#blueprint

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quiet token
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i tought i need this to tell the vector points where there startin point is

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but i reference the camera in the forward and right vector alredy i guess?

dawn gazelle
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Right. And then your starting position is wherever your character is

quiet token
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i'm on khan acadamy now, i really need to learn that shit xD

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thanks alot man, really appreciate it

sonic cipher
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set visibility works but destroy doesnt

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oh

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i think i made it work, by linking to actor

brazen jackal
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Quick Question. I have this Widget with an image and I want to change it but even though the function Set Brush From Texture gets called with a valid texture and the object reference of the Image it doesn't change from this checker Texture I set. What do I do wrong here?

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Maybe it does need a specific format or something like that? But I don't get a warning or error by calling the Set Brush From Texture function which I thought would happen if there would be anything wrong with calling it

sonic cipher
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i'm noob but can't you set image instead of "brush" ? lol :v

brazen jackal
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I want to change the image at runtime

dawn gazelle
brazen jackal
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ok but where could this get wrong? Is the texture wrong? Because I have just a path to a texture which is already provided from Unreal, I didn't make it myself yet since I just wanted to try this out

dawn gazelle
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Where are you calling the set image function?

brazen jackal
dawn gazelle
brazen jackal
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Hm... bit comlicated. It's part of an inventory. I have a cpp class derived from UUserWidget and IUserObjectListEntry to have a list entry for a tile view. When I open the Inventory the tile view will get filled right here

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Hm... my Visualize Inv Item Info pretty much does that.

native plover
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no the hand goes to the right when it shouldn't

brazen jackal
native plover
dawn gazelle
brazen jackal
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the data is this #blueprint message I see the path to this texture when stepping through the blueprint

dawn gazelle
brazen jackal
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yeah all that gets called VisualizeInvItemInfo->SetImage

dawn gazelle
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The data is coming from the Get Inventory Item for Cell, which I don't know what that contains, and that looks like it's being fed from the widget itself. Again, you need to trace where things are getting set. You do have the function set up right. It works fine on my end, you're just not passing the image data to the widget.

brazen jackal
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and in SetImage I can see the Image texture is the path to the logo I posted earlier

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But if it's not set up right I wouldn't get the right path to the texture path in the SetImage function won't I?

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Shouldn't be important where the data comes from if it is right. But I can show you where the data is from.

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It's pretty much just that property which will get passed around a bit. I already traced that through the whole thing to the end

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it's an actor which I can collect in the world

dawn gazelle
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Just try this.... On your set image function, break the image texture pin, and manually place a texture there, and see if it works. If it works, that means your function that you originally asked about is working correctly, and it means you need to troubleshoot how your data is being fed in. If it doesn't work, then that means it's probably a faulty image or some other oddity (multiple widgets overlapping?)

native plover
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can anyone help me with this?

brazen jackal
faint pasture
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Where would be the place to put a global event listener? Like if I wanted to make an "action" meter that's driven by total DMG done globally

brazen jackal
zealous moth
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Assuming that the Skeletal Mesh Component and the Camera Component are both Actor components, is there a way to access the component itself if assigned to a variable in order to obtain the transform? Or are they not actual actor components?

dawn gazelle
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Yes

zealous moth
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ah i see, they are scene transforms, not actor transforms

dawn gazelle
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You have them as variables right now on your screen

zealous moth
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no no, i meant what do they inherit from to obtain the transform

dawn gazelle
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ah

zealous moth
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they are scene components

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not actor components

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the latter are abstract, no transforms

dawn gazelle
near temple
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Hey, does anyone here know how to spawn a single sound cue without overwriting the current sound that is played, when reusing the cue? I am playing gear sounds while running but since they play every few seconds, they stop the old one and just play the new one, it sounds really cut off, what would be the best approach to play the same sound que with different sounds, while not overwriting the sound cue, but letting the old sound finish and blending/putting the next/new one on top?

dawn gazelle
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You'll probably want to create a concurrency setting for the sound which allows you to control the number of instances any sound using the setting can exist.

desert flame
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My character's camera lag just stopped working when i changed the "Max Distance Speed" to a high number then back to default.

olive sedge
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is it possible to pass an argument to a constructor?

warm ermine
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Anyone know how I'd enable dual-wielding? I followed this tutorial. DM - Thank you. 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
dawn gazelle
olive sedge
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@dawn gazelle yes

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I do SpawnActor and I need to pass an argument right away

dawn gazelle
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Oh, then create the variable that you want to set and set it to "expose on spawn" and "instance editable". When calling the spawn, you can feed it the value.

olive sedge
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@dawn gazelle ah! perfect! thanks

tardy kayak
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How would I change scale based on mm units in game say for instance I want to make a actor be 100mm long then change that to be 110mm long

astral flint
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Why are my macros getting pruned after updating to 4.26? ๐Ÿค”

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I can't use macros in my anim graph or they get this pruned warning

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New Macro was pruned because its exec pin is not connected

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It's just an empty macro with a float output

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Weirdly enough, this warning only occurs in the anim graph. I can use the macros in the event graph just fine

native plover
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Anyone can help me with IK? I followed this tutorial and im having this issue. Im trying to do IK with hands when i get on a ledge, but for some reason the right hand goes to the right when it shouldn't. https://www.youtube.com/watch?v=0-mkUKtYJbE&ab_channel=UE4TutsForYou https://i.gyazo.com/03cad8b0c920ebaa789e26738e96f26c.mp4

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!
Like my Facebook page:https://www.facebook.com...

โ–ถ Play video
tiny meteor
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whenever I trace into the scene it hits this object, collision is disabled?

dawn gazelle
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Your trace is set up to look for world static objects.

tiny meteor
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it should still ignore it if the collision is disabled?

edgy halo
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How do I create an array depending on some input from user?

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Like I want the length of the array be 9, 17, or 27 based on what the user tells

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And a square shaped map

edgy halo
dawn gazelle
dawn gazelle
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If you are going to set the array to a specific size, then you need to use set array elem to set its members.

edgy halo
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Ohh

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Thanks

exotic cradle
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Hey datura mind if I pick your brain a second

rugged nexus
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Can HISM's have different materials

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if they are all instanced from the same component

little dirge
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Is Blueprint debugging unstable?

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I'm trying to debug one and things crash. Things don't crash if I'm not debugging.

steady apex
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When I spawn a cable component using BP, it swings around a lot before it calms down. I suspect that's because I'm setting the end locations AFTER I create it. Is there a way to prevent this?

exotic cradle
atomic prairie
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need help! when I press B button in a menu with my gamepad, I go back to my first widget, the star menu, I must have configured this in the past, but impossible to remember where, any ideas to find this key bind and change it?

maiden wadi
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@little dirge It should not be unstable. It highly depends on what you're doing. If you post your crash log it would be easier to find the issue.

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@rugged nexus I don't believe so. That's part of what makes them so efficient. Since they're identical copies, it allows them to drastically improve processing of rendering. If you wanted some with different materials, I think you would need two different HISM components.

