#blueprint

402296 messages Β· Page 599 of 403

orchid garden
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my inventory & hud have widgets nested in widgets.

ocean imp
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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.

coarse forge
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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

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nm.. version 2 lol.. not needed

wooden holly
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No I don't think it worked

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I have it exactly like you

orchid garden
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this should render without your player (owning character being the player reference):

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(scene capture image is the capture camera) @wooden holly

wooden holly
orchid garden
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the actor you don't want it to render

wooden holly
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and do you know where I get the character?

orchid garden
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get a reference to your player character and attach it there

wooden holly
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okay

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thx

orchid garden
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use a Self Refrence

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sense that camera is on your player

wooden holly
orchid garden
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yep

wooden holly
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and what do I need to do next?

orchid garden
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?

wooden holly
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it doesn't work yet 😦

orchid garden
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needs to be connected to something like your begin play

wooden holly
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okay

orchid garden
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you don't

wooden holly
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But I also need to connect it to my HUD Widget

orchid garden
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just connect it up after that.

wooden holly
orchid garden
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yep

wooden holly
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Do you know why?

orchid garden
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did you change the render mode of the camera like i showed?

wooden holly
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oh no

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sorry I forgot

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okay looks better, but now the minimap doesn't work anymore

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the arrow is just an image

orchid garden
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hrm odd... i didn't have to add things to the show only on mine :/

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anyone know why??

wooden holly
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It's moving when I turn the camera

orchid garden
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yeah but it seems to be hiding everything not just the player :/

unique falcon
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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?

wooden holly
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okay thanks @orchid garden for the help. I think I'll leave it today as it is πŸ™‚

orchid garden
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don't forget to set render mode

shy path
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I’ve 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 don’t have to replace them?

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Or copy the coordinates from the old to the new, I edited them with brush tool so they have custom shapes

maiden wadi
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@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.

mental tendon
maiden wadi
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@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.

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@shy path You mean in your level? Replacing them with the new one in editor?

wooden mural
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Think of Begin Play as a function. In code you can't define a function twice

shy path
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@maiden wadi yes

maiden wadi
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@shy path Try selecting one of the old ones, and using the Replace Selected Actors With.

shy path
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That works, but changes the scale

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And the thing is I spent some time making the volumes perfect with the brush tool, but I can’t move the vertices around now that it’s a triggerbox.

robust jacinth
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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.

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Any tips on what I could use? πŸ™‚

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Converting the rotation to a vector, add 0,40,0 to it, and then turning it back to a rotation?

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Can't seem to find a node that would let me add 40 degrees to the rotation. :/

sick creek
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@robust jacinth

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also

robust jacinth
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Tried this, did not work. No rotation added.
Will try your other suggestion now.

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Works like a charm, and now I learned that you can split the imputs! :)
Thanks a bunch, @sick creek !

sick creek
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np πŸ™‚

white lynx
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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

digital nova
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hello, is there a way to get how many cells of a destructible mesh are still not destroyed ?

solemn parcel
digital nova
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yes @solemn parcel

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it should

dense abyss
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you know that's going to return true for every number, right?

solemn parcel
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So less or equal in that example count from 1 to -infinite ?

digital nova
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nope

solemn parcel
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Adding a 'And' Boolean would make more sense to clamp between 1 and -1 ?

dense abyss
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if you replace the OR with AND then it'd only be true for numbers -1 to 1

digital nova
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yep

dense abyss
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with OR all numbers return true

solemn parcel
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I just realised thati'm so tired my code doesn't make sense anymore

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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 ?

dense abyss
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<= 1 means 1 and everything below

solemn parcel
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Thanks a lot

drifting vortex
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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

sick creek
orchid garden
alpine terrace
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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

trim matrix
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This is supposed to move character when joystick on VR controller is activated, but it does nothing

dense tulip
dawn gazelle
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The reference no longer exists. Just right-click on it and select refresh

dense tulip
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Thanks

calm cargo
versed stirrup
rough jay
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that target can u just put foreachloop and the blue nodes connect?

versed stirrup
rough jay
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fuck, yeah

versed stirrup
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is there a launch node that takes actor as input?

dense tulip
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Wondering is someone could help me figure out this issue, how can i fix the bottom part

dawn gazelle
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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.

