#blueprint

402296 messages Β· Page 593 of 403

shell rivet
#

but which should i choose?

orchid garden
dark crow
#

For example let's say you use ThirdPersonCharacter as your pawn when you play, in this case you would have ThirdPersonCharacter in Default Pawn Class instead of DefaultPawn

shell rivet
dark crow
#

You're trying to access the Candy but it's pending kill aka being destroyed

#

Probs from another actor

orchid garden
#

for instance, mine uses a custom character, MasterCharacter for the player pawn, so its setup like:

dark crow
#

So you're trying to Destroy the Candy from your Character?

shell rivet
#

how tf i make something like this?

dark crow
#

I personally don't suggest making other BPs handle something that itself should do

#

Like i would not want my Candy to be destroyed by the Character

#

But the Candy to have its own events to destroy itself under certain conditions

#

Even for organization sake

shell rivet
#

can you help me on pv?

#

with this?

#

@dark crow

odd ember
#

careful or you might incur the wrath of @torn kettle

#

apparently he's on the prowl today

dark crow
#

Well, the error seems to happen in the Character, not Candy

#

I think you're calling DestroyActor on the Candy from the Character when it's already destroying itself

shell rivet
odd ember
#

you're destroying your candy from your character though

dark crow
#

So it's being double destroyed

#

You don't need destroy in the Character

shell rivet
#

can one of you two help me on priv with that?

dark crow
#

Literally just delete Destroy Actor

#

In there

odd ember
#

I also see an OpenLevel node in the candy, I would strongly recommend to move that to game mode

shell rivet
odd ember
shell rivet
#

and it doesn't prints the "fail" string instead of hello

dark crow
#

Open Level is None

#

What is it opening?

shell rivet
#

menu

#

I'M DUMB

dark crow
#

Is your menu called None?

#

Cause yeah

#

That opens nothing

shell rivet
#

i didn't wrote the name of the level

#
  • facepalm *
dark crow
#

It probs was messing with the GameMode too

#

Since it's Level specific if you Override

odd ember
#

again I would strongly encourage to move the OpenLevel node to your game mode

#

it's why you were crashing before

dark crow
#

If you want your GameMode to be the same in ALL levels

shell rivet
#

but when player touches 5 candy's, it still shows the game over screen

dark crow
#

Edit -> Project Settings -> Project -> Maps & Modes -> Default GameMode

odd ember
#

in your candy

#

your logic only executes when it hits a GameMode actor

shell rivet
#

?

dark crow
#

I think he's just accessing GameMode cause he has a variable in there that keeps stored the number of Candies that touch the ground

#

And yeh, if you want that to be the default for all Levels

odd ember
#

so basically

#

your counter increases

#

any time your candy hits anything

shell rivet
#

btw i store points in player

odd ember
#

including the floor

shell rivet
dark crow
#

That seems more like the collected candies

shell rivet
#

should i store them somewhere

dark crow
#

Than fallen candies

shell rivet
#

yes

#

where should i store them?

odd ember
#

you should gate off your candy collection

#

to only be done by your player

#

so before casting to gamemode

#

make a cast detecting which actor is overlapping

shell rivet
odd ember
#

yes

shell rivet
odd ember
#

whatever your player character bluepritn is called

shell rivet
odd ember
#

is your character a game mode?

#

I don't think your character is a game mode

shell rivet
#

no

odd ember
#

so why are you casting to game mode

shell rivet
#

changed

odd ember
#

consider the actions you want to have happen

#

if your candy overlaps anything else but your character

#

you want nothing to happen

#

so if the cast fails, you do nothing

dark crow
#

You could have everything handled by the Candy too

If it overlaps and the cast fails means it's not a character so add one to Floor Touches
If it overlaps and the cast succeeds means it's the character so add a point

shell rivet
dark crow
#

You gotta be careful with the logic

odd ember
#

yes

orchid garden
dark crow
#

You know how your games works

shell rivet
#

or show the game over UI

odd ember
#

I see

orchid garden
#

game over ui would probably be a better option. you could setup retry button or quit button from that.

odd ember
#

I'd make a trigger box at floor level that eats coins

#

and increments a counter for each coin it eats

shell rivet
#

so...now what?

odd ember
#

well now test if your player collects 5 coins it wins the game

#

that part should be done

#

the fail condition you can make in any number of ways but I would not make that logic on the coin itself

#

or candy or whatever

shell rivet
odd ember
#

I dont understand what you mean by that

dark crow
#

Fail condition is if 5 candies hit the ground

odd ember
#

rihgt

dark crow
#

If 5 candies never hit the ground, the game will never end

odd ember
#

so what's the win condition

dark crow
#

Not losing i imagine

#

Lmao

shell rivet
dark crow
#

You're a winner till you're a loser

shell rivet
#

you just need to get as high score as you can

odd ember
#

lol

shell rivet
odd ember
#

well like I said a trigger box is probably your best bet because it gives you the most control. I'd have as little logic in the candy as possible because it's an easy way to cause your game to crash... as you've seen

#

but if you want, you can remove the first cast again and that should work

shell rivet
odd ember
#

yes

shell rivet
#

or, can we do this "from start" again?

gusty cypress
#

sorry

wide remnant
#

In my opinion he is in the right channel

gritty elm
#

the sphere trace isn't hitting landscape, how to fix this

#

also event on landed not working

#

in character class

amber marsh
#

What would math would I need to do to make it so I ca get a weapon to do X damage per second regardless of its delay?

#

So if I want 5 different guns to do 10 damage per second. But each of them can have different rates of fire

gusty cypress
#

I have an event on begin overlap for a static mesh, when it overlaps I print "overlap" but it prints enough times to fill the screen, I even added a do once node to the event print and still fills my screen, should this be a concern?

tight schooner
#

@amber marsh 10 * duration of shot. So if it shoots once per second, it's 10 * 1. If it shoots twice, it's 10 * 0.5

#

@gusty cypress yeah it sounds like something is wrong

odd ember
#

sounds strange to say the least

gusty cypress
#

@tight schooner only thing I can think of is the trigger is a static mesh originally and not a trigger box maybe causing it?

odd ember
#

it could be if you're using complex collision

#

try using simplified collision shape components

gusty cypress
#

1 moment

#

@odd ember doest work unless its complex as simple, there are various triggers within my static mesh anything but complex doesnt properly work

odd ember
gusty cypress
#

you mean not using my static mesh and instead using a different trigger

tight schooner
#

The thing about "complex" collision is each triangle in the mesh becomes a thin-walled collider... there's no concept of interior/exterior IIRC

#

so using that for overlaps can be kind of weird

odd ember
#

yeah

#

whereas simple collision is a math construct

gusty cypress
#

could adding a do once to my event solve this?

odd ember
#

unlikely

gusty cypress
#

darn

odd ember
#

why are you insisting on using complex collision like this though

#

it's like trying to fit a square peg through a round hole

gusty cypress
#

I've fully modeled the map including triggers and everything is perfect, going to each trigger and painfully sizing them to be similar as exact would be near impossible

odd ember
#

why would they need to be painfully exact?

gusty cypress
#

you're right but still an alternative would be easier as theres like 34+ triggers on my map and they are 2 static meshes making it much easier to work with

tight schooner
#

... you have 34 triggers but in two actor instances?

gusty cypress
#

yea... is that insane

tight schooner
#

normally each trigger would be its own actor instance

gusty cypress
#

I mean its worked great for me so far

tight schooner
#

does it all trigger the same thing? I don't get how it works

odd ember
#

sounds completely unnecessary

gusty cypress
#

sure, the game is a platformer with different stages. Each stage as a floor trigger if the player falls and it calls "stageFail" which resets the player. There is also a door trigger which calls "nextStage" and spawns the player at the next stage. I think this has made it vastly easier as theres not a bunch of individual triggers but 2 "doors" and "floors" and the secret to it working is when the "door" is triggered it adds 1 to current stage, then a switch on int allows for the new spawn.

