#blueprint

402296 messages ยท Page 603 of 403

celest salmon
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Hey, I don't want to interrupt-- but I just wanted to ask for some help with making a 1 hour day and night cycle.

exotic cradle
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Go onto youtube and lookup Ue4 day and night cycles. There are quite a few tutorials I myself followed and actually combined a few methods to make my days and nights how I wanted them, darker nights and prettier days!

celest salmon
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Oh, I did-- but most of the ones I could find took about a minute to finish.

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(As in for the day and night cycle to finish and start it's cycle again.)

exotic cradle
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Send pic of BP

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Im pretty sure you can adjust it accordingly

unique harness
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And all you need to do is call AttachToActor and keep world transform

celest salmon
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Well, most of the tutorials use this from the old ue4 wikia.

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The sun is moving way too fast!
The sun's speed is controlled by the "SunSpeed" variable in the blueprint you set up. Whatever value this is set to is how many degrees the sun will rotate in one second. For instance, if you have this set to 90, it will take 4 seconds to go through one day. Just reduce this value to slow it down.

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I found this here, but when I did it, it didn't seem to work.

exotic cradle
unique harness
exotic cradle
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Ohh okay that was my bad from the beginning. Okay so when this level is opened a single object is spawned in the middle of the box collision that you need outlined in the gif I sent. What Im trying to do is take an item that I have selected on my hotbar, which I have working, and have that item attached to the other item I click on with my mouse. I have 6 sockets on each mesh since they are cubed.

unique harness
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ok so in the gif, what is wrong?

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it's just not actually attaching?

exotic cradle
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Yes.

unique harness
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ok is the spawned thing just going to be a mesh or is going to have logic tied to it?

exotic cradle
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It will require some logic so it knows whether a socket is occupied or not so it can give the go ahead to attach if unoccupied

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Ima save that question for after my first one gets answered lol

unique harness
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i'm talking about the object you're spawning

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you probably need logic so

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the root of the object you're spawning needs to be at one of the socket locations

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spawn the actor at the socket location

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then call AttachToActor and specify the socket name and positioning parameters

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store an array of 6 booleans, false means available, true means something is attached

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every object after the first should have the root socket set to true in the array

exotic cradle
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Okay. So what Ima do is within each child BP I have for the objects I am going to make logic for the sockets and see if I can get it to work from there.

outer lance
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So I have a construction script in a placed blueprint, and wish to get debug info from it.. print string doesn't work :S What to do..

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Hmm to answer my question I could f.ex. make a visible array of strings and add to it..

tight schooner
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Have the construction script add a text render component? I do that sometimes

unique harness
paper python
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Hi guys! Sorry to bother with something probably simple, but I've been struggling for 5 hours with it now, to no avail.
If I have an object A (person), an object B (cat), and a vector offset that says where the cat should be (like, 2m behind and 1m to the left of the person).
What should I do with that vector offset? so it becomes relative to the direction of the person (always spawns behind the back, no matter where the person is looking).

split ginkgo
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Something is moving my player up by 19 units, is there some way I could watch anything thats changing my players location and trace it back to the blueprint node, or at least the blueprint actor thats doing it

dawn gazelle
unique harness
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@paper python just add a scene component to your actor and use that to set the cat's position

paper python
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I just picked human/cat randomly, it's really about two separate objects in space.
Actually it's about hundred objects moving in relation to one leading object, but let's keep it simple.

unique harness
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are the following objects at a static offset or slight variability?

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if static, my previous statement still stands

split ginkgo
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@paper python Idk if this will actually work, but you could invert the forward vector of the person, and use that to place the actor behind the person. The math will be like this: PersonLocation + (ForwardVector * 100)

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100 is the amount of units that the cat will be placed behind the person

maiden wadi
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Alternatively, just transform it with the main actor's transform.

split ginkgo
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You would probably want that to be smaller than 100 though

unique harness
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that would place it 100 units in front of the person, not behind

split ginkgo
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Oops

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You would have to invert the forward vector first

unique harness
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or just subtract it

split ginkgo
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I think you could probably just rotate it 180degrees

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But theres probably a better way to invert it lol

unique harness
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but still the more simple solution is using a scene component to mark your target location and do whatever interpolation to that position

split ginkgo
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Yeah

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But I feel like thats clunky

paper python
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Hmm, not sure? It's a unit formation.
Each unit (small dots) can know its relative offset from the center point. Or it can know its vector from center point. Whichever works, I can calculate it when spawning them, store it for later use, etc.

But I cannot understand how to make them spawn if the Center Point is rotated.

split ginkgo
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I don't really like to add components that could just be replaced by some simple math

maiden wadi
unique harness
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the scene components are always relative to the actor's rotation

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can make some simple constructor variables to define number of rows, columns, and x/y offset

paper python
maiden wadi
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The issue with components, is that they need updated every single frame if they're moving. This is fine with a few things or things that move very rarely, but if you use this method on hundreds of things, that gets very expensive to have a bunch of scene components being updated just for local space positioning.

split ginkgo
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@paper python Make sure to rotate the forward vector so its actually facing behind you

unique harness
split ginkgo
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If you don't then the cat will be in front of you

maiden wadi
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Simple Vector math is a lot cheaper than component movement.

split ginkgo
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Yeah

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Its also just cleaner

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Less components on the player

maiden wadi
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Like I said, not an issue with only a few things, but it's something to keep in mind if you have a lot of scene components on a lot of things in your game. This is why if you can put it in a normal actor component and use vector math relative to the owning actor, it's a lot cheaper.

unique harness
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my point is that the math will have to be done eventually. rather make the components and attach the actors instead of computing the vector math yourself and then moving the actors yourself

paper python
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Phew. ForwardVector works. I will hate myself for 3.5 days, because I actually tried that just before writing to the channel... but I used the BP node that just gives 0.0.1 instead of Actor's forward vector.
Before that, I tried all sort of things to do with triangles and circles and radius etc.
Bless you, guys, for restoring my sanity ๐Ÿ™

split ginkgo
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lol, np

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I'm glad it works

maiden wadi
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It's not just about the math. You have to factor in all of the calls and updates happening when a component is moved. Each and every component does this when you move an actor.

stray island
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I have a hierarchical static meshes , is there a way to control instances meshes color say they range in three colors (array)

unique harness
maiden wadi
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You can see the issue if you profile a project with a few hundred AI moving, with a few extra scene components in them vs not having the components.

unique harness
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We're not talking about AI, we're talking about having actors attached at an offset

maiden wadi
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Then don't use AI, use simple actors that are simply moving constantly. Same thing.

exotic cradle
unique harness
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you're not removing it, just changing the value

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whatever index you assign to that socket, that's the index in the array

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but starting at 0 instead of 1

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so if something is attached to socket 2, availableSockets[1] = false

unique harness
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you probably don't need the is socket occupied variable

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you need a set node off the array, not add

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and no for loop, just assigning index 0 to true

