#blueprint

402296 messages · Page 602 of 403

odd ember
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yeah

quiet token
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as soon as i jump its true

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i trigger it when i jump

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and when i land its set to off

odd ember
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no I mean what is the value of the multiplied forward vector

quiet token
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u mean where forward backward and the forward vector get multied?

odd ember
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yeah

quiet token
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when i jump and press y and x are showin values from 1 to -1

odd ember
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the velocity

quiet token
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z is 0

odd ember
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so the vector

quiet token
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seems to raise from -1500 to almost 0 if i see it correct

odd ember
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I mean look at the x y values

quiet token
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-1495 or somethin

odd ember
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and see if they are 0

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that's the important part

quiet token
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when i jump and press there are values

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but there are not plugged, why does that matter?

odd ember
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wait what isn't plugged?

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where are you checking this

quiet token
odd ember
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ah

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you removed your *-8000 node

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from the setup

quiet token
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i did your setup

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i told u

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^^

odd ember
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lol

quiet token
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ahhh

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now i now what u mean

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i tought i should plug that one insted of the 8000

odd ember
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no no

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next to

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if you fix that it should work

quiet token
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u mean like this?

odd ember
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that should work yeah

quiet token
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yeah kind of, need to tweak it i think. cuz he has not his momentum from the jump anymore, its like air friction has no effect anymore and i cant jump sideways

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but i think this is a good starting point, u helped me alot, i try to understand everything and then build on that

odd ember
quiet token
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wich stuff?

odd ember
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from the jump

quiet token
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i already did

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i mean

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when i walk to the left now and jump, he stands still and jumps

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when i jump forwards i have to hold "forward" otherwise he's stand still and land, no forward motion

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i think this might be a bit more complicated then expected xD

odd ember
odd ember
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if you want it differently you have to say what you want lol

quiet token
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well

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the strafejump

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this morning i would have tought that its kind of workin today

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thats a really good feel

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i wanted that ^^ but i havent concidered that now there appear more problems

odd ember
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so you want it to, when you jump, remember your forward velocity?

quiet token
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thats why i wanted to stream quickly, cuz its easy to show but hard to explain ^^ but i can totally understand that u didnt want that

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yeah in fact

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i want that mouse strafejump

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but when the player jumps he should keep is momentum

odd ember
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so how does the player stop?

quiet token
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when he presses left or right he can aim with the mouse then

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when he lands

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or pushes backwards

odd ember
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I see

quiet token
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but in fact he could let go of W key

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cuz he's jumpin same distance no matter if he still pushes w or not

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only when he presses left he can strafe to the left

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when he presses D he can strafe to the right

odd ember
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so just add a new float variable on the jump event that's called something like ForwardValueAtJump

quiet token
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when he doesnt strafe its a normal jump

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almost like in default 1st person

odd ember
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set the ForwardValueAtJump to be forward backward, then use that instead of the forward backward on event tick

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when you land, reset ForwardValueAtJump

quiet token
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how do i reset somethin?

odd ember
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use a set node

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and leave it at 0

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boom

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it's like magic

quiet token
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xD

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u must hate me by now, i'm sure

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haha

odd ember
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I mean it's an interesting problem you're dealing with

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so it's not all that bad

quiet token
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well then i'm glad

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its workin like intented, but far from bugfree

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i mean

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it has no bugs

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but the jumpin has

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for example is he always jumping the same distance, no regards to my movement speed

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i cant jump forward+right or left aswell, instant forward push

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i guess thats why u only can stafejump in counterstrike when pressin Left+Lookin Left with the mouse and the other way around

odd ember
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if you want to jump right just add your right vector as well

quiet token
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i can jump right

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mhhh

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i have an idea but i think ure not into

odd ember
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right now all the setup only works for the forward vector

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but you literally just have to copy it for the right vector

quiet token
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i could give u a call without us talkin just streaming my game, and tapping into cs fast and showing u the issue

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yeah but what if i'm walkin forward+right at the same time

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that wouldnt solve that i think

sonic cipher
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ok it was the compression lol wtf

quiet token
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^^

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kk

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ok i plug this where?

odd ember
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replace the get input axis value with the values you made at jump time

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where you have your velocity logic

quiet token
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sry i dont get it

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mom

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what u mean with the get input axis

odd ember
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I told you

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made a revision because I don't trust

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ue to not make it weird

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actually

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forget that

quiet token
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i didnt change anything i think

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lol

odd ember
quiet token
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without the forward value at jump?

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in the vector * float node

odd ember
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it's what you replace the input axis node with

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like I said

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and the right value for the right vector

quiet token
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sry dude im tryin to read, understand, copy, screen and smoke at the same time ^^

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sry if i'm a little bit slow sometimes

odd ember
quiet token
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but then its vector * vector aye?

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im so confused xD

odd ember
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the reason I'm changing the back of it a bit is because the values will flip a bit if you just add them normally

quiet token
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nono i dont mean that

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its fine i'm thankful

odd ember
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so version 5 attempted to mitigate that by taking the average

quiet token
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its just i'm still figuuring out where to plug that

odd ember
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but then the speed gets lowered for both

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so version 6 takes this into account by asking either for what the max value is

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so no matter what you'll go at full speed in the correct direction

quiet token
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mhh

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if i figure out where to plug

odd ember
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event tick

quiet token
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or do i just copy your complede bp?

odd ember
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where your event tick logic was

quiet token
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i take all

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ahhh

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i tought just a portion

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no

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i'm doing somethin wrong i think

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do i just copy the complete bp in the link u gave me and plug my event tick + the branch into that set velo, or do i copy a part out of your code and replace it with the forward value?

odd ember
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you have to replace the forward value with the variable you use at jump to set forward speed

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and you have to make a new one at jump for the right speed too

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the event tick code you can copy as is otherwise, just replace the input axis nodes with what I said above

quiet token
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i try to understand

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mom

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at the last pic i send, the forward value at jump is already the variable isnt it?

odd ember
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yeah so you can replace that

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and then make a new one for the left right value

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for the right vector

quiet token
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u mean the right one insted of the forward?

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or set both?

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like this

odd ember
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both

quiet token
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this should be right

odd ember
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yep

quiet token
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i cant put the event tick into another thingy

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what do i plug where now?

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does it come after the first set note?

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i feel so stupid

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right now

dawn gazelle
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Sequence

quiet token
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thanks mhhh

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warning

odd ember
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lol wtf are you doing

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replace your logic, not copy

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and use the values you were using before

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I told you

quiet token
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dude

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i try my best

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ok from scratch

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i delete all i had and only take yours

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right?

odd ember
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yes, but only for event tick, and keep your branch

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now in mine

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remove the nodes where you get warnings

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and use the 2 variables you got from the jump event

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so forward value at jump, and right value at jump

quiet token
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where the right vector is i put the rightvalueatjump

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and the other around

odd ember
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correct

quiet token
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mom i screen

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cuz its hardcore buggin

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i might did somethin wrong again

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when i walk and jump he's lanching me sometimes, when i make -800 doesnt work either, when i make 800 wich i had earlier, cuz 8000 is way too much, it doesnt work either

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sometimes i hop in the opposite direction

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it seems a bit random

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ah no, i think when the launch is happening i always get drawn into one specific direction

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or did i plug the variables at the wrong places?

