your second trace

grizzled garden
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it spawn flames emiiter
that souppsed to dmg the robot
but the flames does not dmg
i dont know how to add collision to the flames so then i can use the on hit or on begun overlap compent then apply the code for dmg
so to get my flames to dmg
i have to find a custom way which so far i cant find. the method that can solve my issue is not perfect
i mean to let the flames dmg the robots
i have to create a cone, that scale to the scale of the flames. and when this cone hit the robots they will be damaged. the cone will be invisible, only the flames on top of it will be visible.
but you wonder why it is not perfect soultion?
i mean the first issue i had is that the fire is moving in 1 line. not real flames.
not realistic
when i made it realistic the flames are looking very well
but if i use the cone trick
the dmg will not follow the realistic flames, it will dmg only the robots that hit the cone
which does not move as the flames move ( or rotate )
its either i have to let the cone move as the flames move ( or rotate ) which is a very hard task i would say, or by somehow create collision to the flames which i tried and failed.
after i create a collision i will simple use the on hit or on overlap begun function ( nodes ) and do the same code as i used in the projecttly code.
idk which nodes to use here ๐Ÿ˜Ÿ any help?

hollow cape
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Authaer may have a better way, but you need to calculate the forward vector of the second trace based on the muzzle of the rifle, and the impact point of the first trace, then trace out past that

maiden wadi
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Nah, that's pretty much exactly how I'd do it.

grizzled garden
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help

hollow cape
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One way to do it off the top of my head, use get look at rotation between muzzle and impact point of first trace, get forward vector from x axis (that's a node) from the resulting rotation, then use that as your forward vector as you normally would for a linetrace

maiden wadi
hollow cape
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I always forget about get unit vector

maiden wadi
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I rely on that function far too much.

trim matrix
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Hello guys, I want to make items for my chest when I open it to see slots but the questions is how i can do these slots, I tried to look for tutorial in google but I couldn't find, can anyone send me?

hollow cape
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I would use Authaers method of get unit direction (vector) over mine @swift pewter , as it's simpler

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yep

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you are returning false on the first trace, thus nothing else happens

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so you may want to think of how to handle those false cases

hollow cape
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there are absolutely tutorials up that involve inventory systems, and specifically chests/lootable systems. I don't have any specific things for you

trim matrix
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okay but I can't find

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can you send me any link?

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Thanks in advance!

maiden wadi
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@trim matrix Like.. With an inventory screen, or having physical objects in the chest?

hollow cape
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@swift pewter not sure I understand the question

maiden wadi
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Just make the first trace as long as you want the trails to be. If it hits nothing. Use the trace end for the second shot which will spawn the trails to there.

trim matrix
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when you open chest to see slots with items

hollow cape
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I wouldn't do what you're suggesting @swift pewter , either what Authaer said, or just handle the false branches to spawn your emitter using the start/end data of the first (or second) traces

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@maiden wadi , are you talking about stepping the traces forward?

maiden wadi
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Nah, you still do the second trace even if the first one hits nothing. The second trace either uses the HitLocation, or TraceEnd depending on the blocking hit. Then you spawn the VFX, and then after that you can do any logic for damage and such based on whether it hit anything. So that the VFX always work regardless.

hollow cape
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that would require having a set max distance for that "projectile" yeah?

maiden wadi
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@trim matrix First before you start doing anything like that. I'd strongly recommend having a watch of Wes Bunn's DragDrop livestream. It's a pretty core thing to have for that sort of system. After that you can branch off into adding the logic for a chest system. https://youtu.be/wyC5vl64V9k

Sr Training Content Creator Wes Bunn shows you how to add drag and drop elements to your UI using UMG. This stream is a must see if your game uses an inventory system and you want a fancy interface for managing it!

โ–ถ Play video
trim matrix
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Okay

maiden wadi
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@swift pewter That's because it's hitting nothing on the first trace and using the trace's end point. The rifle then traces, but it's lower, so it hits a slightly lower spot.

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Normally you would do it so that your camera isn't quite so offset to the weapon, so that this isn't as drastic.

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Like, with animations, the character holding their hands up and aiming the rifle right now with that same pose, the rifle would be a lot closer to the center of the screen.

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Yeah, pretty much.

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@swift pewter Also, on a side note. You may want to add the player to the ActorsToIgnore list, or do some extra math to start the first trace past the character itself from the camera's center if you also want to avoid shooting things between the camera and character.

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It likely would, yeah.

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Is your camera always a set distance from the player, or does it vary?

gray quarry
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Hey! I have a problem with the camera, when it hits the walls and hides my character mesh, the meshes that are attached to the character mesh remain visible. Any dtips on how to fix it? Thanks

untold rose
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I'm trying to use Macro libraries as a way to split what should be a single blueprint into multiple files to avoid version control issues.

I created a macro library that is a child of my "main" blueprint that i will use them into. That way, it gives me access to everything from that blueprint, which is exactly what i want.
But now i can't seem to call those macros from the main blueprint. I tried to search it and it does not show up.

Is it a restriction that i cant use the macros from inside the same blueprint that the macro is a child of?
Or am i doing something wrong?

odd ember
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you're definitely doing something wrong

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it sounds like you're using macros in a way they're not intended

untold rose
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BP_Player: the main blueprint
Macro library > TestMacro : a macro i created

if i go inside BP_Player, rightclick, and search TestMacro, there are no results (even switching off contextual results)

odd ember
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generally you wanna keep macro use pretty low as they have some unfortunate priority bugs that can lead them to be ignored by the compiler, ending up with your logic not working

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you should look into inheritance and derived functions instead

untold rose
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hmm.

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ok

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problem is i cant just have a child blueprint that adds code, because i would have to make an awful chain of blueprints all chained to the previous one since there are supposed to be multiple of them

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and that would be way worse than the simplest solution of everything in the same place

odd ember
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you dont want everything in the same place

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you want each class to have responsibility for its own area

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and that "awful chain" as you call it is called inheritance

untold rose
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yes but i want to have the main blueprint to just define the components and implement the other "sub-blueprints".
those sub blueprints each cover limited things, such as an ability, movement, hp handling...
if i create blueprints that are children of the main one, they alone have the main blueprint and their own logic, but not the logic of all the other child blueprints.
Unless the movement blueprint was a child of the main blueprint, the ability blueprint is a child of the movement blueprint, the hp blueprint is a child of the ability blueprint... and whatever the last feature is becomes the blueprint i actually use. It's backwards.

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at the end, the result is supposed to be the same as if i had a single blueprint with all the code thrown into it. I'm just trying to split it so i dont have a stroke

odd ember
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but if you're using components you can drop all of the components in the main blueprint

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components go beyond hierarchy

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and for elements like health, abilities, movement you can definitely implement those as components

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but if you have functionality that needs to propagate then you should be using inheritance, which it sounded like you needed when you first spoke about macros

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but components are a fine alternative

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basically just don't use macros like you had planned and you'll be fine

untold rose
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Ok. Got it to work. i couldnt really find how to make components.
The only thing missing is that these components can't access things that are part of the main blueprint, so i can just use them to make functions that chew data, and then use that data in the main blueprint directly

odd ember
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a component is just another class

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when you create a blueprint, you can choose actor component as its parent class

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that'll make your blueprint a component

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as for calling stuff in your main blueprint

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you can pass a reference to your main blueprint either when spawning the component or as an exposed variable that you can set by default on the component

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stuff like GetOwner will also work but you'll have do casting in that case

fleet nimbus
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Hi! Excuse-me to bother, I'd have.. a little question if you don't mind
I have a game where you can, well, steal objects, I just do a simple raycasting, try to see if it's a good object, and if it's the case, save him in an object array and destroy it
Problem is, in the game you (technically) can throw away objects from your inventory, I thought that you had to respawn it from the array's with a little impulsion but... well, I can't figure out how to spawn an object from the info I have in this array.. any idea? Thanks in advance!

maiden wadi
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Can someone running 4.26 confirm that they have more than just this in this node's Interface argument's dropdown list?

cold raft
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@fleet nimbus - can you use the same method to spawn the object from the array as you do when you start the game?

fleet nimbus
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Oh, I think I see what you mean... umh, well, that's make hella sense, thanks you very much! Pretty sorry to have asked such a stupid question then ^^'

cold raft
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@fleet nimbus - there are no silly questions, I just spent 4 hours trying to move a fish to the player when they caught it :/

tawdry wyvern
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I'm using colliders for hit detection from my players attacks. The first couple of attacks the box collider worked just fine but now I find myself in need of a cylindrical collider. Since the simple collision shapes are only box, sphere, capsule should I just be making a cylinder mesh and turning off rendering?

tawdry wyvern
# odd ember why not use a capsule?

it's an attack where the character swings their weapon around in a circle so I don't really want it to be able to impact anything above or below them just out on all sides. Also the height of the attack area is very small in proportion to the radius so a capsule just doesn't really work well for it

dawn gazelle
maiden wadi
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Fuuuck. I don't want to bug report. I just want to fix.

dawn gazelle
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You have BPI in your project?

maiden wadi
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Unfortunately, I'm trying to see a C++ UInterface.