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then probably a method that says like AttachActorToSocket(AActor* ActorToAttach, int SocketIndex)

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check the socket array to make sure it's available, if so attach it and set that index to true since it's now in use

exotic cradle
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Would you be able to work up a quick example of your text? Im having a hard time understanding

unique harness
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maybe, we'll see if the engine will open

exotic cradle
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Yeah mines been acting wierd today and a few times froze at 75%

unique harness
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I haven't had the editor open in like a year lol

exotic cradle
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Oh jeeez lmao

unique harness
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Don't deal with it in my new job ๐Ÿ˜ฆ

exotic cradle
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Luckily for you xD

unique harness
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we should be converting our main product to UE this year tho which was basically the whole reason I was hired lol

exotic cradle
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Thats always good lol

unique harness
exotic cradle
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Definitely was overthinking it lol

unique harness
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๐Ÿ˜›

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Place the master in the scene, only spawn the child and it should go pretty smooth

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So when you spawn the child, you would call AttachActorToSocket on the the object in the scene

exotic cradle
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So what happens if I delete the master item that is initially spawned when the level loads?

unique harness
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You probably want a DetachMethod as well

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and to store the attached actors

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so you can detach them when the actor is deleted

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so you could actually replace the AvailableSockets array with an AttachedActors array

exotic cradle
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So say if I were to place 15 of them. Go to the first one that is initially spawned and remove it wouldnโ€™t that cause issues with the other actors being a child of that initial object?

unique harness
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AttachParent and AttachSocket are now expose on spawn

exotic cradle
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Hmm. I dont have all of those Sockets as components for any of my bps

unique harness
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Those are just place holders for how I added the socket locations

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But that should give you a decent starting point to manipulate it to suit your needs

exotic cradle
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Thank you for the help it is much appreciated

exotic cradle
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Is that two different processes to doing it or one?

neon sorrel
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Anyone know the best way I can disable a players input for x ammount of hours, even if they close the game? Any way I can use utc time or something?

maiden wadi
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@neon sorrel What is this for? Like multiplayer punishment, or?

neon sorrel
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A report system im using that sends reports / bugs to a discord server. Trying to just prevent users from spamming it

maiden wadi
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I imagine for simple bug reports, you could possibly just utilize local savegame info to see the last time the player reported via UTC and lock it until then. Of course that's easily gotten around by just deleting the savegame which anyone that wants to be annoying will do. The only secure way might be some form of online check that can hold that, rather than someone's local data.

neon sorrel
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Yeah, I mean I use dyanmodb already for player info and can use that. Just then it increases my traffic through the server and costs. so hmm

vast lion
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Users can now access Control Rig data from Blueprints with the Control Rig Component. This enables users to drive Control Rigs with Gameplay logic in Blueprints, re-initialize Control Rigs to fit differently proportioned characters, and read or write other Control Rig data directly. ***Additionally, users can now attach non-skeletal mesh objects to the Control Rig hierarchy with accessors in the Control Rig Component.***

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Anyone know how to do that last bit?

robust jacinth
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Thinking of doing a "pipe mania" type puzzle for the mini jam over at itch.io. How would I store the game state in blue print? Is this a bad idea? Would C++ be the preferred way of doing it?

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A big array would be a start I guess, but then I need to store the orientation of all the pieces, and check to see if the pipes connects between to points, and I can't visualize how to do this in blueprint...

maiden wadi
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I'm not familiar with the game, but I imagine that the difference between C++ to blueprint would be fairly minimal. Likely comes down to what you prefer. But also depends on how you implement it.

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For instance... You can either do a full data method and display that with blocks, by keeping a full array of data of the blocks, a list of which blocks they connect to, etc. Or you can make each block it's own self contained entity that holds it's own data for what it connects to and drive the game that way. But as for saving the state itself during gameplay, it won't be much different between C++ to Blueprint.

native plover
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how do i make the trace go forwards a bit

from the socket location

dawn gazelle
native plover
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that's the end location of the trace tho @dawn gazelle

dawn gazelle
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you're looking for what to place in your start of the trace, yes?

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and you want that value to be a little bit ahead from the socket?

neon sorrel
dawn gazelle
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Ok, my example is "socket location" + ("actor forward vector (which is only a value that goes between -1, -1, -1 to 1, 1, 1" x "the float defined as a distance"). So it should just give you a small value ahead of where your socket is.

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so long as you put a small float number into the multiplication box

native plover
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ooooooo

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i understand

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why didn't i figure that out ๐Ÿ˜ฆ

dawn gazelle
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You were close in your example it looks like

native plover
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thank you !

split barn
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Does anyone know how to make the first person player simulate physics without having him move on his own?

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I locked rotation and he shoots across the map in all directions

true valve
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Is there a way to use select to pick based on a float variable that goes from -.5 to 1 or -1 to 2.

barren flower
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Whats the easiest way to manage bulk data? Like, lets say I have a village sim with like, 300 villagers, each with their own attributes. How much money they have, color of their shirt, where they work. That sort of thing.

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Ideally I would love to have them all stored line by line in, like, and excel spreadsheet sort of structure

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But I also want to be able to bulk edit them. Lets say they all go to sleep in a barracks building. So the actual villager blueprint people disappear, and they only exist in this spreadsheet now.

But what if I cast some spell that kills every single villager with a red shirt? Or I delete the smithy? How do I search through for these values and either change them to unemployed, or delete the relevant row, respectively

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Is this even possible out of the box?

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Importantly, this data needs to be able to be rapidly accessed and updated in the game

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or is the answer just literally hook a mysql database and be done with it?

rotund basalt
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Just a tip: For those 2 booleans use an NAND gate then you can check if both are false (if they are you get true with a single compare)

cold raft
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I am have a save game working but getting odd results when going to and from the loading menu (which is a separate level) - does the playerCharacter unload and reload when you do a openLevel? I am thinking it does due to spawn points

plain flare
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Hey how can i storage info ?

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I mean, for example i have an integer equal to 1, on the next level, I want to make this integer +1 (2). But when i moving into next level, this information doesn't increase

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After second, On the next level, int should be 3, but it is being 2 if i wont storage that info

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How can i save my int on whole game ?

cold raft
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@plain flare - you can use the GameInstance to save info between levels (I believe)

plain flare
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idk how to use it, but im gonna look tutorials. Thanks

cold raft
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BUT - I am having weird bugs where my character isnt saving between levels, so shrug - may not work

amber marsh
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is there an easy way that I can get the actor that owns a component? Like from inside the component itself

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be able to quickly grab the actor its on.

olive sedge
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can you not subclass widgets?

amber marsh
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oh hmm I remember running into that same question

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does not seem so

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sad

maiden wadi
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@olive sedge @amber marsh You can, but none of the designer widget stuff remains. You can subclass variables and code, the backend/graph part. But the look will be lost.

