#blueprint

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wooden flint
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how would I do that? Cast to player?

clever steppe
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i use event tick to check which side is up, then you click to set the integer to that side

proud hull
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Usually you make a function that does the saving and loading for you.

elder hornet
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So when that integer is set by clicking, call the function that needs that integer

wooden flint
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I have booleans set up to do the saving and loading when they press the level select buttons

wooden flint
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so i cast to the playercharacter and it said warning cast will always fail doe snot inherit

proud hull
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What did you try to cast?

wooden flint
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save game to player

proud hull
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Get Player Character > Cast to Player

elder hornet
proud hull
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Save Game you already casted correctly earlier

wooden flint
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where to I link the get player character node?

clever steppe
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okay, so that only leaves how to call the function in the level blueprint, starting from the player character

proud hull
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More importantly, what do you have inside your save game? What variables do you need and where should they go?

wooden flint
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Inside the save game is just level progress I want them to be able to continue on the level they left off on

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the saves and everything is set up I just need to know how to load a previous save

proud hull
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Do you read level progress directly from the save game?

wooden flint
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I don't think so

proud hull
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For instance, player goes and collects a star, where would you save that change during runtime?

wooden flint
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Oh no it only saves when they complete the level

proud hull
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During runtime, where do you save that?

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Where do you access it during runtime?

wooden flint
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You access the saves through the level select menu

proud hull
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How does the level select menu know what is completed? From what blueprint does it read?

wooden flint
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My save game booleans I made for each level

proud hull
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So hard to explain this. Save games are essentially like a middle man.

wooden flint
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I can send pictures of the setup for them

proud hull
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Yes please

wooden flint
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the first one is when they beat a level it sets the next one unlocked

proud hull
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Ok, so you do load directly from the save game in the widget, that is what I wanted to know, hehe.

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Save the result of the cast to MySaveGame in SaveGameReference.

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return value from load game slot needs to go in the cast though.

knotty dirge
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Hi, is there any way to showcase curves on the screen by equation ? Ideally what I would want to do is for example showcase a normalized quadratic curve on my screen with a given formula. I haven't found a way to do so

wooden flint
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I am very new to this so what you are saying is setting or getting my SaveGameReference and adding it to the last part of my string?

proud hull
elder hornet
wooden flint
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as for the tagret?

proud hull
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Target is the widget that is holding the save game reference variable.

clever steppe
wooden flint
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so in this case it would be what?

proud hull
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How you go about getting a reference to it from whatever is calling the load game slot would be up to how you setup your project.

elder hornet
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If you want to avoid event dispatches you could setup a timer in the level blueprint to check the player variable once per second

clever steppe
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hm, i'll keep it in mind

proud hull
clever steppe
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thanks to both of you!

vital ingot
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Hi! I've also got a question. How come this doesn't work? ๐Ÿ˜ฎ If I make it do the lookat function on event tick (Instead of mouse wheel scroll which is the only time the rotation change should be needed I think) it works fine though. Oops by doesn't work I mean it doesn't work as intended* It does work! Just really strangely. lol

wooden flint
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so whatever is setting up my save game reference?

proud hull
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Yeah, that is what needs the loaded info since it is using it.

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What blueprint is calling the load game from slot node?

wooden flint
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LevelSelectHud

proud hull
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Is that also the blueprint that has the SaveGameReference variable?

wooden flint
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yes it is

proud hull
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Then you should be able to simply set it like I showed in the image above.

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Set SaveGameReference node should have no target, since it is a variable within the blueprint calling it.

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Which other node is missing a target?

wooden flint
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it allows me to cast to the level select hud but I cant set it

proud hull
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You don't need to cast to level select hud since you are working out of the level select hud.

wooden flint
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here is the level select hud setup

proud hull
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That looks correct.

wooden flint
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so then what would I make the target of the save game reference?

proud hull
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Huh?

wooden flint
proud hull
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What blueprint is that now?

wooden flint
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this is the MainMenuHud

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the button that i want to load in previously saved data]

proud hull
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Why do you need a button to do it, when you already have it happen on construct for level select?

wooden flint
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So when people click play they wouldnt go back to level 1

proud hull
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Wouldn't it just bring them to level select hud? hehe

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That's what I was assuming, haha

wooden flint
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Well they would have to load up the pause menu and go back to the main menu to reach it so I thought creating like a "continue game" button would be easier

proud hull
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So level select can be a part of the main menu and the pause menu.

wooden flint
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thats true I could just implement it in the pause menu as well

proud hull
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Either way, you could also just add the save game reference variable to your main menu widget as well.

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Or just drag off the result of the cast and "get" the variables needed to figure out what level to load.