#

so essentially two triggers with 2 call events vs 34 triggers

odd ember
#

considering you could copy paste the triggers and their logic this doesn't sound ideal

tight schooner
#

did you do it that way because you're doing level design within some external 3D package? (Blender etc.)

#

I mean yeah, it's not the normal or ideal way to do triggers but I'm just asking

#

but otherwise doing the level design within the UE4 editor -- placing 34 triggers and whatnot -- is the normal way

odd ember
#

I mean I do whiteboxes via blender and import them, still using UE4's native colliders for triggers

hearty gazelle
#

Is there a specific node that allows an actor to go in an arc?

#

Like a parabola movement

tight schooner
#

Sine? alex

#

Get Time Seconds into Sine

#

will produce a -1 to +1 wave over time

odd ember
#

suggest arc velocity or some such exists

gusty cypress
gritty elm
#

or adding scene component to skeletal mesh

static charm
#

ue4 has new modeling tools that let u edit pivots

#

but not sure its for skeletal mesh yet, might only be static mesh only

gritty elm
#

because when i rotate skeletal, the center point doesn't correct

static charm
#

but yes you can add a scene component and then move the skeletal mesh under it

gritty elm
static charm
#

okay

#

add a new mesh to a new scene compoennt

#

and then make that old mesh blank/none

#

(its locked because it's a character class meaning it has predfined component list)

gritty elm
#

@static charm can i send you video?

#

when i try to change pitch or yaw value, it doesn't rotate from center point

#

anyone can help appreciated

static charm
#

yes so once u have it put under the scene component, move the mesh so that the mesh is centered on the scene component

#

then you have to rotate the scene component to adjust the mesh

#

its a hack/trick lol

trim matrix
#

Please, what the node "Remove from Parent" does exactly ? I don't understand... I understand it is for removing a widget but I don't understand what widget it aims exactly...

static charm
#

It basically destroys/removes the widget from the screen

#

if you call the node inside the Widget's graph, it will remove that widget.

#

If you call the node in some other blueprint, you need to plug in a widget reference in order to remove that widget

gritty elm
#

thanks from help

fair magnet
#

So... If I use 1 Actor compoments which stores lets say health and 2 identical actors and I wanna use a blueprint interface to get Health from Actor B but not from Actor A how would I achieve that ?

trim matrix
#

@static charm Thanks. I think it's exactly what I did but it does'nt work πŸ™ I have created in my GameMode BP, on a begin play event : a "create widget" node (which call "IntroLMDB" - see below) then "add it to the viewport". In the "IntroLMDB" widget, I did this (in short : the widget plays a video and when the video is end, I close the video with the widget :

#

But at the end, the media is still on the viewport and stucked on its last image

orchid garden
fair magnet
#

but how would I get a reference then... I can't just use a variable or smth like that since it would get the other actors aswell :o

trim matrix
#

@static charm Though, the "Remove from Parent" is in the widget BP that I want remove. So... I don't know...

static charm
#

Lafourmi, you can try using Destroy Component or whatever node its called

orchid garden
#

@fair magnet that would depend on what your doing.

fair magnet
#

These Actors are supposed to be characters

trim matrix
#

@static charm Thanks. I'm gonna try this (UE just crashed btw πŸ˜† )

orchid garden
#

@fair magnet let me rephrase... for what reason are you trying to get the health value?

fair magnet
#

Well to deal damage heal... all that stuff :o

orchid garden
#

so im guessing your using a line trace or sphere collision to detect the actor your attempting to damage / heal?

fair magnet
#

That's the plan

#

and I prefer using Blueprint interfaces since casts are pretty performance heavy

static charm
#

this 5 minute video might answer ur questions

trim matrix
#

The more weird is that I did it in the Level Blueprint just before (the code I put in the GameMode ("create widget" and "add to viewport") and those I put in the widget, were all grouped in the Level Blueprint) and it worked πŸ€”

#

So it looks like Level Blueprint works better for this... But really I don't know...

orchid garden
#

@fair magnet if your going to use a interface to heal a actor you'll just need to pass the information for the heal / damage process via the interface then handle the healing / damage on the receiving actor.

#

if its a multiplayer game - you should do the heal check on the server then run a multicast to update the effected players health.

#

heal/damage

fair magnet
#

I usually use RepNotifys to do that :o But thanks anyway ^-^Appreciate it

prime wyvern
#

Made my first ever BP

#

it's a bit shit to say the least

#

but it partially works

static charm
#

congrats

#

lets get you fixed up

prime wyvern
#

I tried to make it sweep (slide? I think its supposed to slide if it sweeps) but I have no clue what I'd have to create in order to get it to work

#

Any recommendations on how to improve the BP? (Please explain in simpleton terms as I'm no too smart when it comes to BP stuff, I once thought you could have infinite Event Ticks)

#

It's supposed to be a slow sliding door

static charm
#

So there's a bunch of ways of doing this.

#

do you want the door to close?

prime wyvern
#

not really

#

just want it to open

static charm
#

well i would just use a Timeline

#

you don't need the Reverse part

prime wyvern
#

ok

static charm
#

To explain a ltitle, basically Begin Play is only called/fired once.

#

so thats why the block just moved up all at once for you.

prime wyvern
#

oh

#

so would I have to use something like an Event Tick's Delta or something such as that to allow for slow movement?

static charm
#

Event Tick is called/fired every frame, so 60 times a second!

#

i suggest a Timeline here because it's Update output pin on the right side is basically a Ticking function and constantly updates for the length of time you select inside the timeline and then stops at your predetermined value/time.

#

if you use only Event Tick to move the door, then you have to fiqure out when/how to stop it, otherwise it will keep moving up.

trim matrix
#

πŸ€”

#

( I am in a widget BP )

static charm
#

I guess Destory is for outside the widget only.

#

But yeah Remove from Parent should be working

#

you can try asking in the UMG chat

trim matrix
#

Nope, Remove from Parent doesn't work πŸ™

#

Ok, I'm gonna there πŸ˜‰

ornate cairn
#

Hey, is there a way to make a physics object act as a non physics object to another physics object? In my project you can pick up physics objects and move them around and drop them. The problem is you can hit and move other physics objects with the item in your hand. Is there a way to make it so that if you hit another physics object, that one doesnt get affected?

static charm
#

well you can make them overlap and not block eachother

#

in the collision settings

#

but then those objects wont be able to interact

#

unless you only make it temporary while you're handling said object

#

like change it's collision profile or whatever while handling it

dreamy ice
#

do most people not use a full player model in first person and just show arms for the client

ornate cairn
static charm
#

yeah you would change it back when releasing.

#

Nash, depends on the game. Some do full body and zero out the head/hide it. Some do arms only because they don't need or want feet.

dense tulip
#

is it possible to reorder variables in the Variables section of a blueprint ?

odd ember
#

yeah you can just drag them around

dreamy ice
#

@static charm To do the hands my actor would need to consist of hands and a player model correct?

static charm
#

not really sure what you're asking. but it might be easier to just follow along a First Person Tutorial for UE4

ornate cairn
static charm
#

then you'll either need to add a check if it's overlapping an object and offset it before turning it back on. or maybe turn off physics for all objects near the object you're holding

#

like an overlap sphere 3x bigger than the object you're holding, and on sphere overlap, turn off physics for objects you're not holding, then on end overlap, turn physics back on.

snow halo
#

hmm, thought i was losing my mind, but not i'm just perplexed. I have a circle of instant static meshes and i'm using a look at rotation so their face faces the center:

#

works perfectly in blueprint viewport

#

all my rotation happens in the construction script

#

what in da world goin on?

#

something must be using world space, just not sure what ...

#

im dumb, i fixed

static charm
#

the world view looks cool though

radiant ore
#

Can I have some advices or how to do it?

neat frost
#

@radiant ore I would suggest storing piece data in some sort of structure

#

And having each puzzle be a structure that contains something like it’s dimensions

#

With triangles, it would be more complex

#

I hope this helps

#

πŸ˜‰

amber sand
#

How can I detect when an object(using Apex Destruction) has been shattered?

upper linden
#

i need to spawn my character inside a sphere collision, but it returns no overlap

#

on another project it does

#

what's missing ?

hollow drift
#

how do you spawn it?