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I do this in C++ for example, because I like to have specific functions I can call on any of my main widgets to pass information into them as I'm adding them to screen or whatever without casting to the specific widget class. So I have UUserWidget and then MyCPPUserWidgetClass, and I create MyInventoryWidget that inherits from MyCPPUserWidgetClass and also UserWidget class.

primal rock
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I have the following Problem:
When spawning my Players in my Multiplayer System only the owner seems to get possessed correctly. Any idea how to fix this?

maiden wadi
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Where and how are you spawning the pawns that are getting possessed, and how is possession being called?

primal rock
olive sedge
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@maiden wadi yes,I only need common variables but got an error msg.. Anyway, they have a common config szruct now instead of a base class

trim matrix
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Hi all, i was wondering if someone could give me a way forward on a problem we am having...

We have a MP game in the making and we need HOST ONLY Menu/Menu items. We are using the Node "Is Sever?" but this does not seem to be working as intended, it all works fine on the first set of rounds(When you create the server from the menu) but then after you have finished and all clients are pushed back to the main server lobby the host has no host menu at all? here is the "Is Sevres?" bit we are using.

gentle flare
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is there a way to control the size of the widget for a scene node in the BP editor?

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Here's my "doorbell" up close:

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And here it is a bit back:

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It's annoying my OCD

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I'm using scene nodes to group like components in the BP hierarchy:

south meadow
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@gentle flare whats the issue?

robust jacinth
gentle flare
south meadow
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thats just a scene componnet or whatever icon. you wont see it in game

gentle flare
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yah, but I don't wanna see it here in the editor

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I'm gonna have buttons everywhere

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Do I have to play the game everytime I just want to see what it all looks like without them big spheres everywhere?

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Tried pressing G how you do in the editor, no luck

maiden wadi
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@gentle flare search for billboard I think. Something like billboard scale or something. In that component.

gentle flare
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no joy

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tried opening all the inspector groups and going through every property available ๐Ÿ˜ฆ

odd ember
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if you've set g to something else it obviously won't work, but look for game mode under the render settings in the view port

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(which by default is G)

gentle flare
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Sorry, I didn't mean G in game, I meant in the editor, when you press G for game mode where there no widgets

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Doesn't seem to be a thing in the BP editor window

odd ember
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in the BP window you can replace the root with an empty Scene component. I thought you were talking about in the editor viewport, not in the BP viewport

gentle flare
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I guess I can just edit it ugly in the BP editor and check it in the main editor window on another monitor in game mode

odd ember
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I gave you options

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the above will get rid of the white circle permanently though

gentle flare
odd ember
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is it button door 1 and 2?

gentle flare
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hey, wait a minute

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dammit

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It's not the scene node doing it, it's the child actor... where there is a billboard scale prop

south meadow
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isnt that a child actor? is there a root in the child

gentle flare
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I knew it was an id10t error

odd ember
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well that's why I pointed it out

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so in the child actor class if you replace the root you wont have the issue

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like I said

gentle flare
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oooh

odd ember
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or just dont use child actors really

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they are the devil

gentle flare
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I get it now ๐Ÿ™‚

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so wait

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there's a better option than child actors?

south meadow
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i dont agree with that

odd ember
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there's always a better option than child actors, but it's not necessarily an easier option

gentle flare
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well, my button has functionality in it, using child actors let's me copy paste as many copies as I need and they all got the same func bada bing?

odd ember
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why aren't you just placing the buttons in the world and hooking them up that way? you're strongly coupling buttons with doors as it seems right now

gentle flare
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I wanted the ship blueprint to be self contained so I could load it dynamically when required

odd ember
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so every ship will have a button in the exact same place ๐Ÿค” you might as well just parent a button to the ship so you can move the button independently in the world while retaining it within the ship

gentle flare
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Sorry, instantiate it

south meadow
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theres gonna be a lotta explanation . without seeing the code... cant really say if its right or wrong. theres nothing wrong with child actors.. .. there is some bugginess with the editor sometimes with them but thats with structs as well and many other things

odd ember
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generally child actors skirt architectural rules, they're a pain to debug properly and they are performance hogs

south meadow
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hmm? that seems kinda silly since part of the reason to use an existing engine is things like physics?

odd ember
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all bp actors start with tick on and epic recommends that the first thing you do in a new actor is to go in and turn tick off

south meadow
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and you think child actors and the entirety of physics shoudnt be used?

odd ember
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child actors in my opinion should be deprecated

gentle flare
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I'm trying to build some basic interactions for star citizen like gameplay, so the ships aren't really things that just sit there like a level design feature

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that I can just heap stuff on top off in the main maps hierarchy

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I want to spawn ships as dynamically, so they sort of need to be all packaged up in one thing that gets instanced

odd ember
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I don't know what star citizen (or which part of star citizen) you're trying to make but for ships to work both as a vehicle and as a space you're going to have to make a lot of custom logic work it sounds like. definitely not something I would attempt in BP alone

gentle flare
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mmm... I'm most the way there...

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the little sleds were from a helicopter tute I did the other day

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the flight model is pretty basic but it's mostly what I want

odd ember
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but even so you could make it within a single actor and hook it up with scene components instead of using child actors for instance. or create hook in points where you spawn actors and attach them, completely without the massive overhead that you get from child actors

gentle flare
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so... I can put my BP button in a scene node?

odd ember
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a scene component is just a component with a transform. static mesh components all derive from scene components for instance

gentle flare
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yah that's what I thought

sharp fox
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Hello! Does anyone know how i can make when player holding d and press q then launch player to (d - right, a - left) ?

odd ember
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so you could probably make a derivation from static mesh component and add logic to it as you want for instance

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equally you could also spawn the actor attached like I said

gentle flare
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so spawning in main map is much better than child actors? why is that?

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that'd mean I basically couldn't preview the end result in the editor, I'd have to run the game everytime I wanted to see what it looked like :/

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if you have to do it that way whats the point of having an editor?

odd ember
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how do you not do that anyway right now?

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like you cant test functionality in the BP editor

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or even space use

gentle flare
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ah, I just mean the look and design

odd ember
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I do as well

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your game isn't going to be played through the BP preview window

gentle flare
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well...

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I can see where my button is, I can see if I like it's placements size, how everything looks together

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but if I do spawning, all I see here is a socket

odd ember
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you can't see how it looks from the player camera

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or how its relation is to the ground etc.

