#blueprint

402296 messages ยท Page 604 of 403

odd ember
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because then you should use set actor rotation

shell heath
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Where do you see this? I donโ€™t see this part

unique harness
odd ember
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ah

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for camera components within characters you use SetControlRotation

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and equally GetControlRotation

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set exists if you pull a reference to your PlayerController

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technically camera should be managed by the controller, not the pawn itself

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for uh, reasons

shell heath
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What am I missing?

unique harness
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๐Ÿ˜›

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@shell heath there's a better card setup for your BP_Card

odd ember
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beautiful

unique harness
exotic cradle
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I love it when Im trying to make functions and it wont let me use the word Index for an input on every other function I make lol

shell heath
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I donโ€™t understand how you got to the nodes from the widget page nor where those nodes are supposed to be placed in terms of levels.

BP_Card is pretty simple to follow tho haha

floral adder
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Im sorry to interrupt, but do you know if there is a way to have multiple instances of a BP share one variable

exotic cradle
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I hate to ask but it stumped me a little. How come for the OnAttach it lets me have the new parent actor node use a self reference when the target node already is referencing itself?

unique harness
floral adder
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darn

unique harness
shell heath
# unique harness I'm not sure what you mean

You posted an image of the card. Then the following images were a bunch of nodes but I donโ€™t know how to get there from the widget page.
Then we go back to the BP_Card widget and adding all of that was pretty simple. Just donโ€™t know what the nodes part is about

exotic cradle
unique harness
unique harness
exotic cradle
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All of the code is currently in the master object

unique harness
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so what does it say when you drag the pin to the target?

floral adder
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@unique harness Im making an inspection system, a ray cast gets an object then an event trigger is sent to that object using an interfaceBP. In that object I have a variable trying to track if the object has been inspected before.

unique harness
exotic cradle
shell heath
unique harness
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@exotic cradle try deleting the node and re adding it

odd ember
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functions

floral adder
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@unique harness the problem being that when you have multiple instances of the BP, it counts each first inspection for each instence

unique harness
split barn
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Does anyone know how to modify the rotation of an object that is outside a blueprint from that blueprint?

floral adder
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store the class as a variable?

floral adder
unique harness
# floral adder store the class as a variable?

imagine my object i can inspect is called "BP_InspectableObject". create an array of type "BP_InspectableObject" (Class not reference) and each time you inspect something, store the class, then check the array if it contains the object class to see if it's something new

exotic cradle
unique harness
floral adder
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ohhh

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interesting

unique harness
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like gun recoil?

shell heath
# unique harness method/function

Functions to do what tho? And where did you make these functions in? As far as I know you have to have a button inside of a level to make the โ€œnodesโ€ or โ€œscriptsโ€ and not just inside a widget.

unique harness
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I would look into curves for creating that

floral adder
unique harness
floral adder
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oh cool thanks ill try it

unique harness
sharp fox
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I know i wonna write my question on #multiplayer but no one in #multiplayer is online so i asking there.
Anyone know how i can launch my character in multiplayer server

stray island
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I have a value that i wanna invert its effect , like its decrease becomes increase and its increase becomes a decrease

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What do i do to invert it ? Multiply minus one didnt work well

shell heath
exotic cradle
true valve
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Pretty much I want to continue playing the audio as long the walking animation is running.

shell heath
# unique harness

I see the Method you made is for representations of the card.

So all of that information will be shown in the Img itself. I assume when it comes to expanding the card for stats/effects Iโ€™ll make imgs for that too for every individual card. I just need to attach cards (I guess the images) to stats/effects for the game to understand tho.
Does this make sense?

grim meadow
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Can get some quick help i am stumped. I got a gun that shoots physical projectiles. Its a shotgun so it needs bloom. I acheved this by spawning a bullet blueprint on a socket of gun near barrel. That works well for straight one shot. But for the other pellets i did the same but with taking the transform of the socket and adding to location and rotation to get a curcular pattern of pellet shots. This works well for the most part however when you aim the gun in a particular direction the pellets instead of splaying outward they go at each other. Any better way to achieve this?

rough wing
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If you're interested I can link you a plugin I made

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It has a gun component

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But it's cpp

grim meadow
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quick Q on that a problem is that the bullets will collide with one another an delete what collision setting should i use to fix that?

rough wing
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Create a new collision for projectiles

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And set them to ignoreprojectiles

grim meadow
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thank you i will see what i can do, if not i will come back for more help

dire lava
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I have some progress as to my save state issue!
(I had to take a little bit of a break from that specific issue cause I was getting so tripped up on it)

So what I just did was in my structure, I added a secondary "is placed" variable (there's already 1 on the item itself, but since the item is destroy on the next level's load, it's obviously not gonna read).
What's happening now is at the beginning of a level is nothing's set, all my items are set to the origin. If one has been placed, then on the level's load, all of the items in the room are teleported near or on that location (it will do this for all levels with items until another is placed).

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I have another idea that could maybe work, but it's a really poor idea in terms of actual scalability (but seeing as it's a small game, I don't think I'll lose sleep over it).

In my game instance, I'm creating map variables per room that will grab the name of the item (string) and grab the location of the item (vector).
So when I load, I should be changing by index.

trim matrix
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Hello so I've been following this tutorial and everything has been going smoothly so far, except I can't place a second path point, I can create one/duplicate the first one, but it doesn't show up anywhere and all I can see is "path point 0" but "path point 1" can't be seen, although it's supposed to show up inside the patrol path allowing me to move it https://youtu.be/eLI6TOXaG5k

In this episode I show you how to make a NPC patrol a route; travelling from point to point.

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 are ...

โ–ถ Play video
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3:14 is the point of the video I'm stuck on

dawn gazelle
trim matrix
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I did add it like that, but lemmi try again

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nope, still not showing up

dawn gazelle
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Add this to the construction script of your patrol path actor - it'll make a visual text render object appear.

trim matrix
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why did it automatically make a render for the first one though?

dawn gazelle
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What my example is, is a bit more visible is all.

trim matrix
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okay I'll try that

dawn gazelle
trim matrix
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oh nice ty

dawn gazelle
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I followed his tutorial to build mine out as well ๐Ÿ˜„

modest stag
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hello everyone. I'm trying to make a vehicle that works kinda like a tank, in which you can accelerate each track individually with different inputs, like W and S moving the left track and Up and Down moving the right track. to move forward, the player would have to press W and Up at the same time. if the player moves just one track, they should pivot around the other. any ideas on how I can do that?

trim matrix
odd ember
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2 input axes

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@modest stag

odd ember
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each one checks the value of the other and if it isn't 1 it does rotation instead of movement

trim matrix
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relative location x, y, z

dawn gazelle
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Right click on the transform and select split

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Can do that for the relative transform location as well.

trim matrix
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ah okay!

modest stag
dawn gazelle
# trim matrix ah okay!

Oh also to set some of the values on the widgets, click on the "Add text render component" and the settings will be on the right (size/scale/color). Another option you should have checked is "Hidden in game" unless you want to see it while playing.

trim matrix
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nice, got it

odd ember
floral adder
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can anybody help me im having some funky issues

odd ember
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no

floral adder
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darn

trim matrix
dawn gazelle
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float + float

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or int + int

sharp fox
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I know i wonna write my question on #multiplayer but no one in #multiplayer is online so i asking there.
Anyone know how i can launch my character in multiplayer server

dusk basin
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@dawn gazelle after some testing I realized that the only way to get a reference to the portal is to spawn a portal for each player on event login and destroy on logout only issue is when spawning more than 1 the second one will spawn on my controlled pawn and not at my specific location any ideas?

meager idol
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Hi, is it bad idea to use custom character movement? because the prebuilt is knda too complex for my needs (Too many knobs to turn for me) but there are some complex sounding things in it and i dont want to get stuck making complex features later on. I am not planning to do anything complex, but idk

odd ember
meager idol
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Uh, so far just a simple endless shooter

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Basic jump, moving around, endlessly spawning enemies

odd ember
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keep the default

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unless you're doing something physics based you can keep the cmc at default values and it'll be fine

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whereas writing your own custom movement will probably be tedious and require cpp to be good

trim matrix
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@dawn gazelle Holy shit, thanks so much it works!

meager idol
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I just wanted to simplify it a little cuz i am trying to get the movement just right and there are a bit too many knobs in the default

odd ember
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just use... movement speed?