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None of the engine default interfaces are showing up either though.

odd ember
maiden wadi
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The interface is fine. I'm using it. I just can't check if something has it since every C++ interface is missing in the blueprint's UInterface class dropdown lists.

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Datura also confirmed they see the same thing.

dawn gazelle
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My custom 4.26 engine build has same issue too.

maiden wadi
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Lolol I suppose I'm writing my own for now. There seem to be a lot of issues with Interfaces in 4.26. There's a few serious bugs with them. I guess I'll submit that and make my own function to get around it for now.

covert kestrel
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Can anyone help me understand why the LevelLoaded isn't printing here. I have an empty persistent level, I have a loaded level called TREES, that loads on BeginPlay via my level blueprint. I got this custom event to print on a streaming level, (outside of this project) generated by a pawn entering a trigger volume. I can see having tried that, what the GetStreamingLevel actually is, and why it worked in those circumstances. Here, what I want to call is the LoadedLevel. Ultimately, the trees in this project will be shared between two separate levels, one level being a walkaround requiring collision, the other level is an overhead view, and the collision need removing as it interferes with my springarm camera. Cheers.

covert kestrel
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it's just not flowing to the target from the BindEventToOnLevelLoaded

maiden wadi
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Why would it ever call OnLevelLoaded if the level is already loaded?

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To be fair, I don't know when those events fire personally, I haven't used level streaming, but my assumption would be that that binding will never get called since you're only binding it if the level is already loaded.

woven wing
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It does kinda look like you're saying "Hey! Are you loaded? You are? Great! When you're loaded do this stuff."

little cosmos
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Is there a way to make every duplicate of the BP increment an integer automatically?

woven wing
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Like "There are five enemies, they add to a 'number of enemies' value in your GameMode"?

woven wing
dawn gazelle
edgy halo
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how can i choose which actor should be the player controllable character?

dawn gazelle
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Default Pawn in Game Mode

edgy halo
dawn gazelle
covert kestrel
# woven wing Did that work?

yes that did work, in a separate project, but as I mentioned, it worked, because my pawn triggered a level streaming volume. I'm still learning this very early. Thats why I tried to add the IsLevelLoaded, because in this case (TREES) is loaded in at BeginPlay. So that GetStreamingLevel doesn't work. so the Custom Event doesn;t happen.

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so How can I trigger an event after a particular level is loaded

dawn gazelle
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You could bind it in your game instance.

edgy halo
woven wing
dawn gazelle
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If the options are greyed out, you'll have to create a new blueprint inheriting from Game Mode.

woven wing
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Which is a class that you usually define to do things like keep track of score, winning conditions, is the player dead, etc.

edgy halo
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UNderstood nvm

woven wing
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I'd recommend looking up a beginner tutorial for getting things like your GameMode setup.

little cosmos
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Is there a way to make every duplicate of the BP increment an integer automatically?

woven wing
covert kestrel
little cosmos
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Like, I have a BP of an actor that launches URL. the url ends with something like blabla=<int>

little cosmos
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from 1 to 300

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I want each instance to automatically put that int appended to the URL

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incremented

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instead of doing manually

dawn gazelle
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GameInstance can be thought of as the overarching "game" itself. Things that should persist regardless of what you're doing anywhere else in the game can be stored in it.

little cosmos
covert kestrel
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just reading about it now. Evrything I'm doing at this stage opens up another can of worms for me.

little cosmos
woven wing
little cosmos
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I want "int" to increment with every duplicate instance

woven wing
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Like "This thing spawned first so it's assigned 1, and then the second is assigned '2'"

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Or do you want the second one you click on to be assigned '2', even if it was spawned like... 45th.

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Or do you want it dependent on the order it was created in the editor?

little cosmos
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I dont quite understand your question

dawn gazelle
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Whatever is spawning the instances of the blueprint would need to tell it the int to use.

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just set the class to whatever your class is ๐Ÿ˜›

woven wing
# little cosmos this

Hmm, I don't know how to do that off the top of my head Sparks. You might be able to use Datura's script in your constructor, but wow - that's an odd problem you're working off.

little cosmos
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Is this happening in the constructor?

woven wing
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You'd want to check if your int had already been set.

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So like, make the default value -1.

little cosmos
woven wing
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But why does that url have to be an integer that is dependent on the order you created them in?

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That's what's weird.

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Having a unique value is pretty easy.

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The confusing part is the 'construction order' thing.

little cosmos
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Because I don't want to manually set those numbers

woven wing
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Because, like, if you do it Datura's way, you could end up with multiple apartments with the same Integer, if you ever delete an apartment.

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OK, but Sparks - unless you're manually using those numbers for something, it doesn't really matter what those numbers are in the editor, what matters is the number when the game is running right?

little cosmos
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Yeah

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ultimately yes

woven wing
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So, you could, in BeginPlay, have each of your Apartment's ask the GameMode or the GameInstance "Hey! Can you give me the next number?"

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And then the GameMode can just incriment it's 'NumberOfApartments' and give the Apartment the new number.

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That way they will always have a unique number.

little cosmos
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how will it know the order?

woven wing
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It will not know the order that the apartments were created, by you, in the editor.

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It won't.

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But it will assign each apartment a unique number, based on when they're spawned during level loading.

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So they will all have a unique number.

little cosmos
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But I need specific actors with specific numbers

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It can't be random

woven wing
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OK, so when I asked this:

OK, but Sparks - unless you're manually using those numbers for something, it doesn't really matter what those numbers are in the editor, what matters is the number when the game is running right?

And you said:

Yeah
ultimately yes

What was happening?

little cosmos
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That was a different question

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as in, I don't mind those numbers generated on begin play rather than on costruction in editor.

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Thats what I understood

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Anyway, Specific BP instances need specific numbers cuz they correspond to specific apartment URL

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Isn't there a way to automate the increment of a value in editor per instance as you duplicate it?

woven wing
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Not without potential problems.

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Using Datura's method, you would get an incremented value, but if you ever deleted any apartment objects, you'd end up with duplicates.

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So you have one apartment, it gets assigned 1.
You have two apartments, the second is assigned 2.
So on and so forth, until you get to five.

Then you delete apartment 2.

So now you have:

1,3,4,5

You create a new apartment, and it's assigned... 5, again. Because now there are five apartments.

You now have:

1, 3, 4, 5, 5.

little cosmos
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I see

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I'll look into it. But hey you've been very helpful thanks both of you

dawn gazelle
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I got you fam... What you want to do...

woven wing
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I strongly suspect that there is an easier and better way of doing this.

dawn gazelle
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Make a function on your object you want to have the number set on, and set it so you can "call in editor"

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This set the class in the "get all actors of class" to the class of your object.

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What this will do is create a button in the editor.

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When you click this button, it'll assign the number to each of the objects.

little cosmos
woven wing
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Fruit
๐Ÿ˜†

woven wing
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It's just less automatic.

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What are you using these for Sparks, because really - there has to be a better way.

dawn gazelle
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Shouldn't be. If you manually craft what you're looking to do, then click the generate numbers, it'll assign them and it will stick.

woven wing
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Sure, but that's doing it manually, which was what Sparks was trying to avoid.