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or indeed how the environment would affect it

gentle flare
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this is enough of what I want here

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for that stuff I'm happy to play (and for testing func)

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but you dislike of child actors is obviously not coming from nowhere, what has your experience with them been?

odd ember
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just be careful that you're not setting yourself up for unintentional shenanigans because you want to skirt these things

odd ember
gentle flare
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I meant specifically, you mentioned being a performance hog, is that 5 times slower, 10, 100 etc

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cos I get the feeling I'll be fighting for frames at some point sooner or later

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(don't we all)

odd ember
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it's definitely more overhead than spawning an actor in world, but I can't tell you exactly how much. but if you're spawning a ship full of them then you'll notice it for sure

gentle flare
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hmmm

sharp fox
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Hello! Does anyone know how i can make when player holding d and press q then launch player to (d - right, a - left) ?

gentle flare
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if I was a young person I'd be all like nah she'll be right and then regret it later lol

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hmmm

south meadow
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@sharp fox google "launch character"

odd ember
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since you're going to be building ships I think you should put some thought into establishing a ship building workflow that is optimized for performance and usability

sharp fox
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Yup but i wonna do when player HOLD D and press q then launch player to right

gentle flare
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well, that's why I'm being so nosy here now ๐Ÿ™‚

odd ember
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which may require a little more than just being able to preview a ship with child actors in BP

gentle flare
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most painful part so far is placing collision primitives everywhere

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no wonder crates fall out of the ships all the time in star citizen

odd ember
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to me a ship would seem more like the concept of a "blueprint", not to be confused with BP. as in, you're establishing where everything is in the ship, let the game build it, and then you inspect it

sharp fox
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So anyone know how to do this?

gentle flare
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you might need to try and be a little bit more specific natixo, I don't really understand what you're trying to ask

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launch: you mean jump?

sharp fox
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how i can make when player holding d and press q then launch player to (d - right, a - left) ?

gentle flare
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dude

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just copy and pasting the same exact thing when I just said I didn't understand what you mean...

odd ember
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lmao

sharp fox
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when player hold d and press q launch character to right

gentle flare
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ok

sharp fox
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and this same on left side

gentle flare
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so launch

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what do you mean by launch?

odd ember
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so like a side step

gentle flare
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^ ?

sharp fox
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yea but launch

gentle flare
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what. do. you. mean. by. launch.

odd ember
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maybe the launch node?

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just a guess

sharp fox
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OMG Im using Launch Character and i must have launch character

gentle flare
sharp fox
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Maybe im stupid or im stupid

gentle flare
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You're not stupid

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You're just refusing to explain in more detail what you mean by "launch"

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How is you "launch" different from a side step?

sharp fox
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I have to do side step but not side step

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side Launch

gentle flare
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You sir

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Are an excellent troll

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Well done, you had me going for a bit there

sharp fox
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xD

odd ember
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in your character

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there is a node

sharp fox
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ok

odd ember
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called something like Get MoveRight

sharp fox
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um Get Move right axis Name?

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Im noob at this

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Where it is?

odd ember
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yeah it might be get move right axis or something

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can you show me the node?

sharp fox
odd ember
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hmm never used arch vis so it might be called something differently there

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try to look for get axis and see what comes up

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what you're looking for is a node with a float output of axis value

sharp fox
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get forward axis?

odd ember
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get right axis

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perhaps

sharp fox
odd ember
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the moving right

#

node

#

should be it

sharp fox
#

ok i get it

odd ember
#

can you show me your logic so far

sharp fox
odd ember
#

lol

#

so you haven't set it up yet?

#

with the Q button and launch?

sharp fox
#

i have

odd ember
#

show me

sharp fox
odd ember
#

ok

#

and launch is set to Q yes?

#

just to be clear

sharp fox
#

yes

odd ember
#

cool

#

here's what you do

#

first

#

instead of using the capsule's rotation etc., just use GetActorForwardVector

#

and while doing that, also grab GetActorRightVector

sharp fox
#

wait i have to do q and w - forward, s - backward, d - right and a - left

odd ember
#

yeah step by step

#

just get those nodes first

sharp fox
#

i use it before and it make first launch is normal and second launch is HYPER SPEED

odd ember
#

that's fine

#

you will also need the MovingForward node

sharp fox
odd ember
#

you got the MovingRight node before

#

there is a MovingForward node as well

sharp fox
#

so i use get moving right (as axis)?

odd ember
#

yes

#

both of them you will use

sharp fox
#

ok

odd ember
#

get all of the nodes in first

#

then we arrange the logic

sharp fox
#

ok i got it

odd ember
#

you'll need a vector + vector node and a normalize vector node

sharp fox
#

ok

odd ember
#

the normalize vector may just be called normalize

#

I forget

sharp fox
odd ember
#

just leave them unhooked for now. you still need the GetActorForwardVector and GetActorRightVector

sharp fox
#

ok so what i unplug

odd ember
#

everything

#

you'll need 2 vector * float nodes as well

sharp fox
odd ember
#

yes

#

the 2 conversion nodes you can remove

sharp fox
#

ok i have it

odd ember
#

so you have all the nodes now?

#

including GetActorRightVector?

sharp fox
#

yea

odd ember
#

show me

sharp fox
odd ember
#

ok where is GetActorForwardVector?

#

that's the last node you need

sharp fox
#

i does'nt have it

#

ok now i have it

odd ember
#

cool

swift coral
#

Good Afternoon, I know my request follows multiple topics - mainly widget, blueprint and material - but I think this is the most appropriate category. I urgently need help on this topic, because its for an artschool application, the deadline is approaching and Im stuck on an issue that worked a week ago. But, thanks to unreal-magic, my character customizer isnt working anymore in the way it should: as you see in pic 1, my thirdPersonCharacter has a groom with a material assigned to. In pic 2 you can see a part of the widget witjh HSV sliders to control the color of the fur. In the WidgetBP Graph you see, that on the event "ValueChanged", the value h,s or v is changed. In the EventGraph of my ThirdPersonCharacter, in pic 4, the widget is created and all its variables are "collected", I then create a Dynamic Material Instance for my groom and its material on every tick. Then I transfer the 3 variables via a vector parameter to my material, as you see in pic 4 and 5. The parameter is taking and trough some nodes, is converted to HSV and being used as the BaseColor. Its important to note, that a week ago, everything worked fine, the hair changed on changing the sliders. But after testing some things and pulling on some nodes, it doesnt work anymore. Can anyone spot a mistake in these screengrabs, or point me towards an area where the mistake could be located?

odd ember
#

@sharp fox here's what you do

#

use one vector * float with GetActorForwardVector * MovingForward and the other with GetActorRightVector * MovingRight

sharp fox
#

ok wait

odd ember
#

add both of them together using the vector + vector node

#

then normalize

sharp fox
#

ok

odd ember
#

show me how you've hooked it up

sharp fox
odd ember
#

cool

#

so now take this set up, and go to your launch logic

#

and plug it into the vector * float where you add the speed

sharp fox
#

OMG THANK YOU SO MUCH <3333

swift coral
odd ember
swift coral
odd ember
#

yes

swift coral
#

k ill give it a try, otherwise im really lost haha

odd ember
#

good luck

swift coral
#

thx

deft snow
#

Does anyone know how to offset the trigger frame for a blueprint based explosion effect in Unreal?
I want to use the explosion in the sequencer, but it always one-shot triggers on frame #1. The blueprint occupies the entire timeline, so I can't slide it down the timeline. I can't find any temporal offset for the blueprint.

rigid tundra
#

project crashes at 93% that is some asset error, but the thing is when I take out the broken files and then start it loads, when I put them back in everything works fine. If I want the whole package, there are a lot of errors in the blueprints that have to do with the plugins, but there are no errors in the blueprints themselves, only in the log.

orchid garden
verbal bobcat
#

I am really horrible when it comes to drag and drop inventory systems(or inventory systems in general) does anyone know any good tutorial or something that can help me?

orchid garden
# verbal bobcat I am really horrible when it comes to drag and drop inventory systems(or invento...