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nope..

odd ember
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ok so maybe the max nodes don't work

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try dragging the x from forward to velocity and y from right to velocity

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you can delete the max nodes

quiet token
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still doesnt work

dusk basin
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im running into a werid bug were on a built application my mouse input stops working but in editor it works fine

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any ideas?

quiet token
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Maybe u have to set a gamemode? i'm quite new too but i think we had a similar issue

odd ember
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ah

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okay

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so

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before you multiply with 8000

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add the two vector together, then normalize

quiet token
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its set to -8000 btw, was that intentional ?

odd ember
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that's what I thought your value was lmao

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I can't remember it

quiet token
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ah kk, it was 800 ^^

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so i put 800 in

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and before that i + the vectors

odd ember
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and normalize

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very important

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after you + them

quiet token
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i split the pin after?

odd ember
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yep

quiet token
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but the x on top

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the y on bottom?

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duuude i think we're gettin closer

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its workin like intended

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but he's still not takin the movement speed in concideration for the jump, he's always jumpin the same distance for some reason

odd ember
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ah you want it to be a function of movement speed too

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ok

quiet token
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dude if i'd knew earlier how much i need to specify i'd gone a different road with explaining ^^

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btw u're suuuuch a fuckin big help u cant imagine, i really thank u

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i really stuck on this one and since we're makin a game that builds on jumping and movement we cant start with the leveldesign until this is done

odd ember
dusk basin
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@odd ember Any idea why set input mode game only does not work on servertravel?

odd ember
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actually hmm

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no that won't do

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since max speed is uniform

quiet token
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in case u're still into this problem i maybe think about this for 1 min so i can make it clear for myself

odd ember
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problem is there is no current speed

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from the character movement

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so all you get is max speed

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sadly

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however there's get current acceleration

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but I'm not sure what that outputs

quiet token
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ah and i found another thing

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thats why i says i wanna let the player only stafe when he's pushin left or right - right now when he jumps and just turns around in the air he's still gettin drawn to that location

royal rain
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quick simple math question

quiet token
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btw are u some kind of genius? i mean its just a few nodes but i'd never come up with that ^^

royal rain
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so like i have a value

odd ember
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lmao no it's just math

royal rain
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i want 1 of that value everytime i run into the actor, but i only want 1

odd ember
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and knowing how vectors work

royal rain
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how do i make it so i only get 1 of the value instead of it keep going up

quiet token
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then i really need to get into that

royal rain
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becuase its a check point for a racing game

odd ember
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it's the bread and butter of game design for sure

quiet token
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i mean i'm on khanacademy since yesterday

royal rain
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and i only want to collect it oonce

quiet token
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and learning vector math

royal rain
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i forget the nodes i need

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but i know how to do it in theory i think

odd ember
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it gets easier because you get to see the results immediately in game

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so you know if your math is fkd or not

quiet token
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ye

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okkkk, u think u can solve the puzzle?

royal rain
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i mean i made a at 1, then made a branch that i think says if i have one

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set it to the value of 1

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wait

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that doesnt seem right to begin with

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what is a better way to do it again

odd ember
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gonna need to skip to bed

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but

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you can tag me with a vid of what's happening I can take a look

royal rain
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who

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nvm

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idk

quiet token
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what u mean?

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tag u with a vid?

odd ember
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like make a vid and do a mention

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a video of the issue

royal rain
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you can do that in disc now?

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crazy

quiet token
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i dont know how to do that ^^

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but i work on the problem and maybe i can tell you tomorrow how it went

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problems are, take speed in concideration // only strafe when press left / right

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i do my best ^^

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sleep well and thanks for the help

stray island
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@dawn gazelle hi

fading raptor
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Does anyone know how to align my character to the landscape angle? I know it has something to do with linetrace but i have no clue how to start

fair magnet
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Hey there I have an rather easy question...
I have an actor which should just add some logic to another character...
Everything is working but now my question is how do I reduce ressource intensity of this actor ? :o

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I already disabled ticking ^-^

barren relic
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Greetings, I am currently trying to make an emitter spawn while my character is charging to indicate they are indeed charging.
I already have a section for charging set up below
I want the emitter to spawn or be visible while the Charging Count var is greater than 1 and less than 5 but currently nothing is happening

cold sinew
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I think you can use Map in Range@barren relic

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For the Branch

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And connect from Min > 1

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And in Max < 5

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And the value connect you Int variable

barren relic
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thank u ill try that

cold sinew
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No worry

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I hope it works

olive sedge
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I'm trying to ragdoll my character. I'm reading everywhere I have to enable "Simulate Physics" but it doesn't seem to have any effect

cold sinew
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It is a node

plain flare
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Enemy character is turning so hard. How can i make more smooth ?

thorn ermine
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(spherical) linear interpolation is your friend, look at the 'InterpTo' functions, that you can call each frame

plain flare
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But idk how

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I was watched a tutorial and guy was setting from character movement

thorn ermine
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you are on the right track, but in stead of setting it directly using a look at calc. you do a smooth rotation using interp.
https://www.unrealengine.com/en-US/blog/the-subtle-magic-of-interpto

Unreal Engine

There’s a certain amount of craftsmanship involved in making things move around algorithmically.  Getting a camera to slide smoothly into position, gliding on the gossamer wings of math, can be a perilous underataking.  One wrong wobble, one tiny pop, and every pixel on the screen becomes wrong, the needle slides off the record, and the magic sp...

plain flare
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Ok, I'm gonna try, thank you ! @thorn ermine

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@thorn ermine no it is useless for me

plain flare
thorn ermine
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you can look at rotation rate, if you are using ai move to

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vinterp is for location

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FVector vs FRotator

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maybe if you set your rotation rate, it will more smoothly rotate, if you are using navmesh

plain flare
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yes im using navmesh

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you mean dynamic weighted moving..... with fvector and frotator ?

thorn ermine
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checkout the forum post, the person has the same issue as you, and solved it using the rotation rate it seems

edgy halo
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How do I disable collision for the sphere component of this actor?

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I can't pass the reference to the sphere, as it says Static Mesh Component reference cannot be passed as Physics Constraint Component Object...I understood what that is but how do I get the physics constraint object from the sphere?

plain flare
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Hey, I have a box collision, and if overlap happening, print "aloha". But I just want to print that if collider my player character

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Now, even overlap happening with tree, still printing "aloha"

dawn gazelle
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cast "other actor" to your character's class.

plain flare
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Yeah that worked, thank you ! @dawn gazelle

weak kindle
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That Happens when l have spliscreen off and l dont know why player mesh spawn when even my gamemode class have none
basic my blueprint spawn them how can l spawn the player only when join in gamea in-multiplayer

olive sedge
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is it possible to disable a niagara module in blueprint?

dawn gazelle
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Deactivate

olive sedge
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I'm trying to just disable a module, not the entire system

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that's probably a bit trickier

dawn gazelle
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oh you mean something within the system itself?

olive sedge
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yes

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I want to disable a module after a delay

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can't find anything in niagara so I figured I could do it in BP

dawn gazelle
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I'm not super familiar with it myself, but you can define user exposed variables, and those you can manipulate through BP. How those variables are implemented within the Niagara system is something I don't know, but I'm sure you could tie them into the system somehow.

olive sedge
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probably, yes

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but I can't find anything in niagara to disable/deactivate a module on condition

fickle remnant
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You got it 🙂

crude dew
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Hi, Not sure if this is the best place to ask, But if i wanted to spawn a 100x100 grid of cubes would it be better to use "Instanced Meshes" and if so can the instanced meshes detect mouse clicks?