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that and acceleration are basically what you're looking at

meager idol
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Hmm

odd ember
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in my template I just lowered the movement speed

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literally all I needed to do

meager idol
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I just have hard time working with black box design a little, temptation to make my own stuff is huge

odd ember
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I mean if you're proficient enough go for it

meager idol
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That's the ting, i am not x)

odd ember
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so I'd say stick with the easy stuff then

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cmc is among the few things I keep from the basic unreal package

dawn gazelle
trim matrix
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yeah

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before it wasn't even showing up

modest stag
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I can't get it to move forward though ๐Ÿ˜ฆ

odd ember
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you dont need tick for anything

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and the axis values are already available as nodes, you dont need an extra variable

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for each of those input events you need a branch

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that leads to your movement input

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that leads to your movement input

stray island
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I have a value that i wanna invert its effect , like its decrease becomes increase and its increase becomes a decrease

What do i do to invert it ? Multiply minus one didnt work well

dusk basin
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ok so for whatever reason my bp portals is returning null when i get from the array this is how im setting it

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i tried to do random int in range as well and it will return the clients portal as null

dawn gazelle
dawn gazelle
dusk basin
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ok

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i find 4.26 to be quite buggy though so im not gonna sweat it

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@dawn gazelle thank you it now returns the specified portals

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ok im so close to fixing this now when setting view target with blend to the specified portal it runs fine on the client but the server gets this werid view

grim meadow
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@rough wing I created a new collision type "projectile" like you said. on the bullet i set its collision to ignore any projectile collision. however when i set the collision object type to projectile the bulletes disappear. when i set it back to world static the bullets are fine but how does it know when to ignore a projectile? what am i doing wrong?

modest stag
shadow saddle
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how do youu switch langauge in ue4 ?

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i mean as in like

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player want to choose different language

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so ur UI story and everything change to another language

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thru excel ?

bold moat
shadow saddle
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@bold moat so i dun even have to

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work with excel ?

bold moat
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I admit I don't know (since I don't use it), but the documentation seems really complete

eager wagon
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Is it possible to use blueprints and do stuff with blueprints, and record the whole scene through sequencer?

I want to make an action scene and record it through sequencer not my screen recorder.

rough wing
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Localization isn't a feature you can add directly

dusk basin
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ok so i have a issue where i need to do a for each loop on 2 diffrent array elements i might need to make a custom one because in order to switch to portal view i need to for each loop the controllers and the portals

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i cant put this logic in the controller or the portals as the array element is not compadible

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with self

zealous moth
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@dusk basin use game state

dusk basin
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i cant because this logic requires that it cycles through the elements from last index to 0 @zealous moth

zealous moth
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i don't understand, why can't you?

dusk basin
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because the refrences are stored in the gamemode not the game state

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i tried making custom inputs but they dont work either

zealous moth
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have you gone through Cedric's compendium for online replication and the major classes?

dusk basin
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idk what Cedric's compendium even is from my understanding i need to make a custom for each loop

gusty shuttle
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When teleporting from one level streaming volume to another, I am using a camera fade, however, when I finish the teleport, the next camera fade in prematurely fires. You guys every have that proble,m?\

dusk basin
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because the functions that need to fire are co-dependent

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if i do it anywhere but the controller or my portals it wont go through the array from last index to 0

zealous moth
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@dusk basin well, ok, here's my issue: you mentioned that you need to use 2 for loops. So far so good. You need to do it for the controllers and portals but you cannot put it in the controller or the portals. Either way, Player controllers are not replicated. You would need to use the game state instead to communicate the info.
Now you bring up a new issue where you want it to cycle in reverse?
So I am not sure what you are asking anymore, seems like multiple issues in 1 question.

dusk basin
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on event post login i add all the player controllers to an array and i use that

zealous moth
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@gusty shuttle do trigger checks. Once stuff is loaded, fire it.

dusk basin
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2nd i dont need to replicate the controllers because this is for a lobby to map transition its all effect based and it happens to all the controllers in that array

zealous moth
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so why is it in a controller?

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this logic

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others won't know about it

dusk basin
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its in the gamemode actually

zealous moth
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which is not replicated

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only the server knows

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you want to use a game state instead so that the info is stored accordingly

dusk basin
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well ill take your word for it and try it in the game state

zealous moth
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don't take my word, read the compendium

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it's a short read

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but gives you a lot of clues about replication and comms for mp games

dusk basin
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ok thanks i will make sure to refrence for future use

zealous moth
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that's why when you said you wanted to add this to a player controller, my red flag was up

dusk basin
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nah i never wanted to it was more of i didint know where to put the logic so i thought controller first thing

gusty shuttle
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@zealous moth Aye, my triggers are working, the dude teleports, just as he gets there it fires but to soon. Even if I add a delay it ignores is

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it

zealous moth
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in a single player game, makes perfect sense. in MP, not so much @dusk basin

dusk basin
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gotcha

zealous moth
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@gusty shuttle is your trigger in a function? that's the only case I can think of where delays are ignored. otherwise, not sure

gusty shuttle
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Ill show you the bp

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So any tips?

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Cool cool

dusk basin
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@gusty shuttle i recommend pressing F9 when selecting the delay node to breakpoint to the delay if it dosent stop execution there youll know exactly what your problem is

sonic cipher
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Hey guys, how can i make a custom playerstart please ? It's for my editor ๐Ÿ™‚

dawn gazelle
sonic cipher
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Is that possible ? i mean Epic Games GCU says

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a. Distribution to end users - You may Distribute the Licensed Technology incorporated in object code format only as an inseparable part of a Product to end users who are subject to an end user license agreement which explicitly disclaims any representations, warranties, conditions, and liabilities related to the Licensed Technology. The Product may not contain any Paid Content Distributed in uncooked source format or any Engine Tools.

zealous moth
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@gusty shuttle use timelines instead of delays.

thin cedar
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How would I go about making a sword trail in vr, like beatsabers for example?

sonic cipher
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@thin cedar

thin cedar
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Uh

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re read what I was asking

rough jay
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he wants a trail for it

thin cedar
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I've watched that tutorial, which really over complicates it anyways

dusk basin
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@zealous moth so i tried it in the game state and nothing is happening

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my logic worked before in the game mode and now nothing even executes on the screen

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thing is in breakpoints its "executing" or at least it says it is

thin cedar
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I figured out what I need to do

sonic cipher
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oops sorry then

dusk basin
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Finally Fixed it yay me and making a double for each loop

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custom macro lol

orchid garden
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hrm... i was averaging 50-60 gpu usage when opening up my projects, or any project for that matter in UE 4.25, and now... im averaging 90-100 gpu usage for some strange reason today... anyone know what might cause that to happen with UE?

zealous moth
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probably shaders and cache buildup

thin cedar
supple dome
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@thin cedar are you using a texture for that

thin cedar
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yeah

supple dome
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check the details, make it Clamp instead of Wrap

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its interpolating the bottom with the top

thin cedar
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ah

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Its still there

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I changed the tiling mode to clamp for both options

supple dome
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try forcing a material recompile, disconnect something and reconnect

thin cedar
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Yeah thats what I had to do

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I just reset the texture and that did it

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Thank you so much for the help

clever lark
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Hi guys, very basic question. What is best way to communicate btw 2 UMG. Will interface will work?

steady apex
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My cable components are flailing around wildly after I spawn them at runtime -- is there any way to prevent that?

cold raft
cold raft
clever lark
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@cold raft Thank you, This I know. Is there any direct ways to communicate using Interface or dispatcher? Reason why I need is as I have multilevel hierarchy of umgs. I need to fire event or call from 4th level of umg.

steady apex
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@cold raft Didn't help, sadly. I'll keep digging and see what I find

cold raft
steady apex
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I'll check it out, thanks!

thin cedar
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Anyone know how I would fill a distance between two points with like 10 or so decals

odd ember
steady apex
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Disable physics how?

cold raft
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I have an architecture question : I want to move my inventory load/save from playerCharacter so something that handles level transitions nicely (and multiplayer) - is a Save/Load function in the Game Instance a good idea? So Character can call that once it has spawned, or is there a better place to manage load/save?

maiden wadi
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@thin cedar Do you mean placing ten decals in a line between two points? Something like charred ground?

thin cedar
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precisely

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I have a very

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interesting

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way of doing it currently

maiden wadi
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In short, Get your points, get the distance, divide by your desired decal width to get the amount needed to use. Use the look at unit direction from start to end to find a point, add some number to the Z of it and line trace down to find the ground at that point and place your decal at the line trace hit location.

thin cedar
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Gotcha, I'll give that a go. I appreciate your help.

maiden wadi
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If you need more help, feel free to @ me. But it should mostly just be simple vector math and a line trace per decal spawn.

cold raft
# dire lava I have another idea that could maybe work, but it's a really poor idea in terms ...

