What I'm trying to achieve is basically... I take the axis values of both forward and right movement, if the player is moving forward and right at the same time - I limit the right movement by 25-50% so you can't run around strafing like a lunatic. But to get it to replicate into the server I'd need to create a custom event with a float input to pass in the right axis...
#blueprint
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and I've heard that opens up your game to speed hacking
and now I'm not sure how to go about it
can anyone see this bug? Or is just me. I want the collison box to collide with fence and the character i play as affect this collision detector. Can you understand what im trying to say : D?
@formal echo In Cpp there is a GetMaxWalkSpeed() but in BP I don't really know how to handle this correctly let me check
I think I figured it out
I can just set the default walk speed to the sprinting speed, then change the axis value to the amount I need to multiply to get the walking speed and crouching speed. Ex. Default sprint speed 600, if I want max walk speed to be 300 - I just set the axis value to 0.5
You'd have to set both values to about the same on clients and server. So speed hacking isn't really an issue here since the client wouldn't be overriding the server and if they speedhack it'll just make the client's pawn snap back into place.
not sure how viable that is
What is delta ?
change it axis value is tricky
and yeah since you set the max walk speed on server it should be fine for hack speed
Why is changing the axis value tricky?
to be honest I havent tried it out yet, just finishing it to test if it'd work the way I wrote it just up above
Hello, new here, and got 2 questions;
1] is there a way to implement/add sockets to a procedural mesh in blueprints?
2] Is there a way to even add sockets to a procedural mesh?
@fallow creek Delta is often a term used to explain the difference. For example in tick it is the time between two frames drawn to screen. It can be looked at as how much of something you need in a time frame.
Fps contious movement like a character moves one place to another then it shows the difference of last postion and current position?
That can be viewed as a delta, sure. They're more often used to predict next movements. But there's nothing saying it can't go the other way.
How can i call update sun direction from another object's blueprint?
Because i have sun object and i would like to call update sun direction that is in skysphere blueprint.
hey guys how's it going?
is there a way to call this node on an ActorComponent?
im stuck trying to figure out how to set the forward flying speed of the player https://i.imgur.com/59X0DMK.png
its automatically going forward and the fly speed by default is high as i want to move left right up and down easily
but i want forward to be slower
the function is not accessible from an actorcomponent for some reason even though I am trying to call it on an actor variable
You can set the scale value lower on the add movement input node and they should then more forward slower.
if you have a reference to the actor component you should be able to plug it into the Target pin.
@dawn gazelle it looks like, it is not accessible, at all
i got stuck w trying to figure out how to make the camera not lock to follow the flying player from behind
i want the camera to follow the player, but stay in the middle while the player can move freely left or right, up and down
how were i about to do that?
https://i.imgur.com/9rg9RRf.png
l dont have any idea but nice work there @tall pine
How can l create a 3d widget and when l will look a button after some time it will trigg it (l will use a linetrace ofcourse but how can l connect it with the 3d widget)
If you're trying to plug in "Parent Actor" into the "Get Owner" node, then it will not work as an "Actor" is not an "Actor Component" which is what that node requires. If you're calling the "Get Owner" node from within an "Actor Component" then you should get a return value of the "Actor" that owns it.
Sorry my bad... That node is only available to Actors.
@tall pine inside your arm component try to uncheck Inherit Yaw
arm?
you don't have a spring arm component in your pawn ?
not yet
maybe the issue 😄
do i put the spring arm as a child for the camera?
camera is a child of spring arm
@dawn gazelle how would you make it available for actorcomps too?
when i disable inherit yaw it puts my camera to the side, the other inherits don't seem to work https://i.imgur.com/S6BKtGG.png
yeah thats what i want
place a camera actor in your world
and in the level blueprints add these nodes to get started
documentation on it here: https://docs.unrealengine.com/en-US/InteractiveExperiences/UsingCameras/Blueprints/index.html
A How To Guide for using a static camera in Blueprints.
What?
@mental tendon I think the only way in BP is to create an event in your actor with the Add Component node and call it from your component
but you loose the flexibility of component
i got it to work, now i will have to set it up somehow to follow the player behind him, as the ship just flies away into the distance
maybe use a spline
you want the camera to follow the player ?
yeah
but not snap to him?
nom kind of like an endless runer where player can move left right and the camera stays in middle
a few ways you can do that
if the character can only move forward on the X axis
then you could either set the game camera to move up at the same speed
set the camera to move forward at the same speed as the character*
well that's probably the best way to do it
I'll think of an example and get back to you
I don't even know what a spline is though so jack might be on to something
@trim matrix I believe @weak kindle wants to do something like this, except instead of having it activated by the mouse have it activated by a trace:
https://youtu.be/_1zWWabWof0
What is the Widget Interaction Component in Unreal Engine 4
https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/VirtualKeyboards
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/...
looking at your trace dots it looks like your camera's in motion
@trim matrix @tall pine about spline the idea is to setup a spline that can be for the terrain or one specific for camera and get position on spline using FindLocationClosestToWorldLocation to know the location of spline of your ship
ive been trying to add movement to camera but doesnt work so far https://i.imgur.com/w74YhnW.png
no clue about splines
you need to call this on tick
same error popping out pointing at the add movement input https://i.imgur.com/n9tYhX4.png
instigator of camera is null since you placed it in the map
how would i go about fixing that issue?
I created a new interface bp. I added it to my desired bp i wanted to use on and searched for the function which i added inside of it. But it seems not to appear. Any idea why?
did you compile after adding the interface?
yes
i added a second one
second one appeared:
CallFilterValidTiles did not appear for some reason
bug?
hrm... can't say i've ran across that yet
i do know i couldn't get a interface call to work between a widget and a actor component.
-_-
I could get it almost to work
just i cannot get my event going
and i cannot rename a custom event and it says event already exists
when it is false it will delay 0.1 and reset to doonce but that will continue running after completed?
@weak kindle Reset Node does not continue, it just allows "Do Once" to function again
Anyone know why this animation is playing on one but not the other? It works fine on the Knight, but won't play for the Skeleton. Clicking on the ANIMATION tab for the skeleton I can go through and see all the animations do work for him, I just cant seem to get them to play
@green briar if the animations really do work for him then there is an issue somewhere in your logic
@green briar something may not be connected properly
@green briar to be honest with you though, nobody in blueprint section is going to be capable of answering your animation question efficiently lol
Oof, yep, one of the nodes wasnt connected somewhere, I really should have looked harder
@green briar glad I helped, sorta. lol
@orchid garden Not sure if you remember but I made the camera switch work in the end while the players are loading from the lobby inside in the new level . This code you see is inside the Player controller.
The problem I got now is that, while it is switching to the new camera, it is not using the camera that's inside the level, it seems to use just the blueprint of that camera and centres it inside the playable character.
How could I make a proper reference to the camera inside the level that I can use to put in the Player controller Blueprint?
I don't know anything about multiplayer yet, but why wouldn't that go inside of the level blueprint? Asking for learning reasons
@north bay
know someone what is the best mid range volume that mics can input?
otherwise l will needd 239471 tests
Omg this actually worked :'), I tried it before but without a small a delay and it didn't worked, but now I tried with a delay and it works fine. Thanks!
