#blueprint

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maiden wadi
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Alternatively, a tunnel is just a tunnel. ๐Ÿคทโ€โ™‚๏ธ

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Most people make them with splines and spline meshes. Generally seems to be the go to way for most roads.

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@minor lynx Wait, if you have the datatable, why can't you just populate the dropdown from the StringTable you get from the datatable and then use that string on the datatable to get the right row when you need it?

orchid garden
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@maiden wadi reworked the interaction like you suggested, litterally got rid of all the crossed out, and now have similar interface calls in the various interaction actors that are all working A++ ๐Ÿ™‚

maiden wadi
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Haha, I know them feels. Specially when you start working with some serious math stuff. Nodes everywhere... And you convert it into five lines of C++ code and a single node call.

orchid garden
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heh yep ๐Ÿ™‚ makes ya feel good you optimized it to work better.

drowsy wyvern
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Idk if anyone can help point me in the right direction but I wanna ask. You buy thing off the marketplace in order to make development easier, so say you buy something called "DemoCharacter" and in the blueprint its called DemoCharacter and there's a lot of variables with the word "Demo" in them and you want to use this in your game but dont want everthing saying "Demo" the whole time... Is there any way to batch rename things so you dont have to go through and search for every instance and possibly miss one and break everything? or am i going about trying to use things I've bought in the wrong way?

quasi frost
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@drowsy wyvern Shouldn't really matter, your player wont see it. I guess you don't want people who decompile your game to see it? I use ThirdPersonGamemode and ThirdPersonCharacter for everything.

drowsy wyvern
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yeah i know it doesn't really matter lol and its honestly just because i don't like looking at it and sometimes I would prefer to use a different naming convention to make it easier for me to remember. I suppose everyone just deals with it lol darn

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@quasi frost

orchid garden
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or rename things / change paths / one bit by bit.

weary crown
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I'm trying to line up a VR environment with a real world environment that matches. What I am thinking of doing is placing the controllers in two real world locations which correspond to locations in the unreal editor, and then somehow making it align me based on that. How would I do that?

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Is there a way to get the positions of the controllers individually? And then move the headset relative to where the controllers are supposed to be

maiden wadi
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@weary crown #virtual-reality Will probably know the answer to those questions better. Sounds simple enough though. ๐Ÿคทโ€โ™‚๏ธ

modern cove
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I'm making a UMG for the purpose of showing characters talking. How do I make it so that the text in the box shifts up 1 line each time a new line beyond the capacity of the box is written? I have the Text box set big enough for 4 lines; there a way to have it so that when it reaches a 5th line, Line 1 gets pushed out while the other 3 each move up 1 row?

worthy frost
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will have to handle that yourself

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and do some animation

minor lynx
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is there a way to get notifies for a sound like you do with animations?

dawn gazelle
dawn gazelle
minor lynx
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so this is fun. playing sounds is not effected by global time dilation but delays and timelines are. so its real fun lining up events with a sound when you're timelining the dilation

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nvm i found a checkbox to make timeline ignore dilation lol

dawn gazelle
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(Obviously with the outputs of said function being whatever you need them to be)

minor lynx
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eh i got other ways to do it with variables and such but i wanted it to be as easy as calling the utility function, its being a function to make things faster and easier. since its really only replacing the need to do string formats everywhere i think i prefer the enum over extra variables. thanks for the suggestion though

novel birch
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Hey all!

First of all, Happy New Years!

I have a quick question. I have 3 classes. ClassA, ClassB and ClassC (Names for ease of use!). ClassA is a BP Class, and ClassB/ClassC are C++ classes. Inside of ClassB, I am storing multiple children of ClassC (using TArray<TSubClassOf<ClassC>>), and in ClassA (the blueprint class) I want to access a specific child class of ClassC, from ClassB and access a function from it, but I cannot figure it out for the life of me.

Any/all help is appreciated, thanks!

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I've read over this message a fair few times, and even now I'm confused as to what I've written haha, if you want me to elaborate further, let me know!

maiden wadi
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@novel birch Your storage in ClassB that holds your ClassC types needs to be in a UPROPERTY() with BlueprintReadWrite, or BlueprintReadOnly (Which it should be a UPROPERTY anyhow to handle garbage collection), Class C's function you need also needs to be a UFUNCTION(BlueprintCallable) or UFUNCTION(BlueprintPure)

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On a side note, you cannot access functions from a class. So if you're storing them as classes(TSubClassOf), then you wouldn't be able to call a function on the instance.

novel birch
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Yeah, I fixed the problem above a few minutes after sending the message, the problem I'm having now is, well, what you said. Whilst I can put the function in the blueprint, it's throwing an error with self not being valid for the target.

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I don't even know if this is possible, but (somehow) I need to do class ref -> object ref conversion.

maiden wadi
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Only way to do that, is to spawn the actor, or create the object.

novel birch
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Wait, yeah - I don't know why I didn't think of that.

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I shall give it a try, thank you!

quick lance
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I'm getting a standalone mode only crash that occurs when I create a custom class object inside my player controller class. Does anyone have any idea what things standalone does differently than PIE or packaged?

fair magnet
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Hey there... I've made a Blueprint interface with a struct as an input...
I need to chech wether the passed struct is already present in an array or not...
In these structs there are things like names and description... so will a "Find item" node check the structs member vars if they are the same ?

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or will it just return me the first it finds since it's all the same struct ?

magic oak
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Usually structs will have a default compare operator that checks the values of each member

rough jay
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why is adding to the forward vector so different from multiplying, afterall isnt it just your forward vector, like adding changes the whole thing for me and does wacky stuff

atomic salmon
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@rough jay when you add two vectors the respective components get added one by one, so [X1,Y1,Z2] + [X2,Y2,Z2] = [X1+X2,Y1+Y2,Z1+Z2]. Visually it is like starting to draw the second vector from where the first one ends. The sum vector goes from the start of the first one to the end of the second one. Try it on paper. You will realize that the sum vector has the same direction of the two vectors only if they have the same direction to start with.

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When you multiply a vector by a float the vector just becomes "longer" (or shorter if the float is < 1.0) but doesn't change its direction. N*[X1,Y1,Z1] = [N * X1, N * Y1, N * Z1]

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If N is negative the resulting vector has the opposite direction of the initial one, but it is still aligned with it.

gritty elm
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how to check if animation is support root motion or not

tough trellis
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a very good game to practice unreal blueprints is a game called mechanica its not quite complete yet but its blueprint system for setting things up is really cool if using it for a good game id say start off on easy if your not good with figuring stuff out quickly while if you are good then do normal the game gives a good amount of enemies without over doing it that way while if you are gonna use it only to learn then they have a creative mode to so to build super bases is awesome also

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btw didnt know where to post this info so enjoy

uncut sonnet
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Iโ€™m attempting to bring in some 2D artwork in 3D. One of the issues Iโ€™m facing is that the 2D artwork needs to be split across is several layers, some behind the player some infront, ive made all the individual artwork, for all layers. However, if i move something in away from the perspective camera it becomes smaller. This is the expected behavior, but I was wondering if there is a way in blueprints to have a plane move toward/away from the camera but to not scale.

Due to the sequence using a 3D character Its not possible to use an orthographic camera.

