#blueprint

402296 messages · Page 594 of 403

formal echo
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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...

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and I've heard that opens up your game to speed hacking

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and now I'm not sure how to go about it

feral ice
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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?

viral torrent
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@formal echo In Cpp there is a GetMaxWalkSpeed() but in BP I don't really know how to handle this correctly let me check

formal echo
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I think I figured it out

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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

maiden wadi
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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.

formal echo
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not sure how viable that is

fallow creek
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What is delta ?

viral torrent
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change it axis value is tricky

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and yeah since you set the max walk speed on server it should be fine for hack speed

formal echo
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Why is changing the axis value tricky?

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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

blazing delta
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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?

maiden wadi
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@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.

fallow creek
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Fps contious movement like a character moves one place to another then it shows the difference of last postion and current position?

maiden wadi
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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.

upbeat copper
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How can i call update sun direction from another object's blueprint?

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Because i have sun object and i would like to call update sun direction that is in skysphere blueprint.

mental tendon
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hey guys how's it going?
is there a way to call this node on an ActorComponent?

tall pine
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its automatically going forward and the fly speed by default is high as i want to move left right up and down easily

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but i want forward to be slower

mental tendon
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the function is not accessible from an actorcomponent for some reason even though I am trying to call it on an actor variable

dawn gazelle
dawn gazelle
mental tendon
tall pine
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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

weak kindle
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l dont have any idea but nice work there @tall pine

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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)

dawn gazelle
dawn gazelle
viral torrent
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@tall pine inside your arm component try to uncheck Inherit Yaw

tall pine
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arm?

viral torrent
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you don't have a spring arm component in your pawn ?

tall pine
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not yet

viral torrent
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maybe the issue 😄

tall pine
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do i put the spring arm as a child for the camera?

viral torrent
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camera is a child of spring arm

mental tendon
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@dawn gazelle how would you make it available for actorcomps too?

tall pine
trim matrix
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If this is what you are trying to achieve then you can accomplish that with this

tall pine
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yeah thats what i want

trim matrix
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place a camera actor in your world

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and in the level blueprints add these nodes to get started

viral torrent
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@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

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but you loose the flexibility of component

tall pine
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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

viral torrent
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maybe use a spline

trim matrix
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you want the camera to follow the player ?

tall pine
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yeah

trim matrix
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but not snap to him?

tall pine
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nom kind of like an endless runer where player can move left right and the camera stays in middle

trim matrix
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a few ways you can do that

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if the character can only move forward on the X axis

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then you could either set the game camera to move up at the same speed

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set the camera to move forward at the same speed as the character*

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well that's probably the best way to do it

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I'll think of an example and get back to you

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I don't even know what a spline is though so jack might be on to something

orchid garden
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@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/...

▶ Play video
weak kindle
orchid garden
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looking at your trace dots it looks like your camera's in motion

viral torrent
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@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

tall pine
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no clue about splines

viral torrent
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you need to call this on tick

tall pine
viral torrent
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instigator of camera is null since you placed it in the map

tall pine
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how would i go about fixing that issue?

hollow drift
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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?

orchid garden
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did you compile after adding the interface?

hollow drift
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yes

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i added a second one

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second one appeared:

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CallFilterValidTiles did not appear for some reason

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bug?

orchid garden
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hrm... can't say i've ran across that yet

orchid garden
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i do know i couldn't get a interface call to work between a widget and a actor component.

hollow drift
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-_-

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I could get it almost to work

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just i cannot get my event going

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and i cannot rename a custom event and it says event already exists

weak kindle
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when it is false it will delay 0.1 and reset to doonce but that will continue running after completed?

trim matrix
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@weak kindle Reset Node does not continue, it just allows "Do Once" to function again

green briar
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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

trim matrix
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@green briar if the animations really do work for him then there is an issue somewhere in your logic

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@green briar something may not be connected properly

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@green briar to be honest with you though, nobody in blueprint section is going to be capable of answering your animation question efficiently lol

green briar
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Oof, yep, one of the nodes wasnt connected somewhere, I really should have looked harder

trim matrix
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@green briar glad I helped, sorta. lol

north bay
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@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?

trim matrix
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I don't know anything about multiplayer yet, but why wouldn't that go inside of the level blueprint? Asking for learning reasons

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@north bay

weak kindle
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know someone what is the best mid range volume that mics can input?

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otherwise l will needd 239471 tests

north bay
trim matrix
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@north bay I'm glad that it worked! I figured it should go there

north bay
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Yeah good notice, this si aslo my first multiplayer project so I'm still learning as well

orchid garden
trim matrix
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hi

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how can i fix this ?