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Plus, I'm not sure if your player reference variable is going to be of the same class hierarchy as WB_HUD.

barren frigate
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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

stiff chasm
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im trying to make a pawn know if its player 2

rough jay
stiff chasm
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but i cant seem to get theplayer controller id of the player that is possesing my pawn

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how do i do that

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Charecter BP now pawn

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best i can do is this

dawn gazelle
barren frigate
# rough jay 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

barren frigate
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thanks a lot!

stiff chasm
fleet crest
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Just asking to understand it, cause it confused me in a video.
Isn't Blocking Hit the same as the Return Value from LineTraceByChannel?

stiff chasm
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How are you lines straightn't?

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or like

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curved and straight

stiff chasm
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Paid im guessing

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thanks

fleet crest
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Yeah it had a discount i believe and thought it was nice so i grabbed it xD

trim matrix
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can anyone help a noob out real quick? holding shift speeds up my character but my sprint animation isn't working 😦

velvet wigeon
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imma add that to my wishlist CatHide

proud hull
trim matrix
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yep

proud hull
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Also the min/max values in the blend space?

trim matrix
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also I didn't update

proud hull
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max really

trim matrix
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I made a new blendspace

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sprint_bs

proud hull
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New blend space is ok too, can you show a screenshot of it?

trim matrix
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and yes I did use the values

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screenshot of which part?

dawn gazelle
proud hull
trim matrix
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okay

somber bear
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anyone ever run into a bug where values arent being saved on a child bp?

if yes what was the work around hah

trim matrix
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only the top part is the run animation

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maybe thats the issue but I doubt it because I've messed around with it a bit

fleet crest
dawn gazelle
# dawn gazelle No. A return value on a trace means that it has some data for you in your Out H...

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.

stiff chasm
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Can 2 Players have the same id

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im confused

dawn gazelle
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This an online multiplayer game you're trying to set up or local multiplayer?

stiff chasm
stiff chasm
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i want it to be both

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but im working on local right now

fleet crest
proud hull
# trim matrix

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?

trim matrix
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the other four are all walk animations, the top is run

dawn gazelle
# stiff chasm Both

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.

proud hull
trim matrix
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I'll prob include crouching and strafing later

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fuck wait-

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maybe I should've included the idle at the bottom

proud hull
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crouching will be its own separate blend space later

trim matrix
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nevermind

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the speed is 300

proud hull
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But all regular movements can be in the same one.

trim matrix
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at the bottom

trim matrix
proud hull
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Set speed to start at a lower number, you can even do negative numbers to include your walk backward animation.

trim matrix
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currently I don't have walk backwards and everything, for the game I'm making I'm starting basic

proud hull
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Okay, so go with 0 to whatever you sprint speed is.

trim matrix
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okay I'll try it

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NOPE

proud hull
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Then the bottom will be idle, walk set to your maximum walking animation speed, sprint set to your maximum sprint speed.

trim matrix
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whoops caps

proud hull
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We then have to move into your animation blueprint to check and see how speed is set there.

trim matrix
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yeah doesn't work : (

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it's fine, thanks for the help!

proud hull
trim matrix
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I'll try again after I have dinner

tardy kayak
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how do I create a static mesh component at runtime with blueprints?

dawn gazelle
lusty grotto
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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.

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I made a boolean, and branch

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But when I call the condition for the branch, it says this blueprint (self) is not a blueprint

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Idk if this even makes sense

dawn gazelle
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how about a screenshot of what you've done? I've never seen that sort of error before.

lusty grotto
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Ah ok, one moment

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So the first one is my trigger function

dawn gazelle
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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.

lusty grotto
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Bool29 is a component I made

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I tried using Get all actors

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class

dawn gazelle
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The first screenshot is in your character, yes?

lusty grotto
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Its in the motion controller Pawn

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Im using VR default package

dawn gazelle
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ok, that's fine. the component that you created - is that already added on your pawn?

lusty grotto
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I created it in my Gun blueprint, where the trigger action is.

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Oh I tried adding it, but thats where im getting the error.

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When I create the branch, im trying to add the condition bool29, because I set it in the Motion controller Pawn

quiet token
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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.

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In my game you jump alot so its important that the camera flows when u jump onto somthin higher for example

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not up and down all the time

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but i have no clue bout interps and stuff

dawn gazelle
lusty grotto
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Yes

dawn gazelle
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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.

lusty grotto
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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

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That seems like it would help

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I meant second screenshot^

quiet token
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mh

quick lance
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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?

dawn gazelle
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What BP are you calling get game mode from?

quick lance
# dawn gazelle 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.

quiet token
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No ideas how i could get smooth crouch in first person?

quick lance
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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.

junior thunder
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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

odd ember
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should trigger per collider but knowing the collision system it's probably not going to be happy

junior thunder
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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?

dawn gazelle
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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.

quiet token
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ahhhh, thank u alot, i'll try it out and tell u in a min

dawn gazelle
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Adjust the lerp value for how low you want to go as well.

quiet token
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camera or spring arm?