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or alternatively I could spawn 1000 cubes or would this be a bad idea??

barren relic
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i tried the suggestion by @cold sinew and my emitter just does not spawn. Does anybody know what i could be doing wrong?

true valve
tight schooner
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looks like a rotation * float

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but with the rotation output pin broken out (right click on pin to do that)

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@crude dew I think current versions of Unreal Engine will batch identical mesh components (same mesh, same material) together into one auto-instanced draw call

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but you should do some experiments / ask #graphics

true valve
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thanks

tight schooner
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@olive sedge Maybe the #niagara folks will have better suggestions but you can make a float parameter for spawn rate for that module, and set it in BP to 0

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to, like, soft-deactivate it

cold sinew
crude dew
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@tight schooner Thanks I,ll post in Graphics 🙂

olive sedge
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@tight schooner thanks for the suggestion but I really need to disable it

tight schooner
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Well, I was thinking of a single emitter in a system, but I guess you're talking about a module in an emitter?

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In that case, no clue

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Unless you can multiply its output effect to 0 or something

olive sedge
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yes, just the module.. I have a module to update the particle position to fit the mesh.. I want to disable that after a while and let gravity take over

tight schooner
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If there's no easy effect strength parameter, then I guess you have to customize the module's NScript or w/e

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The #niagara people would know a lot more

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I would guess there's no easy way to deactivate a module considering how Niagara systems get compiled like a shader

shut hinge
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I need to know how to switchcameras of the players using the data table to switch the camera when displaying their dialog line. How is it done with a data table? (like Kotor dialog) where the camera on keeps changing as speakers are talking their dialog..

weak kindle
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How can l count the players they had join my server and tag them with a variable like Player1 had a variable with int=1 Player2 had a variable with int=2 l realy cant undeastand how to play with blueprints that

odd ember
shut hinge
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You should be able to just read the data table to get the camera number and then the camera just switches to that character's camera while displaying that row number from the data table of the character's dialog. I just don't know the setup. It worked with audio and pictures, but I'm not sure how to do it with the camera component..

odd ember
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the camera component doesnt exist before the game runs

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so no, it isn't possible conventionally

shut hinge
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the camera is in each the party members character's blueprint as a component.

odd ember
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and even if it did, you'd be setting yourself up for race conditions tbh so it's not a good implementation

shut hinge
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how do you do the switching if you can't do it using the dialog rows in the data table.

odd ember
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tags, names, class types and then some elaborate hackiness to make it all come together

shut hinge
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Because it works with pictures and text and audio, got that all working.

odd ember
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because those things exist as assets

shut hinge
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true

odd ember
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a camera does not exist outside of the game

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neither does an actor

shut hinge
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how did Kotor do it. they switched cameras in every line of dialog to show the speakers.

odd ember
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they didnt use UE4

shut hinge
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that's true, I think they had their own custom engine.

odd ember
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but I'd say manual setup, probably

shut hinge
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the oher second tricky thing is doing the dialog choice menus to embed into the dialog. I have to get that running as well.

odd ember
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you need to actually create logic for that yourself, both in how it is shown in the widget and how it works behind the scenes

shut hinge
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yeah it needs to be dynamically generated the buttons in scoll window and read the menu choices from a data table I think.

weak kindle
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how can l count how many pawns l have in one level???

odd ember
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that shouldn't be an issue, as long as menu choices remain static from the beginning of the game

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as in, you've written in all possible cases for choices

shut hinge
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remain static?, explain? the dialog choices branch to other dialog

odd ember
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sure

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but you know where each dialogue choice branch leads beforehand right?

shut hinge
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and will turn on or off certain flags in the game according to storyline progression.

barren relic
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@cold sinew I had to take off the location node for it to spawn correctly

odd ember
shut hinge
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well Kotor had a tlk editor program to create and edit the dialog branching and flags.

odd ember
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UE4 isn't the kotor engine

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I think you'll have to come to that realization

shut hinge
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then have to get the data table to read in the menu choices for each dialog branch.

odd ember
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yeah but it's no worse than the game knows where each branch is going

shut hinge
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I can get basic dialog working in Unreal Engine, so I can have alot of dialog, but its the menu choices
and I have all the dialog branches choice/consequences already all mapped out in a batch file.

odd ember
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you're going to have a hard time transferring logic from a data table unless you have some sort of interpreter that can interpret your batch file into logic

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and even then you'll have no way of verifying that without building that logic yourself

shut hinge
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so I've already got it all branched out, its just a matter of putting that branching system into unreal engine.

Now that would be good if Unreal supported batch dialog script and just converted it to text and menu choices. But no you have to manually make it in the engine.

odd ember
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you could probably build classes that act as dialogue choices and try to run it that way, but it sounds like it would be a pain to do in BP

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yep, everything has to be manually done

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it's an engine, not a game

shut hinge
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They had use a AI diretcor to control AI so only one ai would attack at a time, so maybe you need a director.

odd ember
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a director is just a fancy name for a manager. it's not unlikely they had a branching dialogue manager, but once again it doesn't help you as you need to write something that will interpret the logic you have written in your batch file and convert it into options for your game

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if you can't do this yourself perhaps take a look at the marketplace for a system that can help you

shut hinge
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all the batch file was jus ta big a set of array lists to store the dialog in

odd ember
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so it has no branching choices?

shut hinge
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and it works when you run the batch file, you can branch the storyline and so on. yes it has branching choices.

odd ember
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so as long as it has branching choices, that's logic, and you need to be able to interpret that logic somehow

shut hinge
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i created it in that form, because it be more easier to make changes outside of the engine to the storylines, instead of doing the storylines in the engine which is harder to change once you hard code it in the engine.

odd ember
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sure, I'm not arguing against the use of a batch file like that

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but you still have to implement an interpreter for it to actually work in game

shut hinge
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So I created a prototype of it outside of the engine.
Yes, that's the tricky part getting it into the engine.

odd ember
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well that's the only part

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the rest is just writing stuff in a spreadsheet

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or what have you, notepad

shut hinge
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because its a choice ad consequences type game, its got a ton of flagsl.

odd ember
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it's like writing a design document and saying "well now the tricky part is making the game"

shut hinge
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well at least i wrote something instead of just trying to build it from scratch in the engine with no prototype or guide.

odd ember
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if you're not technically minded about this I'd recommend getting someone to do this for you, or buying something off the marketplace to help you do this. it's a massive undertaking to create a system like this

shut hinge
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I've already done most of the hard work in writing out all the dialog. but that's in text form to lay out all the game rooms and conditions and so on.

odd ember
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if you havent written any logic then it's no use

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you write logic first and data last

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because without logic the data is useless

shut hinge
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the batch file runs all the dialog so I can go through all the branchings. But thats just the logic for running the batch file outside the engine. But in the engine I do have the logic set up for displaying the dialog in the engine.

odd ember
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well you don't seem to have the branching logic for your dialogue

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or we wouldnt be having this conversation

shut hinge
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Not in the engine, but I do in the batch file have all the branchings.

odd ember
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yeah but the batch file doesn't matter in this case

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you still have to write the logic that will take your batch file and convert it into in game logic

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you have to write that

shut hinge
#

the batch file was the first stage of the game's development.

odd ember
#

the engine can't write that for you

#

buy a system off the marketplace. I think that's the easiest.

shut hinge
#

I actually typed some the dialog into the data table and used triggers to display it in the engine.

odd ember
#

so... what?