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@atomic prairie Likely places are either somewhere in the widget you have open, the current player controller for the user, any controlled pawns, the level blueprint, some form of an actor that has had input enabled.

atomic prairie
little dirge
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@exotic cradle @maiden wadi I was just throwing a breakpoint into a listview item BP and hitting play. After resuming UE crashed everytime. Away from my PC now so I don't have the specific log but it was something in ListViewBase going wrong.

viscid shard
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are there a list of games, successful games made only with blueprint?

neat stream
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Hello Guys any ideas on why the Text3D Component is teleporting to "0,0,0" in Packaged Build? I dont have any problem in PIE...nor in Standalone :(((

pliant tendon
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why am i getting an error?

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also i get this error too

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what is this?

solemn parcel
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So I've added a new parent BP for my weapons. To fix de weapon correctly I've added my character mesh, with animation BP into the WeaponParentBP. Thing is, the animation from the WeaponParentBP does not work, any ideas ?

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It seem to be stuck on idle animation

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Nvm, fixed it

plain flare
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Sometimes my button is like that, which is that i want :

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Sometimes like that, which is wrong:

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Why is that hapennig

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How can i solve this ? Rarely correctly happening.

round tulip
plain flare
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how can i store the value, i didn't do anything like that before ?

round tulip
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I am writing up an example.

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I will send a screenshot in a sec.

plain flare
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Ok

solemn parcel
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Blueprint Runtime Error: "Attempted to access DESTROYED_Weapons_SlowRifle_C_CHILDACTOR_1 via property K2Node_DynamicCast_AsWeapons_Parent, but DESTROYED_Weapons_SlowRifle_C_CHILDACTOR_1 is pending kill". Blueprint: Ue4ASP_Character Function: Execute Ubergraph Ue 4ASP Character Graph: EventGraph Node: Stop Shooting

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i'm having this error, from this bp under. Why ?

round tulip
plain flare
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ok, im testing now

round tulip
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@solemn parcel You could use a validated get, the will make sure it is not null before executing the functions from that actor.

solemn parcel
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@round tulip I'll try thiss right away !

plain flare
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what is that get, i couldn't create that

round tulip
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Right click, convert to validated get.

plain flare
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got it

round tulip
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Sorry, I forgot to mention that.

plain flare
round tulip
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Yes.

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That validated getter means, the code will only runs if the variable (pointer) is valid.

solemn parcel
plain flare
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hey
i got what you were talking about. This code is disappearing my mouse cursor. But my problem about, my buttons doesnt work correctly

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Is that code was about disappearing mouse cursor ?

round tulip
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It does not for me.

solemn parcel
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@round tulip Thanks !

round tulip
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No problem.

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I that error can be quite common with replicated actors.

solemn parcel
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@round tulip How often should I use the IsValid ? as often as possible or just to fix these kind of errors ?

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I saw it being used a lot

round tulip
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@solemn parcel You can convert any UObject, and any base class or UObject, AActor etc, (the variables with the turquoise blue pin) variable type, into a validated get, which is the same as the is valid macro.

round tulip
solemn parcel
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@round tulip Thanks, i'll keep this in mind then ๐Ÿ˜‰

plain flare
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@round tulip yes, i am trying somethings

gentle flare
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Watching a bunch of youtubes on creating interactables...

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BP interface seems like more work than just having an interactable base class

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Are there some specific reasons why I want to go to the extra effort?

tall pine
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how can i create a fading, darker vignette for smth like a low health effect?
do i need to edit post process settings per blueprint?

round tulip
thorn veldt
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How can I get multiple items from the same array?

reef mist
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Hey guys, I'm trying to make a car game, I've followed all the tutorial on the documentation but it isnt spawning on the player start, it doesnt posses at all if I place it on the map.

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An I dont know what more to try

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I am using one of the Polygon City pack cars

swift coral
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idk if this fits here, but I cant seem to change the resolution of my widget properly. As you see the screen size is set to my desired 1920x1280, while the canval panel has some different, weird dimensions. When I press play, everything is small and weirdly displaced. How can I solve this?

errant cradle
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hi guys,
how can i prevent cracking my game from those patches GameName-WindowsNoEditor_p.pak and GameName-WindowsNoEditor_p.sig placed in \Content\Paks folder

lavish idol
twilit heath
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@swift coral that custom size there isn't the widgets desired size

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its just settings for the preview for the designer

radiant rapids
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Hi, i have a problem with overlap event. Basically i have made a molotov and as you would expect it leaves a fire on the ground. If the character stands on it for 2 seconds they will start to burn and it does work, my problem is that if the molotov lands next to the player so the collider spawns on the player it doesnt work since it doesnt count as a begin overlap. Any good work arounds?

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The overlap event is in the molotov fire blueprint EDIT: fixed!

swift coral
twilit heath
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canvas will go full screen if added to viewport directly

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so your widgets inside the canvas aren't laying out properly

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use anchors and pivots, never use the coordinate positions for anything other then offset

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from the anchor/pivot position

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you should set your preview mode to desired on screen there

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so you can see what you're doing

swift coral
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Okay thank you

round tulip
round tulip
reef mist
round tulip
weak kindle
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l cant understand it

gloomy linden
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@swift coral hardcoding resolutions to widgets can be a bad practice as you dont know which resolution the enduser will be using

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@weak kindle what do you mean with "where is the false"?

weak kindle
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@gloomy linden how can l solve this rpoblem

gloomy linden
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What problem?

reef mist
weak kindle
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@gloomy linden l try to create a multiplayer game but when l try run it only first player seems ok others show me that screen

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but they have spawn in world

stray island
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How do i increase a static mesh around a point inside an actor , say cubes around it for example

weak kindle
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@gloomy linden even actioon buttons of players doesnt work

stray island
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Snipe

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Any idea?

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Or suggestion

weak kindle
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nope

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sry

gloomy linden
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@stray island I've a hard time understanding what you mean with "increase static mesh"

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does it need to be even more static?

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or mesh harder?

stray island
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Say for example a pearl

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Braclet

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And u wanna increase number of pearls

gloomy linden
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so you want to spawn more static meshes

stray island
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Choosing how many spheres

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Yes

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But around a point , so they be circular

gloomy linden
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drop the static mesh in a blueprint, and spawn a couple of those?