@north bay I'm glad that it worked! I figured it should go there
Yeah good notice, this si aslo my first multiplayer project so I'm still learning as well
casting, rep notify, ug... can all be a pain, expecially when trying to trace the problem (even with debugger)
hi
how can i fix this ?
i got 4 the same blueprints and 4 different meshes in the construct
i only can use one construct
Construct is just a function that runs while the object is being placed for the first time, either when it's being spawned for gameplay use or placed in the editor. You can't have four different construction scripts for the same class.
anyone know if there is a way to turn a curve value to a variable for a timeline?
ow i didnt knew
is there a way to take the 4 meshes in the same actor and put it like that?
thanks authaer
ow i have to set it i think xD
lol easy haha
@trim matrix Not sure what you're trying to do?
im making a covering system on the cars :p
so i dont have to make it over and over again :p
Any way to improve procedural mesh generation and have it slowly be generated at runtime and not stutter?
@maiden wadi only asking you cause you've made a day/night cycle, is there a way to control when the stars begin showing after the sun reaches x point in the sky? I've noticed the sun sets on the horizon at about 16:50, but the stars don't start showing till 18:00, im wondering if i can manage to make the stars show at like about 17:25 instead.
Rider, depends which part is causing the stutter, i use async thread to combine my procedural meshes. Collision generation is costly too
I make cube structures out of premade mesh data with simple convex collision
if you are making a lot of the structures at once, like through a For Loop, then you'll have to spread the creations out over time.
Makes sense, but all of that happens in a function so I can’t really add a delay node
Yeah you can keep the main code inside the function but put the begining/loop outside the function
But if it's only creating like 3-10 sections it shouldn't stutter too bad.
Also if you Nativize the blueprint and Package the game, it will solve a lot of Loop performance issues, since Nativize turns it into c++.
I will look into nativize thanks
This is basically the code
Since it’s all in one function there’s not really a outside loop
Well you can just make the first part not a function.
Although, since there loops inside, even slowing the first loop might not get rid of all stutters.
But like i said Nativize when Packaging will help a lot, or you can put some of the code into Async Threads.
wouldn't adding delays inside that cause issues with the past vector? i.e. previous getting overridden by the next before delay ends?
wouldn't the delay need to be done before the vector is created is what im asking?
Oh that’s a local variable
nm
my brain was over thinking 😉
each function call is independant of the previous... wasn't thinking function was thinking chain.
noonga, you can search blueprint vs c++ and read about 3 days worth of material on the topic, but here's a summary
Thanks for the help lads, I will test it out later
blueprint has about 90% exposed functions of the available c++ you can do in ue4.
you can manually expand capabilities by buying/finding plugins or writing c++ that exposes more blueprint.
@static charm so if im looking at it right, and with what your saying to stop some of the stuttering... wouldn't the only place he would need a delay be right about here?
Yup! unfortuantely we can't put delays in a loop. We have to edit/make a custom loop node with a delay inside the loop itself.
or one can use a Set Timer on a loop with a counter
i was just going to say a timer with a self kill
yeah ive had issues with custom loop delays. so I usually end up using the Set Timer
or .. just pause timer by handle, then after kill the timer.
idk... probably overthinking again.

anyone know how to control when the stars show on a skydome?
like in the default Sky BP?
yeah
hmm, i think by default it uses the rotation of the levels main Directional Light
seems they don't show till about 1 1/2 to 2 hrs after the sun passes the horizon.
but you can turn the auto feature off and manually set the sky with a slider i think
this is what it looks like when the sun reaches the horizon
and the stars don't seem to show till its rotated to about 45 degrees below horizon
trying to make it abit more... realistic.
do you need your setup to be dynamic sky or is it just a static scene?
its dynamic
er if im thinking properly... sun moves position depending on time of day
i've basically made a timeline that sets most the values:
you can edit that < 0 check and make it so the stars blend in at whatever sun height you wnat
sun height is determined by... rotation?
depends if u have a light source selected in the skyblueprint
yeah the light source is set in the blueprint
You can use an external curve if that's what you're looking for
Oop.. didn't realize I wasn't at the bottom of the chat XD
i was just looking for a simple way to change the float value @dawn gazelle , went with basic math from a given value and the fixed value 🙂
@static charm there seem to be several spots it does that abs check for the starts (update sun direction, refresh material)
good catch
@orchid garden Been away for a bit. Are you using the default skysphere?
@maiden wadi yep default skysphere with sun defined in it.
The stars are based on the material's parameters. AFAIK, Sunhight is the major player for that, but Star Brightness also plays a role.
hrm... so the stars start blending in at 0 sun height and become visible at -0.7 so.... to get them to start showing when the sun gets to the horizon, i'd need to modify the abs check to.... 0.7 instead of 0?
I also have a issue when the player turns/moves, the stars seem to vanish from the sky?
nothing i do to the abs check seems to change anything.
did u edit any other part of the blueprint? might have changed its overall behavior. especially if you said the stars disappear when the player moves.
yeah im not getting that, im getting the same results with its being 0.2 or 0.0
@orchid garden More or less the higher that both Star Brightness and Sun Height are, the brighter that stars will be. They just get added to the zenith color and lerped out from the horizon. This is the actual part of the material where the stars are added, that TextureSample being the star material.
@maiden wadi , all i want it to do is fade to night sooner, rather then waiting till the sun is 45 degrees below the horizon
as it sits right now, when the sun drops below the horizon on my day/night cycle, the sun intensity and skysphere intensity get set to zero so you only have ambient lighting lighting the night.
but having a bright sky when its supose to be night... just doesn't really work.
Hmm. Without changing star brightness, it's likely that you could just multiply SunHeight before inputting it into the Abs node for the set material parameter. The one Gallon just posted a moment ago.If you multiply it by.. two? I'd assume that would bring out stars twice as fast if you clamp it after multiplying.
how can i do camera tilt when strafing?
@orchid garden Does this work by chance?
Maybe a larger multiplier, but still. Should show stars sooner with higher multiplier values.
hrm nope
still happening at the same exact sun height
im in 4.25.4
when sun height is less than 0 is picks A
when it is 0 or greater it picks 0, multiplying A input has no effect on the switch over point
That's fair. You might need to up the < a little above 0.
i set it as high as 10 and it still showed the stars at the same point as the above picture
did u edit both abs checks
the one in the material gets overriden by the blueprint and at runtime
its stuff like this that just totally dumbfounds me because while its working for one person, and i can do the exact same thing and get a totally different result, doesn't make any sense.
well to be honest it sounds like you've added/changed a few things
it's possibly overriding something.
What are you currently doing for the SetMaterialParameter?
if you save your level and test out a fresh blank level with the sky, you'll see it work
this is just the thrid person template level
far as what im changing via my day night cycle for the sun, just its rotation and light intensity. for the skysphere - the light intensity.
i reverted them back to default.
in a clean level with the edit in that post, this is what i got:
Try the < 0.2 as well.
little lower on the sunheight, but still happening about the same time of day.
which means, the sun height is being modified but the stars showing are still happening at the same 45 degrees below horizon
hey, I'm struggling to understand how to work with different systems with blueprints in unreal. Specifically how to pass on variables into a blackboard for example
I understand that it's map agnostic, but what would be the right approach to pass a variable, for example a location of some element, in a map to a blackboard, in order to make the AI move to that point?