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I've been assuming there's a ton of these.

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Having to click each one when you have 100k of them would be really tedious.

dawn gazelle
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He doesn't have to

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Clicking the button once does the number for all instances of the object.

little cosmos
dawn gazelle
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No, don't increment it

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unless, well, nevermind

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you're just looking to start from 1 instead of 0

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XD

little cosmos
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Yeah I am

woven wing
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There really has to be a better way of doing this.

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I mean, I'm glad it works, but it seems really odd.

little cosmos
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heh

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well right now it does the job and that's all I need

dawn gazelle
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I wouldn't recommend doing it in the construction script. Every time you move the object it's going to do that get actors of class call which is not very performant.

little cosmos
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will save me quite some time punching in those numbers

little cosmos
dawn gazelle
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Not only that, but it's not going to update prior instances in case you delete them or anything. Your numbering will become messed up.

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Your best to use the button I've described - build how you want everything, then click the button which assigns the number to them all once you're done.

woven wing
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The generator button is much better than in the construction script.

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But really - this is almost certainly an suboptimal way of doing whatever you're doing.

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(Even if I don't understand how the generator function works without a for loop)

dawn gazelle
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Each instance of the object is getting a copy of all actors of a specific class and putting them in an array, then looking for themself in the array and grabbing the index of themselves in that array. No loop required.

little cosmos
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Thank you two

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I have another question if you're already here. How would you go about storing which building you've entered so when you load the building interior level the HDR outside is the correct one

woven wing
little cosmos
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Kinda map the building to the correct texture

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let's assume i've pre-captured all necessary cubemaps for the task

dawn gazelle
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It doesn't work right

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It needs a loop

woven wing
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Aha!

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I was wondering if I was going crazy.

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Also, it wouldn't end up creating them specifically in assembly order, right?

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It would assign them in whatever order the Get All Actors function returned them in.

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Which has no guarantee to be assembly order.

dawn gazelle
woven wing
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Which means, if Sparks actually needs them in assembly order (they almost certainly don't) then that wouldn't work.

dawn gazelle
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I believe it's in order based on how they appear in the editor listing

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Hmm interesting, even that isn't working.

keen seal
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Hi, how do I spawn multiple projectiles from multiple sockets at once?

woven wing
dawn gazelle
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oop, now it is

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(forgot to hit compile...)

woven wing
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I'd still, if I needed to do this (which, again, you probably don't), I'd do it on spawn.

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Because if you have multiple levels, or any kind of streaming, this gets broken real fast.

little cosmos
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How would you go about storing which building you've entered so when you load the building interior level the HDR outside is the correct one. map the building to the correct texture.
let's assume i've pre-captured all necessary cubemaps for the task

woven wing
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Isn't the whole point of your weird indexing thing to know which entrance is connected to which apartment?

little cosmos
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No that one is just for the URL

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im asking a whole different question now ๐Ÿ™‚

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Got 2 levels: Exterior (with all the buildings) and Lobby interior. You can enter the lobby from the outside by clicking an actor that loads Lobby level

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But from inside the Lobby lvl if u look outside there's an image of the exterior

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But that image needs to change depending on what building you've entered right?

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So yeah

woven wing
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If I were building something similar to what I've been able to gather from your descriptions. I'd have the buildings be blueprints, in that blueprint they'd have a reference to their cube-map. They'd also have all their entrances. The entrances would not be separate actors, which is, it appears, how you've set things up.

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So the building BP would pass it's cube-map to the Lobby when you clicked on one of it's entrances.

little cosmos
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Interesting

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Okay thanks !

royal rain
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ok so i tried all day yesterday to do this so hopefully i can get some help here, im trying to use the ball roller pre fab and get the camera to turn with the ball, but its been very difficult and ive looked through all of the first page of google to not find a solution

fallen glade
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Anybody know why I can't set local variables anymore?

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weird

odd ember
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remove the text?

fallen glade
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what do you mean?

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Can only set variable, I'm workin in a clean Blueprint, not a macro or function

odd ember
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what else would they be local to?

fallen glade
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what no they don't .... I'm confused

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maybe they do

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but to create one

odd ember
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that exists only in macros

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you can tick a box for function parameters

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it has very limited use inside of blueprints

fallen glade
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I'm sure that's not right

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let me open an old project

royal rain
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ive scoured the internet for a while trying to make a good camera for my ball game, can anyone help

open crypt
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What's the proper way to make changes to the structure behind a data table? I have the struct it was built from, but I'm not sure the best way to modify the structure (particularly nested ones) so that the changes will populate through to the data table - and I'd really prefer not to make a new data table, but maybe I'll have t

odd ember
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but it's not going to make it a "local" variable. do you even understand what it does?

fallen glade
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yes it stores a variable

odd ember
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nested structs in particular are going to give you a headache and might crash your project

open crypt
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I use it sparingly for that reason

woven wing
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It might work?

odd ember
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in what special case do you need it?

open crypt
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I only use it for setting up game mode conditions - it's a single pull of data, never anything for calculations or anything

woven wing
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(I have not used this much)

open crypt
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Neither have I

fallen glade
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the option is not there in 4.25?

open crypt
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@odd ember I mainly use nested structures under the premise that I can NEVER CHANGE THEM ONCE THEY ARE SET UP lol

odd ember
fallen glade
royal rain
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is there anything i can do to fix the camera lock on the ball roller pre fab

odd ember
fallen glade
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local variable is not a custom node

odd ember
royal rain
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i just want it to move and have it not spaz out when i bump into stuff

odd ember
royal rain
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even if i just have the camera move when i hold right mouse button and move the mouse

open crypt
woven wing
fallen glade
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to itself @odd ember prevents clutter where you need a localized variable

royal rain
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its the ball pre fab

woven wing
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Sure, but I've never touched it.

royal rain
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the camera just needs to be fixed

odd ember
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local variables don't exist in event graph scope because then they wouldn't be local anymore

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they'd just be a variable

royal rain
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i mean its not really having to do with the ball game i just dont know how to make a camera move with either the ball or even the mouse

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im thinking of the ball just being like a car camera

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just without the car

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but the camera only looks in one direction

odd ember
past girder
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Sorry

royal rain
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i dont know how to make a good camera but if someone did does it really matter what template you use, its still the same theory

fallen glade
dawn gazelle
fallen glade
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imma keep using it ๐Ÿคซ

timber cosmos
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Hi does anyone know what do I need to do in order to properly constrain my character in certain plane relative to other actor? In other words how do I get the correct plane constraint normal with two actor locations?

woven wing
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What exactly do you want as behavior here?

timber cosmos
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Uh no idea how to describe this. Short answer is movement system from older tales of games like tales of symphonia. Imagine 2d fighting game in 3d I guess?

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You choose an enemy as a target and your character moves in straight line towards or away from the opponent

timber cosmos
# woven wing What exactly do you want as behavior here?

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woven wing
timber cosmos
woven wing
#

OK, I think you can avoid this just by using Aim.

timber cosmos
#

Aim..? xd

woven wing
#

Or in this case, Find Lookat Rotation.

#

Try something like this:

#

We get our location, we get our opponents location, then we remove the Z offset (because we might be jumping) and then we get the rotation necessary for us to look at our opponent.

timber cosmos
#

Doesnt that just rotate the actor? Im looking for some way to lock the movement into two dimensions

woven wing
#

Just modify your movement code to only let you move forward and backward.

timber cosmos
#

right

woven wing
#

If you're always facing your opponent, that will do what you want.

timber cosmos
#

Makes sense thanks!

woven wing
#

๐Ÿ‘

odd ember
#

there are also axis constraints in the character movement component

#

might be better suited for this

trim matrix
#

How can I use Data Asset in Blueprint?

woven wing
#

You can read the values from the variable like any other object.

trim matrix
#

I want to pull data asset from content browser

#

I wrote data asset base class with C++

willow phoenix
#

i got a blueprint (spawn_way) that basicly is just an arrow, that saves its location on construction.
this blueprint marks the exit for each "sublevel" (those spawn fine when i just spawn them in line, but i want them to spawn at the location where my spawn_way is so i can offset these levels

timber cosmos
woven wing
willow phoenix
#

like that ๐Ÿ˜„

orchid garden
#

is there a simple way to make a item look like its been tossed from a character (blue line) rather then just drop infront of them (red line - how it currently works) ?