I might be tackling this issue from the wrong angle too, so any suggestions welcome.

near flint
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any reason why the SetText isn't working? i have a widget in gun actor, and it shows up but the SetText is not working. the "Debug" print appeared. so the Custom event is fired...

worthy tendon
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@near flint well check if the "Points" text is visible. or maybe it's not added to viewport

worthy tendon
loud igloo
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Hi guys !
I've a question about code structure. Let's say I have an Actor which handles tasks management through a typical interaction system. The read only datas from this Tasks Manager is needed in many different Actors or UI to display informations.
How would you guys structure the system so there's no strong dependency between the Tasks Manager and the others Actors/UI ? (Not linked through GetActorOfClass or linked through the scene)

cold raft
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@loud igloo - I'd like to the know the answer to this question too. What I currently do is spawn the object and keep in the PlayerCharacter class so I can get to it from anywhere, but not sure if that is the best way to do it.

trim matrix
cold raft
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@trim matrix - begin overlap triggers lots of times. Try adding a Do Once at the start of it to make sure it isnt flicking on and off 20 times

solemn parcel
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Hello, on any project I make, wherever the camera is, If i input Axis Back/Forward or Left/Right, at each input there is a little 'snaping' of the camera

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How can I stop this ?

loud igloo
solemn parcel
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How can I get the axis value of an AxisInput to be the 'value' of a timeline ?

dawn gazelle
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You can't set the axis input to a specific value. You can do math on the axis value with the value of the timeline. What are you trying to accomplish?

chrome kraken
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is there a way to open a url and get the content of it?

dawn gazelle
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Are you looking to get like a JSON response or something like that?

chrome kraken
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yeah

dawn gazelle
chrome kraken
dawn gazelle
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Oof

chrome kraken
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is there anything else?

dark crow
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I can download it, odd

chrome kraken
dark crow
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Sure, gimme a moment, not at the PC currently

chrome kraken
dawn gazelle
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Nice.

keen seal
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Hi, I have my variable called CanShoot? It can only change once I release my fire key. How can I make the player stop shooting while he's still holding down mouse1?

chrome kraken
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you can have it set the var can shoot to false on the released action

dark crow
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Mmh, when something happens you could Clear / Stop the timer if still pressed

keen seal
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Ah, good idea!

dark crow
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Like when the Ammo is out

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Or you could not do that and have a branch that checks if the Ammo is out for example on the timer

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And play a different sound when it's out

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A lot can tie with the Timer and Custom event, you decide what

keen seal
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Thanks, you've given me some ideas.
I'll figure it out.

empty siren
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hello people, does anyone have information about soft references and if its benefit can be viewed on the sizemap of a blueprint?

gritty elm
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is there anyway to combine skeletal meshes?

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without set master pose

rare gale
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An anyone explain why the player character (Character class) will return an updating World Location, but another pawn (Pawn class) I possess will not? It updates when I first possess it, but not on tick. Not sure where to start to figure this out. GetPlayerPawn returns the correct possessed pawn and is deemed valid along the execution path and RootComponent is set to the correct thing. Just doesn't seem to be updating the WorldLocation

proud hull
gritty elm
proud hull
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That is without it. You use the C++ code provided.

gritty elm
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so there is only single skeletal mesh instead of multiple

proud hull
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Yeah, that code merges them.

maiden wadi
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@empty siren Are you asking how soft object pointers affect encapsulation? IE how much data might get loaded if you load a blueprint with a lot of hard pointers versus soft pointers?

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@rare gale The pawn that's having trouble updating the world location, how does it move, and what is it's component hierarchy like?

empty siren
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Nah I understand how it works roughly just wondering if the size map utility shows them being used correctly. @maiden wadi

maiden wadi
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@empty siren What are you using to check? Not seeing anything related to Size Map.

empty siren
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I'm using the size map to check how much memory the blueprint uses if that is what you mean?

maiden wadi
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I was just curious. I can't find anything related to Size Map or Size Map Utility.

rare gale
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@maiden wadi It's using physics to provide impulses (Drone) and has Capsule for the root and everything under it is a child of the main mesh

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This is a project I dug out of the mothballs and it used to work the way I want so I'm not sure what changed. 4.24 to 4.26 I think?

maiden wadi
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If the capsule is the root, is the capsule the one having impulses applied to it?

rare gale
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no, it's the mesh... hmmm, that's starting to feel like a good place to start

maiden wadi
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GetActorLocation will return the location of the root component. Simulating physics on the mesh will detach it from the root, which will leave your capsule where it's at.

rare gale
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yup, I hadn't thought of that... although, I did just recently change that hierarchy, but I can't remember what it was before. Either way, good place to start checking. Thank you

faint pasture
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@rare gale Also you don't want impulses, you want to use add force

rare gale
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why is that?

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Actually, looking again, it's not physics enabled. that's why I'm using impulse instead of force... either way, got some work to do but seeing the number move correctly now. Thanks for the help

faint pasture
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Because Force takes frame rate into account and impulse doesn't.

rare gale
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they work the same otherwise? I thought one required physics and the other didn't... if that's not the case I'll give that a shot.

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Thanks for the heads up

chrome kraken
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how do i make this loop?

shadow saddle
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when my stop timer var become true

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it somehow run both true and false

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is this normal

chrome kraken
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try setting a delay

shadow saddle
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still same

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its running both

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like wtf

dawn gazelle
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You shouldn't need to check for that on tick. If you're setting the stop timer boolean somewhere, you can stop the timer through an event.

shadow saddle
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any example

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using event dispatcher u mean?

dawn gazelle
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How are you setting the Stop Timer boolean?

shadow saddle
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when i press a button

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send thru BP interface to my HUD

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turn that var into true

dawn gazelle
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Ok, so instead of turning that value to true through your interface, on your function, you can stop the timer directly.

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or call whatever functions you want.

shadow saddle
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yea how

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to stop timer directly

dawn gazelle
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Can you provide a screenshot of what your interface looks like?

shadow saddle
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switch chara system like genshin

dawn gazelle
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Where are you defining your timer?

shadow saddle
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im using tick

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not timer

dawn gazelle
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ah sorry, I've confused what you said originally, I was thinking you were running a timer.

shadow saddle
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the funny thing is

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it keeps running even tho its false

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i mean like

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i have a print string which only print if false

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now its true

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but it keeps going

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wut

dawn gazelle
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So you're still seeing "timer not stop" being printed after setting that boolean to true?

shadow saddle
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let me try timer

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i think this is ue4 prob

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u cant even disable event tick in widget BP

dawn gazelle
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I have this running on tick within a widget. I only see "Hello" being printed when I've clicked an on-screen button. Maybe you have multiple copies of the widget blueprint running?

shadow saddle
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ok i found a way

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instead of calling timer in widget bp

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i do it in my player bp

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working now thx anyway

orchid garden
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don't ya just hate it when.... you disconnect a pin in one of your blueprints by acident and.. it takes you 2 hours to find that pin again because it doesn't cause something to break, but not function fully?

dawn gazelle
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oof >_<

orchid garden
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wasn't anything critical, but man... that was a pain lol. lesson learned.... never close the blueprints before testing fully lol.

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i gotta quit getting sidetracked and bouncing between things too, need to focus on one thing at a time.

tidal venture
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Is it possible to check if an Actor* coming from a function is null or not? I can't find any info on this on google

dawn gazelle
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IsValid?

tidal venture
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I was actually looking for that but I didnt see a fitting IsValid node

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what's the category of that function, do you know?

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ah i found it

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thanks!

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(i didnt search with dragging the output pin at first, i guess that is why i didnt find this IsValid function)

weak kindle
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L have create my ai character movement with blueprints.Now the problem is can l set the movement locations wothout need duplicate the actor?l mean copy paste actor on level but they will have different locations to go

robust cliff
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Does anyone know if there is a way to set a niagara particle system without having multiple components attached to an actor?

maiden wadi
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@robust cliff What do you mean by "Set"?

astral tangle
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How to draw more consistent arrow depending on the object's forward vector speed? It's just all jittery when the object is moving, any workaround on this?

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from event tick

maiden wadi
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@astral tangle Only real way to lessen that would be to save a few frames of the forward vector, and average them. Would smooth it out a little.

robust cliff
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@maiden wadi I was wrong.

maiden wadi
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Still not sure what you're trying to do? Are you trying to update a particle emitter's variables, or change the whole emitter, or?

robust cliff
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Ok. So say that I have 3 booleans (fire, water, ice).

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If fire is true and water and ice are false then I change the particle to fire.

