#blueprint

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hearty moss
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record in lower quality

nimble talon
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How would I compress it

orchid garden
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the woes of discord file limits ๐Ÿ˜‰

nimble talon
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Are there even quality settings for xbox game bar

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I could upload it to youtube...

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actually no

orchid garden
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upload it to youtube as unlisted, so it doesn't show in your list of videos, then you can just share the link for that video.

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when its uploaded as unlisted only people with a direct link to the video can view it.

worn nebula
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How can I get this camera shake to loop? If I walk for to long the camera shake stops

nimble talon
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My channel has a lot of old cringy videos

orchid garden
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lol mine has old no man sky videos

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i think i even have some old minecraft ones on it lol...

nimble talon
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How do I make a new channel

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I feel like I am asking dumb questions

faint pasture
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New collision channel?

nimble talon
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No no

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A new youtube channel lol

orchid garden
dawn gazelle
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Length + 1 could cause out of bound array index. You just want last index.

orchid garden
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random with max is max - 1

dawn gazelle
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then just use length without the +1, or last index +1.

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length is how many indexes there are in the array. So you could have 1 item in the array, but its index would be 0.

orchid garden
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really no other way i can see to get the length of the data table

dawn gazelle
maiden wadi
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This is one of the other major reasons that I want 4.26 to be fixed. :/

orchid garden
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still basically the same thing @dawn gazelle

maiden wadi
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Array library is getting a function to return a random value from an array.

dawn gazelle
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It may not happen often, but whenever the last row is accessed in the table, it'll error out.

orchid garden
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still basically the same thing as in ' i have to get the data table to then count the items in the data table to get the total index' rather then just 'get total datatable entries' or something simple like that.

sonic cipher
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thanks

orchid garden
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or like Authaer was just talking about it would be nice just to be able to 'Get Random Data Table Row'

maiden wadi
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I routinely avoid using datatables at runtime. I dump the contents into TArrays.

orchid garden
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could always dump the contents into a data table row as a array. then you could just pull the array from the data table and do whatever with the array.

maiden wadi
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Datatables were one of my first great realizations at how limited blueprint can be versus C++. Populating an array of 100 items from a datatable, it takes about 7% of the time in C++ that it does in blueprint.

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That's more or less what I do though with my inventory and crafting systems. My GameState has a component that is a GameItemsManager. And on beginplay, it populates a few arrays inside of it from datatables, and I just read from the arrays at runtime. Much easier and faster access.

orchid garden
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i.e. datatable->array then function: get datatable row -> process Tarray -> return values

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some things just seem a pain to keep a constaint array for processing, bigger memory footprint.

faint pasture
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@maiden wadi any reason it's on state and not game mode?

orchid garden
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expecially if the array's items are only used during specific functions... i.e. like crafting.

maiden wadi
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@faint pasture Clients need to read from it too. It's details about items and crafting recipes. Server and clients populate their own lists, no replication, but it's deterministic so that's fine. But clients read from it for UI purposes, server also does since it's a listenserver, but server functions also use it for things like max stack sizes, spawning certain things from items, etc.

orchid garden
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client just needs the crafting for the list, and base checks, server needs it to handle removing items from players inventory and spawning the new one if they have the requirements. (crafting)

maiden wadi
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Right, and putting it more or less on GameState without replication kills any necessary network traffic, and makes it available on all machines whether it's a dedicated or listen server, or a client. So if I ever decide to do the dedicated route, I have options open.

faint pasture
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Doesn't that mean you pretty much load up your entire item database though? I mean it's probably nothing right now but what if you had like 10,000 items

maiden wadi
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It's possible, sure. I'm not too concerned with that though. If I was making a game that size, I'd likely leave it in the datatable for that reason, but I highly doubt that I'll break a thousand items.

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And that's a highly optimistic number. Projecting more like 400-500.

orchid garden
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see thats why im using databases atm with the rng, some of the lists are 4k long.

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i don't want to keep that information loaded when its not needed

maiden wadi
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Yeah, that would get a little bit brutal. Blueprint handles that okay though? I remember having some serious issue with performance from blueprints using datatables directly to get data for UI.

orchid garden
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yeah no problems so far accessing the data via blueprints, have 16 database tables at varring lengths for different things, can fire them all off during the same time and things seem to go pretty smoothly from what I can tell, no hickups, studders, etc.

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not that they ever would fire off at the same time, as they are independant of eachother and aren't constant calls.

maiden wadi
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Huh. I might reconsider my stance on that. Gonna have to rerun some tests now.

orchid garden
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its rng though, not full processing like say loading up a entire crafting list and building it up for the hud.

willow phoenix
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anyone knows if "targetpoints" are never registered by a "overlap"? i switched everything with overlap on, changed channels and still cant overlap them!?

maiden wadi
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@willow phoenix I'm not sure that TargetPoints even have collision? Let me look at that.

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Yeah, none of the components in a TargetPoint actor have collision, so they wouldn't be able to be overlapped. To do that, you'd need to subclass them and add in a collision component.

willow phoenix
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uhm its a sprite, but i thought when i click those "generate collision events"

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oki thanks ๐Ÿ™‚

solemn parcel
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Basically my character can spawn an actor. I want that actor to be spawned outside of the radius of the other actors of the same class that are already spawned by the character.

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I more or less got the effect I want, but randomly my character can still spawn the actors while overlapping. What is wrong here ?

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Here is the same process but with the distance from character to actor, but still having the same issue.

rough wing
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on landed launch character towards floor normal

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With landing velocity

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the floor normal goes away from the floor

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Not towards it

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So your character will launch perpendicular to the surface

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onLanded:
Hit----------->BreakHitComponent--->ImpactNormal

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GetVelocity()

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GetVelocity().Size() * ImpactNormal

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Sorry this was blueprint

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GetVelocity -> length * impact normal

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looks okay

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just

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Z velocity isnt absolute

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it can be negative

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So you need to check if z velocity is < -1000

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That level looks interesting btw

steep verge
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guys i am struggling a bit with a problem. Every time i spawn in my level the animation for some odd reason freezes but when i move my cursor its fine. This demonstration i printed out the skeletal mesh head bone rotation just to show the animation freezes. any ideas?

last walrus
rough wing
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one gets all components of that class

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one gets the first one it finds

last walrus
rough wing
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yea

last walrus
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thx

winged sentinel
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hi everyone, i have a question, I have specific animations for my reload animations, and im trying to get them to work in ue4. So for i have tried to import them as an animated cube, then sokcet the camera to the cube, but it doesnt follow the rotation

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Is there a well known method to do this?

sonic cipher
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i'm stuck since this morning

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When i pickup, the cube faace the player (working) but it moves a bit and when i release it just jump :/

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i got the robot rotation so the cube is oriented like him

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This is hapenning when pressing left mouse ๐Ÿ™‚

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this in my character BP

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So on mouse click, linetrace check if i hit object, if yes then grab + update rotation every tick

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on mouse click again, release

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if so, the cube wont move :/

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because i think it is a physichandle

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so it doesn't work :v

fierce birch
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Anyone know how to make a grenade bullet line up with a crosshair

sonic cipher
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sure

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haha okay ๐Ÿ˜‰

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do you see which one ?

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i will try this then ahah

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so

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set when drop ?

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oh yes ... sorry, i aalready tryed with this only and it is exactly the same result

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and if i wait like 30 secs or hit a wall (so it will like turn) and release it it will jump even harder

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sorry i was afk

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i will try this

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oh

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setting location too

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i forgot

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well it seems to work ๐Ÿ™‚ sadly it doesn't have the same effect of Physichandle it is like welded to me, but thanks you โค๏ธ

unborn maple
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anyone can help with my above problem with the widget not appearing no error message and the pins fire off it just doesnt show the viewport.

dull gale
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Alright, so I have a multiline trace for shooting here. Everything works fine except if I shoot a wood/concrete/metal target, and then separately shoot a flesh target because the damage modifications only get reset if I hit a flesh target. (modified damage is dealt to the target instead, in some cases being 0)

Does anyone have an idea of how I can reset the damage stat after hitting any of the first 3 materials without hitting a flesh target behind them? I tried checking if there's a flesh target behind the concrete/metal using a reverse foreach loop but it didn't seem to work

orchid garden
# sonic cipher https://gyazo.com/97499553d347a926c3d26b9cd118b845 do you know how i can fix thi...

watching your different cube videos... and how its reacting to the world, it looks like it may be a mass issue. I have a drop item that gets spawned in when the actor drops it, and when the actor runs across th, the dropped item reacts like its expected to, but the same dropped item placed in the world does like your cube, like its ignoring the mass of the object.