@maiden wadi the only way i seem to be able to get it to somewhat work is by speeding up the suns rotation to reach that 45 degree angle after passing the horizon.
sorry for hijacking guys
@orchid garden Out of random curiosity. What happens if you just simply input straight 1 into both star brightness and sun height?
same thing
@jagged burrow Nah, you're all good. To change an AI's blackboard from blueprint and not from the behavior tree, you just need to call GetBlackBoard on the pawn(not the AI Controller), and use the blackboard to SetValueAs. Drag off of the KeyName input and start typing Literal, it'll give you a node for a Literal Name.
@orchid garden Wait, you're saying that this doesn't bring stars up at all times?
oops i did the wrong one on one of them lemme do it again lol
It's such a simple task but I'm struggling to grasp the overall concept of interaction between different blueprints
@jagged burrow You'll get there. Curiosity is the best tool. So is simplicity. If you're making something that's getting too complicated for you to follow on your own, stop. It's likely there's a better way or you're missing something that could simplify it a ton. But just try making small things. Copy some stuff from games you enjoy. You'll be learning new things for decades.
shouldn't it be showing the stars?
hahah thanks
It should look like this with those settings in a default skysphere.
if i look up before running :
Move your sun to the horizon and check the RefreshMaterial checkbox on the instance.
Should still see stars, and the sky should be orange.
If that works, I can't think of a reason it'd break when you start theg ame.
hrm....
something screwy is going on... now the stars are dark blue after moving sun lol and refreshing... lol...
first is ran in new pie window, second is how it appears in the editor now.
Just a quick question, sorry to interrupt, I have 3 possible scenarios (exec and branch on the top left). Each comes with its float value (on the bottom). How am I supposed to pick only the only that's currently active? By replacing all the braches and sticking in Select nodes?
im a thinking im gonna give up. the editor hates me.
Set the values into the same variable and then reference the variable on the output?
@orchid garden Second looks like the star brightness multiplier was inverted to negatives.
Anyone here pretty good with bitmask enums?
@formal echo Things like this are most often done in functions for this reason. The Branch False/True is easy. Use a Select Float. But differentiating the execution lines return value is what I'd recommend using a function with different return nodes for.
How would you guys implement IK handles? I want to pose my charcter by clicking and dragging specific bones?
Is there a better way than a bunch of branches to select actors to spawn from a bitmask?
oh duh i can just use a dictionary
the select operator. though why you'd want to use bitmasks in BP is beyond me
Is there a way to switch a skeletal mesh to ragdoll mode in the middle of an animation without resetting its pose? I'm setting Simulate Physics to true while an animation is playing, and while that cancels the animation like I wanted to, it also resets my skeletal mesh's pose, which is not what I wanted. 
I use bitmasks heavily in my map generation, just prototyping the actual spawning of actors based on the generated map data.
each bit corresponds to tile data such that 10000000 is solid, 01000000 is walkable, and 11000000 is a cave (solid + walkable)
@static charm sorry to ping you, you suggested earlier that i use a set timer node. i looked into what that is and i understand that it will fire a function with a delay. however i dont know how this would help me in my case since all the examples i saw it being used in simply call the function but dont feed it any information
00100000 is water, and 01100000 is bridge
in most cases it doesn't really make sense to use over explicit enums since the speed of bitmasks is amortized by BP speed
I'm only using bp to prototype the rendering right now, the bitmasks are used in mapgen (wave function collapse). Anyway, I'm just using an int to tile class dictionary right now
anyone know where is the lifespan option for projectile in BP
perhaps on the projectile movement component? I forget
What is wrong with this?
I figured it out. There is relatively simple day/night cycle for someone who doesnt want to use level blueprint. Just tag your sky sphere with "Sky Sphere".
It works as separate object (blueprint)
@upbeat copper Get rid of half of that and just use GetActorOfClass if you don't care which instance of it you get. There's nothing wrong with what you posted. Your Skysphere's Directional Light reference is null. It hasn't been told to use a specific directional light.
Oh. thanks 🙂 That is simpler.
not sure why you'd not want to use level bp in this case but hey
I dont want to use level blueprint because if i end up converting my code to c++ then it can be easier (maybe) 😄
Or atleast i want to avoid using it
doubt it. the level blueprint was designed to function as a manager for level actors
you can supercede it in some cases but if you're doing level specific logic it is really the best place to put it
@upbeat copper Realistically, if you convert this to C++(and it's not a bad idea even in blueprint), you'd just combine these actors all into the same actor by using their components instead of using multiple different actors anyhow. It'll avoid you having to iterate over the actors list to get the skysphere all of the time.
yeah GetAllActorsOfClass has more impact on your performance than the level blueprint will at this point
(or get all actors with tag, same thing)
Oh, nevermind, I just needed to adjust the constraints between some bones in the physics asset. 
I replaced it with get actor of class. But if i want to have multiple levels with sun's do i need to combine all of those actors to one?
realistically you'd want a subsystem if you're doing it in CPP
Subsystem?
One actor just simplifies it. One actor to drop into the level instead of two.
subsystem is a cpp only feature
but can be exposed to BP for calling
a subsytem is the closest you get to completing the S part of ECS in UE4
Okay. maybe i'll stick with level blueprint for my blueprint prototyping 🙂 Its likely that i will then convert all performance critical code to c++
After i get basic concept done
where's that Allar video
what?
How to determine whether or not you should be using Blueprints or C++.
I had to find it
(the second part applies)
Okay. thanks 🙂 i'll use blueprints for now until i get some basic thing done
so... how do you guys deal with map edges being visible?
Hide them 😛
you've got plenty of ways of dealing with that
say if your world map is a island?
I assume your level isn't going to be a flat plane
water is a natural border
rocks can hide seams
fog can do work at a distance
screen space effects can be employed
well i want them to be able to go out into the water. is there a simple way to make it look like it goes on forever?
tbh this is highly contextual on the type of game you're making
a big enough water plane
I think a water pizza in this case is better
i don't think you understand
maybe not
they wouldn't just be 'floating' on top of the water.
97% of games probably just darken the water at depths the player will never reach and expand the landscape at least that far.
Subnautica and Raft both do it.
i must play they other 3%
.<
😉
i'm trying to import fbx, and it's size is 300mb, when importing reach to 100%, unreal engine stop responding forever
you can make currents that force players (and everything really) back onto the island
@gritty elm Why is it so huge? Maybe simpify the model a little?
you can engineer some teleporter work to make it seem like the water goes on infinitely once they reach a certain depth
there's a lot of options
300mb... what you importing a city?
Yeah, that FBX file is at least 50x bigger than it needs to be unless you're trying to make a movie or something with some billion polygon object.
i think my biggest fbx is about 1mb tops.
I mean even with a 100k poly model and some animation work, I'd be hard pressed to get one over 6. 300 is insane.
average sizes of mine:
@orchid garden Is the black line your end of land underwater, or your "beach"?
yep Authaer
(even my animations average at 600kb)
end of the landscape under water (sry skipped the last piece) @maiden wadi
use a depthfade node on your water material?