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If ice is true and water and fire are false I change the particle effect to ice

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@maiden wadi

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I mean do you follow me bro?

dawn gazelle
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Sounds like you should use an enum

robust cliff
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So yes i guess I am changing the emitter

orchid garden
robust cliff
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@dawn gazelle i have an enum i am just testing right now

maiden wadi
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Usually you'd just make one Niagara Component, and change the emitter based on what you want. Just like a StaticMeshComponent.

dawn gazelle
maiden wadi
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Unless it's a throw away effect that doesn't loop, then just spawn it and forget about it.

robust cliff
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@dawn gazelle i think thats it bro

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@dawn gazelle yep

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@maiden wadi thanks for the help

mild fossil
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Hello @everyone ! Happy new year! I was wondering if I could get some help on a blueprint node I'm working on. I have a bp_actor class that stores a static mesh variable. In the game, I am placing that actor on a grid. Once its placed, I want to, when I click a button, to change the static mesh of the object placed in the viewport, respective of its location. I would really appreciate any suggestion on how I could do it. Thank you in advance !!

maiden wadi
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If they don't loop, don't bother keeping a component for them. Particle effects are extremely optimized in that regard to be able to be spawned and die.

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@mild fossil So you're placing them in editor, not game, and you want to change the mesh based on the grid it's in?

mild fossil
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@maiden wadi No I'm placing an actor in game and want to set a different static mesh when I press a button in UMG

maiden wadi
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Gotcha. What is your use case? Do you want to click on the actor and have the widget with the button show up? Is the button always there? In short, you basically need a way for the button to get a reference to the actor. You can do this by passing the actor into the widget somehow, usually on clicked, or line trace from cursor. Or you can store that actor in the player controller using the same clicked methods, and let the button get that reference from the player controller. Just depends on your setup and whatnot.

silk roost
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i spawn these characters from blueprint (spawn actors from a class),and they don't work aka don't move

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just hang in air

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blue actor on left is drag&drop and on right is spawned from class

maiden wadi
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@silk roost What are you expecting them to do exactly? Be AI? Or?

hot fjord
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Short question :
Is it possible to cast directly from a Widget blueprint to the Game mode or do I have to pass through the Player controller ?

maiden wadi
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@hot fjord Multiplayer or Single?

hot fjord
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Multiplayer and the concerned player is the host/server

maiden wadi
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If you only care about the host in this case, you can call GetGameMode directly. But this will only work on the host. Any client that runs that would get a null ref from the GetGameMode in the widget.

hot fjord
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Yep, that's understandable

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Thank you !

maiden wadi
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@silk roost Use SpawnAIFromClass if you want to them to be AI. The difference is mostly this. Top node vs the list of bottom ones. Same functionality.

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You want the button on the left to change the pink mesh in the game?

mild fossil
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Yes

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So when I place the pink mesh on a grid. I get another UMG for more detailed editing

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Meaning I'd select another static mesh that replaces the pink mesh

silk roost
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nope*

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still in air

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and won't move

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funny thing is i can't move them too

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and same actor but dragged on map works fine

maiden wadi
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@mild fossil My building system does something similar. What I do is more or less spawn the widget from an actor I've created to do building. The player spawns the actor when building, and gets control enabled to it so that I can easily input hotkeys into the actor itself and not route through controller or pawn. The buildingtool itself will make the widget show to screen when the player opens it's menu from the tool, when opening, it passes a reference to self(The building tool), which the widget can use to call functions in the tool, like selecting current building, etc.

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So in short, your widget needs to be passed a reference to the mesh you want to change.

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@silk roost That's odd. They should at least gravity to the ground.

silk roost
maiden wadi
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At least your animation is working correctly, they're in the falling state, so the CMC likely ticked at least once.

silk roost
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but not inside character BP but just after spawn

maiden wadi
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That should be called automatically by SpawnAIFromClass. O.o

mild fossil
flat raft
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Merry New Year All!

maiden wadi
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Other way around, you want the widget to have a pointer to the mesh it should alter. Where do you spawn that mesh?

mild fossil
# maiden wadi Other way around, you want the widget to have a pointer to the mesh it should al...

So I have a set of voxels that I'm placing on a custom grid that I did on maya. When I place the set of voxels, I have a couple of optiona to translate these voxels into custom made buildings. The first part is covered. The second one is the one that's a bit blurry.. I know I can set static mesh when I click on the actor the problem is that I'm unsure if I also need to get actor location. Unless it doesn't matter since I'm modifying the actor itself? But wouldn't it modify all of them or just the one clicked?

maiden wadi
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Depends on how you pass your references. If you just tell it to do the one that was clicked, that's all it'll do. Unless you're working with HISM or ISM components. You can only have one single static mesh type per component.

quasi frost
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Hey guys, is there a way to prevent commit of user input text if length = 0? Also, is there a way to make the input text bigger? Increasing size only changes the box and scale makes it blurry.

mild fossil
flat raft
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Why is there so little learning resources on AI?

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I watched all of the AI stuff from Unreal Official.

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Most YT tutorials are based on those. So they all teach the same things. Copies of one another.

maiden wadi
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Because AI is a very large topic, and extremely specialized to the project. I doubt that most tutorials and whatnot will cover more than the surface.

orchid garden
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okay i have a odd one.... i have two unexposed variables that are showing up in the class defaults:

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and they shouldn't be showing up at all.

flat raft
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Mark them as Private , and make sure the eyeball is off.

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sometimes restarting the engine helps.

orchid garden
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they are thats why it doesn't make sense.

flat raft
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Restart

orchid garden
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Ug kicks UE4

flat raft
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lol

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I just want my AI to climb a ladder.

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Took me forever to find that I need to assist it to go up

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also..that the link proxy needs to actually intersect the nav mesh. ๐Ÿ˜‚

coarse forge
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oh hello.. how do you bind a keypress to a hud bp? I can't seem to get my keypress or event delegate to show in my HUD_bp, the event is bound to my player controller for a button, which fires in cpp, but the HUD BP's don't seem to care about keyboard input events.. trying to show my main menu during play

orchid garden
# flat raft Restart

restarting editor didn't fix it. they are still visible on class defaults even being set to private and not exposed.

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doesn't make any sense to me....

willow phoenix
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Array Question time! when i fill my array with floats, is there a way to fill the array up to 100 items and start overwriting the array from index 0? so basicly index 99 would be 100; then index 0 would be 100, 1 would be 101 and so on until it reaches index 99 again (and then start over)

willow phoenix
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but be careful, it will eat that input and noone else will be able to notice if you pressed that button

coarse forge
maiden wadi
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@coarse forge Is HUD_bp a UserWidget or an AHUD class?

orchid garden
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wouldn't you just check array length, and set a index counter to 0 if over 99, and use the replace function instead of add? @willow phoenix

coarse forge
willow phoenix
coarse forge
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Looks like this right now.. ignore my sequece thing.. since my brain said.. create the widget vars then just plop them in and out.. didn't seem to care LOL

willow phoenix
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click class def. and set input to player 0

maiden wadi
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I normally just create events in the AHUD class that opens/closes widgets, and store the widget reference there.

coarse forge
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sure, are those events key inputs?

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i.e. press I to open Menu..

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probably should be m.. but you know

willow phoenix
maiden wadi
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I do those from the character or other classes. Character does inventory via bound I press in the character class with a ACHUD::GetHUD(this)->ToggleInventory();

willow phoenix
orchid garden
maiden wadi
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But I also open inventory from other places besides just I, so the ToggleInventory exists to allow it open from more than just the I press from the character.

willow phoenix
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ah thanks!

coarse forge
maiden wadi
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I do it in the Character, but same thing, yeah.

coarse forge
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and the Hud bp is the right place to create all my widgets at start of game I'm going to use

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Makes sense

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Okay thanks.. oh.. how do you swap widgets out?

