#blueprint

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odd ember
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you dont want navmesh on your table

proven river
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what if I want to be able to stand on the table?

odd ember
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so you might want to look into your navmesh settings and cull areas smaller than x

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are you an AI or do you move by mouse click?

proven river
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VR teleport

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so might as well be move by mouse

odd ember
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I have no idea what that is

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yeah but mouse click

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as in, not mouse movement

proven river
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yeah you click on a point and you teleport to it

odd ember
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ah

proven river
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if it projects to navmesh

odd ember
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no

sonic cipher
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I made it work perfectl thanks boss

odd ember
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you dont need navmesh for that

proven river
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ok it's weird the tutorial I was looking at was using one

odd ember
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ah I see

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yeah so if that's why you're wanting to project to navmesh then yes

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correct

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I had no idea that VR used navmesh for this but I suppose it does make sense

proven river
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I didn't really either, I'm not entirely sure why

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wait

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I get it now, it's to make sure you don't teleport into walls

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I had an entirely different system for that but I might as well have a navmesh if I'm going to be adding AI

odd ember
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walls not so much but imagine you have spaces that are open that you dont want players to teleport to

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you're in a forest and you don't want them to teleport over a hill etc.

proven river
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yeah but wouldn't that apply to walls also? cause at the moment I can teleport into the surfaces of walls

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which isn't really ideal

odd ember
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sounds like your project to navpoint isn't working properly then

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either that or your character capsule is too fat

proven river
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I haven't tried it with the navmesh

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I just meant like before the navmesh I could

odd ember
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oh

sand gazelle
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Wait, you're developing for VR?

proven river
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adding that should fix it, hopefully

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trying to, lol, but yeah

sand gazelle
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Yo, same. Is it cool I add you? I'm ganna ask you some things later on

proven river
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sure thing! just a warning I am developping in cpp, I just figured my navmesh question was better here, but they're pretty similar from what I can tell

sand gazelle
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Haha ohh okay got it. Know anyone else developing on VR?

odd ember
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you got a lot more space to operate in in cpp

north bay
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Hi guys, anyone know how to get a reference of a game state of another player instead of my own?

sand gazelle
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@odd ember would it be worth or waste to learn both cpp and blueprint?

proven river
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it's still all the same stuff, just I type funny letters instead of using boxes

odd ember
proven river
sand gazelle
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@odd ember very little C++

odd ember
sand gazelle
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Oh yes, all of that

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But not deeply

odd ember
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how deep

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dangling pointer?

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generics?

sand gazelle
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I know enough to make keyboard movement, and make a door that moves to the next level. (2D only)

odd ember
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stick with blueprint

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generally blueprint is the better choice because of the fast iteration time

proven river
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plus when you do cpp you need to recompile like all the time it gets a little tedious

odd ember
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but cpp has more depth and can be a preference later on

sand gazelle
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@odd ember got it. I'm following unreal engine's learning path for VR developement and I understand very little about the code they just made me make. That normal?

odd ember
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yea hot reload is sadly garbo

sand gazelle
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@proven river oooh

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The instructor isnt explaining as much of what these things are

odd ember
proven river
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I tried that path and that's kind of why I stopped using it, they also just said "yeah use the default movement stuff" even though I had no idea what it means

odd ember
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I wouldn't even do VR in that case

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it really is its own can of worms

proven river
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well I understand it all now, smh

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I almost have full movement

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almost

odd ember
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that's just the first basic hurdle though

sand gazelle
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๐Ÿ˜‚๐Ÿ˜ญ

odd ember
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not to demotivate you or anything

sand gazelle
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Well in my case, I bought my pc For Vr developement

odd ember
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just saying you'd get a lot more understanding from making a 3d project than from a VR project

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I can't imagine you'll be shipping these games if both of you are doing this for the first time

sand gazelle
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Oh I went through a level design class already with 3d

odd ember
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a LD class... for VR? for 2D? 3D?

sand gazelle
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I'm at this point and don't understand anything

sand gazelle
odd ember
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not sure who'd be teaching those

proven river
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hey I'll explain what I can if you need help understanding

odd ember
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nobody knows how to do much VR LD yet, and even those that do certainly wouldn't be teachers lol

sand gazelle
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Oh no no bot VR level design

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I meant I had a college class called Unreal Engine Level Design

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@proven river and omg plzzzz

odd ember
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I see

proven river
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impressive you have a college course for that, I'm just reading forum posts and hoping

dawn gazelle
sand gazelle
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@proven river surprisingly in Kansas

proven river
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vargBruh I'm also in Kansas I just didn't look for game development schools because I'm a normie

sand gazelle
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Daaangg

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JCCC is where I was taught. But yes that darn code, you can explain in a DM if you can so while I'm working i can read when I can

proven river
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JCCC is fantastic, especially for the price, I'm currently going to KU but I took some classes at JCCC to save money

sand gazelle
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That's smart

north bay
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@dawn gazelle What I'm trying to do is to get the coin amount information from the other player from the PlayerState (That should be possible right? ๐Ÿ˜› ), Now I'm only able to get my own information from the PlayerState but not from another player.

dawn gazelle
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How are you referencing your score that is correct?

north bay
quiet token
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@maiden wadi r u there?

north bay
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Pherhaps I need to pass it in a way to the gamemode first?

quiet token
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Mhh, someone else can help me maybe? Now i know the Problem better, but we still didnt found a solution and this is the last step before i can move on to the map design: When my player jumps forward and in air presses "left", he should add force to "forward + left". This must be easy, but i'm too noobish and stupid i guess

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need this for strafe jump

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and ofc he can do this to the right aswell. i can add the force, but its never relative to the players current direction

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this is how the movement works right now

lime fulcrum
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Hi!
Is there a way to round numbers to have less decimal points (float)

maiden wadi
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@quiet token Here. If I understood correctly, you want to jump, and add movement input to the left of where the player is moving towards regardless or camera direction, or do you want that left movement to be in regards to camera facing.

lime fulcrum
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instead of getting 0.002345 or 1.00452, to get like 0 and 1

lime fulcrum
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lol

odd ember
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floor?

lime fulcrum
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but I want it to be 0.02 precision, and not 0.023489507390549826

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or whatever

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or should I floor but then multiply by 10 or 100

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๐Ÿค”

dawn gazelle
lime fulcrum
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๐Ÿ˜ฎ

odd ember
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I want to love it

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but I can't help but think it would be better converted to cpp

dawn gazelle
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Probably XD

lime fulcrum
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what does it do? ๐Ÿ˜ฎ

odd ember
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also tbh you could have gone for ultimate insanity and made it one long nested select string

dawn gazelle
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Take an input, and it'll round it to the nearest decimal or value of your choosing. So input of 99, nearest 10, will round to 100. Input of 99.35, nearest .25 will round down to 99.25

lime fulcrum
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Wow

blissful lava
lime fulcrum
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I was about to do so

unique falcon
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just want to give a shout out to @atomic salmon for helping me solve a bunch of quite hard but cool issues with some stuff he posted way back in november ๐Ÿ‘๐Ÿป ๐Ÿ‘๐Ÿป ๐Ÿ‘๐Ÿป ๐Ÿ‘๐Ÿป

dull tree
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I need help with that

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is there any faster way to do it?