#

What do you mean by: it returns no overlap

upper linden
#

it spawns at the start of the game

#

i mean it returns no result

#

but when my character spawns outside and i move in, there's a result

hollow drift
#

define "it"

#

collision box?

#

so your pawn spawns in a collision box and you want to read from your collision box overlap result that your pawn is one of the objects inside of it?

upper linden
#

BP actor with sphere collision component

hollow drift
#

ahh ok...

#

both are in the same bp?

upper linden
#

no

hollow drift
#

ok

#

send me screenshoot of your collision preset

upper linden
#

on both ?

hollow drift
#

yes

upper linden
hollow drift
#

set pawn block

upper linden
#

where ?

hollow drift
#

block generates hit result -> there where you want to generate for your collision box a "hey i collided with you" event

#

the checkbox

upper linden
#

on my character you mean ?

hollow drift
#

your characeter is of the object type pawn

#

you want all pawns to be hit with your collision box

#

so your collision box needs to generate a hit event when colliding with pawn

#

this works only when you activate it

upper linden
#

there is a partial response

hollow drift
#

good, half way done then.

upper linden
#

print string works

#

but the interface isn't triggered

hollow drift
#

does the collision box has the interface?

#

what does this function do actually? never used it

upper linden
#

the interface is in the character BP

hollow drift
#

reminds me of zof...

upper linden
#

zof ?

hollow drift
#

nevermind. a unreal game which had issues with collision

#

back to topic

upper linden
#

interfaces are functions you call on another BP without casting to the said BP

hollow drift
#

oki

#

i could help you so far just because i had today the same issue but i have not touched interfaces yet

upper linden
#

thank you

hollow drift
#

no prob

upper linden
#

what bothers me is that it works ok if i enter sphere from outside of it

hollow drift
#

if you leave you need to add on end overlap

#

so game knows you are not inside of box anymore

upper linden
#

i did, it works fine

hollow drift
#

kk

#

if y ware inside

#

just add a delay of ,00001 or so

#

this does sometimes the trick

upper linden
#

delay on beginoverlap ?

hollow drift
#

delay before it spawns in for example your pawn should work too

#

i am not shure, but i had similliar issues before, whereby for example the game already calculates stuff despite it has not yet generated models

upper linden
#

it worked with delay, what the hell !!

hollow drift
#

this has been actually fixed and stated in a previous bugfix but well... as you can see... its not realy fixed...

#

orr...

#

something else i missed

upper linden
#

i have no idea

#

i wasted 3 hours for nothing

#

thanks for the help buddy

hollow drift
#

i read some post about it, cant remember which one but this was already a ongoing issue

upper linden
#

if you need help on interfaces let me know

hollow drift
#

would love to

#

shall/can i add you in discord?

upper linden
#

add me

white plinth
#

hey guys, anybody can help me for a second?

gentle urchin
#

Ask your question so people can decide if they have the time and the knowledge to help you in yhe first place :p

trim matrix
#

Can anyone suggest an advance tutorial about cameras. I'm making a TPS game and need some complex camera systems. I want to separate the camera logic from the code base

white plinth
fading raptor
#

Im having trouble figuring out how to destroy an emitter, but not keep it destroyed

#

I want to call the destroy component function when the branch is false, but when it is true, i want the emitter to spawn

#

My problem is it works fine once, but if i trigger this line of code again, i get an error that basically states my emitter is destroyed and i cant spawn it

#

How do I basically temporarily destroy an emitter

hybrid ether
white plinth
#

not sure but it ls kinda funny 🀣

#

maybe you should check the simulation physics?

gritty elm
#

can anyone explain how to setup xbox controllers mapping in unreal

#

for just moving third person character, mouse movement and jump

white plinth
# gritty elm for just moving third person character, mouse movement and jump

In this video I will show how to setup basic forward/backward and side-to-side movement from the ground up, with controller input setup too. If you have any questions or want to know how to customize your movement more, feel free to ask. And if you like the videos and want to see more, please consider supporting us on Patreon https://patreon.com...

β–Ά Play video
#

isn't this what you looking for?

#

not sure jumping is included

gritty elm
#

thanks, for unreal what kind of joystick should i buy?

#

like xbox controllers, or ps4 controllers

#

or basic joystick

trim matrix
#

Anybody experienced with PlayerCameraManager?

spiral vessel
white plinth
#

about this, i am not so sure but it says like that

grizzled garden
#

can someone please expain to me what is this matriela i just donwloaded?, coz it is souppsed to be a particle system. but this is a static matreal that does not change or animate or anything.

grizzled garden
#

help?

dawn gazelle
#

It's a material I believe you put into a particle system.

grizzled garden
#

how?

#

may u help me @dawn gazelle

#

it should be a particle system, but its not, if i create a new p system and put it in the required tab it wont show as it should be.

maiden wadi
#

@grizzled garden Nothing about that material is supposed to animate. It's just a mathematical function on pixel data that makes a neat pattern. In the end, the last node under ParticleColor may as well be a black and white mask texture. This is also either a #graphics question if it's about the material, or #visual-fx if you're using Cascade, or #niagara if you're using NIagara.

grizzled garden
#

then what do i do now? how to make it run in particle systems?

grizzled garden
#

Help

signal prism
#

hello, can someone please help me - im doing reload system and animations does not work

dawn gazelle
#

Are you sure your event is being fired?

grizzled garden
#

maybe the condition is messed?

odd ember
#

@grizzled garden read the last comment addressed to you. You are in the wrong channel

grizzled garden
#

what do you mean?

#

im in the right channel whenever i want, i just saw this guy asking for help

#

then i replied to him

odd ember
#

If you can't read i can't help you

grizzled garden
#

never asked for your help.

odd ember
grizzled garden
#

i asked for help there when he told me to do. who are you? what do you want from me?

#

stop spamming the channel please.

orchid garden
#

@grizzled garden you might get more help in #graphics alot of people seem to ask particle questions there

grizzled garden
#

nah niagara was the correct channel, im getting help there.

#

πŸ™‚

white plinth
grizzled garden
#

may we keep off topic outside this channel already?

white plinth
#

kk

#

sry for that

grizzled garden
#

np πŸ™‚

dusk basin
#

ik this seems like a basic question but for whatever reason my camera rotation for lookup and turn is not working on my custom player controller i did some testing and it works on the default player controllers but not my custom one

faint pasture
dusk basin
#

its in the pawn @faint pasture

#

im trying to figure out if there is something else blocking or consuming inputs but for now i have no leads

#

fixed

lean plover
#

I'm trying to open level in a blueprint library, so where do I get context from?

faint pasture
#

@dusk basin What was consuming, the new controller?

fallow creek
#

Ig it is only for look around for that particular pawn πŸ˜…

#

I just started learning blueprint so if i say something wrong please don't mind me

lean pawn
#

How does one restarts a blueprint?
I need the node so the character walks into a collision box and restart a specific blueprint

green briar
#

Anyone know why the particles wont spawn? The whole blueprint works, I just can't get the particle emitter to spawn the particles. I'm following this guide, too. https://www.youtube.com/watch?v=pq77asEjRaQ&list=PLL0cLF8gjBpqA8DcrhL_O9kD4jsUqhDR6&index=7

In today's video we take a look at how we can setup our player's healing ability, going over step by step how we can do all the blueprint conditioning to see if the player has enough mana then heal and spawn the particle effect if they do.

We also go over the process of stopping the character moving whilst they use their player ability.

Unreal...

β–Ά Play video
dusk basin
#

@faint pasture i knew something was off with me putting the rotation in the character so i put it in the controller and boom

lean plover
#

@dawn gazelle, Really appreciate your help, but I think because I'm calling from RemoteControlPreset it doesn't get set? My call just has no effect (I get a 200 OK response, but the funciton deos nothing).

green briar
#

IDK why but deleting the emitter node and reusing it fixed it

lean plover
#

Is there any point in using UE4's WebControl over something like VaRest?

dawn gazelle
# lean pawn How does one restarts a blueprint? I need the node so the character walks into a...