Could you spawn the items from the game instance, instead of having them teleported on the map - it might make it easier to manage. If you want to keep the placement of a manually laid out level you could have a utility function that collects all actors of class and saves the name,location, transform into an array and keep that to be used in a Game Instance 'createMap' function [I am actually about to do this myself now, but not 100% if it is the best way]

dire lava
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I just found a solution
Basically, I wasn't setting up my struct properly and the handoff between the struct saving and the actual object moving was missing (I didn't add an Event End Play)

tight schooner
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@finite wasp ostensibly you can get world scale 3D from a component

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and then you can scale that vector by a float or however you want to manipulate it

snow halo
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Is there any way to set a streaming level location at runtime?

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such as modify this

edgy halo
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So if you want it to multiply, right click and type Set World Scale 3D. Select the node which has the capsule component in bracket

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Once you have added that, a you will see a yellow output point, drag that out and once the menu kinda thing opens, type vector * float (even typing just * would fetch it) and in the green input point of this node, put the number you want to multiply it with!!

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Ohk so you can see the yellow input point on the multiply node right?

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That is a vector, which means a combination of three floats which can be used to represent individual scale in the three axes

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So you need to multiply it by a certain number everytime

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So you can get the current scale of the object, and then multiply it by the constant number, and then make that it's new scale!

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Gimme a minute I will send an ss to you

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You can reuse that reference as input for GetWorldScale3D too

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Not an issue ๐Ÿ™‚

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I am not so sure, I am pretty new too

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I can help with this, since the scale will be multiplied everytime, you should know the size of the player in the world units, and move the camera away by how much the increase is everytime

orchid garden
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the spring arm controls the distance from the player.

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just scale your spring arm by changing the size of the arm length. (tpboom is my spring arm)

nimble talon
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Anyone here?

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I really, really need help

blissful lava
nimble talon
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Sure

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So, I am attempting to make a physics based first person game, where you are a cube

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Being physics based, I wanted the cube to be able to roll

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Yes, cubes do not normally roll

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But roll is good

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so

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I have tried multiple methods,

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nothing worked

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For some reason, it can strafe (roll from side to side), but it canโ€™t move forward or backward without going very slow or bouncing very high

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It also keeps tipping over, distorting the movement,

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is there a sort of stabilizer script I can use, where, if you stop trying to move in the middle of a rotation, it rotates back on the correct side?

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Another issue,

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Instead of making the character using the character class, I decided to use a pawn, as I have more freedom,

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but the problem this imposes is that I cannot use the jump function.

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I admit to being a noob, so can someone walk me through this?

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If anyone happens to answer, you should probably ping

short pawn
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@nimble talon i know this sounds cheap, but the way I would do it would be to make the collision an invisible sphere... and attach the non collidable cube to it so it looks like it is rolling

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does anyone know how to make a pixelated font material for runtime fonts that I want to put on widgets?

nimble talon
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Someone suggested this before, the problem is, if it were on the edge of a platform, wouldnโ€™t it roll off? Also, the edges of the cubes would have no collision and go through the floor. Even if these problems didnโ€™t exist, the friction on ue4 by default is very low, so the cube would be rolling in place. Believe me, I have tried.

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Thanks for trying to help, though

short pawn
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what about both the sphere and cube being collidable

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it would just stabilize it for rolling and the cube edges would make it stop

nimble talon
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Wouldnโ€™t it look like it is floating off the ground?

short pawn
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wait. its first person right? would you even be able to tell?

nimble talon
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Yeh, itโ€™s local multiplayer

short pawn
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if you are looking to try to add jumping to your character, my advice would be to look at the first person character unreal has and just copy what they do.

nimble talon
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Thatโ€™s the thing, I canโ€™t

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For the default character, there is a built in jump function

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Problem is, it is for characters only

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My character is a pawn

short pawn
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you can change the default character in the gamemode

nimble talon
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I did

short pawn
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also in the project settings

nimble talon
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I meant the character class

nimble talon
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Thatโ€™s on a grid, though

true valve
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How do you set the camera so that you can rotate the camera while controlling character movement via WASD.?

nimble talon
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Easy

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Use a sping arm

short pawn
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you can probably use that tutorial to see how it makes the movement though

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and alter it for your use

true valve
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I am using one. But if I am walking then move the cam left or right the character moves

nimble talon
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Itโ€™s corvax

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Okay sorry sorry

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I just had to

short pawn
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does anyone know how to make a pixelated font material for runtime fonts that I want to put on widgets?

nimble talon
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I think you have to get one from like a website or something

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Dafont is a good one

short pawn
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i want to make a font material that pixelates my font

nimble talon
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Ohh hm

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This isnโ€™t my domain, sorry

unique hollow
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is there any way I can check for what type of damage is dealt

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to the player that is

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since damage type classes are a thing

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I really don't want to make an extra boolean just to check for type of damage if that's a thing

nimble talon
shadow saddle
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ok so

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i was working with drag and drop operation

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when i drag an item to another border

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it will delete its original item in original position

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and then move to the new border that i drag to

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basically like ur typical MMO drag drop thing

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so i have this "valid item" bool var to check if the border that i drop my item is empty , if its empty its true then i can drop my item to that border

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but somehow when i drop it to empty border , the valid item var is true , but the program just treat the border as the same instance as my widget

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im using grid panel

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and i dunno why

neat stream
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Any idea on why or if it's possible to fix that when I set text on construct on my Text 3D all letters are messed up in the editor ? ๐Ÿ™‚ there I wrote "Unreal"

trim matrix
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Anybody know a good method to make these two sync properly?

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no matter what I do I can't get them close enough. There's always a little gap inbetween the zombie biting the man's neck

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Maybe I could try turning off their collision somehow...

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How can switch my camera with another camera smoothly

outer lance
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Why all those lines towards one of the points.. :S

#

Hmm changed to "AddSplinePoint", no control over tangents but it seems to work

#

One bug in the indexing but starting to look ok

meager idol
#

Hi, why does UE say that an exec pin is not connected when my macro has no exec pin at all?

#

It's just pure maths macro for some procedural animation i am working on and no execution should be needed

cold raft
meager idol
#

(Is in anim bp)

unique hollow
#

yeah but i don't want a hit result

#

I don't want to do a linetrace

#

I want to figure out what damage type is getting applied to the player and use it as a boolean to check a if statement

prime wyvern
unique hollow
#

ok got it

prime wyvern
#

how do I get the exec part of the Montage play?

unique hollow
meager idol
#

Um @unique hollow You could possibly do it with some dictionary or something like that where along the damage number you pass also damage type as a string

unique hollow
#

already got it

prime wyvern
#

nvm I'm a dumbass

#

turns out the executable is just a connection of a touch input

#

so it's not necessary for what I'm doing...

trim matrix
silent comet
#

https://gyazo.com/b04f5149bd860eeab7ad72be308864b8 Item inspector BLUEPRINT ( Pawn ) Hey Guys, i run in to a issue where the camera is bugging out ( Jiggling ) while rotating around my static Mesh. what could coz this issue ? This problem happends on the Y... if i only rotate on X its fine... FIXXED: Dont make the Spring Arm a Parent of your Mesh.

solemn parcel
#

Hi there. So I have a spawn emitter spawning from the Trace Start location, and end on the Impact Point location of the line trace. Everything works properly when it hits something. On long distance, it does not hit nothing, and while the line trace still is on the proper coordonates from Start to End, the emitter in this case, goes wild into the player characters feet. I can just change the End Point of emitter to be Trace End to fix this, but it will pass through any hit points.

#

Except by adding a 'branch with: Does it hit ? Does it not ?', is there a way to fix this ?

crude dew
#

Hi I have a blueprint which creates a 10x10 grid of squares but when the squares are created they do not have the box collider which I have attached to the master copy of the square?

