#blueprint

402296 messages Β· Page 589 of 403

odd ember
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because it means your thing does nothing

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crashes

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add to that the fact that you've made it as a macro, which has its own issues within blueprints of getting properly evaluated

tough halo
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the macro is just to wrap the select so I can have one node instead of 2 (also, I wanted to try out a macro)

odd ember
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use a function if you can instead of a macro

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given that they are known to bug out

tough halo
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the macro just "pastes" the nodes into the blueprint correct?

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that's what I gathered from googling

odd ember
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technically yes, but the macro "expansion" is buggy depending on how your blueprints are set up, so it's best to avoid them entirely

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you can just as well create a pure function that does the same

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in either case it's a moot point because what you've currently setup doesn't do anything

tough halo
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so even if I have a macro defined directly in the blueprint it can bug out

odd ember
#

yes

supple dome
#

whats the problem with checking is valid on both, is valid doesnt crash

tough halo
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yeah Takain, it works as I expect it to, so I dont really see the problem.. I would like to understand if there is one tho

odd ember
tough halo
#

but the macros first.. there is a bunch of built in macros

odd ember
#

so both get evaluated

tough halo
#

can I not trust those either?

odd ember
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I wouldn't if you can get away with it

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I think the loops are generally safe

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everything else, not so much

tough halo
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I made a while loop and put a delay in the loop execution pin and it locked the editor πŸ˜„

odd ember
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yeah that's another big no no

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use timers if you want something done over time

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loops are meant to be as close to instant as possible

supple dome
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so both get evaluated
and whats the problem

tough halo
#

thats when I realised I can just loop the execution pin backwards instead of using a loop node

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mind blown

odd ember
tough halo
#

so if I'm guessing, what you are saying is I cant guarantee that what I get out of the select is not null?

odd ember
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if A is not valid and A is being evaluated

tough halo
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since both A and B can be null

odd ember
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yes

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what you can do though

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and it's not much more work

tough halo
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or are you saying that if A is null and B is an object it will still crash?

odd ember
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is something like a validated get

supple dome
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if you just Is Valid on A you are still evaluating A

odd ember
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or just use a branch on IsValid

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which is pretty standard convention

supple dome
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yeah theres no need for something different than just a is valid branch

odd ember
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well except it's an error prone statement

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so yeah I'd say there is

tough halo
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I would then need IsValid->Branch->Set variable (twice)->do whatever

odd ember
#

IsValid doesn't cause errors to evaluate the same way you don't crash for doing if (*) in cpp

odd ember
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it's the same setup

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and since functions allow you to use parameters as variables

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you don't even need to set up extra variables

tough halo
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you mean if I make a function instead of a macro?

odd ember
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so if you convert your macro to a function you can write Get A in the context menu to bring up the A parameter

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yeah

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the branch on IsValid is the closest thing BP has to a true ternary operator

tough halo
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I dont understand where the branch comes in

odd ember
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at the top

tough halo
#

I dont understand why this supposedly wont work either

odd ember
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branch your execution

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you can do that in pure functions

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have two return nodes

tough halo
odd ember
#

yes

tough halo
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I like that better than my macro

odd ember
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if you want to clean it up you can use the context menu to get the parameters as variables

tough halo
#

yeah, I was rushing to take the screenshot πŸ˜›

#

I hate the noodles that go under other nodes

odd ember
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well you're in luck then

tough halo
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can I do the cast inside the function somehow?

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I'm guessing no, unless there is some sort of generic type parameter thing

minor galleon
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umm.... just came back to the project and all of the widgets I created last night are empty

maiden wadi
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That's odd. You might check the backup folder. See if you can revert a little.

minor galleon
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how do I revert from backup?

tough halo
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@odd ember I still dont understand how the select stuff will lead to problems. I went digging in the source to find out how it works

#

UClass* UKismetMathLibrary::SelectClass(UClass* A, UClass* B, bool bSelectA)
{
return bSelectA ? A : B;
}

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I'm not sure what I'm misunderstanding here

odd ember
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the problem is that the BP VM doesn't do lazy eval

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it's the same with logical && or || nodes

tough halo
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if I call the SelectClass I'm calling compiled cpp code? it doesnt run in the vm, it asks another layer for data?

odd ember
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you are called wrapped cpp code that still has to go through the VM

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likely before being parsed further down the hierarchy

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a good question would be if nativization would "fix" this, but honestly I doubt it

minor galleon
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@maiden wadi How do I stop unreal from auto removing the unused widget?

tough halo
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I'm not lazy evaling anything tho, A and B are both variables, then it does isValid and sends the return bool into that function that will then decide wether we go forward with A or B.. if B is selected then A can be whatever, it wont be used

odd ember
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you are if you are using it in BP

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cross that

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you are attempting something that would only work for lazy eval

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you are banking on the assertion of IsValid being correct and the select node acting appropriate in that context

maiden wadi
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@minor galleon Sorry man, never seen that before. You have something odd going on. #umg People in this channel can probably help more.

tough halo
#

the function is still relying on IsValid

odd ember
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sure, you are just not asserting a lazy eval value like before

tough halo
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and selectClass seems trustworthy given it's source

odd ember
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if it was pure cpp then sure

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but it's not

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it's wrapped in BP

tough halo
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ah okay, so there is something funky somewhere in how the bp stuff works

odd ember
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I told you

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the BP VM does not do lazy eval

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any BP node is fully evaluated as it is parsed

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likely because the VM possibly has a process of "unwrapping" the BP wrapper and as such everything has be to established

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as in, all connections

tough halo
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okay, maybe it will click as I get more familiar with the BP system

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thank you for taking the time to answer questions, it really is helpful

minor galleon
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@maiden wadi Thanks for your help, anyway

olive sedge
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how can I get the calling connection in a server custom event?

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LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor BP_Grim_C_0. Function execRequestAttack will not be processed.

Appearently I need to set a connection as an owner for the actor. How do I get the connection that called the RPC?

maiden wadi
#

That sounds like you're trying to ServerRPC from a client?

olive sedge
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I call requestSpawnUnit from the client and execute on the server

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then later I want to call an event on that unit from the client and execute it on the server but it's not owned by that client

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I tried passing the player controller and do SetOwner but no cigar

pulsar moss
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This is really weird blueprint behavior. Is this known? A function without a return value is returning wrong information. Here, the function is returning with 0.45 unit max cover, which is wrong. The function executed without a return path.

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unit max cover correctly returns 0

meager idol
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How do i get a specific child component of an actor? I have an object refference to it and now need to get a position of pne of the child components but nothing seems to work

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Probably did something work

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Not gonne pretend i know BP well

tough halo
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is it one of the components that you have in the list in the upper left corner?

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you can just drag it into the bp

trim matrix
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Like just a straight up Uobject?

meager idol
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No, i spawned an object in a class, then saved that object refference and now i want to refference one of it's child components

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Or bluepring actor class;

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im not sure about the lingo here

trim matrix
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Yea that’s making it hard to understand MorganaLaugh

tough halo
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can you screenshot the bp where you want to do something?

trim matrix
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Yea that would be helpful

meager idol
odd ember
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so you have a component on Gauntlet

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that you want to reference

meager idol
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Yes

odd ember
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GetComponentByType

trim matrix
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Ok so your spawning Actors, not objects MorganaLaugh

odd ember
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or any of the other GetComponent variants

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actors are objects

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technically speaking

trim matrix
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Yea Ik

odd ember
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also UObjects can't have components

trim matrix
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Yes ik that as well

odd ember
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so they'd have to be actors

trim matrix
#

Was still just getting confused

meager idol
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I do not have node called GetComponentByType in the contextual node creation

odd ember
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ugh maybe it's called something different

tough halo
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rightclick, type hand1, use get, then you have the actor

odd ember
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get all components of type?