One of your videos though, when you were dropping the cube, it looked like it was being affected by the actors collision causing it to fall forward, it might be held just a wee bit too close to the actor and that might be part of the problem.

orchid garden
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if thats what you were meaning

sonic cipher
sweet swan
dawn gazelle
sweet swan
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Thats nice to know lol

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thanks

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driving me nuts

dawn gazelle
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If you want it to be the same, then set the value of the random to a variable and then call from that variable instead

dull gale
orchid garden
sonic cipher
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then it would drop everytime it hit someone else or something that isnt a wall

orchid garden
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all traces also have 'actors to ignore' which you can specify what actors to ignore like player pawns, other robots, etc.

sonic cipher
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do not worry ^^ i was trying to found a solution so it doesnt go trough wall, the thing is that with PhysicsHandle it doesnt go trough wall :v

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Because when i disable physics it does

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Hum, handling and set rotation works good with what you told me, but the cube can go trough walls and stuff

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like this

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sure ๐Ÿ™‚

maiden wadi
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Are you trying to get the little drone to stop turning when the box hits the wall?

sonic cipher
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Hum i could, if only physics handle worked good :/

orchid garden
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is why i suggested the trace for objects

sonic cipher
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So is the trace better than onhit ?

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or onhit better

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Would attachto component work too maybe ?

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I will try i tell you if it worked ^^

maiden wadi
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You really only have three options. Attachement and physics, making queries around the held object before allowing movement, and then subclassing your pawn class and making the root some form of extendable object that can encompass the held object so that the character's movement will stop when that extended root collision hits something.

orchid garden
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any simple way to resolve that?

maiden wadi
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What's it supposed to say?

orchid garden
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see if discord will show it right: รƒยgรƒยซ ... nope discord messes it up too... must be a font issue?

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has to be a font thing -> same thing happening here: รƒโ€กajup second letter in, they are part of the extended ascii text encoding.

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guessing i'll have the same problem with russian (spelling) characters?

sonic cipher
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sorry i dont know mate ๐Ÿ˜ข

unborn maple
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still need help this widget doesnt pop up even tho everything fires normal and no error are shown

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everything else in the code work fine but the game stop but doesnt display the restart menu

sonic cipher
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did you add to viewport

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?

orchid garden
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correct me if im wrong here but if you have a breakpoint on your set state isn't that going to stop the game in the editor?

dense tulip
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Hi, i'm on a 3rd person character, trying to set a LineTrace where the it extends straight in the direction the characater is looking, even if the character look lower i want it straight

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@orchid garden It wont stop the game, just pause it !

orchid garden
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hrm... so somethings being lost in UE, characters like ... รก รณ รฑ รค are displaying improperly when placed in a database.

unborn maple
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yeah i added it to viewport and set it to a variable so i can collapse the widgets

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the break point set the ready state which i posted underneath

orchid garden
unborn maple
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from there i did a branch check to see if i hit the out of bounds zone and if it out i lose i life and then show restart widget in the ready state

dense tulip
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@orchid garden i guess i stated this the wrong way, what i want is for the LineTrace to have start and end at the same height

orchid garden
willow phoenix
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๐Ÿ˜ฎ
i didn't know that THIS is actually in the engine content. wtf there are tutorials built in the editor?!?

dense tulip
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ok, thank, sorry if i dont understand sometimes !

orchid garden
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i was thinking rotation not angle :/

orchid garden
dense tulip
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oh, i think i know why ...

orchid garden
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can get world rotation from it though.

dense tulip
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yes, i'm using the world rotation

tawdry osprey
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Anyone else have trouble with spawn actor from class node in 4.26. I tried using an actor class ref variable, made it an array then used a get node with random int in range for the int input on the random in in range to select random classes in my array. But when I try to plug it into my blueprint that is called after the spawn actor from class node it dosent want to hook up. Says itโ€™s not a compatible actor class even tho all my blueprint classes inherit from one base class.

orchid garden
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@dense tulip

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tpboom is just my springarm for my start location.

dense tulip
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thanks, lemme try that @orchid garden

orchid garden
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the multiplier is for the length of the trace

dense tulip
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Yes

orchid garden
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@dense tulip that what you were wanting?

amber meteor
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Hi there im really new to unreal im trying to get my gun to fire full auto without using tick event any tips ?

dawn gazelle
dense tulip
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Seems like it could work, sill working on it

orchid garden
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what about a gate that opens when the key is pressed, closes when it is released? or is a gate fire and forget?

dawn gazelle
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Like tick

amber meteor
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I tried using a for loop but all of the projectiles spawn inside eachother

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while*

orchid garden
amber meteor
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a delay just made it shoot one at a time

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i just heard somewhere that using tick based logic is to be avoided ?

orchid garden
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ticks for constant things... i usually only use them to display variables for debug info (printstring with 0.0 lifespan)... timers you can setup for individual features, and give you better control, least thats how i see it.

dawn gazelle
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There's nothing wrong with using tick for logic, but you just have to be careful what it is you're doing with tick. Like if you're trying to get all actors of class on tick and you have 1000 of those actors in your scene, you're going to have a bad time.

amber meteor
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Correct me if im wrong tick logic is tied to fps correct?

dawn gazelle
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That too, yes.

unique wyvern
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when a streaming level is loaded, is the begin play event fired for actors in that level?

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not just at the beginning of the game

rough jay
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cant you just set timer and clear timer when release?

dull gale
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any vector geniuses out there can help me out? I'm doing a bullet ricochet mechanic using linetracing, so far it spawns the linetrace at the bullet hit location and uses the impact normal as the end point. My objective is to somehow make it the "opposite" angle from where the bullet was spawned, as you can see in the example I made on paint lmao, anyone can point me in the right direction on how I could do this?

orchid garden
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or multiply the difference by 2 and add it to origin?

dull gale
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yep, that's what I want to do, problem is I'm now sure how, I was playing around with the nodes coming out of the hit normal to try and get something to add rotation but failed to get any solution

orchid garden
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world rotation values?

soft orbit
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Hello, I'm curious of a way to allow for when there are 2 clients in a multiplayer match, and client 1 fires a bullet at client 2, client 2 hears a flyby sound. I've been messing around with play sound at location and it is working, but when client 1 is close to client 2, client 1 is able to hear the flyby sound. I would like it to only play for client 2. Any ideas? (Sorry to overlap anyone else's questions, respond to me when their situation is solved if so.)

dull gale
timid comet
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Is there any blueprint out there to make my character have more emotion in its movement? im looking to get the player to float, but now its very solid movement and stiff

orchid garden
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the bullet? the player?

soft orbit
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when the projectile spawns it fires a multi line trace, which detects a collision sphere on all players

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each time there is a hit, sound plays at that location

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where the sphere is

orchid garden
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who owns the sphere?

soft orbit
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player

orchid garden
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player 1 or player 2?

soft orbit
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client 2

orchid garden
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getting the owner of the sphere and comparing it against the current actor?

soft orbit
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This will work, however when the sound plays, it can be heard by all clients in proximity.

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including the player who fired the weapon

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I dont want the player who fired the weapon to hear the sound

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only other players around him

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if the bullet flys past them

orchid garden
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according to play sound at location its not replicated by default, so if you only played it on player 1's side it shouldn't be heard on player 2's side from player 1 playing it.... hrm.... intresting...

soft orbit
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yes so whats happening is

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player 1 can hear it

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but player 2 cannot

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if i replicate the sound

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they both hear it

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but i only want player 2 to hear it

orchid garden
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yeah you don't want to replicate it.