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u made MainGhost and then child of them like here

lime fulcrum
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What are you trying to do exactly?

dull tree
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but when i am useing get actor fo class and then check Mainghost it only counts one

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i have this

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and only one child (ghost) have this boolean on true

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i dont know why

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i can send more ss if this will make this more clear

lime fulcrum
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explain what are you really trying to do? Communicate with many blueprints at the same time?

dull tree
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i thinks so

orchid garden
dull tree
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i think u made bad choice

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i did 4 blueprint chillds for 4 Ghosts (to change colors :P)

dawn gazelle
lime fulcrum
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You should use an interface and do a "Get all actors of class (Just the parent class) and send the message in a loop of such array

maiden wadi
lime fulcrum
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๐Ÿ˜ฎ oh

dawn gazelle
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XD

dull tree
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im bigginer

dawn gazelle
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does that work with negative values too Authaer?

dull tree
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or any links to how to do it

lime fulcrum
dull tree
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i know to blue print but dont clearly know how they work

worthy frost
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i recommend checking out the Blueprint Communications tutorial

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before going any further

dull tree
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ok ๐Ÿ˜„

maiden wadi
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Actually I did realize an issue, it doesn't work perfectly with negatives, I'm fixing that really quick.

twilit heath
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also wouldn't hurt checking a tutorial on inheritance @dull tree

lime fulcrum
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Oh

worthy frost
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also btw, you can use just one BP for all ghost colours

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and have a enum that describes the colour

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i would only create children if they have vastly different logic

odd ember
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for a second I thought the concept of ghost colors was universal

dull tree
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i didnt know how to change material so

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but thank u for help ๐Ÿ˜„

worthy frost
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well your material would have a vector param you override

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for the color

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you create it dynamic, and adjust that param based on the color you want the ghost

atomic salmon
dull tree
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good to know

lime fulcrum
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Anyone have a formula to calculate the external speed of a "wheel" based on angular velocity?

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calculate the most external extreme

atomic salmon
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V = omega * R

lime fulcrum
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was it something like ANgular Velocity * Radius ?

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how do I get omega?

atomic salmon
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Not something like, itโ€™s exactly that

lime fulcrum
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LOL

atomic salmon
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Omega is the angular velocity

lime fulcrum
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oh ok xD

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Sorry

atomic salmon
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In physics everything has a letter for it

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Either Roman or Greek

lime fulcrum
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yah, I haver studied that stuff. which I regret a bit

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so, thanks ๐Ÿ˜„

atomic salmon
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You are welcome

lime fulcrum
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oh, right ๐Ÿ˜„

maiden wadi
lime fulcrum
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Thanks again ๐Ÿ˜„

maiden wadi
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Insane though, how hard it is to work with math in blueprint compared to C++. :/

dawn gazelle
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That's definitely neater than mine. Well done ๐Ÿ˜„

atomic salmon
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You can use a math formula node

maiden wadi
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Could get rid of the boolean too.

atomic salmon
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Makes it much more fun

maiden wadi
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And that is also true, I keep forgetting those things exist.

coarse marten
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i feel like this might be a C++ only thing but is there anyway to prep a level up? Kinda like level streaming, and might actually be level streaming but i'll explain real quick

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Hypothetical fighting game with a menu loop that has..
a Title Screen,
a Stage select, and a character select, you pick your characters and you jump into the game with the stage you picked

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Is there anyway i can tell UE4 for example to load the stage while the players are selecting their characters if it's already been determined where they're going to go?

maiden wadi
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That would have to use level streaming. Any other map loading will destroy the current level, which is also where the players would be choosing their characters.

coarse marten
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that leads to my second question then

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how would i change the gamemode with level streaming?

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because the main reason why i havent really tried to test it with level streaming is because... wouldnt the game mode have to be the same? Like if i had a menu game mode that was handling that the character select and i told it stream in, i wouldnt know how to tell to change game mode. If that makes sense.

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I mean i could just load level and let its do its thing in the world override but, the thought only popped up in my head when I was modding SFV

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i was doing a uni level design piece and thought it would be cool to mod into SFV, its a bit finnicky on certain things so i would get a game crash, but the game would crash as soon as it started loading the level, which was as soon as you selected it in the stage select

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so it got me wondering "huh wonder if you could set something up like that with level streaming or something else"

odd ember
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technically every level should be equipped to be handled by its own game mode

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you'd have to handle the switching of game modes in the game instance, most likely

coarse marten
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Wait you can SWITCH IN THE GAME INSTANCE?

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there's too much stuff in this engine my lord

maiden wadi
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@coarse marten It's possibly worth noting that level streaming is likely overkill for a fighting game. Normal map loading should be more than sufficient and very fast.

coarse marten
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all the main fighters level stream in their maps in pieces from what i've messed with

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Soulcalibur VI, Tekken 7 and Street Fighter V all stream in their levels from different map files, i just noticed that SFV did it in the character select kek

odd ember
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SF has to do it since it uses live character models for its roster screen

coarse marten
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Ah yeah i meant for the maps in general, especially for the Namco games

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but tbf it looks like they're chunked for organisation reasons?

odd ember
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it's pretty standard practice to use one map per role/discipline so you can work on it without impeding others

coarse marten
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Oh yeah that's true!

odd ember
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assembled all with the persistant map

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which will function as a map manager of sorts

coarse marten
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VI seems to have like.. Map data aswell in another file, which is.. not in the screenshot i took lmao

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but that seems to handle proprietary stuff they made back in the PS3 days they're still using now along with over things. It's all really cool stuff i enjoy looking at ๐Ÿ˜„

odd ember
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it does give insight into how stuff is made in larger teams

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but this is universal

coarse marten
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I appreciate all the help here though! Got some ideas im going to play around with now ๐Ÿ˜„

odd ember
trim matrix
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Oh whoops my bad ๐Ÿ˜†

elfin girder
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Someone help me with Rotator math? I've made a teleporter, but I want the player to keep their control rotation on the Z axis relative to the teleporter after moving locations. Here's an illustration I made:

coarse forge
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so.................................... is there a way to have a material dynamic instance in a blueprint? And..... If i wanted to make a weather system.. I can add the cloud volumes, directional light, sky atmosphere etc to one bp?

odd ember
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or whatever they're called

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but yes you can have a dynamic material instance in BP

coarse forge
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hmm

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Can you drop a BP that has those actors in it?

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or.. do you have to place them and then manipulate them via the bp

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or subsystem?

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im familier with the subsystems

odd ember
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you... have to place them, or give the subsystem room to place them

coarse forge
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just nothing that would group all these things into one

odd ember
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tbh there isn't a good way to centralize this

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perhaps for good reason

coarse forge
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lol

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k

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it would be tooo easy

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to be like.. here are your 4 actors.. and.. here is a bp that changes all these things to make storms and day/night

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hahah

odd ember
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material parameter collection I reckon they're called

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perhaps that is of some use

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at least for the material part

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for the remainder, lights etc.

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you can always create an actor that has a skylight etc. inside of it

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but you'll still have to select each component individually

coarse forge
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I guess.. i could try the level bp

odd ember
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normally I'd say yes... but what did you have in mind to do there?

coarse forge
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let me give you a screen shot

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one second

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dont worry i made it in paint

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so this is my title screen im working on

odd ember
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... so you want all of this

coarse forge
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and the clouds move, etc and the water moves.. etc

odd ember
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just for a title screen?

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I mean I don't think overkill even begins to describe it

coarse forge
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but i'd like to have the sun rotate and potentially change the clouds like lighten them and show a starmap

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for the night cycle

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well............

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ill use the same stuff for the real game level

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title screen is key man!