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or of class?

tough halo
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you can pull of that and start typing the name of the component you want and it should come up

meager idol
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There are these

odd ember
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by class

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is the one you want

untold girder
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Am I cool to ask a question? I don't want to interrupt

odd ember
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go for it

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people will answer if they know

untold girder
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Not expecting a response from this because it's such a weird niche issue, but

I have a Function Library with a bunch of Data Assets in an array inside the function library. Every time I restart the engine the array inside the Function Library resets itself, and I have to go into the library and re-set the array. Do you guys have any idea why it would be doing this?

I've got a few work arounds in mind, so not looking for a solution, but I just wanna know why the hell it's acting like this

odd ember
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or most of the time, even if the don't know πŸ™„

untold girder
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Of course, such is the way of the internet

meager idol
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But there i can't choose specific child i need, it just finds first component of type

odd ember
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so which child do you need?

meager idol
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I need the ShootingPoint child component

untold girder
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@meager idol Most of the time In have the child set itself in a reference of the parent.

odd ember
tough halo
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drag off the hand1 variable and type shootingpoint Madeline

untold girder
meager idol
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There is a reason i am asking here x)

tough halo
odd ember
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yeah you have to use those iteration functions to find them

odd ember
meager idol
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I have several sphere child components ye

odd ember
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you'll have to loop through them

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or you could get component by... name?

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no that doesn't even exist

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meh

tough halo
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in your vid you are dragging the shootingpoint into the blueprint and setting it to itself

meager idol
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Exactly x)

odd ember
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well get by class, you'll have an array, then loop over the array to find the right name

tough halo
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its already a variable

odd ember
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not elegant but w/e

meager idol
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Then i think i will just make the gauntlets child component of the player >.> will make things easier but harder in the end

odd ember
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you could also just do it once and save them as variables

tough halo
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if the actor variable you have is of the right type, which it should be since you are setting it from the spawn, you should be able to find the shootingpoint if the shootingpoint has been added to the actor in the designer (I dont know it would be if you do it at runtime, Cranz knows better prob)

odd ember
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the general idea though with those get component type functions is that you'd want to just have one of the component that you reference, or all of them

meager idol
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i know i should be able to see it, not even using cast to works

tough halo
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your video doesnt make sense

odd ember
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whose

tough halo
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in your first screenshot you spawnactor scifi gauntlet

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Madelines

odd ember
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I don't think they posted a video

tough halo
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oh yeah

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that was mike

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haha, no wonder its confusing

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anyway, inside your scifi gauntlet blue print class, the component you are looking for exists right?

dawn gazelle
wheat herald
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Hey, so I got a "get velocity" going on and I would like to only take the Z value to create a condition later. How can i do that ?

dawn gazelle
wheat herald
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thanks

dawn gazelle
odd ember
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yeah it was what I meant

dawn gazelle
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hmmm appears to be replication issue... It does move when running as standalone

orchid garden
dawn gazelle
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Ditto.

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I'm close, just need to figure out what I'm not replicating XD

orchid garden
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dedicated or client to client?

dawn gazelle
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dedicated

orchid garden
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for dedicated i fired event on server -> set lauch velocity vector, mutlcasted to clients (with vector) -> then did lauch

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donno if that'll help

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oops

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there that one shows how the replication was set

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course target would be the actor you want to launch

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which you might want to pass from the server as well

deft hawk
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Does anyone know how weapon sway usually works in fps games? Is it done by animation or camera movement?

odd ember
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camera is easier

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so probably camera for most cases

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although it's hard to tell

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also because it is called head bobbing

deft hawk
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Yea in the default FPP project the weapon sway in the animation makes aiming near impossible

odd ember
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aiming should always be in the center of the screen though

winged badge
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i've asked this question on reddit, but anyone know why these nodes are available when the ps4 sdk is under lock and key?

odd ember
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those nodes have nothing to do with the PS4 sdk

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Sony themselves most likely exposed the functionality of the controller so this using the controller API, probably under directX or some such

winged badge
#

So they don't serve much purpose without the development kit then?

tough halo
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you can use a ps4 controller in windows

winged badge
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ive used it with ds4, so is there a native compatibility layer?

odd ember
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yeah that's what direct input is

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under direct x

winged badge
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got it. I'll give it a shot

trim matrix
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Yo guys, I want my character to be unable to leave a specific collision box, anybody got any idea on how to achieve this?

winged badge
#

with blocking volumes, you can enable "hollow" to make a case of sorts

trim matrix
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I'm using a static mesh, I don't believe you can add a blocking volume to one

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Context: It's a wall mount. Once you mount the wall you shouldn't be able to move forward or backward

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That is what I'm trying to achieve, however even if I disable forward/backward input. you can still move off the wall by turning your camera

winged badge
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if its like a wall grab, you should probably make a system that changes your input functionality

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so the W and A keys move up and down

trim matrix
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That might be the best way to do this. But I was hoping I wouldn't have to haha

winged badge
#

probably will be better in the long run so you dont have players clinging to objects they shouldn't

trim matrix
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Thanks for the suggestion. I'll just stoop being lazy and get to it

dawn gazelle
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Didn't need to do any of the other launch stuff, it all shows up on the clients from the initial impulse as its run on server.

chrome sundial
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Someone has a idea how to smooth my procedural mesh created from perlin noise?

autumn hawk
#

I hope this is a dead simple question - can anyone give me a tip on how would one go about converting a float that ranges from -90 to 90 into an output int of -1 or 1?

twilit heath
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well, you can just divide by 90, but this is a special case @autumn hawk

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you have MapRangeClamped and MapRangeUnclamped nodes that easily handle more complex scenarios

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like maping -30 to 90 into -1 to 1

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ah output of Int

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you pull SelectInt node

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you put float > 0 as condition

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into wildcard

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and just put 1 and -1 into pick fields

autumn hawk
subtle pulsar
#

anyone know why im getting an error on this node

stray island
#

There was a toolbar where i click simulate in the actor

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It dissapeared

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Nothing on top

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Nvm found

trim matrix
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@subtle pulsar like the error says, it's accessing nonthing

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in your case the third person character

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so what ever you are casting is not referenced

stray island
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How do i make a static mesh in a variable to be a variable in the editor again?

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It was construbt or idk

subtle pulsar
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thank you i found a fix, i had to add a second return node

stray island
#

Sorry i think i didnt phrase it well

trim matrix
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for the cast failed?

stray island
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How do i make a static mesh inside an actor a public variable in the editor

subtle pulsar
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also this code is bugging me i want it to pick up this object and make it add 50 ammo

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but when i walk over the object it does nothing

trim matrix
#

test the collision first maybe

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just do print string

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also make sure the one that overlaps is the right casted type

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if u want to make variable/component public just click on the red box area

stray island
#

No u didnt get it

subtle pulsar
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@trim matrix ive got it set to overlap all on the static mesh

trim matrix
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static mesh?

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your character is not static mesh tho

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let me see your collision profile

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both the character and the pickup actor

stray island
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I want a mesh equipped in my actor to be edited in the editor following the public variable, it was via two steps expose on spawn and something else

trim matrix
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@stray island I can't make sense of what you are trying to achieve

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Public or not, why can't you edit the mesh equipped in your actor

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you just need a reference to it and you can do anything to it

stray island
#

Not from the editor

subtle pulsar
trim matrix
#

from what then?

stray island
#

Changing static meshes require u to go to the actors blue print

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I want it public

subtle pulsar
trim matrix
#

what do u mean by public

stray island
#

Editor

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Hi dw i will try to remember

trim matrix
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Public variable just means that it should be accessed somewhere else

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Changing static mesh is ez job, you can do it on any blueprint so long u have reference to it

stray island
#

What im trying to achieve is changing static in the level directly without having to go to blueprint

trim matrix
#

sure, give me example?