This is and updated version for Inventory And Crafting Multiplayer Tutorial series.
There are 40+ videos as of right now and there might be even more as we go.
If you enjoy these types of video, make sure to subscribe so you don't miss out on any uploads.

Join our discord: https://discord.gg/Gr9sPP2
Free assets: https://itsmebro.net
Donate: htt...

โ–ถ Play video
#

that one will walk you through all the various parts of setting up a working inventory, its a good learning source. you can make a fully functional inventory if you follow along and do what he does.

#

link should take you to the full playlist

verbal bobcat
orchid garden
#

np, good luck! ๐Ÿ™‚

verbal bobcat
#

oh nice this might come in handy

kindred mountain
#

hello guys , i am new here. i want to ask you a question . i work with the UE4Duino Plugin but the last upgrade only works on Unreal 4.23 Does anyone of you have a version that works on unreal 4.25 or 4.26

exotic cradle
stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

weary jackal
#

In the open card functions, return those card value strings

stoic palm
stray island
#

Random integer in range chooses from 0 to 2 randomly

#

What if i want 0 then 1 then 2

#

As sequence

weary jackal
stray island
#

Not expensive?

weary jackal
weary jackal
exotic cradle
# unique harness

So whats the difference between the two Attach Actor to Socket blueprints you showed me besides the obvious of one being boolean and another an actor reference

stray island
stray island
# weary jackal Nah

Only random in range working but i dont want it random i want it to respect the list order

weary jackal
#

Oh. Use counter

#

And after each execution, increment the value

#

An integer starts from 0 and at the end of execution add 1

stray island
#

Cant find a counter node

weary jackal
#

No, make an integer and set its value to 0

#

So first time it will get 0th index

#

Then after add +1 to it

unique hollow
#

I've been thinking about making a fall damage BP for my character

#

and I want to avoid event tick

#

I wanted to use "On Landed" for it

#

problem is, if I check for Z velocity of my character

#

when the "On Landed" event fires, will it detect the velocity at which it fell from

stray island
#

Then how would it stop at number 2

unique hollow
#

it does keep the value from how fast I fell before landing

weary jackal
weary jackal
# unique hollow it does keep the value from how fast I fell before landing

Learn how to implement fall damage into your game with this quick and easy to follow tutorial.

Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over at https://www.patreon.com/ryanlaley.

Subscribe now to catch each video as they ar...

โ–ถ Play video
rotund basalt
#

Tip:
If you ever need to take a screenshot of your screen when you're on windows

Windows + shift + s

stray island
#

Oh this worked

#

@weary jackal thanks!

slate apex
#

any freeware plugin available for dialgoue trees?

#

I can afford it, but i'd rather not since money's tight.

#

So even some youtube tutorial's dialogue would be fine.

#

cause man, i suck at it

zealous moth
#

@slate apex honestly, the dialogue plugin is the best thing ever. I have it and it is amazing.

slate apex
#

how much..?

zealous moth
slate apex
#

yeah

#

i had my eye on it

zealous moth
#

it is frankly amazing - works out of the box, the documentation is solid, and it's like a 10 min yt video on how to use it.

slate apex
#

is dialogue and UI already built in?

#

like cast to viewport.ect?

zealous moth
#

yeah, the ui is super basic but he has documentation on how to modify it

slate apex
#

well

#

yeah, so long as its using widget

#

it shouldnt be that hard.-

zealous moth
#

the best part is that conditions and triggers are built in so you don't have to rework it

slate apex
#

I've been video editin before, and its basically identical.

#

WAIT NO WAY

#

FUCK

#

Now i wanna buy it

#

but man.

#

65 is quite an asking price for a hobby with no guarantees

zealous moth
#

you can set your own conditions and the dialog will do a check or if you talk to someone and want to open a door, it will open it

slate apex
#

hhhnngh

zealous moth
#

welp, it's about 3h of work so take that into account.

slate apex
#

bro i spend days

zealous moth
#

cheaper than to make it yourself

slate apex
#

trying to figure out normal dialogue

zealous moth
#

yup and this is out of the box

slate apex
#

my dialogue and interaction system is a mess

#

lemme show

#

it isnt as convoluted as it was then

#

this is bout 2 months old

#

but

#

still represents it

zealous moth
#

i made a few attempts at it and it's a pain.

#

the plugin was well worth it

exotic cradle
#

Who thought attaching two objects with sockets would be so stressful lol

odd ember
#

I mean if you're not making a tree out of linked list classes, then what are you doing

stoic palm
exotic cradle
#

So you donโ€™t want them in an array but each their own seperate variable?

odd ember
stoic palm
exotic cradle
#

If he made an array and added to it from the string selected from the for loop he would have an array of seperate strings

stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

exotic cradle
#

But it would give you 3 seperate strings

odd ember
exotic cradle
#

You can also use a format node and type in Card{number} in the box and attach a string that way it will be formatted as Card 1,2,3 etc

stoic palm
#

One message removed from a suspended account.

odd ember
#

show me what's before that get

stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

so... why are you using a map here?

stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

you could do that with an array

grave relic
#

Could someone help me, i have this in the level blue print, when ive picked up 2 parts of a key and go into the trigger the sequence should play(it does) but then for some reason it resets to its starting posision

odd ember
#

an array has an index, if you find something by that index, it's going to return the card that you want

#

now

#

because you've set RandomCard as a variable

#

and you pull a Get from that

#

it's always going to give you the same card

#

if you want 3 random values, use the random directly on the get

stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

in that case use the loop as has been suggested before

stoic palm
#

One message removed from a suspended account.

odd ember
#

anything on the right of keys can probably be deleted and you can place your loop there

stoic palm
#

One message removed from a suspended account.

odd ember
#

anyway your BP is kind of a mess so it's a bit hard to read in places. I'd just have the card pack be an array htat you loop over 3 times, picking a random index each time, and add that to a secondary array, kind of like you have done

#

then

#

using the secondary array, loop over that to create separate string entries

#

you'll have to have some container created already in your widget that can display those 3 separate strings

#

so e.g. a text box or what have you

#

that should be it

dawn gazelle
#

Also instead of getting length and doing -1 to it, you can do Last Index on Arrays which will return the last valid index in the array.

odd ember
#

yeah that will be safer as well

dawn gazelle
#

And if you're doing a multiplayer game, you may want to avoid using Maps, as they cannot be replicated unfortunately :/

shell heath
#

Hey you guys, I am trying to figure out how to make a card in game but not give access to it immediately.
Anyone know how to do this?

gloomy linden
#

can you elaborate?

odd ember
#

no one will have access to a card unless you allow them to have it

dawn gazelle
#

Creating a shuffled deck of cards (using an enumerator of suits), and a structure of the card suit and value, including the ability to set how many decks you'd want to use.

gloomy linden
#

are card games hot right now or is this just a coincidence?

unique harness
orchid garden
#

hrm... i wrote a couple card games in flash... im sure the coding for that wouldn't be hard to convert to blueprints....

exotic cradle
#

Ahh I was confused because some of the nodes I tried to connect wouldnโ€™t and so now I mean it spawns the item, snaps it than deletes the previous object lol

#

Like the Detach it doesnโ€™t let me connect the parent actor node and for inside the Attach Actor to Socket it doesnโ€™t let me Attach to Socket as the target I canโ€™t change

shell heath
#

Ok, let me change the scenario I guess.