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cuz my cam is attached to the arm i'd use that right?

dawn gazelle
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I just did camera on mine as it was easily accessible

quiet token
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kk

dawn gazelle
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You may also want to do something like this on Begin Play and fix the Lerp's 0 value to it.

quiet token
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thanks alot!! i try to play with the settings and tell u in a few mins if its workin ❀️

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Yooooo, it works perfect. thanks alot!

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Ure a legend

maiden wadi
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@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.

tranquil cloak
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if i create a bool that is set in the same blueprint and is public as you can see

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could i call the "get bool" into another blueprint and if so what would the target be

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this is basically same problem

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as the one above

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well exact

dawn gazelle
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The target has to be the object that the bool is stored on.

tranquil cloak
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its on another blueprint

dawn gazelle
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Then you need to get a reference to that blueprint.

tranquil cloak
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ive been trying to do that, dont know exactly how

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does it need to be a sub class?

dawn gazelle
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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.

tranquil cloak
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but how is that done

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how do i feedback the reference

dawn gazelle
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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.

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As an example...

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I've created a reference variable called "interacted" that stores an "item" object reference.

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This variables was created on my object "BP_PlayerController"

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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.

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That means I can reference that instance of item on my "BP_PlayerController" object by using the "Interacted" variable.

peak umbra
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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?

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So 1-1, 1-2, type of progression

junior thunder
# junior thunder so if I have an on component begin overlap function for the black circle here ov...

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.

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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

dawn gazelle
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Would a sphere trace perhaps be better to use? Then you just get all the hit results that are nearby?

edgy halo
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Hey how can I snap to the closest multiple of a number N using blueprints?

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I am making a bomberman clone so I can play with my friends but I need to spawn the bomb on those specific areas

edgy halo
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I don't need help with the logic, more help with the blueprints part

junior thunder
# dawn gazelle Would a sphere trace perhaps be better to use? Then you just get all the hit re...

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?

tranquil cloak
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the variable type is of the type that the blueprint_gun class is

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would this be able to access the bool29 variable in the other blueprint

maiden wadi
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@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...

β–Ά Play video
tranquil cloak
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i will check it out, thank you

maiden wadi
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@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.

hollow dust
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If you’re trying to access a different blueprint I think you have to use β€œCast To (blueprint)”

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But I could be wrong, I am new

vocal urchin
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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?

maiden wadi
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@hollow dust Casting does not get you a reference. Casting simply attempts to change the reference type.

proven moss
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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

quiet token
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@maiden wadi Hey! Maybe u have a little moment to help me out again?

maiden wadi
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@quiet token What are you having trouble with?

proven moss
# dawn gazelle

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

maiden wadi
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@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.

vocal urchin
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Figured it would be easier. Also, how does one create coordinates in local space?

quiet token
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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.

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@maiden wadi ^^

proven moss
quiet token
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With this W and A together i mean, that in air while inputtin only left, the input should be forward + left

proven moss
maiden wadi
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@quiet token Is this for a character class?

quiet token
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mycharactercontroller(self)

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so the player bp

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wich i'm controllin

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mom i screen it for u

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u saw it yesterday

maiden wadi
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The CharacterMovementComponent has some settings for better control while falling.

quiet token
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yeah i tweaked that

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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

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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

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@maiden wadi at the right of the 2nd pic there is the jump action

edgy halo
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@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

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How can I do so?

fossil gust
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How can I set a blueprint to do substract or add based on the event that fires it?

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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?

blissful lava
viscid shard
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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.

bitter lance
twilit heath
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@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

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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

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once you have the local space array, you just call use TransformLocation node giving it a vector from the array and ship actors transform

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and that will translate the coordinate from local into world space

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(accounting for both rotation and scale)

viscid shard
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is there no way to see the controller and its variable ? i dont understand how itsZ Axis / Yaw works because nothing adds up.

odd ember
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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

cold sinew
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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

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What best optimized method i can use ??