#

but i'd like to make it so it looks like they tossed it out (like blue line in previous picture) instead of it just falling infront of them, suggestions?

woven wing
#

But this is fragile. You could drop items through walls, or off of ledges.

#

A more robust solution would use a raycast to try to put the object at an offset, but put it closer if there's no space.

orchid garden
#

even with adding to the spawn transform its just positioning it infront of the actor at that location then falling strait down.

woven wing
#

You need to offset the location. I have no idea what you were adding to the spawn location.

orchid garden
#

this is the vector for the spawn transform, tried it with 200 but that just spawned it 200 units infront of the player.

woven wing
#

Isn't that what you want?

#

Your diagram suggests you want it to spawn in front of the player.

orchid garden
#

i want it to spawn 50 units infront of the player, then move forward like it was tossed along the blueline.

#

not just spawn 200 units infront of the player then fall strait to the floor

woven wing
#

Are these physics objects?

orchid garden
#

yep

woven wing
#

Then just spawn them in front of the player and add an impulse.

orchid garden
woven wing
#

In unreal that's "Add Force"

#

Uhh, or yeah, add impulse. I can't remember what the difference between force and impulse is.

#

I think Impulse is a one-off.

#

So yeah, set the vector on the impulse to your forward vector * something.

#

The something depends on the weight of the object.

#

Because you're basically just shoving it, and how far it moves depends on how heavy the object is.

orchid garden
#

alright ๐Ÿ™‚ i'll give it a go ๐Ÿ™‚

#

do i need to just multiply Z access?

woven wing
#

No, it should be your whole forward vector.

#

Which lengthens the vector and increases the strength of the impulse.

orchid garden
#

whole forward vector its still going strait down but with some force applied so they don't just stack they actually move around quiet abit (except the first one)

woven wing
#

You need to multiply the forward vector, because on it's own, it's going to be a very slight impulse.

#

Try like 5000 to start with.

#

And dial up or down based on results.

orchid garden
#

ty ๐Ÿ™‚ its working better now, just need to add a little randomness to its range as some will still stack when tossing oddly.

odd ember
orchid garden
#

plane? oh derp nm lol

timber cosmos
orchid garden
#

i have one more problem with dropped items that i can't seem to figure out, I don't want to disable collision with them as i want the item to still be able to move it hit or ran into, but sometimes when the player runs into them, they are shot really high into the air ( the player not the object ) any idea whats causing that?

woven wing
#

Physics solutions are notoriously buggy.

#

You probably want to set the player to ignore the collision on the objects.

orchid garden
#

yeah but i need to player to be able to affect the object by colliding with it :/

#

just as a random example, if they run into a beach ball i need the ball to still move, but not launch the player into the sky lol.

woven wing
#

There is a way to allow an object to effect another object, but not be affected by it.

#

Check the collision settings.

#

You may need a specific collision layer for 'trash'.

hearty gazelle
#

Hey guys, can the navmesh account for floating objects, like objects that are not on the floor.

orchid garden
#

it shouldn't effect objects like that

steady orbit
#

Any smart way to stop my camera view from looking off the edge of my map. Itโ€™s top down without rotation.

hearty gazelle
#

@orchid garden is there a way for my floating ai to go around floating objects?

orchid garden
#

i've only done basic ai stuff so far myself @hearty gazelle so i probably wouldn't be much help there.

hearty gazelle
#

Oh ok

#

Ill try asking in the ai chat

olive sedge
woven wing
orchid garden
#

same, only had casts fail on invalids

olive sedge
#

hm.. one sec

#

yes, PlayerState is None

#

but why?!

#

it is valid earlier on

#

ah, replication probably

maiden wadi
#

@olive sedge What event is this on?

proven jewel
#

Hey just a quick question. Why do I get different Values from Get Camera View -> Location and Get Player Camera Manager -> Get Camera Location even thou I use the same camera. The difference is only there when I move the camera.

olive sedge
#

@maiden wadi my replication graph is done and seems to work well but PlayerState probably doesn't get replicated

woven wing
#

@proven jewel - My guess is an update order difference. One of those values is updated before the BP virtual machine, the other after.

maiden wadi
#

Ah, I haven't messed with replication graph stuff yet.

woven wing
#

So for one of them you're getting the previous frame's value.

#

But that's only a guess.

olive sedge
#

@maiden wadi yes, that was it

proven jewel
#

@woven wing Thanks for the answer. I had the same idea but i wasn't able to open the functions in cpp.

past girder
#

hi, i am trying to make a cutscene where the player moves to a spesific location and starts doing an animation how can i make the player move to a spesific location? (For Squeezing thru a gap, not far away from players orginal place)

woven wing
#

This is the easiest and cheapest way.

tight venture
#

I have a Character (parent class) blueprint but AActor::TakeDamage doesn't show up in the list of overrideable functions... why is that?

maiden wadi
#

@tight venture Are you using 4.26?

grizzled garden
#

4.25

tight venture
#

i asked for Indovar

#

;) you can take it from here

grizzled garden
#

thanks

#

@maiden wadi the anydamage is not showing up

maiden wadi
#

Hmm. Let me look in a minute. Need to restart.

grizzled garden
#

Sure

proven jewel
#

@woven wing I found a fix. I was using a different tick group because off a different issue. When using different tick groups on different actors, updated values dont seam to align.

#

so thanks

woven wing
#

๐Ÿ‘

#

@grizzled garden - TakeDamage is not a UFunction, and is not overridable.

grizzled garden
#

then what do i do now?

#

i have a complex issue that i can solve by doing that only

#

So the question is

i have a particle system ( i will include the image )
And this p-system is flames.
im using this flames as a flamethorwer weapon.
i want when the flames hit the robot ( which is my enemy ) it get damaged. all the damage code is ready.
my issue that i cant get the on begin overlap to work on the flames. they dont overlap. i tried the onhit component too and not work.
my flames never toouch the robot. i dont know what to do.
if there is a soutlion beside using a cone i would like to hear it.
if there is no soutlion, im working on the cone soultion right now.

and i got an issue in it too. not an issue but a small thing that not willing to set the way i want.
the cone never follow the flames. when i change the flames scale the cone will change the scale but will bypass the lenght of the flames which ruin the range of the turret.
i will send picture to the cone

maiden wadi
#

@grizzled garden Are you by chance looking for AnyDamage?

grizzled garden
#

i dont like the cone soultion, i prefer the flames to directly dmg the enemy

woven wing
#

There's an OnTakeAnyDamage event.

grizzled garden
#

my damaging code is working fine, i just want to overlap the flames

#

lemme check that

#

there is none

woven wing
#

Particles themselves generally do not create events.

maiden wadi
#

You definitely should not rely on particles for gameplay results. On a side note, you'll want to start learning Niagara. Cascade is probably getting removed soon.

woven wing
#

Because they're not entirely 'real'.

#

Your cone solution is the much better solution.

grizzled garden
#

that has an issue as well

woven wing
#

ยฏ_(ใƒ„)_/ยฏ

grizzled garden
#

i tried to change the cone poviot point but not sucessd as well

#

any ideas on how to solve that?

#

why its so hard to just let my flames dmg

#

๐Ÿ˜ž

maiden wadi
#

Welcome to game software design.

woven wing
#

Yep

#

Stuff's hard.

grizzled garden
#

๐Ÿ˜Ÿ

maiden wadi
#

And nothing is really as it seems.

grizzled garden
#

true

#

but to not progress even 5% in flames dmg is something disappoting

#

i did nothing expect adding the flames

#

all tricks i try either fail

#

or not work

woven wing
#

So you would need to provide a lot more information about what the cone is, where it's attached, what it's attached too, and how you're using it in order for anyone to assist you.

grizzled garden
#

and there is no threads on google

#

ok

#

i will post that details as well

maiden wadi
#

Is this like a flamethrower thing?

grizzled garden
#

exactly

maiden wadi
#

Why not just do it with some simple vector math?

