#blueprint

402296 messages · Page 592 of 403

rough wing
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@fair magnet tutorials are good for the start but at one point you need to understand that you have to read documents and do stuff on your own

royal rain
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also i dont know what or where accerleration is

rough wing
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What are you trying to do?

royal rain
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im trying to make the roll torque only move forward in the direction of the camera

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and its hard to follow words when talking about visual stuff sometimes

rough wing
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Not sure if this will help, but you might use set physics angular velocity

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And to rotate the object towards the camera direction, you can get camera forward vector and rotate the yaw by 90 degrees

royal rain
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that seems more complex than what i had going on with the other guy

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i mean if you can help with it maybe sure then

rough wing
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Literally like 3 nodes

royal rain
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o

rough wing
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  1. Set physics angular velocity
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  1. Get Player camera manager>>Get actor forward vector
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  1. Break rotator
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  1. Make rotator
royal rain
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there is many different pyhics angular velocities which one do i do

rough wing
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And from the broken rotator, add 90 to the yaw, and then connect everything to the make rotator

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Screenshot pls

faint pasture
rough wing
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That also does the same thing :d

faint pasture
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This has momentum so it's for more if you want thigns to be physical

rough wing
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Basically what I was doing is, get forward vector and rotate it to match the right vector

royal rain
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do i use an event tick speificly or can i use inputAxis move forward event

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also ty

faint pasture
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Either one

rough wing
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Input axis should fire continuously

faint pasture
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inputaxis event fires every frame as well

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I usually use tick when I have more than one axis so I can combine them all into a vector etc

royal rain
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i alost had what you posted there btw

faint pasture
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You can do the same setup for Left/Right just swap the axis value and change the torque direction to camera.forward

royal rain
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i was close

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ok so unless there is something else dumb in my code then this should work

thin cedar
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For some reason the trigger on the oculus touch controllers doesn't seem to register in unreal

rough wing
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There should be different input events for different VR controllers, did you set the correct one?

royal rain
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i actually cant move forward

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idk if its something else tho

royal rain
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i only mvoe forward barely with the accleration turned on

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nvm i found why

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ok i fixed it but turning left and right is backwards

karmic pebble
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oh wait! im taking the last index of the completed loop. its not as if it was a break loop.

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duh

royal rain
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i sorta fixed it again but its not correct

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ok so when i try to roll left

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it goes to the upper left courner

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right is the lower right courner

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there werent problems with it before some of the new stuff

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do i do something similar to the other code too

faint pasture
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@royal rain try changing the multiplier like 5,000 and if it works for forward, duplicate it for the left and right

royal rain
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i fixed what was wrong where i coulddnt go forward

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ill do the left and right thing too

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so you mean do the exaact same thing i did for the other code for moving left and right

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are you sure i dont have to do anything different

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@faint pasture

faint pasture
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Why would it have to be any different besides using a different input and rotating around a different vector?

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BTW to handle slopes well, you'll want the direction vector to be the cross product of camera.right and 0,0,1

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Otherwise it'll depend on camera pitch

thin cedar
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I'm confused on why my inputs aren't working, you just go into the event graph and hook up the input action to what you want right?

faint pasture
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@thin cedar actions or axis?

thin cedar
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actions

faint pasture
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Did you set up the action to be driven by something? Show the setup in project settings

thin cedar
faint pasture
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What actor is this event on?

thin cedar
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I've tried it on a static mesh and scene

faint pasture
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Uh

thin cedar
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Wait a minute I think I know where I went wrong

faint pasture
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I mean what actor. Is it a pawn?

karmic pebble
thin cedar
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thanks for the help

mild fossil
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Hello @everyone ! I'm trying to spawn an actor/static mesh and follow cursor when I click on a UMG button. I tried spawn actor from class but a bit confused on how to proceed after. Especially that I'm trying to destroy the actor when it collides with other objects. I was wondering if you had any suggestion on how to do it. Thanks

faint pasture
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@mild fossil There are 3 distinct things here. The spawning, following, and destroying. The spawning and destroying are easy, the folding is a bit tougher

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For destroying just implement event hit and destroy it there.

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For following it depends on if it moves in a plane or not.

mild fossil
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Thanks for the reply @faint pasture what I'm trying to do is a bit like simcity. Yes it moves on a plane

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I have different sets of voxels that I'm referencing in UMG. Just want to be able to place them on a plane without colliding

faint pasture
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Look into convert mouse position to world space and line plane intersection

royal rain
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@faint pasture you said use a different vector do you mean instead of right vector use soemthing esle

faint pasture
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Or just get hit result under cursor if that suits your design

royal rain
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when i used the same code i got different thing

faint pasture
royal rain
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what does cross producrt of right vector mean

faint pasture
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Try typing cross product in when you right click to get a node.

mild fossil
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Thanks @faint pasture. Will try it out

royal rain
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ok so what do i do witgh cross product

faint pasture
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@Lord Of Cringe#6312 OR you can use this to get your vector directions.

For forward, rotate 0,1,0 by the control rotation yaw. For right, just rotate 1,0,0 by control rotation yaw

royal rain
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that wasnt in the other code you posted do you want me to edit the other thing too

faint pasture
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Did you start with the rolling ball template?

royal rain
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yes

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ok i almost fixed it with qwhat i had there

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it spun perfectly left and right but not with movement

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funny

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idk how to make it actually move left and right now

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it just spins left or rgiht

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in place

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wait

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do i even need it to move left and right now

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i mean i kinda do

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but

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i mean if i just move with the mouse it gives a lot of control over movement

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idk if i want to keep that though i would also perfer some movement with the a and d keys

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ok so mouse steering does work as smooth as butter but my camera is very bad at times

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basically i can move it around too much, to the point where i can too easily look above my ball, but if im too close to the ground it will zoom into the ball

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it can get a little sickening

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its something to do with the camera and where the extender thing is

karmic pebble
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Okay so this is news to me. On Construct will fire again when added as a child blueprint, not just when its created. For a single call On initialized. huh, after 5 years i never knew this. xD

royal rain
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how do i stop the camera from crashing in the ball like show

trim matrix
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Warning dont work for @clear temple if your looking for pay he is 13 and wont be able to oay yoy

royal rain
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bruh

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when the leauge of legends mmo finnaly comes out i better be ahead in life to work at riot

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anyway unless i can get help i think ive actually did some good progress today

deft hawk
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Hi. I'm trying to mimic air resistance for a projectile. Is it a bad idea to lower velocity on tick? Is there a better way?
I feel like tick is too slow, since my projectile is traveling at 920 m/s, the speed reduction would be too choppy.

tight schooner
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yeah supersonic rounds may be too fast for the physics engine to handle, so you might want to simulate the projectile as a series of line traces or something that you can substep

cobalt temple
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When I start my level, this lightning bolt particle effect appears

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I searched my whole project for all Spawm Emitter nodes, but cannot find what is making it

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I tried finding it with the profiler, any ideas?

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I just want to see what BP is creating the particle effect

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but I can't find it

rapid token
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My game also has it

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I set up a drag and drop system on my game, when I drop the item, I want the item to get the location of where it is dropped, how do I do that?

thin cedar
odd ember
thin cedar
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Oh I have to change that in blender?

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Thanks : )

odd ember
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yeah

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it's where your (0,0,0) is in blender if you're using send to unreal

thin cedar
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Gotcha, ty

trim matrix
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Hello I need some help

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I have a 2d capture and made a mat for a minimap, i want a component 2d sprite on my players to show in the camera but the players not be able to see them. so that the mini man shows an icon on the map where they are

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how can i make the component not visible to players but visible to that camera

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@everyone dont know if anyone could help me with this

icy saddle
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is there a way to get delta seconds of a Timeline's update loop?

odd ember
deft hawk
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I'm guessing it's bad to call something 920 times every second, right...?