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same thing but add cos/sin

stray island
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I want the option to choose how many

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So i dont place them manually

gloomy linden
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add a widget where you enter a number, put that in that a for loop to spawn the actor that contain the mesh

stray island
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Sorry i didnโ€™t get the concept

gloomy linden
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you know what a widget is?

stray island
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Yes , but that would be a gameplay feature

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I dont want it for gameplay

gloomy linden
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so you want to just code an amount

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same concept applies without a widget

stray island
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I want it for myself to procedurally change

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Ya

gloomy linden
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procedurally?

stray island
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I didnt get how to do it tho

gloomy linden
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boy you gonna for a long run

stray island
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Ignore the word procedurally

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But i meant to directly change the number

gloomy linden
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so you will need the radius of a circle, the size of the paerl to determine how many would fit in that radius, and spawn that amount

round tulip
stray island
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Yes , but its ok if they are overlapped for now

reef mist
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Thanks

stray island
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I just need it to rotate around

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Just like array modifier around empty , in blender

gloomy linden
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thats close enough

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@stray island

stray island
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Oh damn C++

gloomy linden
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math nodes are available in bp

stray island
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No blueprint

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Oh

west sky
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Magic recipe for showing up a reparented component in the Actor components tree? ๐Ÿค”

stray island
round tulip
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@stray island For drawing look at the corresponding methods/functions in Blueprint.

gloomy linden
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i havent booted ue4 in over a year now, but i will now to make an example, it can be a pain sometimes

round tulip
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@stray island For example the Ellipse function in the HUD class.

gloomy linden
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he doesnt want to draw a ellipse, he wants a circle where he can spawn stuff on

round tulip
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Okay.

stray island
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That would be great , also thanks mirrors

round tulip
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@stray island Visible to to player?

stray island
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Yes

gloomy linden
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scroll a bit up so he wont have to explain it againn, lol

stray island
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Why havenโ€™t u lunched ue4 , yet helping people ๐Ÿ˜ฎ

round tulip
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I have it open.

faint pasture
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Where would be the place to put a global event listener and stats tracker?

stray island
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i meant when remco said he didnt lunch it for years , yet heโ€™s helping

round tulip
faint pasture
round tulip
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@faint pasture What about GAS?

gloomy linden
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@stray island lost movitvation due to some depressing events in life

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booting it up now tho

stray island
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I think this is a bit similar to what i want but in blender

odd ember
faint pasture
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I suppose a programming subsystem that then outputs data to game State and player state would probably work

round tulip
odd ember
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lol I got the link I just don't see any docs or description written for it anywhere

round tulip
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The readme is showing you how to use it.

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Also, here is the forum post explaining it.

odd ember
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perfect, thanks

round tulip
gloomy linden
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compiling shaders... endlessly omg

stray island
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Oh , i know my luck , i know it

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I hope u get motivated bk , as the industry potential is worth the investment

lean reef
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Hi. I am new here. I would like to make a VR experience to teach a step by step lesson explaining how to use a piece of equipment. I am not a c++ programmer, so am wondering if I could use blueprint to create the simple interactivity this, or at lease the bulk of it. The VR lessons will be fairly linear - the user will learn how to set up the machine. A lesson plays as a video, the machine animates, then a quiz question has to be answered before the next stage of the lesson appears. Does anyone have any examples/advice using blueprint for creating VR training simulators?

reef mist
round tulip
round tulip
# lean reef Hi. I am new here. I would like to make a VR experience to teach a step by step ...

This video shows you how to create a simulation in VR. https://youtu.be/n1_h27DWd_o
I assume you would want the Machine to be interactive.

Video from the year 2019 where they create simulations using Virtual Reality headsets.

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โ–ถ Play video
stray island
round tulip
stray island
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No sorry i didnt meant the qouted video

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But the videos in ur channel

round tulip
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You meant my videos, on my channel?

stray island
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Yes

round tulip
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Yes they are about Mirror's Edge and how to use the editor.

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I have not uploaded in ages.

stray island
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So its not your recreation of the game in unreal?

round tulip
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No, that is the unofficial Mirror's Edge editor.

stray island
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Oh alright got it

round tulip
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The game is made using UE3.

stray island
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Never knew about it , even tho i play mirrors edge sometimes

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Iโ€™m sad barley parkour games anymore

gloomy linden
stray island
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Hey

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Its ok can u screenshot that code

ocean island
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Not sure if this was covered, but anyone know if the level viewport camera info was replaced with anything in 4.26. It seemes to have been removed from the engine.

stray island
gusty shuttle
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Quick question: By making a variable, say QuestLevelSequence (which houses a Level Sequence Player type). If I make that instance editable and expose on spawn, could I make the same variable in a different actor and edit it there?

orchid garden
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is there a simple way like datatables to import the contents for a array to prepopulate it?

round tulip
orchid garden
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no fill a array from a csv like you can do with datatables

orchid garden
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but for a array ๐Ÿ˜‰

round tulip
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I think you will need to use some C++.

orchid garden
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i was trying to find a way so i didn't have to manually enter 100 objects to the array

round tulip
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I can help you create that node.

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In a Blueprint Function Library.

orchid garden
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ah no im trying to keep the project sctrictly blueprint based, no c++

ocean island
orchid garden
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with c++ alot of things would be easier ๐Ÿ˜‰ but doing it soley blueprints makes some things challenging

faint pasture
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@orchid garden just make a data table, get the row, do something in it and fill the array

round tulip
faint pasture
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For each row, get thing, add to array

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What are the elements?

round tulip
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Each row needs to be a Struct, I think.

faint pasture
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I know

orchid garden
faint pasture
orchid garden
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they'd be references to objects

faint pasture
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Uh

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You sure?

orchid garden
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yep, static mesh objects

faint pasture
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So you can do it 2 ways.

  1. Data table with 1 row of a struct with an array of meshes

  2. Data table with many rows of a struct with 1 mesh

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Make it by hand, export to json or yaml, edit, import

orchid garden
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the layout of the datatable wasn't really a question, rather how to select a random from a datatable if i went that route.

round tulip
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I think the second way sounds, and will be better.

faint pasture
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Oh easy, get all row names and select a random

orchid garden
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then just random int from the length of the out row names to select the random item

round tulip
orchid garden
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i'd still have to make multiple data tables using that cause some of them are 100 items, others are only like 25.

round tulip
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Then just add each row to an array.

gusty shuttle
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Is there a cleaner way to GET the level sequence player other than Create

round tulip
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@orchid garden Would each table be of different type?

orchid garden
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no the data is all the same just whats in them is different

round tulip
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Okay.

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So just make two tables then.

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And two arrays.

orchid garden
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i.e. basically - get random, set mesh part, get next random, set mesh part, etc. for 8 different tables of various length.

round tulip
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I would look into composite data tables.

faint pasture
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Make a table of 8 rows of structs with an array of meshes inside them

orchid garden
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not sure how a composite datatable would work for my problem.

round tulip
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Adriel's idea is a good one.

orchid garden
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a single data table with 8 rows wouldn't work, as some would have objects and others wouldn't.

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so i'd end up getting empty returns

open crypt
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simplest way to get only the odd numbers (basically I want to activate only half of the items in an array) -

round tulip
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Just do a is valid check then

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And perform a different action if it does not have an object.

open crypt
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the module that's what I was looking for, thank you!

orchid garden
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here, think of it like a character being randomly generated, the head would be 1 list of say maybe 4 objects, the body being a list of maybe 10 objects, the arms being a list of maybe 8 objects, the legts being a list of maybe 5 objects. so each list varies in lenth.

if they were all in one table the list would be 10 objects, while the heads are only 4, so calling for a random head, the possibility of hitting a invalid would be high alot.

round tulip
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What about a map(dictionary)?