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Like i have broken electrical cable i want to change it with new one

odd veldt
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Does the node "is loaded" not work on instanced streamed levels? It gets to early "true", also "is loading assets" has the same problem

orchid garden
# cold sinew Like i have broken electrical cable i want to change it with new one

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.

cold sinew
solemn parcel
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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 ?

cold sinew
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but i want to be very short and useful method other than mine

orchid garden
cold sinew
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Oh

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i will try what i can do xD

zealous moth
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@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?

orchid garden
# cold sinew Oh

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.

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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.

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my player dropped items work that way too, so i have 1 master that handles all player dropped items:

dusty ibex
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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.

cold sinew
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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

cold sinew
orchid garden
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haha doubtful πŸ˜‰

cold sinew
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❀️

solemn parcel
#

@zealous moth Thanks, I just copy paste before, now I retargeted and it works πŸ˜‰

orchid garden
#

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 πŸ™‚ its a multipurpose inventory so could be used for just about anything.

cold sinew
#

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

odd ember
#

can you post a reference screenshot

orchid garden
#

ah watchdogs, yeah im not doing anything like that, least not yet

#

(fun game though heh)

cold sinew
#

I dont have ss i saw it somewhere like small window popup with wire conected to the object

zealous moth
#

@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

cold sinew
#

Calculate the Widget screen position and the actor world location and the distance between them

#

Right ?

zealous moth
#

calculate whatever you want it to do

cold sinew
#

Hmmm also i will try it

odd ember
#

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

cold sinew
#

I will draw it wait xP

zealous moth
#

it's like a health bar but also it is connected to the main player character through a wire.

odd ember
#

I get the concept I just don't see how it relates to a screen space widget

zealous moth
orchid garden
#

see how it has the interconnecting lines between the objects?

zealous moth
#

@dusty ibex check under the "basic game tutorial"

zealous moth
#

@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

cold sinew
#

Like the object when the player reachs close it will popup

zealous moth
#

you would just need to add an arm element with variable length.

cold sinew
#

Yes

zealous moth
#

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

cold sinew
#

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

odd ember
orchid garden
cold sinew
#

Its world space i think because its spawns and resize according to player location and distance

odd ember
#

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

orchid garden
#

its a little more complex then that in watchdogs

cold sinew
#

Yes i wont it that complex just between interacted object and player small window

#

I wont all that wires and pointers

orchid garden
#

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.

odd ember
#

there's a few ways you could make it work with other specific items in range

orchid garden
#

its pretty intresting how they did the whole cellphone hacking bit really πŸ™‚

ancient topaz
#

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

cold sinew
#

big teams xD

odd ember
#

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

solemn parcel
odd ember
#

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

cold sinew
#

I will try and record the result

ancient topaz
#

yes, i do that.

cold sinew
ancient topaz
solemn parcel
#

A custom static mesh named ShootingPoint. The thing is the line trace detects this only against that wall for some reason

cold sinew
#

Are you sure the name of the wall is not Left Arm staticmesh ??

#

If its just with that wall

solemn parcel
#

ahah

#

it is totally.

sick creek
#

lol

solemn parcel
#

I feel dumb

ancient topaz
solemn parcel
#

πŸ˜„ but thanks

cold sinew
#

Lol its happens no worry

odd ember
#

have you tried google?

orchid garden
cold sinew
#

I think he is using render target

odd ember
#

because this sounds like something a google search could answer

ancient topaz
#

yes

cold sinew
#

Is that happening with all walls or just specific one

cold sinew
ancient topaz
orchid garden
worn nebula
#

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

ancient topaz
orchid garden
#

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

flint gyro
odd ember
orchid garden
#

looks like its simple collsion on the mesh CranzEstebogen from his screenshot.

odd ember
#

hence why I'm asking

ancient topaz
odd ember
#

try to set it to use simple as complex for the mesh

#

instead of project default

orchid garden
#

complex or simple it should still block the camera.

#

with project default

odd ember
#

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

plain flare
#

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."

orchid garden
odd ember
#

again not if both the project default and the specific wall has been edited

orchid garden
#

still don't get where your coming from.

ancient topaz
#

@odd ember I try to change arm and camera

odd ember
#

just because you don't understand it doesn't mean it's wrong @orchid garden

orchid garden
#

just because you say "it works that way" doesn't mean its right @odd ember

odd ember
#

I'm not saying "it works that way"

orchid garden
#

...

odd ember
#

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

orchid garden
#

im not making a assumption.

odd ember
#

I'm not having this discussion

orchid garden
#

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.

lusty grotto
#

Can someone help with a blueprint problem?

fleet crest
lusty grotto
#

Ok

odd ember
#

this is especially true for collision, as collision is two way

orchid garden
lusty grotto
# fleet crest Just explain your problem, best would be with screenshots.