#

I mean you can even use the particle emitter component as the source.

grizzled garden
#

can i?

woven wing
#

Really - a cone is probably the easiest?

grizzled garden
#

that would be awesome

#

but it is not the bestest soultion

woven wing
#

Isn't it?

grizzled garden
#

there is other soultions better

#

like add collsion

woven wing
#

Just turn the collision on and off whenever the flame thrower is on.

grizzled garden
#

to the flames

tight venture
#

my bad, was it OnTakeAnyDamage, not TakeDamage, I was thiking of? Still, it is strange that it wouldn't show up in the overrideable function list. It is virtual in AActor

grizzled garden
#

yea cali, it is not there

woven wing
#

TakeDamage is not an overridable function.

#

OnTakeAnyDamage is an event.

grizzled garden
#

both are not there in the override list

tight venture
#

why not? it's virtual, not final...

maiden wadi
#

Actually you should not add collision events to the flames. That is very bad practice for gameplay design. You generally should only use particle collisions for graphic effects, like particles bouncing off of stuff, not relying on it for you damaging.

woven wing
tight venture
#

ahhh

grizzled garden
#

@maiden wadi give me a soultion pls

#

what do i do now?

#

my ue4 is opened

woven wing
#

You'd have to define it as UFUNCTION(BlueprintImplementableEvent) to override it in Blueprints.

maiden wadi
#

What is wrong with your cone thing you have there? Why can't you just lower it into the flame and use it to retrieve anything currently overlapping it to apply damage?

#

just set it to something like OverlapAllDynamic, make sure it's HiddenInGame=True. And then when you're wanting to fire, just get the actors overlapping the cone and apply damage.

grizzled garden
#

ik

#

let me send video

#

slow internet

#

@maiden wadi @woven wing

#

check it

#

when i upgrade the turret

#

the flames will change their scale as well

#

and lenght

#

the cone wont follow it correctly

woven wing
#

Well...

dawn gazelle
#

Have your cone's scale update with the upgrade level?

woven wing
#

I mean, OK, to start with - you're using a custom static mesh.

#

So you could just re-export the static mesh with the pivot at the point of the cone.

#

Then would be way easier to work with.

#

Your pivot being in the middle of the cone is giving you your problem.

#

But also - you probably don't even need a cone, you could just use a box collider.

tight venture
#

yeah that may make the math that the engine has to do a bit simpler

#

a lot simpler

grizzled garden
#

ok

#

i know the middle of cone is the issue

#

that why i asked

#

how to centerd it to the end right of the cone

#

but i failed

#

here is a video

#

showing how i did it

tight venture
#

change it to a box first and see if there is still an issue

grizzled garden
tight venture
#

probably will be cuz the pivot for a box will still be centered, but...

grizzled garden
#

ุŸ

#

what do you mean

#

i made the middle origin in the end of the cone

tight venture
#

indovar you are blender-fluent?

grizzled garden
#

why it is not in the end?

#

not very bad

tight venture
#

well that kind of changes the angles at which you can approach this

grizzled garden
#

ok

tight venture
#

I was assuming whatever solution you used couldn't touch blender

woven wing
#

(if you want to use a box collider who's length you can change, you can do it like this)

grizzled garden
#

ok

tight venture
#

i gtg. good luck indovar

grizzled garden
#

thanks cali

#

goodluck to u too

maiden wadi
#

I'm lazy. I'd just multisphere trace for a flamethrower. ๐Ÿคทโ€โ™‚๏ธ It'd be close enough.

grizzled garden
#

that sound complex to me

maiden wadi
#

Two minutes.

woven wing
#

You need to know what that is, and how to use it.

grizzled garden
#

ok

woven wing
#

A lot of complicated stuff can be done in two minutes, if you know how to use it.

grizzled garden
#

wow

#

that sound like a good issues solver

#

what is it?

#

what i serach for?

maiden wadi
#

Whoops, forgot radius. But yeah. Set that and the length and kaboom. You have fire.

woven wing
#

That will work - but it's not as visible or as simple as a collider.

#

A collider is really basic.

grizzled garden
#

that complex and too much work

#

but thanks for offering it, i will learn from it

#

โค๏ธ

maiden wadi
#

To each their own. I find collisions annoying to work with. But then I suppose in this situation it's fairly easy. Just GetOverlapping actors, and do the same thing with the for loop.

grizzled garden
#

ok

maiden wadi
#

I really hope they fix this interface stuff in 4.26. I really want to work with the water stuff, and I like some of the new features, but this interface stuff is really annoying.

silent imp
woven wing
#

@grizzled garden - This is how it could work with a collider:

silent imp
woven wing
#

@grizzled garden - This is not optimized, and there are better ways to do it, but it is about as simple as you can get.

grizzled garden
#

ok

#

@woven wing thanks so much

maiden wadi
#

@silent imp Uh.. If you spawn the gun and have a reference to it already, why are you using GetActorOfClass?

#

Although if I had to guess, I'd say that you need to delete the Get nodes and replace them after plugging in the purple pin. Cause it'll change the output from Gun class to Actor.

#

And it's likely that the Get nodes are stull Gun class.

silent imp
#

oh wait you're right i don't need that

#

what i'm trying to do is create a new blueprint class

#

and then invoke an event in that class

#

problem is there will be multiple classes i can spawn and so i cant just cast to gun since it wont work for the others

maiden wadi
#

Right. But don't forget to consider that GetActorsOfClass, will iterate over every single actor in your level. It's not so bad in testing, but get a level with thousands and thousands of actors, and that node is going to cripple your game.

silent imp
#

noted

woven wing
silent imp
#

interfaces?

woven wing
#

You could use a hierarchy, so you create a 'Gun' class, and then 'Shotgun' as a child.

silent imp
#

oh huh never heard of em

#

i see

maiden wadi
#

What you should do is use inheritance, or an interface. Make a basic class that has an event that your left click can call, and then make multiple things that inherit from that class. Like.. BaseGun, and from that you'd have like Pistol, and AssaultRifle. Base Gun has a simple event called Fire, and the other two can override this, but your left click only ever needs to cast to BaseGun.

woven wing
#

Or you could create a 'Gun' interface, and have your gun objects implement 'Gun'.

silent imp
#

ohhh

#

that's really useful

#

thank you both!

maiden wadi
#

I feel dirty. Writing multiple singular functions. One for each interface I have.. to check if an actor is of that interface. WHY DID EPIC HAVE TO BREAK THIS?

woven wing
#

I heard they mucked around with Interfaces, but not in what way.

gusty shuttle
#

Hey, quick one, is it cool if I name a macro "MAC_Rot45" not sure if I can put numbers in a name

maiden wadi
#

Wait are there interface things in the patch notes?

gusty shuttle
#

@woven wing Thanks man, sall needed to know!

woven wing
#

It would make them about ten times more useful.

past girder
#

Please help

trim matrix
#

I don't understand what this does. Any help?

woven wing
# trim matrix

Teleport Physics deactivates physics on the object being moved.

#

If it's off, the object counts as having moved that distance.

#

Which, if you have lots of dangly bits on the model, will make them go crazy if you teleported the character a significant distance.

#

As it will think it just moved VERY FAST for one frame.

#

You see this in a surprising amount of video games, when cinematics start, the characters clothes go all poofy for the first few frames.

trim matrix
#

So should it be on for my character or off?

past girder
#

Everything worked then i clicked save all to restart my computer, i closed unreal and clicked save all, when i opened the project again there is alot of errors like Animation to Play could not be found, In use ping no longer exists on node.

woven wing
#

No idea. Are you teleporting your character? If so, yes. If not, no.