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sorry.. the umg room isn't super active

maiden wadi
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Swap widgets out? Like only open one at a time, or?

coarse forge
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yeah

orchid garden
coarse forge
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Sure. I have that one down

orchid garden
coarse forge
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how do you swap them

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oh thx

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LOL.. i should just.. be patient

orchid garden
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if you just want to swap without removing them, set visibility of the widgets.

coarse forge
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ah k

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that sounds easy since I wont have a ton of them

orchid garden
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i.e. like my inventory widget has widgets inside of it, that it sets the hidden widgets to collapsed when not in use and the visible ones to hit tested.

maiden wadi
#

In short, my AHUD has a TSet of widget references that gets added to via the macro that creates them. For example, ToggleInventory would actually do...

void ACHUD::ToggleInventory()
{
    if (CheckWidgetCreated(InventoryWidget, InventoryWidgetClass))
    {
        if (InventoryWidget->IsInViewport())
        {
            InventoryWidget->RemoveFromParent()
        }
        else
        {
            ShowWidgetOnScreen(InventoryWidget);
        }
    }
}```
coarse forge
#

i see.. so remove from parent is the node I didn't understand I needed LOL

#

I was looking for remove from viewport ๐Ÿ˜

orchid garden
#

yeah and you just pass the widget reference to it.

maiden wadi
#

The first CheckWidgetCreated takes InventoryWidget as a pointer by reference so that it can check if it's value, return true if value, if not, it'll create the widget and return true if the class is valid. It also adds to the TSet when it creates the widget. The second, ShowWidgetOnScreen iterates over the TSet and removes them all from parent.

coarse forge
#

makes sense

maiden wadi
#

This means any time you call ShowWidgetOnScreen, it ill only ever display one widget from the TSet.

coarse forge
#

although most of my stuff is in cpp.. my hud and some of my interactions are in bp fully

#

ill probably convert lateron

orchid garden
#

cpp makes my head hurt.... lol ๐Ÿ˜‰

maiden wadi
#

You can do the same thing, thankfully. I had it in blueprint at first.

coarse forge
#

alright.. kid is up.. thanks guys

orchid garden
#

i think with the class defaults thing thats happening is just a bug in ue4... sometimes its showing it on items, other times its not... oddly....

#

(4.25.4)

#

but the previous it is... lol... go figure.

solemn parcel
#

I'm trying to have a forward/diagonal sprint animation, and a side/backward animation. This picture is the link from Side/Back to For/Diag. It works well, except something I can't figure out. When I am in the side animation, and input forward axis, it doesn't change animation state until I 'unpress' the RightInput Axis.

#

But still, it is stated in the picture that once the Forward Axis is more than 0,05 it should change animation state.

willow phoenix
stable fjord
#

hi! how to change position in Viewport of User Widget?

#

this doesnt work unfortunately

smoky ice
#

Hey guys do you know if there's a way to offset streaming levels within a persistent level without modifying all actors positions in the sub level on it's own? I'm trying to dynamically build levels by using sublevels as streaming cells on a grid, but it's not deterministic

dawn gazelle
stable fjord
#

but this doesnt solve my problem tho ๐Ÿ˜ฆ

#

I changed values many times without wanted results

tulip iris
#

Riddle me this. When its looped 6 times things work fine. When its looped 7 times it says its an infinite loop.

Why would this happen? Bug?

willow phoenix
#

how many pathes do you add in that array?

tulip iris
#

About 800

#

Its based the projects cached paths.

dawn gazelle
#

800x6x however many characters are in each string.... That's a lot of loops.

smoky ice
#

Try that logic in C++ and see what happens

tulip iris
#

@dawn gazelle There must be a set engine limit.

dawn gazelle
#

In my project it likes to fail at 4 ๐Ÿ˜›

stable fjord
#

@dawn gazelle I am setting this up at Begin Play of my actor

#

Should I change it?

#

At designer of Widget everything works perfectly

#

Under the Q and E keys, I change the position between left down corner or right down corner

#

Right down corner is set up by default

#

From designer of User Widget

zealous moth
#

@tulip iris under project settings search iterations. It may be that you reached the 100k threshold. You can raise or lower it.

keen seal
#

Hi, the visibility works, but my animation does not play
It's just a simple scaling animation

maiden wadi
#

If you're working with strings, I very strongly advise learning a small amount of C++ and learn to write static Blueprint Library Functions. That was what originally drove me to C++ in the first place.

stable fjord
#

@maiden wadi could you take a look on my problem as well?โค

zealous moth
#

@keen seal set target to actual self.

keen seal
#

Hmm, that doesn't seem to do anything

zealous moth
#

Try as an event instead? I am wondering if this is a function limitation.

maiden wadi
#

@stable fjord How is the widget set up initially?

stable fjord
#

Like this

tulip iris
#

@zealous moth Thank you. I'll have a look.

stable fjord
#

And stored in variable of this widget

maiden wadi
#

What about the widget's designer view?

keen seal
stable fjord
#

Give me a second

keen seal
dawn gazelle
keen seal
#

Yes

dawn gazelle
#

Set the return value on the cast to "hidden" and see what return value you get.

stable fjord
#

@maiden wadi

dawn gazelle
#

On the cast failed I should say.

stable fjord
#

forgive me of screenshoot of whole screen

#

but it shows strictly eveyrthing

#

everyhing

trim matrix
maiden wadi
#

@stable fjord And you just want to move it to the left a certain amount?

stable fjord
#

I can not change the position in viewport

#

yes exactly

#

here by default is on right

keen seal
stable fjord
#

i would like to move to left

flat raft
#

You have it positioned at the bottom right @stable fjord

maiden wadi
flat raft
#

zero that out

maiden wadi
#

If you just want it to move left, call that with a negative X value. ๐Ÿคทโ€โ™‚๏ธ

#

Realistically, Thorbie is right on that one. You should have the widget itself in the top left of it's designer, and set it to locations on the screen based on DPI scaling, etc.

flat raft
#

also consider setting ur anchor at the bottom left. If ur player scales the screen, ur bar will go off screen

stable fjord
#

its not changing position at all

#

๐Ÿ˜ฆ

#

I played with anchors too

flat raft
#

Start by zero-ing out all the position and anchor

stable fjord
#

I have to change alignment of this widget

#

probably hmm

maiden wadi
#

I dunno why that call isn't working. Did pretty much the same thing as you're doing.

stable fjord
#

at designer everything works correctly

flat raft
#

Make sure there is no Bp changing it

stable fjord
#

there is not bp changing it, for sure

flat raft
#

and it's not a child of anything?

orchid garden
#

@stable fjord pardon me for asking but why not set the anchors to all 4 corners in designer view?

dawn gazelle
stable fjord
#

but changing the position doesnt work and I dont know why

#

It should like always

#

thats why I am asking

#

I am confused a bit

flat raft
#

ohhh.. you want to move it via hotkey

keen seal
stable fjord
orchid garden
stable fjord
#

this following two keys

flat raft
#

ok lemme try

stable fjord
#

here we have an anchors

#

so,

#

it is connected with widget placement in viewport of a player ya?

orchid garden
stable fjord
#

hmm

#

I am getting much more confused

orchid garden
#

the anchor point is based off the corners of the current screen resolution.

stable fjord
#

right down corner, gives me left top corner

#

hmm

orchid garden
stable fjord
#

@orchid garden but are you able to change the position of it at runtime?

#

by pressing the specified key?

orchid garden
#

@stable fjord you do like @maiden wadi showed you and position it via screen pixels, in that case you'd want the widget to just be a single small widget though like below, but that can get messy quick depending on the players actual screen size.

#

unless your placing it inside another widget thats based on dpi scale, getting the correct position for the widget can get messy.

stable fjord
#

attachable to each size of screen

orchid garden
stable fjord
#

there is no way to change position itself?

#

of canvas?

#

anchor for example

orchid garden
#

@maiden wadi showed you how to change position via runtime.

sacred estuary
#

Hey guys, I'm trying to implement a health bar UI into my game, but for some reason it only updates the previous damage taken. So say I take 1 damage, then 50 damage, when I take the 50 damage, the health bar will only appear to have taken 1 damage

stable fjord
#

yup

#

but It does not work

#

thats why I am still asking

#

ehh

#

horrible

orchid garden
#

because widgets anchors can't go into the neg on the screenspace far as i know and is probably why it didn't work Damian. your widget is anchored to 0,0

sacred estuary
stable fjord
#

sometimes widgets are messy

orchid garden
flat raft
#

@stable fjord

sacred estuary
stable fjord
#

yea, thanks @flat raft . I have the same as you, but just wondering how it will looks in smaller screen ehh

sacred estuary
#

the problem occurs with the fact that the health bar seems to be one damage call behind

stable fjord
#

now I just leave it

#

thanks all of you guys, @maiden wadi @orchid garden @flat raft

flat raft
orchid garden
sacred estuary
#

The health updates fine in the world outliner though

flat raft
orchid garden
#

somethings not updating fine with it if its behind on its value, like its calculating the health after firing the event to update the healthbar. @sacred estuary

stable fjord
#

@flat raft check please, scaling the window

#

in my case, the scaling the windows caused unexpectedly positioning of widget

orchid garden
#

I believe thor is moving the percent bar, not the widget.

stable fjord
#

good day/night!

