#blueprint
402296 messages Β· Page 599 of 403
Anyone able to point me in the right direction of making a multiplayer game? I need to get name inputs of players and get all players to be able to join in on a listening server.
so I find myself wanted to put a box behind some buttons.. but now its like.. maybe just make the buttons a widget.. and then include that widget in another widget.. since some of the things like border only accepts one child
nm.. version 2 lol.. not needed
this should render without your player (owning character being the player reference):
(scene capture image is the capture camera) @wooden holly
And what do I use here?
the actor you don't want it to render
and do you know where I get the character?
get a reference to your player character and attach it there
Like this?
yep
and what do I need to do next?
?
it doesn't work yet π¦
needs to be connected to something like your begin play
you don't
But I also need to connect it to my HUD Widget
just connect it up after that.
So I have it now like this, but it still doesn't work π¦
yep
Do you know why?
did you change the render mode of the camera like i showed?
oh no
sorry I forgot
okay looks better, but now the minimap doesn't work anymore
the arrow is just an image
hrm odd... i didn't have to add things to the show only on mine :/
anyone know why??
yeah but it seems to be hiding everything not just the player :/
good evening you lovely lot, bit of a weird question time - are there any neat shorthand ways/blueprint nodes i can use to do something but only if a value has changed since last time i hit that node?
okay thanks @orchid garden for the help. I think I'll leave it today as it is π
@wooden holly try this istead, seems to work the same as that should of:
don't forget to set render mode
Iβve made a custom blueprint triggerbox, now is there any way to turn all the old triggerboxes I placed into the new bp version, so I donβt have to replace them?
Or copy the coordinates from the old to the new, I edited them with brush tool so they have custom shapes
@coarse forge I do that often with my widgets. For example, if you want a button with a simple border with the same normal button functionality.
hey guys do you mind taking a look at my question ?#ue4-general message
@coarse forge Then you can just reuse the button where ever with a few changes to the exposed values that you want, like different materials, or colors.
@shy path You mean in your level? Replacing them with the new one in editor?
Think of Begin Play as a function. In code you can't define a function twice
@maiden wadi yes
@shy path Try selecting one of the old ones, and using the Replace Selected Actors With.
That works, but changes the scale
And the thing is I spent some time making the volumes perfect with the brush tool, but I canβt move the vertices around now that itβs a triggerbox.
When I spawn a spear in my game I use GetActorRotation as an input to Make Transform, which is plugged into SpawnActor.
But now I want to rotate the spear a bit, like 30 or 40 degrees upwards, but I don't know what to plug in between GetActorRotation and MakeTransform.
Any tips on what I could use? π
Not a math wiz, so I am not sure what to do...
Converting the rotation to a vector, add 0,40,0 to it, and then turning it back to a rotation?
Can't seem to find a node that would let me add 40 degrees to the rotation. :/
Tried this, did not work. No rotation added.
Will try your other suggestion now.
Works like a charm, and now I learned that you can split the imputs! :)
Thanks a bunch, @sick creek !
np π
How do you solve "Failed import for bool property referenced by export Function" for blueprints? I get that every time I load the engine but the property it complains on compiles fine and runs fine in game
hello, is there a way to get how many cells of a destructible mesh are still not destroyed ?
These two nodes count from -1 to 1 right ? Does it count 0.00 ?
you know that's going to return true for every number, right?
So less or equal in that example count from 1 to -infinite ?
nope
Adding a 'And' Boolean would make more sense to clamp between 1 and -1 ?
if you replace the OR with AND then it'd only be true for numbers -1 to 1
yep
with OR all numbers return true
I just realised thati'm so tired my code doesn't make sense anymore
so that is what i'm saying, a '+1' as equal or less float will take into account +1, 0, -1, all numbers in between and all number after -1 ?
<= 1 means 1 and everything below
Thanks a lot
Is there any way to access navmesh data via blueprints? I'm poking influence maps and I think it would be best if I used the navmesh as a basis for the map itself, kinda like Killzone did
@drifting vortex
i think everyones been there at one point or another lol
Guys can sb. help me?
I have an attack anim montage (a long combo animation) with root motion enabled and I would like to use notifies to rotate my player between every single attack of the long combo. I would really appreciate it also it would be nice if this could be done in BP
Basically I want the player to be able to correct the direction of his or her attack in case the target is moving/running around
Does anyone have any clue on why this is not working?
This is supposed to move character when joystick on VR controller is activated, but it does nothing
Someone know why this node show in red ?
The reference no longer exists. Just right-click on it and select refresh
Thanks
did not know you could do that lol
Is there a way to launch all enemy AI that have a tag?
that target can u just put foreachloop and the blue nodes connect?
fuck, yeah
is there a launch node that takes actor as input?
ive figured it out, thanks for that for each loop π
Wondering is someone could help me figure out this issue, how can i fix the bottom part
That cast node you have there requires you to attach execution paths to either end. You should probably place it before the Set Percent node.
Plus, I'm not sure if your player reference variable is going to be of the same class hierarchy as WB_HUD.
how to remove an array item if it's not being hit anymore by a multitrace (multiSphereTraceByChannel)? the trace channel 'pawnV2' has the response set to 'overlap' so I can get multiple hits at once
im trying to make a pawn know if its player 2
im pretty sure thats just getting all actors with the specific class and tag so it invalidates trying to go by tagand getting the actors purely off the tag im pretty sure
but i cant seem to get theplayer controller id of the player that is possesing my pawn
how do i do that
Charecter BP now pawn
best i can do is this
Probably want to clear your "Aim Tag Array" variable before your loop?
removeitem
I know this, but I can't seem to find a way to see if the said actor is still hit by the multi trace
dude, that was on point!
thanks a lot!
Thank you
Just asking to understand it, cause it confused me in a video.
Isn't Blocking Hit the same as the Return Value from LineTraceByChannel?
Yeah it had a discount i believe and thought it was nice so i grabbed it xD
can anyone help a noob out real quick? holding shift speeds up my character but my sprint animation isn't working π¦
imma add that to my wishlist 
Did you update your blend space to include the sprint animation?
yep
Also the min/max values in the blend space?
also I didn't update
max really
New blend space is ok too, can you show a screenshot of it?
No. A return value on a trace means that it has some data for you in your Out Hit and I believe Blocking hit refers specifically to "blocked" hit results which are different from overlaps.
The whole blend space if you can. Include the details to see the values. Also a screenshot of your animation blueprint.
okay
anyone ever run into a bug where values arent being saved on a child bp?
if yes what was the work around hah
only the top part is the run animation
maybe thats the issue but I doubt it because I've messed around with it a bit
Thanks, guess will look more into it. I still don't understand the difference cause return values says it's true when it hit something but i don't know what a 'blocking' hit is rn.
Example: You could have a sniper rifle ability where you want to shoot through a wall but also leave a mark on that wall when it is hit. That would mean you should be using a blocked trace channel for the character, but has an overlap for static meshes. So then you can get 2 results from your trace, one that blocks and one that does not, the overlap hit would be the wall, the character would be the hit.