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The whole confusing part about explaining save game usage is that there are many ways to do it. You can work directly out of the save game like you are doing, or you can use an intermediary, such as game state, to hold all loaded values for easy access without calling a "load game" node every time.

wooden flint
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I see what you mean, thank you so much for you help! I think I will add a level select on the settings menu

proud hull
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I prefer the intermediary method, so game loads up, game state grabs all info from save game slot, then anything that needs it can access game state for it.

tame grotto
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Hello all. I'm not good at math, how can i add an offset to the hit result vector based on character direction? I have decal that spawns under hit result and player moves to that decal, but he's stopping at the edge and i want him to stop in the middle

proud hull
tame grotto
proud hull
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Ah, gotcha, I was thinking of AI MoveTo

tame grotto
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I can move the mesh a bit further from the capsule component but it's not a great solution

proud hull
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So you want to just offset the decal?

tame grotto
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i'd prefer offsetting the stopping point of the player. If i offset the decal it won't spawn at the tip of the cursor and it will also look weird

proud hull
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Gotcha. Is the player always stopping at the same point on the decal or is it based on the direction they are facing?

tame grotto
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Always at the same offset from the decal center. So just adding offset to the hit result vector based on player's facing will do just fine

proud hull
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I might have found an easy solution for you.

tame grotto
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i just can't figure the math behind it

proud hull
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It is an option you change in the movement component instead.

tame grotto
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which option

proud hull
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Nav Agent Radius

tame grotto
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so it won't mess up other things

proud hull
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seeing if it still applies.

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This post I found is old.

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It is basically the acceptance radius for the simple move to node, heh.

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Hmmm nvm, don;t mess with that.

tame grotto
proud hull
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Well, if you do touch it, don't set it lower than the radius of your player's capsule.

tame grotto
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Yeah i just tried changing it doesnt seem to do anything

proud hull
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If it is based on direction player is facing, it isn't as simple as you think. If the player needs to go around obstacles, how will you know when is a good time to compute this?

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Or does simple move to not go around stuff?

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I never use it, hehe

tame grotto
proud hull
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Yeah, that is an acceptance radius thing.

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You might be better off adding an AI Controller to your player character and using AI MoveTo. Will give you much better results.

tame grotto
tame grotto
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Besides i made the decal disappear as soon as the player reaches it, so it's not that noticeable. Some things you just have to learn to live with them lol

proud hull
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You should actually be able to use AI MoveTo in the default character.

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Just tested it. As long as the character is not possessed by a player controller, it works.

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Looks like you use your player more as AI with the camera being the actual possessed player.

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Like RTS games, where all the characters in game are AI and the player just directs them around.

tame grotto
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It's a topdown RPG and it's a player controlled character, so it will definitely complicate a lot of things

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Eh maybe i'll figure out something eventually. Anyways thanks for the help

twin flicker
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What is better implementation for a laser beam from a gun? Spawning a new the Niagara system each time, or keep a persistent niagara particle system on it then input something like "Fire".

Spawning Pros :
-Don't have to worry about overlapping events.

Persistent System Pros :
-Dont have to keep referencing new systems to tell it where EndBeam is.

proud hull
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Like I said, you should actually be able to simply swap out the "simple move to" with the "ai move to" and it will work.

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@tame grotto It looks like you are not actually possessing the character, so it should be able to use AI move to.

hazy sandal
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Hey guys, not sure if im right here. Im trying to impl force push for boxes. So far i tryed to add impulse (Radial) when hitting a box, but I need like crazy numbers for damange or impulse value...

tame grotto
proud hull
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Default character gets an AI Controller automatically. Changed this to Placed and Spawned if your character is spawned in the world.

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If AI MoveTo also moves your character, then play around with the "acceptance radius" until it feels right. Higher is more performant, so don't get too crazy low.

proud hull
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nvm

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I see you did, hehe

rough jay
tight schooner
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@twin flicker there's no single right answer but it's simple enough to have a persistent particle system and use the Activate and Deactivate nodes to control the spawning of particles.

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It may also have less impact on the Garbage Collection system but I'm not sure

twin flicker
prisma iron
prisma iron
dawn gazelle
prisma iron
# dawn gazelle

thank you and sorry, i was confused at first because i had the same but it was something with media player

honest raven
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I have an alarm sound that plays when I press my Activate Alarm button. Plays fine. But when it comes to turning off that same sound I cant seem to find a proper Node to get it to turn off. I'm using Play Sound At Location node to play the sound. I turned off context sensativity and searched around. Found Stop Sound but that node only works for Audio Components which i guess this sound is not. Anyone know of an easy way to just make a sound stop playing once activated? Its a looping sound ( for ambient alarm ) so it would have to be manually shot off i guess.

static charm
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make an audio component and play the sound through that.

honest raven
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yeah, never made one before so was just curious if there was just a simple " stop any sound " type node that i could quickly use. But if not ill see how the audio component stuff works. thanks

dawn gazelle
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You can also use this which also spawns an audio component, and you have a reference to the sound which you can use with the stop node.

honest raven
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oh interesting. So spawn the sound, get the reference and later on with my deactivate button I would use a Destroy node? Is there a destroy Sound node to use later?