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What you could do, to help, is make the struct type and send a screenshot.

dawn gazelle
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Can you not use random int in range and get the max size of each array to pick one of the options from each array?

orchid garden
dawn gazelle
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yeah why not? ๐Ÿ˜›

round tulip
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That's not a bad Idea.

dawn gazelle
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or at the least, just the names, then grab the actual data when needed

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save some memory or something

orchid garden
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it'd be called per actor of that type so.. yeah would probably want to make it a global function call that could be interfaced..

round tulip
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What about a macro library which returns that data? This macro would only be defined for a certain type of actor

orchid garden
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macro and function libraries can't store data, and doing multiple fuction/macro library calls to contruct could cause memory usage explosions.

round tulip
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Just store the data in the parent actor.

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And clean the array when necessary.

orchid garden
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where as storing the data in a gobal object (like game instance) i'd only have to construct it once and use a interface call to get the random parts for the actors of that type

round tulip
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Yeah.

orchid garden
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seems like this would be a better option then per actor, expecially if there were like 50 of them loading in

#

thanks for the suggestions ๐Ÿ™‚ @round tulip @dawn gazelle @faint pasture most helpful ๐Ÿ™‚

round tulip
#

So you do not have to keep performing lots of casts.

open crypt
#

nothing super expensive about using event tick with a delay to toggle a light on and off right? (like strobe)

proud hull
#

@orchid garden one more route you can take on this, which I use for displaying key/button images (would have been super tedious to manually make a table or array since there were so many images). You can load the uasset directly (using Asset Registry) based on naming conventions and/or folder structure. Take your character example, you could store all heads in a "Head" folder, all arms in a "Arms" folder, and these folders in a "BodyParts" folder. Then you can also use naming conventions to get even more specific, like certain heads could be for different species or something, "human_1", "human_2", "alien_1", etc. You just need to remember to include this main folder when packaging.

round tulip
#

You could use tick, but timers are slightly better for performance, I think.

faint pasture
proud hull
fair magnet
#

Hi there.. complicated but simple question.. I have a Event which sets a timer...
I want this even to be set twice if I call it twice...
So If i press E twice which calls said event it actually sets 2 timers instead of one

#

is that possible ?

storm dove
#

what the inputs should be for this node? im trying to check if the player is looking at an object?

#

one of the inputs is players forward vector right? whats the other one?

fair magnet
storm dove
#

this does not explain it

dreamy ice
#

Why aren't you just doing a line tracE?

faint pasture
maiden wadi
#

@storm dove Dot product is the comparison of two directional vectors. So comparing if one actor is looking at another, you'd want the player's forward vector and then the unitdirection from the player to the object.

storm dove
#

thank you @maiden wadi

open crypt
#

doesn't that just make it do that same action less, so if you are going to tick, at least use a delay to save

proud hull
#

It can create problems with the overall timing of the main loop.

faint pasture
# open crypt why?

Because it's fucky. Idk how it'd even work, instance a delay every frame?

open crypt
#

My understand was if you some action, it would check every frame to do that action, but wouldn't actually proceed with the action and any calculations unless it met the delay material

#

and since that's a simple float check, that shouldn't be expensive but I take your meaning

faint pasture
proud hull
#

If you want to delay your tick, just change your tick interval rate instead.

odd ember
faint pasture
odd ember
#

if you're using it with unnormalized vectors you're gonna get weird results

solemn parcel
#

So i've got my MAX AMMO showing with this, but how can I add a '/' just before the number, without creating a new text widget component ?

storm dove
#

thank you

dawn gazelle
# open crypt My understand was if you some action, it would check every frame to do that acti...

Every frame the delay will be called, and the stuff after it will happen after the delay. So if you wanted a 1 second delay (approximately 60 frames), you could have 60 things waiting around to execute, and every frame afterwards it would execute, meaning you're still firing things every frame.

If you use a timer and set it to fire once a second, you don't have anything waiting around to execute, and it'll only fire once every second.

open crypt
odd ember
solemn parcel
#

@proud hull Thanks !

odd ember
#

or well, you can do it but you have no way to turn off timers individually

#

so eventually it's going to lead to a memory leak

dawn gazelle
fair magnet
#

@dawn gazelle I thougt about this but I would need alot of timers then

faint pasture
odd ember
#

yeah this sounds like a hacky setup

fair magnet
#

Manipulating Variables for some duration... but I want things to stack so like...
If I call that event once it reduce health for example by 20 for 10 seconds and gives it back after
but If I call it again during that period of time it will reduce by 20 again by 10 seconds aswell

#

kind of hard to explain

odd ember
#

so two DoTs stacked of the same type

fair magnet
#

exactly

faint pasture
#

@fair magnet use GAS or structs with a system to run them

odd ember
#

you could create a scalar value

faint pasture
#

Or just actors

odd ember
#

on a single timer

#

but that's just going to approximate that effect

#

but yeah something that exists in the world is the better choice here

#

actors or perhaps even a component spawn

fair magnet
#

@faint pasture What exactly is GAS ?

dawn gazelle
#

Do you want the DoTs of the same type to tick separately? ie. Lets say you have a "poison" effect and the effect can stack. Do you want each stack to tick independently?

faint pasture
#

Or a struct in a BuffComponent

dawn gazelle
#

Gameplay Ability System

odd ember
#

I'd say components are your best option

dawn gazelle
#

requires some C++ work if you want to use it.

faint pasture
#

@fair magnet is your game multiplayer? Is it fast paced?

fair magnet
#

I have no experience with that system at all

odd ember
#

it's the cleanest in BP, for sure

faint pasture
#

@odd ember is adding components at runtime a performance consideration?

#

Like are you talking about the buff being a component or the buff being data inside a component?

fair magnet
#

@faint pasture it is multiplayer but don't know how fast just yet

#

Rn I'm just setting up logic

faint pasture
#

@fair magnet I would just start with buffs as actors. Then you can attach them in the scene and they can have their own little particle effects and sound etc, and manage their own lifetimes

proud hull
#

@faint pasture components are simply just data storage anyways. They can be as small as holding a single variable or as robust as the movement component.

faint pasture
proud hull
#

Creating your own custom components allows you to keep things modular and clean.

fair magnet
#

So should I use Components or actors now ? o.o I'm confused lol

faint pasture
#

@fair magnet start with making a buff actor.

#

If you're fairly new to unreal it'll be the easiest and most intuitive way to do it.

fair magnet
#

I guess I'm semi-new :o

faint pasture
#

You just make an actor with like an affected character variable, and a couple of events for on apply, on update, on remove, etc.