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even that is done in blueprint too

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Do you want the player to press a button or something in the game and the static mesh change to something else?

fringe geyser
#

Have two, identical Player Character actors in the scene. Need to switch possession between them back and forth. How do I achieve this, aside from referencing them in the level blueprint?

stray island
#

Not in the game , in the editor

trim matrix
#

Ok, then try construction script

stray island
#

Ya

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I think its that

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Let me test

trim matrix
#

its that 100%

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make a static mesh component

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expose it on spawn

stray island
#

Yes it’s constitutional script

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That was the missing info

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Construction*

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Yes i just forgot the construction script thing , thanks sorry for the headache

trim matrix
#

good luck

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and no headache lol

stray island
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sorry get all actors of class*

subtle pulsar
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@trim matrix all i had to do was add a box collision, how stupid of me

fringe geyser
#

@stray island I tried something like this but it crashes the editor. What am I doing wrong?

stray island
#

Movement? No

trim matrix
#

@subtle pulsar I see, so there was no collision to step on. That's why

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@fringe geyser why are u pulling character movement for posession?

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I mean it prob doesn't matter but you are extending the code

fringe geyser
#

Latest silly attempt to have it not crash

subtle pulsar
#

yeah haha probably just a bit too tired, 4am here

fringe geyser
#

That crashes the editor as well.

trim matrix
#

Maybe it's trying to posses it self?

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i dunnoe

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what u need to do know is

stray island
#

Yes its non completed still

trim matrix
#

Print string the get

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Make sure that you get the right actor

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Do that and show us what u have

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in fact just do for each loop

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and print string every actor

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so u know how many are inside the game, from there you can see what's available to posses

fringe geyser
#

Tried that before, it got all actors as it should (2 of them), proper ones. However, feeding them into Possess crashed the editor, either of them. I don't know if I'm missing a cast or something in between Get and Possess.

stray island
#

U need to additional spawnactor

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Then connect it to the class

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Are the two players in the level

fringe geyser
#

Actors are already in the scene/spawned when this is run. Or did I misunderstand?

stray island
#

The two actors *

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They are already on the scene?

fringe geyser
#

Yes

stray island
#

Oh

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Thats easy

#

Then

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Remember the get thing

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Ud connect get player controller to target in posses

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Not (self)

trim matrix
#

Where did u nodes take place btw?

stray island
#

Whos nodes

trim matrix
#

Mind switch just fine

#

@fringe geyser

#

one single code

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Oh nah

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I get it

fringe geyser
#

Using GetPlayerController instead of self fixed the crash πŸ‘

stray island
#

Ya

fringe geyser
#

I'm calling it from PlayerController

trim matrix
#

Yea

stray island
#

Nice game ^

#

Thats urs?

trim matrix
#

wip 😦

stray island
#

Whats wip

trim matrix
#

im starting a lot of things over

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work in progress

stray island
#

I noticed adding height fog

trim matrix
#

yea there are fogs

stray island
#

gives the game more live

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O i didnt notice

trim matrix
#

sure thing, if u know this game called silent hill, the remaster remove the fog height. It was soo lame u can see the end of the world

stray island
#

Oh no idk it but that sucks

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But ur pic ground

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Seemed too flat

gusty cypress
#

Does anyone think they could help with material bp, im trying to make an emissive grid (working) but in-between instead of it being clear I want it to be a glass material, if I make the material type masked the emissive grid works but not glass and if I make it translucent the glass will work but not the grid

#

I've watched and understand tutorials on both but do not know how to merge them

stray island
#

Tried lerp?

upper linden
#

this select is fed by an Enum

stray island
#

This wot

spark steppe
#

and returns true for the enum values that have a checked checkbox

upper linden
#

the checkboxes ?

spark steppe
#

i think its pretty much self explaining?!

upper linden
#

for you maybe

spark steppe
#

so if the enum is 'relaxed' it will return true

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if it's 'grenade' it will return false

upper linden
#

ah ok, it's clearer now, thank you very much

sand shore
#

yeah that little situation is easier when you just fully understand a select node

upper linden
#

i've never had it like this

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usually i return integers/floats/ vectors

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to put them in a new variable

sand shore
#

it's all the same thing

spark steppe
#

yea it's also a case where one could use switch on enum value

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would've been clearer

sand shore
#

depending on what the input is, which input should be passed through as the output

upper linden
#

ya, but i got this by accident, and i wanted to be sure of what it meant

sand shore
#

selects are kind of a wrapper to a switch, if you think about it

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a pure function with an internal switch and a set of return values

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if that helps you to visualize

upper linden
#

got it, i wasn't sure on the boolean part, is all

rough thistle
#

Is there like a nothing component, I want this to mainly just organize things.

worthy frost
#

just make an ActorComponent?

rough thistle
#

What do you mean?

#

I searched for it but couldn't find it.

late storm
#

So, I had ConvertMouseLocationToWorldSpace node working great in a small level to project mouse clicks with a LineTrace. But, I loaded up my character onto a large terrain and now it looks like the LineTrace direction is WAY off. Anyone know what might be going on?

late storm
#

nm, i fixed it, I forgot to add location to Direction before setting the End

torn kettleBOT
#

:triangular_flag_on_post: Sheriff 99#2165 received strike 1. As a result, they were muted for 10 minutes.

iron socket
#

hey can any 1 help me my interact function no longer works and im not sure y

thin apex
#

can someone explain the triangles in create mesh section???

past swan
#

Guys, if we want to check was some mesh in the actor BP was rendered we can use "Was recently rendered" node. But in will works for all meshes inside those Actor BP simultaneously. Is there a way to check "was rendered" only for specific mesh?

trim matrix
#

Hello everyone! I am new to unreal engine and I have a question... how do I check if a Boolean is true or false? Let me explain: I want to open a door only if I have the key, but how do I make the engine check if the key is in my inventory and change the variable from false to true? Thx

stiff chasm
#

Is there a get image size node for textures

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ive been looking but i cant find it

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Have they removed it?

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when i search up i get get image dimensions which doesent exist,

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even with context sensitive off

thin apex
#

Im trying to procedurally generate a sphere. Does someone have time to check out my BP and explain what I could've done wrong? When Resolution is 3 no matter how big i make it its ok (image 1) but when i increase the resolution then something weird happens and when i scale it then, it scales but stays weird like that (image 2)

frigid ether
#

Which is more efficient for performance:
A very large structure that references no other structures.
A short structure that references many other structures.
I'm making a master item that'll have probably up to 100 options inside.
Wouldn't the second option be worse, since the item then needs to fetch data from multiple structures, or would the first option be worse because an item that is probably only using like lets say 10 variables is loading 90 more variables than it needs

solemn parcel
#

Hi, I'm trying to translate an effect from projectile } actor , to linetrace } actor. The 'Magnus Shot' is an event from the focused actor. When the projectile hits the actor, the effect works. When the line trace hits the actor, nothing happens, the actor doesn't register anything.

#

Any help ?