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๐Ÿ˜‰

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dont' worry.. i thumbed out the piano for the bg music for it today too

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๐Ÿ˜

odd ember
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it's like you'll be setting people up for disappointment

coarse forge
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so I mean.. the idea is.. a weather system.. that I could drop into any level

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hahahah.

odd ember
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best title screen, but no game mechanics

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one of the features I'm planning for is a storm system

coarse forge
odd ember
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not so much a weather system

coarse forge
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i mean.. there are game mechanics

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im at the part where I'm starting to tie things together

odd ember
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but I'm planning to use (yet another) subsystem

coarse forge
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hehehe

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can you do a subsystem bp?

odd ember
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nope

coarse forge
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well oopse

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hahahha

odd ember
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but they are exposed to bp

coarse forge
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sure

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hmm.. but then.. i guess you'd use delegates to send changes to the stuff

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or........!!!! is all that in the world

odd ember
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anyway I think you'll have to figure out what the parameters of the weather system you want is

coarse forge
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the light, etc

odd ember
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like how is the weather created

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etc.

coarse forge
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yeah I have that

odd ember
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is it a die roll?

coarse forge
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make clouds thick.. add rain.. add wind.. make the water crest more

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its already sorta there

odd ember
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oh

coarse forge
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but.. i think it should also sorta control my day/night cycle

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since I need to adjust clouds etc during those times too

odd ember
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I mean try looking for a tutorial

coarse forge
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i did

odd ember
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you seem to want a lot more from yours than I need from mine

coarse forge
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lots of 2014 stuff that wasn't it

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๐Ÿ™‚

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well i guess the day/night stuff can be sep from the weather system

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ill start with the day night

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thats pretty easy

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i think

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tick.... rotate directional light

odd ember
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statistically you'd be wrong

coarse forge
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hahahha

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5/4 kids are bad at fractions

odd ember
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but yeah I think rotating your direction light might be it

coarse forge
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for day night yeah

odd ember
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now you'll have to figure out the conversion rate between how long a day or night is in game compared to real life

coarse forge
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okay.. let me spin a bp up and see if it can access the directional light from there

odd ember
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you can do it in level BP

coarse forge
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i feel like Authaer is going to make my day.. hes typing a lot

maiden wadi
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If you want a self contained system, why not just do it all in the same class that you can drop into level?

coarse forge
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^

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thats where I started...

odd ember
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I mean sure if the components are there go for it

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I just don't think everything is exposed

coarse forge
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my q is.. can you put directional light.. height fog.. sky atomosphere skylight and volume clouds in one class

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I think.. they are all actors...

maiden wadi
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Skysphere is just a mesh and a material, Sun is a directional light.

odd ember
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is directional available in BP as a component? I forget

coarse forge
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alright.. ill start there

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to cpp I go!

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thx

maiden wadi
coarse forge
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magic leap is what i was hoping for

odd ember
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I still wonder if anyone's using that

maiden wadi
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I don't even know what magic leap is.

odd ember
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or why it is enabled by default

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it's a company

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that managed to lay off quite a bit of staff pre corona as well

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yet made it into the default package of unreal

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some sort of ar device

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or vr

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anyway directional light and meshes, you can handle materials for clouds etc. dynamically

coarse forge
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yeah i have the mat already

odd ember
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you could also attempt to implement the logic for how you want different weather to appear

coarse forge
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sure

odd ember
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you can just make it random

coarse forge
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yup

odd ember
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but I imagine you'd want each weather type to have a duration

coarse forge
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well after its working ofcourse

odd ember
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and a start/end phase

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I think the long dark does it well in this regard

coarse forge
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right now i want to focus on day/night

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so I'll start there

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well packaging those 5 things under lighting

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since that will exist on every level

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the water settings wont

odd ember
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well the water isn't part of the weather

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unless you want to count cases like tsunamis, but those would have to be separate meshes anyway

maiden wadi
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Hmm. I need to do a day/night system as well. I'm also going to need to tie it into my foliage replication system, which I need to work on a bit more.

odd ember
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oof that sounds complex

maiden wadi
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Funny enough, the foliage replication was very easy. I subclassed the foliage HISM component and used that for painting. Easy level design. Then made a second class as a manager that is the replicated one. That manager gets all of the subclassed foliage components, and I simply add to a replicated array, that is an array of a struct which is the component's mesh type, a compressed location and compressed yaw for rotation. It replicates that, and each client just removes that mesh instance at that location until that array entry is removed. And I get to keep the HISM draw call performance with harvestable replicated foliage.

coarse forge
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nice

odd ember
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not sure where level design factors into that but yeah

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probably not that difficult to tie into a day night cycle

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unless you count weather in that too

maiden wadi
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You can use the foliage painter to simply paint new foliage into the map. So the level designers job doesn't change at all except to simply select a different thing from a dropgdown menu.

coarse forge
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things ill have to deal with later

odd ember
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ah like that

coarse forge
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most likely when I add wind...

maiden wadi
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FoliageInstanceStaticMeshComponent is the default one. Just adding it to the list of meshes, and changing that mesh's component to the CInteractableFoliageComponent allows the foliage to be interacted with.

odd ember
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I don't think I'll do day/night simply because the increased workload that I have to consider for e.g. lighting a level twice

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the storm system will be fun though as its seeding will be based on the actions of actors and the player in the level

coarse forge
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@odd ember are you on 4.26?

odd ember
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no

coarse forge
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ah

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its neeto

odd ember
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not switching until it's stable

coarse forge
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lol

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well... im using it

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you literlly.. just rotate the directional light

maiden wadi
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I want to use 4.26, but that interface bug kills me. :/

coarse forge
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๐Ÿ˜

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oh with the bp

odd ember
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I mean it's not about the directional light rotation

coarse forge
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yeah

odd ember
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it's that during night time you have to consider different lighting

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and ideally you'd want your gameworld to respond to the fact that it is night

coarse forge
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sure.. emmisive control

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on your clouds

odd ember
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so essentially you're creating 2 or 3 or 4 levels per time of day, depending on your granularity

coarse forge
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and try a soft wide light for stars or moon

odd ember
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that's only one your directional light

coarse forge
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ill let you know how it turns out

odd ember
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what about manmade lights etc.?

coarse forge
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i mean.. turn em on

odd ember
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that's a big point to consider

coarse forge
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im in like 3000-5000bc mesopotamia

odd ember
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fair

coarse forge
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not super woried about nightlights

odd ember
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so for you it's probably a bit easier

coarse forge
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one does hope

odd ember
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I usually wait for .1 or .2 hotfixes to come in before switching

maiden wadi
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I feel sorry for people who have a lot of engine changes, that upgrade. That's brutal.

coarse forge
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eh.. i was on 4.24 making water.. then ran into a problem trying to merge splines and planes

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so i started upgrading then

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to use the new water system

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yeah.. i am going to try as much as possible to not do engine changes

odd ember
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yeah I don't do engine changes. if I would I'd separate them out in a module that is my own

night wolf
#

Hey so I have a simple ai that follows my character, and it is given authority by the default navmesh bounds volume, and it works fine when I play it in its own level in the editor, but when I start by opening a menu level, and then the level that actually has the ai (from a button on the main menu) the ai no longer chases the character, Iโ€™m wondering why? I think Iโ€™m in 4.24 btw (sry for long message)

odd ember
#

are you spawning the AI or is it in level?

coarse forge
#

double check the navmesh bounds volume

#

4.24 gave me random fits where I had to move it up 1 then back down 1 sometimes

#

there.. is a button to make it show green

#

so you know its active

odd ember
#

I managed to skip 4.24 entirely

coarse forge
#

O.O

night wolf
#

Itโ€™s just in the level

maiden wadi
#

P in the editor will show you the navmesh.

odd ember
#

but had my share of issues in an old project on 4.23 that instantly got resolved jumping to 4.25

night wolf
#

Alright

maiden wadi
#

I think 4.24 was my first version. I started right about the time it was released.

coarse forge
#

i started in March of last year

night wolf
#

Last time I checked the green thing popped up in the right places when I pressed p

coarse forge
#

not sure if 4.25 was out yet

#

double check the center of the actor.. make sure it isn't in like the ground some when spawned

#

my pigs had that issue too

night wolf
#

I was wondering if maybe anyone thought making an entire ai logic and blackboard or something like that

#

Or if itโ€™s another issue

maiden wadi
#

Check the character reference from the AI first, make sure it's still getting the reference fine.

night wolf
#

Alright thanks

odd ember
#

@night wolf you can also use the SHOW navigation command in console

night wolf
#

Ooo I havenโ€™t tried that yet

#

Thks all ๐Ÿ‘

maiden wadi
#

@night wolf I find that most things that break when you move from PIE to loading into one level and then another, is often race conditions. How are you telling the AI to follow the character?

night wolf
#

Yes

#

Oh wait whoops

#

Read it wrong

#

Itโ€™s just โ€œon see (pawnsensing) move to and then it is attached to my character (third personcharacter)