Games like Subnautica just do this. The landscape just goes down a ways, and no gameplay aspect can get a player deep enough without dying to see anything else. https://pm1.narvii.com/6733/cfd4ce3e6f2ca5940597ff44fd890e47a19cfd38v2_hq.jpg
plan is to let them reach the bottom @odd ember
I mean the subnautica example is good. various military style games do similar things even on land
do plan on having a invisible border to stop them from going past a certain point.
you could also do the currents that I suggested
invisible border is simpler 😄 currents i don't have a clue about
well yeah it depends on how much effort you want to put into it
i am scared to ask what this is
Depends on how clear you want the water at the depth. Post process darkening can hide a landscape pretty close. Sharp dropoff could keep you from having a lot to render past the invisible border. Slow tapering with clearer water means more level design past the level depending on camera angles.
@odd ember depends on being able to to it or not, not the effort. borders I can at this point, currents being i have no knowledge about it means I can't do them. Functionality first, Eyecandy and special effects after.
currents are functional though
they would push you back
that was the point
how you'd represent that in cosmetics is an open question
and i point you back to my previous statement.
just saying your previous statement said functionality first
you seemed to of missed a KEY part about Currents.
and i would consider currents being special effects applied to players yes.
doesn't make them less functional though since they do perform a gameplay function. pushback is a mechanic, once again, whether you want it or not
"here you know absolutely nothing about how to make this work, even though your just trying to get the basics done you should do this now!" yep seems logical.
I'm also not forcing you, it was a suggestion. I'm just saying it's functional, not cosmetic as you would otherwise imply
currents just 'thinking' about how they would react with the player would be both functionality and cosmetics to be perfectly honest. hense why i labeled it as 'special effect'.
i'll look into that Authaer, sounds like a good solution, post process and edge drop
It's just an extention of pretty much everything else about game design. Hide it.
There's a reason that so many games abuse darker atmospheres. It makes level design incredibly easier.
even in level design it's not a grave concern as most players aren't invested in breaking the game world
@maiden wadi btw, the problem with the stars n' night not wanting to change, seems to have something to do with me changing the suns rotation, I edited the timeline curves for the sunset time / lighting / fog and have it working pretty good now.
when you say fog im assuming Exponential Height Fog?
For the hiding effect?
im one of those player who goes "ooo look at that, i wonder if i can get to it" ... 4 hrs later ... "hrm... seems totally blocked.."
to be fair that's on the level designer. if the player sees something they would like to get to and can't that's definitely a design failure
well... i always look in all the nook and crany's when playing a game, part of the fun, finding things most people don't even give a second glace to.
but there's a grain of wisdom here: make the borders of your world uninteresting 😉
even in fallout and skyrim, i was looking for ways to get past the borders in certain spots just to see what was there.
in fallout 76 i did find some interesting border holes that were intentional, mostly just eye candy but hey was still cool to find.
https://i.imgur.com/GIIyRf7.png i've been trying with a timeline editor to make the player flying ship turn smoothly left or right depending on the direction input, but as soon as i press A the ship instantly turns like 45 degress
what am i doing wrong?
your time is always zero?
the new time you mean?
for the time line yes, its always zero
How can i combine all my level stuff into one actor? I mean that way so i can access blueprints in them from general place if you get it
@orchid garden Fog can help. PostProcess can help a lot with that as well. This video kind of shows what I mean with that. Part 2 of 4 at about 6:10 shows the difference of enabling a scene depth underwater post process effect. It's pretty huge. https://www.youtube.com/watch?v=s2__Lmt-ywo
I'd check to make sure the start and end rotations aren't getting set to the same value.
i followed some random tutorial and i created 2 variables with nothing in them, then "get" them and plugged into that rotator
So you're not setting them anywhere?
no
There's your problem.
You'd need to set whatever the forward rotation is, and then whatever the start rotation is +/- 90 degrees, but you'd probably want something to make sure a player isn't currently turning before starting that timeline.
is it possible to apply float values to a vertex?
IE- I line trace, hit a vertex, and receive the float associated with said vertex
use the level blueprint. it has access to all actors in the level
cool vid ty @maiden wadi that helps 🙂
What float value?
@faint pasture Im aiming to make a tank combat game, various parts of the tank will have different armor values (float) and the best way I can think of doing this is somehow apply a float value to each vertex that my traces can read.
@tall pine a few issues with your setup. So alpha goes from 0 to 1 and your timeline goes from 0 to what, 60ish? You want to set it up to go to 1. You should also have your timeline length be the max time. You have 3 set but your length is 5. Set that to 3.
Finally, are you rotating a player controlled pawn or just an actor? If the former, you need to rotate the player controller as well.
@rough blade maybe not vertex but you can either have boxes or a skeleton and do damage based on that hit.
@zealous moth https://i.imgur.com/cLvJmTA.png oh god i figured it almost out myself. it roughly works how i want it to
@tall pine there are a few gameplay hitches though
what if i pressed it twice in succession?
you'd be better off adding rotation to the mesh and clamp it at a specific value while being pressed and the reverse when released
how i would go about doing that?
use "add rotation" node with a retriggerable delay
so i delete the entire thing which comes after the A button node and replace it with the rotation thingy
you dont need to delete it
if this works for you and you ant to commit to a button input to trigger a timeline, that's fine
you'd have to work on what happens if you press it multiple times
anywho, just food for though
nothing happens, and the player is stuck in that position
i know, since you don't have a reversed input 😛
ya, so im looking to hold A which makes the plan flip 90 like in that picture (almost, need to fix the amount)
and upon release go back to standard position
il need the input key held down?
no no, you have a "released" input in the A button, just plug in the logic
oh i plug into reverse
i copied and pasted the entire thing for pressed and released, i plugged the release into reverse but the starship still is stuck
is this intended?
you will need to actually develop the reverse logic
the reverse of the reverse is the forward
another timeline
has anyone done a realistic moon cycle? the moon oribits the earth every 27 days, and its phase cycle is 29.5 days (from new moon to full moon), curious about the math involved for that to place the moon properly in your world...
cycle = trigonometry
You can probably derive it to obtain what state of the moon it is in
well it seems like it would be eaiser if the sun didn't orbit your world and was the other way around.
the phase state thing i don't think would be too hard, but my brain just can't seem to do the math for the moon oribit to the world... i think the sun orbiting the world is whats making me go 'gah erg ooph' every time i think about it.
You may want to consider using an InputAxis instead for your left/right based on what you're trying to do.
This seems to work well for me.
The actor will automatically reset to 0 and left and right are handled, so long as you bind your input axis correctly.
i think he wants to do star fox
Yea that's what I figured too, but right now it seems mostly just the plane rotation.
But what when i move to using c++?
Ping me if u answer so i can see it.
@dawn gazelle my lerp rotator can only accept rotator values https://i.imgur.com/XNIIAxS.png am i using a wrong one?
You can right click on the pins and break them
oh i didnt know that
erm "split" them :p
And if you want the rotation to happen faster, just multiply the Get world delta seconds
this is so much better than what i did with timelines
could never come up with that thx
quick and dirty way to take a int of 1 and display it as 01?