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even if it's just subtracting a value from a variable

odd ember
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most likely

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what is it that you're trying to do @deft hawk

deft hawk
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reduce a projectile's velocity over time, to simulate air resistance

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but the projectile is traveling at 92000 U/s

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is there a physics update hook?

odd ember
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I know there is in cpp, it's probably not exposed in BP

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but

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if you use the projectile movement component I'm sure there's a setting that does exactly that for you

deft hawk
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I am, there's no option for drag/resistance etc.

odd ember
# deft hawk I am, there's no option for drag/resistance etc.

A UE4 tutorial showing how to add penetration and advanced projectile physics to the unreal engine 4 first person template.

Note: rather than copying out the ComputeExitLocation function from this video it might be easier to watch part 2 and copy from this image: http://i.imgur.com/Ub600gx.jpg

A text/image version of this tutorial is available...

▶ Play video
icy saddle
odd ember
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look where your variables are

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or type it into the context menu

icy saddle
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oh I see, thanks!
However, will these 2 functions work for what I want if my timeline is blank?

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I don't have anything in them, I just use the timeline to call an event that sort of acts as a Tick function

odd ember
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probably not

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but you can try

icy saddle
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the playback rate is something I set somewhere?

odd ember
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you can set it through that timeline function

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not sure if you can set it by default tbh, haven't looked too much into it

trim matrix
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i was wondering if someone could help me with making a mini map, theres a component in the actor i want only visible to the 2d capture component in the level.

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but its a multiplayer game so i want the player to only see theirs not anyone elses. and only see it through the mini map cam, not the player cam

snow halo
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hmm, is there any way to get the last item in a map?

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(i mean if you don't know what its key is)

rough wing
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I don't think maps are ordered

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They don't keep track of indexes

karmic pebble
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@snow halo you can get the length of the map i do believe but maps have no order index. it what makes them so quick, they are an index lookup by key.

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you would get keys which returns an array, then you should be able to get length of map, get a copy of the array and use the index-1 on the get copy then find that in the map

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other than that, use arrays. ^^

devout kelp
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okay im having a baffling bug and i don't even know how to describe it so here goes nothing:
ive got a bunch of instances of a blueprint actor in my scene. Each of these instances has a box collider that calls an event and does whatever when clicked on. If i click on any of the items in the scene, i then can not click on a few particular items. it starts with one item, and then on the second item click, i can't select 3 of them. if i click on a specific other item, they all behave normally again.none of these items have special individual code or anything so im like what the hell lol'

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i can try recording it but im like at a loss of where to even start trying to figure out whats going on

faint pasture
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@deft hawk Why would you need to change velocity between frames?

faint pasture
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Sleep family, or just set velocity to 0 if its below 1 or whatever

devout kelp
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@faint pasture basically, unhides an item inspection blueprint (static mesh + a box collider that is set to have no collision when that blueprint gets hidden again)

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but like it isn't like the collider is still active because if it was i wouldnt be able to click on anything. its more like... the colliders on the blueprint instances/copies are moving or something? or something is preventing them from registering the mouseover/click?

dim robin
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i have a problem with a fixed camera on the level blueprint.
so, I have a trigger box, and a new camera, I would like to setviewtargetwithblend on trigger box begin overlap. the generate overlap event is enabled on the "sphere" which should trigger the trigger, and on the trigger itself. but the camera is not changing. why is that not happening?

placid steppe
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im having this issue where a destructible is not showing up in standalone or packaged until it is "hit" then it appears and works as intended. also works in PIE

trim matrix
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Guys how do I create a death zone?

dim robin
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you can set up a trigger box, on overlap kill the actor

dim robin
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why is the action push working only on the last array index and not on every single array element?

dawn gazelle
dim robin
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is there a way to perform that action on all of those actors of that class?

dawn gazelle
dim robin
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holy crab, thank you so much

dawn gazelle
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If those are actors being spawned or destroyed though, then you'd have to get all actors of class on the input action.

dim robin
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nono, they are persistent, but i didnt want to make a ref for each one on the level blueprint...

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thanks a lot

willow phoenix
dawn gazelle
willow phoenix
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yea thats my problem. i want to add 1 mesh and move it along the spline and then add an other splinepoint, scale that mesh, add a splinepoint...

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maybe i need to add a point, move that along the existing spline and then add a new one

dawn gazelle
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You could slow things down - timelines fire their update on tick basically.... if you wanted to you could create an event track in the timeline by adding an event key - this would allow you to dictate when it should create a new mesh (like every few milliseconds or seconds, however you want) this would give you a different output path as well on the timeline.

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You could still use the float output you're using right now as well.

dim robin
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can someone help me to find a way to set this in a smarter way? I will need to set moooore triggers, and mooooore cameras. thankyou

gentle urchin
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Combine trigger and camera in one bp

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Or expose a hardref variable for a trigger blueprint, and manually connect them

dim robin
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wait

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i would do something like this

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just right click on the transform pin (orange one) and split struct pin

atomic salmon
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You need to use the pawn’s forward vector

dim robin
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be aware that I added something on the x vector, but you just need to add something on the axis you want

atomic salmon
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Otherwise that will be the world’s X direction, not the player’s

dim robin
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exactly

trim matrix
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Guys how to make a death zone?

north bay
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Question (multiplayer related)

How can I set up that all players that join the level use the same still camera that is put inside the level itself?

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And in the player controller I try to activate the camera (I think I did this slightly wrong and that's why its not working

orchid garden
prime wyvern
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so uhh I somehow borked up

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and I'm unsure of how to fix it, and so I need a hand

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I have a character mesh as part of a Capsule Component with a Camera + Spring Arm

orchid garden
prime wyvern
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and somehow, the capsule + camera + spring arm works perfectly

trim matrix
prime wyvern
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but I have no clue why my character mesh is left at X0 Y0 Z0 while the capsule component runs around

orchid garden
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@trim matrix did i misunderstand? you mean world kill zone?

trim matrix
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Oh wait never mind.

orchid garden
trim matrix
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Yes

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Mine is -1000.0

orchid garden
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whatever value kill z is set is how far down from 0 they would have to fall in units before they die.

trim matrix
orchid garden
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1k is default

trim matrix
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Yes I set it to 1k

orchid garden
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mines set to -10k because the world landscape falls below 1k.

trim matrix
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Oh

orchid garden
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you can change it to whatever value you need it set to. basically look at your lowest object, and set the kill zone to be below that.

trim matrix
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Oh so thats why its so low

orchid garden
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well 1k really isn't very far to be honest.

trim matrix
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Yeah I know

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I adjusted it

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The map

orchid garden
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i'd personally would like to override the killzone with a teleport, so if they fall to the kill zone i can teleport them to the landscape above the world (simpler then making another object to tp the player before they hit the killzone).

trim matrix
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Also what does it say I am doing in my profile?

orchid garden
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DM.s are open?

trim matrix
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Oh it doesnt say I am making a plugin?

orchid garden
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yeah just DM's are open under your name in the list as well

trim matrix
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Oh ok

orchid garden
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took abit to find your name lol

trim matrix
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How do I enable the thingy?

orchid garden
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honestly idk sry

trim matrix
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When your in another app then it shows the app that your using

trim matrix
orchid garden
prime wyvern
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both the BP and Components

orchid garden
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hrm... character setup looks right.... i have one major difference in turn left/right look up/down, im multiplying the axis times world delta seconds... my forward movement is abit different as well:

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your mouse input for up/down left /right is set like default movement as well

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honestly other then it possibly being something with forward movement, it looks like it should be working @prime wyvern

prime wyvern
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hmm

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does this bp system allow for full circular rotation?