Both my players have an id of 0
Can 2 Players have the same id
im confused
This an online multiplayer game you're trying to set up or local multiplayer?
Both
i want it to be both
but im working on local right now
Ahh now i understood it thanks π
What are each of the animations there, from top to bottom? Run, walk, idle, walk backwards, but there are 5 of them I see and you have 4 animations?
the other four are all walk animations, the top is run
Player controllers do not replicate and do not know about other player controllers, so they always return 0. Your game mode is the only place that would be able to determine which particular controller ID # any specific controller is.
You should include all the animations in the same blend space. Also you might want to use a 1D blend space instead of 2D, unless you will be including strafing later on.
I'll prob include crouching and strafing later
fuck wait-
maybe I should've included the idle at the bottom
crouching will be its own separate blend space later
But all regular movements can be in the same one.
at the bottom
oh okay
Set speed to start at a lower number, you can even do negative numbers to include your walk backward animation.
currently I don't have walk backwards and everything, for the game I'm making I'm starting basic
Okay, so go with 0 to whatever you sprint speed is.
Then the bottom will be idle, walk set to your maximum walking animation speed, sprint set to your maximum sprint speed.
whoops caps
We then have to move into your animation blueprint to check and see how speed is set there.
oh okay
yeah doesn't work : (
it's fine, thanks for the help!
Still need to setup the animation blueprint, haha.
I'll try again after I have dinner
how do I create a static mesh component at runtime with blueprints?
Hey, I'm kinda new to blueprinting and I am working on a VR shooting game. I have made the gun shoot when pressing the trigger, however it doesn't matter if the gun is in the hand or not, the gun will shoot regardless.
I made a boolean, and branch
But when I call the condition for the branch, it says this blueprint (self) is not a blueprint
Idk if this even makes sense
how about a screenshot of what you've done? I've never seen that sort of error before.
So in that first screenshot, you're trying to get a reference to a boolean in a different blueprint. You need a reference to the object that has that boolean going into that node that has the error.
The first screenshot is in your character, yes?
ok, that's fine. the component that you created - is that already added on your pawn?
I created it in my Gun blueprint, where the trigger action is.
Oh I tried adding it, but thats where im getting the error.
When I create the branch, im trying to add the condition bool29, because I set it in the Motion controller Pawn
Hey everyone! I have a problem here and would appreciate some ideas, cuz i'm kinda noobish ^^ I'm in first person and want my ducking to go smoothly and not so abrupt. This is my solution so far, so i can use the camera lag on the spring arm, ,but i'm not so pleased with the outcome yet.
In my game you jump alot so its important that the camera flows when u jump onto somthin higher for example
not up and down all the time
but i have no clue bout interps and stuff
Ok, so you have a component (which is where you're trying to do this test) that is attached to a Gun actor. And you want the boolean value from your pawn, yes?
Yes
You could do it using this... But you need the specific class of the component. Then from there, you should be able to drag the return pin to the node with the error.
This is kinda what I meant. The bool component call "bool29" is created in the gun blueprint, as you can see I set the bool value. Now Im trying to get the bool29 value in the second screenshot, however i do not know how to set up the connection between these two blueprint
That seems like it would help
I meant second screenshot^
mh
I have a get game mode node behind an authority switch, and it's still giving me null. Any ideas why that might be happening?
What BP are you calling get game mode from?
A custom BP actor I made that is placed in world and doesn't make the call until I walk over a collider. What is most strange is that my cast to my custom game mode doesn't fail, but the Game Mode Base function Get Num Players is returning 0.
No ideas how i could get smooth crouch in first person?
Okay...they're giving me null while im looking at them via breakpoints at runtime, but they're valid if i let the prints run. Welp, nevermind. guess it's an engine bug.
If you have a collider, and it overlaps several other colliders on the same frame( or tick) does its "On Component begin overlap" trigger once per collider overlapped or just once period
should trigger per collider but knowing the collision system it's probably not going to be happy
so if I have an on component begin overlap function for the black circle here overlapping 3 things on the same frame(an explosion for example), it will call the black circle's "On component begin overlap" event 3 times - once per red square?
You were close with what you have.
Make sure your timeline is set to however long you want the crouch motion to be, and set the value as 0 at the start, and 1 at the end.
ahhhh, thank u alot, i'll try it out and tell u in a min
Adjust the lerp value for how low you want to go as well.
I just did camera on mine as it was easily accessible
kk
You may also want to do something like this on Begin Play and fix the Lerp's 0 value to it.
thanks alot!! i try to play with the settings and tell u in a few mins if its workin β€οΈ
Yooooo, it works perfect. thanks alot!
Ure a legend
Yes, 3 times, one per square.
@quick lance Make sure you breakpoint past where you want to see the value. It doesn't show it if you breakpoint on the exact node that's getting it, because it'll break when that node is executed, and before it retrieves values from other functions.
if i create a bool that is set in the same blueprint and is public as you can see
could i call the "get bool" into another blueprint and if so what would the target be
this is basically same problem
as the one above
well exact
The target has to be the object that the bool is stored on.
its on another blueprint
Then you need to get a reference to that blueprint.
ive been trying to do that, dont know exactly how
does it need to be a sub class?
No. You need to set variables to the references of the things you're trying to use. For example, you have your interface call here... That "attach to" pin is going to be a reference to something. Perhaps you could feed back a reference to "self" back to that "attach to" object.
You need to create a variable on the thing that needs to store the reference. From that "attach to" pin, you may need to cast to the object type, then do a set to the newly created variable with a reference to self.
As an example...
I've created a reference variable called "interacted" that stores an "item" object reference.
This variables was created on my object "BP_PlayerController"
On my item, I'm using an interface, similar to you. and from it, I can get a reference to my player controller and set the interacted value to self.
That means I can reference that instance of item on my "BP_PlayerController" object by using the "Interacted" variable.
If anyone can help, I have a question.
I'm trying to implement level streaming for a level by level progression game. Is this a good option or is there a better one around?
So 1-1, 1-2, type of progression
Upon further testing in a toy example
it does generate 3 begin overlap events
but
I added a node to stop generating overlap events to see what happens, and even if it overlaps 3 things that all overlap on the same tick
when you set it to stop generating overlap events it will prevent it from seeing other overlap events that have yet to happen on that tick
I'm checking this because I want to disable my collider after it hits something, but also hit everything it overlaps.
So my current thought is to get all relevant overlapping actors on the first overlap event, do whatever collision logic to each of them, then disable overlap events so it doesn't call it for each overlapping actor
Would a sphere trace perhaps be better to use? Then you just get all the hit results that are nearby?
Hey how can I snap to the closest multiple of a number N using blueprints?