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i got 4 the same blueprints and 4 different meshes in the construct

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i only can use one construct

maiden wadi
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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.

orchid garden
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anyone know if there is a way to turn a curve value to a variable for a timeline?

trim matrix
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ow i didnt knew

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is there a way to take the 4 meshes in the same actor and put it like that?

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thanks authaer

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ow i have to set it i think xD

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lol easy haha

maiden wadi
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@trim matrix Not sure what you're trying to do?

trim matrix
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im making a covering system on the cars :p

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so i dont have to make it over and over again :p

rain egret
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Any way to improve procedural mesh generation and have it slowly be generated at runtime and not stutter?

orchid garden
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@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.

static charm
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Rider, depends which part is causing the stutter, i use async thread to combine my procedural meshes. Collision generation is costly too

rain egret
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I make cube structures out of premade mesh data with simple convex collision

static charm
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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.

rain egret
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Makes sense, but all of that happens in a function so I can’t really add a delay node

static charm
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Yeah you can keep the main code inside the function but put the begining/loop outside the function

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But if it's only creating like 3-10 sections it shouldn't stutter too bad.

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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++.

rain egret
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I will look into nativize thanks

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Since it’s all in one function there’s not really a outside loop

static charm
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Well you can just make the first part not a function.

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Although, since there loops inside, even slowing the first loop might not get rid of all stutters.

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But like i said Nativize when Packaging will help a lot, or you can put some of the code into Async Threads.

orchid garden
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wouldn't adding delays inside that cause issues with the past vector? i.e. previous getting overridden by the next before delay ends?

static charm
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the delay would be for the first part

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so that it doesn't loop it all in one Tick

orchid garden
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wouldn't the delay need to be done before the vector is created is what im asking?

rain egret
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Oh that’s a local variable

orchid garden
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ah okay

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is it constant?

static charm
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do u see him overwriting the vector?

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its coming from outside the function.

orchid garden
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nm

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my brain was over thinking 😉

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each function call is independant of the previous... wasn't thinking function was thinking chain.

static charm
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noonga, you can search blueprint vs c++ and read about 3 days worth of material on the topic, but here's a summary

rain egret
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Thanks for the help lads, I will test it out later

static charm
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blueprint has about 90% exposed functions of the available c++ you can do in ue4.

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you can manually expand capabilities by buying/finding plugins or writing c++ that exposes more blueprint.

orchid garden
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@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?

static charm
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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.

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or one can use a Set Timer on a loop with a counter

orchid garden
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i was just going to say a timer with a self kill

static charm
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yeah ive had issues with custom loop delays. so I usually end up using the Set Timer

orchid garden
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or .. just pause timer by handle, then after kill the timer.

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idk... probably overthinking again.

static charm
orchid garden
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anyone know how to control when the stars show on a skydome?

static charm
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like in the default Sky BP?

orchid garden
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yeah

static charm
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hmm, i think by default it uses the rotation of the levels main Directional Light

orchid garden
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seems they don't show till about 1 1/2 to 2 hrs after the sun passes the horizon.

static charm
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but you can turn the auto feature off and manually set the sky with a slider i think

orchid garden
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and the stars don't seem to show till its rotated to about 45 degrees below horizon

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trying to make it abit more... realistic.

static charm
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do you need your setup to be dynamic sky or is it just a static scene?

orchid garden
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its dynamic

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er if im thinking properly... sun moves position depending on time of day

static charm
orchid garden
static charm
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you can edit that < 0 check and make it so the stars blend in at whatever sun height you wnat

orchid garden
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sun height is determined by... rotation?

static charm
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depends if u have a light source selected in the skyblueprint

orchid garden
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yeah the light source is set in the blueprint

dawn gazelle
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Oop.. didn't realize I wasn't at the bottom of the chat XD

orchid garden
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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 🙂

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@static charm there seem to be several spots it does that abs check for the starts (update sun direction, refresh material)

static charm
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good catch

maiden wadi
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@orchid garden Been away for a bit. Are you using the default skysphere?

orchid garden
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@maiden wadi yep default skysphere with sun defined in it.

maiden wadi
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The stars are based on the material's parameters. AFAIK, Sunhight is the major player for that, but Star Brightness also plays a role.

orchid garden
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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?

static charm
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i put in 0.2 for both checks

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adjust from there

orchid garden
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I also have a issue when the player turns/moves, the stars seem to vanish from the sky?