#

I did the same hmm

#

give me a second, try this one more time

#

I figured out what was set up wrong, alignment ... gooosh , my stupidness reached now a mountain peek

flat raft
#

@stable fjord

stable fjord
#

yes yes, my stupidness didnt believe you

#

now, it believes

flat raft
#

lol

stable fjord
#

at the end, I am too disgusted of setting up the widgets

#

going to sleep

#

I am so done

flat raft
#

Keep in mind.. Anchors must be set before position

#

haha, ok Night!

stable fjord
#

wasted 2 hours at one fcking widget

flat raft
#

@sacred estuary do the damage amount first, then apply to the widget

#

make sure your math is with in range of the bar. 0-100.. I think

maiden wadi
#

Yeah... UI is a beast. Sounds simple initially, but it can quickly get complex.

#

Likely the reason that so many games have performance issues with UI. Like Oxygen Not Included... Game runs beautifully... Then you open a little display window by clicking on something, and your framerate halves.

#

It might not be a UE4 game, but the point still applies. UI can be brutal.

wicked sierra
#

Is there a way to spawn multiple different instances instead of one InstancedStaticMesh in a construction BP? (ex: Spawning multiple cubes that are their own object instead of one giant mesh)

maiden wadi
#

@wicked sierra If you want different meshes, you need to use something like a normal StaticMeshComponent. InstancedStaticMeshes are not different components because they're supposed to be one component to help reduce graphic calls on a lot of similar objects.

cold raft
#

Is there a way to set the Action Key mappings in Blueprints - I can find them by name (GetActionMappingByName) but cant seem to get a list of them to be changed. Is this possible?

wicked sierra
#

Authaer the only way I found to spawn a regular static mesh in a construction BP was the Spawn_Actor_From_Class function. However my actor/class dosen't spawn for some reason (The class already has a static cube inside of it). BP: https://i.gyazo.com/ac688a33e86507d611fd8df316b7a4a7.png

cold raft
trim matrix
#

is there a way to only render a widget? i have a game launcher but i want to save resources by only render the widget is there a method for it ?

proud hull
trim matrix
#

I allready did this but it is taking so much gpu resources 45% gpu Ussage

#

for only a widget and thats it

silk roost
#

how i could possible pause/start AI execution on custom event ?

proud hull
silk roost
#

yeah

proud hull
#

Add a new boolean to your blackboard and have everything test for it.

silk roost
#

and add it on top BT ?

proud hull
#

Each node off of the main sequence node should test to see if this boolean is set. If it is, abort self.

#

Or actually, you can do it off the root node or something too. Since it is a pause.

#

I'm thinking back to when I helped someone else out with an issue where they wanted their child ai to stop everything it is doing when the parent calls for it.

marble echo
trim matrix
#

U need to click to something on the map and add the overlap note

#

It should be for example EventOnActor Begin Overlap (trigger box) but if there is no โ€œ()โ€ itโ€™s not overlapping

maiden wadi
#

@marble echo Are you getting the Cast Failed print?

marble echo
#

i am yes

maiden wadi
#

Then whatever you're overlapping isn't of that cast's class type.

#

Or a child class of it.

marble echo
#

they should be the exact same things

maiden wadi
#

What is WetClothesSound?

marble echo
#

wetclothessound is a trigger box that plays a sound when the player touches water

proud hull
#

@marble echo you could always print out "Other Actor" to see what actually is triggering the overlap.

maiden wadi
#

Is it an actor class?

marble echo
#

it is yes

maiden wadi
#

Dunno then. But if that cast fails, then whatever actor triggered the overlap isn't of that type. Slash makes a good point though, you might print out the display name for the overlapped actor.

odd roost
#

Why not attach the sound to the actor?

#

The player I mean

maiden wadi
#

It's not a sound. It's a trigger volume that makes a sound.

proud hull
marble echo
odd roost
#

Right but you can attach the sound to the player and just play it when the touches it?

marble echo
#

i only want the sound to play on the way out of the water, so on first pass it doesnt play

marble echo
#

and set the variable up in?

proud hull
#

In that screenshot, what blueprint is that?

marble echo
#

thats the player touching the WaterDetector, which is where the blueprint screenshot is from

proud hull
#

If it is a noise based on the level, you could do this all in the level blueprint.

#

Both routes should work though, its all preference.

marble echo
#

well i would prefer any situation where it works atm lol

silk roost
#

why play sound from separate blueprint?

#

just add it to character blueprint ?

marble echo
#

but then i have to cast to the trigger box?

silk roost
#

i would say use blueprint interface

proud hull
#

So that was the blueprint that contains the trigger box?

marble echo
#

yea thats right

proud hull
#

What kind of water system you using?

marble echo
#

there are 2 bp actors with 2 trigger boxes

#

default physics volume

proud hull
#

Not the 4.26 water? Only ask since I think 4.26 has a way to determine if the character is in the water without trigger boxes.

marble echo
#

nah this is 2.5 unfortunately

proud hull
#

So yeah, cast to thirdpersoncharacter, to make sure it is the player that is passing through the trigger box, unless you want anything to trigger it.

marble echo
#

its just the player, ill try that thanks

proud hull
#

If it is the player, meaning cast is successful, you can then:
For the top trigger box, play sound only if certain boolean is true, then set that boolean false.
For the lower trigger box, set boolean true.

marble echo
#

thats what this is supppsed to be doing yea

#

ill cast to thirdpersoncharacter and set up the bool there

proud hull
#

Yep, you want the bool there, easier to get the reference.

marble echo
proud hull
#

Drag from the cast result and then get touched water. It is expecting the wet clothes version still. That node can be deleted.

#

Also, use other actor pin. You want to test that.

odd roost
#

Make sure you compile

proud hull
#

So cast from other actor pin to test if the other actor you collide with is the player.

#

If you cast from get player character node, it will always return true, hehe.

marble echo
maiden wadi
#

@marble echo On a side note, if your trigger is another actor, it might be easier to simply do the overlaps there. It'd keep your character class cleaner. And you only really need one trigger for that instead of two. On Overlap, cast to your character class, if successful, get it's velocity, if the Z in it's velocity is positive, it's going upwards. You can play the sound and set the character's Touched Water bool. Then you only need one trigger and it's not in the character class.

marble echo
#

alright, think i see what you mean, thank you

odd roost
#

I would just add a tag to the player and on end overlap check for tags

proud hull
#

@marble echo This should be one trigger anyways, utilizing the on end overlap event. The player can only exit from one side of the trigger box (the top) so no need to even check the velocity. Just on begin overlap, sets boolean for touching water to true, then on end overlap plays sound if it is true.

#

Or you can even simply play sound on end overlap with only checking if it is the player first. No boolean to set unless it is needed for something else.

odd roost
#

in your character, class defaults

marble echo
#

interesting, thanks everyone, ill use this stuff going forward

chrome kraken
maiden wadi
#

@chrome kraken If you have an array or whatever that you're populating that off of, just reverse the array.

chrome kraken
#

is it "Reverse For Each Loop"?

maiden wadi
#

You can either split the logic and do the same thing with a Reverse loop, but I'd recommend just running the array into a function that outputs a reversed version of the array. It'll keep your looped adding logic the same.

chrome kraken
#

is there any example i can look at to make the reverse function?

maiden wadi
#

It's more or less just a reverse loop over the array. Functions make it easier by allowing you to create a secondary temp array to add to and return from like this.