As far as I'm aware there is no "restart" for a particular blueprint. Based on that, you have a couple of options:

  1. Have a custom event that fires that resets all values in the blueprint back to their defaults, and have it link into where your Begin Play starts (if you want any of those events to fire)
  2. Destroy your existing actor/component/whatever that blueprint is and respawn it and reattach as necessary.
dawn gazelle
#

Not sure of the interchangeability, but I'd imagine at the very basis of them, they are just tools for getting data in and out.

#

The Web Control does require a server running to handle the commands, where REST can be done serverless.

orchid garden
#

could of swore it was working before...

lean plover
#

@dawn gazelle You're right. I'd previously used a UDP listener running on UE4 alongside an external Rest provider, but I was hoping 4.26's WebControl API would be easirer. I need it in packaged runtime though, and experimental docs are frustrating.

dawn gazelle
orchid garden
#

character class... thinking i have a a bp hickup again, i could of swore it was working and suddenly it started failing. it seems to be working on the other widget thats in the same panel so ... yeah... probably a bp hickup, just gotta figure out what...

faint pasture
#

@dusk basin Remember that all those nodes do is modify the ControlRotation. What that drives is up to you. There are options to use it in the camera, spring arm, character movement controller, and many other components.

lean pawn
#

Good Datura, I will go with the respawn option, thx

orchid garden
dawn gazelle
#

trying to access an out of bounds index in an array.

faint pasture
#

@orchid garden the last index in an array of length 23 is index 22

#

Starts at index 0

orchid garden
#

doh... so basically its telling me the array is only 22 slots?

faint pasture
#

It's 23 slots

dawn gazelle
#

No, you have 23 slots, but you're trying to access index 23 which doesn't exist.

faint pasture
#

Starting from slot 0

#

You should be doing a for each loop probably, that'll automagically hit them all

orchid garden
#

fixed ty πŸ™‚

#

sorry for the no brainer question, my brain doesn't seem to want to work today lol.

trim matrix
#

Hey, how would i go about getting hh:mm:ss time based of sun angle?

#

I made a blueprint that changes time of the day by changing sun angle overtime but im not sure how i can convert that angle to a real time value i can use for other things

dawn gazelle
faint pasture
#

@trim matrix you should definitely drive it the other way. Given a time, set the sun angle

#

You also need lat/long/date

orchid garden
#

@dawn gazelle and if you don't want to use plugins?

dawn gazelle
#

You'd need to do a lot of math.

#

XD

faint pasture
#

If it's just for simple gameplay make an actor with a couple scene components to get the inclination right and drive it with solar time and latitude.

trim matrix
#

Alright, i will try that and if that doesn't help then i'll try to do what @faint pasture said, that's a smarter way of doing things

faint pasture
#

That's how I do it.

#

My outdoor lighting actor has a sky light, scene component pitched at 23.5 degrees with a directional light attached. I use site orientation to rotate the whole thing, then latitude to angle the first component, then time to angle the 2nd. Time also drives the sun and sky brightness and color.

orchid garden
faint pasture
#

Ya that's how I drive it. But an input parameter is latitude which changes the sun yaw rotation plane. Also site orientation which yaws the whole thing to move North around.

orchid garden
#

it was really just a attempt at making a day/night cycle on my part.

trim matrix
#

Hi I have 6 types of meshes, each a type of wasp nest. I'm designing a game where players can place these nests manually. I have a widget corresponding to each type of nests and when players click the widget, I want them to see several dozen 'ghost' locations for the corresponding mesh (or could show only those within a certain distance). When I click a different widget button I want all these old 'ghost' meshes to disappear and a new set of ghosts to appear corresponding to the new type of mesh. What would be a good way to do this that does not involve communicating to every single nest mesh in my game (may be up to 100)? Can I somehow tell the player character to only see meshes of a certain type (A, B, ... , F)?

orchid garden
#

if you make them separate actors couldn't you use a get all actors of type?

#

just a guess

ornate cairn
#

Is it possible to add an object that simulates physics but cant get pushed by the player or other physics items?

orchid garden
#

i know you can change the collision on the physics model to ignore the actor, but i don't know about other physics items.

ornate cairn
#

wait, so it is possible to have them collide but only affect the physics of one of them?

faint pasture
#

@trim matrix you got a couple things going on at once here.

#

@trim matrix you def. want a data table

trim matrix
#

I'd like to know how I can set mesh cull distance? if possible

feral ice
#

i want an actor to not affect the nav bound volume

#

how do i fix that

faint pasture
#

@trim matrix Why not just have an instanced static mesh component with instances at all the placement points within range.

trim matrix
#

sounds equally complicated

#

also I want to press say 'place unit A' but you can subsequently move around the level and decide a spot, but you only see possible placements that are close to you (so it's dynamic)

#

I guess I could just use LODs lol and have LOD1 be empty

orchid garden
#

can someone tell me why im getting this log error? The character doesn't even use the ThirdPersonIdle, so im at a loss...

maiden wadi
#

Hard to say without seeing everything. I'd go through any animation blueprints or whatever that are assigned to actors with skeletal meshes that use that skeleton. It may also be a ghost reference. I'd go through and compile and save your actors with skeletal meshes, and also do a Fix Up Redirectors on your whole content directory.

orchid garden
#

hrm ghost reference? been through the animation bp and nothing in there refrencing the thirdpersonidle, its just a very basic animation graph, idle/run + jump

#

their all pointing to the characters animations

maiden wadi
#

Hard to say. Are you playing any Montages, or PlayAnimation stuff from inside of any actors? The log is oddly vague. It implies that it was logged from inside of an actor class blueprint that is getting a reference to that animation somehow.

orchid garden
#

no montages, just that very basic animation graph

#

hrm... maybe something ghosting from the master blueprint to the child?

maiden wadi
#

And the child is overriding that skeleton with a different one and a different anim blueprint?

orchid garden
#

yep with a different skeleton, meshes, and animation

maiden wadi
#

Could be the reason. You could possibly test without breaking anything by just nulling out the parent's skeletal mesh. The child blueprint should still be fine. If the error goes away, that's probably where it was. Being just a warning though, It looks like something that's just auto corrected at cooking time, shouldn't pose a real issue.

#

At worst case, you could go to the ThirdPersonIdle asset, and check through the reference viewer to see what all it's connected to, that could connect to your assets.

orchid garden
#

hot diggity, yep its because the master had a anim. bp setup in it.

#

oddly it cleared two mesh loading warnings too.

#

just removing the animation bp from the master

maiden wadi
#

I suppose it likely checks that in the event that for some reason the child's skeleton is messed up, it might default back to the master. Which it would mess up on with the wrong AnimBP Override.

orchid garden
#

back to zero warnings/errors in the log πŸ™‚ ty @maiden wadi

orchid garden
dawn gazelle
#

Excellent

dusk basin
#

anyone know a good way to speed up falling when a player is lets say skydiving i already have a function for skydiving but i want the speed up to happen only when the user has pressed W or forward looking in a down direction

orchid garden
#

i thought event possessed came after the character had been added to the game?