#

I could make the effect happen on the linetrace BP, but I want it to happen on the desired actor

maiden wadi
#

@solemn parcel You should put some prints in your bouncyball thing and see if they run when you linetrace. It should be running if you're hitting the ball with the trace. Otherwise you might have a collision issue with the trace.

solemn parcel
#

Just did as adviced

maiden wadi
#

@frigid ether Really depends on your data structure. The best case for that is almost always a simplified abstract struct that you can make a datatable out of. But mostly it just comes down to personal organizational preference.

solemn parcel
#

I got the 'hello' on my screen, on hit of the ball

maiden wadi
#

From the line trace? Cause that's a different event than you had on your last screenshot.

solemn parcel
#

sorry the second one was from the bouncyball

maiden wadi
#

I know, but up above you're calling MagnusShot, and here you're printing off of ImpulseShot.

solemn parcel
#

oh nv;

frigid ether
solemn parcel
#

nvm yeah ill do it in order sec

#

Both prints works on hit

maiden wadi
#

@frigid ether It's likely not. Thirty years ago in a single core <600hz cpu maybe. Anymore that kind of stuff is mostly just organizational.

solemn parcel
#

But when I connect the ImpulseShot from the bouncy ball to the AddImpulse, nothing is hqpenning

maiden wadi
#

@solemn parcel Are you leaving the vector connected to the Event Hit? Cause if you are, that vector will be 0,0,0. So 0*2000=0

#

Try disconnecting the Vector*Float from the Event Hit and change the vector to 0,0,1. Then try the line trace. It should send the ball straight up.

solemn parcel
#

you are right

maiden wadi
#

Pass in the hit location from your line trace through ImulseShot. Copy the AddImpulse node and set it up so that the current 0,0,1 Vector is the UnitDirection from the passed in location to the center of the sphere, which is likely just GetActorLocation. It should have the same effect

shadow saddle
#

can you change the color of border for button when hover

maiden wadi
solemn parcel
#

wait, how do you pass the hit location from the linetrace without setting a variable ?

#

forget about it

#

Just found out, damn need to open my eyes sometimes

maiden wadi
#

Haha, learning curves.

solemn parcel
#

definitively works

#

@maiden wadi Thanks.

#

@maiden wadi I'll enjoy this to ask : When the projectile was hitting the Sphere, the Sphere with enabled physics was getting torqued in a natural way. The line trace does not give the Sphere that kind of rotation, it just pushes in one direction

#

Oh wait probably because it doesn4t add friction

maiden wadi
#

For that you'll need some extra math. The physics engine was doing the work for you with the physics simulation of something hitting the physics simulated object.

solemn parcel
#

I cannot just add enable physics on hit M

#

for the line trace ?

maiden wadi
#

Line traces aren't physical objects, so they can't directly apply force to something or affect them. They're like a laser pointer, just for querying.

solemn parcel
#

mmhh

#

I guess doing the physics mathematics will be way to complicated for me

#

especially if I want something organic and physics oriented

maiden wadi
#

Hmm. Maybe. I mean you could likely fake it pretty easy. You're only working from one side of the object.

solemn parcel
#

I'll check the different ways

maiden wadi
#

I think I have a fairly easy way to do that, but I need to set up a test case really quick.

solemn parcel
#

It will be a multiplayer game, 6 players and everything is around the physics of the main ball

#

I have no idea how this could impact the game, even performance wise

worthy frost
#

Rocket league like game? πŸ˜„

#

physics and multiplayer is not a simple thing

#

especially just in BP

maiden wadi
#

A single or maybe even a dozen physics stuff is okay. Just don't go nuts and need five hundred.

#

Actually hey Kaos, have you heard anything about Choas and whether it'll be bringing deterministic physics?

#

Someone was talking about that a few weeks ago.

worthy frost
#

urgh not really, but network prediction is likely to offer something like that

#

according to what i heard from Dave Ratti

#

so you can use physics over network with a bit more reliability

solemn parcel
#

@worthy frost Heard this a lot, but the core concept is simple

#

@worthy frost And well, it will need what it will need !

#

Even if I ain't got really an idea of what is gonna be needed in the future for the multiplayer part, but we'll see :p

formal mango
#

How do I give unreal pre-made inputs and have it select the output randomly

#

Especially in this scenario

trim matrix
#

that's get

thin apex
#

I used perlin noise to procedurally create the planet.....but why is it so pointy??

trim matrix
#

easy*

#

@formal mango get the array number randomly

#

So get array length -1. Then get the random in range node 0 to that max length-1

formal mango
#

@trim matrix alright I'm following so far, how do I get it back to something that can be put in goal location since now its an int

tight schooner
#

@formal mango "Select" node also works. You can have it select data based on boolean, integer, enumerator etc

wild moth
#

You don't need a select, like @trim matrix said this is a simple random Index within the array

trim matrix
#

@formal mango Bro you are getting the index, it will return the vector location

wild moth
#

then get the item at that random index

trim matrix
#

So since u have 3 arrays there it will be either the first one second one or third array

#

[0] [1] [2]

#

Each of them are vector since its a vector array

#

i will open Ue4 brb

wild moth
#

@trim matrix Give him an example with an array of Points not locations. Just so that GetActorLocation gets called once, not for every point

formal mango
#

Yeah I get how to do this in c++ but not in blueprints

trim matrix
#

Hmm normally it would be the other way around

#

blueprint is visual scripting aka retarted version of programming

wild moth
#

πŸ˜‚

formal mango
#

Well I can just call it randomly in c++ with the sdl library

#

Makes it easy

#

I just don't know how to use c++ in relation to ue4

thin apex
wild moth
#

it's just basic algorithmic, you have an array of elements to get a random one simply get a random index from 0 to max index

solemn parcel
#

Got two problems here. 1/ The green circled projectile is the first fired projectile, and it doesn't go in the straight line following the crosshair, like the LineTrace under does.

trim matrix
#

My game started sry

#

when u get an array the output would be w/e that array is

wild moth
solemn parcel
#

2/The blue projectile is the fast fired projectile after the first one, and it changes direction. Why ? I thaought about changing the spawn collision but it does not work.

wild moth
#

@formal mango

#

if you call this often, it would be better to store the references of these points in an array somewhere globally for all actors to use

#

instead of creating an array each time

formal mango
#

@wild moth thank you

little cosmos
#

Hello dear smart people

#

I need to develop a way in my unreal project to read and load images from external folder on the computer and load them at runtime

#

without having said images in the packaged build

#

is this possible?

earnest tangle
#

Has anyone seen a weird issue where a material on actor instances in a level defaults to a dynamic material instance?

#

I wonder if the level was somehow corrupted πŸ€” There's no construction scripts or anything on those actors either

#

(it was causing a rendering problem but I replaced them with the actual material which fixed it)

chrome quiver
# little cosmos is this possible?

I've only done it in Unity, maybe using something like this?
https://isaratech.com/ue4-get-assets-by-path-in-blueprints-with-the-assetregistry/
there's some decent google results with "unreal get image from folder" that work, though they seem to use c++ more often then not

Using the AssetRegistry, we can programmatically get references to assets at runtime, allowing us to instantiate them at runtime. This tutorial shows how it's done.

chrome quiver
little cosmos
chrome quiver
spark steppe
#

theres actually a blueprint node to import an image from disk

#

which returns you an texture object

#

import image from file or something like that

trim matrix
#

If I have a first person mesh, visibile only to the owning player, and a third person mesh, visible only to others, can I attach an actor at a certain point for owner and in a different location for the other players or I have to create 2 Actors, one hidden to the owner and the other hidden to everyone else? How can I do that?

spark steppe
#

Import File as Texture 2D is the node name

spark steppe
mild granite
#

Don't suppose anyone knows how to control a characters forward movement based on where the camera is? So If I hold W and turn right with the camera the chgaracter follows?

chrome quiver
#

@little cosmos Making sure you see Ben's answer too

wild moth
#

There is no get random item node in BP

spark steppe
#

...