#

Do you have physics objects attached to your character? If so, it matters, if not, it doesn't.

trim matrix
#

@woven wing Alright thank you

past girder
woven wing
#

Check the things it's telling you are missing.

past girder
#

Its a Animation to play node here

#

that can`t be found

maiden wadi
#

On a side note, it's often better to let animation blueprints retrieve the information they need rather than updating them manually.

woven wing
past girder
#

I did before atleast

woven wing
#

Check.

past girder
#

Everything worked fine then

#

Tried making a new varible and crashed the game now

woven wing
#

Sounds like it might be time to revert there.

maiden wadi
#

Are you doing any form of C++ in that project?

past girder
#

nope

#

I just looking in my animation folder and seeing the AnimBP isnt there

woven wing
#

Time To Revert

#

Or Checkout, if you're using Git.

past girder
#

And how to i revert?

woven wing
#

Oh dear.

maiden wadi
#

There are often a couple of copies saved in the project folder if you're lucky.

woven wing
#

It sounds like you might be getting a 'This is why you should use version control' moment.

#

Because you should.

#

Use version control.

past girder
#

ye

tough halo
past girder
#

Ok, so i found the ThirdPerson_AnimBP in my backup folder, but wont let me import it back

tough halo
#

is making a loop like this okay or is it weird?

trim matrix
#

How can I still listen to action events after pausing the game

woven wing
#

@tough halo - It's OK, but I probably wouldn't do it that way.

tough halo
#

how would you repeat an action wih a delay?

past girder
#

I used a custom event and just a delay node

#

looks nicer

woven wing
#

It's fine, if it works. It's just not how I'd do it.

#

Yeah, it's... totally OK.

maiden wadi
#

@tough halo SetTimerByEvent.

tough halo
#

if you wanna share another way to implement something like that I would be interested

woven wing
#

If I'm being honest, I think your way is better than the way that popped into my head.

tough halo
#

this is the same thing using a timer + event

#

the other solution is alot cleaner

woven wing
#

My way would have been to store a 'last fired' timestamp, and to check if we had moved past that + the time between shots.

tough halo
#

the screenshot doesnt even fit the clearing of timer when releasing the button

#

and hook it to the event tick?

past girder
#

I just got the ThirdPerson_AnimBP back but i need to change skeleton but can`t retarget

woven wing
#

Yeah, and turning tick on and off using the firing events.

tough halo
#

can I turn a tick off?

#

my immediate understanding is that I would hook a branch to the tick

#

which then would have to be evaluated every tick, firing or not

woven wing
#

"Set Actor Tick Enabled" can turn an actors ticking on and off.

tough halo
#

if I do that do I turn anything else off?

#

I assume alot of stuff happens at tick

#

it just turns off the actual tick event firing in the blueprint

woven wing
#

I actually don't know.

#

I think it's just the Actor's tick, and their components continue ticking if they have their own tick.

#

Because there's also SetComponentTickEnabled.

#

But maybe not?

#

I'd have to experiment.

tough halo
#

I'll test it myself if I go that route

#

thank you for your help

woven wing
#

Your way should work fine.

tough halo
#

yeah, it feels a little weird to loop the execution noodle back

woven wing
#

The one advantage my method has over yours is that mine can fire twice in one frame.

#

So if you have very high rates of fire, mine will support that.

#

Because you can divide the delta between the current time by the rate, and get the number of times you should fire this frame.

tough halo
#

wouldnt the bullets be on top of eachother then?

woven wing
#

Probably - if you're spawning actual projectiles.

#

But that doesn't matter for hitscan.

tough halo
#

true

past girder
#

Jack?

thin ferry
#

I wasn't sure if this goes here or in VR... so what is happening is the drone is moving to the player and pointing to the ground... and wont turn towards the player directly , almost as if there is an offset or something. When I teleport in VR it follows and targets with an offset again.

#

Any suggestions?

woven wing
#

It's hard to figure out what to do when a bunch of stuff is literally broken.

past girder
#

I am looking in my animation folder in the directories there is the animBP

#

But it doesnt show in engine

finite osprey
#

Hello, i have a noob question and sorry if its too noob. but im trying to make actor gun_base LineTrace from player eyes whenever they fire, im using Cast To. Its working in SinglePlayer but in multi only the 0 index player make TraceLine or second if index is 1. Is there any easy fix for that?

woven wing
#

I don't know where this Trace Object function is happening, but I'm guessing inside the Player Character?

#

Or inside the gun?

#

Either way - just use the reference directly.

#

Don't use Get Player Pawn.

finite osprey
#

Its inside the gun and thats the problem if the code is in PlayerCharacter every player TraceLines without issues

woven wing
#

Is the gun attached to the character?

#

Because if it's attached to the character, you can use 'Get Owner' to get your parent.

#

And then cast that to FirstPersonCharacter.

finite osprey
#

Okay ill try to change it a bit thank you for help ๐Ÿ™‚

random hill
#

@finite osprey if for some reason that doesn't work, you can add the variable for player inside the gun

#

and set it up while creating the gun

royal rain
#

can i get some help with fixing the camera with the ball roller game so it can turn with the player

#

i just want a better camera for it

#

idk know how to make a better camera

tough halo
#

what you got now Lord?

#

I'm pretty new to ue4 myself but I can try to help if I can

faint pasture
#

@royal rain How do you want the camera to behave?

royal rain
#

i need the camera to follow the ball around either by just moving the mouse, weather by holding right mouse button first or by just automatically, or whenever the ball moves left and right, like a car game would

#

ive had bad experiences though when it comes to having the the game let rotation determine where the camera is facing

#

becuase every little bump will then shake where the camera is

#

when you go into a wall

#

so mouse might be better

faint pasture
#

and have mouse input add yaw and pitch input to the control rotation

royal rain
#

ok one sec

#

i need to open up unreal again sorry

#

honestly a lot of the next few things after this faken camera thing might be pretty easy, i still dont know how to do it, but its more design stuff than it is super complex programming skills

#

where is the lag settings

trim matrix
#

Hallo :)
I am in the middle of trying to create fixed cameras, but the movement is kind of funky. I tried to look it up, but with no luck.
I want to have the movement being based on the active fixed camera and not the character. I know it's most likely a very basic question, but I am very new.

royal rain
#

i too am looking for camera fixes

#

and new

#

ish

#

not really kinda

#

i cant find that lag option @faint pasture

trim matrix
#

Ah, atleast im not alone in the struggle haha. I do 3d visualisations for retail for a living and wanted to branch out a bit.

royal rain
#

ah

faint pasture
#

@royal rain its in the spring arm, not the camera

royal rain
#

o

#

sorry i did the assume and didnt read i am sorry

#

ok

#

i did it

#

what do i do next

olive sedge
#

Am I misunderstanding IsValid? I'm getting runtime errors when I use it on an uninitialized value

dawn gazelle
#

What type of object are you passing it?

olive sedge
#

an actor

#

.. something descended from a Character

worldly edge
#

Anyone know if changing the value in a blueprint affects every other instance of that object with that blueprint

royal rain
#

@faint pasture

worldly edge
#

Say my character damages a character with a variable on it would all other copies of that character get damaged too

#

Or would it just be that instance

faint pasture
#

@royal rain Where is your mouse input going?

olive sedge
#

@dawn gazelle

faint pasture
#

@worldly edge just the instance

worldly edge
#

Ok cool

#

I was starting to get scared because you can cast to classes too it makes sense now

#

Class would be how you'd edit all instances right?

royal rain
#

what do you mean

#

idk if what i did will work

#

but i tried something

dawn gazelle
olive sedge
#

no

#

I have a branch of IsValid true on it

#

it's the first thing I do in the function

royal rain
#

it wasnt moving when i did it but it did have a stable camera

#

i dont really know what im doing @faint pasture

dawn gazelle
#

IsValid is just supposed to make sure that the reference exists. For troubleshooting sake, why not try something simple first?

rough jay
#

yep

maiden wadi
#

For some reason, using the function itself is bugged. It doesn't work correctly. Use the macro for it.