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nothing i do to the abs check seems to change anything.

static charm
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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.

orchid garden
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yeah im not getting that, im getting the same results with its being 0.2 or 0.0

maiden wadi
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@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.

orchid garden
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@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

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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.

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but having a bright sky when its supose to be night... just doesn't really work.

maiden wadi
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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.

lean compass
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how can i do camera tilt when strafing?

maiden wadi
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Maybe a larger multiplier, but still. Should show stars sooner with higher multiplier values.

orchid garden
maiden wadi
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Try like.. 5000?

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You might even need to input larger than one. 🤷‍♂️

orchid garden
maiden wadi
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Well that's odd. I wonder..

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What is your Star Brightness setting at?

orchid garden
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im in 4.25.4

static charm
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when sun height is less than 0 is picks A

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when it is 0 or greater it picks 0, multiplying A input has no effect on the switch over point

orchid garden
maiden wadi
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That's fair. You might need to up the < a little above 0.

orchid garden
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i set it as high as 10 and it still showed the stars at the same point as the above picture

static charm
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did u edit both abs checks

orchid garden
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yep

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tried with just the one in the material, and then both

static charm
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the one in the material gets overriden by the blueprint and at runtime

orchid garden
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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.

static charm
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well to be honest it sounds like you've added/changed a few things

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it's possibly overriding something.

maiden wadi
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What are you currently doing for the SetMaterialParameter?

static charm
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if you save your level and test out a fresh blank level with the sky, you'll see it work

orchid garden
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this is just the thrid person template level

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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.

orchid garden
orchid garden
maiden wadi
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Try the < 0.2 as well.

static charm
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oh

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whoops my bad

orchid garden
static charm
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i also increased star brightness and didn't realize it

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by a lot

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my bad brother

orchid garden
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little lower on the sunheight, but still happening about the same time of day.

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which means, the sun height is being modified but the stars showing are still happening at the same 45 degrees below horizon

jagged burrow
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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

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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?

orchid garden
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@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.

jagged burrow
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sorry for hijacking guys

maiden wadi
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@orchid garden Out of random curiosity. What happens if you just simply input straight 1 into both star brightness and sun height?

orchid garden
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same thing

maiden wadi
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@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.

jagged burrow
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holy shit thanks

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I'll go over this

maiden wadi
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@orchid garden Wait, you're saying that this doesn't bring stars up at all times?

orchid garden
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oops i did the wrong one on one of them lemme do it again lol

jagged burrow
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It's such a simple task but I'm struggling to grasp the overall concept of interaction between different blueprints

orchid garden
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okay this makes ZERO sense.

maiden wadi
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@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.

orchid garden
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shouldn't it be showing the stars?

jagged burrow
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hahah thanks

maiden wadi
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It should look like this with those settings in a default skysphere.

orchid garden
maiden wadi
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Move your sun to the horizon and check the RefreshMaterial checkbox on the instance.

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Should still see stars, and the sky should be orange.

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If that works, I can't think of a reason it'd break when you start theg ame.

orchid garden
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hrm....

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something screwy is going on... now the stars are dark blue after moving sun lol and refreshing... lol...

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first is ran in new pie window, second is how it appears in the editor now.

formal echo
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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?

orchid garden
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im a thinking im gonna give up. the editor hates me.

dawn gazelle
formal echo
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I just had a massive brainfart

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Thanks 😂

maiden wadi
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@orchid garden Second looks like the star brightness multiplier was inverted to negatives.

faint pasture
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Anyone here pretty good with bitmask enums?

maiden wadi
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@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.

formal wren
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How would you guys implement IK handles? I want to pose my charcter by clicking and dragging specific bones?

faint pasture
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Is there a better way than a bunch of branches to select actors to spawn from a bitmask?

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oh duh i can just use a dictionary

odd ember
candid hull
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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. hathonk

faint pasture
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each bit corresponds to tile data such that 10000000 is solid, 01000000 is walkable, and 11000000 is a cave (solid + walkable)

rain egret
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@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

faint pasture
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00100000 is water, and 01100000 is bridge

odd ember
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in most cases it doesn't really make sense to use over explicit enums since the speed of bitmasks is amortized by BP speed

faint pasture
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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

shadow saddle
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anyone know where is the lifespan option for projectile in BP

odd ember
shadow saddle
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yes i know its there

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but which option

odd ember
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search for it

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in the top bar you have a search function

upbeat copper
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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".