#

nvm, 2nd one is a custom macro

wild moth
#

Those are probably from some plugin

spark steppe
#

don't mind that

#

but the first one is a thing, maybe got added lately

#

which version did you use to look it up?

wild moth
#

I'm on 4.25

spark steppe
#

maybe its a 4.26 thing then

#

which would explain why i made that macro πŸ˜„

gritty elm
#

so i need your help

#

i want to detect the face of cube by line trace etc

#

i tried to get normal, but when i scale my cube, the normal value is changed like x=0.9534, y=0, z=0 instead of x=1, y=0, z=0

#

so it cause issues, what is the other way to detect face of cube

spark steppe
#

the normal is at which "angle" you hit the face

#

if it's the impact normal of a linetrace hitresult

gritty elm
#

is there any other solution to do that

#

like material hit face index

#

but my cube only have one material index slot

#

is there anyway to create six material slots in unreal for single cube, so i can detect face

narrow bear
#

So here's an interesting one.

PickUpTypes is an empty array of enums, a local variable.
I F10 once to step through the breakpoint, and suddenly, seemingly without any cause, the local variable contains an item πŸͺ„

(Even after restarting the editor)

#

Thankfully, after removing the local variable, and making a new one, things work fine.

#

πŸ˜„

rancid ocean
#

@dawn gazelle Can you share above the Parse? Im using the GetServerRealTime and parsing it but getting a 1970 Date.. (like string is 0)

radiant rapids
#

What is a good work around for float precision problem for a looping counter? i tried using substring but then 2,7 is counted twice.

solemn parcel
#

I'm trying to get the distance from an actor (ball) and the player (arms). The GetBallLocation is a simple GetWorldLocation as Collision Sphere. I don't get what i need to connect to the 'Object' or the Cast To.

dawn gazelle
hollow drift
#

hey folks. i exported my project in 4.23 to html5 and got a black screen. my movement cursor which i build in as a widget shows still up but everything else does not. Any idea why?

radiant rapids
little cosmos
#

Anyone has experience with Victory BP plugin ?

#

Trying to load texture from path

solemn parcel
#

@radiant rapids What object should do the thing ?

rancid ocean
# dawn gazelle

Thanks- I must be drawing a blank as the number i get from GetServerREalTime is a Int and is number of seconds since 1970/1/1 - I need to convert that into a date... Im close but still stuck! I cant use UTC as I need to make sure everyone is using the same global clock (stop cheating and make the thing sync) - We are doing Weekly Leaderboards that will roll over from week to week.

radiant rapids
# solemn parcel <@!186937773956005888> What object should do the thing ?

poorly formulated from me, basically if you have several bouncy balls and want one specific to do a thing you need to tell which one. For example if you would do something similar in the actual bouncy ball BP you could just put "target" as "self" but since you casting it from another BP it need to know which one your telling what to do

#

so if you have 5 bouncy balls out, it needs to know which bouncy ball you telling commands to

solemn parcel
#

@radiant rapids Oh okay

dawn gazelle
solemn parcel
#

@radiant rapids Then It actually puts me this, always finishing by 'self'

dawn gazelle
rancid ocean
dawn gazelle
#

GetServerRealTime is number of seconds the server has been up.

#

Oh woops

#

I don't see GetServerRealTime on my side, I only have GetServerWorldTimeSeconds

#

Didn't realize I had the wrong node XD

rancid ocean
#

Its part of a Pluigin for Steam- Sorry man - my fault.

fleet cedar
#

Anyone have any links or resources for how I could learn to record user inputs? I want to make like a loop pedal effect for a music toy

rancid ocean
#

I need a way to convert Unix Seconds (Epoch) to a Date

chrome quiver
dawn gazelle
rancid ocean
#

I tried that but the INT is Seconds not a Date/TimeStamp

dawn gazelle
#

That's fine. If it's seconds from Unix Epoch, it'll convert.

#

Unless I think I missing something XD

#

Milliseconds...

rancid ocean
#

Let me screen cap what I have... (need to figure out how to screen cap on discord)

dawn gazelle
#

So then multiply your int by 1000

#

Windows Shift + S

#

Best screen cap evar.

fleet cedar
#

Maybe you guys can start a dm chat

chrome quiver
maiden wadi
#

@solemn parcel Thanks to @atomic salmon pointing me in the right direction, this should probably solve your rotational issue from earlier with the line trace. If I understood how this function works, this should find the point in relation to where you've hit the ball, and spin it more the further the line trace is from the center of the ball. You'd only want to run this if your line trace hit the ball though. Fairly simple usage in the end.

dawn gazelle
#

Yea, multiply the int coming off from your GetServerRealTime by 1000, then feed it into this. It should work just fine.

#

the unix time stamp is normally milliseconds from epoch. You right now have seconds from epoch. Only thing you'll be missing is the Millisecond accuracy which I can't imagine is super important.

solemn parcel
#

@maiden wadi Damn. Thanks to both of you.

#

@maiden wadi @atomic salmon I'll put it into work πŸ˜‰

rancid ocean
dawn gazelle
#

Ah right... int overflow..

#

can't handle the value.

rancid ocean
#

Its expecting Timestamp not a 10 digit Int

dawn gazelle
#

No, the issue is that you're converting a number that cannot fit into an int. Maximum signed int value is 2147483647. You're multiplying into a number that is currently above 1608477229000 (just now)

#

That's the whole reason that library uses a long object to represent the timestamp

#

Is there a reason why you couldn't use UTC Now? It returns the timestamp in GMT +0:00 and you can convert that value to local time.

deep warren
#

Does anyone know why Pickup sometimes is null, and why witouth the delay 99% of times is null? With higher delays I have noticed that I have greater chances of having pickup not null

chrome quiver
#

@deep warren Isn't it setting to null when there's no pickup to set?

deep warren
#

I'm setting pickup when my character overlaps pickup

#

Wait a second

chrome quiver
#

haha

thin apex
#

How can I make something my character falls through not fall through???

deep warren
chrome quiver
#

Does it set right on begin overlap?

chrome quiver
thin apex
#

I do have block all set @chrome quiver

chrome quiver
#

check what the collision looks like @thin apex

#

Is there a way to see what nodes make up a function node?

little cosmos
chrome quiver
little cosmos
#

what can i do?

#

plugin is installed

#

and works fine in editor

thin apex
#

@chrome quiver I procedurally generated a sphere. So I dont think it has collision. How can I add some to it?

chrome quiver
#

@thin apex Uh, what do you mean procedurally generated a sphere?

chrome quiver
thin apex
#

@chrome quiver Made it through BP. Made a square then transformed it into a sphere.

dawn gazelle
#

Have your int value multiply into an int64, convert that to text, feed that into the string πŸ˜›

chrome quiver
little cosmos
#

btw the plugin is only installed in my project files in a Plugins folder as I read on how to install it. is this right?

chrome quiver
deep warren
# chrome quiver Does it set right on begin overlap?