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or something of the sort?

orchid garden
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the forward movement? allows for circular movement yes.

prime wyvern
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as in the mouse

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cause my current mouse settings bugs out, and is a nightmare to control

orchid garden
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your mouse left / right - up / down should be full cirular yes

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@prime wyvern are you trying to make a strafing system for your character?

prime wyvern
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possibly.

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I'm trying to make it as best as possible

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but I suck so...

orchid garden
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this is a pretty good put together tutorial on setting it so you can toggle between camera turning and strafing movement on your character, it might help you:
https://www.youtube.com/watch?v=ZqxRUV_mrVo

This time You will learn how to set Your first character. Add strafes capabilities and death animation. I also show and explain basics about animation blueprints, retargeting animations, changing skeleton, modifying state machine (adding new states and transitions).

You can find every animation You need (free) on the mixamo website:
https://www...

▶ Play video
prime wyvern
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sigh

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Thank you

orchid garden
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only reason im giving you that is because for some oddity your movement isn't working the way you want it to, and he covers it in detail so you might find whats causing yours to malfunction.

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in all honesty, i can't see why it wouldn't move your character, unless your animation graph maybe is forcing it to its default position, and i haven't messed much with the animation graph yet except for basic stuff.

prime wyvern
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I haven't made an animation bp as of yet

orchid garden
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i swapped out my blueprint movements with your and the character is still moving properly, and your character structure seems right....

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turns abit fast

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but its moving like expected

willow phoenix
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ouch my head burns

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got the spline almost working 😄

placid steppe
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im having this issue where a destructible is not showing up in standalone or packaged until it is "hit" then it appears and works as intended. also works in PIE. any ideas?

prime wyvern
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check VC's general chat

orchid garden
prime wyvern
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I dun screwed my mouse movement as mentioned earlier

maiden wadi
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@prime wyvern Are you sure this isn't a skeletal mesh issue? Even the default Mannequin needs rotated by -90 degrees to work correctly.

orchid garden
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or the component for the character replaced with something other then a skeletal mesh.

prime wyvern
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I'm unable to delete the mesh

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I don't know why

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its literally enabled god mode rn

orchid garden
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its inherited, you shouldn't be able to remove it.

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the blueprint your working on is a child of another blueprint

maiden wadi
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Your character is looking left from the capsule, correct?

prime wyvern
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no?

maiden wadi
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And what does it look like when you play?

prime wyvern
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absolutely fine in terms of mouse, wasd movement

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etc

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the Camera is spring armed to the Capsule

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so when I move so does the camera meaning the Capsule works perfectly fine.

orchid garden
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o.O wait, you were saying your actor was staying at 0,0,0

prime wyvern
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basically yes

north bay
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Sorry guys im kinda new at this. This event gets called for each Player but its not working, its supposed to use the camera that I put inside the level. (I made an Instance reference to the Camera Blueprint that I have put in the level)

How should I write this code correctly?

maiden wadi
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Oh. I completely took that as the mesh was rotated left at 0,0,0 rotation.

orchid garden
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@north bay - are you setting the active camera for the player when they join the level?

maiden wadi
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@prime wyvern Either you've done something to unattach the mesh, or you need to check the location settings and make sure that they're local and not world.

orchid garden
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@north bay the camera routine you got there may just be working fine, but if the players active camera isn't set to the camera, they won't see what the camera sees.

prime wyvern
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oh my god

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Oh my god

north bay
prime wyvern
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I set it to relative world

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I am such a dumbass

maiden wadi
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Haha, happens.

prime wyvern
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I wasted quite possibly an hour, maybe even two

north bay
orchid garden
north bay
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Ah cool! I will try it out now 🙏

orchid garden
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the first one deactivates my players first camera, the second one activates the other camera as what they are looking through

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so you'd switch off the players current camera, then set their active camera to the level camera, and once they start playing, you'd do the opposite and deactivate the level camera and reactivate the players camera

maiden wadi
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I'm not even sure if that's something you should be networking. If the camera exists in the level for all players and you want the player to be viewing through that when they start, you should probably just make them autopossess a non replicated placed pawn in the level locally.

orchid garden
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yeah you wouldn't replicate it, it would be independant on each client side.

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im guessing he's doing something like a lobby when they join that gives a overlook on the map.

north bay
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Correct!

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Or more like a lobby room where players already can walk freely before the actual game starts

orchid garden
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i mean as long as you don't replicate the camera movement / control from the client, it should work with simply swapping cameras executing the movement only on that client, and then when they start playing switching back.

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so a lobby like.... shudder ... fortnite?

north bay
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LOL yeah I guess so

orchid garden
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i'd go with Authaer's suggestion for that then

maiden wadi
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In that case, you'd just spawn them in normally as their own pawn.

north bay
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It just happened to be in the tutorial I was following, Just a lobby screen where players can join and chat would have been enough

maiden wadi
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The Lobby would just be a blocked off portion of the map that normal characters can run around in. Then when you want to start the match, you can either destroy and respawn the pawns, or move them to their start location. Not sure what the SetViewTargetWithBlend would be for.

static charm
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well looking at his original code it's not working the way they wanted because there was no player controller attached to the SetViewBlend (unless it was being called in the player controller blueprint)

north bay
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Yeah there is just one still camera perspective in the level I want all players to use once the game starts. that code was my attempt to make this happen 😂

orchid garden
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a single perspective camera for all players you'd do like i said, just don't replicate the camera.

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(when your assigning it to the player)

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that way all players will see through that one camera, and you can still move the camera about and replicate the movement from the server but the movement of the camera would effect all players at that point.

north bay
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Thanks Guys! I understnad what you mean @orchid garden I'm probably very close. The only thing I'm trying now is trying to reference that first camera so I can shut it off. But once I figured that out I guess it should work then

orchid garden
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the first camera would be referenced threw the player

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get the player -> get the camera-> set it to inactive

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if your player character doesn't have a camera ( the level perspective cam is the only one ) you can skip that part.

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if the players view is from 'inside' their body (i've had it happen) then the reference to the second camera was bad or didn't get assigned as the active camera.

static charm
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if he's trying to use the level camera, i dont think Set Active is going to do anything here.

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SetViewBlend would be fine to use, he just needed to input the player controller.

north bay
north bay
static charm
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what blueprint is this

north bay
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The Player controller Blueprint

static charm
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then either this event isn't being called or the camera reference isn't being set

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or it's being set too late, like the reference is delayed

north bay
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I guess its the camera reference then, because I already checked with printed String if the event got called (and it did)

static charm
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you can print the camera reference

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see if it says anything

north bay
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The reference gets called it says

lean plover
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trying to use "Open Level" in a function library through the webcontrol api, but I need to give it a world context?

north bay
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Maybe its the way I put the camera reference

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and then in the CameraBlueprint a reference to self via the Interface I created

static charm
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yeah i dunno i can't follow whats going on

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like here you have the camera reference already

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and are calling the interface

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and then setting it

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but i dont work with interfaces so i can't say whats right or wrong there.

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either way your code is pretty close to working

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just need to verify the level camera reference is going to the SetView

north bay
orchid garden
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@north bay break the pen from the Camera 01 Ref, to new view target, and connect the variable directly, it may be pulling the previous reference before your set.

north bay
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@static charm @orchid garden Really thanks for your help guys, I;ll see if I can make it work, sorry for all the noob questions

static charm
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change the variable type in the bpi/ camera still

orchid garden
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oh you just did lol

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or just run it directly off your function to the new view target pen

static charm
#

yeah he only needs the actor reference, not even the camera component. SetView automatically gets the active camera from inside the actor

orchid garden
#

@maiden wadi I want to setup another macro similar to the double tap you gave me awhile back:

#

except i want to have it count the number of taps the player does (i.e. double, triple, quad) would it be good to do that in the macro, or should I just count them from the results?