I am making a bomberman clone so I can play with my friends but I need to spawn the bomb on those specific areas
In my case the number is 50
I don't need help with the logic, more help with the blueprints part
In some cases maybe, but the specific example I'm looking at is a fast moving linear dash punch of a character with a big fist
my current plan is to have a collider sitting on the actor disabled until the punch happens
then activate it during the punch, looking just for overlaps with a specific class(enemies)
if it overlaps something part of the logic includes disabling it again because the punch is done.
If I were to use sphere traces I'd have to do it every frame, is that more efficient than having a collider doing the checking?
the variable type is of the type that the blueprint_gun class is
would this be able to access the bool29 variable in the other blueprint
@tranquil cloak I strongly recommend following this if you're new to how to handle references to objects. https://www.youtube.com/watch?v=EM_HYqQdToE
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...
i will check it out, thank you
@tranquil cloak In short to try to answer your question besides a two hour long video. Your variable is empty unless you've populated it. You've told it what "Type" of object it should use, but not which one specifically that it should point to. But I still recommend the video.
If youβre trying to access a different blueprint I think you have to use βCast To (blueprint)β
But I could be wrong, I am new
Because I'm terrible at vector maths, I'm having a hard time aligning a grid of points I've created to the axis of my ship. I thought this would be easy and they'd come in aligned because I used Relative Location, but clearly not. How do I compute them to stay in line with the x axis of the ship?
@hollow dust Casting does not get you a reference. Casting simply attempts to change the reference type.
is there anything i can use instead of event beginplay or a way to add a delay before it? i need to trigger something 2 seconds after the game starts
@maiden wadi Hey! Maybe u have a little moment to help me out again?
@quiet token What are you having trouble with?
i need the event beginplay to trigger two seconds after the game starts will it work im trying to fix a bug in the game
@vocal urchin It looks like your Grid Points are already in world space. How are you getting them in the first place? It may be easier to create them in local space based on the ship and then transform them to world space.
I'm using the "Create Grid Mesh Welded", and then pulling points from that.
Figured it would be easier. Also, how does one create coordinates in local space?
I want my player to keep only his forward momentum when he jumps, so the player can let go of the "W" key and still flies forward. And when then player is in air and pushes "A" or "D" for Strafing left or right, the input should be as if he'd push "W" and "A" together for example. I need this to make the player strafe a curve to the left for example.
@maiden wadi ^^
i added a slow motion feature to the game but if im using the slow motion and at the same time restarting the level the global time will stay the same as the slowmotion but it will start only about two seconds after the game starts i added this to try fix it but the problem is that the global time is 1 when i start but turn to 0.2 two seconds after the level restart
With this W and A together i mean, that in air while inputtin only left, the input should be forward + left
if im doing it on event tick and adding a print string is does print but on the begin play it wont
@quiet token Is this for a character class?
mycharactercontroller(self)
so the player bp
wich i'm controllin
mom i screen it for u
u saw it yesterday
The CharacterMovementComponent has some settings for better control while falling.
yeah i tweaked that
the thing i want to archive is that the player can let go of "forward" after he jumped, still maintaining his momentum in the direction he had at the moment he jumped. When pressin "left" in air then, he would just move the player a little to the left, but it want him to make a curve, like a bow to the left
this is what i have when i'm pressin manually "forward + left" in air right now, but i want it to feel more like a strafejump in counterstrike
@maiden wadi at the right of the 2nd pic there is the jump action
Thank you @dawn gazelle
@dawn gazelle also im spawning a bomb with a collider...I want the collider to be off till the character moves from the position and then turn on
How can I do so?
How can I set a blueprint to do substract or add based on the event that fires it?
In this case, I want lower door to substract, and raise door to add. Is there a way to do that without duplicating more boxes?
Put that logic into a function; boolean for input that controls a branch that determines what the function will output
I kinda figured out a working method but how can i change the 0 - 360 camera rotation to a proper set controller yaw. if i divide the mouse axis by 2.5 i get it pretty close but if you rotate the mouse around and around eventually itll be off. and this method is random so i dont like it. but im so new to UE4 and dont know how the controller works because theres rotations then YAW and axis.
Is there anyone who have used functiont Editor Apply Splines ?
link: ||https://docs.unrealengine.com/en-US/BlueprintAPI/Landscape/Editor/EditorApplySpline/index.html||
@vocal urchin don't know if you have a handy blueprint function for creating the grid in local space, but it shouldn't be too hard to do manually
you can also mark the Vector array in details panel as MakeEditWidget, it would create a small widget for every vector in it you can drag around, if you need to fine tune placement manually
once you have the local space array, you just call use TransformLocation node giving it a vector from the array and ship actors transform
and that will translate the coordinate from local into world space
(accounting for both rotation and scale)
is there no way to see the controller and its variable ? i dont understand how itsZ Axis / Yaw works because nothing adds up.
yaw rotates around the Z/up axis
a good rule of thumb is pitch is a nodding movement, yaw is a shaking head movement, roll is moving the head between the shoulders
Hi guys i have a static mesh i want to replace it with new static mesh according to player settings and i want to check if that mesh is changed
What best optimized method i can use ??
Like i have broken electrical cable i want to change it with new one
Does the node "is loaded" not work on instanced streamed levels? It gets to early "true", also "is loading assets" has the same problem
Thought about doing something similar in mine for wires and water lines., what i was thinking was turn it into a actor, stick a static mesh component in it for the broken wire, use that as your wire, then when the player fixes the wire just swap the static mesh inside the actor to the fixed mesh. You could even put your emitters for the broken wire sparks inside the actor and disable them when the wire is repaired.
So Static Component ?...
im using a Function fires with Construction Script Spawning the Broken Cable Static Mesh and changing that using another function destroying the old cable and spawning new one
So I've downloaded a new skeletal mesh character from the marketplace. I've created a BP for him. Added his Skeletal Mesh in the BP, copied a version of ThirdPersonCharacterAnimBP that I renamed, and used it as the Anim Class in the new Character BP. Yet the character isn't animated, why ?
but i want to be very short and useful method other than mine
you don't have to destroy the cable, just replace the mesh inside the actor
@solemn parcel is the mesh retargeted to the UE4 skeleton? that's typically why it isn't animated. When you say you copied a version of the animBP, did you just copy paste it or retarget it?
like this YAO - you take the component drag a pin off, and type 'set static mesh' then for the mesh that will be replacing it you attach a reference to that mesh to new mesh.
the nice thing about doing it in a actor is you can put all the functions for handling the cable getting fixed / broken inside of it.
my player dropped items work that way too, so i have 1 master that handles all player dropped items:
Hello. Can someone point me to some save load tutorials that handle level state. For example, when I load game I want all items that I picked to not show on the level.
Yes also i was using the Cable Component but its hard to replicate Thats why i switched to Static Mesh Cable Then i will set Broken Cables as a quest the player will fix the cables and count this completed mission
and thanks i will check and i hope we are not working on Same Project idea

haha doubtful π
β€οΈ
@zealous moth Thanks, I just copy paste before, now I retargeted and it works π
im really only working on my inventory system and player interaction system, after that I can decide what type of game I want to make heh π its a multipurpose inventory so could be used for just about anything.