#

Any ideas why the copies do not have the colliders or appear invisible to a line trace? If i place a single block in the map the line trace does detect the collision on the single block but not on the 10x10 grid?

plain flare
#

Hey my progress bar starting to fill after 3-5 seconds. Why is that ?There is no delay about that ?

vernal kindle
meager idol
#

Uh, it's a pure maths macro, just a bit of division, multiplying etc, nothing is being set n stuff so it's just macro

sharp fox
#

um where i can post ui problem?

trim matrix
sharp fox
#

oh i didn't see that

#

but i have ui multiplayer problem

tall pine
hot fjord
#

does set element work with a struct array ?
I found quiet old information that says, it doesn't and would like to know, if that's still the case

trim matrix
#

Hello guys, I want to make to read a text file from URL- for example: Blueprint
How I can do it?

worthy frost
#

@tall pine why are you using the player controllers forward and right vectors?

#

you do know player controllers should not be used for such things?

worthy frost
#

change that to GetPlayerCharacter

#

or GetPlayerPawn

#

either one

tall pine
#

character worked

trim matrix
#

New target wants actor

orchid garden
grave jolt
#

Hi, I'm looking for a programmer, if you speak Spanish that would be pretty good, if not English.

safe fox
#

I have several levels, each has its own score, The player has a total score which is the sum of the scores from all levels. Each level stores its own score, how do I retrieve that, or keep a reference to it somehow so I can get all the scores without loading the actual levels?

rancid quartz
#

@safe fox You could use the game instance to store your scores. That way they won't be reset as you move between levels. A game instance is a class that is created when you start the game and persists until it is closed.

If you need the scores to be preserved for the next time the game is launched, you'll need to use a SaveGame object.

rancid quartz
#

No problem.

red portal
#

New to UE, is it possible to set up a blueprint that updates text on walls?

orchid garden
clear robin
#

Hi there. Does NetUpdateFrequency also limit the amount of updates per second? I'd like to set a maximum value so an actor can not update more often.

safe fox
red portal
orchid garden
#

using a timer yes

safe fox
#

Exactly! simplest way to do it with a timer.

red portal
lime fulcrum
#

Hi!
How expensive are line traces? Not Ray tracing, just line tracing. Let's say I want to have 16 traces for like 10 actors doing traces every frame. Would that be expensive?
I'm not gonna trace lines each frame, I'm just making an example so I have an idea. Anyone tried a lot of traces and see any performance issue?
Thanks ๐Ÿ˜„

odd ember
#

Cheap compared to the alternatives

#

You could conceivably do 100s of traces per frame without affecting performance

lime fulcrum
#

oh nice

orchid garden
#

also depends on how many traces are server based and how many are just client based.

lime fulcrum
#

It's SP

#

single player

orchid garden
#

16 is nothing in sp

#

whats really going to effect the performance isn't the trace but what you do with the trace results.

lime fulcrum
#

you mean using the results it gives?

orchid garden
#

well, if you have a long drawn out function that the results go to, it can cause slow down and studdering.

trim matrix
#

What are you using PlayerCameraManger for? What should I put in it?

odd ember
#

Nothing

gritty elm
#

how to hide cursor in unreal?

#

when i click or drag, my mouse cursor again shows

molten hound
#

Can anyone please tell me how I can rotate a player to face the direction of the camera but without changing the world rotation for the mesh as that messes up my movement?

unique harness
#

you probably want SetActorRotation not SetComponentRotation for the mesh

molten hound
#

@unique harness Thank mate I will try it now.

gritty elm
#

i need your help

#

i want to change or reduce mouse sensitivity in spectator pawn

molten hound
#

@unique harness That worked a treat but it breaks character movement. Esentially The player now faces his aiming direction when LT is held but when released movement no longer works.

unique harness
#

what do you mean the movement no longer works?

molten hound
#

Left gamepad stick does nothing after but right can still look around. Up to the point I press the LT to aim movement is fine.

deft snow
#

I'm trying to trigger a blueprint based explosion inside the sequencer. How do I specify the timing so it doesn't fire automatically?

unique harness
#

@molten hound how are you doing the movement?

inner wedge
#

hi all, anyone know why I would be seeing multiple instances of my level blueprint when I do a print statement on BeginPlay?

molten hound
#

@unique harness Thank you mate, fixed it. Just needed to follow the logic. However you answer to the orignal question was perfect.

gritty elm
#

i want to change or reduce mouse sensitivity in spectator pawn

unique harness
#

add a sensitivity scalar and multiply it times the input scalar

gritty elm
#

i was asking about spectator pawn, does it support changing mouse input?

unique harness
#

I assume there is some how

gritty elm
#

because my pawn by default move with mouse without add pitch input

unique harness
#

probably have to create a child of the spectator pawn class

odd ember
#

presumably the controller still controls a pawn, whether spectator or not

#

hence why it's better to make inputs work for your controller

inner cypress
#

yo @full wind the surface thing worked except it the cube lights up from its own surfaces

full wind
#

@inner cypress set the distance field resolution of the mesh that will light up

#

to 0

inner cypress
#

under what category?

#

like one of the settings on the mesh it self?

full wind
#

the resolution scale

#

set it to 0

wise heath
#

hello, I want to get the relative location of a camera attached to a pawn, with a spring arm. The location is 0 in the blueprint, I don't rly understand why, the object is away from the pawn... So would CameraWorldLocation - ActorWorldLocation work?

unique harness
#

sounds logical to me

full wind
#

should work

unique harness
#

but it'll be from pawn root to camera location

wise heath
#

yea I think it should work best

#

okay thanks

#

But do you know why the location of a camera is 0?

full wind
#

are you getling relative location?

unique harness
#

because it's offset from it's parent is 0

full wind
#

relative would be based on it's parent

wise heath
#

this is the parent (spring arm)

unique harness
#

show the scene hierarchy

wise heath
unique harness
#

click on CameraComponent and what does it say for the location

full wind
#

the offset from the spring arm does offset it's root so the camera would still be 0

unique harness
#

๐Ÿ˜›

wise heath
#

or root location

full wind
#

yeah that point would be it's childrens 0 location basically

wise heath
#

okay weird

full wind
#

it's not really

wise heath
#

well when you know how it works I guess it's not xD

full wind
#

xD

wise heath
#

hm anyway I will go with the actor world location

#

it's better for what I need

full wind
#

i think you culd also use get local location

#

i never actually used it

#

though

#

but i think it gives you basically the component world location - actor lcation

wise heath
#

y it's what I want ๐Ÿ˜ฎ

#

I don't find the node

#

tho I'm doing it in C++ anyway but was testing in bp

full wind
#

am wrong

inner cypress
#

yo @full wind im not getting the same options as you, where did u find those settings?

full wind
#

hell can i call you,so you can show me

inner cypress
#

sure

full wind
#

cause i have no idea what's wrong

wise heath
#

Thanks a lot btw ๐Ÿ™‚

full wind
#

np bud

edgy halo
#

Hey @full wind so related to the texture which changed color, can I contact you on dm?

full wind
#

@edgy halo you just need a lerp with a scalar parameter and

#

dynamic material instance in a bp to control it

odd ember
full wind
#

just check the content example phantomz

#

it has it there

gritty elm
#

how to implement mouse trail in unreal

full wind
#

like an after image for the cursor @gritty elm ?

verbal flower
#

i created a session with this, and i can join it with a diffrent instance of the game with "open 127.0.0.1" but what ip do i use if its not on the same machine? i tried using the lan ip of the other machine but it didn't seem to work (i dont have Use LAN on, so that might be why it didn't work) but how can i connect over the internet to the other machine?

covert kestrel
#

I've been looking at Matt Wadsteins level streaming tut, my difference form his high level description, is that I'm using an array variable, instead of a single level variable in the game instance. The idea is that from that array, I load two different lists, ie common levels within each but a couple of unique ones like foliage, for example. I'm not sure if I can do this, and I'm not that informed on all the available nodes to use either. Any advice or pointers appreciated.

hearty moss
verbal flower
hearty moss
#

try turning LAN on. not too sure

molten hound
#

@verbal flower does it require a certain port number? when not localhost?

verbal flower
#

i dont know but i dont think so

molten hound
#

change the value of public connections to match how many clients

#

and select use lan

modest stag
#

hey everyone. what's a good substitute for the Add Movement Input node?