#

If it's a one time thing, you can possibly just do the reverse loop. But if you find yourself reversing arrays often, I'd probably make a function out of it.

chrome kraken
maiden wadi
#

Looks right.

chrome kraken
#

what does the target need to be?

odd roost
#

Doesn't actually seem like the reverse loop works

#

oh yeah it does lol

#

bottom to top

worthy frost
#

looks good to me

chrome kraken
#

how would i reverse an int like 1-2-3 to 3-2-1?

worthy frost
#

int or array of ints?

chrome kraken
#

well i realized i use an int to ping my api which makes the list go from new to old, in theory if i reverse the int, it would solve my issue.

#

this is how the int is set before the api is called

odd roost
#

You'd just need to math it out

#

Maybe you can get length of array, set it as a variable and decrement each time you run it?

#

you would probably need a do once when you set it the first time and when you're done displaying the messages, reset the do once

dawn gazelle
atomic prairie
#

Hey! someone know how detect if the player use a playsation controller or a xbox controller?

odd roost
#

There maybe be but Iโ€™m unsure. If there isnโ€™t you can have them set a variable in the settings that updates the icons

atomic prairie
#

so the player need to change that manually? hmm i'm trying to detect but i can call only the button and not a specific gamepad button

odd roost
#

That is just a solution off the top of my head. I've never delved into that area so it may be possible.

atomic prairie
#

haha yea it's a solution!

odd roost
#

lol

atomic prairie
#

a lot of games switch when we connect gamepad or press key, so i'm trying to find how they doing, but i can use your solution for the moment!

odd roost
#

Looks like there is an inexpensive plug in on the marketplace for it but it doesn't detect Xbox versus PS

atomic prairie
#

Oh thanks!

#

I'm gonna look that

odd roost
#

looks like they're handling it the way I suggested

atomic prairie
#

Yea haha

harsh topaz
#

Hi, does anyone know how i can enable keyboard input when the game is in pause mode, I need to be able to have keyboard inputs to unpause the game

odd roost
#

something like this?

harsh topaz
#

oh wow

#

i didnt

odd roost
#

yeah lol

#

I just now found that out too

harsh topaz
#

ooohh

#

nice

#

tysm

odd roost
#

your question actually solved something I was putting off haha

#

thank you lol

harsh topaz
#

you're welcome

odd roost
#

haha

harsh topaz
#

if you feel very thankful, i will accept your gratitude in the form of a paypal donation

harsh topaz
#

nah im jk

odd roost
#

I know haha

shadow saddle
#

ok so idk if this is buy or not

#

if u set timer using begin play

#

or event tick

#

and u try to clear it

#

it wont stop

#

but if u trigger manually like pressing a button

#

it will stop

odd roost
#

Drag off the timer and prompt the variable

#

When you want it to stop get the variable and clear

shadow saddle
#

no

#

it wont

#

i tried everything

odd roost
#

It will never clear on a tick

shadow saddle
#

even on begin play

#

it wont clear

#

is it normal

#

its running on 0.01 sec

odd roost
#

No

#

I literally use it everyday so something else is causing it

#

Run a print string on the clear

shadow saddle
#

the print string still running

odd roost
#

How are you cleaning it?

shadow saddle
#

clear and invalidate

#

timer by handle node

#

is it somethin have to do with

#

running at 0.01 sec

odd roost
#

And the print string shows that it is firing when you clear it?

shadow saddle
#

yes

#

4.25

odd roost
#

Is there a delay in your event?

shadow saddle
#

no

#

i only have begin play-> start timer

#

and a button that triggere

#

stop timer

#

let me test in other project

odd roost
#

Yeah something is up because I have plenty of times starting on begin play that I pause or clear

#

And yes, even ones that hit every 0.01 seconds

shadow saddle
#

i dun evne know where i do wrong

#

gosh

odd roost
#

Create a new one and try to kill that one

#

One that does nothing but print a string

shadow saddle
#

this is what i did

odd roost
shadow saddle
#

ok that is very stupid

odd roost
#

that is off begin play and I clear or pause them

shadow saddle
#

i call the set timer on parent begin play

#

i try it on child

#

and it works

#

like wtf

odd roost
#

ah okay

shadow saddle
#

how does that even make any sense

odd roost
#

that makes sense

shadow saddle
#

how

#

i have this also

odd roost
#

because it is specific to the child?

#

I may not be understanding

shadow saddle
#

oHHHHHHHH
i know

#

the problem

#

i have two instance

#

in the game

dawn gazelle
#

...

shadow saddle
#

@odd roost thanks btw

desert flame
#

Ok so ive got NavMeshLink for enemies to jump up walls, which works. However, if the group of usually 2 or more, no one moves, they just stand on the point.
Im sure its them battling for it, anyway to fix this?
Like is there a way to cast to it and check/set a bool to see if its busy? Or increase the radius of touching the link?
If they can all use it at the same time, that would be preferable

odd roost
odd roost
desert flame
odd roost
#

Is the AI a Pawn or a Character? Does it have a character movement component?

desert flame
#

Character, yeah

odd roost
#

try this

desert flame
#

I set it to 800, didnt see any difference

odd roost
#

ah okay

desert flame
#

Oh wait, didnt have it ticked xD

odd roost
#

it just makes sure they are X units apart

#

they try to be anyways, it's not perfect

desert flame
#

It kinda just made them orbit around the point

odd roost
#

prevents them from lining up too

#

can you show your event?

#

maybe they are failing to reach it?

#

in their mind they are failing

rough jay
#

i think u should lower the value if they arent moving

desert flame
#

When theyre alone, they jump up perfectly, its just when there is more than one, they pushing eachother so they cant get to the point, but if they cant go near eachother they orbit around it.

rough jay
#

what happens if rvo is off

odd roost
#

Same I believe, they just bunch up and nothing happens, he had RVO off to begin

rough jay
#

try an avoidance of 50-100

desert flame
desert flame
odd roost
#

I don't know honestly. Maybe trying adding the actors to an array and do a for each loop? Clear the array on complete?

#

Instead of casting maybe add a Tag to the AI and check the tag?

desert flame
odd roost
#

second one probably wont works since you're getting a function in the character

#

maybe this?

desert flame
#

Thats the smart link's locations?

odd roost
#

seems like relative location is here

#

I don't know, I've never had this issue before. At least not as obvious as it is in your use case. I would set that thing to like 1000 and see what happends

simple crow
#

anyone know how the "find look at rotation" node works?

odd roost
simple crow
#

?

#

no like how does it get the look at rotation

odd roost
#

Sorry, was just providing an example of it in use

chrome kraken
#

how do i split 2021-1-1 into 3 strings?

simple crow
odd roost
#

have you checked you Mathew's vid on it?

simple crow
odd roost
simple crow
odd roost
#

not sure if this is helpful

odd roost
#

no idea if this actually works

desert flame
desert flame
odd roost
#

I just scaled them up

#

if you have show navigation enabled it doesn't seem to make the cylinder any bigger

desert flame
odd roost
#

The only other thing I would suggest, just to trouble shoot, is make their capsule radius 10 or 1 and see what happens

#

if that works, worst case scenario is you have an overlap box the shrinks their capsule radius when they're in it and sends it back to normal when they're out of it

desert flame
odd roost
#

yeah, and by default it is around 44?

#

What I've noticed playing around with just a simple nav link is that if the first actor fails, the rest just get stuck. They won't event come out of the start point if I run around them and make sure they see or hear me.

desert flame
desert flame
odd roost
#

nah, I just really started messing it, but there are a lot of things that you can adjust in the recastnavmesh-defualt actor

#

calling it a night, best of luck to you

minor lynx
#

i have this weirdness happening with my ai. I am using setactorrotation and it works fine without an rinterp but its jerky. When I use rinterp its smooth but if im within the range of my goto i can stan behind him and he wont turn

odd roost
#

had the same issue

minor lynx
#

im not sure why its doing it though

odd roost
#

I adjusted my look at actor function and this helped a lot

#

Basically, I had a wolf that wouldn't turn and attack the actor behind him most of the time

#

changing it to that set up helped greatly with getting him to turn

dusk basin
#

Is anyone here skilled with animations? for whatever reason this is happening when trying to switch to my walk jog and run blend space i feel like i broke the engine

minor lynx
odd roost
#

In my use case it is on any damage. I set the actor that damaged the animal and it rotates to face it the instigator

odd roost
dusk basin
#

no does it show the anim states that it goes too when playing and open? @odd roost

odd roost
#

It will if you open the anim graph and go into the state machine, make sure you select your actor from the drop down on the top right

#

It will show you each state that it enters, or gets stuck in

dusk basin
#

so in the world outliner make sure my actor is selected?