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It works as separate object (blueprint)

maiden wadi
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@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.

upbeat copper
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Oh. thanks 🙂 That is simpler.

odd ember
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not sure why you'd not want to use level bp in this case but hey

upbeat copper
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I dont want to use level blueprint because if i end up converting my code to c++ then it can be easier (maybe) 😄

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Or atleast i want to avoid using it

odd ember
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doubt it. the level blueprint was designed to function as a manager for level actors

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you can supercede it in some cases but if you're doing level specific logic it is really the best place to put it

maiden wadi
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@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.

odd ember
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yeah GetAllActorsOfClass has more impact on your performance than the level blueprint will at this point

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(or get all actors with tag, same thing)

candid hull
upbeat copper
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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?

odd ember
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realistically you'd want a subsystem if you're doing it in CPP

upbeat copper
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Subsystem?

maiden wadi
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One actor just simplifies it. One actor to drop into the level instead of two.

odd ember
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subsystem is a cpp only feature

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but can be exposed to BP for calling

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a subsytem is the closest you get to completing the S part of ECS in UE4

upbeat copper
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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++

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After i get basic concept done

odd ember
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where's that Allar video

upbeat copper
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what?

odd ember
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I had to find it

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(the second part applies)

upbeat copper
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Okay. thanks 🙂 i'll use blueprints for now until i get some basic thing done

orchid garden
dawn gazelle
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Hide them 😛

odd ember
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you've got plenty of ways of dealing with that

orchid garden
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say if your world map is a island?

odd ember
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I assume your level isn't going to be a flat plane

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water is a natural border

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rocks can hide seams

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fog can do work at a distance

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screen space effects can be employed

orchid garden
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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?

odd ember
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tbh this is highly contextual on the type of game you're making

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a big enough water plane

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I think a water pizza in this case is better

orchid garden
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i don't think you understand

odd ember
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maybe not

orchid garden
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they wouldn't just be 'floating' on top of the water.

maiden wadi
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97% of games probably just darken the water at depths the player will never reach and expand the landscape at least that far.

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Subnautica and Raft both do it.

orchid garden
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i must play they other 3%

odd ember
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if they're not just floating what are they doing?

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basking?

orchid garden
#

.<

odd ember
#

😉

gritty elm
#

i'm trying to import fbx, and it's size is 300mb, when importing reach to 100%, unreal engine stop responding forever

odd ember
#

you can make currents that force players (and everything really) back onto the island

maiden wadi
#

@gritty elm Why is it so huge? Maybe simpify the model a little?

odd ember
#

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

orchid garden
#

300mb... what you importing a city?

maiden wadi
#

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.

orchid garden
#

i think my biggest fbx is about 1mb tops.

maiden wadi
#

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.

orchid garden
maiden wadi
#

@orchid garden Is the black line your end of land underwater, or your "beach"?

orchid garden
#

yep Authaer

#

(even my animations average at 600kb)

#

end of the landscape under water (sry skipped the last piece) @maiden wadi

odd ember
#

use a depthfade node on your water material?

maiden wadi
orchid garden
#

plan is to let them reach the bottom @odd ember

odd ember
#

I mean the subnautica example is good. various military style games do similar things even on land

orchid garden
#

do plan on having a invisible border to stop them from going past a certain point.

odd ember
#

you could also do the currents that I suggested

orchid garden
#

invisible border is simpler 😄 currents i don't have a clue about

odd ember
#

well yeah it depends on how much effort you want to put into it

zealous moth
#

i am scared to ask what this is

maiden wadi
#

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.

orchid garden
#

@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.

odd ember
#

currents are functional though

#

they would push you back

#

that was the point

#

how you'd represent that in cosmetics is an open question

orchid garden
#

and i point you back to my previous statement.

odd ember
#

just saying your previous statement said functionality first

orchid garden
#

you seemed to of missed a KEY part about Currents.

#

and i would consider currents being special effects applied to players yes.

odd ember
#

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

orchid garden
#

"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.

odd ember
#

I'm also not forcing you, it was a suggestion. I'm just saying it's functional, not cosmetic as you would otherwise imply

orchid garden
#

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'.

orchid garden
maiden wadi
#

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.

odd ember
#

even in level design it's not a grave concern as most players aren't invested in breaking the game world

orchid garden
#

@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?

maiden wadi
#

For the hiding effect?

orchid garden
#

yeah for hiding effect

orchid garden
odd ember
orchid garden
#

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.

odd ember
#

but there's a grain of wisdom here: make the borders of your world uninteresting 😉

orchid garden
#

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.