#

@dusk basin when W is pressed check for falling, and actor facing direction, if both true, add X forward velocity?

trim matrix
#

Is it a generally preferred practice to embed another blueprint in a blueprint? Another solution I can think of is to add the same functionality as a component. Does anyone have information on what should I pay attention to?

odd ember
#

embed how?

trim matrix
odd ember
#

child actor components are generally no bueno

trim matrix
odd ember
#

they're no good

#

most of the time

#

usually you would want to use components or blueprint communication instead

#

but I don't know your specific case so I can't tell

trim matrix
#

I'm not sure it can be a good practice, too. Probably I will use components

#

I will implement a rain system

odd ember
#

child actor components are never a good practice in general. it's symptomatic of attempting to hack around your code. you can spawn an actor instead and communicate with it like so instead

orchid garden
#

o.O

odd ember
orchid garden
#

"actor components are never a good practice in general."

odd ember
#

they aren't

trim matrix
odd ember
#

there is no true ECS in UE4

orchid garden
#

i disagree as well.

odd ember
#

you can disagree however much you want

maiden wadi
#

I think cranz meant Child Actor Components, not basic Actor Components.

odd ember
#

ah yes

#

sorry

#

my bad

orchid garden
#

ah

trim matrix
#

πŸ˜„ sorry

odd ember
#

because we were talking about child actor components

#

not actor components

#

which are obviously the foundation of EC

odd ember
#

(but no S)

maiden wadi
#

All a child actor component is, is simply an actor component that spawns an actor and keeps it attached to the actor that the component resides in. By the time you use one, you may as well just spawn an actor via another actor and attach it directly and keep a reference to it.

odd ember
#

plus for some reason the child actor component is a memory hog compared to just having another actor, and it has been known to cause issues

trim matrix
#

It can be useful at some specific cases

odd ember
#

I wish epic would deprecate it tbh

maiden wadi
#

In most use cases with a Child Actor Component, you can usually do the exact same thing with a new class of Primitive Component.

#

You could possibly use them for stuff like turrets on a vehicle. But like I said, by the time you do that, you may as well just spawn it manually and keep it's reference pointer in the vehicle. All the component does is add an extra layer to go through by having to get the child actor component's child actor reference and then cast to it. As opposed to just keeping an already casted reference where you're using it anyway.

pine trellis
#

is there anyway to move an inherited component to another part of the character? I need to move my interaction mesh to my widgetinteractionR

orchid garden
#

far as i know inherited components can not be reordered.

trim matrix
#

Is it possible to change the Game Mode in game ?

#

I mean, create a input for example and on this input, it changes the GameMode...

dawn gazelle
orchid garden
#

don't see a loop in that event.

#

look at whats calling it

trim matrix
#

that's what the engine tells me...

#

wait

orchid garden
#

its telling you where it failed on the loop, you need to look at whats calling it, the loop is outside of that event

trim matrix
#

oh ok wait the problem happens when i use an event tick

orchid garden
#

o.O how are you using event tick? shouldn't fail on that either.

trim matrix
#

huhh im new to unreal engine, that should be something like a broken light that turns on and off

orchid garden
#

show us how you have it connected up to your event tick

trim matrix
#

no i am not using an event tick, that's all, i said that the problem happen even if i use an event tick, but that's all the code i have in the BP level editor

orchid garden
#

(im guessing the loop is inside show)

#

can't really tell you though.... cause i donno if 'show' is whats calling your light event, your light event itself doesn't have a loop in it.

trim matrix
#

ok there is something wrong with my project, it says that the error comes from a trigger box (i dont have any)

orchid garden
#

which means whatever is calling the "Light" event is what has the loop.

trim matrix
#

WTF the engine is detecting a console command as a infinite loop, the console command is R.Streaming.Poolsize 8000

#

guys there is a serious problem now, i deleted my whole BP and it still says that there is a loop detected (i saved them in another project)

trim matrix
#

How can I read data from data assets?

dawn gazelle
pine trellis
dawn gazelle
#

If you're trying to line trace from two places, you'd probably want to do a separate line trace.

dusk basin
#

@orchid garden i tried to do what you suggested but i dont notice a diffrence in velocity at all

#

would i add velocity or would i modify stuff like max walk speed or Jumpz Velocity etc

maiden wadi
#

@dusk basin What are you using for movement?

dusk basin
#

@maiden wadi character or pawn class with the movement component

#

my question is anyone know a good way to speed up falling when a player is lets say skydiving i already have a function for skydiving but i want the speed up to happen only when the user has pressed W or forward looking in a down direction

maiden wadi
#

Well, how you affect the velocity depends on the component you're using for movement. But mostly you'll probably want to turn something like ControlRotation into a facing vector and use that to add force or change movement towards that direction, also affected by gravity and current falling velocity.

orchid garden
#

@dusk basin sry wasn't paying attention to discord, i did it like this to launch my character forward on a doubletap:

maiden wadi
#

I've had a few thoughts about recreating the skydiving from Just Cause. Quite honestly, I'd probably use a projectile component on the character that I could enable and disable for flight.

orchid garden
#

just cause skydive... that would be pretty cool.

pine trellis
#

im trying to make an array and connect more then 1 button press but its not connecting does anyone know how to get it to connect???

#

or can I use an input action?

dawn gazelle
#

That node doesn't take an array of inputs.

pine trellis
#

can I use an input aciton?

#

I tried but it didnt work

dawn gazelle
#

Sure, but you can't input it into that node either.

pine trellis
#

so how can I do it?

#

I have keyboard and VR players

dawn gazelle
#

What event is firing that leads you to that branch?

pine trellis
dusk basin
#

@orchid garden still dosent seem like its pushing me at all when im falling

maiden wadi
#

I have C++ library functions for that. Takes a FName for the input to get the action mapping, gets all of the keys that action can trigger on, and loops over them to check if they're currently pressed, and returns true for the first one positive, returns false if the loop finishes.

orchid garden
dusk basin
#

i tried with my own values and with and without override and still nothing

dawn gazelle
pine trellis
#

I think im just going to use an OR boolean

#

and copy and paste whats before t he branch

dawn gazelle
#

I just hope it's not being fired on tick.

odd ember
#

sad part is your thinking is correct it's just that unreal doesn't have a way to register something for an input action as opposed to an input key

#

I made my own functions to overcome this

maiden wadi
#

@pine trellis Try something like this in a library. Or even put it in your player controller class.

odd ember
#

yep

#

I run mine out of the player controller class because it's a good place to route all your inputs through

orchid garden
#

that should just keep adding speed... um .... forgot flight fwd mod was so i could set the +10 value to the air control boost multiper (it would be changed by other things)

#

that was a working fight thing based soley off character movement, not sure how you'd handle the replication though.

dusk basin
#

ill worry about replication ima try this and report back thank you

low marsh
#

@trim matrix Have you squared it away?

trim matrix
#

Yea, I restarted the engine and it’s working now... it was probably a bug

low marsh
#

Good to hear, good luck!

trim matrix
#

Thanks

dusk basin
#

@orchid garden its not passing through the first branch had to breakpoint

low marsh
#

@trim matrix I don't believe you can do it mid-game without reloading the level. I believe you can create shortcuts to your defaultgame.ini or defaultengine.ini and use openlevelname to quickly swap over, though.

#

I'm probably wrong with implementation, and I'm sure someone smarter than me will correct it, but I -think- you can also control shortcut swaps like this:

low marsh
ornate cairn
#

@low marsh do i create a channel for the player or the object?

low marsh
#

I'd think it better practice to do it on the object, rather than player, as it gives you more freedom to utilize the channel across different types of objects

ornate cairn
#

but whats the specific setting so that the player doesnt affect the object

#

i havent been able to find it

low marsh
#

When you select custom, you'll get this dropdown

#

I believe that should be self explanatory πŸ˜›

#

There are some fantastic tutorials that will go much more in depth, as well, on youtube. This should get you in the right direction, though

ornate cairn
#

i dont think i made it clear what my inention is. Basically, i have a system where you can pick up objects and move them around and drop them. Ive made it so that the object you grab disables collision with the player until the object is dropped and not overlapping the player. I also set it so that once you drop the object its linear velocity gets reset. Right now there are two things i am trying to do right now. One is to keep collision between the objects and the player but not have them affect the object, as in when the player crashes against the object, i dont want the object to move. I dont want the player to be able to go through the object. The second thing im trying to do is the same thing as the first except with the item being held, as in i dont want the item being held to be able to push or move the other objects in the scene which arent being held.