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wouldnt want to autodestroy i dont think

static charm
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if you want to turn the alarm on and off, multiple times. just make an audio component

dawn gazelle
honest raven
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the audio component sounds like the better way to learn

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ill look at the reference guide and learn about em and how to make em. Thanks to both!

mortal cradle
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Is there a way to navigate in the widget using the mouse wheel? It seems easy to navigate using arrows because it's possible out of the box but I can't think of a way to scroll through the options using a mouse wheel instead of keys.

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By saying navigating I mean to switch between buttons

dawn gazelle
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From there you'd probably need to keep an index of what widget you're focused on, and then use the mouse input to increment or decrement the index and set the focus to the next/previous widget.

mortal cradle
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Will try, thank you

proven mason
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is there a way to go to a previous tick in blueprints?

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let's say I want to know the vector location of a ball in motion

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I want to know the previous location in the previous tick before it came to rest.

static charm
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there's nothing built in i dont think. but you can just save the last so many locations in an array or whatever

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there's also a free plugin that someone just put on the marketplace that i believe does that

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and other ones out there as well

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took me awhile to find it lol

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This is overkill though for what you need and not sure it works in a packaged game if thats what you need too.

honest raven
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Is there an alternative to EventTick? I have alot of branches that constantly need checking for when the boolean condition changes. Is EventTick the only way to really see that variable change happen the moment it happens?

dawn gazelle
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You can create timers

static charm
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the other option is to make the boolean changes, cause an event

honest raven
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So create a timer set to like .5 in a loop that checks the branch. Sounds alot less expensive lol. I'll take a look at that

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@static charm hmmmm ... Ok. That's kind of what I was hoping was possible. Just not sure of the layout. I'll play around with that idea also thanks

static charm
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either way has its pros and cons.

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but all you would do is just call an event or function update when you are Setting/changing a boolean.

honest raven
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Yeah. I just don't want to get into the habit of relying on eventtick. As I'm sure if I have 500 of those running across various objects Ill run into issues eventually

static charm
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well yeah even just calling a single update, but happening all at once for 500 objects is still gonna suck performance wise.

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but again depends exactly whats going on, etc.

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you'll be fine though

honest raven
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Maybe I can create an event that is called like ActivateAlarmSet in one blueprint that is called by LeftMouseButton or something in all the other blueprints? And it pings an execution everytime I push the left mouse button? ... Hmm

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Trying to think of a more ... Manual way to execute these branches

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Think I butchered that explanation lol. But essentially clicking the mouse button is an event that can send out execution pings when the event is called in all my other blueprints. So I think it would then catch when I'm clicking the activate alarm button which turns the boolean true

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Maybe lol

maiden wadi
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@honest raven What are you trying to do, exactly? What are all of the branching checks for? Or what are you creating?

honest raven
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Creating a logic training area for myself basically. Building it as a kind of infiltration game. First room is just about interactions. So I have an instrument panel with a widget with buttons I can control stuff with. Open / Close the door. Activate / Deactivate the alarm system in the building. Lots of conditions to control whether or not the doors can open or close. Or whether I can push the buttons. I have lights that change color and rotate if the alarm is on. Signs that change text. Stuff like that. Next room has security cameras that look for the player and such. Using arrays and the like to practice with those. The next room will be training myself in A.I with patrolling guards

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So there's alot of branches looking for if the alarm is active or if the door is open or closed or if I've hit a button or whatever. Using what I know currently which is branches waiting for the booleans to change. So I'm using event tick to constantly ping em to look for that boolean change

maiden wadi
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Rather than making all of that stuff check if the alarm is active, you should put something in your GameState, or GameMode like an event dispatcher that has a bool input and call that from anywhere that can trigger the alarm. And all of these objects can register their own events to play from GameState/GameMode's dispatcher. Then it's just a state change. Rather than checking for an alarm every frame, the objects stay dormant until the alarm system sends them a pulse.

honest raven
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ill have to read about event dispatchers. first time hearing of them

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definitely sounds more efficient lol

static charm
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yeah but there's no getting around that it's gonna cost performance if you're notifying 500 objects at the same time

honest raven
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my goal was to, by the end of finishing this little logic project, being able to go back through it all and rewrite it just much more efficiently. the cameras room is going to be my learning room for Parent/Child stuff as well. so im sure there is something within that area that can help make this more efficient. like having one parent security light for Hallway 1 and then the duplicates are Childs or something.