#

that's like saying "oh I just dipped my feet in water so therefore I know how to swim"

shut hinge
#

I never said I had the whole entire system up and running yet, i just got basic dialog running in the widget with a timer.

odd ember
#

what you want to do

#

requires a thorough understanding of programming architecture, and a way to parse external logic internally. this is something that would take a programmer with experience a good amount of time to properly set up. if you're asking how to set it up you're not going to get good answers because it is beyond your skill level. hence why, it would be easier to buy a system off the marketplace, adapt your data towards it, and use that instead

shut hinge
#

hmmI I'm not sure what system that would be, but here's a screenshot what i have done so far

odd ember
#

I've just told you

ornate terrace
#

Hey, how to replicate Sprint Camera Shake?

shut hinge
#

There's no system that I currently know of that converts windows batch script dialog into data tables for use in unreal engine.

odd ember
#

maybe read what I said. you're not looking for something that convert batch script. and even if you were, that wouldn't convert into data tables. you're looking for a branching dialogue system. you will have to adapt your data towards such a system. this will not be a free action.

shut hinge
#

I think its tricky because even if you do create the menu branchings manually, you end up with too many widgets for each branch, so it has to be created dynamically.

odd ember
#

buy

#

a

#

system

shut hinge
#

the ones I've looked at so far on the marketplace are suitable if you have a small amount of dialog.

#

and the small ones run store it in array lists, not data tables....

odd ember
#

small amount how

#

data table data is brought into arrays once in game

#

you cannot use data table data directly in any other way

shut hinge
#

I meant the array variable when you turn the variable into an array which allows you to type in the text into the array list when you press + to add an array entry (in details panel) not talking about the arrray that reads the dialog struct from the data table. And what I mean by small amount of dialog is if a game has 500 or so lines or less of dialog.

odd ember
#

your next best option is to find someone who can make this system for you then

shut hinge
#

But yes I use the dialog struct array to read all the dialog in from the data table.... The data table has only 700 lines of dialog, just a small amount of dialog I put in it from my batch script to test it.

solemn parcel
#

So I'm having an error text from the widget that it cannot read information when the player is destroyed. How can I avoid this ?

odd ember
shut hinge
#

I'll have to ponder more about it... but behavior tree does comes to mind, or blue print editor utilities. the branching system might have to be coded into the engine.

solemn parcel
#

@odd ember Damn didn't thaught about the valid

odd ember
#

behavior trees aren't made for this

#

you could perhaps repurpose one but it would be a massive undertaking in and of itself

#

and for someone without the technical know how, likely next to impossible

#

and yet still, it won't be something that you can construct dynamically

shut hinge
#

ok

solemn parcel
#

@odd ember Damn im trying to fiw this since yesterday with some advices of @dawn gazelle , and that little thing closed the deal. Thanks !

odd ember
solemn parcel
#

@odd ember I need to use IsValid more often. Thanks 😉

#

So now i'm having this happening, while once of them at a time overlap with my collision box, i take damage, when there is 2 or more at the same time no damage is taken anymore. I struggle to even understand why ? Even If they share the same overlap trigger, they should deal damage after a delay, as it works when it's one ennemy at a time.

odd ember
#

how are your overlap events set up

solemn parcel
odd ember
#

I mean you have a do once

#

and it looks like you've set yourself up for race conditions with it

#

generally I would advise against using do once

solemn parcel
#

@odd ember At the begining the do once was forcing the ennemi not to apply damage multiple times while overlapping, without it's fine now. The problem still persists

#

when ennemis surround the player, they apply damage once, then stop applying

odd ember
#

debug it with breakpoints

#

also you never turn invincibility off

#

and generally you wanna use true statements for "correct" branches

weak kindle
#

quick question in multiplayer game the players will be all client right?

solemn parcel
#

@odd ember So just read what you wrote after, and you are right, was just a matter of logic. For the sake of completion, here are the final arrangements, and it works fine ! Thanks for your help 🙂

#

Overall flow and visual question : I am using a lot this kind of loop with delay at the end, is there a better way to do this ?

odd ember
#

a timer

olive sedge
#

My character is frozen on the server, it does not animate. is this normal?

#

I need it to be animated to correctly find the muzzle location

lusty grotto
#

I have aproblem where my enemy AI will follow the player if it is pre spawned into the map. But when I try to spawn them manually with the second sc blueprint, they just idle.

#

I assume its because the AI starts following the player at EventBeginPlay and does not try to follow any time after that, so when spawned later it isnt looking for the player anymore

#

I have tried using a custom event, or looping the AI movement, but I cant get it to work

#

Is it possible that I can just create a separate event that runs while play? Idk it feels like there is an easy fix to this

#

The other enemies are animated, but the spawned one isnt. It will still attack if you get close enough etc. So it is active

fickle remnant
#

is there a way to switch between VR and non VR in runtime? I want to start the game with a login screen and then start VR mode after the login was successful

stray island
odd ember
#

?

gentle flare
#

Aight

#

I made a BP button

#

It has a "client" property of type Actor (class reference)

#

But as well as being able to just use it in a level and point it at another actor...

#

I'd like to be able to use it inside other blueprints

#

i.e. I got this ship blueprint

#

And it's got this child actor component that I put my BP button in :

#

how do I tell the "client" property of the button to use the parent BP (the ship)?

#

basically I want the button to be able to send a message to the ship to say "open the door"

#

oh... I wonder if saying in the button if client is null, then fall back to GetParentActor will work...

stray island
# odd ember ?

Remember the circular duplicate yesterday? So if i wanna make another row (circle inside a circle) with each circle having its own setting , do i have to duplicate variables ? Or theres a better way? Im not sure how to use array

#

Say the first row number of meshes var is 10 , second is 15 , do i have to have two variables of number of meshes?

odd ember
#

are you just into tagging people randomly or what

gentle flare
#

got it 🙂

stray island
olive sedge
#

Hey.. Why can't I change the name of the progress bar in my widget?

solemn parcel
#

I want to SetTimerByFunction replacing the begining of the code, until that Delay. If I place the SET:IsAttackingCooldown active in the function itself that is set by the timer, and the SET:IsAttackingCooldown non-active after the timer itself, would I have the same result as the picture ?

#

aka Does the timer execute the next node once it finished the function and the timer, or does it execute the next node only once it finished the function and before the timer starts ?

atomic prairie
olive sedge
#

I can't, it's greyed out for some reason

odd ember
olive sedge
#

@odd ember right, thanks!

atomic prairie
#

Yea u're in ur bp haha

#

it is normal that when my character dies, I've as many Log messages as that?

#

I know why these log error are there, but is it problematic or is it normal?

olive sedge
#

I have a widget in my HUD but it seems I can't do anything to it. I call events from my HUD, they don't fire, I call functions from my HUD, they don't execute.. Am I missing something?

dark crow
#

Better get rid of the Errors no matter what, cause if in a future something goes wrong, the error may help you understand what.

odd ember
swift coral
#

so, i have these static meshes on my third person character you see on the right, and I want to hide and unhide them via a blueprint widget with the buttons on the right. How can I connect the event "On Clicked ("name of the button")" to SetVisibility in my thirdPersons BP, or can I just hide these static meshes inside my Widget BP?

solemn parcel
#

@atomic prairie @odd ember Isn't these errors related to a non validated target as you told me before ?

odd ember
#

it's a non existing target

#

the validation just asks if it still exists or not

solemn parcel
#

Does SetTimerByFunction execute the next node once it finished the function AND the timer, or does it execute the next node only once it finished the function and before the timer starts ?

odd ember
#

both

#

it isn't a latent node by itself

#

like a delay node

solemn parcel
#

@odd ember So wouldn't a IsValid get rid of these error when his character dies ?

odd ember
#

yeah but it doesn't solve the problem

#

it just gets rid of the error

solemn parcel
#

So adding the IsValid there just got rid of the error, but not of the problem. Could this be something to worry about for the future of the development ?

odd ember
#

of course

#

generally you should never use GetAllActorsOfClass or similar nodes

#

they are symptomatic of bad architecture

solemn parcel
#

why is this ? And what would you use instead ?

exotic cradle
#

GetAllActorsOfClass if you have 10000 actors it runs through all of them so it can cause slow down

#

I only use that function for my hud widget as it is needed but try to not use it anywhere else since widgets are relatively low cost

solemn parcel
#

About the SetTimerByFunction, if I replace the begining of that code until the delay, and transform it as a SetTimerByFunction, would the following SET:IsAttackCooldown ACTIVE be run the same way ? Because right now it runs after the delay is executed.