#

Then to make a DOT, you would do damage to affected character on update

#

Update being on a timer prolly

fair magnet
#

I think I've got a plan...
Making an actor with a lifespan of the buffs duration.
Creating a Datatable for various buffs
Setting a row on a skill or smth and just assing all the information through to the actor so the actor can apply it properly

faint pasture
#

It won't be super elegent for something like stacking slows but it'll work.

odd ember
#

components would be better since you will be adding them to actors

#

adding actors to actors will be a pain

fair magnet
#

Maybe I can make an array to check if a buff is already applied and if so do things

odd ember
#

tbh it's the most elegant you'll get in BP

#

everything is perfectly decoupled

fair magnet
#

Arrays are Op ngl... I love them :o

#

My whole attribute system is built around them

faint pasture
#

@odd ember are you talking about buffs as components or buffs as data within a buff component? Like when you apply a dot, are you adding a component to the character or are you adding a struct to the characters buff component?

odd ember
#

you should be using structs for that I reckon

faint pasture
#

I mean if you have five bucks, do you have five buff components or do you have one component with five buff structs within it? That's what I'm asking.

odd ember
#

for stacking you will need multiples

#

in BP

willow phoenix
#

instead of this 800x600 texture setting the scene capture gets rendered 1:1 (but i want to use it as a picture in a frame with a 8x6 ratio)

any ideas on how to solve this?

odd ember
#

you're never going to get around that, because stacking in code terms is undesirable repetition

willow phoenix
#

stretching the mesh works but looks like a shitty streched image

faint pasture
#

@fair magnet if you have a deep attribute system, and you're okay with c++, look into GAS. It's super robust but a royal PITA to get started with.

fair magnet
#

Well I have legit not a single clue about cpp o.o' don't even know how to create variables in there lmao

faint pasture
#

@fair magnet k then NVM lol

#

If you need your system to be deep and robust, you are going to want to make a component that holds attributes and effects and handles and applies them

orchid garden
fair magnet
odd ember
#

the problem with data tables etc. is that they don't describe logic

#

just data

fair magnet
#

yea :o can't I do this in here as well ?

odd ember
#

you can but you ideally want to settle on a class that manages what type of logic your effects can have

solemn parcel
#

@Is there a way to interrupt a PlayMontage ?

willow phoenix
odd ember
#

so if DoT is one of them, then that should be described as a type in the data that the effects manager can then use for instance

orchid garden
willow phoenix
#

ye did that, thought i could just add some magic hook anywhere to do it "the correct" way

proud hull
solemn parcel
#

@proud hull Thanks again ๐Ÿ˜‰

orchid garden
fair magnet
#

@odd ember Enumerations ?

odd ember
#

can be any type of tagging

round tulip
#

Actor tags?

odd ember
#

could also be an array of tags for instance if you're looking for multiple effects to happen within one thing. but then you'll have to figure out if they happen at the same time, delayed etc. and how to ensure you can dictate and write that logic

fair magnet
#

I'll probably go with Enums... that way I can easily add later on

round tulip
#

Or gameplay tags

odd ember
#

I've personally just bundled a specific class in the data table that houses the logic because I often use custom logic, but I'm not sure I can recommend the same for others

fair magnet
#

like creating an actor for each type ?

#

and then defining the type in the data table ?

odd ember
#

like I said I can't really recommend it

willow phoenix
#

worked, since im not even close to a single A game idgas ;D

sturdy notch
#

Not sure if this is the right section, but I need a hand with object outlining beyond what my post-process material can handle.

open crypt
#

wtf am I doing wrong with this - I'm trying to get my Pawn to spawn to this DebugCameras position (so it takes the same view)

winged pewter
#

^ @sturdy notch

open crypt
sturdy notch
#

Thanks @winged pewter - the issue isn't not having a way to do it, it's that I can't set a custom render depth to anything not already a component of an existing blueprint - only the existing static or skeletal meshes. @odd ember I'll try in graphics. Thanks.

hollow drift
#

ok.....

gusty shuttle
#

I'm trying to update my widget via Event Dispatchers. However when I construct my widget, scan the world for my quest actor (which is definatly in the world at this point) it says it's not valid and my widget does not populate, any tips?

#

Any tips?

winged pewter
#

not much is in the world before the construct step - how are you sure it's there?

gusty shuttle
#

I can flick it on and off (the widget thats attach to my VR wrist)

#

And it spawns and destroys

#

So it should read fresh every time it spawns

odd ember
#

race conditions

gusty shuttle
#

So if I can visibly see my quest actors in the world, and I open my wrist widget, still not populating

odd ember
#

why doesnt your quest actor spawn the quest UI

winged pewter
#

^ that's what i would recommend setting it up like, but if you want to keep them detached, i'd figure out a way to set a reference to your actors in your widget without using the GetActorOfClass

#

it's kind of slow/unsafe to use that during gameplay...

gusty shuttle
#

Even on construct, and there is only one in the level. It's not on a tick

#

Right now, my quest actor, spawns the quest UI info. So I can just create a child actor for the quest with all the loc, rot, objective blah blah in it

odd ember
#

oof child actors

gusty shuttle
#

Still though, I'd like to know why that's not showing as valid even when it's clearly in the level

winged pewter
#

how are you spawning the quest actors? did you place them in editor or spawn them programatically?

quiet token
#

Guys i'm askin for 3 days for help on this i know, but is maybe someone online right know what knows how the counterstrike/quake strafejump mechanic works? I just dont get it.

gusty shuttle
#

Well I'm truing something new @winged pewter , I am spawning the quest actor in via level sequencer

odd ember
gusty shuttle
winged pewter
gusty shuttle
#

In sequencer

quiet token
#

@odd ember nothin workin so far, i want it xD but actually no one understands what i mean, i need to call someone that has knowledge and show him quick. its really more complicated then ppl think

gusty shuttle
#

Via SequenceDirector

odd ember
#

it's all described there

quiet token
#

@odd ember i think its just the bunnyhop part, not the strafejump itself wich i'm intrerested in. And even if its there on paper, i could use a hand cuz i can't translate that into my bp editor ^^ I can understand if u dont wanna be that person, but i hope someone might be interested sooner or later ๐Ÿ˜„

#

but i'm learnin day in and out, maybe in a week i can get it myself

rough blade
#

When it comes to representing players in vehicles (driver sitting in the driver's seat for a jeep for example), is it better to have a skeletal mesh to just mimic the players model or would you suggest having the player pawn lock itself to that relative location (while playing anim) via a tick function?

stray island
#

Soo my attempts has failed

#

Iโ€™m trying to rotate meshes around a point

#

With a choosen number

faint pasture
#

@stray island mesh angle = Index x 360/NumberOfMeshes

MeshPosition = Center + Rotate vector((Distance, 0, 0), Z, Meshangle)

odd ember
#

because you're showing a blender video

stray island
#

Yes i want to do that blender duplication in unreal blueprint

stray island
odd ember
#

ah I see

#

you could also parent the mesh to a point that you spawn and rotate said point

#

and for each new mesh, just do the same

faint pasture
#

Or just have a root component above the mesh component, spawn them all in the same place with different rotations, and offset the mesh locally on all of them

stray island
#

I will slowly understand the logic

#

But what i want is to expose and instance the number of duplicates so in editor if i type 100 it would have 100 meshes around a point

#

Will this logic lead me to that?

faint pasture
#

Also use instanced static meshes if you're gonna have thousands of the suckers.

stray island
#

Yes i will do it in construction script

#

Its one mesh to add , the number determine its dublicates around a point

open crypt
#

This prints out values as I move the mouse, but does not move

#

so I know I have input, but why is my pawn locked ?

odd ember
#

paused?