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.

odd ember
#

strictly not true as certain things can be set up to work only per collision type:

lusty grotto
#

Heres the screenshots

odd ember
lusty grotto
#

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.

odd ember
#

but yes just because you don't understand it doesn't mean it's wrong

orchid garden
#

this feels like the other day when you kept insisting the debugger would resolve the var set issue.

odd ember
#

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

orchid garden
#

actually it wouldn't of helped resolve the issue at all.

cold sinew
#

i will work on the Both stuff we have discussed above GL to me

orchid garden
#

just like i stated to you originally. but you kept insisting.

odd ember
#

again, you're letting your assumptions drive your logic

orchid garden
#

no im not.

odd ember
#

which is not how the world works

orchid garden
#

you gave bad advice.

odd ember
#

"use the debugger" is bad advice

#

lmao that's a first

orchid garden
#

@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.

cold sinew
orchid garden
#

lol yao, that looks like one of my testing bp's lol

cold sinew
#

its long story πŸ˜›

#

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

sick creek
#

cause @maiden wadi is awesome, helps so much πŸ™‚

orchid garden
#

@sick creek yes he is πŸ™‚ great guy

atomic prairie
#

hey, I change the text with a functions, but is it possible to change the font too with a function?

sick creek
#

@atomic prairie

atomic prairie
#

Oh yea ofc, thanks!!!!

ancient topaz
#

@orchid garden @cold sinew Yes, it is glitch. I change Camera and arm, and all is worked. Thanks Guys!

sonic cipher
hollow drift
#

how to cast to a child object of a bp? i cant use the master bp to cast to its children

odd ember
#

you should be able to, but either way casting is the same, through the cast node

hollow drift
#

i have random childrens

#

i cant cast all of them

#

question is how. is there a bp?

odd ember
#

you could use an interface

dawn gazelle
#

If you have too many classes to attempt to cast to, then perhaps an interface may be a better solution.

hollow drift
#

we already tried

#

it seems buggy in our version

orchid garden
#

the getclass?

hollow drift
#

you cannot make a execute

#

the red box

#

*sorry event

orchid garden
#

ah interface call

hollow drift
#

even if you set up everything correctly

orchid garden
#

4.26?

hollow drift
#

you cannot see the event from the dropdown

#

no

#

4.25

faint pasture
orchid garden
#

interface calls work in 4.25

hollow drift
#

i thought so too

#

but i could not figure out what i did wrong

orchid garden
#

im using them in 4.25

hollow drift
#

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

orchid garden
hollow drift
#

ye

#

compiled

#

restartet ue4

#

everything^^

orchid garden
#

i had issues getting widgets to do interface calls but actors / pawns seem to work fine for me.

hollow drift
#

idk

dawn gazelle
hollow drift
#

i tried to add it to a master class

#

perhaps thats why?

dawn gazelle
#

Just watch the bit about interfaces.

orchid garden
#

nah i have them in my master classes for my objects.

hollow drift
#

ok ill try to set it up again as i know and share it. already read the docu

#

nop

orchid garden
#

screenshot?

odd ember
#

... you need to override it

hollow drift
#

override?

orchid garden
hollow drift
#

ofc

eager peak
#

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

orchid garden
odd ember
#

@hollow drift

#

untick context sensitive and see if that works

dawn gazelle
#

If you have a return value you cannot make it an event, only a function.

hollow drift
#

thats all i get

hollow drift
#

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

orchid garden
#

where new_function_0 would be the name of your interface

dawn gazelle
# hollow drift oh and you know whats funny is?

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"

odd ember
#

lmao I cannot believe I missed that

hollow drift
#

ouu

#

mercii. that make sence

#

Mynotworkingfunction is now a workingfunction

#

ty a lot @dawn gazelle πŸ™‚

#

ah i see its indicating by color

sonic cipher
#

can someone help why my linetrace does that ? thanks

#

i tryed to do a proper linetrace but it did the same

dawn gazelle
#

In that code, you're setting the hit actor's location to the location of the hit.

sonic cipher
sonic cipher
inland merlin
#

It is what you want

#

you're issue is due to the fact your trace is hitting the object you're moving

sonic cipher
#

And i want it to touch the ground right ?