#

Not sure if there is more (Iโ€™m not at my pc right now ) but Iโ€™ve been over it a couple of times and I think thatโ€™s it

maiden wadi
#

Hmm. Might not be that then. ๐Ÿคทโ€โ™‚๏ธ

odd ember
#

I'm thinking you're right with the race condition

#

and it might be that it's somehow not coupled to the AI controller correctly

dusk basin
#

I have a multiplayer question when a player joins my multiplayer menu I want a player to spawn on player login and despawn on logout only issue is the event on player login is counting me the host as a player therefor spawning a player when I donโ€™t want it to be spawned is there anyway to exclude the main host of the server from triggering this event

trim matrix
dawn gazelle
#

just drag another wire off of it?

trim matrix
#

off what? the set speed? because that'll just add to the connection

#

it won't make a new one

#

damn- anyone here?

dawn gazelle
#

you've already casted to third person character in your screenshot. You can drag more wires from the reference on that cast node. "Thingy before" is not very descriptive, and "make more room" doesn't make a lot of sense in this context.

trim matrix
#

ohhhh okay

#

thanks

rugged wigeon
#

@dusk basin Switch has authority sorry ignore that. Do a check on the player controller. The listen server will be player 0.

edgy halo
#

Hey how can I store the value I take as input in the umg and transfer it to the next variable?

rugged wigeon
#

in the event graph of the UMG widget, create a variable, and set it to the current value of the umg input

atomic prairie
#

hey, I've created a widget which is linked to my interaction object to display the button or key to use, but this one follows my character, is it possible to make him follow the camera rather than the character?

#

here is my BP, but I can't find a similar one to GetActorLocation for the camera

quiet token
#

Hey! I have a vector variable with an offset wich is always at the same place relative to the character. When i jump i want to add force into that direction. The force part is working, but its not relative to the players position. maybe u can help?

#

all happening in fps character bp

tight schooner
#

Get actor forward vector?

quiet token
#

ah i only have forward vector

#

ure right

#

dude i'm so dumb

#

good to know, but its still not workin, doenst make me feel better hahaha xD

tight schooner
#

Well, I'm not sure what your BP script is trying to do

quiet token
#

i'm tryin stuff

#

cuz no one can help me with strafejump here

#

so i want to add a force to that relative point infront of my char

tight schooner
#

Are you trying to make the "left offset" relative to the player?

quiet token
#

yes

#

it is

#

when i rotate player it moves with him

tight schooner
#

Rotate vector node... Rotate the left offset with the actor rotation

#

Or you can get actor right vector

quiet token
#

mom

#

i try to understand, im pretty new

#

back in one min

tight schooner
#

(and use Negate Vector to turn the right vector into left vector)

quiet token
#

i dont understand sry ^^

#

too confusing

neon sorrel
#

Is there any other good way to destroy a actor without getting a pending kill error? Im trying to use a randomizer script to destroy the actor if it is a certain number, and that works but I get pending kill errors after for some reason and it glitches the actors. (Im currently using just the destroy actor node)

tight schooner
#

@neon sorrel set lifespan to 0.01 seconds can be a quick and dirty solution, but it depends. Pending kill means some script is still trying to manipulate a "dead" actor

neon sorrel
#

Its for a item my player picks up, so im thinking maybe I just have to add isvalid nodes to the pickup code. ๐Ÿค”

quiet token
#

@tight schooner like this? Its kind of workin, but i dont know why and if there are problems later, this was what u ment?

tight schooner
#

@quiet token if you're trying to get the left and right vectors of an actor, you can use the node Get Actor Right Vector (if I recall correctly). If not, you can Get Actor Rotation and feed the rotation into the node, Get Right Vector

#

@quiet token in your screenshot I was thinking of Get Actor Rotation

#

instead of converting forward vector into a rotation

quiet token
#

ok u helped alot, i try out a little, need to learn this shit so i dont have to ask everyday ^^

tight schooner
#

@neon sorrel yeah isvalid might work

vocal urchin
#

Is it possible to line trace to the water mesh actor? I'm having some issues doing so, but I can clearly see it's a mesh.

neon sorrel
#

I fixed it, thank you guys for the help though. Had to do a bit of a workaround but made it work

graceful hamlet
#

Is there a good guide on detecting gamepad events (like plugged/unplugged) via blueprint?

maiden wadi
#

@modest prairie If you mean for stopping the character from moving into things, then no. Other things can interact with those collision shapes, but they will not stop the character. The only singular component that matters for character movement is the RootComponent, in character's case that's the Capsule.

#

Pretty much ever movement component does that because they move by sweeping the root component of their actor. To get any other results, you'd need to build your own movement component.

little dirge
#

Hi folks, back with another basic question/problem!

I created a blueprint that inherits from Object, and another data-only blueprint that inherits from that.

Then in a UMG blueprint, I'm trying to create a variable that would contain the data-only blueprint. My assumption is that it would act like an instance of the parent with those properties set. However, if I set the Variable Type to "MyType" nothing shows up in the asset browser, same thing for the data-only type. If I set the Variable Type to "Object", I can drop either in.

Am I misunderstanding how to do something like this? Do I need to do this in the graph with something like "Construct from Class" instead?

little dirge
#

Found "PrimaryAssetType" and tried subclassing that instead, since it feels like that's what I'm going for, but it didn't seem to do the trick either..

Edit: Ah, that was correct! I just had to create a Misc->Data Asset instead of subclassing from the primary asset blueprint. ๐Ÿ˜„

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
hollow dust
#

When I use โ€œGet Actor of Classโ€ > into Impure Function that affects it, I can only manipulate the components of one actor through the blueprint. How would I manipulate the components of all the actors of that particular blueprint?
I tried Get All Actors of Class. It returns an array, but I cannot call the specific functions Iโ€™m trying to call because itโ€™s an array

tight schooner
#

@hollow dust For Each Loop

dawn gazelle
modern hawk
#

Guys I have a problem : I have buttons for android in umg and it should do stuff like jump etc , but whenever I try to click on the button it doesn't work I tried to print string but nothing , how to fix it ?

desert flame
#

My character's camera lag just stopped working when i changed the "Max Distance Speed" from default then back to default.

edgy halo
#

Hey how do I create the default automatic level? I created a new level but it is completely dark and sky light doesnt change anything

violet wagon
neat stream
#

Any idea on how to put a water body custom from the new water system at a specific height ? It appears that when packaged the plane/water body will be at 0

fickle remnant
#

what would be the cleanest way to pass a structure to another class in a blueprint? In c++ you could use a pointer thus saving memory

fickle remnant
violet wagon
#

Hey @fickle remnant you gave me an idea that fixed my problem! Instead of having my axis value for mouse inputs a 1/-1 I put it at .1/.-1 and it picks up very small mouse movements now! Thank you!

gentle flare
#

Is there a way to make it so when you select a camera component in the blueprint editor viewport you get the little popup in the bottom right corner that shows you what you can see?

tall pine
hollow drift
#

How to check if a Blueprint code has finished loading? e.g. an array has been filled and so on?
I have a huge loop with two arrays getting filled. Those take so much time that until my next code runs, it sometimes not finishes loading despite my next blueprint is directly connected to "completed"

olive sedge
#

Hi! Can I spawn an actor on both the client and the server and then correct the client actor based on the server status?

I'm trying to fire a homing missile but only replicating won't work, it stutters like mad. So I was figuring I could shoot it on both server and client and have it update according to the trajectory on the server

trim matrix
trim matrix
#

how do i tell ue4 to place a mesh procedurally
like placing maze assets to create a maze

tall pine
#

im quite stuck with that one

trim matrix
#

Something like that?

tall pine
#

i dont think shift is on focus here, more like when I hold W and A for example, then i release one and it quits the zimer

#

should i do a branch to vheck if w is held down

trim matrix
#

Oh I thought it was run/walk

tall pine
#

nah running and walk transition works

trim matrix
#

Ok so while holding two buttons if u release one all the audio stop?

tall pine
#

yeah, it breaks the timer by function name if one button is released

#

i think it would need tons of variables and branchws to set up

#

spaghetti code check ifs

trim matrix
#

Yea I donโ€™t like use a lot of code in BP...