tall pine
#

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?

orchid garden
#

your time is always zero?

tall pine
#

the new time you mean?

orchid garden
#

for the time line yes, its always zero

upbeat copper
#

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

maiden wadi
#

@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

dawn gazelle
tall pine
#

i followed some random tutorial and i created 2 variables with nothing in them, then "get" them and plugged into that rotator

dawn gazelle
#

So you're not setting them anywhere?

tall pine
#

no

dawn gazelle
#

There's your problem.

tall pine
#

atleast in the tutorial it wasnt

#

do i need to set them?

dawn gazelle
#

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.

rough blade
#

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

odd ember
orchid garden
rough blade
#

@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.

zealous moth
#

@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.

tall pine
zealous moth
#

@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

tall pine
#

how i would go about doing that?

zealous moth
#

use "add rotation" node with a retriggerable delay

tall pine
#

so i delete the entire thing which comes after the A button node and replace it with the rotation thingy

zealous moth
#

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

tall pine
#

nothing happens, and the player is stuck in that position

zealous moth
#

i know, since you don't have a reversed input 😛

tall pine
#

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?

zealous moth
#

no no, you have a "released" input in the A button, just plug in the logic

tall pine
#

oh i plug into reverse

zealous moth
#

you'd need to copy/paste that timeline and use the reverse, but yet 😉

#

yes*

tall pine
#

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?

zealous moth
#

you will need to actually develop the reverse logic

#

the reverse of the reverse is the forward

tall pine
#

another timeline

orchid garden
#

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...

zealous moth
#

cycle = trigonometry
You can probably derive it to obtain what state of the moon it is in

orchid garden
#

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.

dawn gazelle
#

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.

zealous moth
#

i think he wants to do star fox

dawn gazelle
#

Yea that's what I figured too, but right now it seems mostly just the plane rotation.

upbeat copper
#

Ping me if u answer so i can see it.

tall pine
dawn gazelle
#

You can right click on the pins and break them

tall pine
#

oh i didnt know that

dawn gazelle
#

erm "split" them :p

#

And if you want the rotation to happen faster, just multiply the Get world delta seconds

tall pine
#

this is so much better than what i did with timelines

#

could never come up with that thx

orchid garden
#

quick and dirty way to take a int of 1 and display it as 01?

dawn gazelle
#

Need as like a string or text or something?

orchid garden
#

yeah as a string or text either would work

dawn gazelle
#

Append -> first pin 0, second pin plug in your int.

orchid garden
#

yeah was thinking that

#

but was curious if there was a quick n' dirty function that did it like there is for floats

dawn gazelle
#

what function is there for floats?

orchid garden
#

basically im just trying to get a timespan to display as hh:mm but 'astimespan' does the full hours not daily.

#

totext(Float)

dawn gazelle
#

Could do FormatText

odd ember
# upbeat copper But what when i move to using c++?

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

tall pine
#

@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?

orchid garden
#

im optimizing as i go, throw it together, optimize, test, optimize, text, move to next part.

orchid garden
dawn gazelle
#

Then you don't need to duplicate it - it should work with just the one input axis.

dawn gazelle
#

Change minimum integral digits to 2?

orchid garden
dawn gazelle
#

(in fact, I can use it in my project where I hadn't) >> <<

upbeat copper
#

How can i get time of day from sun cm/sec?

#

or degree/sec i mean

#

wait. i might have got it

maiden wadi
#

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.

upbeat copper
#

I really apologize for messy blueprint, but why isnt this working? it produces divide by zero error.

#

The part after update sun direction

worthy frost
#

only divide i see is some divided by speed

#

and if speed is 0, then that will throw that error

#

oh

upbeat copper
#

speed is 50

worthy frost
#

also the int devide

#

seconds is 0

upbeat copper
#

Isnt it converting 1day into seconds?

worthy frost
#

no?

#

where are you converting it

#

you make a struct, break the struct

#

at what point do you calc the seconds?

upbeat copper
#

I assumed that the timespan node would convert the time automatically

worthy frost
#

its not a timespan node

#

those are make and break nodes

#

they do no calculations

upbeat copper
#

is there some node that does it?

worthy frost
#

this is what you should do

upbeat copper
#

Okay. i'll try.

frail swift
trim matrix
#

@frail swift if u have a problem with that video, you could ask the video creator, he is in this server

upbeat copper
#

@worthy frost I dont know why.