inland merlin
#

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

sonic cipher
inland merlin
#

you'll have to use a proper line trace in order to plug your variable in the array ActorsToIgnore

sonic cipher
sonic cipher
inland merlin
#

not exactly

#

why isn't it connected to the True pin of your branch

sonic cipher
#

Oh yes you are right lol

#

but strange it still doesnt move

inland merlin
#

did you set the variable anywhere?

sonic cipher
#

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 ?

inland merlin
#

I tested it inside my controller

orchid garden
sonic cipher
orchid garden
#

is there anyway to get 'play in standalone' to load the game default map instead of the editor default?

odd ember
earnest tangle
#

Shouldn't using the "Enable Input" node make the actor in question receive inputs from the player with the highest priority? πŸ€”

#

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...

inland merlin
keen seal
#

Some say that worked, but I just made an empty project and migrate all the files

sonic cipher
earnest tangle
#

The problem seems to be that the actor is not even put into the input stack for some reason...

inland merlin
orchid garden
sonic cipher
# inland merlin

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

inland merlin
#

i'll advise to do it in the controller

orchid garden
#

custom timer?

sonic cipher
#

Everything in the controller then

#

Thanks you, you are the best πŸ™‚

vivid fog
#

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

viscid shard
#

@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

odd ember
#

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

quiet token
#

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.

viscid shard
#

no because i dont want to use the controllers yaw can never get the camera right then.

odd ember
#

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

viscid shard
#

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

odd ember
#

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

sonic cipher
#

can i cast on a event tick ? ^^

zenith scarab
sonic cipher
quiet token
#

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

odd ember
#

set air control to 1 or more in the cmc and call it a day?

quiet token
#

no, when i have air controll on he just moves left in the air

#

i want the curve

odd ember
#

then I have no idea what you want

solemn parcel
#

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 ?

quiet token
#

maybe this eyplaines the questions

#

question*

odd ember
#

debug with a breakpoint and see if it doesn't hit more than once @solemn parcel

quiet token
#

its really hard to discripe

#

the player is just usin "A" and "D" + his mouse to move in this curves while in air

solemn parcel
#

@odd ember First time i'm using the the breakpoint, what should I look out for ?

#

Just in case, the damage only applies once

odd ember
#

see what is hitting, resume game, see if it hits again

odd ember
#

it's either that or some degree of air control lag

quiet token
#

I limited aircontrol only for y axis in air, but this is not the same

gusty shuttle
#

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

odd ember
#

e.g. if velocity increases, air control increases, same for decrease

#

see which one works and play with the values

quiet token
#

okay that might be too hard for me, i'm doin this for one week, but thanks for the tip anyway

#

❀️

solemn parcel
#

@odd ember Everything seems normal, but I got no loop

odd ember
#

I don't think it would be hard to implement, just try with aircontrol = 1/velocity or player speed,

#

then clamp it if necessary

quiet token
odd ember
quiet token
#

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

odd ember
#

ah hmm

#

ok do this

quiet token
#

Mhh okay, need to get my head into it a little more i guess, this is too much for me right now ^^

odd ember
#

use the breakpoint, go past the max walk speed node

#

and check what the value of max walk speed is

hollow dust
#

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
#

also is process damage a delegate?

#

@solemn parcel

solemn parcel
#

@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 !

rotund basalt
#

@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

hollow dust
#

I’m sorry if I don’t understand, I’m very new lol
Do you mean put a box collision on the top of it and do OnCollisionEnter: enable the collision?

zenith scarab
rotund basalt
#

This is for example how you could retrieve the hit normal

Probably a better way of doing it but im currently tired πŸ˜›

#

You can then check if the Z value is 1 or not then you know its from below or above.

odd ember
hollow dust
zenith scarab
#

try the alternative wizard showed, but ake sure ur mesh even has collision

hollow dust
hollow dust
zenith scarab
#

try setting the mesh colision not the acftr collision

hollow dust
#

i've used linetracebychannel but spheres seem a lot more complicated

#

ill try that luis

hollow cape
#

Never a bad time to learn something new

hollow dust
#

you are right πŸ™‚

proven river
#

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

maiden wadi
#

@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?

proven river
#

it's a collision with the floor

hollow dust
#

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 πŸ˜„

hollow dust
maiden wadi
#

@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.

hollow dust
#

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

maiden wadi
#

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.

sonic cipher
hollow drift
#

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

rotund basalt
dawn gazelle
#

lol

rotund basalt
#

Thats an actual node in unreal

dawn gazelle
peak plaza
#

Damn, didn't work because of a race condition.

hollow drift
#

can you send me the blueprint please?