odd ember
#

oof

#

there might not be one

#

what do you want to do @modest stag

modest stag
#

I'm trying to move a pawn, but Add Movement Input seems to need a character controller (which I don't have because my pawn is a sort of vehicle)

ruby egret
#

Hey i got a qestion about blueprint map variables.
Lets say i get a map from another blueprint (like in the picture below) and try to find some variable in it with a key.
Will the whole map be copyed to the class i'm calling this blueprint snipped in befor searching the variable in this key? Or will just be the variable from the specific key be transfered over?
In case i want to repeat this blueprint various times, would it be smarter to get a copy of the whole map first or repeat the blueprint like it is in the picture a few times? I'm asking this because the map could become quite large.

odd ember
#

otherwise you might have to make your own

#

but even so I think you'll be hard pressed to get around not having a player controller, as it is a core part of unreal's game architecture

modest stag
odd ember
#

I don't think a pawn has any colliders

#

and the controller has no colliders for sure

modest stag
#

hmmm, I see

#

is there no other way to move, though? it doesn't need to be pretty yet; I just want to take the forwards vector and go to it

odd ember
#

think of the controller more as the strings that control the puppet

#

the pawn being the puppet

odd ember
shadow saddle
#

is this even normal , i have uniform grid panel that will create 8 slot when construct, when i close it and open again the children of panel is now 16 instead of 8

coarse marten
#

you need to clear children before creating the 8. @shadow saddle

modest stag
odd ember
#

then the add movement input should help you

#

not sure why you don't think it's useful

shadow saddle
#

so u gotta store the data in object and pass to the slot instead of saving the data to the slot huh

modest stag
#

I added it to my BP, but it doesn't do anything

shadow saddle
#

when u clear children all slot gonna get deleted

odd ember
#

is your BP a pawn?

#

@modest stag

modest stag
odd ember
#

cool

coarse marten
#

if you have it being made from an array and your always going to have 8 you should be able to clean the children or the array to make sure its all starting at 0 @shadow saddle

#

then you do your blueprints after

odd ember
#

so you can just use get controller or some such to get the controller for it to work

#

alternatively, and I would recommend doing this later at least, put all of your movement logic in your controller

#

or well, not the movement

#

but the input

#

sorry

#

mincing words here

shadow saddle
#

nvm

#

i used boolean var

#

to check if it has more than 8 slot if there are stop create new one

#

tq

open crypt
#

Help me with some resolution hackery - I can use Position X/Y to move a control window I have (this isn't a UMG though) that moves the popup screen (which is basically another window just like in windows) - I can hardcode it for myself to spawn it on my left monitor, or my right, but I'm trying to figure out the way the pattern it does to move it - for example - if I put -1920 in X it moves it to my LEFT monitor, and if I do like dbl that (and positive) it moves to the right - it's not a clear position because I think it is spawning with my native resolution (center monitor is 2560 x 1440)

odd ember
open crypt
#

so I'm trying to normalize that to take in the users resolution and adjust it, then just have a bool to let them say, "left monitor, or right monitor"

odd ember
#

I don't think you should need to worry about monitors like that specifically, usually users have a monitor that they want things to work on, and that is an OS setting

open crypt
#

No, this is entirely different use case

#

This is a marketplace addon specifically made for VR use, to have additional windows popup

odd ember
#

I see

open crypt
#

I can't rely on the author to update it anytime soon and if I can figure out how the system works, I can workaround it

#

so, if my main window was 1920 x 1080 and i did -1920 by zero in the window position, that would put it correctly on the left monitor you think right? @odd ember

odd ember
#

test it but it should yeah

#

oh wait

#

by zero?

#

you should still do y = 1080

open crypt
#

hmmm let me see

odd ember
#

generally you could add a scalar that multiplies the horizontal resolution with 1 or -1 depending on which monitor to use

open crypt
#

That's with the y at 1080

#

And the y at zero

odd ember
#

hard to say tbh, this might be a windows issue even with how the monitors are considered to be relative to each other

open crypt
#

I'm sure it is

odd ember
#

yeah so I think your issue will extend beyond unreal at this point

#

I think asking the guy who made it will probably be your best bet

open crypt
#

Yeah that's what I was afraid of thanks for trying to help though

odd ember
#

sure

clear palm
#

Whats up! Does anyone know how I could create then destroy an image at a specific location inside a widget? I am trying to make a sonar system and I want to feed it just the distance from the center and the angle to determine it's location.

open crypt
odd ember
#

you can try

#

Dots per inch (DPI, or dpi) is a measure of spatial printing, video or image scanner dot density, in particular the number of individual dots that can be placed in a line within the span of 1 inch (2.54 cm). Similarly, the more newly introduced dots per centimeter (d/cm or dpcm) refers to the number of individual dots that can be placed within a...

open crypt
#

hmmm primary monitor dpi is .66

#

thats' weird

hearty moss
#

im pretty sure it's taking only your primary monitor's canvas position

#

if you move it to the middle monitor does it display correctly?

urban haven
#

Hi all, I got a interesting problem: I want to make a flatbedscanner. So far I have got the first part working. I can scan 1 Line of anything ( using a render-target and scene capture 2d. I can see the output using a material.) The problem is that I need a lot of 1-line scans to get a full picture( like 100 or even 1000). I was thinking of making a second Render-target and use that as a buffer. But how do I connect them? Anyone has an idea on how to proceed?

stable fjord
#

Hi! So there is someone, who has an idea about resolving conflicts with blueprints? When for example Blueprint Actor is both modified. Once I am trying to merge, I always dont see a
<<<<<<<<<<<HEAD
...

575732fasd123751...

vital lynx
#

Im havin issues with my regeneration, if my armor gets to 0 then it wont restart to replenish to the value of 1

#

Do i need to make a blueprint straight from zero?

tight schooner
odd ember
# vital lynx

have you tested that it works with values between 0 and 1?

vital lynx
#

Yes i did, once it hits 0 then it doesnt start its regeneration

odd ember
#

debug it with breakpoints

#

once it hits 0

vital lynx
#

I have a entity that does take damage

#

Its saying all is fine @odd ember

odd ember
#

where are you placing the breakpoint?

vital lynx
#

Delay area

odd ember
#

before delay?

hollow drift
#

how to change only one object through Vector Parameter Value?

#

or what should i use instead?

#

if i just connect it to set vector parameter value all my models with the same material get the color change. i want to only change one specific tile which i pic before hand

vital lynx
#

Yeah

odd ember
# vital lynx Yeah

you should put it after the delay as you are getting no info before the delay

vital lynx
#

Oh okay ill try that

#

Got it! okay the delay on starting from 0 is SUPER delayed... its fixed now thank you!

odd ember
frail swift
#

I am trying to make an acceleration curve for my physics based vehicle does anyone know what is the best way to go about giving in an input float x (current speed) and getting out an output y (acceleration), is their a graph feature or something like the timeline, really dont want to have to do a bunch of select nodes; thanks ๐Ÿ™‚

willow phoenix
#

Any Ideas why my Camera Plane buggs out like this? the "find look at rotation" did the same in the editor, it rotated its head basicly in a wrong direction ~90ยฐ away from where i would it expect to look

unborn turret
#

is there a way to localize comboboxes?

dawn gazelle
#

Perhaps keep your options as an array of text objects and build the combo box at run time. Then you can localize the options individually?

bright haven
#

Having some rotation math problems.. Any takers? LMAO. I'm at that rubicks cube sort of progress where I feel close but probably another entire solution is better (one where there's a method to it, instead of my trial and error madness).
This rotation math works any time my ControlRotation doesn't push the Mesh's world rotation upside down. Then it snaps.. (I suppose because of GimbalLock).(รคndrad)

https://cdn.discordapp.com/attachments/588108157637754920/797597149826121754/unknown.png

Working as intended: Character pointed up, and towards view.
https://cdn.discordapp.com/attachments/588108157637754920/797597298275647528/unknown.png
Turning down the camera a bit, It sort of snaps into the opposite position of what I want.:
https://cdn.discordapp.com/attachments/588108157637754920/797597494283730974/unknown.png

trim matrix
#

ill try to word this as best as i can: how can i subtract 1 from an int and if it goes below zero, it becomes the maximum value

orchid garden
#

hrm... anyone know a simple way to capitize the first letter in a string? not seeming to find a function that does this.