open crypt
#

nope, because i can move around other movements

odd ember
#

breakpoint it and trace down the origin

simple sky
#

Does anyone know where the editor saves keyboard binds to? I'm trying to test rebinding keys and I'd like to "reset" the changes; but I can't find anywhere it's stored

odd ember
#

yeah that's how I would have done it

#

tbh I'm low key waiting for blutilities to get more features. it's a great system but it is very limited right now

dense isle
#

I basically want to enable or disable something as a Dynamic NavArea_Null component, because it falls from the sky for 5 seconds. I only want it to became a NavArea_Null once it is on the ground

hollow drift
#

hi folks. i struggle with BP interfaces again. I want to tell another bp that an action has been done in the playercontroler

odd ember
#

use delegates?

hollow drift
#

and it should do stuff

#

@odd ember can you please elaborate what do you mean with this?

odd ember
#

event dispatchers sorry

hollow drift
#

@odd ember ty ๐Ÿ™‚

pine trellis
#

if I have no nav mesh on my level, am I suppose to see a nev mesh if I hit the P key? Because I removed my nav mesh and try to add a new one but its like its taking up the whole map,, but its small little box right now

odd ember
#

if you have no nav mesh then no nav mesh will show up

#

it goes without saying that the nav volume dictates the size of the navmesh at its largest

pine trellis
#

yeah but If I remove everything, my nav mesh still shows up if I hit P on the keyboard

odd ember
#

is your navmesh static?

#

because usually the navmesh is baked

#

you'll have to rebuild paths if you removed it

pine trellis
#

how do I rebuild without a nav mesh?

odd ember
#

the same way you rebuild with a navmesh?

#

build options > build paths

pine trellis
#

cool thanks didnt know if it was bugging out

hollow drift
#

leme rephrase my question. I think i went on a wrong approach

#

the bp i tried to make a call to is an actor. what kind of bp can i use to execute something which is not part of the playercontrole. issue is i try to split my code in more parts. therefore i try to move code out of my playercontroler.

odd ember
#

I think more context is necessary

hollow drift
#

Actors are only present when spawned in the level

#

therefore i cannot put code into actor without spawning it

odd ember
#

that is correct

hollow drift
#

my goal ist to separate code from my playercontroler

odd ember
#

well I don't know what code it is

#

so I can't tell you what to do with it

hollow drift
#

the playercontroler picks up a pawn and moves it around the map. the code i try to separate is calculating according to pawns location valid tiles

#

so i am passing following details

odd ember
#

so what's the issue you're having

hollow drift
#

first i do a ref to the actor i am try to pass to. but thats what i am trying to replace
all other values are as shown above

odd ember
#

in more concise terms

hollow drift
#

what type of bp can i use which does not need to be spawned in the world but where i can put code aside?

#

e.g. i can acces all time

#

ecxept for gamestatebase

#

or i just create a second gamebase?

#

hmm, perhaps went full circle

#

gamestate...?

odd ember
#

what is the issue you are having? that your pawn isn't spawned when you want the pawn to do something?

hollow drift
#

our main issues is that we work with github/gitlab and those cannot read binaries. Because of that only one person can work on one file at a time

#

therefore we try to separate the code into smaller pieces so people can work more or less on one "game element" at a time e.g. playercontroler

odd ember
#

that shouldn't affect architecture. but to be honest it does sound you have a problem with your current architecture anyway. but I can't give you a suggestion because I still don't know what is being dealt with. I see you're giving input to pawn from controller

hollow drift
#

and therefore i try to separate code. pass values from one bp to another ectr

odd ember
#

this is usually how it's done

fading raptor
#

Does anyone know how to use a lerp node?

#

I made my character change his angle based on his velocity which works great, only problem is when my character hits the ground it snaps to the rotation

#

how do i make a smooth transition?

#

hold on im trying to send a vid

odd ember
#

rinterpTo

fading raptor
#

Where should I put the node?

hollow drift
#

how can two blueprints interact with each other?

fading raptor
#

Make a child blueprint

odd ember
# fading raptor

this is a really bad idea to do with the character movement. you should handle it in animation

faint pasture
# hollow drift how can two blueprints interact with each other?

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

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

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fading raptor
#

I tried doing that but realized that im not sure how i would make it work when my player falls longer distances

fading raptor
#

Yeah I know but like how would I loop the angle at which the player falls

#

Wouldnt the loop just snap back to the starting angle

odd ember
#

not sure what you are referring to

fading raptor
#

I sent the fox video above, im referring to how the fox rotates when it jumps

odd ember
#

I mean you separate it out into a start jump, mid jump, end jump animation

#

loop the mid jump for as long as you need

fading raptor
#

Thats what I did in my anim BP

#

I basically recreated the third person template's aniim bp

odd ember
#

cool so what's the issue

stray island
#

@dawn gazelle wow thank u so much cant believe its that simple

fading raptor
#

My character's rotation snaps when it hits the ground

fading raptor
#

I tried using the rinterp but im not sure im doing it right

odd ember
#

and perhaps consider getting some IK to work, though that's another massive can of worms

#

I wouldn't recommend doing anything with the character capsule for this

#

just handle all of it as animation

fading raptor
#

fixing the jump end animation would solve part of it

#

But with the animations im clueless on how to make it work

odd ember
#

if the animation plays as the character lands that's pretty much what you want

fading raptor
#

Yeah ur right, however im also getting another problem when i jump without moving, hold on let me record it

odd ember
#

then you probably want to consider blending that into the movement animation if they are moving instead of standing still

fading raptor
#

once i start working on the animations ill head on over there, i just need to figure out this one problem gimme a sec

#

as long as i can figure out how to smooth the rotation, ill be set

odd ember
#

that's my point

#

you are going about it wrong

#

fixing the rotation isn't what you need to do

#

you need to handle it all as animation

#

that will make your issues disappear

#

no rotation necessary

fading raptor
#

So i make my character rotate in my jumploop animation itsself?

odd ember
#

yeah that's kind of the point right?

fading raptor
#

lemme try explaining my confusing in a drawing

odd ember
#

to not touch the physical constraints of the capsule without reason

#

especially not for animation

fading raptor
#

nvm i cant draw

#

Well if i want to loop it wouldnt it just keep looping the same rotation over and over until i land?

late blaze
odd ember
fading raptor
#

aaahhhhh

#

Either im dumb or im not understanding

dawn gazelle
odd ember
#

you will handle the rotation as a visual effect as part of the animation

fading raptor
#

yeah thats what i mean

odd ember
#

but your capsule does not in fact ever rotate

fading raptor
#

oh

#

Is there a tutorial anywhere that could guide me in the right direction of how i should do that, cuz i have no clue

odd ember
#

you just make your animations

#

and do it as part of those

#

that's it

fading raptor
#

oh shoot i think i know how to do it

dawn gazelle
#

Yep

fading raptor
#

I could just make the animation and put it into the jumploop but instead of looping it, it just plays once and stays at the end position until i land

odd ember
#

yes

dawn gazelle
#

The reason that happens is that pins always calculate backwards - so if you have two things pinned into one node, they'll both call whatever function they are attached to, and in the case of a random number function, they get different results.

open crypt
#

I want an light to strobe, but I also want it to rotate - I'm using a timer but realized I need different times to do this things in

#

otherwise the movement is very jerky

odd ember
open crypt
#

I'm trying to do it with timeline but I'm not sure how to loop back around to 360, right now it turns around instead the other way

odd ember
#

so you want to reverse the timeline instead of looping it?

open crypt
#

yeah but I have it started at begin play, I can't link it to the timer

odd ember
#

you shouldn't use a timeline with a timer

#

use either, not both

open crypt
#

no, i'm handling the rotation on its own, this way

#

and the timer handles the toggling of the lights

odd ember
#

you can plug both into the timeline

open crypt
#

you are right too, but the rate would be different

#

which I guess is the point of a timeline

odd ember
#

you can have more than one track

#

each track is handled separately

open crypt
#

I know that but how do I get this to keep going around

odd ember
#

but they run over the same period

#

there is an option to loop timelines

open crypt
#

it loops fine

#

but it goes back the other way, because it's 360

#

not sure what i am suposed to put for the end, or maybe just leave it at the high point

odd ember
#

make it go 360 instead?