#

pay y a lot

north bay
#

@dawn gazelle thanks i tried it and it works!

sonic cipher
north bay
#

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)

dawn gazelle
#

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.

sturdy verge
#

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!

dawn gazelle
#

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.

odd ember
rotund basalt
stable fjord
#

I am forced to ask here too

high frost
#

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:

  1. 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
  2. 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
north bay
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@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.

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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

dawn gazelle
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Each player gets their own instance of it. You can reference a specific player state from their controller.

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So when I join a game, I get my player state. When you join, you get yours.

winged sentinel
dawn gazelle
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That's a variable from a referenced object.

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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:

stable fjord
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@dawn gazelle Did u work with Cartoon Water Shader?

dawn gazelle
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Nope

stable fjord
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or anyone here?

sturdy notch
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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.

winged sentinel
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@dawn gazelle thank you i may need to do some researtch myself that helped tho

odd ember
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@sturdy notch are you trying to reload the same level you're in?

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and also are you using any kind of WC

unborn maple
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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?

sturdy notch
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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.

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@odd ember WC?

dawn gazelle
odd ember
dawn gazelle
unborn maple
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ok.

sturdy notch
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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..

zinc spoke
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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?

unborn maple
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thank you datura that fix it

hollow drift
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healp

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how to do proper level loading

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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

sonic cipher
quiet token
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Is there a way to accelerate my players character "forward + left" when he's just pushin "left" in air?

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relative to his point of view in that moment

hollow drift
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use add

sturdy notch
# odd ember it should

That's why I'm trying to simplify the logic and add 'print' nodes to see where the hangup is

odd ember
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you might have to debug this on a cpp level since it might be a hangup during loading

odd ember
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and then just hide the initial mesh

sonic cipher
# odd ember you might want to spawn a copy?

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

odd ember
quiet token
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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?

sonic cipher
hollow dust
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@quiet token Pakkpakk you mean you want your character to go left of the relative direction of where your camera is facing?

sonic cipher
odd ember
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so... if you're spawn it like that

sonic cipher
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And now i'm stuck : how can i stop the object to fallow my mouse when i click :v

odd ember
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why aren't you just using it to spawn a new one at the position?

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ah

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I see

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you can do that on click again

sonic cipher
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Hum, i can't set up mouse click in Widget

sonic cipher
odd ember
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well no, just click

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where do you spawn the widget?

sonic cipher
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I can't find left mous button in user widget hmm

odd ember
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the user widget won't help you

sonic cipher
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i create the widget in my characterBP, when i press E

odd ember
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it's already done its job

sonic cipher
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Okay ^^

odd ember
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cool, that's perfect

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so in your character BP

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that widget will give you a reference

sonic cipher
sturdy notch
sonic cipher
odd ember
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using that reference, you have access to everything inside of that widget

odd ember
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including the door reference

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so if it's called SpawnEditor then you can do Get SpawnEditor and then Get Door ref

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or whatever you called your door

sonic cipher
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so i just do onclick spawn > then i get the wall from the create widget > then spawn at traceline location ? ^^

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I think i get it

odd ember
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well get that reference first

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and then we can talk about options

sonic cipher
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Yep

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like this ?

odd ember
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well

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almost

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you're setting that widget

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in the next node

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so in your blueprint panel

sonic cipher
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i set the wall1 too ?

odd ember
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no no

sonic cipher
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oof

odd ember
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forget about wall1

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for now

sonic cipher
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okay

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oh

odd ember
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get the ref first

sonic cipher
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okay

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i get the reference that i set

odd ember
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yes exactly

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drag it out from the blueprint panel

sonic cipher
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i have it ^^

odd ember
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cool

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from this

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you want to drag out the wall1 if that's what your door is called

sonic cipher
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yep haha okay

odd ember
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cool

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so we're not done yet

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if you go into the blueprint panel and click the SpawnEditor variable

sonic cipher
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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 πŸ‘€

odd ember
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you will have better ways of handling that later

odd ember
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so in your details panel

sonic cipher
odd ember
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scroll all the way to the bottom

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you should see a couple of green buttons

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with plusses on them

sonic cipher
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hum

trim matrix
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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

odd ember
sonic cipher
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oh

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i have when i click on this

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i clicked on the spawn editor

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and it does not have green stuff

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but this does ⏫

odd ember
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I see. I assume the widget is where you handle the mouse movement yes?

stable fjord
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without moving etc

odd ember
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as in, where the tick movement happens

sonic cipher
stable fjord
odd ember
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cool

stable fjord
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it colliding itself???