So If I want the player to start the game with a certain character and they can unlock more characters laterite choose from. I have a problem where I can just choose to use ANY character I have made.
So how do you make conditions so that those characters are not visable or in the menu?

exotic cradle
#

Can use character? = 0

odd ember
#

make a character "inventory" array where you store the names of characters available and hand that to the player

orchid garden
odd ember
#

don't give them the master roster lol

orchid garden
shell heath
#

Can this be simplified please?
Iโ€™m new and donโ€™t understand what youโ€™re saying.

Also, these characters can have multiples (like a hatchโ€™s game).

odd ember
#

I gave you the simplest solution

#

how do you store the chaaracters currently?

edgy halo
#

how do i disable collisions for specific actors?

shell heath
odd ember
#

so... can you show off your logic?

edgy halo
odd ember
edgy halo
#

i dont need anything related to multiplayer help in this

odd ember
#

but if it will be you need to ensure that it works in multiplayer too

#

which is not a given

edgy halo
#

i will handle that later ๐Ÿ™‚

odd ember
#

yikes

#

well you do you

#

SetCollisionEnabled is a function

edgy halo
#

i first need to get the basic game setup...its my first game so...

#

but i want the collision to not work for only two objects

odd ember
#

so... set it on them?

edgy halo
#

or one object

#

no what i mean is

#

@odd ember by chance have you played bomberman

odd ember
#

sure

edgy halo
#

just gimme a second

#

https://youtu.be/AuZneFxtl10?t=139

@odd ember as you can see in this video at this time, the person is standing on the bomb

I saw this on steam and it was free so I decided to check it out, it is a little laggy unfortunately which with a game like this isn't ideal when you want to be able to instantly input your controls and move away from the rather time specific bombs, a game like this needs you to be able to get precise instant timing and because it lacked this it...

โ–ถ Play video
odd ember
#

yeah so you place the bomb without collision and just give it collision once they exit

edgy halo
#

I need to disable the collider while there is a person standing on the bomb

rough wing
#

This is basic collision profiles

edgy halo
#

only for that person

rough wing
#

You can manually set object collisions to ignore each other

odd ember
#

use a profile per player yeah

edgy halo
#

but anyone else shouldnt be able to walk through the bomb

#

you mean collision channel?

rough wing
#

Yea

odd ember
#

but also I would double check what replicates and doesn't replicate if you plan to do this multiplayer

rough wing
#

Is it multiplayer

odd ember
#

because multiplayer is not something you "do later"

#

it's something you need to have in mind from the beginning

edgy halo
#

hmm, ok

#

but i guess there's nothing much to do for multiplayer

odd ember
#

there's plenty

#

you'll find out

edgy halo
#

i can test around whether i should replicate to server or not

#

ok ill keep that in mind

odd ember
#

go to the multiplayer channel, have a chat with them folks

rough wing
#

Testing will take 90% of your time

edgy halo
#

thanks ๐Ÿ™‚

odd ember
#

and theyll tell you

rough wing
#

There is a networking compendium or something

edgy halo
#

alright

odd ember
#

yeah

rough wing
#

Search it in google, it will help

edgy halo
#

but before that i want to get familiar with the engine

odd ember
#

probably those same people can link you

#

well youll have to do both

edgy halo
#

and this is my first projec

odd ember
#

if you want multiplayer

#

so now is probably a good time to decide if it's worth it or not

edgy halo
#

ill do that too parallely then, but first i just need the bomb spawning to work

rough wing
#

@edgy halo Although you can learn networking on the go for your first proejct. It's gonna bother you a lot and you're going to keep deleting your half made projects/

#

You should start single player imo

odd ember
#

yea pretty much

edgy halo
#

can you assist me in implementing what you meant?

rough wing
#

No :d

odd ember
#

I wouldn't recommend multiplayer until you're years into game dev

edgy halo
#

Hmm

odd ember
#

and even then only when you understand how much work multiplayer truly is

edgy halo
#

but its a basic game and i just need to choose whether to make the objects to replicate locally or server right?

rough wing
#

If you just do it like that its gonna be laggy and buggy

odd ember
#

it's not just that

edgy halo
#

what if i make it local multiplayer?

#

that's not harder right?

rough wing
#

Thats something else, thats basically singleplayer

odd ember
#

yeah

#

one instance is fine

edgy halo
#

hmm, so can you just tell me what you meant

odd ember
#

it's when you start having multiple instances of the game

edgy halo
#

so @odd ember i just disable the collider for the components which are overlapping?

rough wing
odd ember
#

well you'll still need to do a lot of the same notions, just you dont have to care about server replication as your game mode essentially becomes your server

edgy halo
#

8

#

or 4

#

still deciding

rough wing
#

If there is a limit you can simply create different collision channels for each player

odd ember
#

start with 2

#

yeah that's what I said

edgy halo
#

hmm but its limited to 18 right

odd ember
#

you're not going to be using 18 collision channels

edgy halo
#

is it possible to do something like have overlap and block on?

rough wing
#

I think it should be alright for 4-8 players

#

There are 3 types -ignore-overlap-block

odd ember
#

apart from the basic channels you need 1 per player and that's it

dusty ibex
#

Is there a way to see blueprints that inherit from some class? In editor or in gameplay

rough wing
#

Find references maybe?

edgy halo
#

hmm but what exactly is the advan\tage to do that?

rough wing
#

It's easy

odd ember
#

that you can handle bomb ownership easy

exotic cradle
rough wing
edgy halo
#

hmm but is there no way i can tell unreal engine that

#

ohh block this object

#

and ignore this one

#

during runtime?

odd ember
#

you can do that in many ways, but this is the simplest

#

we're giving you a solution that is easy to work with

#

for your first game

#

not sure why you are looking a gift horse in the mouth here

edgy halo
#

i just wanted to learn more sorry if it seemed like that๐Ÿ˜…

odd ember
#

if you want to learn more go through the docs for collision

#

don't be a help vampire

edgy halo
#

i did but there's lesser to understand from there related to my issue

exotic cradle
#

Also tutorials on YouTube as well

rough wing
#

Help vampires suck

edgy halo
#

didn't mean to seem like that

#

one last question๐Ÿ˜”

shell heath
#

So when I make this card it is a Ali able in the game already.