Need as like a string or text or something?
yeah as a string or text either would work
Append -> first pin 0, second pin plug in your int.
yeah was thinking that
soemthing like...
but was curious if there was a quick n' dirty function that did it like there is for floats
what function is there for floats?
basically im just trying to get a timespan to display as hh:mm but 'astimespan' does the full hours not daily.
totext(Float)
Could do FormatText
if you're moving to cpp you'll have to redo your code anyway. there's no point looking towards optimizations when you haven't even finished your prototype. and what's in the level blueprint may still remain in the level blueprint regardless
@dawn gazelle i built up and plugged in the same script for flipping right, but in-game the ship only does halfway the rotation before stopping
i replaced the 90 with 180 at the beginning in the float multiplication node and it seemed to fix it, but whats the reason for that?
im optimizing as i go, throw it together, optimize, test, optimize, text, move to next part.
not sure how i'd use format text to add a leading zero if its under 10
You should set up your input axis so your "right" value is 1 and "left" is -1. Like so:
Then you don't need to duplicate it - it should work with just the one input axis.
Yeah, my bad... I forgot that the toText float has the additional options on it.
But, you could use this, no?
Change minimum integral digits to 2?
oh derp! i didn't even see that one, just what i needed 😄 ty Datura 🙂
works perfect 🙂
(in fact, I can use it in my project where I hadn't) >> <<
How can i get time of day from sun cm/sec?
or degree/sec i mean
wait. i might have got it
Why would that be replicated?
@peak cipher You do realize that it's not broken, right? That's getting the time from your computer. It's not supposed to be networked. You can't network with the assumption that two machines are on the exact same millisecond of time. If you build off of that, someone' just going to cheat by moving their PC's time ahead a couple of minutes.
I really apologize for messy blueprint, but why isnt this working? it produces divide by zero error.
The part after update sun direction
only divide i see is some divided by speed
and if speed is 0, then that will throw that error
oh
speed is 50
Isnt it converting 1day into seconds?
no?
where are you converting it
you make a struct, break the struct
at what point do you calc the seconds?
I assumed that the timespan node would convert the time automatically
is there some node that does it?
this is what you should do
Okay. i'll try.
really need help here, think the bp is depricated but can't tell https://www.youtube.com/watch?v=WPVuMFotWJ0. Cant seem to find the get unique device id bp, what is the alternative?, thanks!
What is the Get Unique Device ID Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@frail swift if u have a problem with that video, you could ask the video creator, he is in this server
I still get zero from this
@worthy frost I dont know why.
I am sure that has some easy fix
No problem with the video, I litteraly just cant find the node when searching it into the editor, or searching online
what node?
get unique device id
Untick the box on the top right
And search
yeah no thats how im searching
oh i thought those were two seperate things
It says "Returns the platform specific unique device id "
What should “get device id” do?
yeah let me check now if the functionality is different
wel get unique device id returns the mac adress of the device scrambled
Anyone?
maybe
Hello all, I’ve been stumped on this for a while. I’m trying to give an input of areas of rectangles, and draw a widget like this where the shaded areas are space the rectangles don’t go. It should place as many as fit
Any ideas on how I’d get started?
Get Device Id returns blank, suppose it is because it is being run in the editor maybe but this definetley isnt the same functionality as unique id
Do you want the rectangles to automatically fill up the space
Like face a certain direction or get head to turn a certain way
That's a node Find Look At Rotaiton
you plug in the location where you want to Look
and then location of your player
then the rotation output will be what you set the Rotation of your player to.
hey guys im having a really hard time making my camera not suck, i modified the ball roller so that the camera follows the ball very well, but if i move my mouse in or out it will either zoom into the ball too closely, or get a top view of the ball
it makes it hard to turn becuase the ball turns in the direction of the mouse
do you want the ball to follow the mouse direction?
just remove the mouse axis input from the directional movement
and have it only move directions with key input
@lean thistle The Area of each individual rect added together must be less than or equal the Area of the space your filling.
This will give you the maximum number of rects you can fit.
(Potentially with space remaining)
Then you would need to figure out some mechanism for placing them appropriately.
Im assuming you have predefined Rects available that you then want to use to fill the area.
no
one sec
i mean i needed the ball to only move in forward in teh mouse direction
i cant move with a and d anymore but that kinda doesnt ruin anything
my problems is the camera moves into the ball's ass crack or birds eye view
and it thats what makes it too much to handle
This thing works, except it is skipping clock minutes. How can i handle that?
I am still proud of what i have now. I made it almost entirely on my own.
I am sure there is easier way to make a clock, but it is nice learning process making it by yourself.
And under that white box there is get time node.
Timespans only contain the values set in them. If you have 0 set for seconds, then when you "Get Seconds" you'll get only the value you've set in the seconds field. It's not meant for converting a day into the number of seconds in a day.
i need help for my game
i want it so you can control your A Charecter
But there is a player 1 controller and a player 2 Controller
And then the inputs are in the controller and they posses the pawn to move them
So i can make multiple charecters
I already solved that by using total seconds.
But this is what i now would need help with
Usually the controls for characters are present within the Characters themselves. If you're going to have similar characters and only want to make the input functions once, then create a base character class with all the values and functions you need, then create child blueprints off of it. If you need to, you can override existing functions in child blueprints.
is it possible to show the output log in a debug package build ?
Like this?
So long as you're not dupliating them - you just need to right click on the blueprint and select "Create Child Blueprint".
What is the difference between making a child and Duplicating?
Duplicating is making a copy, a child blueprint inherits everything the parent has. If you make changes to a parent blueprint, those changes will also be present in any child blueprints.
Dear god
ok so how do i make it so that..
do i have to make a variable called chosen charecter, and cast to it whenever i want to send an input from the player controller to the Charecter?
@trim matrix roll acts around the X vector, so you need an impulse like [X,0,0]
Where X is the magnitude of your impulse * the forward vector
Use a shortcut and type -log after the executable name. That'll give you the console log at least.
Take into account that all physics methods except those ending in Local act in world space
@trim matrix ^^^
aah ok cool
I have a master character, and depending on if the player selects male or female to start with, depends on which child blueprint it uses (kasqir = male, linhi = female)
No. You should have all controls within the character itself.
so what unit is angular velocity in? cm/s or something?
unreal units/s?
wait no its angular
so it'd be degrees/s?
If you need to have anything specific for each character, then you make it in their blueprint and overwrite the input.
i.e. character meshes, animation bp's
so do i have to have 2 of theese and use a boolean to choose which one it should listen and ignore?
Based on which player controller is possesing it
No. Each player gets their own player controller.
Player or charecter?
Anyone?
Each character receives their own inputs.
There are 2 Player controllers, and plans to be multiple charecters
the chosen charecters change
like you select the charecter you wanna be
Doesn't matter.
kg * rad/s or kg * deg/s
You are a player controller. You possess a character. your inputs are routed to the character that you posses.
@dawn gazelle this is in the charecters bp
so do i use a bool to separate what input it accepts?