#

I am sure that has some easy fix

frail swift
upbeat copper
#

what node?

frail swift
#

get unique device id

trim matrix
#

And search

frail swift
#

yeah no thats how im searching

upbeat copper
#

it is get device id

frail swift
#

oh i thought those were two seperate things

upbeat copper
#

It says "Returns the platform specific unique device id "

trim matrix
#

What should “get device id” do?

frail swift
#

yeah let me check now if the functionality is different

#

wel get unique device id returns the mac adress of the device scrambled

upbeat copper
frail swift
#

not sure

#

but shouldnt that be get total seconds

upbeat copper
#

maybe

frail swift
#

seconds is set to zero

#

what u want is the amount of seconds in a day right

lean thistle
#

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?

frail swift
#

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

frail swift
#

Like face a certain direction or get head to turn a certain way

static charm
#

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.

royal rain
#

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

static charm
#

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

thorny marsh
#

@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.

royal rain
#

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

upbeat copper
#

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.

dawn gazelle
# upbeat copper I still get zero from this

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.

stiff chasm
#

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

upbeat copper
upbeat copper
dawn gazelle
flat raft
#

is it possible to show the output log in a debug package build ?

dawn gazelle
#

So long as you're not dupliating them - you just need to right click on the blueprint and select "Create Child Blueprint".

stiff chasm
#

What is the difference between making a child and Duplicating?

dawn gazelle
#

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.

stiff chasm
#

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?

atomic salmon
#

@trim matrix roll acts around the X vector, so you need an impulse like [X,0,0]

stiff chasm
#

i have a player 1 and player 2 Player ontroller

#

im making a fighting game

atomic salmon
#

Where X is the magnitude of your impulse * the forward vector

dawn gazelle
atomic salmon
#

Take into account that all physics methods except those ending in Local act in world space

#

@trim matrix ^^^

trim matrix
#

aah ok cool

orchid garden
#

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)

dawn gazelle
trim matrix
#

so what unit is angular velocity in? cm/s or something?

#

unreal units/s?

#

wait no its angular

#

so it'd be degrees/s?

dawn gazelle
#

If you need to have anything specific for each character, then you make it in their blueprint and overwrite the input.

orchid garden
#

i.e. character meshes, animation bp's

stiff chasm
#

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

dawn gazelle
#

No. Each player gets their own player controller.

stiff chasm
#

Player or charecter?

dawn gazelle
#

Each character receives their own inputs.

stiff chasm
#

There are 2 Player controllers, and plans to be multiple charecters

#

the chosen charecters change

#

like you select the charecter you wanna be

dawn gazelle
#

Doesn't matter.

atomic salmon
dawn gazelle
#

You are a player controller. You possess a character. your inputs are routed to the character that you posses.

stiff chasm
#

so do i use a bool to separate what input it accepts?

lean thistle
#

@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

dawn gazelle
#

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.

trim matrix
orchid garden
#

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:

trim matrix
#

aah ok

#

and what unit is regular force?

#

same thing?

dawn gazelle
trim matrix
#

kg*cm/s?

orchid garden
#

child bp's are great 😄

atomic salmon
trim matrix
#

cheers

#

does it say that in the documentation?

stiff chasm
#

im so confused

atomic salmon
orchid garden
#

ue docs? i find them lacking on alot of things, telling you no more then you know in the editor.

stiff chasm
orchid garden
stiff chasm
#

No

#

shared camera

#

Fighting game camera

trim matrix
#

also im trying to implement a "brake" feature for my spaceship, where it just applies a force until it's 0 (pictured here)

atomic salmon
trim matrix
trim matrix
stiff chasm
atomic salmon
stiff chasm
#

im getting mixed signals here

#

so the inputs need to be in the charecter itself but the player controller has inputs

orchid garden
stiff chasm
#

😫 it doesent make sense

tight venture
rain egret
#

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

stiff chasm
#

@dawn gazelle So i what does the player controller do in this situation then if the inputs are in the charecter?

orchid garden
dawn gazelle
# stiff chasm <@!218956378654507008> So i what does the player controller do in this situation...