#

thinking myself it would be better to have a new macro function for it.

static charm
#

i dont think it would matter except for organization. if you think you're going to want to know the count most of the time, then keep it in the marco would be my opinion

orchid garden
#

@static charm well my idea is, depending on how fast that they click, a different attack animation will play for single, double, triple or quad. like single click = swipe, double = swipe in x, triple a leap attack, quad a roll attack

static charm
#

yeah i would just do whatever feels better to you right now.

#

although personally i just lump one system together, and maybe separate it internally if it gets big

#

like you can put a marco in the macro or just collapse certain parts.

orchid garden
#

yeah i've already started breaking things down into seprate components from the start, 1 for inventory, 1 for player stats, 1 for fighting.

static charm
#

yeah thats the smart way

orchid garden
#

some functions & macros im sticking in libraries to keep from doing redundant coding between npc's and players

static charm
#

very wise

orchid garden
#

mostly learning by example

#

my first real project (not counting tutorials i've done just to learn how to do things)

#

its really just to "see if i can" lol... old man with too much time on his hands.

maiden wadi
#

You could probably just update a local integer on press if it was a double tap, clear it back to 0 or 1 if not. And output that as well.

#

If you want them to be able to double tap forever as long as the next press was a certain distance from the last, or only be able to spam the key within a certain window, it's mostly just logic variations.

orchid garden
#

alrighty ty for the tip 🙂

hollow meteor
#

hey guys, im really new in unreal engine, and i was thinking to create a Perlin Noise using blueprints without adding more content, any tips or ideas?

static charm
#

what well else do you want to do

#

there's a pelin noise node in blueprints

#

although it's only 1d

hollow meteor
#

something like this but, you know, perlin

static charm
#

yeah again not sure what the question is

#

there's a node for generating the noise

hollow meteor
#

i know about that, but no matter what i try that code doesnt work, and if i search in internet i found nothing that could help me, i came here to search for advises

static charm
#

Okay post a pic of your code and we can help

hollow meteor
#

maibe i didnt even understood the functioning of that node

#

i made an example, just to see if he could give input

static charm
#

well the output is always betwee -1.0 and 1.0

#

so you need to scale it manually

#

like multiply it x 10 or something

#

or map it to a range

hollow meteor
#

i think i did it with "math expression"

#

wait

#

tried but nothing again

static charm
#

hmm okay just tried the node myself

#

and its not working either

#

let me check whats going on

#

okay the node is kinda dumb

#

it's meant for continuous generation

#

which could still be useful

#

for you but

hollow meteor
#

what you mean for continuous generation?

static charm
#

well nevermin lol. Anyways you can fix it by putting Random Float to the input of the Perlin node

hollow meteor
#

let me try

static charm
hollow meteor
#

how did you put the multiply node?

#

ok no all good

supple folio
#

in the content examples blueprints a sound plays. How do I turn it off? like I tried turning off editor sounds in editor preferences but it keeps going

static charm
#

you mean during play in one of the maps?

supple folio
#

no in a blueprint window

#

it is a mix of an ufo powering up a jump and ufo powering down

#

I opened one like the example said with "ctrl+e"

static charm
#

did you hit simulate in the window?

supple folio
#

no

#

nothing is running, which is confusing me even more 😄

#

I never tried the content examples so not sure

static charm
#

you can try going to viewport and turning off realtime

#

click the little arrow button next to Perspective

#

and disable realtime

supple folio
#

still going

static charm
#

i dunno you probably have something else going on

#

close the editor

#

and dont do what u did again lmao

#

could be a bug or just something im not thinking of

#

i used the UFO example a few times and dont remember it looping the sound

#

but its been awhile so i dunno

supple folio
#

I found it. it is the niagara example map. I tried some other ones and it didn't do it.

#

only there, sound starts playing in the other windows

#

when I turn off the realtime in the example map, the sound stops

#

thank you

static charm
#

lol

#

nice

supple folio
#

it happens when I put the window in the tabs besides the main editor. hm interesting bug. 😄

orchid garden
#

so... sometimes i'll need to get the default meshes for the character in play after they have been changed... i thought about storing references to those default meshes on the character itself but.... could i just create a blank reference to that default character, and pull the default meshes from that reference?

static charm
#

i believe so

dawn gazelle
#

You could store the default in a variable.

orchid garden
#

mk i'll give it a go, just seems like a better option then storing 5 mesh pointers in the character.

static charm
#

ok so theres a few ways

#

easiest way is actually using built in Get Class Defaults

#

but then you'd probably have to make a variable anyways

dawn gazelle
#

yep

orchid garden
#

get class defaults only shows the exposed variables

dawn gazelle
#

if you don't want every character carrying around the default mesh variable, then perhaps set it in game state?

orchid garden
#

well... im using a single master character for both player and npc

#

say their chest armor breaks, i want to be able to set it from their chest armor back to the default mesh of the actor (male/female/critter)

#

the default meshes are setup in the child classes in the mesh components

#

so i was trying to figure out the best way to get that default mesh for the actor so that i can reset it to the one for the actor

#

(while keeping the code universal from the master character)

static charm
#

ah yeah either way you're gonna have to make something. can just make a Map with a custom struct or even just a Select node with the defaults saved that way.

orchid garden
#

its not very many that i need to reference, head, chest, arms, legs and feet.

#

things like the backpack and dorlach are just empty components when nothing is equiped so thats just switching to a damaged or removing the mesh.

static charm
#

yeah i means there's a bunch of ways of doing but it's gonna be easiest to just make references to the default for each subclass like this or something else.

#

i mean it can even procedurally set the Map in Construction by getting the meshs that you already selected as the defaults

orchid garden
#

so if im looking at that right, a map is just a array using names instead of numbers?

static charm
#

yeah a map can be any two variables

#

anything as the Key and anything as the Value

#

you could make an array out of a map lol

orchid garden
#

never used maps so had to ask

static charm
#

yeah i barely use them myself (because i like arrays having an order of items)

dawn gazelle
#

Maps are super useful.

orchid garden
#

but... if i make a map, stick a reference to the default mesh, then replace the default mesh, wouldn't the reference point to the new mesh?

lime fulcrum
#

How come there's no such tutorial showing SAVE/LOAD game?
No, I'm not talking about saving data. I'm already able to do so. I can't find any explanation on how to do a classic QuickSave and QuickLoad of the game. Example: Half-Life when pressing F5 and F6

static charm
#

If you set the Map in the construction script, it only fires once before play starts, and saves the default meshes.

#

but yes there's potential for mishaps with a save system etc.

orchid garden
#

@lime fulcrum wouldn't you just store a reference to the last save for quickload and just load that save when the button is pressed? then for the quicksave just make a name for the save like they do in halflife / fallout and jump strait to the save routine rather then giving the player a screen?

lime fulcrum
#

What I'd like to understand is. For example, I know how to store variables. But it seems like I have to save every single variable of each instance and also place it with the code.

#

Isn't there a function that snapshots the current situation and then loads it?

static charm
#

no but there are plugins and stuff that can save entire actors, etc.