#

I spent a lot of time googling and still havent found out how to do it

maiden wadi
#

Are your objects simulating physics or something?

low marsh
#

Does this need to be replicated?

ornate cairn
#

thats how i am currently checking whether i can pick them up

#

i want them to have physics, i just dont want them to be affected by the player

low marsh
#

Pretty sure a collision channel would do just that.

maiden wadi
#

Normally, it would, except that he doesn't want the player to be able to walk through them.

ornate cairn
#

exactly

low marsh
#

Block setting would stop that from happening as well, no?

maiden wadi
#

The issue is that players are kinematic. Which more or less means that they're a pill shaped 5000000 kajillion Kg object in terms of physics.

ornate cairn
#

but its already on block, so it wouldnt change anything

low marsh
#

I'd have it block, and tick can walk on to false, with a custom channel.

#

Pretty much Gandalf it

maiden wadi
#

That's just going to send the object flying when the player walks into it.

ornate cairn
#

yea

low marsh
#

If it's being "picked up?"

ornate cairn
#

were talking about the ones htat arent picked up

#

i feel like this should be something implemented into unreal, it seems like something that should be very simple, yet i havent been able to find how to do it

low marsh
#

I don't think I'm understanding your need

#

I'll let this alone, and hopefully someone can help ya figure it out

ornate cairn
#

understandable, i guess its hard to explain through text

maiden wadi
#

You might be able to get away with it by overriding event hit on the object and making it stop itself from moving.

ornate cairn
#

how do i do that?

#

so i should create a bp for the object?

maiden wadi
#

Possibly. You just need a way to override the Hit event for the object. I'm not sure if that'll work or not, I don't mess with Physics stuff much. It's usually pretty unreliable beyond cosmetics.

low marsh
#

Just right click in your bp

#

Wherever you have your variables, etc

#

hit, not it

ornate cairn
#

right now there is no bp, so should i create a pickabbleObject bp?

low marsh
#

This should absolutely be a bp

ornate cairn
#

i plan to use this pickable objects for puzzles later on, but lets say there are multiple different type of objects in the puzzle, should i create different bps for each one and add this override on all of them?

low marsh
#

You can create a "master" bp that has the bulk of functionality, and create children of it that implement your special needs

ornate cairn
#

makes sense

low marsh
ornate cairn
#

perfect

low marsh
#

Remember also that you'll be able to do things like overrides in the child, but you'll want to be careful and mindful, as, speaking from experience here.... It can get convoluted

ornate cairn
#

if i edit master after creating the children does it update the children?

low marsh
#

Yes

ornate cairn
#

perfect

low marsh
#

Your master, or parent, is the "brain," for the children.

ornate cairn
odd ember
rough sinew
low marsh
#

A very common use of parent/child is with weapons (ie: firearms) where you build the basic functionality of the weapon, like projectile launching of a round, and create dynamic values with variables, such as amount of rounds that could be fired at a time, static meshes to use as display, etc. With them all being accessible in your child, you can swap things over and create "unique" weapons, just by changing a few values

ornate cairn
#

i see..

#

ive used parent classes in python before to make different types of pieces

#

same thing pretty much

low marsh
#

While not specifically applicable to what you're asking, I think it shows a decent idea of what sort of fun stuff parent/child heirarchy is capable of

#

This is a fundamental root of OOP πŸ™‚

ornate cairn
#

i guess the next step now is to figure out what i need to override the hit event with

#

thank you for the help πŸ™‚

maiden wadi
#

It may work to just zero out linear and angular velocity.

low marsh
#

If you want to ignore player, than true is where you tell it how to behave. If it's hit by anything else, it will say "Hey I was hit by an object that wasn't player" and from there you can apply whatever other logic you want

#

That would go onto the false

#

If you're making it as a parent, to implement children, you'll want a check state like this but with a lot more brain behind it, so you'll have more freedom in the children. You can determine from the false to loop through object types (ie: puzzle pieces, manipulatables, unpleasant inlaws) and create options that respond accordingly. Etc etc etc

#

The smarter the parent, the smarter the children

rough sinew
#

The only I would add is to avoid casting if at all possible. Dependency maps size can get out of hand quickly. Generally it is better to use blueprint interfaces.

ornate cairn
#

thank you so much @low marsh

#

you just saved me

#

this is what i put, but it still slightly moves when i hit it, it just stops immediately.

low marsh
#

@ornate cairn No worries, duder. Glad we could get it resolved somehow. I was super confused to the explanation at first of what you wanted, so I figured giving you a blank template to tag logic on would be at least somewhat helpful. lol

upbeat copper
#

does anyone know why my player turning speed is the same even if i change value of the turnspeed?

#

and also same on vertical axis.

#

It worked before on another project

#

I cannot figure out what is wrong with it.

odd ember
#

try increasing it to some astronomical number and see if it makes a difference

upbeat copper
#

It doesnt do anything.

#

even if i increase it to the maximum of Unreal Engine

#

For some reason setting default to the variable works but overriding it in instance defaults doesnt do anything

#

Do u know why?

odd ember
#

try using a different variable and see if you get the same results

upbeat copper
#

yes, i do get same result

#

engine restart also didnt do anything.

odd ember
#

could it be you're not using the right event potentially?

upbeat copper
#

How it could affect variable working when i set its default and instance default not working?

#

I dont think so.

orchid garden
#

my pins are connected differently but that really shouldn't be a difference... my base lookup and turn rate are 45

upbeat copper
#

My code also worked before in another project. that is really weird

orchid garden
#

4.26?

upbeat copper
#

yeah

orchid garden
#

try it in 4.25, might be a bug

upbeat copper
#

I dont have 4.25 installed so i would have to install it

#

I think i uninstalled it when 4.26 released

orchid garden
#

or some other earlier version, the add controller yaw/pitch hasn't really changed for a long time.

odd ember
#

for @upbeat copper's

maiden wadi
#

You might also disconnect the multiplication and input manual values of different values to see if the spinning changes speeds. If it doesn't 4.26 might have some new clamp input speeds somewhere like the controller class.

upbeat copper
#

I'll try that

#

@maiden wadi The spinning changes speed. when i type 1 its different from 1000

#

It has something to do with the variables

maiden wadi
#

Does it print the correct value from them if you print them in the axis event?

upbeat copper
#

No. It print the default value and i have the value set to 360 in details panel defaults.

odd ember
upbeat copper
orchid garden
#

looks right other then you inverted look up, but you probably wanted that.

upbeat copper
#

yeah

#

i inverted it back in the blueprint

#

by multiplication

#

Might that be an engine bug?

odd ember
#

not unlikely at this point

upbeat copper
#

But then it was working on another project on same version of ue

#

I can reproduce it in clean blank project

#

easily

#

can someone other try to produce the same issue? then it would be clear if it is specific to me or not

#

really weird. if i print the variable in tick then it produres pattern from both default and instance override default.

rain egret
#

So I made a function for my procedural mesh that takes static mesh data and combines them all in one procedural mesh.
I now have a function called β€œmake cube” that forms out of 3 premade static mesh. I am working on editable airships so I got parts like a basic cube a cube with slope etc. some of those parts overlap tho and you can see Z fighting on the normals.
What’s a good way to merge overlapping sections?

upbeat copper
#

like if my variable default is 40 and in instance its set to 0. then 40,0,40,0,40 you get it

#

It is really annoying but maybe i can work with it.

maiden wadi
#

Do you have two instances of it?

odd ember
#

last resort but maybe

austere moon
#

How do i make a destructible mesh only destroyed by projectiles instead of the player running into it too

orchid garden
#

so... im hearing people say do interface calls instead of casts... but in order to have the event fire on the item you want it to, you still need to do a cast to tell it where to send the interface call... or ... am i missing something?

#

i.e. if i want item A to fire off a interface call to Item B, im going to need a reference to item B to fire the interface call off on (target on the called interface call).