#

@exotic cradle Makes total sense !

exotic cradle
odd ember
# solemn parcel why is this ? And what would you use instead ?

because you're making a class that is very expensive, unable to account for the validity of the actors that you want to get, and can be called from anywhere, making it difficult to pin for responsible classes. what you would use instead depends on the situation and what you're trying to do. but the general rules you should follow is that each class only has one responsibility, and that is for its own functionality. the only real exception you may have to deal with is a manager class, which manages instances it spawns

stray island
#

My frames dropped to 1 fps only from some duplicated cubes

orchid garden
#

hrm... i think i found a bug in 4.25... not sure.... with this function, as its replicating the player position but not the rotation:

exotic cradle
#

Would it be advised to have this in the master object class or the child classes?

maiden wadi
#

@orchid garden It's likely trying to set the rotation, but if it's a player pawn, ControlRotation is likely overriding it.

odd ember
orchid garden
#

@maiden wadi its setting the postition of the player properly for location on server and clients, but for the rotation its only setting it for the server.

solemn parcel
#

@odd ember My brain blocks on this. So how if I want to have a delay after a function using a timer ? Is it usefull ?

maiden wadi
#

@orchid garden Is this using ReplicatedMovement flag? If so I don't think that replicates rotation by default, just location.

odd ember
orchid garden
#

which seems odd

atomic prairie
#

@odd ember @solemn parcel yea the errors come from the fact that I use the location player and the camera location for my widgets, so when the character dies, the BP no longer detect it :/

#

Its because of this that I've all these log messages

orchid garden
#

@maiden wadi this is the main functions on the object, and the sit on object just gets the location of the arrow on the object, then moves the player to its location and sets the players rotation to the same as the arrow

#

but with the set locationAndRotation, the clients aren't rotating, just moving to the location

#

see any reason they shouldn't rotate?

atomic prairie
#

maybe disable the controller rotation yaw

keen seal
maiden wadi
#

@orchid garden So wait, doing the top works, the bottom doesn't?

orchid garden
maiden wadi
#

@keen seal If your save game doesn't already exist, nothing will happen.

keen seal
#

I do have a savegame created

orchid garden
#

@maiden wadi thats why i was thinking maybe a bug in 4.25

keen seal
maiden wadi
#

@orchid garden Looking at the C++ for those to see how they differ.

orchid garden
#

o

maiden wadi
#

@keen seal Put some prints in on the cast and branch, see if they fail.

orchid garden
#

i'd think the dual one would be like a macro function of the two separate. kinda like the difference between isvalid and ?isvalid

maiden wadi
#

You would think. We'll see if visual studio ever decides to have it's coffee.

orchid garden
#

lol ummm coffeeeeee

rough wing
#

Does camera shakes effect the control rotation?

maiden wadi
#

@orchid garden Hmm. They both use the same component call. But one notable difference. On SetActorLocationAndRotation, can you set sweep to true and see if it works then?

#

It seems that SetActorRotation has Sweet enabled by default.

orchid garden
#

sweep they barely move

#

left is client, right is server

#

why do i always come up with the wierdest things lol.... guess i'll send this to epic then.

keen seal
exotic cradle
#

Set high score default value to 0

keen seal
#

It is set to 0

exotic cradle
#

Than something ain’t communicating

keen seal
#

It appears so

dawn gazelle
#

Your player value isn't set.

orchid garden
#

@maiden wadi hrm... okay just noticed something else, if i press the key to activate it a second time, then it rotates the player on the clients properly. o.O

exotic cradle
#

Uhhh

#

Hmm

keen seal
#

one heluva drug

orchid garden
#

@maiden wadi it seems to be related to the 'onactorbeginoverlap' if they are standing toward the center of the box object, they rotate properly, if they are away from the center of the box object, they don't rotate properly.

#

im using a collision box for the begin/end overlap, should i use something else?

#

basically, if they stand in the circled area and activate, it works fine client + server, if they are off to either side (x'ed positions) it fails to rotate on client, but is rotating server.

wild moth
#

Hello 🙂 I'm just curious how is Controller menu navigation usually achieved?

orchid garden
#

controller like joystick or gamepad?

#

with gamepad i've seen it done two ways - one of the sticks mimics the mouse for menu navigation or they tap the stick left / right / up / down to cycle through the menu choices. bumpers usually to change through menu screnes and a button to activate whats selected.

wild moth
#

I meant a gamepad and I didn't really mean how the semantics of navigation are but more like how the button/UI elements focus is handled

stable fjord
#

Hi Guys! How to check, that the point is in Navigable Radius? I mean about: I have a Nav Mesh Bounds Volume and I would like to generate a couple of points and check, which one is away from the Nav Mesh area

wild moth
#

because the default focus in UE isn't necessarily the best as you can't change the styling brush for them

orchid garden
#

eh? can't change the brush?

wild moth
#

You can't change the focus styling on buttons/other interactable elements and the problem is there aren't events for them to know when focus is gained/lost

orchid garden
wild moth
#

You don't get what I mean unfortunately

#

I'm talking about the focus styling and that buttons, etc don't have an event that triggers when focus is gained or lost, so I'm asking what some usual solutions are for gamepad navigation

orchid garden
wild moth
#

hover isn't the same as focus

orchid garden
#

focused is on clicked

#

it sounds more like you want to add a state, and that would take c++ or just some trickery with ui widgets.

wild moth
#

Focus is what keyboard arrow keys and gamepads use

#

it isn't being clicked

unique hollow
#

can I in anyway change the display mode

orchid garden
#

but the 'state' is the same as 'on clicked'

unique hollow
#

like from 4:3 to 16:9

#

and vice versa

wild moth
#

no it isn't

orchid garden
#

actually .... same as 'hovered' my bad.

wild moth
#

focus doesn't trigger hover

exotic cradle
#

I have a get hit result under cursor in my player character but I’m struggling with getting a socket name and location from this blueprint in order to accurately place the object on the socket

orchid garden
atomic prairie
#

in the widget, is it possible to disable my mouse when im using the gamepad and activate my mouse only when i use them? Bc if my mouse focus a button, its doesnt work with my gamepad. I use the set input mode UI Only

#

this is for my pausemenu

exotic cradle
#

You need a function that when gamepad input is detected to Show Mouse Cursor set to false. You could also have a boolean for when the pause menu is open to disable the mouse as well. I have a similar function for disabling my mouse scroll and mouse zoom when my inventory menu is open

atomic prairie
#

like OnKeyDown?

exotic cradle
#

How do you have your pause menu opened and closed?

olive sedge
#

how do you set a value in a map if you got the key? (blueprint)

atomic prairie
exotic cradle
#

Is the mouse cursor used for anything else?

atomic prairie
#

no only for the menu if u doesnt use controller

wild moth
#

@olive sedge with Add, if the key exists it will overwrite the value

olive sedge
#

thanks

exotic cradle
#

Oh hey Shinzo Ed

#

I feel like I know you from some game you’re developing

wild moth
#

Gunsmith?

exotic cradle
#

Ahhh that’s it

exotic cradle
atomic prairie
#

sometimes the cursor is on a button and it creates a problem with the gamepad, bc I cant move

#

my cursor focus the continue so i cant move with my gamepad to the other choice

orchid garden
#

@maiden wadi so if i add a delay in the event being fired, then the rotation works properly, but without the delay, it doesn't work properly, and its back to setting the rotation only if the player is semi centered in the overlap box:

dawn gazelle
exotic cradle
# atomic prairie sometimes the cursor is on a button and it creates a problem with the gamepad, b...