#

what exactly on the top right?

odd roost
#

nah, in your anim BP

#

I don't have UE open, send me a screen shot and I will circle it for you

dusk basin
odd roost
#

guess it is center lol

dusk basin
#

ah

odd roost
little dirge
#

Hi folks; trying to figure out if there is a way to cast/encapsulate a Blueprint Struct in a way that I can pass it to the List View -> Add Item node or if I simply have to use a Blueprint class derived from Object?

dusk basin
#

@odd roost yes it was stuck in one of my states thank you very much

odd roost
#

awesome

odd roost
#

like your pickup actor is based on a stuct, and using an interface you pass all the struct info into your Add Item function?

#

Or do you mean Add Item for an array?

little dirge
odd roost
#

what happens if you drag off item from Add Item and make struct? Can you do that?

#

I actually don't know anything about List View UMG so I would probably only send you on a Wild Untitled Goose Chase

#

Maybe this would be helpful, assuming you haven't read it already

#

Particularly post 14

little dirge
#

"The Listview needs an Object to handle it as one of its Items, so if your inventory is data only, then you may have to create objects just to pass them to the Listview just to act as mediators.
In the case of using a data table, the EntryWidget could pull the data from the Data Table.
If your items are Objects, they can just be passed to the listview. But still there may be another more practical option.

And that option is to have Mediator objects for each item slot. This should work for constant-sized inventories and would account for empty slots. Think Minecraft or Diablo (though this will not be about having one Item occupy several slots)."

I think this is what I was looking for. Thank you!

odd roost
#

Awesome

worldly jetty
#

i have my animation ready, all i need is the animation to play when no other animations are playing
how do i do that?

#

please ping while replying

worldly jetty
#

explain more please

rough jay
#

animation blueprint its a blueprint class

worldly jetty
#

i dont understand

rough jay
#

you know how you make an actor blueprint? animation blueprint

worldly jetty
#

no

#

maybe, not too sure

rough jay
#

right click > goto animation > click animation blueprint, u give ur mesh the animated blueprint then inside there do sum magic

worldly jetty
#

how do i give my mesh the blueprint

worldly jetty
#

confusing

#

๐Ÿค”

rough jay
worldly jetty
#

im there

#

but my animation isnt there

#

i have my animation in ue

#

but i am unable to put it into the anim class

rough jay
worldly jetty
#

on google?

#

youtube

#

or nodes

#

@rough jay

rough jay
worldly jetty
#

huh

rough jay
worldly jetty
#

okay

#

i want to make it do the animation Only when other animations arn't playing

worldly jetty
#

what

#

?

rough jay
worldly jetty
#

obviously not

rough jay
worldly jetty
#

๐Ÿ˜•

rough jay
# worldly jetty ๐Ÿ˜•

If this happens set a boolean to be TRUE and that fukin boolean can be used IF THE boolean = TRUE do this IF the shit is FALSE DO WHATEVER I TELL IT TOO with the branch node

weak kindle
#

can l cast to level blueprint thought my pawn ?

worldly jetty
#

what is happenening

rough jay
worldly jetty
#

yes

#

i do have knowledge on computers and a bit of unity

#

i moved onto ue4 just yesterday

rough jay
worldly jetty
#

i know how they work decently enough

#

i just need the one thing i said

rough jay
#

u don't even know booleans idk how ur gonna call animations without bools

worldly jetty
#

i need for that to go back to the idle animation

#

but currently the animation isnt set to do that

#

@rough jay

rough jay
worldly jetty
#

oh okay

runic sparrow
#

I'm trying to set the location of an actor to be 70 units in front of my character and 100 to the right. I'm using the get forward vector function with some multiplication but it's not working the way I need it to. I also want it to work so that no matter which direction I'm facing, the sphere is always 70 to the right of my character and 100 in front.

atomic salmon
#

@runic sparrow you need to use GetActorLocation + GetActorForwardVector * 100 + GetActorRightVector * 70

runic sparrow
#

@atomic salmon Omg dude thank you so much, really appreciate it.

keen seal
atomic salmon
plain flare
#

Hey for example in box collision, If i use event actor begin overlap, it is not working if I'm inside box collision. I have to get out, and get inside to box, that's how it's working.
But I want to use an event that working if I'm inside collision. Is there any event like this ?

atomic salmon
keen seal
tight cobalt
#

Hi, i was wondering if anyone can help me on how should i approach this. I want to make enemy that throws boulders at player, i understand that i need to have Ai part of it, enemy bp, projectile, animations etc. But i want to have an indicator on the ground just before the monster throws the boulder of where the rock will land so the player have time to leave the location. What would be the good way of doing this?

gentle flare
#

Don't spose there's any way to change a actor based blueprint to be a pawn based one?

#

Following a tute and I got it wrong way back

#

Ah... phew... ok

heady spear
#

ehy guys i need to implement a basic pathfinding on my game, any suggestion on which algorithm to use with BPs?

earnest tangle
#

There's builtin navigation support in UE, have you tried that?

heady spear
#

i need to make my characters move on a grid, if i use the simple move to they go wherever they like to reach the destination

earnest tangle
#

Does the grid have obstacles they might need to navigate around?

odd granite
heady spear
#

yes, but the obstacles are easy to "dodge", characters simply pass near them, instead of going to other grids tiles

earnest tangle
#

Right... There might be a way to customize the movement part of the builtin navigation so that it would move in a grid like fashion, but not really sure how you'd go about doing that

#

You might be able to also implement bresenham's line algorithm for custom navigation within your grid

#

it should give you the shortest path between two points in a grid

#

if everything else fails, there's always A Star :)

heady spear
#

i was looking for A star in fact, but im having an hard time to implement it with blueprints, but i think theres no other way than some trial and error

earnest tangle
#

bresenham is a lot simpler since you don't need it to avoid obstacles

#

but I think "standard" bresenham would require you to allow diagonal movement within the grid, but I'd imagine there's probably a version of it which doesn't need that

#

if that's a problem

heady spear
#

i dont want diagonal movement, i need my chars to only move in horizontal or verticcal ways

earnest tangle
heady spear
#

oh tanks a lot

worldly jetty
#

please @ me when replying

solemn parcel
#

I'm trying to smooth the progress of the stamina bar i'm doing using an InterpToConstant. This is, whenever i'm put a lower number on interp speed, the stamina decrease is much more slow than the 3.0/100 by tick I want it to.

#

What im I doing wrong ?

maiden wadi
#

@solemn parcel I strongly recommend doing this in the UI. Rather than affecting the actual stamina variable, do some logic on the actual progressbar, or text that displays the stamina.

solemn parcel
#

im taking this into account

#

ill start all over again then !

maiden wadi
#

@tight cobalt Your best bet is likely to find a way to do the logic the same way you're doing the boulder throw. This comes down to how you do the boulder. A lot of games with AI fake this sort of thing. The rock would follow a predetermined path that is mathed out based on distance from the boss, etc, to make it look semi like it was thrown. The same logic could get used for displaying a decal on the ground. Alternatively, if the rock is something like a projectile component that's given a destination to hone to. You could create a temporary actor at the player's feet that is both the decal, and the homing for the projectile movement component, and give the projectile movement in the rock the right values to look like it's tossed, that one would be a little harder than the first to get right. Just comes down to displaying your hit location decal/effect at the correct location that correlates with however you're sending the rock to that location that looks good from the player's view.

worldly jetty
#

I have my animations imported into ue4, they work fine, but when i try to play them in game, they dont seem to work, please @ me when replying

#

๐Ÿ˜”

loud agate
#

I have a stupid question, I want to trigger a destroy actor in blueprint a from blueprint b

#

both aren't level blueprint

proud hull
#

@loud agate There are many ways to allow blueprints to communicate with each other. Choosing the best method all depends on the specific situation. This video is very long, but goes over blueprint communication in depth: https://www.youtube.com/watch?v=EM_HYqQdToE
If you provide a bit more context for your specific situation, I can help you narrow down which method would be best.