#

one plugin was free a few months ago

lime fulcrum
#

I have that I think

orchid garden
#

@static charm hrm... so the best solution to prevent mismatched / replaced mesh values would probably be a struct in the character containing pointers to their default meshes i guess.

static charm
#

more or less unfortunately yeah

lime fulcrum
#

but also how do you load a game? If you kill/destroy an actor. it means the reference is lost and you'd need to recreate that actor... It just seems way too much work for such thing, Maybe I'm overthinking it

dawn gazelle
#

or, use a datatable and have the character look it up from the datatable when needed.

static charm
#

^this too!

lime fulcrum
#

:\

static charm
#

yes i think you are overthinking maybe

#

i didn't watch this

#

but maybe it has some new info for you

lime fulcrum
#

LOL!!! I've just opejned that exact video xD

static charm
#

but yeah save load systems, there is no all in one solution to every game

orchid garden
#

@dawn gazelle there's a idea, could use a datatable and just store a single row reference for the data table to the actor, brilliant 😄 didn't even think of that!

turbid rapids
lime fulcrum
#

I'm wondering why is there a serialize for savegame checkbox

dawn gazelle
turbid rapids
dawn gazelle
#

Can you provide a screenshot of the component you're trying to get off the actor?

turbid rapids
static charm
#

change the parent class to actor

#

sometimes it's a different class it gives you limits to different things going on

lime fulcrum
static charm
#

in the top right corner of the screen you will see it says Static Mesh Actor, you can safely change this is to just be Actor

#

Milijan, yeah that was the free one i think

#

for a month only

#

maybe not

#

i dunno

turbid rapids
turbid rapids
orchid garden
#

70usd, hrm.... one of those things that make me go 'should i or...' have a few items i bought that didn't live up to what they were, and all the 'positive' reviews turned out just to be people who grabbed it for free and gave a 5 star cause they got it for free.

#

Unreal actually refunded me for one of them because the author wasn't willing to, and i showed what was broken for me in the item.

#

anyhow sadly, because of my purchase experiences on the market i tend to stray from items over 50 usd.

#

hope it works good for you @lime fulcrum 🙂

lime fulcrum
#

Thanks 😄

maiden wadi
#

Just be careful with plugins like that. Usually saving is a pretty integral part of any game's design. It matters a lot for performance and integrity. If it works for your uses, that's great. I have a need to do most things myself, it bothers me a little when I don't have a solid idea of what my data is doing. And plugins like that can easily cause things like crazily bloated save files.

orchid garden
#

ever stare at one of your blueprints for hours trying to figure out how you can simplify things in it?

maiden wadi
#

Most of the switches could be hidden away in other functions and return the correct values to use, or do what it needs to do in the function with a few inputs. That'd clear up a lot of that. Specially the bottom right.

#

That is a crazily branching function though. What's it for?

orchid garden
#

bottom right is equipment handling, has shared functions in it already.

#

mostly inventory

dawn gazelle
orchid garden
#

lol that it can 😉

maiden wadi
#

I have found that almost all of my functions end up looking like the side view of scifi weapons when zoomed out.

orchid garden
#

the equipment / inventory handling is actually working really good, and doesn't take a performance hit, so i think i've optimized it pretty well.

hehe @maiden wadi i thought that about one of mine the other day "hey... that might make a nice gun pattern..."

turbid rapids
static charm
#

just make a new blueprint

#

as an base actor

#

oh my bad

#

yeah i dunno why its not working for you

#

oops

#

@turbid rapids

muted dawn
#

double check everything

static charm
#

sorry i thought it was something ive seen before

muted dawn
#

damn powerik was a hassle to fix

turbid rapids
static charm
#

lol no

dawn gazelle
turbid rapids
static charm
#

oh i see maybe

#

what type of variable is that

#

the New var1 actor

#

it has something to do with that i think

turbid rapids
#

it doesn't relate to blueprint class etc.
in aanother device this function was available in any class and it had primitive component also

static charm
#

what do you mean another device

#

yeah i dunno you should be able to select primitive component for any blueprint

dawn gazelle
#

Primitive Component is not in 4.26. It is in 4.25.4

static charm
#

wtf lol

dawn gazelle
#

guessing a bug of some kind.

static charm
#

this is why i never use the lastest engine version lol

dawn gazelle
static charm
#

wow nice find

#

im trying to see if its already reported as a bug

#

unless a different component is supposed to replace it

#

or maybe you just get the actual component itself

#

i dunno

#

well MeshComponent should work i guess

#

since thats the next one down the chain

dawn gazelle
#

I know others have seen strange behaviour out of these drop down context menus with other things. Like, someone was missing all the default interfaces.

turbid rapids
dawn gazelle
#

In 4.26

#

As a workaround, if you have it defined in the one instance, try copying the node into the other.

covert delta
#

I find one of the best features of blueprints vs. traditional code is that it becomes much easier to visibly document and nest logic in collapsed nodes. IMO, every single event should be encapsulated in a single comment block, with a short comment that is easily readable when zoomed out at max. If you have a complicated set of code that does stuff exactly once, collapse it, and give it a long detailed name that describes what it does, but gets it out of the way so people don't need to see it. Traditional code has no place for long detailed descriptors. You can make doc strings or something, but those are never apparent just reading the code that calls these functions. You can comment what you're doing, but the ratio of design detail to code is often going to be poor for a reader who wants to understand what you were doing. BP is bad for figuring out someone's implementation logic, but A+++ for giving the tools to describe intentions.

If I were writing the bp code in the pics above, the event graph would be condensed to just a handful of collapsed nodes. If you're writing good code, it should more or less read like pseudo code at the level of the event graph imo.

I haven't actually seen any design docs that share this opinion though, so maybe that's just me.

@orchid garden @dawn gazelle

twilit heath
#

when i see a blueprint and a collapsed node in it, i generally don't trust it enough not to check it out

turbid rapids
covert delta
#

@twilit heath Perhaps that's because a lot of people use them to hide spaghetti under a rug though, haha.

twilit heath
#

so you're basically using collapsed nodes to make blueprints as readable as c++

#

side note, you don't need the auth switch, you can just use the GM cast as one

covert delta
#

Maybe? Idk. I think BP is more readable and approaches a true pseudo code style vs. cpp or other languages. I write python for a living mostly.

twilit heath
#

and while that has merit when you are just checking out what the BP does in general

#

im not sure it helps when tracking specific network functionality

#

my python has degraded to a point where its 50% time spent on google 😦 haven't used int in 7 years

turbid rapids
static charm
#

well he could also use scene and then cast from that

#

unless it doesnt have scene either lmao

dawn gazelle
covert delta
#

@twilit heath probably true. I feel bp makes network stuff approachable, which is a good accomplishment, but I think there's a fairly significant chunk that's hidden and really shouldn't be if you want a tight feeling for multiplayer... eh. Tomorrow's problem.

twilit heath
#

BP has about 10% network functionality

#

and the replication callbacks in BP are hacks

turbid rapids
static charm
#

yes with a bit of work

#

but like Datura said when you get back to the engine, try copy n pasting a working node that has the primitive successfully selected

dawn gazelle
#

If I recall correctly, I don't think you can cast backwards - if SceneComponent inherits from PrimitiveComponent that won't work.

worthy tendon
worthy frost
#

@covert delta i prefer proper functions over collapsed nodes

thin cedar
#

So I have a system where I can grab objects from far away, like telekinesis, but the object perfectly mirrors my motion controllers (This is in VR). I want to make it so the object I'm holding feels more loose and weighted.

#

Any ideas?

static charm
#

physics handle

#

with some logic

#

physics handle lets you grab physically simulated objects

#

there's probably some tutorials on VR immersion/ physics handling.

thin cedar
#

I think that's what I was looking for, thank you.

static charm
#

its cool because if u grab an object and and try to move it into a wall, the object hit thes wall and stops

#

or knocks over other objects that simulating, etc

#

but also annoying because its game physics and hard to account for all situations

turbid rapids
#

@dawn gazelle @static charm
I really appreciate your help
Thank you very much

covert delta
#

@worthy frost functions convey to me that the logic within is something that is applicable elsewhere. I generally don't want my functions modifying state at all even if they aren't marked as const and I don't want to see them in the list of functions outside of the contexts where they're relevant wherever possible.. collapsed nodes state that this is a block of logic that is used exactly once that accomplishes exactly one side effect. I also feel absolutely fine writing out a whole sentence to name a collapsed node, but find that abhorrent for a function.

covert delta
#

though if I had one wish, it would be that I could make an anonymous function in the style of a collapsed node and pass it around as a first class citizen. That would would solve many of BP's weaknesses imo.

static charm
#

i mean isnt that what copy paste is

#

or just a macro

#

i dunno they are all apples to me

covert delta
#

Copy paste is the serpent in the garden of eden.