Should I just make this project from scratch so that Iโ€™m not confused by all the already made systems in this game?

edgy halo
#

how can I change the collision responses during runtime?

odd ember
#

SetCollisionEnabled

exotic cradle
#

A lot of stuff you just gotta watch tutorials semi-related to how you wanna do things than make an attempt to do it than if you canโ€™t figure it out thatโ€™s usually when I come here. Iโ€™ve been here a lot recently though because there is little documentation at all for what Iโ€™m trying to do but I have found great help here

odd ember
#

I already told you

edgy halo
#

ohk sorry to ask again

#

extremely sorry for the bad ettiquete

rough wing
#

@shell heath I like studying other projects. When there is stuff I don't understand I usually start creating my own project by learning from the example and adding on top of it.

exotic cradle
odd ember
#

keep the other project as a reference

#

but don't build on top

odd ember
#

put into place

exotic cradle
#

^

odd ember
#

but like

#

square peg into round hole like

edgy halo
#

oh my bad

exotic cradle
unique harness
#

correct

exotic cradle
#

So how is the socket set to occupied for the child bp?

#

Iโ€™d probably set that after the object is placed and the two sockets are attached

unique harness
#

I would do that in the OnAttach method

dawn gazelle
unique harness
#

which is passing the attached actor and the socket it was attached to

#

so you should be able to interpolate which socket on the child is now in use.

#

You will probably need an OnDetach method as well

unique hollow
#

it's a bit messy

#

but should work

exotic cradle
unique hollow
#

this is a trigger that hurts you

#

should work

unique harness
unique hollow
#

damage causer is self, damaged actor is playercharacter

edgy halo
#

Is there anyway I can check actor's name, and then choose whether he should collide or overlap?

unique harness
# unique hollow I've been working on my health system

Looking good, you should consider adding a method called something like "Modify Health" and do this logic inside there and calling it off the Event Any Damage. You can also add a OnHealthModified delegate for use in the UI.

exotic cradle
odd ember
#

the collision profile solution is less buggy

edgy halo
edgy halo
#

Ah nvm

unique harness
edgy halo
#

Im being a help vampire now ig

edgy halo
exotic cradle
#

Yeah was about to say collision profiles are your best bet

unique harness
edgy halo
#

yeah but for a larger game for example?

#

where there's maybe more than 18 people...I was thinking of developing a battle royale from this

unique harness
#

well think. Fornite is made in UE4 and doesn't have an issue with 18 profiles

#

It sounds like you're overthinking how they work

edgy halo
unique hollow
#

here

#

is a mega weird thing

#

when I run the game in a separate window

#

or when cooked

#

my UI is fully fine, a long with all its widgets

#

use the main viewport and

#

not sure where to exactly put it, probably in UMG?

#

could be just a general problem

unique harness
#

yes, your positioning settings in UMG are a bit off

edgy halo
unique harness
#

That's not the issue

unique hollow
#

yea it can't be

unique harness
#

Your health text should be parented to the gray background

edgy halo
unique harness
#

well the camera doesn't affect UI so it can't be.

unique hollow
#

ok the borders behind it had wack anchors

#

fixed it now

unique harness
#

Nice, would you mind showing how you're updating the health text?

unique hollow
#

it's a simple bind function, here

unique harness
#

That's what I was afraid of. You don't want to use the bind functions because they are executed every frame. Your goal should be to create what is called an "Event Driven" UI.

#

So even when your health isn't changing, this code is being executed

#

You want to only update the text when the health changes

unique hollow
#

can you toss me a tutorial for it then or an example

#

I'm not sure how I'd be able to update the text when called

unique harness
#

Yes a simple way is using Delegates or Event Dispatchers as they're called in BP

#

Example 3 talks about it here

unique hollow
#

alright, thank you

unique harness
#

Doing this will make your UI really performant and optimized

#

Simple little change that can go a long way for performance

unique hollow
#

yee, ty

unique harness
#

no problem

unique hollow
#

I'll add it in rn

unique harness
#

cool, feel free to ping me once you get it working or have any questions

unique hollow
#

hmm

unique harness
# unique hollow

That's a variable that was created to store a reference to the player character

unique hollow
#

yee

shell heath
#

Okay, so I tried to watch a video but there are too many options for me to understand what each one is.

So I am starting by making an Inventory. How do I begin to make an inventory tho?

unique hollow
#

is it just

#

a normal Actor Reference

unique harness
#

It should be PlayerCharacterGL

unique harness
unique hollow
#

mine vs tutorial (docs)

unique harness
#

it looks like you created the health dispatch on a different class than your player character class

unique hollow
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lemme look into that

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oh yea I did

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I have two separate player classes, one is deprecated

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mb

shell heath
unique harness
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You should only need one "inventory"

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you can reuse it if needed

odd ember
#

just the board's inventory

unique harness
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I would start with making a UMG Widget BP called inventory, and another UMG Widget BP called Inventory Slot

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Inventory Slot would be the representation of the card

unique hollow
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I got the health stuff set up

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it now only calls when needed

unique harness
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Inventory would be a Horizontal Scroll Box with a dynamic number of Inventory Slots

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Then an Initialize function in the Inventory BP that accepts an array of cards and creates a slot for each card and adds it to the scroll box

unique harness
dusk basin
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Anyone have Any idea how i can replicate this wormhole effect? the blueprint that contains this is a spectator pawn with the "wormhole" attached and i want this animation to happen to all players when the host presses start

unique harness
dusk basin
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@unique harness what channels in specifically?

unique harness
shell heath
dusk basin
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its more of a blueprint based thing though the animation is already triggered with a interface and is already setup

unique harness
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You might have another widget that when you click on a card, displays a more detailed version of the card with the information

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I can show you an example in a second

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So this "whole" image would be the inventory widget

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each card would be a slot widget

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when you click on a card, it displays a larger one

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so you can read the text and effects

shell heath
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So I only need the UMG widget BP for the card and then the UMG widget BP for the cards to appear correct?

unique harness
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yes

dusk basin
#

this is my logic for the wormhole effect when the host presses start game my question is my main menu visuals are driven by a render target thus when removing all widgets itll display the wormhole in theory is there a need to use the possess node if this animation happens automatically

unique hollow
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I'm using a print string for debugging

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and it wants to deal 98 damage for some reason when I enter the trigger

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OH

dawn gazelle
#

It's outputting your health - the damage

unique hollow
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I just realized why it happens

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yeah

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I used to set the health to that equation