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you want to fire the sound on the machine that needs to hear it.

soft orbit
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hmmmmm

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how would i do that?

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i tried like overlap -> other actor or hit actor

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dunno what to do with them

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lol

orchid garden
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im guessing the trace is from player 1?

soft orbit
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yes sir

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but not

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like

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hmmm

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it comes from

orchid garden
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it hits the sphere on player 2, and then triggers a event to play the sound?

soft orbit
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the bullet itself

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yes!

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now you get it

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lol i was like damn how do i explain this?!

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as soon as the bullet spawns it checks its forward vector and traces forward

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its a multi hit trace so it detects any play spheres it hits

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and triggers a sound at the hit location of those spheres

orchid garden
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so... your replicated event needs to know which players sphere it hit, then when its going to play the sound it checks to see if the active player is the hit sphere player, then if it is, plays the sound, if not does nothing.

soft orbit
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unsure about the active player part but the rest yes

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active player do you mean the player who fired the weapon or the one whose sphere got tapped

orchid garden
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the player who's on the current computer.

soft orbit
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yes that player should not be able to hear so the other way around

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if it is not the active player, play the sound for the player it is near only

orchid garden
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so you want the player who fired the shot to hear it?

soft orbit
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no

orchid garden
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lol

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then no what i said was right.

soft orbit
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lol i think im misunderstanding you ahaha

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OOO

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"hit sphere player"

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got it

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lol

orchid garden
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if active player = sphere player, play sound

soft orbit
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yes but only to be heard

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by hit sphere player

orchid garden
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that should only make it heard by the sphere player.

soft orbit
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so something like... uhh "Hit Actor" which returns the sphere in this case

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then use that to get the owning player

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somehow

orchid garden
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yep

soft orbit
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check if its me or the player who fired the weapon

orchid garden
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target would be the sphere returned

soft orbit
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if not then play it for this guy and this guy only

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ok gonna try

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Yep, still playing for the player who fired the weapon

orchid garden
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yeah thats just telling it to play if the target has a tag

steep verge
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guys i am struggling with a problem for a while. every time i play the game the animation freezes until i move my cursor or when i stand in direct light. not sure on what the problem might be but i am printing the head bones rotation just to show when it freezes

dull gale
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@orchid garden well, I couldn't figure anything out but it's about time I quit for today, thanks for helping me though

orchid garden
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try a branch like that and off true = play sound

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see if that does the trick.

soft orbit
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Im going to try to make the actual bullet carry the sound

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that should do it

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so whoever it goes past

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they hear it

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thanks for your help man helped me gain some more clarity on how this should be done

elfin badger
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does anyone know how to set an actor yaw rotation so its in direction of player input?

ember crescent
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dose someone know why it only works the first time? then second time i do it it will happen instant and not follow the timeline.

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its a cube that i want to "roll"/rotate 90 degrees

pine trellis
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is there anyway to color code volumes(i,e, culling volumes, level streaming volumes in unreal ??

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like to make it fill in the volume so its easier to see?

nocturne flax
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hey, I'm trying to use the spline mesh component, but it seems that it twists when its end is set directly above start
the twist is so bad the faces in the middle completely disappear

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Attempted to change start/end rolls, but this just twists the entire cable, becoming screw-like, without fixing the issue in the middle

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Tried up vector too, setting it to Y instead, but then the entire cable disappears at certain angles

radiant rapids
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also tried decal component

dawn gazelle
stray island
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I always forget what is event construct and how it differs from event begin play

radiant rapids
orchid garden
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hrm... is there a way in UE during runtime to....

  1. build a data table
  2. export the data table to a csv

I had a thought on something and if i could do this it would save me abit of time... expecially if i could then...

  1. import csv to data table....
dawn gazelle
dawn gazelle
stray island
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What about my question ๐Ÿ™‹๐Ÿปโ€โ™‚๏ธ

orchid garden
orchid garden
stray island
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For example ? I didnโ€™t get it ๐Ÿ˜‡

orchid garden
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say you want to add meshes to the actor before its actually in the scene, you'd use the event construct to do that.

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for instance.... i have a master character class that has zero meshes in it, if i were to add it to the scene it would basically be a empty actor. i create child actors from the master, and in the childern during the event construct, i set what their actor mesh is, what animation graph to use, setup some variable reverences, generate names for random npcs (if thats what they are) then add then when they get added to the scene they look like a completed character.

If i were to do that during the begin play, if a person was looking at the actor when it was assimbled they'd see a actor pop in in T-Pose, then suddenly get a animation.

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construct is basically pre-play.

proud hull
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It is basically just order of operations. Pre-Construct -> Construct -> Begin Play

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Pre-Construct is a widget thing. Not sure it is used in other places too.

orchid garden
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pre-construct is a whole other ball of wax ๐Ÿ˜‰

stray island
winter garnet
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Hey guys, is there a way to create a generic Event Dispatcher for the Actor Object through Blueprints?

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I'd like to introduce a OnActorChange

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(I'd love to use an Interface to address this, but well... it seems I can't declare EventDispatchers in a BlueprintInterface)

true valve
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How can I make a character rotate based on A/D keys?

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Rotate means if I hold a key, it continue to rotate toward that direction.

winter garnet
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@true valve First you have to setup your inputs. As the most basic example, just add to your PlayerController some input events, such as Keyboard A, Keyboard D. Once that's ready, call the function SetActorRotation, passing the direction you want to rotate your actor to.

jaunty acorn
wild harbor
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Converted class settings, complete rpg character BP as a master onto ALSv4 and the only errors i'm getting are for the speed variable nodes, wondering what i should do to resolve this

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speed floats

weary jackal
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you can add that child in the row

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when the row fills add to the next row by incrementing column

rough jay
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anywhere i can plug in to make it go false? it wont go false because theres no value and it will stop saying true when there isnt a value

dawn gazelle
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-1

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actually, no

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it won't run the loop if there's no value.

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You're better off checking it before going into the loop

weary jackal
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are you trying to interact with the first overlapped actor?

rough jay
weary jackal
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first you're setting the overlapped actors in an array but you are not removing it when you stop overlap . Also you should use 'Get overlapping actors for capsule component' with class filter of actor. Next it will directly gives you an array so you don't need to make a new variable. Use for each loop with break for each instance of actor it will check.

rough jay
rustic yacht
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How would I go about making a linetrace register a hit when it starts inside of an object? Currently I'm doing some traces to determine camera angle, but they seem to break when the traces start inside of objects.

maiden wadi
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@rustic yacht Make the trace ignore the actor that it's starting in.

rustic yacht
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The actor it's starting in varies though. Basically, it's a trace offset from the position of the player, so the point it starts at moves around as the player does so...

maiden wadi
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Really depends on what you're trying to trace then. You might have to add an extra function to get actors near the player to add to the ignore list.

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Is this like a third person crosshair trace?

rustic yacht
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It's for a top-down camera thingy.

#

Basically, I want the camera to be angled normally. But I need the camera to move to a "true top-down view" if the player moves close to an object so that their view isn't obscured. Similarly, I want the camera to enter that view if any of the forward traces detect something like a ledge in the direction the player is moving, lower than the player's position. The second part seems to work decently, but the line trace on the left in the image doesn't seem to register the object.

#

The camera trace on the left here is when the trace starts right before the pillar. As the trace start point enters the pillar, the trace doesn't register a hit anymore.