#

Or at least it was a while ago. I used to get errors using just the IsValid function.

dawn gazelle
#

The macro calls the function itself.

rough jay
#

do u remember what the error was auth

maiden wadi
#

Yeah, scratch that, not happening anymore, just checked. I can't remember what engine version that was, but I was getting accessed none errors with nothing but an input key, and a branch with IsValid function.

royal rain
#

what do i do with the y and x or pitch and yaw

undone merlin
#

so im completely new to unreal and blueprint but i need to know how to make my actor change color

odd ember
faint pasture
#

@royal rain add pitch and yaw input for m the mouse axis

#

That'll change the ControlRotation which is what's driving the spring arm

rugged kernel
#

How can I use "GetSplineLength" with a SplineMesh in blueprints?

rough eagle
#

HEllo, I have a beginner question :
how can i set a static mesh from my Blue print object, as a Variable ?

faint pasture
#

@rough eagle What are you trying to do? The mesh is already a variable within the mesh component.

#

You can make a variable of type static mesh and use it in the construction script or an OnRep for example but I'm failing to see what you're trying to do.

rough eagle
#

I have a mother class "figther", which use the weapon on her scripts. then i want to use a child class, with a different weapon visual

royal rain
#

@faint pasture i dont know what the nodes are to do that

rough eagle
#

Sorry adrian i was trying to @faint pasture

thorn fiber
#

Doing this Is Valid Check on Tick still produces a pending kill error on tick for a few seconds (i suppose until it is garbage collected). IDK what else to do? Shouldn't an Is Valid solve this? I suppose race condition is happening where Destroy gets called on or around where the AddWorld Rotation for Cube1 and Sphere would execute. Functionally its all ok but I get this annoying errors.

steady orbit
#

Anybody understand how Unreal can handle 2d world wrapping?

dawn gazelle
faint pasture
#

@royal rain look at the rolling ball template

royal rain
#

i have

#

i dont know what you expect from me right now

worldly edge
#

ive been trying to spawn a particle system on a actor and its not working

worldly edge
#

what does set template mean?

#

oh i see

orchid garden
#

could someone explain to me how i can use a structure as a variable that has a component item in it to store a list of items? I've been trying to figure it out for a few hours on my own and i've come up dead end, i know it can be done just don't know how to go about it:

#

the part that im stuck on is the component item, i don't know how to get that setup so that I can actually use it as a storage device inside the variable.

worldly edge
#

wow im dumb problem solved i was adding the particle system to the player when they die

dawn gazelle
#

ie. Your inventory component would contain an array of "inventory items" which could be structs, but you shouldn't need to store the component itself within it.

timber cloak
#

@dawn gazelle hey, thanks for the help yesterday!

#

Sorry for forgetting my manners.

#

Including those who helped me yesterday as well!!

thorn fiber
#

@dawn gazelle What do you mean? That is happening directly on the actors

small oracle
#

Iโ€™ve been making an iOS blueprint game, and itโ€™s been launching on my phone just fine until today. Itโ€™s saying it needs a remote server to compile, which is weird since I havenโ€™t touched any code or added plugins. Any ideas?

#

Or does anyone know if I can rent a Mac somehow to remote compile?

#

nvm, turns out you can't change the icons for iOS

dawn gazelle
#

I have the IsValid check on there too.

woven wing
thorn fiber
#

@dawn gazelle Well thanks for that info, I'll add I'm on 4.26 and developing on switch but not sure if that is the edge case difference here

#

But sounds like you are doing exactly what I am

orchid garden
# dawn gazelle Why are you looking to store the component? Usually the components would be att...

what im attempting to do is make a bag the player can equip, and fill with items. They can then take that bag, filled, and move it back into their inventory, or drop it on the ground. The items use a struct in the inventory to store whats in them, but, thats where the problem arises, being able to keep the items in the pack when its moved into ones inventory and keeping the stucture the same for the items in the bag. if that makes sense....

thorn fiber
#

@dawn gazelle It was an oversight on my end. I just got back to it after doing some chores today and realized that the error is coming from other nodes that don't have the IsValid check.

thorn fiber
#

So problem solved lol

#

99% of the time it is an oversight with me

dawn gazelle
#

I'm starting to think you should probably have a "bag" actor created that contains the component, and you could store that actor within your inventory structure.

#

Then when interacting with the inventory item, you can check and see if the bag actor is set, and reference its inventory component to get its inventory.

silent imp
woven wing
#

You should have both options:

silent imp
woven wing
#

Which version are you on?

silent imp
#

uh

#

ue?

woven wing
#

Yes.

#

I heard somewhere that interfaces were a bit weird in the newest version.

dawn gazelle
#

I find that if I'm dragging off of an object pin (doesn't really matter what) then typing in the name of the interface I'll see the Message one.

silent imp
#

4.26

#

oh really

dawn gazelle
silent imp
#

i'll try that

#

damn still didn't find it

woven wing
#

It doesn't really matter though, a Message is really just syntactic sugar over a Cast and a call.

#

Cast to your Interface, call the function on it if the Cast is successful.

silent imp
#

oh alright

#

how do i cast to my interface?

#

nvm i got it

woven wing
#

๐Ÿ‘

chilly jetty
#

Hi all, I was working on a waved based spawning enemies system and it reached a point where sometimes the game will crash and produce an infinite loop

#

it said it was coming from this part of the BP

#

the stack mentioned this

#

Script call stack:
Function /Game/UserMade/Gamemodes/GameplayGamemode.GameplayGamemode_C:SpawnActivation
Function /Game/UserMade/Gamemodes/GameplayGamemode.GameplayGamemode_C:ExecuteUbergraph_GameplayGamemode
Function /Game/UserMade/Gamemodes/GameplayGamemode.GameplayGamemode_C:ChooseEnemy

woven wing
#

Your chosen enemy is probably a null pointer.

#

Ah, because you can pick beyond the end of the list.

#

You're generating a random integer of the length of the list of enemies.

So if you have 5 enemies, you're generating a random number between 1 and 5.

But the Keys list has indices between 0 and 4.

#

So you can end up choosing an item from the list beyond the end.

#

And you'll never pick the first one.

chilly jetty
#

I see

woven wing
#

Just subtract 1 from the random integer result and you should be good.

chilly jetty
#

right I was about to say i should do that

#

thank you

woven wing
#

๐Ÿ‘

#

Ah, I'd recommend using RandomIntegerInRange and do 0 to Length-1.

#

Rather than just subtracting one.

#

Because it looks like RandomInteger can return 0.

chilly jetty
#

hmmm

#

I tried both ways

#

play tested it

#

and there's still an infinite loop going on

#

this was all i added or changed

upper linden
chilly jetty
dawn gazelle
#

The branch should be >= 0

#

err nvm

chilly jetty
#

tried that

#

still has an infinite loop

dawn gazelle
#

Do you perhaps have many enemies in your list that are set at 0 in the Enemy List map?

chilly jetty
#

I really only have 2 at the moment

dawn gazelle
#

Are you subtracting from the map anywhere outside of this function?

chilly jetty
chilly jetty
dawn gazelle
#

Your remaining number of enemies is > the number of enemies in your map.

#

It's causing the infinite loop on your branch as it always returns false, as your function was called (likely with a check of remaining number of enemies > 0) but you have no enemies remaining to spawn from your list.

woven wing
#

Ah, I didn't check that part.

#

I focused on the index.

dawn gazelle
#

You can get the length from the array for the total number.

#

err

#

nvm

#

Gosh I hate how maps work sometimes, but I do love them XD

woven wing
#

They are great.

#

But the way blueprint makes you work with them is awkward at best.

#

Makes me really wish there was as easy a way as python's

enemies[key]

chilly jetty
dawn gazelle
#

No ignore me on that.

#

You're getting the values from the map and adding them up which is correct.

shadow saddle
#

im still confused about behavior tree selector

#

it says "They stop executing when one of their children succeeds. "

#

it my selector has left and right , if left success it wont execute right?

chilly jetty
shadow saddle
woven wing
#

It also returns Success.

#

So if it's in another Selector, then it bubbles up.

shadow saddle
#

very confusing

woven wing
#

Do you know For-loops?

shadow saddle
#

yea

woven wing
#

A Selector is like a for loop.