If I print the name I get it right, but sometimes I have a null reference and other times I have it, I'm very confused because it's not a networking issue, playing as server, client or offline gives the same issues, I was thinking to use a raycast instead, but idk

thin apex
#

@chrome quiver The square didnt have collision either. I made it from scratch. By taking vertices and little small triangles

chrome quiver
little cosmos
#

I now read it needs to be installed in the engine folder not in project. although I read eralier that it needs to go in the project folder

#

things have changed and I read the wrong guide

#

looking into it now

chrome quiver
#

What about in a print for end overlap?

deep warren
#

If I print the overlapped actor it's never null, if I print pickup in my character sometimes it is

deep warren
chrome quiver
#

If the print is in the actor of the pickup it will only print when not null @deep warren

rancid ocean
dawn gazelle
#

Make sure to untick the "use grouping" option on the to text otherwise it probably won't work.

chrome quiver
#

No wait you should be able to add sphere collision either way I think

thin apex
#

@chrome quiver I create a new empty Actor Bp and then I add a Procedural Mesh Component which I then use to create the shapes

#

I can add sphere collision but when I make mountains by deforming the sphere, my character just passes thorugh them coz only the sphere got deformed and not the sphere collision.

chrome quiver
#

Ah, so it's like a world terrain thing

#

I think you just gotta use a landscape @thin apex You are trying to create procedural planets right?

thin apex
#

@chrome quiver Yes Planets. Wait. I can wrap a landscape around a sphere?

chrome quiver
#

You can! @thin apex

thin apex
#

@chrome quiver Thats something different. I can't wrap a landscape around the WHOLE planet

chrome quiver
#

You can make the landscape into the sphere, I see the diff you mean

rancid ocean
chrome quiver
#

@thin apex I dunno, lol, I'd look at how other people make procedural planets for reference

thin apex
#

@chrome quiver Ok thanks

chrome quiver
#

The procedural sphere thing for me seems like a strange setup, neat though

thin apex
#

It is. But it seems like a better option that making loads of planets by hand. Complete full planets by hand. @chrome quiver

chrome quiver
#

You can make procedural landscape though

#

I'm pretty sure procedural planets are a common thing to see in ue4

#

should be some straightforward ways

thin apex
#

Yeh procedural landscapes are easier..but i have a dream...a dream thats gonna kill me.....wanna make a space exploration kinda game

chrome quiver
#

You can..

thin apex
#

I can what?? die XDDD

chrome quiver
#

πŸ˜† no lmao

#

@thin apex This guy seems to have done it using procedural meshes if that's still what you want to go for, tut in that description, they made it material based and gave that the collision I think

#

Does your current generated one have a mat on it actually?

#

But also there seems to be lots of other ways to explore

dusk basin
thin apex
#

@chrome quiver Wow thats amazing. Thank you so much

chrome quiver
#

@thin apex I'd just look up UE4 Procedural Planet Generation and see what other people are doing, explore the options before diving all the way in

#

I would think you can just use multiple landscape based planets

thin apex
#

@chrome quiver yeh but there's another prblem. I'm really new and usually don't understand whats going so yeh. Can't usually understand from just people showing wt they've done. yeh im dumb

fleet cedar
#

Does anyone know how I can record user inputs and timing (like a replay system)

chrome quiver
#

@thin apex Check out both vids here

zealous moth
#

@fleet cedar On Any Key Down -> get key -> add to array

thin apex
#

@chrome quiver yeh i've seen the voxel tutorails. but i wanted to create on my own coz if i can't, I won't learn procedural generation

fleet cedar
#

Thanks Zanet... how does it save spacing though?

zealous moth
#

spacing?

fleet cedar
#

delays between key presses

zealous moth
#

probably not. Then do a map instead and in the key of the map add the current time while the value is the key

fleet cedar
#

Okay thanks, something to research, I'm very green so I don't fully understand but I can read from there

chrome quiver
#

Could save the amount of time between to an array, lol, starting a timer between each input. Doesn't sound the most efficient though, haha

fleet cedar
#

Well it might work well since these are very short recordings that are only done whilst holding a key for example

#

I'm imagining like 2-10 second loops at most

chrome quiver
#

Sounds simple enough to setup just using arrays for each 🀷 probably worth a try

fleet cedar
#

Thanks, I will give it a try!

solemn parcel
#

Is there a node that can help for 1 exec input and 2 or more exec ouputs ?

dawn gazelle
#

sequence

solemn parcel
#

@dawn gazelle Thanks

dawn gazelle
#

Just be aware, it does whatever is in the first line first, then the second line, etc.

solemn parcel
#

@dawn gazelle yeah thats perfect thanks !

grizzled garden
#

im working on my 4th turret, it will be a tesla.
its logic is that when it hit 1 enemy the hit will be chained to the next 2 enemies nearby it.

what i worked on right now is, when the turret shoot a bullet, a new bullet will be spawned from the location of that bullet which overlapped the turret
so that is x2 chain
but it is so messy
idk where to start
u got an ideas on how or where should i start?
anyone

dusk basin
#

im trying to use a timeline to shrink this circles scale but for whatever reason im getting this behavior any ideas?

fleet crest
#

Any idea why the left / right border overlaps and the last one is cut off?
(it's a single slot widget getting added 11 times into a grid panel)

wheat herald
#

Hey, so i started with the fps template, and i'd like to change the sphere that the gun's shooting with a personal mesh i made. How can i do that ? I've looked in the bp of the projectile and the bp of character, tried to mess around, changed the name of the sphere in the content folder .... but cannot find a solution

dawn gazelle
grizzled garden
#

help

meager idol
#

Hi, is there node that is like a branch but selects from multiple exec pats? I know there is select but that is more for selecting variables, not for branching, Am wondering because i do not want to use sequence of branch nodes like this

frigid anvil
meager idol
#

Oh! Thanks

deep warren
#

I solved my problem by using raycast, thank you @chrome quiver for trying to help

odd ember
chrome quiver
meager idol
odd ember
#

one doesn't exclude the other, and in terms of readability it'll go a long way

meager idol
#

Yeah that's true

orchid garden
#

if your going to change the clients move speed you need to be sure to set it on the server, else you'll look like your running in place at walk speed, or depending on your walk speed, doing a jerk like your catching something and getting bounced back.

dusk basin
#

@orchid garden i fixed it it was my floor for whatever reason had to actually make a terrain

orchid garden
#

@dusk basin there is a 'starter content' floor plane that doesn't properly scale its collision when used, I ran across a issue with it, after replacing it with a simple cube object and scaling it to the size i wanted the floor, it didn't give me any issues anymore. I donno why but that one 'starter content' floor has issues with its collision box, you look at it and it looks all proper even though its not.

dusk basin
#

yeah while your still here im curious why im getting this werid behavior when trying to animate a shapes scale via a timeline @orchid garden

orchid garden
#

not sure what im looking at there, which wierd behavior?

dusk basin
#

the circle in the video goes from really big scale of 500 to a scale of 1 instantly when using a timeline to animate it @orchid garden

#

when in the timeline im telling it to gradually decrease by 100

orchid garden
#

scale is on a 0 to 1.0

dusk basin
#

it cant go bigger?

orchid garden
#

1.0 bascally is 100%

dusk basin
#

ok then how would i make the circle big with a scale of 1.0

orchid garden
#

2.0 would be 200 %

#

setting it to 500 is basically 5000%

dusk basin
#

ok but 500 is the size im looking for

orchid garden
#

well 50,000%

dusk basin
#

so in the timeline i would put 50.000?

orchid garden
#

whatever percentage you want divide by 100.

dusk basin
#

ok

gritty elm
#

i attached actor to second actor

orchid garden
#

so if you want 500 % it would be from 0.0 - 5.0

gritty elm
#

when i try to scale the actor, it also effect and apply scale to second actor

#

how to prevent that

orchid garden
#

o.O

#

not exactly sure how you scaled all actors lol

gritty elm
#

i just set the actor of above parent actor

#

this also changes the scale of attached actor, i want prevent that

orchid garden
#

if you scale a parent like that, any childern attached to it are effected by the scale far as i know.