#

Wait, I'm dumb. Obviously I just do the trace the other way around - from the camera to that point >_<

I'm even dumber than that. The reason the original traces didn't register was because they were starting at the capsule half height, which was higher than some parts of the pillar. So the traces DID register, but they just started above some parts of the pillar...

undone wing
#

Has anybody worked with VaRest plugin before?

snow halo
#

sigh spawning child actors being so buggy. For some reason it only spawns an instance of the material on the spawned bp actor on 1 or 2 two of them when i spawn them as child actors

#

if i drag the spawner bp in again, all meshes have the material. But when i change the material, it doesn't update in viewport

#

or even when running PIE

#

any idea how to force a kind of recompile?

worldly goblet
#

Engine version

#

?

snow halo
#

4.26

#

scaling the cube (the stand) does update

#

but material changes do not

worldly goblet
#

uuh i'm sorry to say this but unreal 4.26 is vey glitchy.you have to recreate the project in 4.25.that's the most stable version i know

#

does your project require water?

snow halo
#

thought for sure i was doing something dumb so i stared at my construction script to make sure i wasn't swapping the material but ya not me - it's a bug

#

no, but i'm stuck on 4.26 for now

#

honestly it's a minor bug

#

just wasted a lot of time realizing this hehe

worldly goblet
#

ok

#

Can someone help me for my FPS Game?i'm trying to customizing the character with an another gun, but then it is rotated wrongly.when i try to rotate it, it reset's back whenever i move it.and FPS = First Person Shooter

snow halo
#

what's the gun attached to?

worldly goblet
#

the FPS template

snow halo
#

but what's it attached to?

#

attach to socket to what?

#

or another method?

#

something is resetting it so gotta figure out what it's attached to

worldly goblet
#

the First Person character

snow halo
#

does the gun move with the hand?

#

if so then it is attached to something inside the FPS char bp

worldly goblet
#

yes

snow halo
#

so you gotta figure out what it is attached to, probably a hand bone

#

that may be happening at begin play, the attaching and that's why it is flipping

#

but ๐Ÿคทโ€โ™€๏ธ could be a bit different of an issue

worldly goblet
#

ooh wait i'll send the vid

snow halo
#

in a bp for example you can socket a mesh to a bone

#

Parent Socket

#

that will pull up a list of bones if your gun is a child of the skeletal mesh

#

the Mannequin or whatever your character is may also have sockets

#

if so you can try rotating that socket in the sk mesh skeleton asset to correct the orientation

worldly goblet
#

it's the FP Blueprint

snow halo
#

ya i don't have it open though so can't see

worldly goblet
#

one sec

#

OMG why does unreal keep crashing?

snow halo
#

that's not really a fair question lol

worldly goblet
#

almost done

#

here

#

Hello?

worldly goblet
worldly goblet
#

Can someone help me for my FPS Game?i'm trying to customizing the character with an another gun, but then it is rotated wrongly.when i try to rotate it, it reset's back whenever i move it.and FPS = First Person Shooter

livid dust
#

Hi. Is there any way to wrap/decorate event bindings with additional inputs? I have the useful data at the moment of the binding. I bind in the loop though, iterating over an arbitrary array of levels. I can't create events manually. The lack of any payload on the OnLevelLoad and OnLevelShown events prevents me from any automated way to figure save/load solution working with World Composition. All I have is "something is loaded" anonymous events.

worldly goblet
#

use C++

snow halo
#

@worldly goblet that all seems normal.

#

That details component section in the editor isn't da place to be messin w your rotations

surreal peak
#

Also seems like it's parented to some socket of the mesh. The Rotation of the Socket is what you are rotating relative to.
Which gets problematic if that socket/bone is rotate close to the gimbal lock.

surreal peak
#

So you might have reached a point where BPs aren't enough anymore

livid dust
#

I found solution, actually.

surreal peak
#

So an Object per call. Sure, just make sure to clear the reference again later (so remove from array) so UE4 cleans your object up

livid dust
#

@surreal peak I do it once on Persistent level startup, so probably an Object per sublevel. Or I missing something?

surreal peak
#

Yeah

#

What I mean is that if you add them to the Array, they will remain until you remove them from the array again

#

There is NO* "DestroyObject" call like for Actors

livid dust
#

@surreal peak got it, thanks. I store them because otherwise they got garbage collected immediately.

worldly goblet
surreal peak
#

Yeah exactly. What I meant was: Once you are done, you might want to clear that array so they get GCd

#

But you seem to know about that already, which is nice

#

A good thing might be returning the instance of the object in your callback too :P

livid dust
#

@surreal peak streaming level instance?

surreal peak
#

No, the actual object wrapper

#

So you can remove it from the array again

livid dust
#

Oh, I see. Great idea, thanks!

last walrus
#

How do I make skeletal mesh behave like its a stafic mesh but also be animatable?

#

I just broke my head with this

surreal peak
#

What is "behave like static mesh" for you?

gentle gulch
last walrus
surreal peak
#

Could be collision related

last walrus
surreal peak
#

Does the SkeletalMesh work fine if you just place it into the scene?

last walrus
#

Yes
Its default UE skeletal mesh

surreal peak
#

Are you simulating physics on it?

last walrus
#

@surreal peak any ideas?

surreal peak
#

Sorry, had a meeting

#

Is MoveDude the skeletal Mesh?

#

Not sure it's the best idea to add force to the SkeletalMesh. You might want to do this to the RootComponent of your actor.

last walrus
surreal peak
#

I didn't ask you to simulate physics. Just asked if you are doing so already

last walrus
#

Yes I am

maiden wadi
#

This may be easier if you attach the skeletal mesh to a simpler component like a shape or static mesh and then simulate physics on that instead of the skeletal mesh.

cold raft
#

I have an achievements blueprint (actor) in a Game Instance which checks what player has done - this works except I get errors if the PlayerCharacter tries to access it before the map has loaded (it has to have a map to spawn I assume)

#

Not sure if there is another blueprint class I can use to hold this code that can be created anywhere - or should I move it to the PlayerCharacter instead of game instance?

twilit heath
#

GI exists waaaaaaaaaaaaaay before the Character

#

only way i can think of you can fail to access GI is to do it from a constructor or a UObject with no WorldContext

cold raft
#

I know - thats the problem. I cant spawn the BP_Achievements before the map has loaded as I made it as an Actor

twilit heath
#

why does it need to be an Actor?

cold raft
#

It doesnt - that was my question - what should I change it to?

twilit heath
#

object

#

then you can have your GI instantiate it, and its always accessible

#

having it as a subsystem isn't a bad idea, provided you use c++

dull gale
cold raft
#

I cant see Object on the list when I try to reparent it

twilit heath
#

the reparenting option doesn't like to mix actors and non-actors

cold raft
steep verge
#

guys i am struggling with a problem for a while. every time i play the game the animation freezes until i move my cursor or when i stand in direct light. not sure on what the problem might be but i am printing the head bones rotation just to show when it freezes

rustic yacht
slender raft
#

Am very confused does anyone know a fixInfinite loop detected. Blueprint: Tile Function: On Component Begin Overlap (Box) Call Stack: Show

#

"Infinite loop detected. Blueprint: Tile Function: On Component Begin Overlap (Box) Call Stack: Show"*

dull gale
# gentle gulch

it works perfectly, now I just need to find a way to limit the ricochet so it only happens past a certain angle. Thank you so much for the assist!

small plover
#

Is it possible to setup a component to NOT be a child of CapsuleComponent there? I want to rotate the capsule around but keep the camera rotation "world relative"

#

(its a character actor)

olive sedge
#

@small plover you always have a single root component which all others are attached to recursively. Your CapusleComponent is your root so no, you can't avoid that

#

What you could do is have a different root component and attach the capsule and the spring arm to it

small plover
olive sedge
#

@small plover not sure honestly, maybe just scene? don't know if that messes up your collision tho, just try it

small plover
#

I'm going to try this, thank you

olive sedge
#

@small plover there might be an easier way though.. I haven't looked too deeply into this. have you checked all the settings on spring arm and camera?

small plover
#

Yeah in the spring arm nothing seems to do the trick. the thing is, i have a third person camera and the very top and very bottom get displaced when rotating the character so moving the camera gets really un-intuitive

#

i don't know if what i'm saying is clear ahah

small plover
olive sedge
#

@small plover so what did you end up using.. was there a setting or did you create a new root?

small plover
#

And i rotate the character capsule and the capsule component (which i should probably rename) always stays "up"

slow wyvern
#

Is it true that u canโ€™t block all input except looking?