#

i'd really like to hear you guys explain how this is better.... honestly.... i don't see how.

maiden wadi
#

@orchid garden Interface events can be called on any form of pointer. So if you have Actor1 that is an Apple, and Actor2 that is a handgun, You could call the interface function on a reference of Apple that is either Apple, Actor, or even Object, without having to cast it to Apple to use that function.

orchid garden
#

again, explain how, Apple has a call to the interface "appleisfriend", Orange has a interface event setup, but its intterface event doesn't fire because Apple is sending the interace call to itself.

dawn gazelle
#

My custom game mode has an interface named "on Chat Channel Updated", I can also have subclasses of my game mode that also implement this interface. But, I can pass it like this, and it'll still end up getting to whatever the valid game mode is and implementing its interface.

orchid garden
#

it never prints the string.

maiden wadi
#

Use the message function in blueprints.

orchid garden
#

example?

maiden wadi
#

Honestly, I'm not exactly sure with the self reference, I normally just call the function directly if it's from the same class.

orchid garden
#

o.O isn't that kinda redundant if its in the same class? you could just call a event?

maiden wadi
#

If it's in the same class, it's pointless.

dawn gazelle
#

Interfaces are for cross-blueprint communication.

#

No point in using them within a blueprint.

maiden wadi
#

The reason that a lot of people use interfaces over casting is for two reasons. First is obvious, you need to do two different things in two different classes. Eat the apple, equip the gun, two different things with the same line trace maybe.

#

The other less known reason is encapsulation. You don't want your classes to chain load stuff. If your character has a weapon, that casts to a bullet, that casts to a particular boss, that casts to a specific spell, that casts to some AI, and those AI cast to other things... Well guess what all is getting loaded and used when you load a character?

orchid garden
dawn gazelle
#

Might need to unclick context sensitive

maiden wadi
#

Get a self reference, and drag off of that.

orchid garden
#

yep that showed it @dawn gazelle

dawn gazelle
#

Yeah dragging off stuff too seems to work for me a lot of the time XD

maiden wadi
#

It's because you need to cast the self reference to use the message function. It's the same as C++ and casting the pointer to the IInterfaceClass

orchid garden
#

still wants a target

maiden wadi
#

Self should be the target. It has to cast that reference.

orchid garden
#

doesn't fire the event with self refrence on anything but itself.

maiden wadi
#

What are you trying to call it on?

orchid garden
#

so again, i need a refrence to the object im trying to send it to...

#

widget to component

upper linden
#

which actor implents that interface ?

maiden wadi
#

Yeah, that's a pretty brutal one. Only way I know of is to pass a reference into the widget from the component.

orchid garden
#

so interface calls aren't as grand as they are made out to be then.

#

this was all in a attempt to avoid a cast, but nope.

upper linden
#

but you call an interface from another actor

#

not on the actor itself

opal nimbus
#

Not sure if this is the right place to ask but how can I copy this floor and connect them to eachother like so? I could've sworn there used to be a hotkey like Alt before but that isn't the case

upper linden
#

why are you calling it from its own actor BP ? you can just use a custom event

orchid garden
#

Explain to me how i fire a event on a actor component from a widget then @upper linden

upper linden
#

did you bind the widget variable to a function ?

orchid garden
#

eh?

upper linden
#

eh !! you don't know how to bind a widget to a function ?

#

what's the variable you trying to update in your widget ?

orchid garden
#

a widget inside a widget.

#

not a variable

upper linden
#

i can't help you if i don't see it

#

sorry

orchid garden
upper linden
#

i'll find you a good tutorial tho

#

In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.

There are unlimited ways to create a tutorial, all based on your own tutorial design. As per usual with my tutor...

β–Ά Play video
#

best inventory tutorial i've seen

orchid garden
#

all i need to do is send a command to the actor component so that the widget updates. and i was trying to avoid casting to the character to get a reference to inventory component.

upper linden
#

hope this will help

orchid garden
#

no that one wont.

#

its a totally different inventory system

upper linden
#

by updating, what do you mean exactly ?

#

increase/decrease stack? change thumbnail ?

orchid garden
upper linden
#

ah ok, the tooltip

#

isn't description a text variable ?

orchid garden
#

the tool tip is part of it yes....

upper linden
#

so you have the title on top

orchid garden
#

all the slots are stored in the actor component as a array, the actor component when info is sent, updates the item in the array and sends the update to the widget.

zealous moth
#

@opal nimbus you are looking for "vertex snapping"; move the model and while in movement, hold the V key. The blue vertices will appear and you can snap them. Alternatively, if you need to snap a lot, look into spline meshing and more precisely HISM. Check this video: https://www.youtube.com/watch?v=ulb4escy8Yw&ab_channel=PendingKill

Source code: https://github.com/PendingKill/Tutorial_SplineMesh

TABLE OF CONTENTS
00:00 Introduction
00:52 Spline Mesh Components
05:33 HISM using Splines
07:55 ISM using Splines
09:08 Performance Profiling
10:57 Creating a Corridor in 3 Clicks

Today we're looking at how you can speed up your level design and save tons of time using spline me...

β–Ά Play video
upper linden
#

the picture, the descriptio, weight spoil time and Right click text

#

looks like a struct to me

orchid garden
#

the information is stored in the widget component as a struct yes.

dawn gazelle
#

What I did for that, is create an event dispatcher in my inventory component "Inventory updated", and then have the event bound in every slot, which then looks at a reference to the inventory that was fed to it when it was created to see what the inventory has.

upper linden
#

you need to bind it to a function that updates the different infos

zealous moth
#

@orchid garden you should use master classes to store your struct info instead. Otherwise you will have to refer to it everytime and cast into it appropriately. You may refer to an older widget. This video goes over master classes and passing info: https://youtu.be/hOUdrom37-Q

orchid garden
#

@zealous moth the widget with the information struct is store in the actor component which is part of the master class.

zealous moth
#

ah it didn't sound like that based on what i read

orchid garden
#

@dawn gazelle that sounds like what i need.

opal nimbus
#

@zealous moth I mean the actual copy hotkey. Holding V just grid snaps my current actor (the floor)

zealous moth
#

oh you want to copy it? hold alt and then move it @opal nimbus

orchid garden
zealous moth
#

alright, i am confused, what is the "actor component"? Your character?

orchid garden
#

its just that, a actor component, its added to the player character to store information, functions etc..

zealous moth
#

oooh i see

#

ok

#

i forgot we have those for a moment ^^"

orchid garden
zealous moth
#

yup

#

that

#

i know, my bad

orchid garden
#

πŸ™‚

opal nimbus
#

Lol oh my god

#

Now they're misaligned

upper linden
opal nimbus
#

I JUST WANT TO COPY THE FLOOR LOL WOW

zealous moth
#

use spline meshing or grids

upper linden
#

bind button to the right @orchid garden

opal nimbus
#

I'm literally using the built in grid, what even

orchid garden
#

yeah i know how to bind parts of a widget to a function

upper linden
#

what's the problem then

orchid garden
#

but still your in the same boat, the function is in the widget.

maiden wadi
#

Please don't use UMG bindings. If you're going that far, just use tick.

orchid garden
#

gah ticks

maiden wadi
#

That's all bindings are. Except each one of them is individually called with extra overhead.

orchid garden
#

were getting off track of what i was trying to avoid though.

maiden wadi
#

In short, if that widget always casts to the same component, just cast to it. You're not going to save anything using an interface.