Nice goodluck
Also another question please if you are working on Interaction system xD
Im trying to set a widget interaction with movement and draw a wire between UI and object
Like watchdogs widget
can you post a reference screenshot
ah watchdogs, yeah im not doing anything like that, least not yet
(fun game though heh)
I dont have ss i saw it somewhere like small window popup with wire conected to the object
@cold sinew typically the "widget" would be attached to an actor. You can definitely do this wire system using a spline but this will take a bit of math on your part on how to calculate it and how it works
Calculate the Widget screen position and the actor world location and the distance between them
Right ?
calculate whatever you want it to do
Hmmm also i will try it
you can project screen position to world and vice versa, but I can't imagine it having the effect that you're going for
but then again I can't really picture what you want currently
so hard to say
I will draw it wait xP
it's like a health bar but also it is connected to the main player character through a wire.
I get the concept I just don't see how it relates to a screen space widget
see how it has the interconnecting lines between the objects?
@dusty ibex check under the "basic game tutorial"
True
@dusty ibex it details how to do it and includes a demo for FPS games on persistent data
ah i see, so not to the player, i thought you meant that gamplay feature where he hacks, not the tooltip ui
Like the object when the player reachs close it will popup
you would just need to add an arm element with variable length.
Yes
for the popup, add to your character either a collision box or a raytrace. Collision box is probably way better. When intercepting, make it pop up
I was thinking to make it 3D widget and make it as a child actor inside each object i want to interact with
Or inside the main parent
And inherit it
@cold sinew is that screen space or is it world space? world space that's fairly simple, screen space to world space will be a challenge
in watchdogs its worldbased
Its world space i think because its spawns and resize according to player location and distance
should be fairly simple then, place it as a component on the interaction object
draw a line to it
done
all the info is right there in the actor
if you want it to also draw a line to the player you will have that information if the player overlaps the interaction in the first place
its a little more complex then that in watchdogs
Yes i wont it that complex just between interacted object and player small window
I wont all that wires and pointers
some items are item to item, so that concept would work @odd ember others are specific items in range, some just singular objects to players phone, some actors in x range.
there's a few ways you could make it work with other specific items in range
its pretty intresting how they did the whole cellphone hacking bit really π
Hello !!! Can you help me guys? I have a camera that goes through textures, how can I get textures to block it? I set textures to block the camera, but it still goes through textures. It also goes through the Camera blocking Volume
big teams xD
probably simplest would be to check overlapping actors of type when the player overlaps and use a loop to trace lines to them
it's not that hard
Why while my line trace hits that wall it hits LeftArm_StaticMesh ?
a simpler solution with more setup would be to set up an array that is editable where you can add actor entries that are then traced to when the player overlaps
I will try and record the result
on your camera boom:
yes, i do that.
From where is the line trace starts ??
@orchid garden
@cold sinew
A custom static mesh named ShootingPoint. The thing is the line trace detects this only against that wall for some reason
Are you sure the name of the wall is not Left Arm staticmesh ??
If its just with that wall
lol
I feel dumb
@orchid garden And texture have a camera block collision
π but thanks
Lol its happens no worry
have you tried google?
does the wall have collision?
I think he is using render target
because this sounds like something a google search could answer
Is that happening with all walls or just specific one
Try to scroll down from this window and set the collision channel and type blocking the camera
@cold sinew
hrm... idk wwyn, it should be blocking the camera with those settings and sense the mesh has collision...
Hey guys, wondering if I just get a little prompt in the right direction. I want to make a death scene for the player if they get caught. How can I do it so the sequence will player at the exact location of the character, and then face in the direction of where the enemy was? if that makes sense. Everything I've tried it looks the rotation if I want to do it in a sequence
all blocking, without camera(((
i litterally have the same camera settings, my mesh is set to 'blockall' for collision, static mesh in scene, and if my camera gets too close:
yours should be doing the same
Searched for it but I did not find anything that resembles it
does the mesh have complex collision? if not, what are the project collision settings?
looks like its simple collsion on the mesh CranzEstebogen from his screenshot.
hence why I'm asking
not if the project default has been edited for instance
and hunting down bugs you can never assert these things
hence why it's necessary to double check
Hey, I want to create an object in game. But if it is already exists, I dont want to create. How can I check that ?
Actually not object, it is widget blueprint
But it is not important part, I want to say "If it isn't exist, create that."
i honestly don't get where your coming from on this one cause if the project settings are set to use only complex then his character would be able to walk through the wall as well not just a camera issue.
again not if both the project default and the specific wall has been edited
still don't get where your coming from.
@odd ember I try to change arm and camera
just because you don't understand it doesn't mean it's wrong @orchid garden
just because you say "it works that way" doesn't mean its right @odd ember
I'm not saying "it works that way"
...
I'm saying there is a case that hasn't been checked, or double checked. you're making assumptions something is working even without checking
that's a surefire way to get bugs
im not making a assumption.
I'm not having this discussion
If the project is set to use complex collision, and the model is set to use the project default, and that model only has simple collsion, then the actor, and the camera would pass through the model. its a fact, not one being blocked and one not.
Can someone help with a blueprint problem?
Just explain your problem, best would be with screenshots.
Ok
the pawn and camera do not share collision settings. one could have one set of settings and the other, another. they could be set up in such way that one is going through while the other doesn't
this is especially true for collision, as collision is two way
No they don't share collsion settings but they share the collision with the WALL. doesn't matter if one is a complex collision object or a simple collision object, if the wall is simple and the project is set to Complex as default then both will STILL pass through the wall.
I have a solution to the problem, but since i'm a noob at blueprinting, I don't know how to implement it. Apparently it is quite simple, but this is how I did it. I think the problem is, they are in separate blueprints? The solution is, You need to set up a simple branch.
Set boolean to true when you pick up a gun and false when you let it drop.
Then just in your pawn add branch after the trigger and ask every time if it had been picked up before shooting.
strictly not true as certain things can be set up to work only per collision type:
Heres the screenshots
Reference about collision complexity flags and when to use them.
I have a solution to the problem, but since i'm a noob at blueprinting, I don't know how to implement it. Apparently it is quite simple, but this is how I did it. I think the problem is, they are in separate blueprints? The solution is, You need to set up a simple branch.
Set boolean to true when you pick up a gun and false when you let it drop.
Then just in your pawn add branch after the trigger and ask every time if it had been picked up before shooting.
this is especially relevant since camera will usually query complex collision and not simple
but yes just because you don't understand it doesn't mean it's wrong
this feels like the other day when you kept insisting the debugger would resolve the var set issue.
it wouldn't resolve it any more than you would use an xray machine to resolve a broken bone
it would show you what's causing it
actually it wouldn't of helped resolve the issue at all.
i will work on the Both stuff we have discussed above GL to me
just like i stated to you originally. but you kept insisting.
again, you're letting your assumptions drive your logic
no im not.
which is not how the world works
you gave bad advice.