#

Yeah tried with widget and with controller - either everything gets blocked or just movement

#

Is there no simple way to unblock axis movement?

olive sedge
#

@small plover ok. make sure to not have collision enabled on both capsules

#

One of my own though:
I have these RVO settings but my characters still bump into each other when I use MoveToLocation, anyone know what else I need to do? https://i.imgur.com/yAmHzSK.png

maiden wadi
#

@slow wyvern What are you trying to do?

slow wyvern
#

@maiden wadi im trying to disable input on begin play. Wait 5s and then input gets enabled

#

To have it not so dull, I would like to be able to look around

maiden wadi
#

Hmm. Let me look, but I don't think you can unbind axis at will in blueprint. Most people just get inputs with a bool and turn it off and on that way.

last walrus
worn nebula
maiden wadi
#

@slow wyvern Oh. Actually it seems like there's a default implementation for this, that no one seems to know about. I just stumbled on it while looking for something else.

slow wyvern
#

@worn nebula make sure ur camera shake is set to -1 in duration

#

@maiden wadi yeah that would be quite tedious.

maiden wadi
#

This disables the movement component's ability to move. Note this oddly doesn't stop jumping.

slow wyvern
#

Yeah I know about that. But I also want to disable others. Like jump and interact, etc

worn nebula
#

@slow wyvern worked like a charm, thank you

maiden wadi
#

@slow wyvern Hmm. This might be one case where it would be easiest to separate the input. Put all of your other input in the character, and disable that. But leave look input in the controller maybe?

#

Otherwise you're going to need to gate off your input I feel. You could make it easy with some macros. But setting look in the controller and the other inputs in the character might end up easier.

slow wyvern
#

@maiden wadi sounds like a good idea. Cheers

#

Or maybe I create a hold Boolean, which goes into each input event. Once itโ€™s false, the input can be consumed

gentle gulch
stiff chasm
#

Ive set my game instance to a custom blueprint class but when i pakage and build my game, it uses the wrong one

#

how do i set it to package a specific game instance

dull gale
cold raft
viral kettle
#

My OnHit Event doesnt trigger when my projectile hits actor which is a pawn with a static mesh and the collision Preset BlockAll. Does somebody know which collision presets are the right one, so that my pawn detects the on hit from the Projectile?

stiff chasm
gloomy parrot
cold raft
#

and shove a Print string in the game instance start to see if it is actually being called

amber meteor
#

Is using "Cast To" logic to be avoided? - is there any repercussions ?

supple dome
#

no, no

olive sedge
#

I've been having trouble with getting my npcs to go to a location basically as a team. when I move them from point A to B on a collision course, they avoid each other (I have RVO on) but when they are supposed to line up, they're being dumb, looks like this:

#

any help?

stiff chasm
#

no overiddes anywhere

#

i checked

#

but when i build and play or launch my game nothing works

cold raft
# stiff chasm When i do it in editor everything works fine

What do the log files say when you run it from the build version? You should put in a print string to see how far it gets - not sure what you mean by nothing works, but if it is a blank screen then the logs should say something about that

velvet viper
primal smelt
#

Ok so trying to import a model into Unreal from blender - just something slapped together so I can prototype an idea. Problem is, the normals seems to get flipped when I import it into Unreal. Checked in blender and the normals are all correct. I found the invert normals option on the import window in Unreal and it does absolutely nothing. What am I missing here?

#

Bizarrely inverting the normals in blender so they are INCORRECT gives the desired effect in Unreal. This can't be right, can it?

supple dome
#

make sure you are importing normals

#

not recalculating them

#

@primal smelt

primal smelt
#

Yeah I've not much experience with importing models although I've done placeholder stuff like this plenty of times. Closed everything and retried and now it seems to be working. Very strange.

orchid garden
covert kestrel
#

respawn or teleport???

#

Looking to use a button to cycle my fps character pawn through a number of target points, at each new target, the fps camera view also has to update to a new target.

sonic cipher
sick onyx
#

Hello guys

#

has anyone know how to disable body parts from material

#

so it doesnt appear like this ?

jolly orbit
#

Can i check from BP that my custom Uobject was cleaned up by garbage collection?

orchid garden
sick onyx
#

ฤฑ use Character Customizer asset

#

they use material opacity masks to make transparent the parts

#

but ฤฑ couldnt understand the code to copy

orchid garden
#

rephrase ... is the character mesh 1,2 or more materials?

jolly orbit
sick onyx
#

yes

orchid garden
#

yeah i was just reading, what he's doing is getting the mask texture for the body part, then applying that mask when the clothing item needs the mask, if no mask is needed for that body part, then he removes the mask.

sick onyx
#

so what can ฤฑ do

orchid garden
#

the mask being added / removed from the texture during runtime... least thats what it sounds like in the forum.

sick onyx
#

so how can ฤฑ copy what he did to make transparent which parts ฤฑ want

orchid garden
#

looks like something your going to have to contact the creator of the asset about, its really not outlined in his forum post on how to setup the material / texture bit.

sick onyx
#

okey then ฤฑ contact them, thanks

orchid garden
#

sry can't be more help, you'd think for 99$ they'd provide some sort of walkthrough tutorial vid or even some documentation that covers how his character setup works.

sick onyx
#

if someone wants to do it too contact me

stray island
#

If i have two cubes in an actor

#

And i want to decide a โ€œheightโ€ variable for each separately

#

Sharing the same height variable, without having to make height 1 , height 2

#

Like without having to make two variables for the height , one float variable, two different values, how is it possible

olive sedge
#

@stray island why don't you justset it in the scale section of the component?

stray island
#

Because i want it to be a variable

#

Thats editable in construction script / editor

olive sedge
stray island
#

I get u but i said i want it editable in editor

olive sedge
#

then plug a variable into the transform scale?

#

that is editable

stray island
#

Yes , they are two cubes

#

I dont want a new veriable for each cube

#

One variable , different values of it

tawny lantern
#

not sure if its possible

#

id just make one cube X and the other X + Y

stray island
#

Maybe its possible through structure or list variable of some indexing , i think i passed by something similar before

tawny lantern
#

like array?

stray island
#

Yes maybe , Iโ€™m not sure ๐Ÿ˜‡

tawny lantern
#

it could work the way u want t

#

o

olive sedge
#

@stray island is this only about the editor?

#

that you don't want two seperate fields?

stray island
#

Yes

olive sedge
#

@stray island that's one of those things where I really have to ask why

stray island
#

I want two separate fields

olive sedge
#

then make it two variables?!

stray island
#

I want to duplicate the cubes and let them be controled by new variables so i decide each

#

With recreating new variables each time i add a cuve

#

Without recreating *

#

Sorry i think i didnt make sense

olive sedge
#

ah, I see

#

no, it does

stray island
#

Oh

#

Its like how u duplicate the actor in scene so it have its independent var , but i want that to happen inside the bp itsself

olive sedge
#

@stray island the cubes have their own scale variables by default tho, why not just set them there?

stray island
#

Because that wont be in editor , i have to go to bp

olive sedge
#

but it is in the editor

stray island
#

Wdym , they are static meshes inside an actor

olive sedge
#

@sonic cipher you're getting location and setting rotation

sonic cipher
#

oh lol i have to get rotation right ?