#

Mhhh

#

Sorry I think I canโ€™t help you

hollow dust
#

@tight schooner @dawn gazelle thank you very much โค๏ธ

blazing vale
#

Hey all, I'm trying to find out how could I make this happen:
for my VR_Pawn BP I want to attach a plane on the ground with Foliage (grass) but I'm having hard time find a solution to attach foliage inside a BP
I want to make something like a flying carpet as the user moves on this patch of grass in space. any ideas ?!

odd ember
#

gotta admit I have no idea what you're looking for

tight schooner
#

@hollow drift My gut reaction is "that shouldn't be happening"... I've never seen Completed fire before Loop Body. But if that's really happening I suppose the only thing you can do is use a Delay node or Set Timer By Event to literally delay the execution of the rest until the next frame. But it still strikes me as odd and you should try some general bug fixing to see if what you think is happening is really happening.

odd ember
blazing vale
#

@odd ember let's put it this way - I want to attach a patch of grass (foliage) to my blueprint as a component. (the blueprint will be moveable)

wild moth
#

Hello everyone,
I just upgraded a MP C++/BP project from 4.25 to 4.26 and if I try to open 2 instances in Offline (now Play In Standalone) I get a crash with the main stack:
Assertion failed: !GIsPlayInEditorWorld

Any ideas?

odd ember
#

use a mesh or a billboard? problem solved?

odd ember
tall pine
odd ember
wild moth
#

No but isn't that G Is PlayInEditorWorld?

odd ember
#

e.g. when each foot hits the ground

tall pine
odd ember
tall pine
#

its FP

odd ember
#

best thing you can do is have something that affects the time scale, like a multiplier

#

so normal speed is x*1.0 and e.g. sprint is x*2.0

#

you can probably make this a function of your movement speed

#

and a sine node

tall pine
#

yeah i also thought of that

odd ember
#

the sine node especially is helpful as it will maintain intervals

trim matrix
#

how do i do procedural levels? o.o

solemn parcel
#

Hi, for some reason that Begin Overlap Event seem to trigger once when that 'EnnemiTest' BP is being spawned on map, nowhere near Ue4ASP_Character. I don't understand why

unique hollow
#

would it be possible for me to switch view modes in blueprints

olive sedge
#

I have an NPC character that I want to be hovering at a certain height. I have default movement flying and that's working well. How can I now set the height at which to hover?

edgy halo
#

How do I create a reference to an actor in BPs?

viral torrent
#

@edgy halo Create a variable and fill it using GetAllActorsOfClass for example

rare hemlock
#

I'm learning about anim linked layers, and I noticed that you can send other data types, not just an animation pose. Can this be used to send calculated values like speed and direction from AnimBP_1 to AnimBP_2, and, if so, how do I set those values in AnimBP_2?

hollow drift
#

@tight schooner I have a grid by 13 x 13 fields. Each field type gets generated with a boolean. Those fields have collision boxes. The pawns gets generated after the field has been generated. Those pawns interact with the collision boxes. They read from collision boxes on which field they are standing on. The information is generated in the loop and filled into an array. But this is "already kinda a common issue" since other people have experienced the same. If collision box spawns at the same time as the pawn. the event for the collision box does not fire in time to register the pawn inside of it.

Generally to avoid it i wanted to use something better then a delay for 0.0001 seconds. since this game gonna be a mobile game too, i want to avoid such issues with a smart code. Also what i am looking for additionally is a script to make a level loading which also checks if everything is loaded. i did it over level streaming

#

so loading and aknowledging is a big topic right now. any ideas or suggestions are welcome ๐Ÿ™‚

cold raft
hollow drift
#

I gonna try the set time by event. But generally loading is huge topic. cant find good tutorials since all people are cheating with a loading screen and a delay. what if the device is slower and the delay is not long enought?

cold raft
#

Ah, not sure then - that's developer mode so doubt if they would work in end user games anyway

unique hollow
#

unless you ship your game with developer mode like Mordhau does

#

and an alternative profiler mode build in Betas like I do

hollow drift
#

i saw this already

#

love the documentation of unreal

#

what it does, no one knows. what it says it should do i guess?

#

think we tried already out

#

replaced it with

rugged wigeon
#

Without having done this before, I would assume you need to pass the Return value output of that function into is Level Loaded

hollow drift
#

so we can manage different levels

#

dump quick question

cold raft
# hollow drift i saw this already

could you make the fields generate the pawns themselves, and then start the level after the pawns are finished? I mean take control of the entire spawn process and do it all in a series of steps where at the very end you enable collisions for the fields

hollow drift
#

how to not do a event tick but check still if it updated

rugged wigeon
#

Throw it on a timer or a timeline. Probably a timer makes more sense.

hollow drift
#

thats what i want to avoid in the first place

#

a proper level loading as you see in every game

rugged wigeon
#

Then use tick.

#

But you shouldn't

hollow drift
#

i also thought to make a check object at the end of the spawn queue and ask if it exists

#

but this is haphazard

#

there must be a better way

#

level loaded e.g.

#

@cold raft good idea

rugged wigeon
#

timer != delay. Timers and timelines can be used like temporary ticks.

hollow drift
#

what if the device is slower? a mobile?

#

this is just bad practice

rugged wigeon
#

Timer wait a bit, check condition, if loaded, start the game, else restart the timer.

hollow drift
#

also even tick = bad

#

it goes on every frame

#

what if your framerate is lower

#

ill use

#

or anything better if someone knows

rugged wigeon
#

Your points only apply if you're trying to guess which frame or time the level will be loaded by. You don't need to. You can just check at regular intervals

#

Yeah, that probably works presuming your event is set up correctly and cancels the timer.

hollow drift
#

this already works ๐Ÿ™‚ just general question if there is a better way

steady minnow
#

hi there. I am learning how to build shaders and was wondering: what is the logic behind Camera Position - Absolute World Position ?

#

Isn't the Camera Position already based on absolute world coordinates

rugged wigeon
steady minnow
#

ahh so absolute world position is a similar to a "Pixel Depth" but for ALL pixels on screen ?

#
  • for every pixel on screen using this material
solemn parcel
#

Nvm it was Overlapping with himself

odd ember
#

blueprints are not the same as materials

#

even if the editor looks similar

orchid garden
#

and he showed his bp prior to the material shot.

trim fox
#

Hey everyone. I'm trying to improve my checkpoints with an Animation that plays only on the last activated checkpoint and deactivates the animation of the last one. My question is how can i get the Spawn Transform to send information of the lats checkpoint to a variable which sets it to active or inactive?

verbal magnet
#

how can I get mouse position relative to center of the viewport?

desert flame
#

My character's camera lag just stopped working when i changed the "Max Distance Speed" from default then back to default.

orchid garden
odd ember
plain flare
#

Idk, is there right place. But, my text is showing like that. It is wrapping because auto-wrap is active. But it is so much, and auto-wrap value is 0. Why is that and how to solve ?

orchid garden
worn nebula
#

I click once and it removes the widget, but doesn't go back into playing the game

plain flare
#

@odd ember how can i ?

verbal magnet
orchid garden
odd ember
plain flare
odd ember
plain flare
#

@orchid garden yes it is inside somethings

zinc spoke
#

Hi everyone. Can someone recommend a good tutorial for Pawn Movement Techniques with Blueprint?

worn nebula
#

How can I allow tick while paused?

odd ember
tidal venture
#

I created a TArray of UObject instances for one of my blueprintable classes. Now I have the problem that I seem unable to assign anything to it in the editor.
TArray<UQuestTaskCondition*> Condition <-- this is the member
The editor allows to add members to the array but i cant assign anything. How would I spawn a UObject instance in the editor?