#

so if you scale basecube your mycubeactorbasetest should be effected by its scale as well sense its a child of basecube

gritty elm
#

is there a way to prevent

orchid garden
#

idk

#

only thing i can think of is scale down the child as you scale up the parent

dusk basin
#

@orchid garden im using a float track for the scale i still dont completley understand what i have to put in considering a starting value of 500 causes the circle to shrink to 1 instantly

orchid garden
dusk basin
#

what about the timeline?

orchid garden
#

without seeing how your doing it, its kinda hard to tell you were the problem is

dusk basin
#

@orchid garden

dawn gazelle
#

Are you running that on tick?

little cosmos
#

Is there a difference between the drawcalls seen in stat rhi and stat scenerendering?

dusk basin
little cosmos
#

DrawPrimitiveCalls vs Mesh Drawcalls?

orchid garden
#

its a timeline, you shouldn't need to run it on a tick

dusk basin
#

reason i loop that is cause its my game loop for checking these variables

odd ember
#

yeah the timeline handles its own time

dusk basin
#

i guess ill need to setup a do once

odd ember
#

what for

dusk basin
#

for the timeline

odd ember
#

the timeline will only run once?

#

as in, to completion

dusk basin
#

yes its supposed to only shrink to certain value once after its done it goes and shrinks smaller and smaller

orchid garden
odd ember
#

so why don't you just account for that in your timeline float?

#

you have full control over that

orchid garden
odd ember
#

and the smaller and smaller is because you had it on a timer

#

if you remove the timer

#

it'll run once (to completion)

orchid garden
#

with a tick your instantly setting it to 500 every tick

dusk basin
#

ok im assuming i would use bools to check if its currently running

odd ember
#

the timeline has internal functions you can use

#

but even so

#

you wouldn't need to

#

if you set the value correctly

#

the timeline stops once it reaches that value

#

the only reason it didn't was because you had it on a timer

#

like you're way overthinking this

dusk basin
#

lemme try it on event begin play shrinking it

#

cause im not sure if its the tick thats causing it

odd ember
#

it is

#

other than that, your control is what size you end up at inside the timeline with the float

#

or vector or what have you

orchid garden
#

i found a solution for my problem with the physics on my pickups and them launching the player into the sky lol.... i turned off player collision for the physics model, then added a collision sphere to the pickup item master with no physics, and set its collision to only interact with the player:

dusk basin
odd ember
#

did you add that without testing?

orchid garden
#

if your going to use a boolean for that you might want to reset the boolean off the finished node

dusk basin
#

yes thats what im going to do

odd ember
#

or just use the direction

#

anyway this seems like really hacky, did you test whether it only shrank it once or not?

dusk basin
#

im testing rn

odd ember
#

why are you not testing it without

orchid garden
#

if you were asking me if I did that without testing, i tested (the collision thing) and it seems to be working good, he's moving things around and everything else is still effecting the pickup items like they should:

dusk basin
odd ember
#

I wasn't

#

is that a DIM?

orchid garden
#

i think i know what your attempting to do @dusk basin here watch this:
https://www.youtube.com/watch?v=wVyS2LBpW2k

This video demonstrates how to create the playzone or 'circle' from games such as Player Unknown's Battlegrounds, Fortnite and ARK: Survival of the Fittest, and as requested by rj on Discord. Topics covered: Material graphs, material instances, fresnel shading, panners, world position, camera position, blueprint scripting, getting and setting va...

β–Ά Play video
dusk basin
#

thats what i watched @orchid garden and these are my issues with it

orchid garden
#

o.o hrm wierd... i got it working before, um.... engine version maybe?

dusk basin
#

4.26

orchid garden
#

i did it on 4.24, wonder if its some difference between the two

dusk basin
#

thats what im thinking

odd ember
#

I don't think so

#

I think it's just setup

orchid garden
#

idk Cranz i ran into some issues going from 4.24 to 4.25

odd ember
#

such as

orchid garden
#

bah hell if i remember lol my projects been fully converted now, but i know i had issues.

odd ember
#

it's unlikely to be anything but a setup error, especially given how hacky the setup is

orchid garden
#

hacky?

dusk basin
#

im convinced that the size or scale of something in the world is diffrent then in the timeline reason being is its behaving as if the input i put in the timeline is not the same

#

scale wise

zealous moth
#

@odd ember I can't speak for .24 to .25 but from .22 to .23, retargetting had a slew of bugs and crashes. It was fixed in 4.24.

orchid garden
#

setup a printstring off your tick, on the printstring uncheck log, and set delay to 0.0, then attach your scale to the printstring as the string, this will show you the scale in the top left corner of the screen.

odd ember
zealous moth
#

oh, most probably not the issue

dusk basin
#

seems to be working fine

#

so must be a visual bug

dawn gazelle
#

Your actor (BP_Storm) and your Mesh within it both have their own scales. While setting your BP_Storm to 9999, your Mesh will still read as 1. In your timeline, you're setting the Mesh to 500 (or whatever number) then scaling it back down.

#

So if you set your timeline to just go from 1 to .1 or whatever you'll probably get the desired appearance.

orchid garden
dusk basin
#

yeah its a scale issue like @dawn gazelle said fixing now

orchid garden
#

ah you set the scale of the physical mesh in the actor?

dusk basin
#

@orchid garden indeed it works now @dawn gazelle thank you a million πŸ™‚

violet wagon
#

Is there any way to tell how much performance a node takes so i can optimize my game better?

odd ember
#

the profiler

#

but no no node has performance cost shown anywhere

stray island
#

How do i get the total time of a montage

stray island
dawn gazelle
#

However you want to reference the montage.

stray island
#

Play montage outputs doesnt give me

#

A reference to it

#

I will just make it a variable, thanks DATURA

stray island
dawn gazelle
#

Joke 80s movie reference aside, based on what I've found on google, it has to do with breaking game assets into parts.

stray island
#

Ya its that in my mind till I figure out what is its problem, its a plugin thats failing on me for packaging

#

Chunk downloaded

#

Downloader*

mellow vigil
#

Is saving structs with the save game to slot node not possible?

#

I'm having an issue where structs reset back to their original state on startup

deft hawk
#

Isn't GameInstance kind of pointless in a multiplayer game?
Anything that needs to be persistent with a player could just be saved on server and sent to the client.

dawn gazelle
dawn gazelle
mellow vigil
#

I must be making some mistake then

deft hawk
#

Ah, so the server itself needs to utilize GameInstance. And by UI elements you mean created widgets, correct?

dawn gazelle
#

yep

deft hawk
#

Awesome. Thanks for the help

mellow vigil
#

saving multiple structs within a save game object should work right

mellow vigil
odd ember
dawn gazelle
exotic cradle
#

Why would my buttons in the UI be doing this with how I have this setup? The top Hull COmponents row is fine as I was able to make 8 objects and it created a new row and move the icons closed to one another than it is now but the other two are not how I want them at all. The more objects I add in the other two categories the further vertically the slots go.

mellow vigil
#

@dawn gazelle Thank you

#

Still haven't figured it out but ended up fixing it anyhow, I'll have to go back and see where I screwed up

dawn gazelle
exotic cradle
#

Ahh okay. Thank you @dawn gazelle

rough jay
#

a cube has front, back, up, bottom, find look at rotation would get its front side to look at wherever, what if i wanted its top side?

dusk basin
rough wing
#

bruh i hate it when my character turns into a spaceship

ruby garnet
#

Hey guys! I am trying to have a piston object push a player, but the player is sticking to the piston instead of being launched off

#

Any help you guys can give?

faint pasture
#

@ruby garnet The CharacterMovementComponent is kinematic so it doesn't really have momentum outside of it's own calculation. Just call LaunchCharacter when the piston has reached full extension.

ruby garnet
#

Got it!