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.

orchid garden
#

@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.

tight venture
thorny marsh
#

@lean thistle Yes understandable, however you know those constraints so you can choose the best fitting elements.

lean thistle
#

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

thorny marsh
#

That would be ideal.

lean thistle
#

Thank you

dawn gazelle
#

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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dawn gazelle
tight schooner
#

@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.

rain egret
#

That’s interesting thank you, however I need it to be procedural

orchid garden
#

can't spline meshes be procedural?

dawn gazelle
#

Yes

rain egret
#

Okay? Hm, i mean made in blueprint using the one procedural mesh component. It all being in this one component is important

tight schooner
#

Each spline mesh is its own component so if that's your criteria, I suppose it wouldn't be suitable

rain egret
#

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

tight schooner
#

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

rain egret
#

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

orchid garden
dawn gazelle
#

I think its a volumetric fog thingy

orchid garden
#

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

dawn gazelle
#

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

orchid garden
#

i i'll try disabling that one then 🙂 see what happens

dawn gazelle
#

Mine was a lot more ugly... Bright orange @_@

orchid garden
#

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 :/

#

ty @dawn gazelle 🙂

tight schooner
#

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

orchid garden
#

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?

dense stone
#

Someone can help me with this error please, thank you very much!

untold girder
#

@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

tight schooner
#

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.

orchid garden
#

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?

untold girder
#

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

tight schooner
#

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

covert arrow
#

any idea how a dbno state would work in ue4 im trying to implement it but im not sure how.

subtle portal
#

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?

somber quail
#

hey when i set the Engine scalability settings to medium it crashes

#

oh well guess bad computers cant play my game

faint pasture
#

@covert arrow make it an enum on the Character and do things when it changes via a RepNotify

amber sand
#

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

tight schooner
#

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

amber sand
weak kindle
#

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 ?

maiden wadi
#

@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.

somber quail
#

oh

weak kindle
maiden wadi
#

@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

hallow night
#

@weak kindle set timer on button pressed and clear timer on button released

rich falcon
#

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 🙂

weak kindle
#

L dont know if it good to work movement with wigfet arrows like this but it works l want opinion

meager idol
#

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

trim matrix
#

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.

spiral vessel
#

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

visual lion
#

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?

bitter lance
#

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?

worthy tendon
meager idol
#

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

worthy tendon
#

of course you can simplify a lot if you don't need to clamp all axes.

meager idol
#

Ah thanks

trim matrix
#

Hi folk, how can I get reference of spawned hierarchical static mesh actor created in construction script?

worthy tendon
#

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

meager idol
#

TThanks for the tips

tight schooner
#

@trim matrix right click on the output of the spawn node and save to new variable

stable fjord
#

hi

#

why I cant see my c++ class?

#

to reparent??

maiden wadi
#

@stable fjord What engine version, and what is the parent class?

stable fjord
#

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

maiden wadi
#

What's the current parent of the blueprint right now? Just AActor?

stable fjord
#

None

#

I migrated it from another project

zealous plaza
#

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

maiden wadi
#

What was the parent class in the last project?

#

If it wasn't Actor, you might consider changing that to like Actor, then migrating.

stable fjord
#

It was an AActor but It is my own class deriving from AActor

#

My own c++ class

maiden wadi
#

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.

stable fjord
#

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

gilded blaze
#

how to make next level button

bitter lance
#

How to get LandscapeLayerInfo object in blueprints?
I need it for this function

trim matrix
#

Thanks for reply @tight schooner . I was looking for that but Add Instance node have only integer output?

tight schooner
#

@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

trim matrix
#

Ok thanks @tight schooner will look into that!

rugged flame
#

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?

split crescent
#

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?

maiden wadi
#

@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.

trim matrix
#

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.

split crescent
#

Thank you @maiden wadi :)

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.

trim matrix
#

Hello guys, I have little problem with my change nickname system in BP

stable fjord
#

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

dawn gazelle
#

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.

stable fjord
#

Yes, but in this case I will be able to use functions from cannon ball object?

#

Thats the point

dawn gazelle
#

You're asking a question that no one could answer.

stable fjord
#

HAHAHAHA

fair magnet
stable fjord
#

Made my day

#

Do you have a animation set up?

fair magnet
#

No

#

It's not about animation

stable fjord
#

What u mean now

fair magnet
#

Can't u see ? :o while walking backwards it jitters around

#

walking forward is all fine

stable fjord
#

Aaaa

#

My god

#

Shaking a bit

#

I see it

#

The way you are going backward is correct?

fair magnet
#

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

stable fjord
#

Hmm

#

Funny and weirdly

fair magnet
#

that's why I'm asking

maiden wadi
#

Try turning off DoCollisionTest in the spring arm.

fair magnet
#

@maiden wadi that wasn't it

maiden wadi
#

Is the spring arm attached directly to the capsule?

fair magnet
#

yea :o

#

Also I don't think it's the springarm nor camera because the whole character is rotating too

maiden wadi
#

Yeah, just double checked that. Something is causing the capsule to turn, and no that's not normal behavior.

trim matrix
fair magnet
#

So I've printed the Forward Vector node and it seems that it jiggles around with the Y Axis for some reason

fair magnet
trim matrix
#

when I change nickname it doesn't confirm the new one

fair magnet
#

Do the events get called ?

trim matrix
#

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

dawn gazelle
#

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.

trim matrix
#

okay

#

so this function where it sets the function to make it inside the widget or in the controller?

stable fjord
#

instead of dragging then inserting and so forth

trim matrix
#

hmmm

dawn gazelle
#

You need to set the text in a reference to the specific text box.

trim matrix
#

this way?