#

instead of 180

#

you can leave it at that

#

since 360 == 0

orchid garden
#

set the timeline to go from 0-359 for the value to avoid a pause.

open crypt
#

i was just about to ask

orchid garden
#

360=0, so you'd have 2 returned values of 0

open crypt
#

that pause is still there, perhaps just an angle of my perspective?

odd ember
#

no I see it as well

open crypt
#

weird - what am I doing wrong here? should I be adding or setting rotation - adding right?

orchid garden
#

set should make it smooth

open crypt
odd ember
#

sharpen the curves or make them linear

open crypt
orchid garden
#

use linear not curve for the points

open crypt
#

ah thaks

#

*thanks

lime fulcrum
#

Is Noise Maker component calculating the audio occlusion for example when using Steam Audio?

odd ember
#

probably better to ask that with people in #audio

lime fulcrum
#

Roger that ๐Ÿ˜„

fading raptor
#

How do i get my actors current rotation? I tried dragging out of character movement but its not working ๐Ÿ˜ฆ

#

nvm

#

im dumb

hollow drift
#

quick question. If a Actor is set to hidden, does its collision component still generate hit results which, for example still can be read with a cast?

odd ember
#

hidden is just visibility it has no effect on collision

hollow drift
#

kk ty

olive sedge
#

I'm trying to ragdoll a character but it falls through the floor, any tips?

#

I have collision enabled for both

night quail
#

I'm trying to animate a material so it translates the UV coordinates over time, but nothing is happening when I do this - the texture just stretches itself so that bands of color appear instead, no matter how I change the constants (I'm adding this to the texture UVs):

#

I'm aware I could also make one of these variables a parameter and change it in the level blueprint, but I'm curious as to why this doesn't work

odd ember
night quail
#

Oh boy. Thanks for that lol still getting to know the terms

finite osprey
#

Hello i have i quick question. Im currently working on weapon switch and i handle it thru spawn/destroy actor from class. all their values are reset to default after switch(like ammo) what is the efficient way of keeping their values? In playerBP? DataTable? Should i use object reference instead?

odd ember
#

probably better to use object references instead yeah

still plume
#

Hello. Is cast to... A good way to enter in a actor to take and set information? Is better if I use any time a interface or other solution and not cast? Or I can cast any time withouth problem?

quiet token
#

Can someone explain to me why i'm not just addin force towards where i'm lookin? He's always pushin me to one coordinate on the world it seems

dawn gazelle
#

You shouldn't need to add the current location.

#

ie. You don't need to add GetActorLocation to the forward vector calculation.

quiet token
#

ahh thanks, i had the same thing yesterday >_< I need to learn that the vector already has a reference to where i am ^^ I always think i need to tell him that

dawn gazelle
#

Get Forward Vector has no idea where you are. It returns only which way you are facing.

#

If you're looking to apply force in a specific direction, all you need to know is the direction to apply the force, not where you are.

quiet token
#

ok thanks!!

odd ember
lean reef
ornate terrace
#

Hey, so i've been wondering about how to make Sprinting Camera Shake, i tried it, it worked but only on singleplayer project, on multiplayer the camerashake persists even after Stop Camera Shake action, any ideas?

solemn parcel
#

AFter putting a branch, i'm having this whenever the player as health less than 0 and is being destroyed.

#

Im a little lost on this

trim matrix
#

Isn't the branch condition reversed? Shouldn't it be < ?

dawn gazelle
solemn parcel
#

a progress bar bound to health

#

a text bar bound to ammo

dawn gazelle
#

and since your player is dying and being destroyed, those values go invalid.

solemn parcel
#

oh

#

so creating a new variable on the widget for health ?

#

that takes the sames values as the CharacterBP as health ?

dawn gazelle
#

Yeah, whenever you're changing your player's health value, you should be setting the value in the widget.

solemn parcel
#

mmmh gonna check that

#

thanks

stray island
#

datura i have some questions regarding the rotate meshes around point

#

@dawn gazelle remember?

#

First question how do i increase the distance each time a new duplicate added , so instead of forming a circle the meshes would swirl instead

dawn gazelle
#

Distance = Number of Meshes * Your own deciding size factor

autumn hawk
#

Any tips on how I might go about allowing Editor manipulation of actor components using gizmos? I have an actor with a collision component and a box collision as children, and I'd like to be able to resize/move the boxes using gizmos in the editor as opposed to numerical changes in the details panel.

stray island
#

They still circualr

#

Circular

dawn gazelle
#

I do not understand what you mean by swirl. If you do this, and set distance to 25, then each time you add another mesh, the circle will grow bigger. If you wan the meshes closer together, set distance lower, if you want them more spread out, set bigger.

odd ember
#

he's asking for an offset per mesh that increases exponentially

acoustic hamlet
#

^make a timeline for that then

odd ember
#

this isn't runtime I'm pretty sure

acoustic hamlet
#

oh well then idk what they're trying to accomplish

#

if its not runtime why does it matter if it increases exponentially

#

?

odd ember
#

anyway the idea is something like distance * (meshNumber/totalMeshCount)

#

if it's a blutility thing then it matters just as much

dawn gazelle
odd ember
#

yes

stray island
#

YES

#

That screenshot , how did u do it

dawn gazelle
#

Windows Key + Shift + S

odd ember
#

lol

stray island
#

I mean its content

dawn gazelle
#

In the engine <_<

stray island
#

Yes

odd ember
#

a magician never reveals his tricks etc.

dawn gazelle
#

I am a very literal person XD

stray island
#

That looks awesome but tbh its missing a tiny bit to be

#

My target

#

I want the same exact circular shape , with the choosen distance from center point as we did firstly

#

Then starting from that distance , rest cubes grow

#

Not starting from 0,0,0

odd ember
#

ah yes, that distance

#

that distance we're all familiar with

stray island
#

Yes the โ€œXโ€ distance

#

First cube isnt at center but at distance from center

odd ember
#

so... add that distance?