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now I realize the problem

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I am terrifyingly dumb

shell heath
# unique harness yes

Thanks, Iโ€™ll start on figuring this out and Iโ€™ll comeback if I get stuck. Appreciate it very much

unique hollow
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now it works properly

dusk basin
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can anyone answer my question if there is a need to use the posses node if A the animation happens automatically and B the wormhole is the default pawn in the main menu

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im assuming not as i dont need any input driven to the wormhole itself but i just wanna make sure

dawn gazelle
#

possess is meant to transfer a controller to a pawn. if you have a default pawn set, then technically any players that spawn in would get their own wormhole.

dusk basin
#

ok then that answers my question thank you '

trim matrix
dawn gazelle
#

That's been there for a long time ๐Ÿ˜›

trim matrix
#

Facepalm Welp

dawn gazelle
#

Save you a couple of nodes there ๐Ÿ˜‰

dusk basin
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Anyone know how i would get a refrence to my default pawn aka my wormhole? for each connected player

unique harness
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GetPlayerController()->GetPawn()

dusk basin
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in blueprints

unique harness
#

same thing

dusk basin
#

ok

dawn gazelle
unique harness
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^

dusk basin
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im assuming id have to use that to cast to my portal

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to then use as a ref

unique harness
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yes

dusk basin
#

ok

unborn maple
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how can i go about removing the main menu once i click on the button to open a new main menu? i cant seem to remove the menu after clicking on button

unique harness
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you probably don't want to remove it, just hide/unhide it

unborn maple
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even when starting a game?

unique harness
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yes

dusk basin
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so i was doing some debugging and apparently the cast to my portal is failing im assuming its failing because its not the controlled pawn but it is set to my default pawn class

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any suggestions?

unborn maple
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how will i hide it because i cant seem to get the widgetin game mode

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to set the rule for it

dawn gazelle
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What are you casting from? Spook?

dusk basin
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from the controller to the get controlled pawn to the cast @dawn gazelle

unique harness
unborn maple
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yes i have one main menu with everything as hud class are you meaning interface?

dusk basin
shell heath
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So I thought that CCG toolkit would help me figure out what a โ€œUMG widget BPโ€ is but it uses a โ€œdata sheetโ€ to store cards into.

So what exactly is a โ€œUMG widget BP?โ€

The most Iโ€™ve done with widgets is create the main menu and move to different places (story, options, exit) with buttons.

unique harness
unborn maple
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yes i have a HUD display

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should i be casting to hud display to hide it

odd ember
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heads up display, display

dawn gazelle
unique harness
unborn maple
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lol cranz sorry im new

unique harness
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i'm opening the editor, one second

unborn maple
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this only my 3rd small game im making.

dusk basin
#

@dawn gazelle i would think its because the array only gets set on post login meaning i would have to test on built copy again correct me if im wrong

odd ember
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there is a class

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called HUD

unborn maple
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yes i have that as a created class

unique harness
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is it a child of HUD?

odd ember
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badass metal band name tbh

dusk basin
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@dawn gazelle its a spectator pawn so you are correct

odd ember
#

children of HUD

unique harness
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lol

unborn maple
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i dont know how can i check that

unique hollow
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I wanted to make it so that when the player takes damage, the camera basically gets "punched"

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how would I be able to do that

unborn maple
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lol i just know i made a user widget

unique harness
odd ember
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camera shakes

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@unique hollow

unborn maple
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i just know i made a widget called main menu

unique hollow
#

oh

unique harness
unique hollow
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alright

unborn maple
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so i believe it is not a child

unique harness
unborn maple
unique harness
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as an easy way to access them

unborn maple
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i have a hud already for the in game stuff

shell heath
unborn maple
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should i just tie it in to that

dusk basin
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ok so get spectator pawn dosent work even though its set to portal

odd ember
#

that you fill

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with images

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and text

unique harness
dawn gazelle
unique harness
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see the BP_MyHud

dusk basin
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yes @dawn gazelle

unborn maple
#

yeah i have that as breakithud

odd ember
#

so it has to be a hud subclass then

unborn maple
unique harness
shell heath
# odd ember and text

So every image will represent another card?
How would I explain rarity/stats to the game then?

unborn maple
#

ok.

odd ember
dawn gazelle
dusk basin
dawn gazelle
#

๐Ÿค”

unique harness
dawn gazelle
shell heath
odd ember
#

no that would be insane

dusk basin
odd ember
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you create widget template for your card

unique harness
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which accepts your card struct to initialize the image and other relevant data

dawn gazelle
dusk basin
odd ember
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if you have certain card layouts that you want to have for instance

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the cool thing about widgets is

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as soon as you make one

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you can find it in the layout panel as an option for other widgets

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so you can keep nesting widgets

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then, each card will be an instance of said template, each with individual data

shell heath
odd ember
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I wouldn't delete all folders, although probably epic didn't think about including a board game template

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the plebs

vast lion
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Are SceneComponents as actor roots expensive?

odd ember
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more expensive than roots without scenes but not ridiculously so

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wait never mind

dawn gazelle
odd ember
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scene is the cheapest

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you can get for an actor

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as a root

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actor components are cheaper

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but not rootable

vast lion
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Right but if I have a skeletal component as a root vs as a child of a scene component root

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How bad is that?

unique harness
dusk basin
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yes

unique harness
#

all it is is a scroll box

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which is just an image

odd ember
unique harness
shell heath
vast lion
#

@odd ember yes

dawn gazelle
# dusk basin yes

You must have some logic elsewhere that is making your player possess a different pawn.

unique harness
dusk basin
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@dawn gazelle are you sure the portal does not need to be reparented

odd ember
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then yes. but keep in mind component cost isn't relevant to e.g. searching. so it's the same cost whether you have it as a root compared to in your component hierarchy

unique harness
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@shell heath BP_Inventory has an initialize function that accepts a list of cards to show and this would be the logic.

unborn maple
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thanks dirtsleeper that work

dawn gazelle
unique harness
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@unborn maple no problem, glad it did

split barn
#

Is there a way to access objects outside of the blueprint? I want to modify the rotation of an object outside my blueprint but idk how to.

dawn gazelle
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What's happening is your controlled pawn that your getting is not a BP_Portal.

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It's a BP_MenuSpawnner

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Which obviously cannot be the parent of your BP_Portal as your BP_Portal is parented to SpectatorPawn.

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So the cast will fail.

dusk basin
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but it needs to be a BP_menuspawnner otherwise my mainmenu will be broken

unique harness
dusk basin
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so a reparent would be needed in this case

odd ember
dawn gazelle
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No, your player controller is getting possessed into the BP_MenuSpawnner.

odd ember
#

as in, as a separate widget

unique harness
shell heath
unique harness
shell heath
unique harness
dawn gazelle
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if you're saying your controlled pawn is supposed to be a BP_Portal, (as your screenshots indicate) and that is what you want your player controller to possess, then why is your player controller possessing a BP_MenuSpawnner?

odd ember
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it should

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are you by chance tryng to use it on a camera actor?