sonic cipher
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Exactly

odd ember
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so hop into your widget again

trim matrix
sonic cipher
odd ember
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create a new event dispatcher

sonic cipher
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Okay

zenith ocean
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hey guys! i am a bit new to programming and i try to get footstep sounds for my character. but its not working. 😦 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.

odd ember
# sonic cipher Yep πŸ™‚

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

sonic cipher
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huh

odd ember
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but since you're not everything is inside the widget already and we don't need to take out information

odd ember
sonic cipher
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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

odd ember
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that's fine

zenith ocean
# odd ember I'm not sure you can do this through BPI, you might need to bind delegates to ma...

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...

β–Ά Play video
odd ember
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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

rotund basalt
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@stable fjord Those are some realistic physics tbh πŸ˜„

sand gazelle
stable fjord
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yea

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exactly

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My ears are shaking a bit

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haha

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@rotund basalt any idea , how to fix it? XD

sonic cipher
stable fjord
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this is a Flying Galleon hahaha

odd ember
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we're converting your mouse location to a world location and tracing from there

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not tracing directly through the screen, if you will

sonic cipher
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Yeah it should work, done it

odd ember
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cool

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so the big button, what's important is that it's collapsed until you click the button to spawn the door

rotund basalt
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@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?

stable fjord
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4.23.1

sonic cipher
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hmm i set it to collapsed then

stable fjord
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version of water shader

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yes

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collides itself

odd ember
sonic cipher
odd ember
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so set render opacity to 0

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as well

sonic cipher
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i set it transparent we can't see anything ;o

odd ember
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cool perfect

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that works

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now

sonic cipher
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i set size to 1920x1080 will it adapt for bigger resolutions ?

sonic cipher
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of the button

odd ember
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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

sonic cipher
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i select Onclicked i believe ?

odd ember
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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

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correct

proven river
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apologies if this is a dumb question, I tried googling it but I can't find anything, what does the ProjectPointToNavigation function do?

odd ember
proven river
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what confuses me is it returns a boolean

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and for me it's always false

odd ember
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clearly you've angered the navmesh gods somehow

proven river
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uh oh

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how do I appease them?

odd ember
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the return value is probably if it managed to, or not

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the projected location is what you should use

proven river
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I'll be honest I don't even know what a nav mesh is

odd ember
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it's a simplified version of a mesh that covers all walkable space

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useful for stuff like AI

proven river
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ah ok, that makes sense

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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

odd ember
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correct

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though the use cases for it are, uh, niche at best?

proven river
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I'm just following the vr example unreal gives you, it uses that function

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it seems to be working fine without it but ig I'm trying to make sure I'm not missing anything really important

sonic cipher
odd ember
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from wall1 use GetActorTransform and GetClass and plug these into the new spawn node

proven river
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how can I go about seeing my nav mesh?

odd ember
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press p

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in the viewport

proven river
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nothing happened

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I'm guessing I don't have one then

odd ember
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looks like it

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the good news is that you haven't angered the navmesh gods at least

proven river
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this is true

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I appreciate your help, I'm still learning ue4 bit by bit

sonic cipher
odd ember
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depending on where you want to go with it

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you might want to remove the original mesh

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the wall1 mesh

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since it will still be spawned in the world even if you remove from parent

sonic cipher
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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

odd ember
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I mean this is the general method you'll want to use for spawning

sonic cipher
odd ember
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the rest is architecture and figure out how to spawn different things from pressing different buttons etc.

odd ember
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and also

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as a bonus

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you can do a neat little trick

sonic cipher
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Yep tell me πŸ™‚

odd ember
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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

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that will make your mesh semi transparent but show the edges

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so if you do that and pick a high contrast color then it'll be like a 3d "placement" cursor

sonic cipher
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ow looks cool, do i have to add this node in character bp too or in the material ?

odd ember
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you created the material already?

sonic cipher
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i show you

odd ember
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using the set material node

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later on you can consider making it a dynamic instance material but that's not necessary for this prototype

sonic cipher
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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 πŸ˜› i try to make this drag working ahah

odd ember
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good luck

sonic cipher
north bay
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@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?)

proven river
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would anyone mine helping me with my navmesh? I literally just started making one, but I'd like to know how it works

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right now I have this weird gap, idk what's causing it

odd ember
proven river
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for clarification I mean on the table

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around it looks totally normal

odd ember
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yes so it's applying navmesh on your table

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chances are