stray island
#

How

#

The swirl trick changed the logic of the circle

quiet token
#

WOOOH i almost got what i wanted to archieve, in a slight different variation. When i Jump now he's always flyin to where my mouse is lookin so the player can jump in a curve. But i know that i cant use that feature like this. is there any way i could implement this into my jump? Cuz when i jump now i'm Floating with the effect i wanna have, but its not the actuall jump velocity etc.

odd ember
#

there is no possible way for you to attempt to merge them

stray island
#

I will try to merge them

#

I have another question, if i want to add another row of these dubllicates , what do i do , array?

odd ember
#

try

#

tbh I'm so far removed from this implementation I have no idea

odd ember
#

what do you want?

quiet token
#

ok wait

#

i try to make it clear this time ^^

#

dude can i call u for a sec and stream this shit?

odd ember
#

sorry, not open for that kind of business

quiet token
#

kk then i try to explain here

#

I want that the player flies always into the direction he's facing after he jumped, always following the crosshair so to say. With the nodes i posted i emulate what i want, but when i constantly add the velocity to the player like this, he's floating forever. So i added the Up Vector with a - value so he comes down to the ground over time. But ofc this istn the same as jumping.

odd ember
#

I see

#

so you're asking if you could modify your jump to do this

quiet token
#

i want to add velocity but in concideration of the players normal jump

#

yeah

#

after he jumps the mouse should lead the direction

#

cuz he has 0,1 air control

#

like in counterstrike

odd ember
#

you can still have air control

quiet token
#

i dont want him to

odd ember
#

well then just remove it in the character movement

quiet token
#

when he jumps and then press left, nothin happens, he has to strafejump

#

ok u dont get it ^^

#

maybe i explain too bad

odd ember
#

air control doesn't care if you're "jumping" or just in the air

dapper hearth
#

A game of keep away how would one go about doing a node for that? Iโ€™m sure Iโ€™ll figure it out if not

odd ember
#

so if you set air control to 0 then it'll not have air control regardless of how you are in the air

quiet token
#

the air control has nothin to do with it, all i wanted to say is, that in my game i dont allow the player to have air controll, other then via strafejumping

odd ember
#

so set air control to 0

orchid garden
#

hrm... so i did a 'set actor location and position' using a refrence to my main character... and rather then it setting the actor to the x z of the position, the character was positioned so that the camera was at the x z of the postion, is there a way around this so that the actor is actually moved to the postion and not based off what camera the player is using?

quiet token
#

i did

#

but

#

when i jump

#

with this

#

im floating

#

^^

#

i want the player to jump up and down as usual with a normal jump, but mid air he can control with mouse

orchid garden
#

to show what im talking about, the character isn't centered with the chair, rather the camera is (represented by the white dot):

quiet token
#

and it happens to be that this velocity thing wich i made has exactly that mouse feelin, but its no jump ^^ i hope that makes it clearer

odd ember
#

see if that changes anything

quiet token
#

kk

#

nope

odd ember
#

so what happens

quiet token
#

i still float until the up vector with -200 gets me on ground eventually

odd ember
#

well I did say remove the up vector

quiet token
#

ah sry

#

endless float

odd ember
#

yeah okay

#

I get why

#

so do this

quiet token
#

ah and i added a delay 0,2 before can strafe is active

#

otherwise i coulnd even jump cuz he starts as soon as i jump with the floating

odd ember
#

character movement > get velocity

#

split that

odd ember
#

take the z

#

and put it into your set velocity

orchid garden
quiet token
#

ok wow so much info

#

mom ^^

odd ember
#

the x,y use from your forward

#

the reason you're not falling down is that your forward vector is overriding your velocity

#

and your forward vector will have 0 in z

#

so

quiet token
#

wait, i try this and then i try geekys function

#

@orchid garden thanks alot!

odd ember
#

using the previous velocity's z will use gravity

quiet token
#

@odd ember kk mom i try

orchid garden
#

@quiet token its what i use for a second jump when jumping.

#

so anyone know how i can get it to place the actor in the center x z location instead of the camera?

quiet token
odd ember
#

try just setting it directly

#

instead of adding

orchid garden
quiet token
#

wich one? only the z?

odd ember
#

both

#

use a new make vector

orchid garden
#

some reason its not placing the actor properly...

odd ember
#

instead of the add node

quiet token
#

Yoooooo, thanks i think thats it!! Now i have the issue that he's jumpin forward even if i'm just pressin jump and i cant jump backward etc. but i think i'll figure that out

odd ember
#

you can try with that or with last update velocity as I gave you

quiet token
#

just copy paste or what?

odd ember
#

try yours first

#

see if it works

#

ah yeah I see

#

so in order to fix that

#

you will have to go into your character

quiet token
#

i did yours now, its the same but more clear

odd ember
#

in your character forward movement

quiet token
#

dude thanks for helping me

#

ye

odd ember
#

event

#

move forward or whatever it's called

#

do you have such a node?

quiet token
#

this is my movement

#

u mean forward axis there yeah

#

backward_forward

odd ember
#

alright yeah perfect

#

so

zealous moth
#

did most actors come with a self-destruct timer property or is it through another component? i forget

odd ember
#

lifespan

#

@zealous moth

zealous moth
#

ah perfect, ty

#

i was looking at time or duration

odd ember
#

and make them into a variable

#

that is set every time you use that event

#

does that make sense?

#

actually do it for forward first

quiet token
#

hoops, i need to connect

#

i do just before the branch on the lower one

odd ember
#

yep

#

the very first thing

#

on both

quiet token
#

done

odd ember
#

now that you have that axis value, go back to your previous logic

quiet token
#

aye

odd ember
#

in your previous logic, get your axis value for forward backward

quiet token
odd ember
#

ok what's happening

quiet token
#

he jumps a little in a direction and after 0,2 sec or somethin like this only upwards

#

stops in every other direction

#

only z momentum

odd ember
#

so remove the delay you have before your jump

#

and try to jump and move forward

quiet token
#

if i jump now and then press forward nothin happens, only jump. if i run forward and then press jump its the same, only upward motion

odd ember
#

so can you check your inputs in your project settings and tell me what the axis values are for your forward backward movement?

quiet token
odd ember
#

strange

#

so it should work

#

basically the idea is that your axis is a scale value that sits at 0 while standing still

#

but changed to 1 or -1 if you move

quiet token
#

maybe cuz of this`?

#

cuz i set the velo there too?

odd ember
#

could be

quiet token
#

the player can get a little boost when he jumps 0,1 after landing

#

i plug it out

#

for a moment and check

odd ember
#

also you can just use the GetForwardBackward node that you showed in the jump section

#

I forgot that input axes have their own nodes

quiet token
#

nope, no change

#

with the other forward backward its the same, but that makes sense i guess

#

mhhh

vestal plinth
#

if I have a class MyParent and it has an inherited class named MyChild, and then I create a variable of MyParent type and assign a MyChild to it, if I call GetClass on it, what will I get back?

odd ember
quiet token
#

when i jump and press forward its 1, when i press backward its -1

odd ember
#

so it's correct then

#

debug the code for the strafe and see what value it shows

quiet token
#

wich one?

odd ember
#

on tick

quiet token
#

code for the strafe?