#

the devil on your shoulder

#

or some other non-christian analogue

static charm
#

without evil would we know good?

tight schooner
#

@covert delta my BP style of late is similar to yours (a series of collapsed graphs). I also like to have important parameters/variables as inputs on the box, e.g. a debug boolean that enables some Prints and Draw Debugs.

#

In any case I do like that aspect of BP

#

that you can make a visually legible overhead view / dashboard type thing

#

I guess that's the whole premise if you embrace the C++/BP hybrid workflow that Epic Games envisions. (I've only done pure BP so far.)

shell rivet
#

@covert delta i made the things you said 2 days ago. and it gives an error. how can i repair it?

dawn gazelle
#

When you have a variable being set like this, the target is normally set to another blueprint class, namely, wherever that particular "Floor Touches" variable is actually being stored.

shell rivet
#

how to repair it?

#

i've set the wrong cast

#

nah

#

it still doesn't works

#

now it doesn't destorys the actor

#

@dawn gazelle can you help me?

static charm
#

its going to destroy the actor even on the first floor touch

dawn gazelle
#

What is class1?

#

What type of class is it? Actor? Game Mode? Game State?

shell rivet
#

Sorry, but i need to go to sleep

#

Can we do it tomorrow?

warm ermine
#

Is this the right place to ask for help regarding different idle animations for different weapons through blueprints?

dawn gazelle
# shell rivet Game mode

This would never work in that case - you're trying to cast an overlapping actor as a game mode, so it would always end up failing to cast as game modes usually aren't overlapping things 😛 And I pointed out before, your adding 0+1 then setting that as the value for your floor touches, so it would always just be 1 and never run true on your following branch. This is what you probably want.

static charm
#

Water, yes and no

#

yes because you can do it through only blueprints and no because technically there's also Animation Blueprints which is different than blueprints lol

warm ermine
#

Got it - sorry ^^; Where would I start blueprint wise?

static charm
#

well i dont think you can procedural set different animations into the animation blueprint.

#

so really you just need to make the different animation blueprints for each weapon

orchid garden
#

if you want to rip apart a animation bp to see how they did it, Advanced Locomotion is a good starting point.

warm ermine
#

@static charm @orchid garden Thank you both 🙂

grizzled garden
#

guys why those settings ( in the render panel in the right side ) is grey? i cant change the settings. i want to change the settings from masked to something else.

grizzled garden
#

i did

#

same thing

#

but its ok, i used blueprints to change it, but still wonder why that settings is grey out.

dawn gazelle
#

What happens if you add another widget component?

grizzled garden
#

same thing

dawn gazelle
#

o_o

dreamy ice
#

Could it be that widgets themselves don't have access to the rendering tab?

grizzled garden
#

how to check that?

#

it happen to me only

#

on some unreal engine forums they have it ungrey

#

other thing guy. i want to hide that widget when they are not near the camera

#

which node i use?

#

to set its visibility distance

dreamy ice
#

add to viewport and remove from parent is what I'd do not sure other than a big volume how to track distance.

#

I'm still new to UE4 so everything I say probably isn't the most efficient way to do what you need.

#

Basically you want to show/hide the widget when outside or inside the radius. Like a NPC health bar.

grizzled garden
#

yes

dreamy ice
#

What I'd do... (because it's the only way I know how to do it) is create a volume on the NPC that when it overlaps with another actor casts to my player character to see if what overlapped is a character but to also spawn the healthbar widget above the NPC in my characters viewport. I'm not sure of other ways, you'd have to google some tutorials/.

grizzled garden
#

yep im doing that

true valve
#

What's the best way to match a boolean and an enum?

#

isMale vs (Male,Female)

zealous moth
#

@true valve branch or switch

true valve
#

enum uses switch

zealous moth
#

yup

true valve
#

SO I have both info- Trying to == them

#

if enum is male and bool is male then continue else dont

#

So I took enu and used IsMale variable for male and female then compare that with bool

zealous moth
#

i would do a double boolean check

#

if enum == male AND isMale == true -> branch

true valve
#

ok thanks

worldly dew
#

Hello! (this is my first time using lerps):
I could be doing this completely wrong and I can't find a way around this issue (I'm still learning). I have a first person character who, when he enters a trigger volume, plays an cutscene animation. During, the player has no control, and the camera is attached to the player's head bone while the animation plays. I lerp the camera rot to face straight ahead.
The issue arises when I lerp the actor rotation. The actual lerp works fine, however when the timeline finishes the actor rotation reverts back to how it was before the lerp occurred. If anyone knows a fix for this issue, let me know, it would be greatly appreciated.
https://www.youtube.com/watch?v=gCI-vKT4ZCA

trim matrix
#

I have a widget which plays a simple animation (a picture which is moving). How to close the widget once the animation is finished ? Or eventually when I hit a button ? (one or the other.. The easier option would be better...)

zealous moth
#

@trim matrix remove from parent

worldly dew
#

Ignore what I said earlier, I ended up changing how I did it and used set control rotation instead

trim matrix
#

Guys I have a question...
Some things I feel like belong in macro, some things I feel like belong in functions...
I always try to use a Function and only use Macro's when I need to.

My question is: 1. Does Function cost less then a Macro, or vice versa? 2. Do you have a preference on which to use? If So then why?

lapis path
#

I prefer using functions since they have a return node (and BTW can return variables and execs) , can use local variables and so.
I have read somewhere that functions are cheaper in ressources, but don't remember exactly why... However note that macro act as a big collapsed node.

weak kindle
trim matrix
weak kindle
#

l just want when player reach a voice volume do something but when l run it that takes more than 1 volume per time

trim matrix
#

I don't know what you mean, but there is a Do Once node

#

If it's printing out more then once and it's a bug I would recommend fixing the but instead of using the Do Once node

#

Hi, I want to separate the camera-related things from the character's code. What exactly does APlayerCameraManager do and will it work for me?

#

PlayerCameraManager is basically what you just said

#

It is a variable component that stores all the information of the camera

weak kindle
#

l fix it l used do once in right position l have used it before if

#

now it works perfeclty

trim matrix
#

glad I could help

hollow drift
#

I am confused. I have a weird animation glich whereby my casted pawn just stucks half way into the animation

#

O tile click i animate a tile to go up and down. This works fine. then i just continue the execute after then Timeline. Cast to a pawn and use same values for the animation. But the pawn just goes up and stays there.

#

Anyone any idea why this is happening?

#

Ugh i am stupid. The pawn left the collision box of the tile. e.g. tile did not know pawn was there (faceclap)

trim matrix
#

That was super hard to understand

#

but glad you figured it out bro

hollow drift
#

ou. i try better next time

hollow drift
#

How can I filter out for "Get hit Result under Cursor for Objects" my collision box? Issue is i still need my collision box to work for other function like my pawn interaction with the collision box.

dim robin
#

hello, happy christmas to everyone. I have a question: is it possible to change a material color when my actor (a ball) is over another object (a rail)? Sorry english is not my native language, so to explain better, think about a slug/snail dropping her slime over an object. I would like to do something like this. how would you do this?

hollow drift
#

If i move my ship and place it in exactly the selected part, the white tile with the watherdroplet will be not hit but my tile to the right....

hollow drift
stiff chasm
#

Any tips for fighting games?