#

It goes, basically, like this:

for child in children:
    if child.executes_successfully():
         return SUCCESS
return FAILURE
dawn gazelle
woven wing
#

So it breaks out of the loop when a child succeeds.

shadow saddle
#

so as for sequence

woven wing
#

They're also a for loop.

shadow saddle
#

it wont stop until the children fail?

woven wing
#

But they look like this:

for child in children:
    if not child.executes_successfully():
         return FAILURE
return SUCCESS```
shadow saddle
#

am i right about sequence there

woven wing
#

Yeah, if a child fails, it returns failure and stops processing other children.

#

If all children succeed, it returns success.

shadow saddle
#

lets say my sequence consist of 3 nodes , find random loc , go to that loc, wait 5 sec

#

this sequence is under the selector node

#

so when the 3 nodes execute succesfully one time

#

sequence sucess

#

then goes back to selector

woven wing
#

Yep.

shadow saddle
#

selector also sucess

atomic prairie
#

Hello! How to detect if the player using a keyboard, an xbox controller or a playstation controller? For display "press (E) to open" "press (X) to open" "press (square) to open"

chilly jetty
#

this is the main Spawning BP that uses those previous fuctions

#

5 seconds

#

its called every 5 seconds

dawn gazelle
# chilly jetty its called every 5 seconds

Ok, so unlikely to be a race kinda thing... What I'm thinking right now, is perhaps do a check that if the value of an enemy <= 1 in the map, remove it from the map instead of re-adding it's subtracted value to the map. This way when firing the random operation on the next execution, you can only get a valid one.

#

So do the check for "Enemy number - 1" <=0 -> If True Remove Enemy from Map, If False, Add the value back to the map

shadow saddle
#

@woven wing i know when to use sequence but what exactly u need selector for

#

any example

woven wing
#

Sure, let's say you were trying to pick from among viable strategies.

  • heal myself
  • fight enemy
  • wander randomly
dawn gazelle
# chilly jetty its called every 5 seconds

Then as a secondary precaution, you can put a check in at the front of the execution, checking the value for the length of the map -1 >= 0, just to make sure you have something to spawn in the map still, and if false, perhaps add return node with a "Found" boolean that you can check outside your function before trying to execute your spawn function.

woven wing
#

You go into Heal Myself, but you fail because you're not hurt.

You move onto Fight Enemy, but you fail because you don't have a target to fight.

So you go to Wander Randomly, which always succeeds.

#

If you were hurt, you'd heal yourself.

#

If there was someone to fight, you'd fight them.

dawn gazelle
shadow saddle
#

i see

woven wing
#

The name is a bit of a give-away about how you should use it. It's about 'selecting' something to do from several options.

slate wasp
#

is there a way in BP to get settings from DefaultGame.ini? specifically, I'm looking for ProjectVersion

dawn gazelle
slate wasp
#

so there isn't - thanks!

shadow saddle
#

@woven wing so if u have 3 nodes for this selector , heal atk and roam , if the first two failed and only roam success , the selector is sucess , then it goes back to root, and from root it start over again

woven wing
#

Yup

shadow saddle
#

ohhhhhhhh

#

i get it now

#

everything make sense when i understand the point "execute from root to bottom, then bottom return back to root and repeat the execution again"

#

thank you so much

woven wing
shadow saddle
#

๐Ÿ‘

steep pumice
#

anyone available? I need a more experienced set of eyes to help figure out a behavior tree

violet mauve
#

can anybody help me setup a sobel process outline for 4 directions not just 2? i cant find a tutorial that works with the custom stencil or maybe i just dont know what im doing

dusky cargo
#

So um, I created a character controller but it's a pawn instead of the actual character class, the thing is that when I try to replicate it, the clients don't actually spawn as a player, like they're just kinda there with no controls or anything, is there something i'm missing? The blueprint is set to Replicates by default but apparently I have something else to do because it's not working... It's basically my first time with replication so i'm a total noob, could someone with more experience maybe help? ๐Ÿ˜…

dawn gazelle
dusky cargo
#

The reason why I made a pawn is because I have a custom directionnal gravity, and its not really working (as I have it set up right now) with the Character movement and all, so is it possible/ not too hard to do with just the pawn or should I figure out how to make everything work with the Character?

dawn gazelle
#

Couldn't tell you specifically, but you definitely lose some functionality. I'm not sure you can properly replicate character movement without the character movement component.

#

That is, if you're making a multiplayer game

dusky cargo
#

Allright thanks! I'll see what I can do with that

faint pasture
#

@dusky cargo do you intend to use kinematics or physics to move the pawn around?

olive sedge
#

Could someone break down rotators for me? What is a rotator anyway? Appearently you can make a rotation from a vector? Doesn't a rotation always need something to relate to?

#

I'm trying to calculate a direction for my character to move to and aim to when he's got a focused target

humble imp
#

hello all
I can not input the text with language Korean ("์•ˆ๋…•ํ•˜์„ธ์š”") in editable text in UE4
how to config to input text Korean type?

fleet nimbus
#

Hi! Excuse-me, I have a question.. is it possible to save a copy of an object in an array instead of a reference to this object? The problem is that If I destroy the object after put it into the array, I don't have any information about it anymore

summer zephyr
#

how make blueprintimplementable event in c++ with 2 execute

worn nebula
#

Does anyone know why my game is able to be paused using Set Game Paused and show cursor on one level, but not another?

upper adder
#

and different level can have a different gamemode

#

so maybe its checked in one but not the other

worn nebula
#

Ah okay, I'll take a look, thanks!

olive sedge
#

can I set default values for macro parameters?

worn nebula
#

Hm it seems both levels are using the same gamemode and pausable is ticked...

tight schooner
#

@fleet nimbus I think you have to copy/save the information manually. Either that or keep the object alive and instead create some BP script that functionally deactivates it rather than outright destroy it.

#

@olive sedge yeah I'm pretty sure you can

olive sedge
#

@tight schooner I can't find where

maiden wadi
#

@olive sedge You should be able to. Click on the macro in the Function/Properties list, there should be a little down arrow somewhere near the property you want to change.

olive sedge
#

ah, yes!

#

thanks @maiden wadi

fleet nimbus
#

Umh.. how could I desactivate an object?

tight schooner
#

Set visibility to off on the render-able components

#

disable actor tick (Set Actor Tick Enabled node)

#

disable collision on any colliders

#

stop timelines and timers, etc.

#

@olive sedge re: rotators... I'm pretty sure you can find some general documentation on rotators

fleet nimbus
#

Well, okay, I'll try that, thank you!

tight schooner
#

the three floats represent roll, pitch and yaw in degrees (out of 360)

olive sedge
#

yes but what is it in relation to?

#

how does it get a rotator from just a vector?

tight schooner
#

oic, you have a vector and you want to turn that into a rotator...

#

this might be stupid but I use the node, get look at rotation, lol

maiden wadi
#

Velocity is just an arrow, pointing in a direction. So you can turn that into a Yaw/Pitch rotator. Roll will be 0.

olive sedge
#

well, what I'm trying to do is have a character aim at a target and if the yaw gets to be too much, rotate the character and walk sideways or even backwards

tight schooner
#

or no, you can use the node Get Forward Vector

#

out of any rotator

#

you can get Up, Right, and Forward vectors out of any rotator

olive sedge
#

I've got the yaw calculation down

maiden wadi
#

Rotator's Z is -180 to 180. -180 and 180 face the same direction IE behind, or to the negative X axis.

#

Pitch is -90 to 90. Straight up, straight down, 0 Is equator level.

olive sedge
lapis path
#

Hi ! Level streaming issue here (probably) : My Gamemode references at beginplay the characterBP set in persistent level. When a sublevel is loaded, the reference is lot and I can't get the characterBP. Any idea why ? (also yes, it's a character BP, NOT a pawn one. I just named it this way for some reason)

maiden wadi
#

Knowing that, it allows you to turn any directional vector like velocity into a rotator.

olive sedge
#

@maiden wadi hmm, ok

tight schooner
#

I'm clearly too confused to answer #blueprint questions... I should hit the hay

olive sedge
#

@tight schooner All good, thanks for answering!

tight schooner
#

@lapis path I have no experience with level streaming, but you can at least do some general debugging. Is GetPlayerCharacter returning the expected actor? Is the cast failing? What if you used GetPlayerPawn?