So you may need a function for that pause menu to determine whether the player wants to use keyboard or controller so that way you can use both. I’d start though with at the beginning of the Pause Menu function you posted have set show mouse cursor to false and than later implement functionality so that pause menu function can differentiate between keyboard and game pad controls. I’d also add that if you need the cursor shown in game along with using game pad controls that if the pause menu is closed than have set show cursor to true once the pause menu is closed

orchid garden
#

@maiden wadi it still doesn't make any sense to me, being the character value is passed by the player firing the event, so the replicated rotation should be set on the activating client without a problem, but its not, rather the opposite, its setting it properly without the delay on all but the activating client.

dawn gazelle
atomic prairie
#

my cursor is always here with the function :/

exotic cradle
#

Is that cursor based off mouse location or is the location made through a function of inputs received from the controller?

atomic prairie
#

mouse location i think

#

he is at the top left this time...

#

this is the yellow circle

exotic cradle
#

So that’s a custom cursor you make? The dot?

atomic prairie
#

yea

exotic cradle
#

Okay so that’s why show mouse cursor isn’t working to curb your issue

atomic prairie
#

Oh?

#

but i don't have set anything that is supposed to show the cursor so why is this visible

exotic cradle
#

Show me to BP for making that cursor symbol

atomic prairie
#

I don't have a BP, it's just an image in a widget which is added in the settings

#

I'm gonna disable this for see if that work

exotic cradle
#

Disable that widget when game pad is being used as the controller

atomic prairie
#

it doesntt change anything, the mouse cursor still appears

exotic cradle
#

Also set show mouse cursor to false as well lol

atomic prairie
#

there is something showing the cursor, what have I done XD

#

still here when i set false

exotic cradle
#

Hmmm

#

Thats odd.

atomic prairie
olive sedge
#

oh no. I made a map with unit costs but appearently I can't replicate them, not even in events?

dawn gazelle
#

Yeah they're not replicatable :/ What you could do tho is loop through your map and make an array for the keys and values and then replicate those and then reconstruct the map on the client.

#

I thought there was a way to replicate them within a struct as well, but last time I tried that didn't work.

olive sedge
#

Yes, that's what I'm doing now.. I send them separately

orchid garden
#

sooo maps + mp data = no no.

#

glad i decided to use arrays instead then

exotic cradle
#

So is using a ForEachLoop ideal for creating overlap volumes on an object based on socket location?

#

Im trying to use the overlap volumes to detect when the mouse is hovered over the volume and have the mouse also be able to tell which socket the overlap volume is associated with so I can connect to object

olive sedge
#

@orchid garden I think I will just use Foo_Keys and Foo_Values

atomic prairie
olive sedge
#

@orchid garden my editor crashes every time I try to use this map.. :/

orchid garden
#

@olive sedge im using a array populated with structs myself, so as long as I know which index the item is in i can pull all the info for that item.

#

i don't really replicate the array either, just the data that gets stored in the array, so im not sending more info client-server-client then i need to

#

o.O okay my editor just randomly crashed .... gave me this error:
Assertion failed: InMipCount <= (IsTexture() ? MAX_TEXTURE_MIP_COUNT : MaxNumMeshLODs)

#

all while just sitting there doing nothing.... gotta love some of these crashes that don't give you a clue to what was the cause of the issue.

flint vector
#

how do i make a raycast from a first person character that outputs the position that it hits

olive sedge
#

@orchid garden this is really cumbersome..

#

I really need a map but it doesn't seem to work at all

#

I have costs for units and they change depending on what you buy.. So I had a map with UnitClass : Cost

odd ember
#

try with an array of structs instead?

#

idk if it's valid for your case

dawn gazelle
#

I think the way around it is to have an array of structs ... Cranz beat me to it lol

olive sedge
#

Array of structs?

#

don't know what you mean with struct in this context

maiden wadi
#

@olive sedge TMap is not replicated by default, because almost any implementation that would use it, can also be done with an array of structs and a couple of helper functions to add/remove/find stuff in the array, such as not adding two entries with the same 'index'.

olive sedge
#

@maiden wadi I see

odd ember
#

ohh hashing functions

maiden wadi
#

Structs are just collections of other data. Are you using C++ or pure blueprint?

odd ember
#

fun times

olive sedge
#

blueprint

orchid garden
#

like i do mICON, you make a array, each array item is a struct item. then you can send the updated item to the client-server with the new information and it places it back into the array

olive sedge
#

@orchid garden C++?

orchid garden
#

blueprint

olive sedge
#

how do you make a struct in blueprint?

maiden wadi
olive sedge
#

just a blueprint actor?

#

ah, cool!

#

thanks!

orchid garden
#

🙂

maiden wadi
#

@olive sedge Do be hyper aware of one thing though. You will have a really bad day if you ever decide to port this behavior to C++ at any point. You will need to redefine your struct in C++ and update every single thing that uses it.

calm cargo
#

Anyone know why I can't seem to execute this subsystem's HandleCollision function?

#

It's marked with UFUNCTION(BlueprintCallable)

orchid garden
#

even with your map - you wouldn't need to send the map, you'd just send the data for the map node to the client-server and then they would update that information on the map.

olive sedge
#

@maiden wadi ok, thanks for the heads up

vernal fjord
#

What's the best way in your guys's opinion to learn Blueprints? A lot of the tutorials i'm watching feel a little confusing exactly what each thing does

orchid garden
#

im learning from trial n error, by example, and asking questions for suggestions 😄

olive sedge
#

@maiden wadi how do I find the correct struct? should I have a wrapper class for this?

maiden wadi
#

@vernal fjord I found, when I first started, that following a long tutorial guide was nice. I didn't really follow it much the first time, I just sort of did what he did step by step to sort of initiate myself to the editor. Then I went back through and rewatched the series, while following along in my own blueprints, pausing to sort of get an idea of what was happening. In the end, it's just experience and understanding, so it really depends on how you learn well.

#

Should show up with the same name you give it.

olive sedge
#

no, I mean from what I understand now I should have an array with structs.. In my case a struct of UnitClassRef and an integer for cost

#

how do I find the correct struct on which to alter the cost?

orchid garden
#

(s_slots is the struct)

maiden wadi
#

@olive sedge In a sense, an array of structs is like a datatable. Your rows are each struct you add to the array, and each column is whatever type you have in the struct. For example

orchid garden
#

you could setup one struct with the unitclassref values, then make a second struct that is a list of unitclassref structs so you can just grab the struct item for the unitclassref you want to update.

maiden wadi
#

This would be two rows, two columns. First column is an integer, second is a boolean.

#

Row1 Column2 is false, Row2 Column2 is true. Row1 Column1 is 0, etc. Picture your structs that way, kind of like an excel sheet.

olive sedge
maiden wadi
#

Looks fine I think, don't bother breaking though, just put a return node. It'll close the function and the loop out.

olive sedge
#

right, good thinking

orchid garden
#

looks fine to me as well, @maiden wadi wouldn't that just make it return after the first item in processed? I use a break, so it stops processing the array, then the return node off completed.