#

Thanks

deft hawk
#

How can i set visibilty for a component only on self?

plush apex
#

noob here.. can someone tell me how id go about making it so i cant pick it up if my char is at full hp?

elfin inlet
#

and the condition will be

#

health != maxhealth then true

#

or health < maxhealth then true

#

is there a way to solve this without recreating the dispatchers

#

oh nvm, seems like a compilation sequence problem

#

it works now that i recompiled HudRef

jolly oriole
#

Hey everyone, I'm looking at creating a choose your own adventure FMV game similar to Late Shift. What I'm struggling with is the choice tree design and implementation - I'm not sure where I should start with designing the logic for it. Any advice is appreciated, I've hit a brick wall on this one.

crimson saddle
#

Hey I'm having a problem where my material instance isn't working on a procedural mesh. It seems like it just has the default material for some reason

tiny meteor
#

you need to set the material by the mesh segment ID

crimson saddle
#

How do I do that?

tiny meteor
#

@jolly oriole the branch logic is pretty simple, just a set of booleans stored for each descision, check google for how to design the tree

crimson saddle
#

this is my beginplay logic

crimson saddle
#

Not sure why it doesn't simply work here but it definitely doesn't

shrewd condor
#

Guys, do you know if it is possible to append animations in level sequencer. Not blend, but add an animation after another has been played.

#

Sorry, not in level sequencer, but in animation blueprint

fading raptor
#

Anyone know how to make it so when a bullet hits a bone that is in ragdoll, it pushes the bone back?

#

Basically my problem is when the character ragdolls because of a bullet impact, he just flops to the floor

#

I want him to feel the impact

#

This is the bp for setting specific bones to simulate physics based on bullet hit location

#

Any ideas?

atomic salmon
#

@fading raptor you can use Add Impulse to make the hit bone (actually the physics body associated to it) move backward because of the impact. It is not a good idea to do it from the projectile though, you should rather do it from the Skeletal Mesh BP of the character that has been hit.

fading raptor
#

Thank you! Ill try it out

#

And thanks for the tip

atomic salmon
#

@fading raptor pass back to the hit character the Normal Impulse vector out of the Hit Event, then Negate it. This is the direction/entity of the Impulse you need to apply to the hit bone.

fading raptor
#

What do you mean by negate it?

atomic salmon
#

@fading raptor means you need to invert the impulse vector (the function to do it is called Negate Vector) because that impulse direction is the one felt by the projectile while the one felt by the bone is exactly the opposite (Newton's Third Law).

fading raptor
#

Oooh, okay I got the negate vector. But I dont think I hooked it up right, give me a sec to send a sc

#

This doesn't feel right

atomic salmon
#

What happens?

fading raptor
#

Nothing different

atomic salmon
#

It doesn't feel right by direction or by the amount of the impulse?

fading raptor
#

Oh i mean like I dont think I hooked it up right

#

The limbs still flop down

atomic salmon
#

Try multiplying the impulse vector by a float

#

Set the float to 1000.0f

fading raptor
#

Ok

#

It slightly works, now the only problem is the impulse is set to the enemy movement.

#

So if I shoot an enemy moving to the right, he falls to the right

#

Should i cast to the bullet and get the forward vector?

atomic salmon
#

Assuming the bullet is not rotating

#

I would get its velocity vector

fading raptor
#

Ok ill try that

atomic salmon
#

That is the direction of the impulse

fading raptor
#

im having trouble finding the velocity vector

#

I dont want to take up too much of your time debugging, im sure if I google it Ill be able to find it

#

You solved my main problem, and I thank you!

#

Oh! I did it, all i did was move the link from impact normal to impact point and it works!!!

atomic salmon
#

The impact point is a location vector not a direction vector

fading raptor
#

yeah i know, i just plugged it in on accident because i accidentally unplugged the normal and wasnt paying attention

atomic salmon
#

From the Projectile Movement Component you should be able to Get Velocity

fading raptor
#

I dont want to use the velocity in my projectile because its too fast

atomic salmon
#

Try with your character somewhere else in the world, it may not work as expected

fading raptor
#

Good idea

atomic salmon
#

Sure but you can always normalize the velocity vector and then multiply by a hit factor of your choice

fading raptor
#

Yeah, i think i might change it back to impact normal and just go off of there

#

for some reason the impact point doesn't register every shot, im not sure if it has to do with my bullet collision settings or what, but the impact normal registers them

#

Now it somehow magically works, strange. I'm going to figure out what caused it to work, but again, thank you so much for the help!

vapid ibex
#

Does anybody knows if it is possible to select by string or something along that fashion? I have model with a bunch of sockets named like "Building_x_01", and I'm building a blueprint that would populate these sockets with static meshes of, well, buildings. For that I need to set the model of the static mesh component to the corresponding building based on the socket's "x" part of the name (it's letters like A, B, C and so on). Any ideas?

chrome quiver
maiden wadi
#

@chrome quiver First sequence ends the function.

olive sedge
#

Hello!

I have an event dispatcher in my Character and I want to bind to this event in my animation blueprint but it doesn't seem to be possible to multicast this event, is it?
Also: it doesn't seem to replicate a variable to the clients, should it?

maiden wadi
#

@vapid ibex Initial thought is to create a map of strings. A, B, C, D, E etc. Link those to an integer. 0, 1, 2, 3, 4 etc. And have yourself a function that parses for the first _, gets the A after that, converts that to an integer, and you can use that to switch off of.

chrome quiver
#

Huh, is there a better way I should do one after the other in a function?

maiden wadi
#

@chrome quiver Return will always end the function. So if you want the second one to work, the first line will need to return false on that last branch somehow.

#

@olive sedge Usually you do things the other way around. Your AnimBlueprints poll for information every tick in the mesh they're assigned to. In multiplayer this allows you to simple set replicated state variables that the anim blueprint picks up on and does what it needs to with them.

olive sedge
#

@maiden wadi I mostly did it this way but I wanted to bind to the "IsAttacking" event.

#

now I just set IsAttacking to "WeaponCooldown" on the character

maiden wadi
#

I don't know enough to know what I'm talking about with this, but I've seen people mention that doing things differently than the usual polling method causes the AnimBP to run on the gamethread. Supposedly it usually runs in a separate thread which is why it allows such good performance. So I've pretty much stayed with simply setting variables and letting the AnimBp pick it up. If I recall correctly 4.26 even made some changes to how the AnimBP works to emphasize that even more. πŸ€·β€β™‚οΈ

olive sedge
#

Alright, thanks @maiden wadi

olive sedge
#

If I have a variable in a base class and I use it in a blueprint, then I overwrite it in a descending class, will the overriding one be used in the base class blueprint?

hallow nebula
#

Quick math problem.

olive sedge
#

so then use a getter and override it?

hallow nebula
#

Yes.

olive sedge
#

ok

hallow nebula
#

Otherwise you're only affecting the child class.

hallow nebula
olive sedge
#

shoot

hallow nebula
#

There's a slider between a min and max where MIN < User Value < MAX.

#

When it's at Min, the output should be 0. At Max, it's 1.

#

How to put this in mathematical operations?

olive sedge
#

You want to "scale" the value

hallow nebula
#

Yeah.

olive sedge
#

haven't done this in unreal yet

hallow nebula
#

It's not engine-specific. It's math, not coding.

#

For 0 and 100, it's easy. X/100 = Output.

atomic salmon
#

There is a Blueprint node for that

#

Map Range

olive sedge
#

Yea, I wouldn't reinvent this

atomic salmon
#

And Map Range Clamped

hallow nebula
#

Huh.

#

What does this mean? I only have 2 inputs.

#

Well, 3.

atomic salmon
#

It linearly maps any value in a range to another range

olive sedge
#

put your min and max in range a and b and 0 and 1 in out range a and b

#

or the other way around, not sure

atomic salmon
#

For example, In Range A = 0, In Range B = 100