@maiden wadi actually figured out what was happening and the debugger wouldn't of given any light to it. so yes, it was bad advice, do to the fact you couldn't even bother yourself to look at the screenshots showing what was going on before even saying anything.
@orchid garden this is the old method of Electrical Cable
lol yao, that looks like one of my testing bp's lol
its long story π
its checking the broken cable location and calculating the bottom and opening gate to set the height of the cable using collision sphere and preview cable when you done it will start spawning the Main Cable Mesh
cause @maiden wadi is awesome, helps so much π
@sick creek yes he is π great guy
hey, I change the text with a functions, but is it possible to change the font too with a function?
Oh yea ofc, thanks!!!!
@orchid garden @cold sinew Yes, it is glitch. I change Camera and arm, and all is worked. Thanks Guys!
https://gyazo.com/0806180f8cb3dc0446f23805c01bcfa0 Does someone know why my mouse linetrace doesnt work ? π¦ it looks good i dont understand https://gyazo.com/eb496b38d4b8aceec5cfcf9f7e847ef3
how to cast to a child object of a bp? i cant use the master bp to cast to its children
you should be able to, but either way casting is the same, through the cast node
you could use an interface
If you have too many classes to attempt to cast to, then perhaps an interface may be a better solution.
the getclass?
ah interface call
even if you set up everything correctly
4.26?
It's not buggy, you're doing something wrong.
interface calls work in 4.25
im using them in 4.25
i tried it to do for a half day
think went throught all possible options i could find then.
can do it again, but it will result pretty shure with the same issue
and in your class settings you added it to the one thats recieving the call?
i had issues getting widgets to do interface calls but actors / pawns seem to work fine for me.
idk
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...
Just watch the bit about interfaces.
nah i have them in my master classes for my objects.
screenshot?
... you need to override it
after adding the interface did you compile it ?
ofc
hey, im having trouble removing a single widget from my viewport. i have an invisible prompt to give the player instructions but when i leave the box it doesnt remove from parent
if you type in the name of your interface call it doesn't show anything?
Sample of using Blueprint Interfaces to communicate with multiple Blueprints at once.
@hollow drift
untick context sensitive and see if that works
If you have a return value you cannot make it an event, only a function.
oh and you know whats funny is?
if i add a second fuinction
it appears
and if i rename it or delete it in my masterpawn bp it newer comes up again
rip
sense its a function you have to do it like:
where new_function_0 would be the name of your interface
You cannot have a return value set on your interface function if you want it to be an event. Events do not have return values. Create another interface function and do not add a return value. You can then right click on it in the blueprint that is implementing your interface and select "Implement function"
lmao I cannot believe I missed that
ouu
mercii. that make sence
Mynotworkingfunction is now a workingfunction
ty a lot @dawn gazelle π
ah i see its indicating by color
can someone help why my linetrace does that ? thanks
i tryed to do a proper linetrace but it did the same
In that code, you're setting the hit actor's location to the location of the hit.
it is supposed to do that : https://gyazo.com/faf1c202c45f7cffb0cc2065d232654f as you can see at the end the linetrace doesnt work anymore
hmm i see, isnt that what i want ? x)
It is what you want
you're issue is due to the fact your trace is hitting the object you're moving
And i want it to touch the ground right ?
on mouse button down you should check what actor is under your cursor
then you store that actor in a variable and clear the variable on mouse button up
assuming you clicked on a actor you're allowed to move of course
then on tick if the variable is valid you do a trace ignoring that actor and use it to set the location
I will try thanks you π i'm not sure of what i am doing i'm stuck for hours on this now lol
you'll have to use a proper line trace in order to plug your variable in the array ActorsToIgnore
Like this ? It is not moving :v
did you set the variable anywhere?
and there is an error on the node "set actor location" because i didnt set yeah :v
i can set it next to the linetrace ?
https://gyazo.com/d32b56e029b71e0fb975c2852aeb5e25 i did it like this
and i get this when i get it back again https://gyazo.com/ab8e741f1c838417ab265a819a863eeb
hrm... question.... so i have maps set in my project file:
is it working for you ?
is there anyway to get 'play in standalone' to load the game default map instead of the editor default?
welcome to the depths of depravity that is this channel
Lol :v
Shouldn't using the "Enable Input" node make the actor in question receive inputs from the player with the highest priority? π€
Not entirely sure why but it seems to be doing absolutely nothing, the input events in the actor aren't receiving any events despite calling that...
slight adjustement but it works
That one's a mystery to me.
Try setting the game default map to nothing and then select NewWorld
Some say that worked, but I just made an empty project and migrate all the files
Omg, thanks you, i made it work the problem was the set of the variable, i had to do a cast inside my widget (where i spawn the wall) and then use this variable :v
The problem seems to be that the actor is not even put into the input stack for some reason...
yeah its loading the editor map, i was just wondering if there was a way to make it load the game map instead for testing without switching from my work in progress map.
You are damn fast ahah, is there a way to get inside the Widget to use his Tick ? i'm in my character and it would be better if i use the tick inside the Widget no ? ^^
So i could use the linetrace in the widget that was already made
i'll advise to do it in the controller
custom timer?
Hey everyone! I was wondering if anyone had any guidance on the best way to attach an actor to another actor at a specific location (such as a bone socket in this instance).
I'm working on a horse riding system, and I can use Attach Component To Component to attach the player character's body mesh to the horse's body mesh at specific bone socket called "MountPoint", but then there's no real way to detach it afterwards
I've tried using "detach component" but that doesn't appear to do anything at all. I've even tried destroying the component I attached to, plus the actor (horse) itself, but once I use Attach Component To Component, the player is always stuck in that location afterwards
@odd ember i know what Yaw does but nothing i do allows my camera boom to be exactly the same angle / axis as my controller and theres no way to set controller yaw only add
... add yaw input?
you'd want to do that in the controller, though. there's also set control rotation
which you can break apart and use the yaw of
Hey Hey! Does anyone know how i POSSIBLY could make a Strafejump like in Counterstrike? I'm too noob and all information i find isnt useful to me.
cant you use?
no because i dont want to use the controllers yaw can never get the camera right then.
so what do you want to use then? if it's just the camera then turn off control rotation and see if you fare better
so the problem i had with the thirdperson setup was that if i changed how i wanted the camera to act, whenever i changed the cameras rotation the controllers Yaw would be a crazy different direction
the control rotation controls your camera unless you tell it not to
you don't control your camera by moving your camera
you just do the control rotation and the setup handles it for you
if you want to you can untick use controller p/y/r in the camera or boom settings and manipulate it manually that way
my take is that it won't make a difference and that there are probably other things that make it not work properly for you, e.g. camera lag of some sort
can i cast on a event tick ? ^^
you could yes
thanks
Hey everyone! I asked this yesterday, maybe someone could help me out here. I want my character to be able to Strafejump like in CounterStrike. As soon as the player jumps he should keep his momentum in the direction he had at the moment he jumped, and can let got of "forward" key. When he presses "left" then, for example, the movement input should move him "forward + left" insted of just "left" so he can use his mouse to make a curve while in air. In simple words, i want the player to make a curve in the direction he's pushin and lookin so he could in fact start the jump and end the jump at exactly the same position. I hope my question is not too confusing.