#

ah nm he's doing a == compare on his 😉

olive sedge
maiden wadi
#

It'll have the same logical effect, just a few less nodes for the machine to process from inside of the ForLoopWithBreak since the return node will stop it. Also good to get used to placing return nodes, since they line up better with coding logic. placing return; in even a function that doesn't return anything will stop it's execution.

orchid garden
#

i keep forgetting im doing multi things on my break loops...

maiden wadi
#

@olive sedge But yeah, it is cumbersome initially. Can be frustrating to start to work with. It's like this though because TMaps, are basically just a wrapped up struct that has it's own functions for adding/finding/removing from the map. They likely just never considered making it replicable for that reason. By the time you use a map, you'll probably need your own implementations that you require anyway. Writing your own functions to alter or check your data holders is very common in C++ at least. Admittedly slightly easier in C++ as well though since you can put a lot of that directly in the struct and not need other functions for it elsewhere.

orchid garden
#

hrm... i just ran into a intresting problem with furniture interactions going from how most people seem to do tham.... my furniture has a hit box, and if the actor is standing in it, stops over actors from using the item till they either sit, or get up, which is fine, if two hitboxes don't overlap each other.

if two hitboxes are overlapping, it blocks the other players from being able to use the other object as well, and i don't want that....

so i need a way to find out if the player is inside the hitbox when then activate the item without using begin / end overlaps, any suggestions?

olive sedge
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@maiden wadi ok, thanks

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I think I like this.

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@maiden wadi can I increment an int in a broken struct

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or do I have to break, alter, remake?

orchid garden
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as long as your accessing a ref and not a copy you can mICON

maiden wadi
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Depends on whether you get the struct by reference or not.

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For example...

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Ignoring that the bottom bool isn't true, top and bottom do the same thing.

odd veldt
maiden wadi
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@odd veldt Check out floating point precision in programming.

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@odd veldt In short all programming is done in 1 or 0, not a lot of room for decimals there. So programming more or less fakes the use of decimal places with a lot of 1 or 0, but it can only be so precise.

odd veldt
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it happens not every time

orchid garden
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you can literally take a float of 1.0 / 0.5 = 0.499999989

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(fixed my typo lol)

dawn gazelle
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And the larger the number you're working with, the less precise it can be 😄

orchid garden
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floats are far from precise

maiden wadi
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It's just a common thing. If you need precise numbers, work with integers. If you're curious about the reasoning of why it does that, like I said, just check out floating point precision error.

orchid garden
#

you can even take a int 180 -> to float and get 179.99999789

maiden wadi
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A lot of networked rotations are actually done in integers, funny enough

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Rotators axis get broken down into bytes, or shorts. So either 256 or 65535 values.

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Realistically I can't imagine you'd need more than 65535 points on an axis in a lot of cases. Pretty accurate.

orchid garden
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hrm... thought maybe i could use a generic volume but seems there are no generic volumes.... blueprint woes lol...

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so im guessing there is no function to tell if a actor is inside a collision box?

odd veldt
orchid garden
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int to float

odd veldt
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and like I said, it happens 1 time in 50 cases

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already tried this

maiden wadi
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Can I ask why it matters if it's 180.0000000 or 179.9999999?

odd veldt
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even if I let 0 0 0 in the spawn node

maiden wadi
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It's just the way that things work. But realistically, why does it matter if it's 180.0000000 or 179.9999999?

odd veldt
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its not a big problem, but i causes a warning

maiden wadi
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What warning are you getting? That's a little odd.

orchid garden
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would this work? or would it just return the first component of 'box' type and not the specific one thats refreneced?

dawn gazelle
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Should be the specific one

maiden wadi
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That would find the index in the GetOverlappingComponent array of OutOverlappingComponents, that your specific Box is at.

odd veldt
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Wanted to make a screenshot, now it does not occur xD
I'm spawning instanced levels with terrain, and if the rotation is not exact I get a "overlapping terrain warning"

orchid garden
faint pasture
odd veldt
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as long this warning is no problem

olive sedge
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Is it possible to create actors that are not in the scene? purely virtual?

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like.. classes basically.. but in blueprint?

orchid garden
faint pasture
faint pasture
olive sedge
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@faint pasture I have a utility class that holds information but isn't needed in the scene.. Functionality around my structs if you will

faint pasture
orchid garden
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i want your bank. so every time i deposit 0.01 currency i get 1 currency.

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(that was a joke btw)

faint pasture
olive sedge
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@faint pasture well, that's why I was asking for it in BP

faint pasture
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Then add a component to something that already exists like game mode or game state, or just make it an actor

storm dove
polar matrix
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Does anyone have an example blueprint to determine the on disk file paths to an asset and all its dependencies. I have a blueprint put together that gets all the immediate dependencies and then hacks together on disk paths, but I am looking for

  1. a way to recursively determine all the dependencies of selected asset(s)
  2. a clean way to determine the on disk paths of each uasset file.
polar matrix
maiden wadi
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@storm dove To do that, it needs to be a member variable of the class. Then you could get class defaults to get the mesh.

storm dove
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right

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i can set the variable on begin play, thanks

maiden wadi
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Construction script also works good for that since it's altering itself. Would let you see it correctly in the editor as well if that's ever an issue.

storm dove
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thanks bro

open crypt
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Is it possible to pass in a variable to a timeline?

gritty elm
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so i attach my weapon to my character hand, but when i try to change that weapon location, it doesn't works

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add offset, set actor location never works on attached actor, how to solve this

storm dove
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don't attach, but set location to socket location + offset

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on tick

barren relic
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I have my emitter spawning now but when the variable reaches the value, the emitter does not destroy itself. any suggestions?

stoic palm
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One message removed from a suspended account.

wooden holly
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Hey, does someone know if I somehow can get the yaw rotation of the camera of a third person character in a blueprint widget?

orchid garden
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@pearl wave get the rotation from the camera boom not the camera

wooden holly
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okay

orchid garden
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its the boom (spring arm) that rotates for the third person camera rather then the camera itself.

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yaw would be the Z access

wooden holly
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?

orchid garden
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my TPBoom is my spring arm the third person camera is attached to

wooden holly
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And how do I get my boom in my blueprint widget?

keen goblet
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@barren relic That Branch won't fire True unless ChargingCount becomes >=5 within half a second of the emitter spawning. Are you trying to wait until ChargingCount hits that value and then destroy the emitter?

orchid garden
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@wooden holly you can drag it into the bp from the list of components on the left

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either from up there on the previous image, or from your 'components' in the variable list.

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oh derp you said blueprint widget my bad

wooden holly
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yeah

orchid garden
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you can cast to your character, then get the boom from it to get the rotation

wooden holly
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It's giving me an error

faint pasture
wooden holly
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ohhh

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forgot that

orchid garden
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odd it tossed the error though, even if i don't have the pins connected it doesn't do that one to me, but yeah you need to have the pins connected. before the one where your trying to get the Yaw rotation.

wooden holly
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so I mean it works, but it's still the yaw rotation from the world, not the camera 😦

rotund basalt
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right click -> convert to pure btw

orchid garden
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its the rotation of the camera in the world

wooden holly
orchid garden
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try this one if you want to get it in relation to your players facing direction:

barren relic
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@keen goblet yes i want it to destroy when it reaches 5

rotund basalt
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the cast node

wooden holly
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hmm I don't know why but it still doesn't work 😦

orchid garden
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what are you trying to do @wooden holly ?

faint pasture
wooden holly
keen goblet
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@barren relic Ok. Several ways to do that. A quick but "bad" way to do it would be to just connect the False pin on that Branch to the delay, so it creates an infinite check loop until the value is 5

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checking every half a second

barren relic
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oh i can see how that would be sub optimal

orchid garden
wooden holly
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oh ok

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sorry

orchid garden
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what is that that has the red text on it?

wooden holly
orchid garden
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i mean on the image, show me the node that has the red text

dawn gazelle
orchid garden
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ah you added the red text lol confused me lol

dawn gazelle
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David, are you getting any error messages in your message log?

orchid garden
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that should rotate the map properly

wooden holly
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okay

stray island
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Datura i did the duplicates code like ur suggestion , and also duplicated the cubes to another 2 rows, however the performance decreased to 1 fps even tho the cubes arent that many

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I duplicated the variables to control the other rows too , whats ur suggestion for performance? I checked smth called hierarchy

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@dawn gazelle

zealous moth
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@stray island do a stats check

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instead of just fps

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it can help pinpoint the problem

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whether it is cpu or gpu related

alpine terrace
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Not sure if this is the right place:

  • If my actor runs into enemies or attack them they get pushed away
  • I noticed that his happens when I hit the "round" bottom of the capsule + the height is bigger than the radius (because this did not happen to an enemy who was shaped like a perfect ball)
  • So I recorded a video and set the capsule height to a ridiculous height in order to show you this effect
    https://drive.google.com/file/d/1GQXOpLWVIvOp-irs178mOwPgIS1ziw1L/view?usp=sharing
orchid garden
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interesting... maybe tell the capsule only to register on overlap? it looks like its being effected by physics.