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
worthy frost
worldly jetty
#

ik

worthy frost
loud agate
#

I picked up Unreal a few days ago so I'm still learning noobish things ๐Ÿ˜‰

#

ended up using the blueprint interface message thingy

hexed parrot
#

havent set up anything in the construction script nor initialising anything really

rotund basalt
#

To infinity and beyond!

hexed parrot
#

i've set all the components back to their default values... geez its still going lmao help

#

okay nevermind... my localoffset in the Animation blueprint for the motioncontrollers is adding this offset continuously even tho the game hasnt been started

solemn parcel
#

So i still have no idea how to make it work. How the hell im I supposed to make these values interpolate between each other over

#

0.2 sec

#

I've tried Lerp, Interp, but the two of them make the values changing over time totally differently than what I want

rotund basalt
#

Timeline?

solemn parcel
#

I've tried, but for some reason i'm struggling to make it work

#

Timeline is the closest I got so far, but I cannot use it in a Function so i'm not a huge fan

cobalt bluff
#

I can't get a reference to Layers Subsystem. I am using unreal engine 4.26. What do I do wrong?

crystal oasis
#

I am Quite new to Unreal Engine and i was making a game and following a tutorial it is suppose to lock rotation but the cube still rotates when you jump on it Any Help would really appreciate

#

Anyone

long smelt
#

Are you calling the LockAllRotations function?

crystal oasis
#

yes

long smelt
#
  1. Where from?
  2. Have you put a print string to make sure you're definitely calling the function?
crystal oasis
#

example i am using event begin play

#

print string does not work

long smelt
#

so it doesn't print the string on begin play?

crystal oasis
#

no i need it to lock the rotation of an object in game

long smelt
#

the print string is visual evidence that the function is called

crystal oasis
#

ok BUT I HAVE A WIDGET ON SCREEN SO I DONT THINK I WILL SEE IT

#

LEMME REMOVE IT then check

long smelt
#

it will be printed in the output log

crystal oasis
#

most definitely not being called

long smelt
#

show your begin play function then

long smelt
#

cast to BP_Player_Ball failing. What is your player pawn class set as in the GameMode

crystal oasis
#

All of it

#

bp _player _ball

long smelt
#

put a print string after the cast, guarantee you it's not being called

crystal oasis
#

kk

orchid garden
#

just run a printstring off the failed node. if it fails it'll print a string.

crystal oasis
#

ok it printed so did it fail?

orchid garden
#

was the printstring off the failed node?

crystal oasis
#

before it

#

then noooo

#

let me put it before it

#

afk

orchid garden
#

attach the print string to the failed node.

crystal oasis
#

ok

orchid garden
#

best method to check for a failed cast.

crystal oasis
#

IT DID NOT FAIL

#

NO mesage was printed

#

AND MY ISSUE IS THAT THE CUBE ROTATES WHEN I DO NOT WANT IT TO

orchid garden
#

so its making it past that point. do you have the var set that your using in the lockallrotation set to a object reference?

crystal oasis
#

NO

orchid garden
#

so ... in lockallrotation your locking the rotation on a null object?

long smelt
#

yeah that's gonna be a problem ๐Ÿ˜›

radiant rapids
#

is there a way to apply a "force" to rotation only on a physicsobject? so the object starts spining but doesnt effect movement

#

if you get what i mean

orchid garden
#

think we found the problem ๐Ÿ™‚ for Atominus

crystal oasis
#

yey

#

thanks

long smelt
#

or AddAngularImpulse?

orchid garden
#

a lerp rotation maybe?

long smelt
#

There is AddAngularImpulseInDegrees, AddAngularImpulseInRadians, and also AddTorque... versions of those

radiant rapids
#

Couldnt get AddTorque to work but angular impulse did, thanks โค๏ธ

north bay
#

Hi guys

For practising Multiplayer, I'm making a simple mini game where players need to collect coins, the one who owns the most coins when the time limit is done wins.

What would be a nice approach for saving the coin amount for each individual player?

orchid garden
#

im just guessing there... haven't tried adding rotation to physics objects... but you might get better answers at #legacy-physics @radiant rapids

orchid garden
maiden wadi
#

Save the coin count as an integer in the PlayerState. PlayerState array can be easily retrieved in full from the Gamestate. When the game ends, all you need to do is iterate over the player array, cast to your player state class, get the highest scored playerstate, and that'll be your winning player. You can also place a name in there if you want to easily correlate with the score.

cloud bridge
#

how can i change new actor's scale based on specific instance? when i put values its always relative to the source

north bay
#

Thanks for the tips @orchid garden @maiden wadi , really appreciate!

orchid garden
#

hey @maiden wadi i got another one for you ๐Ÿ˜‰ just looking for a suggestion ;)
I have a master container, then off that im going to have things like campfires, forges, chests, etc. as child containers, should I just go about overriding the master for the interaction effects?

Example - the masters standard action is to open the container, no effects happening.
The campfires standard action is to turn on/off and play a little animation, and activate a sprite and light when turned on, so I took and overrode the Start Interaction event and added the appropriate coding for that container:

#

should i be going about it that way from the master, or do you have a different suggestion?

indigo bough
#

Hey folks, slight theory-block for me this evening. Trying to shift the camera position of the player towards the direction of the mouse when 'aiming' with right click. Essentially revealing more of the environment in the direction the player is aiming. Not sure how I would offset the position smoothly, but with a limiter to avoid 'overstretching'. Any ideas would be massively helpful, thank you!

#

(Ideal solution wouldn't offset the camera in the mouse direction by an exact amount, but proportional depending on the distance of the mouse position from the player, so a closer mouse wouldn't really move the camera at all)

orchid garden
#

get the world location of the mouse pointer (like you are for placing the objects) then get the look at direction of the mouse world location and use a transform rotation to turn the player to the mouse ? just a guess if im understanding what your wanting to do.

indigo bough
#

LookAt! Yes, I think that might have been the block in my thinking. I suppose then using distance from the two world locations to determine the offset distance (with a max)

#

One of those days, haha. Thanks @orchid garden

orchid garden
#

haha i know that feeling

loud agate
#

got another question

#

Trying to play a movie inside the engine, I set up the entire thing and it works fine, but in an actor blueprint I can't store the media player type, it lets me choose a material instead

#

over at the level blueprint (or UObjects in general) it's red and proper

#

but I'm not sure how I can trigger it manually when it's inside that class of blueprint, is it possible to communicate from Actor blueprints to UObjects?

orchid garden
loud agate
#

Awesome, thanks ๐Ÿ™‚

#

it actually just showed up proper in the actor BP as well

#

so idk wtf was wrong

crystal oasis
#

I MADE A REFRENCE TO AN OBJECT I WANT NOT TO ROTATE BUT WHEN I TRY TO CONNECT IT IT DOES NOT ACCEPT ANY HELP

orchid garden
#

maybe need to do a engine restart, i've run across serveral things not 'working right' till i did @loud agate (4.25.4 version)

dusk basin
#

quick question im trying to call an event from a interface to my players controller my problem is is since my project is multiplayer i need to get a specific player controller from my hit actors on capsuletracebychannel any suggestions on how to do that?

crystal oasis
#

ANYONE

orchid garden
# crystal oasis ANYONE

try redoing the lock calls off the pin of the reference instead of connecting them to the existing, if the object type changed, it won't let you connect to the existing

dusk basin
dawn gazelle
dusk basin
#

a blueprint component

dawn gazelle
#

Which is attached to what?