#

for example things i should take note of or shouldnt do in the future

dim robin
#

I was thinking about a post process box moving with the ball..

hollow drift
#

ah your problem is it is no a straight "rail". You want to do it along a curve

dim robin
#

exactly

hollow drift
#

hmm

dim robin
#

basically where tha ball is touching, the color is changing

#

I don't even know if it's possible.. but I guess it is somehow

hollow drift
#

yes

#

make a torus

#

and say: on collision with torus do color

#

but you have to model the "collision" box yourself

dim robin
#

but will this not change ALL the rail length color???

hollow drift
#

depends on what you want to do with your curve

#

make this around your trail and if your ball is coliding with it, it will change color

tight schooner
#

the #graphics channel may be more knowledgeable on the topic

dim robin
#

thank you both, I'm going to try something now! also I will post further questions on graphics channel, thanks!

trim matrix
#

and controllers!

unborn needle
#

Can anyone help me with a blueprints problem?
preferably in vc

trim matrix
#

depends on the problem

unborn needle
#

I followed a tutorial on a wallrunning controller but it doesnt let me jump off the wall

trim matrix
#

So you can get onto the wall but you can't get off the wall?

unborn needle
#

yup

#

like 9/10 times it glitches and only sometimes it actually works

trim matrix
#

do we have to voice chat? Can you not just send pics?

#

of the code

unborn needle
#

I've got a lot of different funtions so that would be not ideal

#

screen share would be better

trim matrix
#

oh see yeah I've got a league game starting in a few minutes, wouldn't have enough time

#

sorry bro

unborn needle
#

bruh

trim matrix
#

how long have you used blueprints ?

unborn needle
#

just a few days

maiden wadi
#

Sounds like wha' choo got is ya self a little bitta' one em logic problem.

unborn needle
#

what

trim matrix
#

your logic is off

#

the way the code works

unborn needle
#

I dont think thats the problem

maiden wadi
#

I'm pretty certain it's the problem. Logic is the problem in 100% of bugs.

unborn needle
#

what could be wrong about it then

#

could you help me in vc?

#

that'd be easier

maiden wadi
#

Not really a voice chat person. But I'd recommend breaking your system down a little. Wall running should be a simple set of functions. Your issue is that you can't get off of the wall. How are you trying to get off of the wall? Button press?

unborn needle
maiden wadi
#

I'd put a print after Launch character. Make sure that the function is running to begin with.

unborn needle
maiden wadi
#

The stuttering at the end is trying to get off of the wall?

unborn needle
#

yeah exactly

#

the function is running btw

maiden wadi
#

What happens if you up your Reset Time to like 1.5?

unborn needle
#

nothing really changes

maiden wadi
#

What does the reset time do? I assumed it would keep you from being able to land on a wall for a small duration?

unborn needle
#

yeah I think it's something like that

maiden wadi
#

If upping that to 1.5 seconds doesn't change how sticky you are to the wall I'd assume it's not working.

unborn needle
#

🤷‍♂️

maiden wadi
#

On a side note. I was fairly sure that Launch Character was in world space?

#

Oh, nevermind on that part.

unborn needle
#

ok

maiden wadi
#

Does upping the WallRunJumpOffForce help?

unborn needle
#

lemme try

#

no but it kind of works when you hold the a or d key (depending on wich side you are) and then press space

maiden wadi
#

Up it to something stupid like.. 10,000.

unborn needle
#

okay

maiden wadi
#

If that doesn't get you off of the wall, you have a repeating logic sequence that isn't being broken somehow by that end wall run function.

unborn needle
#

that does get me off

#

bruh

maiden wadi
#

What if you up the ResetTimer to like 20.0 seconds? Does that keep you from sticking to a wall for 20 seconds?

unborn needle
#

with normal force again?

#

nah changing it doesnt do anything

maiden wadi
#

I'd run through your stuff and figure out why that isn't working. That was probably how you were supposed to keep from sticking to the wall.

unborn needle
#

how would I do that

maiden wadi
#

Stock up on coal and sandwiches and grab an express ticket on the logic train. 🤷‍♂️

unborn needle
#

bruh

maiden wadi
#

What does that float do inside of the stop wall jumping function?

unborn needle
#

what float?

#

the reset time

maiden wadi
#

Yep.

unborn needle
#

I'll send a screenshot I think you'll understand

maiden wadi
#

It's not connected.

unborn needle
#

it is

maiden wadi
#

Nah.

unborn needle
#

yeah

#

thats the same as the input

#

if I connect the reset time input to the time on the suppress wallrun it does the same

#

you get me?

maiden wadi
#

Can you put prints in both SuppressWallRun and ResetWallRunSuppression?

#

Make sure they both run at their times. The first one should fire immediately on spacebar, the second should run after the ResetTime.

#

I wonder if it's the timer continually firing with multiple spacebar hits...

unborn needle
#

they both fire immediately

maiden wadi
#

In that last picture you posted, can you print off ResetTime right before the Suppress Wall Run? Make sure that's not sending 0.0

unborn needle
#

what

#

wdym, it is sending

maiden wadi
#

Just put a print between SetGravityScale, and SupressWallRun, and connect the ResetTime to it.

unborn needle
#

okay

maiden wadi
#

Need to see what it's sending into SuppressWallRun.

unborn needle
maiden wadi
#

You can drag from ResetTime to connect it, it'll create the convert node in the middle automatically.

unborn needle
#

okay do I still keep it connected to the setgravity and suppress?

#

sometimes it says 0.0 and sometimes 1.0

trim matrix
#

why is your wall run so complicated

shell rivet
trim matrix
#

you have 3 different booleans for wall running

unborn needle
#

yup

#

for wallrunning in general

#

and left an right

trim matrix
#

What is Left and Right for

unborn needle
#

to see if youre wallrunning on the left or on the right

maiden wadi
#

I wonder if it's the timer.

unborn needle
#

you dont want to be launched in to the wall

maiden wadi
#

In your one function where you're setting the timer, can you add this node in?

trim matrix
#

So is the code forcing you to the wall or is it changing gravity?

unborn needle
#

changing gravity and launching you off the wall

unborn needle
#

doesnt do anything

maiden wadi
#

That's useless after the timer. You want to use that to clear the timer before starting a new one. Calling that after the timer is only useful if you're using a looping timer.

unborn needle
#

should I delete that then?

maiden wadi
#

I'm mostly just trying to figure out why your reset doesn't seem to work. Where are you starting the wall run? Is WallRunSuppressed actually being checked?

unborn needle
#

uhhhh

#

idk what your talking about man

#

you still there?

willow phoenix
unborn needle
#

🤣

#

do you expect me to learn cpp then smh

#

that shit hard af

willow phoenix
#

that just showed up for my tentacle BP :<

unborn needle
#

😅

storm dove
#

how do i make it so my physics object would slide on surface when it hits it instead of bouncing?

maiden wadi
#

@unborn needle I mean where does the wall run start? Like when you collide with a wall, or whatever.

unborn needle
#

and

#

and also this

maiden wadi
#

What about before that? Where is WallRunUpdate called from?

#

Nothing is using your WallRunSuppressed? bool yet.

unborn needle
#

yeah I think youre right

maiden wadi
#

You might want to disconnect the false line on that.

#

Er. True side.

unborn needle
#

omg it was that simple

#

thank you so much

#

fucking hell I really am that stupid but thanks

#

but now I cant do 2 wallruns in a row

#

without touching the ground

maiden wadi
#

Lower the time on the spacebar thing that I had you up to like 1.5 and 20 seconds.

#

Put that back to 0.35 or whatever.

upper adder
#

Is creating a new savegame object every time you save good?

unborn needle
#

that is allready back to .35

maiden wadi
#

Take out the thing I had you put before the timer to clear it before setting a new one. I don't initially see why that would affect it like that, but maybe.

unborn needle
#

still doesnt work

trim matrix
#

@upper adder Why not reuse the save you already created?