Somethin like this would be the outcome when i'm not totally wrong. But this is what i want, in fact the player could jump in circles
set air control to 1 or more in the cmc and call it a day?
then I have no idea what you want
So i4ve set an AI Character to 'AI Move To' the PlayerCharacter, works properly. I shot line trace from weapon, which on hit diminish the MaxWalkSpeed of AICharacter. Thing is, once hit, the AI just stops walking, while still rotating in my direction. Any ideas ?
https://www.youtube.com/watch?v=hMsPf8eSW3k <<<< This is what strafejumpin looks like in cs 1.6
maybe this eyplaines the questions
question*
debug with a breakpoint and see if it doesn't hit more than once @solemn parcel
its really hard to discripe
the player is just usin "A" and "D" + his mouse to move in this curves while in air
@odd ember First time i'm using the the breakpoint, what should I look out for ?
Just in case, the damage only applies once
see what is hitting, resume game, see if it hits again
so from looking at the movement you could try and allow for limited air control as a function of velocity
it's either that or some degree of air control lag
I limited aircontrol only for y axis in air, but this is not the same
What's that node where I can set a Int to Text and add {x} to it to make it read the way I want it to read
you have to do it as a function of velocity
e.g. if velocity increases, air control increases, same for decrease
see which one works and play with the values
okay that might be too hard for me, i'm doin this for one week, but thanks for the tip anyway
β€οΈ
I don't think it would be hard to implement, just try with aircontrol = 1/velocity or player speed,
then clamp it if necessary
@odd ember https://adrianb.io/2015/02/14/bunnyhop.html This would be nice, but i think its a little bit more complicated
you can find equivalent nodes for all of this in BP
i think this with the vector would happend if i just tell the game to press "left + forward" in air when just pressin "left", but not sure, it feels kind of the same when i do it manually but this is not the feel i want for players and u dont have the same kind of controll
Mhh okay, need to get my head into it a little more i guess, this is too much for me right now ^^
use the breakpoint, go past the max walk speed node
and check what the value of max walk speed is
I'm trying to make a platform that the player can jump through when he is below it, but can stand on top of it when he is above it. think of the platforms in smash bros where u can jump straight through the ceiling and get on the higher floors. what i tried to do is every frame, check if the player's Z location is > than the floor's Z location, and if it IS, then enable collision. if the player's Z location is BELOW the floor's z location, disable collision. the issue is that once the collision is disabled, even if the player is above the floor, I cannot re-enable the collision and i fall back through the floor. can anyone help me out with this? im new and trying to learn http://puu.sh/H3LDy/af4a462fa8.png
@odd ember I realised after asking that there was no input value for the slow, meaning as you said, it was set to 0
Thanks !
@hollow dust There are much much better ways of handling that, no tick is required.
Try using collision events instead to check wether the player is below or above a platform by checking the hitnormal for instance
Iβm sorry if I donβt understand, Iβm very new lol
Do you mean put a box collision on the top of it and do OnCollisionEnter: enable the collision?
use player pawn not player controller, because when you didnt set that to true in your custom player cotroller the player conroller won be attached o the player pawn
This is for example how you could retrieve the hit normal
Probably a better way of doing it but im currently tired π
You can then check if the Z value is 1 or not then you know its from below or above.
sweep result can give you the same
http://puu.sh/H3LZ5/f13489f1cb.png
still doesn't work. π¦
also, i printed the string of the player controller's Z and it seemed accurate
try the alternative wizard showed, but ake sure ur mesh even has collision
ill try that, not gonna lie ive never used spheretracebychannel or that sphere function. i might have to google them and read up on them so i can understand what u did in ur example haha
i know it does, because i'm able to stand on top of the platform with the execution pins for disabling the collision cut off. once i disable the collision through the blueprint, i cannot re-enable it
Tracing is a fundamental thing, think of it like a laser pointer.
What is the Struct: Hit Result Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
try setting the mesh colision not the acftr collision
i've used linetracebychannel but spheres seem a lot more complicated
ill try that luis
Never a bad time to learn something new
you are right π
hey so I'm trying to get this actor tag I put on a box brush, but when I try to GetActor it says there's no actor, am I doing something wrong? there's even an actor part in the properties tab
@hollow dust On a side note. Wouldn't it just be easier to affect the moving pawn rather than everything around it? You'll have less headaches in the end if you simply change the collision profile of the pawn to avoid certain types of objects based on it's own velocity rather than altering dozens of other thing's profiles and making other stuff work with that.
I'm thinking typical side scroller here where you can jump up through objects and then land on them, but still get hit by projectiles. Swapping between a profile that can move through stuff and not move through it, but both profiles would still block like bullets, would simplify your design by a lot.
@proven river How are you getting the actor?
it's a collision with the floor
the issue was the function i was using. Set Actor Enable Collision was not the one i shouldve been using. i changed it to Set Mesh Enable Collision like luis suggested and it worked π
ahh that would make sense. im still really new. fresh out of my first tutorial, and working on my first small game haha. im still pretty clueless about things that may seem like common sense, trying to grind up some experience so i can learn things like that lol
@hollow dust Which will work fine, but you'll have to do that on each and every single actor that you want to jump through. That'll be hazardous to your full design in the end. It's just the philosophy of changing potentially dozens of things vs changing one.
yeahh i see what you mean. originally my plan was to only have certain platforms that allow you to jump through them, which would be made into blueprints. but i see that i may have to change my way of thinking
You can still do that. Things you don't want the player to jump through ever can just be block all. Things you want them to go through can have a profile that doesn't block the pawn's capsule normally. This would allow your pawn to jump through it at all times. Then you can switch your pawn's capsule between normal when moving up, and something like block all when moving down. This would make them go through these objects when their velocity Z is positive and not when their velocity Z is negative.
https://gyazo.com/d9f78c1893e9c45a0d213ef51fc77424 any idea how i can stop the linetrace of the mouse ? it set the object location to the mouse but then how can i say "when i click, set the object location here and stop fallowing" thanks π
Hi folks. is there a mechanic where we can set up a control unit which checks in which order bp are spawned and checks if those has finished loading befor loading the next bp
How not to name a node : P
lol
Thats an actual node in unreal
What blueprint are you in to get that?
Guys, we've been doing it wrong this whole time....
Damn, didn't work because of a race condition.
@dawn gazelle thanks i tried it and it works!
Anyone know how i can just drop the object ? i want to set his location when i click but i don't know how, it is still using the linetrace of the mouse π¦ https://gyazo.com/314b622a05862e7a145820944e90f441
Hey guys, II have this multiplayer project where each player collect individual coins, The coins are already individual collected in each Player controller (I tested it with strings and it works).