#

to set it in a variable?

#

yes, it works nice

dawn gazelle
trim matrix
#

a okay

trim matrix
dawn gazelle
#

In the function

trim matrix
#

okay

#

like this?

dawn gazelle
#

yep

trim matrix
#

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?

orchid garden
#

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.

fair magnet
#

@trim matrix I'm not sure for which purpose you're checking but I personally would use tags

orchid garden
#

Anyone know how to stop dynamic lights from doing that? doesn't happen with static lighting.

green briar
minor merlin
#

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

green briar
#

I got it, thank you so much

solemn parcel
#

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

coarse forge
#

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?

minor merlin
solemn parcel
#

@minor merlin closed the deal. Thanks !

minor merlin
#

Np

tall pine
#

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?

dawn gazelle
#

Are you adding force to the pawn?

tall pine
#

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

stable fjord
#

anyone knows, how to insert these cannons faster?

#

than

#

with method "one by one"?

trim matrix
#

why the widget doesnt remove when i press I ? it appear but i cant remove it

viral sundial
#

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

dawn gazelle
tall pine
dawn gazelle
# stable fjord

Maybe something like this may help you? You'd need to add a "Cannon" tag to your child actors.

stable fjord
#

thnaks

#

thanks

#

will try it

dawn gazelle
dawn gazelle
tall pine
dawn gazelle
#

Whats your forward movement thing on tick look like?

tall pine
dawn gazelle
#

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

tall pine
# dawn gazelle .

tried that aswell, and merged the inputs together, still boosts me forward

spark steppe
#

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

wide topaz
#

Hi folks!
Is there a node that returns if the game is running vs editor?

coarse forge
#

event begin play?

#

or tick?

wide topaz
#

Or do I have to set a var OnBeginPlay to check

maiden wadi
#

What are you generally trying to do that you need it to do different things in editor vs in play?

odd ember
#

you can expose it that way

coarse forge
#

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

odd ember
#

you'll want some type of base class probably, if I understand your issue correctly

coarse forge
#

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

odd ember
#

you'll need to cast it

coarse forge
#

so.. if i Have a bucket, pen, log, etc.. I'll have to cast to all of them

#

or cast to a base class?

wide topaz
#

@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! 😄

odd ember
#

be interested to know what kind of level design tools @wide topaz

coarse forge
#

@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

odd ember
#

pretty much

#

everything gets routed through actor

#

to get your specific subactor type you use casts

coarse forge
#

k.. I have some cpp to change, then I'll get back to the bp part

#

thanks

wooden rapids
#

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

odd ember
#

if you're getting an issue about infinite loops you should fix said issue about infinite loops

wooden rapids
odd ember
#

I mean if you let it run infinitely it will crash your game

#

so no

clear cave
#

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

violet wagon
#

will do thank you @clear cave

odd ember
clear cave
#

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

odd ember
#

what kind of timing are you looking for? is this something that happens when the player enters a place or just at random

clear cave
#

it should happen on begin play, it'll be constant for a game

odd ember
#

you can use GetOverlappingActors from a collision then

clear cave
#

is a collision a special type of actor?

odd ember
#

usually it's a component

clear cave
#

of a sphere actor?

odd ember
#

of any actor

clear cave
#

sure

odd ember
#

you don't need a physical sphere to have a sphere collision

coarse forge
#

trigger component

odd ember
#

if you create an empty blueprint

#

you can add a sphere collision

#

voila

coarse forge
#

^

clear cave
#

oh interesting OK

#

it'll have its own bounds as a component then

#

awesome thanks!@

narrow bear
#

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.

coarse forge
#

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```
odd ember
coarse forge
#

nm

#

yeah.. sorry it crashed right after tryin g a bp change

#

thanks

maiden wadi
#

@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.

narrow bear
#

are pretty much always at the same index
That sounds scary to assume, no?