#

im dummmmmmmb

#

ill try

#

thanks a lot man

undone wing
#

Can we create or add key-value pair to a map at runtime using blueprints?

stray island
olive sedge
#

@stray island oh, so per instance.. well, just punch in variables.. Don't see why not

olive sedge
undone wing
maiden wadi
#

Cause they the devil!

undone wing
#

I'm getting a Json string with key-value pair, which data structure do you reccomend for storing that information?

maiden wadi
#

Nah, in seriousness maps are fine, but they're for quick and small use cases and they're not networkable. In most use cases, people will us an array of structs with helper functions for adding/removing/modifying/finding stuff in the array. Maps are also not very blueprint friendly.

undone wing
#

Hmmm, I can use struct I guess...

maiden wadi
#

If you want to use maps, go for it. There are some helper functions for doing what you want. At runtime, you just need to call Add to add a new K,V to the map.

olive sedge
undone wing
#

This should help. I guess I have to learn how to search for nodes and read the documentation more carefully. Thanks y'all!

stray island
#

How did he add new track to time line

#

Mine looks like this

proud hull
# stray island

Double-click that timeline node. Then setup your new track.

stray island
#

O

#

THANKS !

#

O got to watch to tutorials on how these work

ember crescent
#

dose someone know why it only works the first time? then second time i do it it will happen instant and not follow the timeline.

its a cube that i want to "roll"/rotate 90 degrees

trim matrix
#

Hello! I want to move the player to the location of an object and also turn to the same rotation as that object - basically move and turn to look at this object. I can get it to move but not to rotate. Here's my setup.

weary jackal
#

There's a node called 'find look at rotation'

#

From 2 vectors get the rotation

maiden wadi
#

You're going to need to do a custom implementation for that, because to rotate the character, you need to affect their Control Rotation. Rotating the character itself isn't really enough because control rotation will just override it.

#

@trim matrix Actually, contrary to what I just said, you might be able to do this by disabling control rotations on the character, then setting the control rotation to that arrow's rotation, then reenabling UseControllerRotationYaw on the completed side.

naive heron
#

Hey guys I am needing some help I currently built a radial menu that tells me which piece of the pie I am in but I am having problems connecting functionality the different areas. Meaning I have it setup that when the mouse is in the top are of the screen I want to be able to play a certain attack anim and when in the left are of the screen play a different attack anim etc.

#

Sorry not trying to over take the previous convo

trim matrix
#

@weary jackal @maiden wadi Thanks I'll give that a try

#

Is there a way to get all the values in one array into another? Without for looping thru index?

weary jackal
naive heron
#

Yes pretty much except its constant

#

Basically its for checking where the mouse is so you can attack from that area

#

Left,top,right,down

weary jackal
#

So you can provide a center point of the screen as 2d vector and another point is your mouse. On event tick calculate the angle between 2 points. If the angle is between - 45 to +45 then top,... And so on

naive heron
#

yes I have that it works perfectly what my problem is setting functionality to my character from those points when the mouse is clicked.

#

So right now it will highlight which area I am in and tell me which area i am in when the mouse is in the area. I am trying to set in the player character when the right mouse button is pressed and it communicates with the widget and checks the mouse position then executes the correct anim.

#

Its simple fix I am just way over thinking this.

ripe rose
#

i have a projectile whose position is recorded every tick, and then the player bp does something with those positions. but i noticed that the projectile's position doesn't update until after the player bp's logic occurs. i tried switching player bp tick group to post-update, but that didn't help (perhaps because the player is the "owner" of the projectile?)

my work-around was to extrapolate the projectile's latest position using its velocity. however, i'm not sure this is a robust solution in the case of a velocity which changes unexpectedly

is there any way to make the pb logic occur after the position of the other actor is updated?

thin ferry
#

Anyone every use a physics thruster I am not finding much for tutorials out there.

warm ermine
#

Anyone know how I would update my pawns yaw rotation only while running?

winter garnet
#

Hey!

I have a simple int called Num being set as 25 at ConstructionScript. When I try to read its value from within the same Actor on BeginPlay, its value is 0. Why's that?

#

(FWIW, this Actor is spawned on my GameInstance, at the Init event.)

hexed saffron
#

Hi, I have a very weird problem with OnComponentBeginOverlap. It is working with the Sphere Collision in the component list. But I try to spawn the Sphere Collision only when I need on the Pawn. But the Component Begin Overlap isnยดt working now. I checked everything, the GenerateOveralaps is active, the overlappingBP has no wrong settings as far as I can see. What Iยดm missing here? What Iยดm doing wrong? Thanks for help in advance.

trim matrix
#

Is there a way to reduce the size of these mini node conversion things? (idk what they are called tbh ๐Ÿ˜† )

minor merlin
trim matrix
#

Alright Thanks ๐Ÿ˜„ I will just make the whole function in a macro or something haha

minor merlin
rare gale
minor merlin
#

Since it's not an original part of the mesh you should do it, because the default event just works for native part of the blueprint

hexed saffron
minor merlin
#

Yes ^^

ember crescent
#

@rare gale Ty! now is rolls ๐Ÿ™‚

#

just another bug ti fix now xD

hexed saffron
# minor merlin Yes ^^

Ah that makes sense, thank you. Man I tried the entire last night several possibilities not and wasnยดt thinking about assigning it. Okay, Iยดm trying it right now ๐Ÿ‘

minor merlin
simple berry
#

hey guys, im trying to export my game to test some of the features, but for some reason after it loads up the menu level, it decides to give you a black screen with oddly oversized text from the pause menu, any idea whats up with it? im on 4.25

hexed saffron
minor merlin
#

If you cut paste it's not good?

hexed saffron
#

No itยดs not firing the code yet. But still testing ^^

#

The BindEventToOnComponentBeginOverlap has to be activated before the Sphere overlapps with the other object right?

maiden wadi
#

The binding means "Call this event when this component is overlapped by something", so you need to bind the event before the overlap call occurs.

trim matrix
#

Is there a way to print text in the details panel for an object? (using construction scripts) and if so what do I need to look up for that ๐Ÿค”

#

I.e. you activate a bool and it changes the text to a warning or something similar.

solemn parcel
#

Hey I'm having troubles understanding why the AI continues attacking rentlessly. Any thoughts ?

hexed saffron
trim matrix
#

Also is there a way to have it so if I check Stop Timer, then it hides some of the public variables?

maiden wadi
#

@trim matrix Unless something has changed, I believe that is a C++ thing using meta specifiers.

trim matrix
#

Alright, Thanks :)

#

@maiden wadi Would that be the same for just displaying text on the window? (Needs to be done with C++ and cant be done with Blueprints right?)

trim matrix
#

Hey guys ! ๐Ÿ™‚ I have a problem with changing the speed of my character in trigger box. The speed is defined in anim graph and i want to set "walking" state when my speed is for example 50. I tried to do it, however my charatcer does not look like it is affected. My characters comes from Epic Games - Paragon Game content.

#

I am kinda new in bps and ue4 so i come here for the help

wild harbor
#

how do i turn these into the Orient/ Yaw rotation instance? i cant find the option to turn into the last picture

maiden wadi
#

@wild harbor That's just a macro.

wild harbor
#

i tried to turn it into a macro

#

didnt work

maiden wadi
#

@trim matrix The speed of your character, or the speed of an animation? Because the character speed is set in the CharacterMovementComponent.

wild harbor
#

"Inputs generated can not be put into a Macro it says

#

after attempting to collapse to macro

maiden wadi
#

You're doing something odd then. Just make a new macro, get the character's CMC, drag off of it and get those two set nodes, and add the inputs by dragging to the macro thing on the left.

viral kettle
#

I want to delete an actor when i pick up another actor. How can I get the reference of the actor into the graph of the other actor?

wild harbor
#

okay ill try that

viral kettle
maiden wadi
#

@viral kettle You need a reference to an object before you can cast that reference to something else.

warm ermine
tight hound
#

I made a blueprint to make my ship move along the spline and it works well with buoyancy but if i add the rotation blueprint to it ... it behaves strange ๐Ÿ˜‚

maiden wadi
#

@tight hound Is the ship even moving? It doesn't look like it's moving along the spline?

tight hound
trim matrix
#

transitions in this anim graps have that variable speed that is in every transition

#

I tried to do "walk" state and transition to that state based on other transitions that have already been in Paragon-Revenant pack

cyan hornet
maiden wadi
#

You need to get the character's CMC and set max walk speed to make the character move faster or slower.