@thorny marsh the issue is it’s not just the area that matters, imagine a skinny rectangle with an area of 10 (10x1) remains, but the rect that I want to place has an area of 6 but is 3x2. This won’t fit even though the area is less than, because both dimensions are greater than the space im filling
So if we both happened to choose the same character, we would each get our own copy of the character, we each posses our own and our inputs would be routed to our appropriate character.
what if I have velocity change ticked so it doesnt consider mass, just deg/s?
if you want to override something thats in the master blueprint (say event begin play) you'd just disconnect the parent attached stuff and override it with what you want in the child:
correct
There is no bools required. Again, every player gets their own player controller. The controller "possess" the character. Thus, the inputs for each controller are passed into the possessed character.
kg*cm/s?
child bp's are great 😄
yes, kg*cm/s or centiNewtons
maybe somewhere, not sure, the docs on physics have historically been very essential
ue docs? i find them lacking on alot of things, telling you no more then you know in the editor.
essential?
How do i set the inputs of each controller if the inputs are just action mappings and axis mappings?
split screen?
also im trying to implement a "brake" feature for my spaceship, where it just applies a force until it's 0 (pictured here)
essential = kept to the bare minimum
but when I press the button I get this
aah
🙂
@trim matrix you may want to move to #legacy-physics, see you there
im getting mixed signals here
so the inputs need to be in the charecter itself but the player controller has inputs
try >= it may be dropping below zero and causing a infinite loop.
😫 it doesent make sense
Is this the BP equivalent of C++'s UE_LOG(...)?
So I made basic procedural box structures to make airships from. But they are limited in their form. My goal would be to have something like in the picture.
How would I go about creating such structures from static mesh data
@dawn gazelle So i what does the player controller do in this situation then if the inputs are in the charecter?
some do them in the controller, some do them in the player.
The player controller is the interface of a player to the game. The player controller is normally used for commands that are character independent, for example, opening up the main menu, pausing, etc. The player controller can also be changed based on the game mode. The character is something that can be controlled in game. Any controls relating to the character should only ever be placed in the character, not in your player controller.
@dawn gazelle intresting, watching tutorials, im seeing them do one or the other (menu & player interaction) either all in the controller or all in the character :/ guess tutorials fail again.
Nvm I found it lol.
@lean thistle Yes understandable, however you know those constraints so you can choose the best fitting elements.
Thank you @thorny marsh , Speaking it out helped me. I suppose I'm mostly concerned with the placement of the widgets so maybe I should forward my question to #umg
That would be ideal.
Thank you
For example, lets say you have a "character select" menu. Both your first player and second player will want to be able to choose their characters. This would be something handled in the player controller. The individual players should not need to have separate input events.
This is beyond what I've worked with myself, but this guy gives a very basic means of getting two players set up without creating separate inputs.
https://www.youtube.com/watch?v=u043y2D2agw
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Technically you can, but again, your player controller can change each level. Character related controls should stay with the character otherwise you may lose functionality.
@rain egret I'm hardly an expert but spline meshes may be an approach if you want beams to go from point-to-point with the potential for curves. Just throwing that out there.
Each node point in a spline (and by extension a spline mesh) has a transform and also tangent vectors.
That’s interesting thank you, however I need it to be procedural
can't spline meshes be procedural?
Yes
Okay? Hm, i mean made in blueprint using the one procedural mesh component. It all being in this one component is important
Each spline mesh is its own component so if that's your criteria, I suppose it wouldn't be suitable
Yea
You see since only the root has collision It makes no sense have an elaborate structure outside of the root since it won’t collide with the environment
well, components further down the hierarchy can easily be colliders as well (incl. spline meshes, though there are some complications with them)
but personally idk jack about procedural meshes so I can't help you there
I disagree, in all my research nobody has ever said that this is how it works. If I have a pawn that moves only the root will collide
Sure those children will have a collision but if I run them against the wall they will just phase trough it
anyone know what causes this ?
I think its a volumetric fog thingy
I have two types of fog, atmoshereric fog, and exponential height fog
exponential has volumetric fog, but its unchecked so shouldn't be getting applied as such i would believe
it seems to happen just after dusk for about 1 game hour of sun rotation
Ok, I had a similar issue some time ago and I know I deleted one of my fogs to fix it, and right now I don't have an atmospheric fog in my level XD
i i'll try disabling that one then 🙂 see what happens
Mine was a lot more ugly... Bright orange @_@
yeah i had that till i replaced the skysphere, thought i got rid of all of it
ah yep something to do with atmoshereic fog at night :/
fixed with a curve for time of day
and applying it like so...
ty @dawn gazelle 🙂
If you have some sky sphere, you can set the max fog distance to something less than the radius of the sky sphere geometry
I remember having a similar issue
yeah that could work as well 🙂
hrm... can you adjust ambient lighting on the fly in the game world on a post process volume or is that a fixed value?
Someone can help me with this error please, thank you very much!
@dense stone Recompile your "player state" or player controller
or both
Recompile everything
That's an error that pops up when you've created a new variable in another blueprint, but haven't compiled it yet
You guys wanna see something wild?
I'm trying to set a niagara particle's color to a variable. I can set it fine using a "vector to linear color" node, but if I try to use my "Team Color" variable, it just comes out as white, EVEN THOUGH the print string prints out to the correct color when I shoot.
That's it when I hook it to the variable
That's it when I hook it to the vector
It makes... literally zero sense
I even tried converting the variable to a vector and back again
Can't think of an explanation for that offhand...
I remember some version of UE (it was a ".0" release) had an issue with passing linear color parameters but it was patched later.
they look cyan on my screen, bit lighter then the first helmet, like 2x the brightness
or are you talking about the star shape at the front and not the balls?
the muzzle flash
ironically the bullets are using the same team color variable and they work fine
There's no explanation
The answer is to cry
I accept my fate
Set parameter first then activate? Idk
Make a custom pure function that converts a linear color to a vector?
Can't hurt to try random, dumb things
to see if an inexplicable workaround can be found to an inexplicable problem
any idea how a dbno state would work in ue4 im trying to implement it but im not sure how.
Super dumb question: I've got a C++ class that implements a dynamic grid with a procedural mesh, and a blueprint child that I can fill with parameters like # of columns, rows, etc. and drag into my scene. But I can't change the parameters once I've set it down. Is there a "onParamChanged" or something I can implement that will let me destroy my proceduralMesh and create it again when I change the params in blueprint?
hey when i set the Engine scalability settings to medium it crashes
oh well guess bad computers cant play my game
@covert arrow make it an enum on the Character and do things when it changes via a RepNotify
My event tick just stopped working. I added it to an empty actor class and its not firing off, I connected a print string directly to it to make sure it wasn't just some glitch but it's just not doing anything. Is this a bug?
It works when I simulate the blueprint but not when I hit play
If you check your class defaults, you'll see a checkbox for actor tick enabled
You can also control it with the node, Set Actor Tick Enable
@tight schooner It's on but still doesn't work
L have a big problem l have start my project using firstpersonshooot starter content and now l need help to export my game on vr android l dont think l have set even the controllers who can help me ?
@somber quail It has to rebuild a lot of shaders. Does it actually crash with a crash log, or "stop working". Because it's still working if it's the latter. Even on my very simple small project with almost nothing in it, switching to medium at first causes a full rebuild of over six thousand shaders. Takes about two minutes of freezing before that even comes up.
oh
how can l create movement from phone touch button??