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I know physic objects will react that way but never seen players react that way. I'm curious now lol..

stray island
rough wing
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it started to bother me, can i idsable it?

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Hmm it goes away when you add a node :d

split barn
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Does anyone know how to change the gravity direction (Right, left, up, down) for the fps controller? I've searched the internet but can't find any tutorials

rough wing
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Default gravity only goes up or down

split barn
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oof

odd ember
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you'll have to implement something custom if you want your own gravity

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what you're looking for sounds like per normal gravity

unborn maple
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trying to make a main menu and the hud display is on top of the main menu display is there a way i can change this do i need to create a second hud

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the play stage button and live button is on top of the main menu which it shouldnt sine i made it a completely different level

dawn gazelle
stray island
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have few duplicates of ur code in the level and it would result the same

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But its weird yeah My gtx 1080 or cpu shouldn’t react like that

dawn gazelle
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Several copies of the actor + other stuff in the scene, no problem. When you say duplicated, did you add it in the code itself?

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I mean like, did you copy this bit of code and just attach it to the "Set Relative Transform" node at the end several times?

split barn
unborn maple
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i fix my issue by just taking it off of begin play and adding it to it own game state switch to add the viewport when game has started

stray island
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As shown in my pic

dawn gazelle
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But did you just plug it in after the existing code?

stray island
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Yes

dawn gazelle
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So it's looping each time over each time over each time.

stray island
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:0

dawn gazelle
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x the number of times you put the loop in

stray island
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I asked about arrays didnt find answers

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I didnt know how to add more rows

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So i just duplicated the codes

odd ember
unborn maple
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and then to fix it i use a interface to caast to the hud to just run a game state switch and it got rid of it completely 😄 im learning

dawn gazelle
# stray island So i just duplicated the codes

Well if you wanted it to keep going, you'd have to attach any additional loops on to the "completed" branch coming off of the for loop, but the math done here was created with the intention that it would only go around once in a circle as that was what your original request was. Making a spiral is similar, but I don't think you can just loop again using the exact same code as the distance and # of meshes needs to be different, and the starting position of the new loop won't be consistent to the end of the first. You'd probably be better off creating an entirely different function that creates a spiral based on the # of meshes you want, which is a bit more complex than I'm able to help with.

stray island
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How about adding 3 actors inside one actor

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And controlling each var

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To result in 3 arrows Is that a thing?

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3 Rows*

split barn
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Does anyone know how to simulate physics on a FPS controller without it moving on its own

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I locked rotation and he just shot Around

exotic cradle
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I currently have 3 children BPs for this MasterBP. https://gyazo.com/59f81ed1f33b8e63a323c308607827f3. I was indecisive on whether I should have the Socket information like location and whether the socket is occupied or not within the MasterBP or if it would be more efficient to have the functions inside the children BP

unique harness
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you probably don't need to store location since you can always just get that from the socket

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if this master is always going to have children that deal with these sockets then yes that makes sense

exotic cradle
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I need location so I can compare it to my mouse cursor location in order to know which socket I am closest to and intend to place the spawned item on.

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I tried using overlap volumes attached to the sockets locations but didnt have much luck.

unique harness
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so call socket->GetSocketLocation(), no need to store it

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then do vector math to see distance

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also if you're comparing to mouse location, make sure you're getting the world location of the socket and not local

dawn gazelle
# stray island How about adding 3 actors inside one actor

It's not about actors within actors. It's about doing the math to figure out how to draw what you want on screen.
The first trip around works but only because we have a known # of meshes multiplied by 360, so we have a known angle, and we do some math with that. Adding an additional spiral around that which starts at the same position is a bit trickier. Again, this is more complex than I can help with.

exotic cradle
unique harness
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but your mouse location is based one world coordinates is it not?

exotic cradle
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Ah yes it is lol

unique harness
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Here it's just getting the hit actor, where are you comparing the location?

white lynx
#

Does anyone know if there's a window / functionality inside the editor to display all the blueprints with warnings/errors in the entire project?

unborn maple
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debug mode

unique harness
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@white lynx doesn't compiling do that in the log?

white lynx
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compiling the blueprint?

exotic cradle
unique harness
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or maybe it's building the project

white lynx
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sorry I'm usually always in c++; haven't used blueprints in quite a long time

stray island
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if i don’t want spiral shape just circles inside each other’s with each having its own number of meshes , duplicating the code out of “completed for loop” is the work around? @dawn gazelle

unique harness
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yea same, haha I'm trying to remember

white lynx
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Ideally, I'm looking for a window where I press a button / or smth at the editor level and a list with all the blueprints with warnings/errors show up

unique harness
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I think if you build in editor, it will sort of do that but not necessarily in a well displayed manner

white lynx
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not in a "clickable" way huh

unique harness
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well you "click" build 😛

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but no I don't think like what you're saying

white lynx
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the results I mean haha

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Sad stuff

tidal venture
#

What is the best practice for handling UMG button events? I want to trigger something in a gameplay system. Would I rather trigger this via gamemode or playercontrolelr and how do I access them from the UMG event graph?

unique harness
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There is a GetGameMode node which you can cast to your custom gamemode

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same with player controller

tidal venture
#

Is that advisable?

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Which one would you rather handle events in?

unique harness
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depends on what the event is doing

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is it doing something game related or player related

tidal venture
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It changes the state of a game object which also triggers an acotr change

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well, both?

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it changes something for the player in the game

unique harness
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it ends up being your decision and there isn't necessarily a right or wrong answer

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just stick it where it makes the most sense

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typically that falls in either game instance, game mode, hud, player controller, player character

tidal venture
#

thanks!

uneven gulch
#

Was good people and happ[y new years

Quick questions

How would you allow 4 players to enter a vehicle and shoot from all 4 seats like GTA and also get out of vehicle same mesh

I'm thinking trigger box on all 4 doors
Maybe 4 hidden actors in the vehicle actor and probably possessing them im thinking

Thanks for your time and energy.

unique harness
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@uneven gulch yes that sounds accurate, pawns instead of actors though

stray island
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@dawn gazelle oh wow plugging things in completed and it works great even big numbers thank u

but now that i have two versions of the code , one has add instance( hierarchical )and one add static mesh , which one would be better for performance?

uneven gulch
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@unique harness a appreciate it thats how it feeling is how it is setup correct that pawn just needs it to be possessed 🙂

unique harness
unique harness
uneven gulch
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@unique harness Thanks

exotic cradle
unique harness
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What is your end goal?

exotic cradle
#

Attach two of those objects together with the click of the left mouse button.