cyan hornet
dawn gazelle
tight hound
cyan hornet
dawn gazelle
#

So long as your "Arrow" variable type is set to "Arrow Projectile" object reference.

cyan hornet
#

ok :) thanks

trim matrix
#

is there any simple thing like "set character state based on anim bp" that I can use in trigger box?

faint pasture
#

I'm thinking you want a locomotion state enum which sets the max speed.

trim matrix
#

I want to create in my project an area, where my character moves slower and uses not "run" state with running animation, but state with "walk" animation

faint pasture
#

K so make an enum representing the state. When it changes, update the max speed

#

That same enum would drive the anim bp

#

I would use repnotify OR make an event ChangeMoveState or whatever to do all the logic surrounding changing state.

solemn parcel
#

How can I get reference of AnimMontage in a BP ?

dusk basin
#

just curious if anyone knows how to replicate a sequence in sequencer meaning when the server would start the cinematic when lets say all the players joined

proud hull
trim matrix
#

Yeah, probably will do that

grim meadow
#

So i managed to get it where my enemy follows along a spline when it spawns, however when i spawn a new bad guy to follow the same spline it stops the first one in its tracks. How can i make it so that all new enemies spawned wont mess up the pathing on prevously spawned enemies already on track?

trim matrix
#

Hello! I have an actor in my world outliner that, when triggered, create a UI Widget. How can I pass a variable along to that newly created UI Widget?

faint pasture
#

@grim meadow put the movement logic on the enemy, not on whatever is spawning the enemies

sonic cipher
#

Or, how can i get the object list in the game in a widget ? ๐Ÿ™‚ thanks

thorny cape
#

anyone know how I can have a sound track play and loop during gameplay as long as the player is alive?
and have a different one play in the menus
and then when the game starts it ends?

grim meadow
#

@faint pasture Thanks I had a feeling that was the case and thats what i stared with but i could not figure it out so i tried it in the spawner. But i ended up figuring out how to do it in the enemy itself now. works great.

cold raft
sonic cipher
cold raft
queen lichen
#

hello there ๐Ÿ™‚ my last post was trying to get the pawn sphere to gain a point when it overlaps the actor wall(score). this screenshot is during gameplay, the score widget shows but the point system doesn't, at least this is the only thing that isn't working atm

#

this is the function score, im having trouble to cast it to pawn, i figure there's some specific way to cast it.

wild harbor
#

@maiden wadi Thanks for the tips with making a new macro, it worked i just need to create them in proper order etc

dawn gazelle
queen lichen
#

@dawn gazelle the widget name W_score

dawn gazelle
queen lichen
#

@dawn gazelle

dawn gazelle
#

What is the name of the blueprint in that screenshot (should be at the top of the window)

queen lichen
#

@dawn gazelle Puppy_Pawn

dawn gazelle
#

Ok, so then in your Score function, cast to "Puppy_Pawn" instead.

grim meadow
#

quick Q I have a pawn collision on an actor. I want to shoot a line trace at it and apply damage. However the line trace goes throught the collision with no hit generated. Any idea of a fix for this maybe change collision type or turn on a certain setting?

rough jay
dawn gazelle
grim meadow
#

@rough jay so for trace responses it is visability is set to ingore and the line trace goes through it. But if i change it to block than it blocks the trace but the event hit does not come through to apply damage.

rough jay
#

can i see the bp for applying damage with linetrace

grim meadow
#

@rough jay I know the code works as it works fine on other enemies I made. Its just the collission. It is not generating a hit. I know that as as i have a particle effect that spawns on a hit which works on other enemies/ground but still not the enemy with collision issues.

queen lichen
#

@dawn gazelle alright ill do that and aee where i go from There :), thank u!

wild harbor
#

I'm in the process of integrating "CompleteRPGsystem" and "AdvancedLocomotionsystem" If anyone here has gone through this processes already and comfortable having the brain picked apart on the issues, please drop me a PM. thanks!

clever condor
#

If there any way to copy all of an actors variables and paste them into another actor? I cannot make a child class, because the actor I want to move the variable to is already a child of an actor.

#

Or is there a way to make an actor a child of two classes?

dawn gazelle
cold raft
keen goblet
#

@trim matrix The GameInstance has an Init event, which is the earliest event that fires in a UE4 app as far as I'm aware

dark crow
#

Project Settings -> Project -> Map & Modes -> Game Instance

faint pasture
#

@clever condor sounds like a good job for a component.

trim matrix
#

๐Ÿ‘‹ Hello, everyone. I keep getting errors for variables I don't even think I still have in my code, even though it says they're there. I've tried recompiling 3 times and deleting what I think is the problem but the same errors keep coming up. Thanks for your help :)

odd veldt
#

Sorry for the stupid question, but I can't find a answer for it in google...
Is the "Key" in a Map variable unique?

dawn gazelle
#

Yes, it must be unique.

#

If you try to set another value to the same key, it'll overwrite what the map had stored at that key.

rough jay
#

if there is no value in an array(not 0 or above) does that mean its negative?

dawn gazelle
odd veldt
#

thanks

rough jay
#

i thought an empty array had no value and an actor in an array is 0

dawn gazelle
#

This means if the length > or = 0, which means that the array could contain nothing. You would want to do a >0 if you only want it to run if the array has something.

sonic cipher
dawn gazelle
#

This would mean only if the array has nothing or less, so it would only execute ever if the array was empty.

dawn gazelle
dawn gazelle
#

Not the same thing.

#

That's setting the array, meaning not adding to it.

sonic cipher
#

The add node ? ^^

dawn gazelle
#

Yes, it adds items to the array.

sonic cipher
#

Doesnt seems to work hum i don't get it

#

Does it apply in the editor in realtime ?

#

when it add ?

#

here ?

dawn gazelle
#

No

#

It'll get added when it's called during the execution of the path it is on.

sonic cipher
#

i dont see it, but the door should open when i add, when i add in the editor it open

dark crow
#

That's if you wanna add a direct reference from the level

#

You won't see anything in there

sonic cipher
#

okay so it is good, but why the door doesnt open when i do that :/

dark crow
#

You could check if the Hit Actor has any reference stored

If it returns None then you have a problem

sonic cipher
#

yep i will do a test with this ๐Ÿ™‚ thanks

#

it doesn't print on the tick

#

when i add in editor it print

dark crow
#

Perhaps a more complete overview of what you're trying to achieve could help isolate the issue

#

Like i don't know where you get Hit Actor 2 from

sonic cipher
#

For this, i got a linetrace that get the HitActor2

#

so when i press M on the door, it is the HitActor2

#

then when i press the Widget button, i would like to add this HitActor2 (Door) to the Laser array

dark crow
#

First thing to check as i said is if the Hit Actor 2 is Valid first of all

#

If the reference is set succesfully

sonic cipher
sonic cipher
dark crow
#

Would give the same result if the Cast Failed

#

No print

cold raft
sonic cipher
#

Okay, oops ^^

dark crow
#

You could just print string what's in Hit Actor 2

#

As a fast Debug

trim matrix
#

lemme check

sonic cipher
#

sure, already done that look if this is what you mean

dark crow
#

A question i just noticed

#

In the Cast why are you getting Hit Actor 2 and setting it to Hit Actor 2 again?

#

Wops

sonic cipher
#

I should not set it ? ^^

dark crow
#

My question is why are you setting it from a get of the same name

sonic cipher
#

well i deleted it and still the same
i set it in case i need the node :v

dark crow
#

I know, setting it is normal, just didn't get the part where you get it from the cast to set it again instead of setting it directly from the cast

sonic cipher
#

yeah you aare right, my mistake lol i was just trying stuff

dark crow
#

It surely is something related with how you get the door

#

Cause if you set it manually and it works, means it's a reference problem

sonic cipher
#

maybe get the component and not the actor ?

dark crow
#

Thing is, you manually set it and it worked, so the variables are right and how the code executes, but it fails to get a valid reference at the beginning if not done manually

sonic cipher
#

oh

#

i found out that if i go in the LaserInput blueprint and on event tick add the HitActor2 then it work

dark crow
#

Bettee not to do that xD

sonic cipher
#

but why it doesnt work on button press in my widget lol

sonic cipher
dark crow
#

You keep adding it to the Array, it can get out of hamd yeh

sonic cipher
#

Hahah i'm mad

dark crow
#

Does the Widget have a reference when you press?

spring yoke
#

good, does anyone know how to capture mouse speed in unreal engine?

sonic cipher
dark crow
#

Like does it know that pressing that button equals to sending a reference of the door somewhere?

sonic cipher
#

it is just this, it should know that when i press the button it add something, doesn't it ?

dark crow
#

So, you hold a reference of what you hit on your Character right?