#

i.e. if i had a string "joe goes to the market" and wanted to change it to "Joe goes to the market"

dawn gazelle
#

Do you have the Low Entry Extended Standard Library?

#

It's a free plugin on Marketplace.

orchid garden
#

zero plugins

dawn gazelle
#

Dang. it has a regex function in it that makes string manipulation easy.

orchid garden
#

can't use a plugin in this

dawn gazelle
#

That's probably better than mine.

#

maybe put it into a Blueprint Function library and you can call it easier

orchid garden
#

yeah just need it in one component

#

oops left chop is wrong, i think i need right chop...

dawn gazelle
#

yep

orchid garden
#

hrm still doesn't seem to be working... im endind up with Mm

dawn gazelle
#

You have 1 set on both the Left function and Right Chop function?

orchid garden
#

haha derp... i forgot to set the int hahah oopsie

open crypt
#

The actor is not equal to its own object name?

somber falcon
#

You're not comparing the actor in the world to itself. You're comparing it to the asset on disk (its class)

#

which are not the same thing

somber falcon
#

no

dawn gazelle
#

You're probably better off casting to the class

somber falcon
#

What are you trying to do? See if the actor is a player?

open crypt
#

or what is technically more performant, just casting to it, and if cast succeeds, do the thign?

dawn gazelle
#

yeah

somber falcon
#

casting is what you want if you're trying to get an object of a specific type

open crypt
#

Just want to make somethign happen when player shows up

zealous moth
#

casting will not cause performance issues especially in this context. I really hate it when people say that....

dawn gazelle
#

I guess the alternative would be you get the class of the object and compare it, if you don't need to specifically reference the object that was hit.

open crypt
#

I'm trying to make a trigger event that happens when the player shows up - normally I'd use an interface call and be done with it, but I need to be able to have the event functionality happen on the actual levelblueprint - it's a special use case, normally I don't do much on level BP's

#

I'm using event dispatchers for this, first time I've used them but I think they are what I need

odd ember
#

but I wonder why that sticks when stuff like amortization never gets brought up

#

which in this case negates any costs

open crypt
#

Help me figure this out - my event it's triggering, and I think it is because it sees my motion controllers and never Unoverlaps them (because I teleport my VR Pawn there and they are 'on' the VR pawn)

#

i don't want to mess with the collision channels yet

#

so how can I make this trigger 'reset' so It will detect my VR pawn

zealous moth
#

hence why me and a buddy revisited some of these concepts and actually measured them in 4.22+

#

unless you run over a few million for loops with casting, you will never notice it

#

@open crypt overlaps are tricky because as you say, it doesn't retrigger. Use the overlap to turn on a timer instead and turn it off afterwards.

thorn rune
#

Got a weird issue in 4.26 trying to play a widget animation. The widget starts out with visibility switched off, and I then switch it on prior to playing the animation like so:

#

Except the animation won't play, unless I stick a delay (just 0.1 works) between the set visibility and the remainder

#

If I test whether the widget is visible prior to playing the animation (even without the delay), it's always true/visible

#

not quite sure why the blueprint won't play the animation as-is - bug?

proud hull
#

As far as I can tell, your current setup should work though. Unless there is a difference in visibility between the widget itself and the widget component.

dawn gazelle
#

Not a bug, same setup working fine on 4.26 here.

thorn rune
#

hmm so that same node setup works for me in 4.25.4

dawn gazelle
#

possibly try using a different widget class just to see if maybe there's something buggered with the widget?

thorn rune
#

good idea - i'll try remaking that now

stiff linden
# dawn gazelle

Tangent, but how do you get the BP wires to look this way?

thorn rune
#

hmm nup same deal - wont work without a delay in 4.26

stiff linden
#

Gotcha, ty

dawn gazelle
#

Maybe its in how it is being triggered? Like, is it getting triggered repeatedly which may be restarting the animation?

#

Testing with Begin Play vs. Tick - Begin Play the Anim plays, Tick it doesn't.

thorn rune
#

so the event is begin overlap but that shouldn't trigger right

#

I'll test that now

#

weirdly it seems to work fine on event begin play, but doesn't like my overlap setup. The overlap event isn't firing twice though so I have no idea

#

branching to when Is Playing Animation = false doesn't solve it so I'm presuming that's not the issue

open crypt
dawn gazelle
#

4.26 triggered via Actor Begin Overlap, animation fires fine on my end

thorn rune
#

i really can't figure it out, it works even if I stick a 0.05 delay directly after Actor Begin Overlap

#

That is using on component but same result with on actor

zealous moth
#

@open crypt a timer. A timer is a built in method that cyclically runs at set intervals. Look into the node "Set timer by handle" or "Set timer by name" and you can write the name of the event in it. Each BP can only have 1 timer of a specific type at a time, so set it as a variable and when you are done with it "stop and invalidate it" or you can "pause timer by handle" your choice

open crypt
zealous moth
#

@thorn rune add some print strings in your branches including your cast, it will tell you at which step it stutters

thorn rune
#

yeah tried that, it only ever prints once on the correct path. as far as I can see it doesn't fire twice (also tried setting a bool and checking against that to stop a second exec)

#

i'm just lost as to why a random delay fixes it

zealous moth
#

@open crypt the overlap of what? i know you know what you're talking about but i have no idea. Is it the right on the VR pawn or another actor?

open crypt
#

it is attached to the vr pawn but when I check the overlap actor, it says the name of the motioncontroller actor

zealous moth
#

@thorn rune probably because the play animation doesn't have an output to flag when it is done. the delay probably does that bit

open crypt
#

orI guess I need to do either or

zealous moth
#

ugh, i wish i was more familiar with VR... it's a bit confusing which is doing what now...

thorn rune
zealous moth
#

if you remove the delay, you don't get any errors? maybe a pending kill error?

thorn rune
#

nup, everything still works except the animation doesnt play

#

the node directly after the animation still fires like normal

#

printing a string on overlap only fires once, so I have no idea what's going wrong lol

#

BP also thinks the animation is playing even though visually it's not if I run it without a delay, very weird. Going to roll back to 4.25 for now, that exact setup works fine in that version.

nocturne flax
#

Hey, it looks like the SceneCaptureComponent2D has an inverted alpha channel, any way to invert it back? Or would I have to make a material for this

weary jackal
nocturne flax
#

that's what I've done, bit weird to have to use up a material for this but oh well

tardy kayak
#

C:\Local\bmc153\Unreal Github\UnrealEngine\CADModels\multibody_model.glb say I have this string and I want to remove all the characters except the last work and its file type what would be the best way to achieve this?

tardy kayak
#

thanks

random stratus
#

just curious if anyone had any experience with creating fog of war using blueprint/material?

violet wagon
#

Am I able to change what map my game starts up on based on a savegame variable?

karmic zealot
#

@violet wagon just open the map from the game start map(make a blank one), get the map you want to open from the save game and then open map immediately on Begin Play from level bp

shadow saddle
#

anyone done locale before ?

#

switching language

trim matrix
#

I have quick question- I am paying for git storage in github- if I remove repository that I payed storage for and if I create new repo, will I lose the storage that I payed for?

agile hinge
#

having issues with generating a overlap event on a creature's character mesh..however everything else like the CapsuleComponent and other collisions work fine

#

my raycasts just go straight through the mesh

violet wagon
#

thank you @karmic zealot that worked!

robust jacinth
#

Having an issue with an endless loop...
When this event is fired, I want to delete the other object and replace it with one specified by a variable.

The thing is this causes the new actor to fire this event as well...
How can I disable collision between the actor and the spawned actor?

#

To the right in the image I try to disable it with something I found googling the issue, but it doesn't work, and the endless loop remains.

true valve
#

Let's say I have an Item BP with a sphere collision and an item info widget. When players overlap the items they display info on player's screen
There could only one item or multiple items with in the range.
I found in-consistency on overlapped items.
Also is it better to have collision on your character or work items.

clever lark
#

Hi everyone, anyone can help me to understand patching, How can i creating small patching files like 1_p.pack, 2_p.pak etc. When I create patch it always create 1 patch with name gamename_0_p.pak

molten hound
#

Has anyone managed to get subtitles working? I have read and followed the docs, entered the text but cant get any to show? Oh and it was enebled.

little cosmos
#

Hi

#

How can I rename the actor instance in the outliner with BP?