#

The only reason to interface that, would be to have the widget get the same style information from different classes.

upper linden
#

it's fine if you just show it for a few seconds

opal nimbus
#

Literally refuse to align with the built-in grid πŸ˜† 🀷

maiden wadi
#

I play Oxygen Not Included. You should see how complicated that game is. It's insane. Yet it runs beautifully. Right up until you open UI. Then it shits itself by half your framerate. UI optimization is serious. Bindings are the worst thing ever.

zealous moth
#

That may be because the size doesn't correspond to the grid

orchid garden
#

if your copying more then 1 at a time, yeah they mess up the alignment to snap all pieces individually to the grid unless they are childed to the first piece.

opal nimbus
#

@orchid garden Happens on the first snap, I'm trying to snap these together to start making the flooring and it started happening immediately

#

Idk, either I am not doing this correctly or this is not very intuitive at all

zealous moth
#

look at my video instead of wasting time

orchid garden
#

i'll line up a set in a single row, move all of the others to be a child of the first one, then selct the last to the first child, and then duplicate, and drag the first one to the next position. your grid snap can mess you up too depending on the size of the mesh pieces.

opal nimbus
#

Nah I hard pass on all video tuts these days, hence coming to the Discord to seek support on the issue to begin with, as it was introduced whilst following a video tut πŸ˜†

orchid garden
#

alot of store bought pieces don't stick to uniform scale for the parts, i've had ones 198x204, instead of 200x200 or 195 x 205

opal nimbus
#

If you've some kind of explanation that is more respectful of my time I'd prefer that though for sure

zealous moth
#

nah, feel free to engage in newbie mistakes

opal nimbus
#

I'm just confused considering the guy in the video tut does the snapping perfectly fine and doesn't seem to suffer from this misalignment in the way that I do, despite us using the same content

zealous moth
#

it's a stepping stone

opal nimbus
#

I mean again you can explain it to me if you are aware of a solution or you can pop off with some pompous engagement tactic like that 🀷 you look like an ass in the latter case tho I suppose that's your prerogative

rough blade
thin cedar
#

So I've managed to make my game crash consistently when trying to pickup an item

#

but I don't know how I did that

#

Can anyone here tell me what I need to fix with crash reports?

odd ember
#

rather tell us if you have some loops somewhere or if you're doing something on tick

thin cedar
#

No loops but I can check my event ticks

odd ember
#

if you crash on game start you're likely being forced out in some infinite loop somewhere

#

ticks, actors calling each other or themselves recursively

thin cedar
#

Nah its not on start

#

thankfully

odd ember
#

what you can actually do

#

is

#

go to your item pickup

#

and use a breakpoint on the event

#

that shouldn't crash

#

then follow the trail until it crashes

neat frost
#

@odd ember That's a cpp feature

#

I don't think u can use breakpoints in bp

thin cedar
#

I fixed it

#

somehow

#

Thanks for the help

odd ember
zealous moth
#

@neat frost right click node, select "add breakpoint"

neat frost
#

🀩

#

I just learned some πŸ˜‰

dusk basin
#

Anyone know how I can speed up the falling speed of a character kind of like how in fortnite you fall drastically faster when holding down W looking down

#

I’ve tried modifying gravity scale world gravity etc and it does not feel like I’m going any faster at great heights

#

I’ve also tried adding input vectors on the Z scale and no effect

desert flame
#

Im trying to spawn random city blocks but even though im getting the print string working, and the level name working, it doesnt actually spawn the level in the world. Any solutions?

last stump
#

Not sure if this is the best place but is there a way to tell if the sub levels are all loaded with world composition?

#

Like i'm doing world composition right now and sometimes when i load in (from loading screen) after the loading screen it's still loading some textures, objects, etc.

#

This would only be for initial appearance within the world not while on-going but just when you initially enter the world i want it to take off the loading screen once it's all finished?

hardy swallow
last stump
#

@hardy swallow is there something about all actors / static meshes?

#

Like i wouldn't be so worried about textures but there are sometimes like terrain isn't all loaded, objects, etc.

#

I'd rather just wait until the world composition isn't trying to load what it needs to load and it look all meh when the player logs in and have them wait a few seconds for things to even look right

hardy swallow
#

It's only about textures, not sure about the other stuff

neon sorrel
#

Does anyone know the best way I can make a door "explode". Its a static mesh and trying to figure out how I can get it to simulate physics and fly off its hinges when interacted with

#

Is there any easy way to enable physics at runtime on a static mesh?

fallow creek
#

Hello everyone I am new here just started to learn blueprint with minimumal knowledge of programming

stray island
neon sorrel
#

Sorry for not updating things, I found out a way actually

#

I just added a impulse to the static mesh and set simulate physics right before with a 0.2 second delay in between

#

Yeah thanks seanny it was just being a bit wonky at first

round dock
#

is there a way to get a camera view from a scene capture component 2d?
this node here only takes an actual camera, and I can't find anything equivalent for a scene capture
or, just any way to get the view projection matrix of a scene capture

brittle fiber
#

this one is easy

upbeat copper
#

I have same issue that i had previously. This is the setup and it prints 40 even if i change the value of speed in instance details panel.

#

And it also happens on new blueprints and on new projects too.

#

And on all variable types for some reason

grizzled garden
upbeat copper
#

I think it is something on my side because it worked before and other people isnt having same issue. Or if i somehow broke my unreal engine πŸ˜„

grizzled garden
#

@upbeat copper can u help me

upbeat copper
#

I can look. i am not sure if i am able to help

grizzled garden
#

ok

upbeat copper
grizzled garden
#

the heat faze get weaker

#

when i play

upbeat copper
#

What those errors / and warnings are?

grizzled garden
#

nothing

#

ignore them

upbeat copper
#

okay.

grizzled garden
#

they are not related to the issue by anyhow

#

i still icant find what causing the heat

#

to be weaker

#

in the gameplay

upbeat copper
#

Are you using post process or what to create the heat?

grizzled garden
#

a simple matrieal

upbeat copper
#

I am not sure what would be causing it.

grizzled garden
#

me neither

weak kindle
#

how can l set my projectile followin only direction of camera and not rotation

#

?

upbeat copper
#

@weak kindle Do u mean like so it shoots projectile in the direction of the camera?

weak kindle
#

w8 l will send screenshot

upbeat copper
#

Okay.

weak kindle
topaz iron
#

Would like create event on projectiles overlapping/collision. Can't get it working. Any advice?

upbeat copper
#

@weak kindle So u mean that the projectile would follow the direction of the camera but not position?

weak kindle
#

yeah onnly left and right

upbeat copper
#

so not up and down?

#

rotation

weak kindle
#

yeah

upbeat copper
#

Have you tried to change the projectile object (blueprint?) Position to world instead of relative? If it is child of something

weak kindle
#

it fix

#

now its ok

upbeat copper
#

What u did?

weak kindle
#

get it off firstperson camera and set on blueprint setrelativerotation=0

#

so that will moved as capsule

upbeat copper
#

Okay. πŸ™‚

weak kindle
#

l have a problem in animation

upbeat copper
#

I am not sure. I havent used unreal animation feature. I have used only blender's

tall pine
weak kindle
#

l used event hit on my projectile

#

it works so good

tall pine
#

i need the projectile to despawn after a certain time as it's not hit based for me

weak kindle
#

causel can use and interfaces

#

then on ur input add call function

#

to call a custom event

#

and target ur projectile

viral torrent
#

@tall pine just put a timer in your BeginPlay Event

#

if the projectile timeout call destroy

#

beginplay event of your projectile actor

tall pine
#

beginplay works

upbeat copper
#

I resolved my issue πŸ˜„

viral torrent
#

also there is a property to destroy an actor after a certain time

tall pine
#

what is that property called?

viral torrent
#

@tall pine Initial Life Span

tall pine
#

thats better

viral torrent
#

and you can put your vfx (like explosion) if needed inside EndPlay

tall pine
#

oki

#

thx

upbeat copper
#

Anyone can help? Why i have two player objects when i play the game? I only have one in world outliner but as soon as i start the game then other player appears.

dawn gazelle
#

When the game starts your player is probably being spawned in - you shouldn't have to place one in the world.

upbeat copper
#

oh. Thanks πŸ™‚

#

That was the issue.

#

that might also be the issue for that when i edited player instance variables they didnt do anything. If it spawned another player.

#

Thanks for the help πŸ™‚

formal echo
#

I want to replicate movement speed as a custom event on the server, but I kind of need it to have an input. Now... I heard having inputs on those kinds of things is not a wise choice, is that true?

viral torrent
#

you use the Character Movement Component (CMC) ?

formal echo
#

Yep

#

Should I make my own system to do so?