But now I'm creating a widget (see picture) and want to reference the coin amount per player so I can bind this to the text so it will update accordingly and both players can see how many coins each player has in their widget. I want to make a bind on the text to the coin amount reference from each individual player but I don't know how (The coin amount variable is in the Player controller)
You probably need to store the coin amount in the PlayerState. If this is going to be an online multiplayer game, player controllers are only available locally and on the server, not to other clients.
Hi everyone, I hope to find a answer here. In case I load a Level Instance, how do I get all Assets in the instance? (I require a specific Camera Actor included in the scene -> multiple Level Instances are loaded and to prevent race conditions I would like to get a camera reference) Thanks!
When you're increasing the score of the player, you can send an event through the player controller to have them update their widget with the new coin value.
you don't have access to that in BP
Oops typo
This week we'll create a sailing game prototype! Andreas Suika will demonstrate several areas of the engine to make a small sailing game. We'll use Marketplace content and create custom assets in Blender to be sent over to the engine. Instead of going deep on one topic we'll leverage tools like Niagara for wind effects, materials for sails, and ...
I am forced to ask here too
I want to implement a pick up system for actors in such a way that a player can only pick up a character when they see (meaning with respect to camera) it and the actor is within some range like 1-2 meters. Also players must observe information about item before they interact with them, i.e. an item name should pop up above it when it is reachable
What is the best way to do it? So far I have only 2 ideas:
- In the player character add a long collision box on a springarm on eyelevel so that it moves with camera and to handle begin overlap events with interactable actors. This approach would also require me to handle blocking obstacles so that the player couldn't interact with an item throgh a wall and I'm not even sure if that is possible
- Somehow use LineTraceForObjects or a similar function to actually trace all items. But that would require me to execute trace functions in the tick event or via timer so I'm not sure if that's a good idea neither
Also I've seen implementations where interactable items just had their own collision spheres spanning pretty wide so that player could interact with them when he is within a radius of the sphere, but I don't really like this approach as it would require to make big collision spheres even for very small interactable items like coins etc
@dawn gazelle Thanks! This is super helpful, I'm still a bit confused with working with a PlayerState. How does it store exactly info for each player and how to use it in general? I'm trying to find a nice tutorial or article or any form of example but its hard to find.
Like I do understand what it does, but never seen any example and I'm a bit lost how to properly use it myself right now
Each player gets their own instance of it. You can reference a specific player state from their controller.
So when I join a game, I get my player state. When you join, you get yours.
stupid qwuestion but how is a node like this made?
That's a variable from a referenced object.
In my player state, I have a value called "DefaultAbilities". By getting reference to my player state I can then ask to get that value:
@dawn gazelle Did u work with Cartoon Water Shader?
Nope
or anyone here?
Can anyone help me? I for the life of me cannot figure out why I cannot get levels to load in unless I use the console command itself. Nothing within the BP will load my menu main level again. I can use 'open level' from the main menu to get it going, but from my pause menu it hangs and will not load the main menu back again unless I use the console command.
@dawn gazelle thank you i may need to do some researtch myself that helped tho
@sturdy notch are you trying to reload the same level you're in?
and also are you using any kind of WC
so i have an issue. i am making a start button to begin a round it does the countdown, but the button is still on the screen. even after i remove from parent from the timer countdown do i have to originally set the hud widget to remove it self in the place it was made?
I've setup the main menu level to open first. From there it loads a few demo levels to give people an idea of what we have done. In the pause menu there's a button for 'main menu'. The buttons to get to each level are fine, but the button to go from the pause menu BACK to the main menu hangs.
@odd ember WC?
When dealing with UE4's blueprints, you're dealing with Object Oriented programming. You need to get a reference to an object that contains the value you're looking for. So in your example, "Equipped Weapon" is a variable that is stored in whatever the "character" thing is you have referenced in the top corner of your screenshot.
you might have to show your logic. WC is world composition but it doesn't sound like that's something you've got going on
You can set its visibility to collapsed.
ok.
Logic aside, I find it odd that I can type into the console 'open <map name>' and it opens, but if I do the same thing (console command in BP) it does not..
Hi everyone. Is there some other possibility (not AI) to simulate input in blueprints? I need to move an unpossesed pawn. For example, i want that my pawn run forward, and if i press the button, he turns right or stop or whatever.. The movement change schoud be based on events. For now i call events by pressing the button. I tried to use a TargetPoint as a Location, but if i use the node "Move to Location/Actor" he dosent move at all. If i use Add Movement Input it also doesnt work. I dont know how to make, that my button will be percieved as pressed for some time. Can somebody help me? Or do you have any idea what i should try?
thank you datura that fix it
healp
how to do proper level loading
e.g. all bp which are neccecary for the map have successfully loaded and the title screen (done over another map) can move to the main level
Anyone know how i can just drop the object please ? i want to set his location when i click but i don't know how, it is still using the linetrace of the mouse π¦ https://gyazo.com/314b622a05862e7a145820944e90f441
it should
Is there a way to accelerate my players character "forward + left" when he's just pushin "left" in air?
relative to his point of view in that moment
use add
That's why I'm trying to simplify the logic and add 'print' nodes to see where the hangup is
do you have cpp access
you might have to debug this on a cpp level since it might be a hangup during loading
you might want to spawn a copy?
and then just hide the initial mesh
The item that you can see is already spawned, i'm just dragging it with the mouse but i would like it to drop when i click, i only found "remove from parent" for the Widget (that i use to spawn the item) it does work but it's not the right thing to do
I'll need to see your spawn logic. in my opinion though you'll be better off spawning a copy and killing the original, essentially having the one you drag around double as cursor
I just brb 5 mins sorry
Mhh, i'm just not able to solve my problem. Since no one was able to help me here, is there maybe another discord like this i could try my luck at?
Okay so there is my spawn logic
@quiet token Pakkpakk you mean you want your character to go left of the relative direction of where your camera is facing?
https://gyazo.com/3b592372f002ce0e46163a10ac90f4da 1) I click on a button that spawn an object
https://gyazo.com/52d53fed752173d1785c479dc486d1d1 2) i update his position every tick on the mouse cursor
so... if you're spawn it like that
And now i'm stuck : how can i stop the object to fallow my mouse when i click :v
why aren't you just using it to spawn a new one at the position?
ah
I see
you can do that on click again
Hum, i can't set up mouse click in Widget
Click on the button you mean ?
I can't find left mous button in user widget hmm
the user widget won't help you
i create the widget in my characterBP, when i press E
it's already done its job
Okay ^^
i'm lucky for once haha
I figured out the issue and got it sorted - when the game if Paused, it will not parse Delay nodes, as the timer is not running. I just needed to disable input and un-pause, then all was well. Thanks.