#

Like Get Display Name but a Set Display Name (which doesn't seem to exist in bp)

#

for editor purpose

little cosmos
amber meteor
#

Hi just wondering if anyone could give a noobie a hand. The variables I've created on a parent class aren't showing up in the child

cold raft
pallid tree
twin heath
#

Could someone help me with this: basically it seems to work while I'm playing in the editor but after I'm getting these errors and I assume it's because I set it up wrong somehow. Basically you pick up the coins and it updates how many coins you have, on your UI. (it's for a multiplayer game)

#

Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: BP_Coins Function: Execute Ubergraph BP Coins Graph: EventGraph Node: Update Coin Count

Blueprint Runtime Error: "Accessed None". Blueprint: BP_Coins Function: Execute Ubergraph BP Coins Graph: EventGraph Node: Update Coin Count

Blueprint Runtime Error: "Accessed None trying to read property PlayerHUD". Blueprint: BP_Coins Function: Execute Ubergraph BP Coins Graph: EventGraph Node: Update Coin Count

Blueprint Runtime Error: "Accessed None trying to read property PlayerInventory". Blueprint: BP_Coins Function: Execute Ubergraph BP Coins Graph: EventGraph Node: Update Coin Count

magic pecan
#

Heya

#

Maybe somebody have an idea: im facing problems when my NPC got into non-navmesh locations and get stuck there.

#

Like a mountain slopes and stuff

#

Is there a way to move npc when its stuck to nearest accessible navmesh?

willow phoenix
magic pecan
#

blueprints

willow phoenix
#

you could check the movement component in your npc there should be a "max walkable slope"

magic pecan
#

Ah, the problem more about its getting out of navmesh

willow phoenix
#

for the unstuck: you could use the move to node, if i remember correct there is a "failure" exit

magic pecan
#

yeah, i have Failed move to with print

willow phoenix
#

then you could find a random point in walkable nav mesh and go there

magic pecan
#

yes, thats where im heading

#

how can i find it?

willow phoenix
#

"get random point in navigateable radius" is the node

#

*navigable

magic pecan
willow phoenix
#

i guess, does it not work?

#

150 may be very little space if its stuck

#

~70 is the third person mesh standing next to another third person mesh

magic pecan
willow phoenix
#

lol dude XD

#

just make a debug branch

#

use a bool and a branch, make it public so you can check it in your editor

#

and go like "on begin play -> AI Move too"

#

*to

#

and check if its in debug or not

#

or if thats a lot of scripted stuff make a debug option to set a specific "time" in your game

magic pecan
willow phoenix
#

well, i waited loong times ๐Ÿ˜‰

magic pecan
#

goddamit, now they dont stuck on slopes

#

i need to simulate that situation

willow phoenix
#

did you check the max walkable slope?

magic pecan
#

yeah, thats not what it need. i want them to avoid slopes - its as it should be. but sometime they got into slopes or just not navigatable areas for some reason.

#

Seems like its working like a charm, need to remove some under terrain trash to avoid them move there.

#

thank you

#

Now i need to figure out why every two days whole village sleeps all day instead of working ha

willow phoenix
#

oh okay wait

magic pecan
#

its something inside my bp

willow phoenix
magic pecan
#

i know about it, thank you ๐Ÿ™‚

willow phoenix
#

well how do you calculate that day/night?

#

is there a minus that gets multiplied with a minus so the guys get sleepy? ;=)

edgy halo
#

Hey guys so I have an actor who has collisions enabled and another actor who has collisions enabled too, but is player controlled...So when I move diagonally, and hit the any object with collisions enabled, it stops moving at all, but it should be able to move sidewards if the collision happens on the top surface? How can I do so?

maiden wadi
#

@edgy halo My initial assumption as to why it happens is likely just to do with sweep movement. It would probably move in that manner if your collision was round instead of flat, like a capsule instead of a cube. As for how to get around that, you're most likely looking to implement something like on a hit event for the root component. Get the hit normal, maybe add movement input more towards the accessible direction. It might work. If it does, it'll save you having to calculate a lot of math for movement.

worn nebula
#

Hey guys, just wondering if anyone can give me a little help, how can I do it so the player can only move along a spline, so pressing W will put them forward along the spline and S backwards?

tight schooner
#

Use the node Get Transform at Distance Along Spline (if I recall correctly)

#

And increment the input distance up or down

#

And set your pawn location to the output of that

#

There's probably also a node that gets the closest distance along spline if you want the reverse

#

if you want to know how far something is along a spline

shrewd palm
#

how does one make a light turn on when time of day is night? event dispatcher?

olive sedge
#

So.. How is UMG supposed to be used? I have a root widget that holds all the other widgets in my UI?

#

But if I have that, what is HUD for?

hollow drift
#

how to change colour throught blueprints?

#

tried to to it this way, it changes all colours of all instances. i want to change only one instance

maiden wadi
#

@olive sedge People do user interface in many different ways. It really comes down to personal preference. AHUD is an older class that was originally designed to be able to draw simple things to screen like text, or lines, or box selections. UMG is a much newer implementation for more modern UI design.

Some people don't use AHUD at all, they do their UI in different places like the level, or PlayerController. Where you keep the references is important for your game flow though.

I personally love AHUD as a container for keeping my widget references there for a few different reasons. The first is that it's an actor class that doesn't get garbage collected, so storing pointers there is safe. The second is that it's spawned anyway via game mode and it's spawned once per client as a client only actor, which makes it very easy to use for multiplayer as well and to keep UI for the client only and not get your UI mixed up. The third is that it's extremely easily accessible both in C++ and blueprint, via getting the local player controller, and then calling GetHUD on that controller. This allows things from anywhere in the game to affect your widgets that you're storing or using in the HUD class. Anything from key presses, to trigger boxes, to RPCs, or repnotify functions can all easily access and affect the widgets stored there.

#

@hollow drift So don't do it for all instances? You're running that in the body of a loop. You need a logical way to get the correct instance you want to change and change only that, not everything in that loop.

hollow drift
#

to correct myself

#

i pick my selection with the loop

#

so i just want those to be "highlighted". i just could not find the way to do it

#

I tried to do vector param, which changed all values of all instances

#

the set scalar param does not seems to be working.

#

the execution works until create dynamic material

olive sedge
#

@maiden wadi ๐Ÿ‘ thanks for the write up, man!

maiden wadi
#

@hollow drift SetVectorParameterValue does not change it for all instances. That sets a vector parameter for once instance.

hollow drift
#

i used a material parameter collection

#

is there another way i missed?

#

for me it changed all color of tiles

maiden wadi
#

Can I see the left side of that loop?

#

What are you feeding into the loop as an array?

hollow drift
#

spoilers... getting complicated ๐Ÿ™‚

#

short version. i do a mathematical calculation to pick tiles nearby

#

this works fine

#

so i get the object names of the tiles

#

those i adress and tell them to do stuff

maiden wadi
#

I'm not that familiar with using Material Parameter Collections, but a quick glance says that you're not actually using them.This looks like you're getting specific objects, and telling all of those objects to change their values

hollow drift
#

i thought so too

#

but it doesnt

maiden wadi
#

You said it does.

hollow drift
#

le me rebuild the previous version where it changed all fields color

#

this is in material

#

this is what happens

#

this is what was executed

#

this tile was accessible with the boolean. all others were set to false

#

"tile accessible"

#

so only the neccecary tile was set to true. e.g. i try to do the same with the material. to color it in into a different color to show players where his valid fields are

maiden wadi
#

I'm under the impression that MaterialParameterCollections are supposed to be global values. But it looks more like you're trying to use them as PerInstance. Why not just use a simple VectorParameter in the material and pass that in? I could be off here though. Let me try and test a couple of things.

hollow drift
#

the documentation is quite lackluster on unreals side (again)

#

already tried similliar stuff

#

at least its "better" now ๐Ÿ™‚

#

ou ups

#

forgot...

zealous moth
#

@maiden wadi that is correct.

hollow drift
#

no. now it just does not highlight anything

#

i pick the correct material from landtile (has only one) it gets printed correctly

#

but after create dynamic material it does not do anything anymore

#

dynamic material outputs TileSetSelected

#

but vector does not call anything

#

i adjusted also the material accordingly

#

does anyone has done this before?

#

its one of those things where it should be simple, but no ๐Ÿ™‚

maiden wadi
#

I've used Scalar and Vector inputs into dynamic materials all of the time. First time I've used the MaterialParameterCollections thing though.

hollow drift
#

do you have me a example by any change?