#

Aka this Hit Actor 2

sonic cipher
#

yep this is it !

dark crow
#

And you Add that reference to the Array

sonic cipher
#

yes ! i mean i try aha

dark crow
#

What is Laser Input in this case?

#

Where is it from?

sonic cipher
#

oh

#

this is because i didn't cast to the laser ?

#

you mean ?

dark crow
#

Do you get the Laser Input from somewhere or it's just an emtpy input of an Actor Object?

sonic cipher
#

because i just made a variable then grab it but i didnt set it

dark crow
#

Cause if it's a Blueprint, you need a proper reference to it

#

Or it will hold None

#

Like, no reference

sonic cipher
#

The variable is the laser with the array

dark crow
#

You have just 1 laser in the level right?

dark crow
#

Yup, that won't work

#

It holds nothing inside

sonic cipher
#

okay so if i understand i need to cast

dark crow
#

If you wanna do that, fast way is get all actors of class and for each loop of them Add

#

So get all BP Laser Inputs for example

#

And for each one of them it will do something

#

Array Element holds the reference to the laser

#

If you have 10 lasers, it will go through all 10 of them

sonic cipher
#

how do i get the variable after for each loop ? ^^

#

fack lol

dark crow
#

It's the Array Element

#

To make sure it works right

#

Create Get All Actors Of Class

#

Set it to BP Laser Input

#

After that created the For Each Loop from Out Actors

sonic cipher
#

like this

dark crow
#

Yeah

#

Array Element holds a direct reference to it

#

You don't need to cast

sonic cipher
#

I can't get the variable from the array element

dark crow
#

Be sure it says BP Laser Input 2 Object Reference

#

Instead of Actor Object Reference

sonic cipher
#

oh yes

#

you are right

dark crow
#

To make sure you can just recreate the For Each Loop by draggin from Out Actor

sonic cipher
#

i can get the variable now

#

oof

dark crow
#

What's the error?

sonic cipher
#

nevermind

#

i refreshed the node and it work now

#

w)

#

x)

dark crow
#

Oh yeah, cause you changed the For Each Loop

#

Makes sense

sonic cipher
#

It doesn't print anymore at the end and doesn't seems to work :v

sweet swan
#

Adding/rearranging a field in a struct breaks things in odd ways that I'm having trouble debugging. Any insight on this?

dark crow
dawn gazelle
keen goblet
#

@sweet swan Perhaps try refreshing every node where the struct is referenced

sonic cipher
dark crow
#

Perhaps just in case have a failure Print String Debug in the Cast Failed just to make sure the Cast is Valid

sonic cipher
#

strange that it work on event tick (inside the laser BP) but not when i copy the same nodes after the other nodes

keen goblet
#

@sweet swan I believe that fixed my problems when I've had wonky behavior after modifying a struct

sonic cipher
#

don't know if this is where the problem come from

sweet swan
dark crow
#

I sadly don't know how the entire system works, so wouldn't know how to help you in depth, just make sure you get the references right and check if they're valid

#

As i said since setting the reference manually worked, it's a reference problem

#

How you're getting it

keen goblet
#

@sweet swan If you click on a graph and press Ctrl+A, it highlights all the nodes. Then you can right-click any one and do Refresh Nodes

#

Don't know of a way to highlight all nodes in every graph in a BP, tho

sonic cipher
sweet swan
pliant jewel
#

Anyone familiar with the quirks of Physics constraints?

I have an Actor for my player that has components for the motion controllers.
Up until now, i've used a no collision skeletal mesh for the hands, that is parented to the motion controller.

Now I want to set up physics on the hands, so they can collide with things, so Im using the current skeletal mesh as a "ghost" image, of where the hands should be, and would like to have another skeletal mesh with collision on it, that is put in place via a physics constraint.

I've set it up, but the constraint doesn't seem to do anything. I've tried making both the motion controller, and the "ghost" hand the parent object, to no avail.
The physics simulated hand either falls to the ground, or gets sent to (0,0,0).
Anything I can read up on, or any tricks i should know about?

pastel fern
#

I'm afraid I have a noob question, I have played with UE4 for quite awhile but Im just getting into network replication and I am a little lost... I am using VoxelPlugin and removing terrain with each shot.

I am trying to fire a projectile from an actor held by the player character. If I spawn the projectile to the server from the player character everything works as expected.

If I spawn the projectile to the server from the weapon actor instead the multicast required by the plugin fails to return information to the server.

I have a suspicion that it has to do with the owner of the spawned actor, but I can't seem to find success through that road.

vital ingot
#

Is there a way to store an output, and to retrieve it through other places without a line going across your entire board? Similar to how the cached poses work in the animgraph.

pliant jewel
#

@vital ingot right click, promote to local variable

vital ingot
#

I don't see that. This is a material; would that change anything?

pliant jewel
#

Oh ya, that may not work

static charm
#

there's probably a method to "storing" variables by like rendering to a texture or a material function or something

#

u can ask in graphics channel which is for material questions

#

Aj Jones, i would be surprised if there is no VR ghost hand/hand outline tutorial?

#

there is VR chat here as well, dont know if its active or not though.

vital ingot
#

Kk. Tyvm I'll give there a shot.

pliant jewel
#

@static charm yea i was thinking my main issue was most likely the Physics constraint, as it simply didnt work.

static charm
#

yeah ive used physics constraints and they are tricky but haven't used them in the context of VR

tardy kayak
#

What's the best way to get access to a folder of assets. For instance I want to get a folder of materials and loop though that I need a way to access it at runtime like the image below.

pliant jewel
#

I think it most likely has to do with the simulated skeletal mesh unparenting when physics starts simulating. Since i'm seeing it get moved to origin

static charm
#

without seeing exactly what you're doing, yes simulating a component(the skeletal mesh), that isnt root of an actor, will no longer be joined to actor's root/origin as you said.

worthy frost
#

@tardy kayak you need an array of materials to use

#

and loop through them

static charm
#

i think there is some (free probably) plugins that expand on accessing assets though

tardy kayak
#

yeah can i access them right from a folder

#

I need a clean way to get a array of alot of materials

worthy frost
#

but you cant do that at runtime

#

why do you need an array of lots of materials?

#

this sounds like a bad programming thing

tardy kayak
#

it needs to be a clean pipeline so that the user can change material of a object in game

worthy frost
#

well you could make an editor script that gets all materials in a folder, and stores them in an array in that blueprint

#

then you can loop through that array

#

be warned though, it will load ALL those materials all the time

static charm
#

to fix the 'bad progrmaming' part, he could use a soft reference for the material, right?

worthy frost
#

unless they are soft pointers.

#

soft reference in BP land yes

static charm
#

i mean we are already using blueprints, so we are already 'bad programming' alex

tardy kayak
#

got any links to documentation on this stuff?

worthy frost
#

though normally for changing things like material colors etc, you would use an instance

#

then you just modify the params of that instance (like a different texture, etc)

tardy kayak
#

The end goal is to have a interface looking like this

static charm
#

if mean if you have like 20 materials, just add the references manually.

#

if you have 200

worthy frost
#

why can't that be the same material

#

and you just modify the instance?

#

its a lot cheaper

tardy kayak
#

yeah but the issues is the company i work for needs to expand this freely

static charm
#

write instructions for them to manually add more lol