#

When you create a save it is saved to your disk I believe, Not really something you want to just do unless you're properly disposing the objects you create

maiden wadi
#

Whether you create a new save or update an existing one has no bearing on actual saving. The only reason you'd do one or the other is if you're just wanting to brute force save everything, you'd just create a new object, populate it and save it. Vs if you just want to update one single value, you'd load up a save object, change the value, then save that. But the saving to disk part will be the same regardless of which method you do.

trim matrix
#

@maiden wadi Really? Doesn't the objects you create add up? I mean people don't have infinite disk space

#

Wouldn't it save more space to keep everything in one rather then having an infinite stacking amount

unborn needle
trim matrix
#

I finished league, I might be able to help you out if you want to call and screenshare

unborn needle
#

yeah sure

dawn gazelle
maiden wadi
#

@trim matrix The Saved Games are written to a file on disk space by name. So to fill up a disk, you'd need to change the name every single time. Where as if you're overwriting it every time with the same name, it'll basically delete the original and create a new one.

trim matrix
#

@maiden wadi Oh I see what you're talking about, As long as you select the same class then it just overwrites? That's dope

orchid garden
orchid garden
#

or do the check directly off the add node

maiden wadi
#

@trim matrix The Savegame class doesn't matter. Just the slot name.

shell rivet
#

can we do this all over again?

shell rivet
#

yes, i made exactly what datura said

orchid garden
#

is it destroying the candy when it hits the floor?

shell rivet
#

no

orchid garden
#

is that call inside the candy itself?

shell rivet
#

yes

orchid garden
#

add a Printstring off the castto node on the failed, see if it tosses you a failed cast

#

if it doesn't, and the number isn't increasing, its something prior to that event being called thats causing the problem.

orchid garden
trim matrix
#

How do I set an actor component so that it always ticks no matter what, and is only ever destroyed when its parent actor is? It is a widget component that displays health but I am having a problem where every time it's recreated (due to other players moving away from camera) its values reset

odd ember
#

@trim matrix widgets ticks are different than actor ticks, but it will tick automatically as long as you have something that requires ticking behavior. A component always gets destroyed with its parent

trim matrix
#

It's more to do with rendering I have some fairly complicated replication behaviour on a health bar which works but is lost if any of the players moves too far away, then the bar vanishes and when it is reconstructed its health is displayed as full again.

odd ember
#

Doesn't sound like fault of the component itself but rather that you are destroying the component at a distance instead of hiding it perhaps

#

But IDK your setup so I can't say

trim matrix
#

I haven't changed any setting related to that

#

Also it seems to vanish at a mid-range distance like I can see it from far then when I am mid range it briefly vanishes then reappears when I'm close

#

maybe related to render order

odd ember
#

Perhaps. Check if it gets occluded

trim matrix
#

and how to increase max draw distance of this one component?

odd ember
#

There might be a setting on the component itself?

#

That's what i can think of

#

But i haven't had a chance to mess around with the 3d widgets just yet

trim matrix
#

its screen space

odd ember
#

So you are using a screen space widget at a distance? In that case, have you tried replacing it with a 3d widget and seeing if it solves your problem?

shell rivet
trim matrix
#

no, makes the problem worse sadly

dawn gazelle
# shell rivet unfortunately, yes

You probably haven't set your game mode to "class1". You do this in the world settings. Write down the current values you have listed underneath before changing your game mode to "class1", and after changing it, enter in the values that you wrote down.

trim matrix
#

Yo! Was just wondering if anyone knows if there's a blueprint-way of opening a level after a sequence is done playing (or alternatively open a new level after a 50 second delay when going into a trigger box). Thanks! PES_Cute

trim matrix
trim matrix
amber marsh
#

Anyone here know the mathmatical formula to figure out the dps of a weapon based on it damage and delay

gentle urchin
#

delay == fire rate?

shell rivet
#

yes, if you make loop

#

just put delay on start

gentle urchin
#

1s / delaytime * damage per hit = dps

shell rivet
#

i think so

gentle urchin
#

Lets say 0.3sec delay and 30 dmg per hit

(1 / 0.3) * 30 = 100 dps

supple dome
#

'per' means divide in math

#

damage per seconds is damage / seconds

dawn gazelle
trim matrix
amber marsh
#

why am I blanking on this, it should be mega easy

#

so delay / damage ?

gentle urchin
#

damage / delay

amber marsh
#

damage / Delay

gentle urchin
#

dunno what i was thinking with 1/delay .. tired 😛

amber marsh
#

so if it fires once every 3 seconds and its damage is 15 then...

dawn gazelle
#

1 damage every 1 second = 1 DPS. 2 damage every 1 second = 2 DPS. 1 damage every 2 seconds = 0.5 DPS.
15 damage every 3 seconds = 5 DPS

gentle urchin
#

^

amber marsh
#

thanks, I must need some coffee

odd ember
orchid garden
#

any idea what would cause a blueprint to do this? nothing was changed in it, just opened it up and have these problems, all the warnings say it can't find the local variable thats in local variables....

dark crow
#

If it's not a problem just right click and promote it again to a local variable, should fix the warnings

#

Without losing any code

orchid garden
#

if i do that, it creates a duplicate of the same variable same CaSe.

odd ember
orchid garden
#

same thing

dawn gazelle
#

F7?

odd ember
#

try duplicating the class, open the duplicate and see if you still have the issue

#

that's all I can think of on the engine side of things

orchid garden
#

i've dragged most of them back in and replaced them and that works... but... why did it happen in the first place?

odd ember
#

who knows

#

it's difficult to say when we don't know the chain of events

dark crow
#

Many things could have gone south that caused that

orchid garden
#

had it working last night, saved everything, left, started ue4 back up, opened the blueprint... boom.

dark crow
#

Sounds like UE4

#

It happened to me once that it created 10 times the same variable with the same name and to deleting one of them would crash the entire engine, so to fix the issue i literally had to crash the engine multiple times

#

It can be picky

orchid garden
#

i was gonna work on optimizing it today but i've spent most my time replacing variable references.

odd ember
#

I had a component in an actor that I could not change variables in as they would always reset. duplicating the component in question made it work somehow

#

I figured you might as well try and see if that works

orchid garden
#

so basically just UE4 wierdness i guess. never had anything like this happen before. guess i should check the other bp's as well just to make sure all is still good.

dark crow
#

Here is when it happened to me, so yeah, UE4 weirdness

orchid garden
#

gah yep thats what would happen if i promoted to var on the 'warning' ones

dark crow
#

Solution was deleting and recreating indeed, it can be weird sometimes

odd ember
#

I'd still say it's worth trying to duplicate the class in question and seeing if you still have the issue on the duplicate

#

worst case you lose 10 seconds best case you save yourself redoing x amount of variables

orchid garden
#

if it happens again, or another one of my bp's has the same issue CranzEstebogen, i'll try that.

dark crow
#

Yeah, try that, just make sure to save first, in my case deleting a duplicate crashed the engine

#

But it would be deleted on restart

trim matrix
#

looking for tutorials how to place a specific mesh on specific location

trim matrix
#

@odd ember can u help me a bit in private?

torn kettleBOT
#

:triangular_flag_on_post: xmas is not real and not a thing#0398 received strike 1. As a result, they were muted for 10 minutes.

north herald
#

Is there any way to replicate a variable map container (dictionnary) in blueprint? By default, it isn't replicable, so I tried to make it update via a replicated server event, but the value returns as null.

I've already asked in #multiplayer but I'm also trying here, I'm not sure if it's more a BP issue or a MP one. Thanks.

dawn gazelle
#

You can create a structure that takes the same type of map and replicate the structure.

shell rivet
dark crow
#

Set your GameMode to class1 in the Override

#

From the drop down

north herald
orchid garden
#

gotta thank you guys here, you know sometimes its just little tidbits of info here that give us better ideas on how to do something, i've just reduced the circled mess down to that little tree above it 🙂

dark crow
#

Yeh, be sure to edit the Subclasses too for your needs if you have your own custom versions of them

#

Like if you use a different Pawn or Controller...