#

perhaps if overlooked something

#

perhaps i am getting the wrong way the material? i have the same material on all tiles, but i want to pick only one material from a certain tile....

maiden wadi
#

First note would be to only create a dynamic material once, don't create one for every time you change something. But that's optimization. Instead of getting the material and creating an instance out of that, use the other call.

#

Use the top one, not the bottom.

hollow drift
#

ok

#

ill optimize later, ty for the tipp ๐Ÿ™‚

#

first need it to get working

#

great...

#

only one works (faceclap)

#

and you can find it only when untick context sensitivity

maiden wadi
#

You just have to drag off of the right object type.

hollow drift
maiden wadi
#

There's almost never a reason to remove context sensitivity. Just need the right object. In this case, the primitive component that has the material.

#

That's odd. What version are you on?

hollow drift
#

4.25.4

#

i am slowly used to it ๐Ÿ™‚ unreal is unreal

#

but it worked now like a charm ๐Ÿ™‚

#

ty a lot

maiden wadi
#

That's odd. I have that in mine using the same pathing through a cast.

hollow drift
#

i am in playercontroler

#

perhaps thats why

maiden wadi
#

Shouldn't matter if you're dragging off of something.

hollow drift
#

and in a macro..

#

bug?

zealous moth
#

The context is cache dependent and sometimes the editor incorrectly thinks the context doesnt apply. Happened to me a few times.

maiden wadi
zealous moth
#

Happens a lot in widgets

maiden wadi
#

In a macro in the player controller.

hollow drift
#

hmm

#

weird....

#

loop?

#

Loop yes

#

for you too? @maiden wadi

maiden wadi
#

Shouldn't change anything. The list is about what you're dragging from.

hollow drift
#

disconecet the loop and now it appears

maiden wadi
hollow drift
#

@zealous moth as he mentioned, perhaps it was not cached..

#

appears now too in a loop

#

noticed this more often, specially when i started my project i could not find stuff what i needed

#

perhaps this is some sort of attemt for user friendlines. hide it until someone realy needs it... Not get overwhelmed with the amount of stuff possible

maiden wadi
#

To be fair, I do a fair amount in C++. I'm constantly closing and refreshing the editor, and removing cache files from project directories to recompile fully. Helps intellisense not derp as much in visual studio.

hollow drift
#

hahaha

#

switch around to visual code

#

starts much faster, runs smoother

#

just dont know if y need library or stuff

#

y can even change default editor in unreal to code

#

prefear to code there. at least php and stuff

zealous moth
#

the issue isn't that, it is a performance/consistency issue and you are much more limited in BPs

hollow drift
#

yes yes

#

i was just talking generally about code or studio

zealous moth
#

a good point a friend of mine made was that you cannot control how nativization works so you have to re-QA everything from BP to get that 30% increase in performance

hollow drift
#

If i could do C++ i would not do the bp stuff

zealous moth
#

unless you make a multiplayer game, you can get away without C++

hollow drift
#

ehh...

#

shit

zealous moth
#

there is a lot that needs to be done for networking that needs C++

#

you can't just replicate stuff

#

players have to connect to each other

hollow drift
#

dont frighten me

#

๐Ÿ˜†

#

Also with peer to peer?

zealous moth
#

of course

hollow drift
#

ugh

#

would it just make worse when it will be for mobile? i guess so

zealous moth
#

like, if I have a game and you have a game, how in the world will they know that we exist? you need a sub-system for that. Sub-systems are hardcoded.

hollow drift
#

Our "Multiplayer" guy has watched some epic tutorials

#

they mentioned it can be done in bp i think

maiden wadi
#

I learned C++ in just under a month with no coding background. I only really knew LUA before that. Just spent some time translating blueprint calls to C++ to rewrite functions in a library. After that I've been really comfortable even writing larger base classes in C++. So if you have any idea how to code and you're comfortable in blueprints, I wouldn't fear C++ in Unreal at all.

zealous moth
#

there are a few udemy courses on sub-system and you need to read up the documentation

hollow drift
#

Hmm i think it is about time. Think should not be too hard to learn ๐Ÿ™‚ ty guys

#

Just everything is so time consuming

#

since logic is quite easier to understand then learning all the codeparameters by hearth

zealous moth
#

honestly, if you've never made a game before, do a single player one before attempting a multiplayer. If you can get a single player game to work well in terms of performance, then attempt a MP game. Otherwise you will have a poorly performing MP game.

#

i have met plenty of folks that go straight into the MMO trap and never get finished

hollow drift
#

i already choose a quite simple game

zealous moth
#

match3 ๐Ÿ˜„

hollow drift
#

but good point. our basic for "single player" is anyway almost done

zealous moth
#

?

hollow drift
#

just a boardgame

#

would need a tcp connection and stuff. Handshake. No need to precalculate a eventual position of player like fps. would make live easier i think

#

ne keine billigspiele wie die da XD

#

more advanced

#

anyway. got bit lost in discussion. have now bit more idea what do do and stuff. Ty @maiden wadi and @zealous moth a lot ๐Ÿ™‚

worn nebula
#

Is there a way to stop a first person camera to stop going through a wall when it's close like this?

orchid garden
orchid garden
zealous moth
zealous moth
#

the last bit, if you do p2p, is connection management. another annoying thing to tackle...

orchid garden
# zealous moth it really isn't just replication management. That's the simplest part. The most ...

if your going for a full bore MMO game yeah, if your going for a simple rpg style with limited number of players, its mostly just replication management. It all really depends on how indepth it goes, is it a single map, multiple maps that allow characters to be in different maps, are you using level streaming, etc. etc. But most connection issues is based on the data being sent back n' forth during play and while loading, if your sending alot of data back n' forth between the server and the players, you can make a nice single player game into a crappy multiplayer game just due to replication. With poorly managed replication, the networking is going to crap out on you no matter how well its done.

zealous moth
#

This is where a true balance lies. You need to also balance CPU/GPU resource management. The reason those games were so lackluster in performance were precisely because most of the time they clogged up the CPU

orchid garden
#

performance ballancing the cpu/gpu should come before you even think about multiplayer.

zealous moth
#

so even if you had the best connections in the world, if you cannot run the game, all of that well managed replication goes down the drain

maiden wadi
#

My favorite are the people who think that making an MMO multiplayer game is just about designing it. Even with my intermediate knowledge, I could make a decent MMO style game within a couple of years. But the actual startup? The cost of hosting, the community management, bugfixing, QA? All of that is larger than one person even if you get past the design and programming alone.

zealous moth
#

^ you're forgetting customer care

maiden wadi
#

QA

open crypt
#

Where can I learn a bit more about how overlap/collision is "overridden" like the way input is consumed - I'm having one actor overlap a trigger, and that trigger is not seeing another actor as a result, (because the 1st actor never "ends" it's overlap" - to me it seems obvious there is some clarity on the concept I am missing, can someone point me into a resource that will help?

zealous moth
#

QA is a different department on its own. If you mix QA and CC, you will clog up QA's time. I mean just having a 24/7 team with easy tools for easy fixes

maiden wadi
#

@open crypt That has to do with the logic on the overlap event most likely. How are you handling the overlap logic?

orchid garden
open crypt
#

My player pawn is a VR pawn that, and begin play, spawns motion controllers as actors and attaches them to the pawn - however, they are triggering this overlap event as a result - I don't want to mess with my pawn so I'd prefer to implement a workaround on this BP here

#

Problem - My MotionController triggers this overlap event, and seems to stop the VR pawn from triggering it as a result

#

Addt. Complexity - Normally I'd just so, okay, pick either the VR pawn OR the motion controller and let either one trigger the event

#

The problem with that is the motion controller has a laser point that projects far into space, so I think it is triggering the event, from far away too, and I don't want that

#

This actor you see before is a BP child of Trigger Base - I just noticed this - I have added a capsule which does trigger overlap events, so I guess I can leave this alone

#

That's why I asked for some more indepth resource because I missing some key nuances of the system

maiden wadi
#

If something does not trigger the overlap again, then it is still overlapping somehow. But to try to understand better, which blueprint is this overlap event in?

open crypt
#

A "TriggerBase"BP

maiden wadi
#

So this is just an actor that you can place somewhere and let the VR player touch?

open crypt
#

Basically