@untold girder I can't seem to replicate this. No matter what, using your values of blue always changes the particle to the correct one. None of these types make any difference. The two variables at the bottom, one is a FColor, the other is FLinearColor
UE4 version is 4.25.4
@weak kindle set timer on button pressed and clear timer on button released
Hi everyone!
Not sure if this is the right place to ask but I'm trying to play a looping video seamlessly with no success..
Every time the video loops I get a black frame or a hitch.
Is there anything I can do about it?
I HAVE tried turning off auto-clear on the media texture, change the video codec, container and even framerate without success...
Thanks in advance for any lead 🙂
L dont know if it good to work movement with wigfet arrows like this but it works l want opinion
Hey qick question, how to best limit rotation of an actor relative to another actor?
I wanted to acomplish that with getting relative angles of each other but I am not sure how to do that the way I want it to
I want to limit the rotation differently on each end
Hello, i am trying to work on a FPS game but need a Health System(This game is multiplayer). I need some help with the health system as I can't make it take fall damage or even when something hits the player it takes damage.
You can create a custom event in your BP and under the properties of this event, there is the option Call In Editor. When this is enabled, you will have a button within your BP default properties when placed in the world that will call this event when you click it.
Here is an example
And this is the button I am referring to that will be available on the actor
@subtle portal so I would recommend trying to use this to reset and regenerate whatever it is that you need to for your procedural mesh
@subtle portal or you can try to use the construction script in the Blueprint to do what you need to do; the tricky thing is that you are saying most of the work is done in C++ so I am not 100% sure how to handle your case; but construction scripts and call-in-editor events should help, or at least point you to the right direction
Hi All, I'm doing a quick simulation of a bullet that adds point's to spline during it's flight path
this is so that I can save this spline at it's end so that I can use the path has a reference but I can't save the finished spline after the simulation even If I press Keep simulation changes
is there any work around for this?
Hello I have problems with Landscape in blueprints.
I am using function Editor apply spline and I want this to work for only specifed layer of Landscape.
There is argument Paint Layer in this function, that takes Landscape Layer Info, but after hours of searching through the web and UE source code I haven't found any way to get this. Any help?
if you have physic simulation, you might want to use physics constraint, other wise you can clamp angles when setting rotations.
Yeah, that's what i would do, but the two objects are not parented and i tried clamping the difference of the yaw values but that produces undesirable effects due to it being in worl coordinates
oh wow
you can use inverse transform to convert world rotation relative to other actor. then simply clamp the relative rotation with some min and max value
of course you can simplify a lot if you don't need to clamp all axes.
Ah thanks
Hi folk, how can I get reference of spawned hierarchical static mesh actor created in construction script?
beware that you get different results if you swap min and max. for example if min is 0 and max is 45 your rotation will be clamped to [0, 45]. but if min is 45 and max is 0 your rotation will be clamped to [45, 360] @meager idol
TThanks for the tips
@trim matrix right click on the output of the spawn node and save to new variable
@stable fjord What engine version, and what is the parent class?
I migrated this blueprint from another class
Another project*
4.23
Engine version,parent class is an AActor
UObject_Cannon_Ball (name doesnt matter) in c++ deriving from AActor
In other blueprints I see this c++ class
What's the current parent of the blueprint right now? Just AActor?
Hello everyone! I have a quick question if someone can help me: I'm looking to create an in-game menu where I can change the niagara system, something like a visualizer change with the press of a button. Can anyone point me in the right direction? can't seem to find the right tutorial
What was the parent class in the last project?
If it wasn't Actor, you might consider changing that to like Actor, then migrating.
Which may as well be a unicorn as far as the new project is concerned. There's a few posts about migrating blueprints. Most of them seem solved by reparenting the blueprint to a native base class.
May or may not work.
But If I am looking for a simple Actor to reparent, I dont see it either
Its good to mention that I have a blueprint compilation errors
how to make next level button
How to get LandscapeLayerInfo object in blueprints?
I need it for this function
Thanks for reply @tight schooner . I was looking for that but Add Instance node have only integer output?
@trim matrix yeah instances of an HISM component do not have component references
Cuz each instance isn't a component
You should open the... palette or library window? ... I forget what it's called
But you can peruse the nodes related to hierarchical instanced static mesh components there
And you use those to affect the individual instances
Ok thanks @tight schooner will look into that!
Hello! The Multi User BP from 4.26, is that only for the UE editor, or can I implement it in a finished desktop app? Same for the iPad virtual camera from the virtual production system. Is it likely to have that work at runtime as well, with the desktop app as a host?
I have a map that is divided into grid tiles. When I place an actor on the grid tile in the editor, I want it to perform some logic to place it in the center of the tile. How would I achieve something like this?
@split crescent I normally do that by keeping a grid size variable somewhere. You can do it manually if your grid sizes never change. But all you need to do is divide your actor's X and Y location by your grid size, round it to the closest integer, then multiply that by grid size. Depending on your setup you may need to add or subtract half of the grid size from that.
Hi, I packaged an AR project for the android phone, but it has a black screen on the phone and it doesn't seem to use a camera at all.
Thank you @maiden wadi :)
Also, make sure you actually ROUND the float to the nearest integer. Plugging the float into an integer will bring up Floor, which will round down to the nearest. So even 2.99 will become 2 instead of 3.
Hi! How to insert to this following array a Child Actor Component
'
I would like to store them
I have a BP object Cannon and looking for a way of conversion to this array
Tried to get a child actor but without any results
Cannon_Second is a Character
Cannon Second is of type "Child Actor Component" where your array is of type "Cannon Second". You can make your array of type "Child Actor Component" then you can store the "Cannon Second" objects in it.
Yes, but in this case I will be able to use functions from cannon ball object?
Thats the point
You're asking a question that no one could answer.
HAHAHAHA
Is the Jittering normal behavior ? o.o
What u mean now
Can't u see ? :o while walking backwards it jitters around
walking forward is all fine
Aaaa
My god
Shaking a bit
I see it
The way you are going backward is correct?
Well I've only set up the MoveForward Event goes into addmovement input with get forward vector
pretty standard
theres nothing else set up yet
that's why I'm asking
Try turning off DoCollisionTest in the spring arm.
@maiden wadi that wasn't it
Is the spring arm attached directly to the capsule?
yea :o
Also I don't think it's the springarm nor camera because the whole character is rotating too
Yeah, just double checked that. Something is causing the capsule to turn, and no that's not normal behavior.
anyone?
So I've printed the Forward Vector node and it seems that it jiggles around with the Y Axis for some reason
well... what is the problem
when I change nickname it doesn't confirm the new one
Do the events get called ?
wdym?
now I removed setting the name in the third person bp and it still set the player name to player
hmm
I found where it sets the name-in the binding
From what I've heard, you don't want to use bindings for text values. You're better to create your own function that sets the text within the text box in question and then call that function when you need it.
okay
so this function where it sets the function to make it inside the widget or in the controller?
Is there a way to insert these Cannons to array faster?
instead of dragging then inserting and so forth
I made a function but the name doesn't change
hmmm
You need to set the text in a reference to the specific text box.
No, in your function you need to utilize this node:
This (below) is a "bind" which is apparently firing on tick
a okay
in the event graph or function?
In the function
yep
okay
the set name works
now if we make change the name works will be perfect
😄
If I want to check what type my pawn is, should I do a class comparison?