orchid garden
plain flare
#

No, Im trying to fix auto-wrap

#

It is auto-wrapping so wrong

simple sky
#

In BP functions do local variables already reset to their default on entry?

worthy frost
#

yes

orchid garden
plain flare
#

1 minute

#

I closed autowrap

orchid garden
# plain flare 1 minute

with how you have it the text widgets width is being scaled to the first word, and only expanding to the next word thats larger.

plain flare
#

and I want to get text like that

#

But also, auto-wrap important

#

because if my text so long, i need it

orchid garden
#

yes i get that, now listen, how much of the container do you want your text to be able to fill if its extremely long?

plain flare
#

which container, text block ?

orchid garden
#

the container that the text block is in

plain flare
#

full off can be fill

orchid garden
#

okay then you need to anchor your text block to all 4 corners

#

when you click on anchors its the bottom right achor

#

then set the offsets all to 0.0

#

then in your container, go to padding and add left, right, top and bottom padding for the space you want between the edge of the container widget and the text block

plain flare
#

what is anchor

#

where to set i mean

orchid garden
plain flare
#

got it

#

there is no anchor

orchid garden
#

on the text block

plain flare
#

on text too

plain flare
#

On this image, all of the pointeds

orchid garden
#

oooo ooo

#

its because its in a border

#

okay simpler then

#

set horizonal alignment to the last one for the text block.

plain flare
#

for text right ?

orchid garden
#

yeah

#

then down in apperance, set text justification to center

plain flare
#

Yeah yeah, it worked, thank you. You are rock !

orchid garden
#

np ๐Ÿ™‚

#

you might need to adjust the padding in the border for really long strings of text.

tidal venture
#

Is there any way to create an instance of a BP class that is not an Actor in the editor?

#

I know I can place actors in the level, instantiating them, but what if it is not an Actor?

latent arch
#

hey all quick nooby question really. How can i make a function that can target multiple objects of the same type? is this possible outside C++?

#

as in i want to connect more than one object of the same type to the "target" object pin

#

of my function

sonic cipher
latent arch
#

like with this one, how can i make one thats able to have more than one target? ๐Ÿ™‚

#

or is the only way to accept an array thats made before the function?

trim matrix
#

Hi is there a way to get a object nummber from a instanced object when traced

dawn gazelle
dawn gazelle
dawn gazelle
little cosmos
#

Hey! if I have an actor in my level and i want to be able to click it with gamepad.. do i have to line trace?

latent arch
#

@dawn gazelle yeah thats what i thought, thanks man ๐Ÿ™‚

fair magnet
#

Hey there...
Does anyone know how I would achieve smth like instanced timers ?
I wanna apply Temporary Buffs and Debuffs which can stack upon each other...
For example you start out with 100 Health then receive a debuff which reduces it by 30
you have 70hp for as long as the debuffs goes... but If you then receive a buff which add 50hp you will have 120 until the debuff disappers and then it will be 150hp

ocean gate
#

Hi! I'm trying to set up Face Live Link in UE 4.26 and have connected my iPhone 12 Pro to the AR Sample project and it works just fine. However, when I try to add rotation it doesn't work. The reason why seems to be because the "Evaluate Live Link Frame" node's output from the phone doesn't seem to respond to any properties with the names specified in the documentation for face live link (headYaw, headRoll and headPitch). Is the documentation just out of date or have I missed something important?

tldr: evaluate live link frame node does not output any value for pitch/yaw/roll. Why?

#

Nevermind I hadn't enabled "head rotation" in the app settings on the phone

gusty shuttle
#

Quick, off the top of your head, what is that node in a sound cue that can change pitch and tone randomly. Is it Random?

gusty shuttle
#

To answer my own question it was Modulator

#

Aye, thanks @fallen tartan

fallen tartan
#

random select a random sound from the inputs

gusty shuttle
#

indeed, I would need a library of sounds, then feed it into a random. Modulator is just what I need, spanks!

little cosmos
#

I am experiencing the weirdest thing

#

But the one above is just the same with a difference actor.

#

Cannot access its static mesh . What's going on?

dawn gazelle
#

Do get Static Mesh first

little cosmos
#

first how?

#

Notice the one above works

dawn gazelle
#

when dragging off the loop, begin typing "Get Static mesh".

little cosmos
#

I have tried.

dawn gazelle
#

Ok, then the thing is, you need a reference to what component it is you're trying to toggle visibility of.

little cosmos
#

static mesh component of Lobby Actors

#

but im doing it just the same above and it works!

dawn gazelle
#

What class is the "Lobby actors"?

little cosmos
#

Actor

dawn gazelle
#

You won't have an appropriate reference then.

#

As not all actors have static mesh component.

#

You can cast the array element to the appropriate class.

little cosmos
dawn gazelle
#

Open up your "BP Lobby Entrace..." whatever that BP is, and take a screenshot of its components.

#

In my example above, I'm using an actor of class "BP_ALS_Minion". I can pull off for its "Static Mesh" component because the class has this particular component (as you can see in my screenshot above)

little cosmos
#

is it any different?

#

Take alook

dawn gazelle
#

Your Lobby Actors variable.... If it's set to class "Actor" it won't work as "Actor" doesn't necessarily have the static mesh.

little cosmos
#

one above works

#

I mean they're built the same

dawn gazelle
little cosmos
#

WTF

#

It was Actor -.-

#

Fixed now. Thanks a lot dude

unborn maple
#

trying to check if the start round button is push and if the round begin timer has reach 0 to enable tick to listen for an input or should i use timer by event? as i need to enable in put in the blueprint for the key to work. so i dont want the key to be active when the round hasnt started

solemn parcel
#

So i've got auto spawning actors in a map, in 4 random different locations. Which logic can I use to make them spawn anywhere in these 4 locations, but NEVER in the camera vision ?

unborn maple
#

tick is still running when i hit play and doesnt stop like the tutorial i watch

gusty shuttle
#

Question: Do I 100% need to manually place a Level Sequence into a level, or does Create Level Sequence Player create that in the persistant?

unborn maple
#

never mind i found out why it kept going i didnt set the tick to false at the beginning of round

sand gazelle
#

Any idea why you must use game instance to spawn a pawn rather than just creating a SpawnPawn event inside the game instance? A tutorial has me do both

dawn gazelle
#

You don't need to use game instance to spawn anything.

solemn parcel
#

@dawn gazelle Thanks looking into it ๐Ÿ˜‰

sand gazelle
#

@dawn gazelle How would I spawn a Pawn that is not in my level already?

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I have this as the base

little cosmos
#

been gettings these lately when going back and forth my levels. not happening in packaged build

dawn gazelle
#

This can be used all over the place. It doesn't have to be done inside of game instance.

sand gazelle
#

Ahhh

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I wonder why tutorial made me use it in game instance

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it has me use that block in this one instead of the base that I just showed you

#

Like why put that last block in the base when I already have this. its all under game instance

dawn gazelle
sand gazelle
#

yes

dawn gazelle
dawn gazelle
little cosmos
#

Yeah I fixed that already

#

Had an old name reference somewhere

sand gazelle
#

This is a custom event I created in this same game instance

dawn gazelle
#

Events can be called whenever you need them to do something and are not fired by default. I'm not sure of the intentions of the tutorial as to why they are explicitly getting you to use specific areas to spawn your objects.

sand gazelle
#

ooh okay

#

well this one is on the unreal engine learning website and its the VR development course

#

the intention was to spawn the pawn but detect if you are using the headset or a controller

sand gazelle
#

Im learning ๐Ÿ™‚

dawn gazelle
#

Well Game Mode is usually the place to handle spawning in players as you can also get a reference to when they are entering the game, so it makes sense that it would be there. You keep saying Game Instance but that's another type of object itself which is effectively above the Game Mode - it can store variables and do things that can travel between levels - for example, playing background music that isn't interrupted when the level changes, or in your case, the storing of the VR settings.

sand gazelle
#

ooooh

#

I meant Game mode

dawn gazelle
#

Game Mode can be the same between levels, but everything stored is lost when you move between them.

sand gazelle
#

thanks man!

unique hollow
#

I got a health system in place, I want to add healing to my game but I don't want it to ever go over 100

dawn gazelle
#

Clamp

unique hollow
#

the current way I have it is that it takes the heal value + current health then sets the health as such

#

oh

#

yep

#

that was easy

dawn gazelle
#

๐Ÿ™‚

sage urchin
#

Anyone made keyboard focusing a WebBrowser widget work?

olive sedge
#

What's the preferred way to share logic between animation blueprints?