Yep i have that reference π
using that reference, you have access to everything inside of that widget
including the door reference
so if it's called SpawnEditor then you can do Get SpawnEditor and then Get Door ref
or whatever you called your door
so i just do onclick spawn > then i get the wall from the create widget > then spawn at traceline location ? ^^
I think i get it
well
almost
you're setting that widget
in the next node
so in your blueprint panel
i set the wall1 too ?
no no
oof
get the ref first
i have it ^^
cool
so we're not done yet
if you go into the blueprint panel and click the SpawnEditor variable
I will have to put conditions to check if i have a door or another object holding i think later no ? because i do not only have wall1 π
you will have better ways of handling that later
Yep
so in your details panel
I always think too munch lol
scroll all the way to the bottom
you should see a couple of green buttons
with plusses on them
hum
Does any of you have any clue on why SetActorTransform does nothing for me, while if i use Add Controller Yaw Input it does work, however i don't want to use latter method as it makes character rotate smoothly which is not ideal for VR
oh
i have when i click on this
i clicked on the spawn editor
and it does not have green stuff
but this does β«
I see. I assume the widget is where you handle the mouse movement yes?
without moving etc
as in, where the tick movement happens
Yep, linetrace is in the widget
I have a following problem
cool
it colliding itself???
Exactly
so hop into your widget again
Even if i do something like this, it moves my character by a tinny bit instead of rotating
Yep π
create a new event dispatcher
Okay
hey guys! i am a bit new to programming and i try to get footstep sounds for my character. but its not working. π¦ can anyone point me into the right direction? part A (notify with every footstep) is working great. but somehow the information does not get to my main character.
acutally my bad, you can forego the characterBP stuff entirely here. if it's all taking place inside the widget we might as well finish it within the widget. you can potentially do it this way later but for now it is perhaps a tad too complex. keep the dispatcher though, we'll use it in a second
I didn't made an easy thing there x(
huh
it's fine tbh you can do it this way and it's not really an issue. but we'll need a few extra things since I thought initially you're using the player controller for your tick
but since you're not everything is inside the widget already and we don't need to take out information
I'm not sure you can do this through BPI, you might need to bind delegates to make this work
i made it work but as i said it is with the remove from parents, so it does a problem for the next stuff that why i said Remove from parents is not the best idea :v
that's fine
great news lol
ok, thx. i will look into it. i have the blueprint tutorial from "CodeLikeMe" https://youtu.be/RxPSvjg5OC8
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
in this video, I'll demonstrate how to make the character jump with animation montage. Animation montage will have 3 sections namely jump start, jump looping part and landing. also I'll explain how to play fo...
we can handle all of that. right now you should go into your widget designer, and add a button that fills the entire screen @sonic cipher
@stable fjord Those are some realistic physics tbh π
Hey guys, I'm new to blueprints. Can someone break this down for me?
yea
exactly
My ears are shaking a bit
haha
@rotund basalt any idea , how to fix it? XD
You want to make a big button so when i click it does an event in widget am i right ? will the linetrace still work trough this button ?
this is a Flying Galleon hahaha
looking at your code, it should
we're converting your mouse location to a world location and tracing from there
not tracing directly through the screen, if you will
Yeah it should work, done it
cool
so the big button, what's important is that it's collapsed until you click the button to spawn the door
@stable fjord I assume you're using 4.26's water boyancy stuff, tbh I have not worked with it yet so theres little i can do to help, maybe check if some component is colliding with the ship or so?
4.23.1
hmm i set it to collapsed then
you also want to ensure that it is invisible so that you cannot see even when not collapsed
i set it transparent we can't see anything ;o
i set size to 1920x1080 will it adapt for bigger resolutions ?
it is colliding as fuck
of the button
in the widget editor, while selecting the button, go down to the bottom of the details panel and you should see a bunch of green buttons again
i select Onclicked i believe ?
resolutions are a beast on their own, you'll have to handle that separately. let's get the logic working first then you can always adapt it to fit with whatever resolution
correct
Okay thanks you ^^
apologies if this is a dumb question, I tried googling it but I can't find anything, what does the ProjectPointToNavigation function do?
probably takes the point to the nearest point available on the navmesh, but don't hold me to it
clearly you've angered the navmesh gods somehow
the return value is probably if it managed to, or not
the projected location is what you should use
I'll be honest I don't even know what a nav mesh is
it's a simplified version of a mesh that covers all walkable space
useful for stuff like AI
ah ok, that makes sense
yeah I guess it's possible then that my nav mesh is goofed up, I'm imagining it's returning true if it could successfully project it to the navmesh
I'm just following the vr example unreal gives you, it uses that function
it seems to be working fine without it but ig I'm trying to make sure I'm not missing anything really important
https://gyazo.com/c91196a7a38bb498e516f5868d57d781 okay so i did make it visible when it spawn an object, it print good, now i have to make it spawn when i click the button
yeah exactly, create a new spawn node and get a reference to wall1
from wall1 use GetActorTransform and GetClass and plug these into the new spawn node
how can I go about seeing my nav mesh?
Hmm seems to work !! i think i can finally go ahead again to where RemoveFromParents stuck me https://gyazo.com/3c15909c8495b0743749a08403870066
cool
depending on where you want to go with it
you might want to remove the original mesh
the wall1 mesh
since it will still be spawned in the world even if you remove from parent
Thanks you, I was trying to use the cursor to select a mesh then be able to move it, but i already done 70% of the work i think
I mean this is the general method you'll want to use for spawning
Hmm well i like the first mesh so we know where we set the new one ^^
the rest is architecture and figure out how to spawn different things from pressing different buttons etc.
sure, just remember to remove it before you remove the widget from parent
and also
as a bonus
you can do a neat little trick
yeah this is better hahah
Yep tell me π
if you create a new material and make it transparent, then add a fresnel node to the opacity and add a color node to base color in the material editor, you can apply this material to the wall1 mesh
that will make your mesh semi transparent but show the edges
so if you do that and pick a high contrast color then it'll be like a 3d "placement" cursor
ow looks cool, do i have to add this node in character bp too or in the material ?
you created the material already?
i show you
okay so, i had a basic material for testing : one click the red popup and you can rotate the object, drag-click you can move the object, but actually it doesnt move https://gyazo.com/6a44d5ce26216d5b08eb183e1547dccf
when you spawn the wall1 mesh you can apply that material to the reference
using the set material node
later on you can consider making it a dynamic instance material but that's not necessary for this prototype
Hmm actually the material is working good, i will switch to edge highlight one like what you said when i'm done with this dragging system π i try to make this drag working ahah
good luck
I will do this in the tick of my characterBP, thanks for your help it is very cool
@dawn gazelle Thanks! I made it kinda work with the player state, each player sees their own individual coin amount in the HUD now. The next thing I'm trying to figure out is how to also show the coin amount of the other player in the HUD? (So How can I get a reference from not my own player state but someone elses?)
would anyone mine helping me with my navmesh? I literally just started making one, but I'd like to know how it works
right now I have this weird gap, idk what's causing it
it's intentional, just showing you where it is on the ground. it's purely an editor feature