I have a problem with Dynamic lights and hair models....
if the dynamic light is behind the hair model and the camera directly on the other side, you end up with a bright glow effect like above
it doesn't seem to block the lighting at all, texture is two sided. Turning 'dynamic shadows' off on the hair mesh makes the entire hair glow.
@trim matrix I'm not sure for which purpose you're checking but I personally would use tags
Anyone know how to stop dynamic lights from doing that? doesn't happen with static lighting.
this is the light settings for the hair in the bp:
What does this error mean? Why can't I reference "self"?
You don't have this function on this blueprint
You have to get a link somewhere to the object that got this function
With what you are doing, you should use trace line (or another trace function), and cast to the hit actor the function take damage
I got it, thank you so much
I'm getting this error : Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue". Blueprint: UE4ASP_HeroTPP_AnimBlueprint Function: Execute Ubergraph UE4ASP Hero TPP Anim Blueprint Graph: EventGraph Node: Set Pitch
Here is the BP. I don't really understand
so. it seems its not enough to just check an interface.. how do you go from generic Actor to setting a bool on an actor of a specific type if it implements an interface? Do I need to do an abstract class and use both abstract classes instead of just a generic actor?
Shouldn't you cast to player controller?
@minor merlin closed the deal. Thanks !
Np
i've been trying to fix this problem since a day now without success, basically the ship boosts forward whenever i repeatedly tap up and down, or left and right, which it shouldn't do
what could be the issue?
Are you adding force to the pawn?
not sure i think not
am kind noobish
the event tick automatically adds movement input forward for the player
even if i hold down left and right for a few seconds after eachother it does a snake spiral moving forward
anyone knows, how to insert these cannons faster?
than
with method "one by one"?
why the widget doesnt remove when i press I ? it appear but i cant remove it
If you want to make a blueprint that contains a section of a level like a room that contains other actors like spawn points, is the only way to place these actors within the blueprint to use a child actor component?
To clarify this is just to be able to drag and drop each spawner actor in the component view of the parent actor. If there's a better way please let me know! I can't use sublevels as it needs to be spawned at a specific location
What does your up and down movement inputs look like?
Maybe something like this may help you? You'd need to add a "Cannon" tag to your child actors.
May want to split the vectors so you're only inputting Z values
Like so:
Set the owner on the creation of the widget to your player controller.
i tried it but it still boosts forwards as i go up and down
Whats your forward movement thing on tick look like?
Can you try doing the same here but 0 out the Z instead?
.
Oh also, your INput Axis for up and down - you should only need 1 input.
When setting up the inputs you can set a value to 1 and another value to -1
tried that aswell, and merged the inputs together, still boosts me forward
is there no blueprint node to unlink/remove files from harddisk?
i mean, i can implement it probably easy in c++, just curious if a node already exists
Hi folks!
Is there a node that returns if the game is running vs editor?
Or do I have to set a var OnBeginPlay to check
What are you generally trying to do that you need it to do different things in editor vs in play?
there is in #cpp
you can expose it that way
Anyone got a way to get the properties of a generic actor to actual actor??
or.. do I need like an abstract class to base my pickup class on
you'll want some type of base class probably, if I understand your issue correctly
k. Yeah so I made an interface for my pickup actions.. but I need to set the bool that says the object itself is actually being held
it seems I can't just get ActorClass and see it
since the actor being held is just AActor and not the exact specific one I'm using
you'll need to cast it
so.. if i Have a bucket, pen, log, etc.. I'll have to cast to all of them
or cast to a base class?
@maiden wadi @odd ember I'm making level design tools, and want to select things depending on if its used in editor or runtime.
I made myself a simple function
I won't be doing anything with cpp because the project is a blocking prototype, so I won't bother haha
Thanks tho! 😄
be interested to know what kind of level design tools @wide topaz
@odd ember so If im reading right.. make an abstract class for my pickup actors, then cast to that to set the being held prop
pretty much
everything gets routed through actor
to get your specific subactor type you use casts
Hello Anyone know how disable Infinite Loop why it stops my Game there is no reason for that why we can`t disable it permanently in the Settings, however the Game runs good , i search everywhere and the Infinite loop count 1000000000 can be changed, but it doesnt let start the Game after i change the Value , is there another way around , thanks forward
if you're getting an issue about infinite loops you should fix said issue about infinite loops
Thanks CranzEstebogen , you mean there is no way Around just Fix?
conceptually with blueprints, I am aware of get all actors of class, is there a way to select only actors within a specific volume?
some sort of filter condition I guess, is there a condition/test blueprint node I can rely on?
@violet wagon you may wanna ask in #multiplayer but I believe this is commonly due to the fact that you need to tell the server to move the player character
will do thank you @clear cave
collision can do these types of operations. what are you looking for exactly?
I want to be able to create a sphere around an area of the map, and select particular random actors of a given class to update a specific property (think random scavenger hunt)
like forest with a bunch of trees, I want to be able to say in the region (sphere) a random tree will be golden or something
what kind of timing are you looking for? is this something that happens when the player enters a place or just at random
it should happen on begin play, it'll be constant for a game
you can use GetOverlappingActors from a collision then
is a collision a special type of actor?
usually it's a component
of a sphere actor?
of any actor
sure
you don't need a physical sphere to have a sphere collision
trigger component
^
Making a little utility macro, trying to loop over any given map and give value and key. Is there a way to do this properly? With the logic I wrote, the value return type isn't accurately detected.
hmmm
EpicAccountId:e15f62271fe54494817bd1c2557a5b43
Assertion failed: 0 && "Do not directly call Event functions in Interfaces. Call Execute_IsBeingHeld instead." [File:C:\Users\Zachary\Documents\Unreal Projects\bible_noahsark\Intermediate\Build\Win64\UE4Editor\Inc\bible_noahsark\PickupInterface.gen.cpp] [Line: 58]
UE4Editor_Core
UE4Editor_Core
UE4Editor_bible_noahsark_Win64_DebugGame!FDebug::CheckVerifyFailed<wchar_t [1]>() [c:\program files\epic games\ue_4.26\engine\source\runtime\core\public\misc\assertionmacros.h:156]
UE4Editor_bible_noahsark_Win64_DebugGame!`IPickupInterface::IsBeingHeld'::`6'::Impl::ExecCheckImplInternal() [c:\users\zachary\documents\unreal projects\bible_noahsark\intermediate\build\win64\ue4editor\inc\bible_noahsark\pickupinterface.gen.cpp:58]
UE4Editor_bible_noahsark_Win64_DebugGame!IPickupInterface::IsBeingHeld() [c:\users\zachary\documents\unreal projects\bible_noahsark\intermediate\build\win64\ue4editor\inc\bible_noahsark\pickupinterface.gen.cpp:58]
UE4Editor_bible_noahsark_Win64_DebugGame!AGopherWoodLog::Tick() [c:\users\zachary\documents\unreal projects\bible_noahsark\source\bible_noahsark\gameobjects\actorobjects\gopherwoodlog.cpp:48]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine```
@narrow bear The map and key are pretty much always at the same index. So if you get the keys and values of the map and return both from the same index of the loop, that might go better.
are pretty much always at the same index
That sounds scary to assume, no?