#

... if they have different skeletons

gusty shuttle
#

I have a question about level sequencers.

#

Do I have to place the actual sequence asset in the level OR can I just use CreateLevelSequence

open acorn
#

I'd really love to see a list of examples of things that go in game mode, player controller, and character.
For example:
Game Mode's list of example would start with "top score" and "game time remaining"
Player Controller: player's input actions like key presses
Character: Hit points... and now I'm not so sure because all of my inputs are in the character and not the controller...
Where's the giant list of where these things should go?

odd ember
#

game mode is your ruleset for the game

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player character is whatever attributes your character has

open acorn
#

where would you put respawning in in a multiplayer game?

odd ember
dawn gazelle
# open acorn I'd really love to see a list of examples of things that go in game mode, player...

It's hard to define what needs to go where as where things need to go is dependent on your design, and what you want to store where. Rules of thumb:

Game Instance: Anything that needs to persist throughout the game between levels. Items here are specific to the instance of the game running and cannot be accessed by other clients.

Game Mode: Rules and Scoring that should not be replicated to clients. Items here are not replicated to clients and cannot be accessed by clients.

Game State: Any values that are not specific to any individual but may need to be accessed by clients. Values stored here can be replicated.

Player State: Values relating specifically to players that can be accessed across clients. This can be used to store things like a character choice, or what build the player is using. Each player get their own player state, and values stored here can be replicated to other clients.

Character: Movement controls (as each Character could potentially have their own movement settings). Characters can store their own values, but if they are destroyed (such as after they are despawned due to death) then those values are lost. Values stored here can be replicated.

Player Controller: Can be used for Menu control, though some movement could be done here as well. UI can also be stored here. Controllers are present only on the owning client and on the server, but not other clients, so you cannot reference other client's controllers from a client, only on the server.

dawn gazelle
odd ember
#

input should be handled on the player controller technically, whether movement is handled per character is irrelevant to input however

#

game mode has specific functionality to handle respawning (as long as you're not deriving from GameModeBase)

#

that is especially useful for multiplayer

open acorn
#

so game mode is not replicated? but respawning needs to be replicated, right?
Yea I'm trying to make multiplayer respawning atm

odd ember
#

game mode also has functionality that prevents race conditions and shows that the loading process definitely dictates controller to have control over input as opposed to character

open acorn
#

maybe talking in specifics would make it more clear... like in Rocket League the score board and time are replicated but I would have thought that would be in gamemode

odd ember
#

at least that is what epic implies by them

dawn gazelle
#

Spawning something on the server typically spawns on clients as well unless you're specifically spawning it only on server.

#

I think

open acorn
#

i can't think of anything that would be only spawned in on the server and not replicated to the clients.

#

but lets not get distracted

odd ember
open acorn
#

for example in rocket league -
the scoreboard and time "would be in" game state?

dawn gazelle
odd ember
#

most likely in game state, as it gets flushed

#

but then it depends

open acorn
#

ok so game mode is replicated but it is protected by default because it is only run on the server?

odd ember
#

generally there's only a few classes that persist data across level transitions in both SP and MP, so you have to consider where you want to put them

dawn gazelle
#

No

#

Game mode is not replicated.

odd ember
dawn gazelle
#

It exists only on the server.

#

Anything gameplay related that players should not have access to should be stored in the game mode.

open acorn
#

we can continue the discussion over there if you want

dawn gazelle
#

So a "score" or "time" in the game should not be touched by players.

#

If you want the players to see the score and time, you can do that by setting a similar value in the game state, but do not use the values stored in game state as a means to determine when the match is over.

#

So they do not have direct access to the variables that are controlling the game.

open acorn
#

game mode is only run on the server so clients can't change it even if they tried

dawn gazelle
#

Correct

open acorn
#

lets go over to multiplayer

empty laurel
#

Anyone have a good reference doc or tutorial for triggering events from sequencer? I tried this in my last game jam and was trying to change levels at the end of the sequence and it would not trigger consistently.

fading raptor
#

Does anyone know how to change character Z rotation based on character velocity?

#

I want my character to slightly tilt when he is jumping

#

Kind of like minecraft foxes

odd ember
#

when you say z rotation do you mean pitch or roll

#

but also, generally changing the rotation of the character you're controlling is not a great thing

#

it's better to do this in animation so it just looks that way since anything you do with the character otherwise affects movement and could have side effects and bugs to resolve for little gain

fading raptor
#

I meant the pitch, but you're right about just making it an animation, however i dont think it would work if I added multiple jumps

odd ember
#

animation blending exists

fading raptor
#

true

odd ember
#

but anyway the point is that you don't want to make it based on the physical constraints

#

it's just something that is cosmetic

fading raptor
#

Makes sense

#

oh boy now i gotta create the animations ๐Ÿ˜ซ

exotic cradle
#

I have a feeling I didnt setup my childbps correctly

dawn gazelle
#

Relative transform would be the boxes' own position relative to its parent object.

exotic cradle
#

Yes. If I use any other location or transform it doesnt spawn the object in the middle of the scene. I tested it using another blueprint I have with a mesh associated with it and that got me the results I wanted

#

Im just trying to get the correct mesh I want spawned upon the level loading with the stats that I have given them from my data table.

dusk dust
#

Is there any way to access a materials output in blueprints?

tight schooner
#

Materials output? Maybe render it to a texture and sample the texture with a blueprint node?

#

I have some vague recollection of a node that samples a provided texture, getting the pixel color value at some coordinate ...

rain horizon
#

I've got this set up to automatically do a second jump once the first jump apex is reached, while the jump input is held down. Now, once the character lands, i want it to loop as long as the jump input is still being held. I've tried numerous options and i can't figure it out. Any suggestions?

maiden wadi
#

@rain horizon You're going to need to tie that in with OnLanded

#

In short, make your jump a function that both InputActionJump, and OnLanded can call.

#

Then in OnLanded, check if the keys for Jump are being pressed currently, if they are, run that jump function again.

#

@rain horizon Also, don't bind multiple times like that.

odd ember
#

@maiden wadi perhaps you've investigated this. I see wires crossing over from execs, and while it is certainly bad practice, is it actually going to have the variable saved off of the event node?

#

in the above screenshot

maiden wadi
#

@odd ember You mean from Key to IsInputKeyDown?

odd ember
#

yes

exotic cradle
sand shore
#

@odd ember it sure will

#

100%

odd ember
#

cool

#

I mean don't get me wrong, I'd never do this myself or ask people to do it, it's just an interesting technicality

sand shore
#

it's also a bad practice in the general case

odd ember
#

natch

maiden wadi
#

Yeah, Events seem to save their arguments in local variables or something that nearly anything in the graph can use. Each firing of the event updates it.

sand shore
#

yup

odd ember
#

so in that case runtime that would easily break though

sand shore
#

It can break though, with a certain optimization

odd ember
#

since you could press jump while double jumping

sand shore
#

That's totally fine?

#

Yeah it breaks but the outcome is the same

odd ember
#

yeah

#

I see

sand shore
#

it's a very niche example where the broken state is aligned with a desired state

#

but if you were to enable a particular build option, this would break in a bad way

odd ember
#

that's what I was thinking

maiden wadi
#

It's worth noting that a lot of BlueprintCallable stuff does the same thing. For example, you can cast on one execution line, then run another execution line and get that same casted pointer to use.

odd ember
#

a sort of inverse gimbal lock scenario

#

perhaps a

#

goldilock scenario

odd ember
#

it does not trigger execution in the way that an event does

exotic cradle
sand shore
#

@odd ember @maiden wadi Entry points and function calls both handle right-side-variables the same way

#

they should only be treated as valid only in the same callstack, but they technically work because the engine doesn't overwrite the params

rain horizon
#

sorry guys, just running through the responses. i'm pretty new to all this so i'm not 100% clear on everything that was mentioned. @maiden wadi what are you referring to when you say don't bind multiple times?

unique falcon
#

don't worry, it's okay to be new ๐Ÿ™‚

maiden wadi
#

Reset the notify per jump, but don't bind each time. Only need to bind an event once.

rain horizon
#

ah i see what you mean

maiden wadi
#

Hmm, odd. Onlanded calls too soon to jump again.

rain horizon
#

is that why that didn't work? haha

exotic cradle
#

Would it be possible that because of a box collision my item is said to have spawned with a mesh but due to the collision box the mesh is never rendered on the screen?

maiden wadi
#

@rain horizon This works. But I'd find a better way than a delay at some point.

rain horizon
#

i started with a delay but i scrapped it because if i let go of the input and pressed it again before landing sometimes there was delay before jumping again

#

i guess it wasn't in this form

#

but not ideal like you said

#

so i'm understanding correctly, the jump key pressed function is more efficient than grabbing the key from the inputaction event like i had it?

dawn gazelle
#

The thing is you could theoretically run into a condition where you don't have the key value from the jump input action set.

sand shore
#

this seems like trying to detect that jump is being held on any particular frame

#

the function could be called from anywhere, and if any jump key is pressed it would return true

rain horizon
#

hmm

#

i guess i don't understand that. if the key value isn't set wouldn't it be impossible to initiate the event?

dawn gazelle
#

That's why I said theoretically.... One such theoretical example - you jump, before reaching the apex you change your jump keybind, your function no longer works. Not likely to happen, but it can happen.

#

In the end, it's still not a good idea to cross pins across execution paths for just such a reason - it can introduce bugs and unintended behaviour.

rain horizon
#

oh you mean from one node to another

#

gotcha

knotty dirge
#

Question: Is there a way to visualize (and possibly use) curves in Unreal Engine? Not the kind of where you put your points, but through mathematical formulas, linear, quadratic, logit, ect

dawn gazelle
#

If you want to make up the math execution, of course.

knotty dirge
#

how? yeah I would provide a formula and I'm looking for a way to visualize it

dawn gazelle
#

One example? You can create an actor that leaves a trail based on where it moves over time. You would then have to feed in what position you want that actor to be in based on the time. Ex: Have your X as value. Y axis as time.

#

Then just move your actor to each point and you'd have a visual example of that curve.

#

Probably not the best way of doing it, but it is a way XD

rain horizon
#

thanks for the help/tutorial y'all

maiden wadi
#

@dawn gazelle @rain horizon You also run into issues where you may have more than one key for an event and you may want to simply know if ANY jump key is pressed. the one from the event only detects the exact key pressed that initiates it.

exotic cradle
#

Is there anyway to assign an overlap collision box to a mesh through bp?

rain horizon
#

thanks

#

now if we just knew why OnLanded called too early to work by itself i'd be totally content with this aspect haha

#

this whole thing started because i wanted to use one of the triggers on my gamepad as the jump key, but obviously they aren't meant to be hit repeatedly

maiden wadi
#

@rain horizon Use Event OnMovementModeChanged instead Seems to call later. I think it has something to do with the jump count not resetting yet.

rain horizon
#

yup, thats what i got now, works perfectly! thank you!

#

i did include a check to see if the jump key was pressed after the DoubleJump event as well, so it doesn't just do a double jump automagically

dawn gazelle
#

๐Ÿค” is it ok to bind to an event dispatcher on a keypress and unbind on release?

orchid garden
#

i just did a little boolean check for double jump, set it on first jump if not falling, and do normal jump, then if first jump active launch the character for the second jump, unset the double jump check. seemed the simplest way to do it.

sonic cipher
orchid garden
#

well technically its not, its anchoring the top left corner of your widget to the anchor point.

#

just subtract the height of the widget for the Y offset, i.e. if your widget is 50 tall, put in -50.

native plover
#

https://www.patreon.com/UE4tuts
For making Your Game/Projects or In Game Ready Functionalities!!!
Contact: ue4tuts4you@gmail.com
In this video we'll setup our Climbing Hands IK while moving and also when character is in idle state.
Don't forget to subscribe my YouTube channel for more Regular Stuff!
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โ–ถ Play video
umbral shard
#

Is it better to have one AI Controller/Behavior tree for all enemies or should I have a Ai Controller/Behavior trees for every unique enemy type?

orchid garden
warm ermine
#

Anyone know how I'd enable duel wielding? I followed this tutorial. https://youtu.be/0GlC4z7LIWU?t=955

In this video we script all the functionality for equipping our items to our player character, as well as how to remove items.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutor...

โ–ถ Play video
#

True branches off to the execution mainhand 2s execution . I can physically dual-wield wield this way. The issue is my inventory and equipment. I cant transfer main hand 1 slot to main hand 2.

#

Probably has something to do with update equipment . Cant figure it out though ๐Ÿ˜…

quiet token
#

Hey! I would like to linetrace not just to my forward vector, i want it to have a offset to the left for example. Its kind of working, but when i turn around at some point its tracin on the opposite. Just imagine that i want the trace not to go to my crosshair, but for example -100 on the y. Any ideas what i'm doin wrong? Do i have to make somethin ABS?

trail rampart
#

Use Right Vector with negative value (so it is left) and combine it with forward

quiet token
#

sry i dont quite get it

#

mom i try a little

supple dome
#

you get 5 meters on your front by Forward * 500, to get 100 to your left you use Right * -100

#

then just add

quiet token
trail rampart
#

you didn't plug the last vector

quiet token
#

ahhh nice thanks

#

Sry again ^^ I tought now i where able to drag my player to that point we're just made. But when i do this he's just pullin me to 2 points in the world

#

not relative to my position, but its the same value...

#

This is one of the moments u regret beein bad in math xD

dawn gazelle
#

I don't think you want to add in the world location * 100000 into the Add Force node.

quiet token
#

I want my player to get "pulled" to that point wich is next to him

#

the lower part works fine for the railtrace, but when i add force he's not doin it relative to me

dawn gazelle
#

When your character is standing still 0 force is being applied. If you applied force to his forward vector, he would move forward.

quiet token
#

its kind of that he's pullin me just to north and southpol

dawn gazelle
#

If you're wanting to get pulled to the line trace position, then you need to get the value from the line trace on its output.

quiet token
#

but istn the lower part, wich if feed into the "End" of the raycast the ending point i want to have?

#

i mean, this is the endpoint of the vector, this is the place i want to get drawn to

#

with the other output its still the same

dawn gazelle
#

You have Event Tick. This is one execution path. In your example, your event tick is connected to a line trace that starts from the camera position and is ending to wherever that math is point to. That's all that you're doing with that Event tick.

#

Then you have your E key input. You're saying forcefully move the character based on the math that you're calculating. It has nothing to do with the line trace.

quiet token
#

i know

#

i used the raicast to visualize the point

#

so i can see it

#

now i want to get drawn to that vector endpoint, wich i fed into the force

#

but the force isnt with me xD

#

now i tried to just put an collider at this place, without all the math

#

but he's still not draggin me to that location

#

maybe i have some issue with the force

dawn gazelle
#

Again, the point being, you're applying force to your character that contains the world location data. That doesn't make sense.

sonic cipher
quiet token
#

ah okay

#

now i maybe get it

#

ahh, when i feed it without the world info its working