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that was the idea anyway lol. learn by doing

maiden wadi
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Better to notify once than every single frame.

static charm
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i know i told him to just use an event update

maiden wadi
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But here. Something like this.

honest raven
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im going to do them all. the event updates. the timers and now the event dispatchers. may as well learn them all while im at it

static charm
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sorry im using the word event update, as a context

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like event driven, not an actual thing. just do the timer and event dispatcher, etc.

maiden wadi
mighty fable
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So I am trying to save values for my audio slider in my main menu scene and have those values carry over to the metrics scene. Any thoughts?

maiden wadi
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If you did this, then you could drop as many lights into the level as you want and never need to care about them again as long as your level is using that GameState. You could do the exact same thing in any other actor on it's beginplay, and it would work for both multiplayer and level streaming, because it updates it's state on it's own from the known values of GameState and then tell's gamestate to notify it if that changes.

honest raven
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ill definitely mess around with that thanks Authaer. That sounds like the most " advanced " method for sure. I'll play around with timers and the .... event driven updates first and then create a room for event dispatchers and see what i can learn there. I love having options. Seeing the seemingly tens of thousands of nodes this engine has I had no doubt everything i was doing was the most inefficient ... ugliest way to do it lol. but im new so wasnt too worried about that atm

static charm
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i was saying event driven, before u told us what you were doing.. event dispatcher is the event driven method for ur game situation.

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sorry lol

honest raven
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i on accident just learned about the DoOnce node lol. Dont want to say how long i have fought EventTick because it would send out too many executions after a branch went true causing all kinds of insanity for everything else running off that branch. Saw DoOnce pop up due to a mistype and was like .... well holy ***

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ok cool. I'll start reading about and implementing these Event Dispatchers then. Sounds like something i need to learn pretty quickly

static charm
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(Another lazy and very bad way to be event driven, is Get all Actors of Class and then For Each Loop through them and update each manually)

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@mighty fable you can save it in gameinstance or gamestate

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although if these are user settings, i believe you'll want to save these to file. so you'll either want a save game system or just manually read/write to text file for the user settings.

mighty fable
static charm
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yup

mighty fable
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thanks

pine ledge
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Hi, I wonder are there any ways to trigger Function in "ActorActionUtility" from a button of "EdtiorWidgetUtility" ? I need that table show up when I press button from WidgetUtility

chilly jetty
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Hi I'm trying to get a condition to be true but for some reason its not working

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Trying to get this begin zombie jumper to be set to true

dawn gazelle
# chilly jetty

The begin play will fire basically when that actor is spawned into the world. So unless the player is overlapping the trigger box before that begin play is fired, it'll never be true.

chilly jetty
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oh

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i see

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so should I make a new event?

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is it possible to link the actor begin overlap to the other part?

fast orchid
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how can I get a random instance of FirstPersonCharacter blueprint? I want to find a random FirstPersonCharacter and make it do something

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with its object reference

dull tree
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how can i spawn actors so when i "collect" only one mesh gets collected

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right now every mesh gets collected

pine ledge
fast orchid
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thanks

pine ledge
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@dull tree not sure what are you gonna made, like collect coins ?

dull tree
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mining rock

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i want to decrease his "health"

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i dont know if i am doing it good

pine ledge
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can you descript it from begining ?

dull tree
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ok

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when i am near rock, i click button on player blueprint and want to decrease health of rock

pine ledge
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I think your logic is wrong with check "CanCollect"

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but I need to be sure what are you made at the place damage was call

dull tree
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ooo i now right know

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i think

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a take every actor from class

pine ledge
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ok surely your logic is fail

dull tree
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am i right?

pine ledge
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yes

dull tree
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ok ๐Ÿ˜„

pine ledge
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you can set variable "Rock" to your player

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which rock will allow player collect when near, put node "Is Valid" before Collect because if that rock was destroy will cause error null

dull tree
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how to make to collect only near :/

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sorry but i am bigginer

pine ledge
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Create variable "BP_Rock" in your player
at Function "Collect" target will be "BP_Rock"

In BP_Rock, change the variable "Can Collect" to Set "BP_Rock"

dull tree
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ok

pine ledge
dull tree
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got it

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thank u ๐Ÿ˜„

pine ledge
dull tree
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Yeah ๐Ÿ˜„ it works

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Thank u โค๏ธ

pine ledge
remote cobalt
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can I change the shape of lights in blueprint?

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like a "neon"

tall pine
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how can i deactivate a button next to hiding it? the buttons are hidden but i can still hover over them on their spot on the screen and click them while invisible
https://i.imgur.com/BWswz2b.png

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the other visibility states like hidden and not hit testable don't work

pine ledge
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if you want more customize, you could use mesh with emissive light

remote cobalt
pine ledge
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what do you mean on the environment ?

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you mean volumetric light ?

chilly jetty
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Hi how do I convert this back into a vector?

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is there a node where i can input the x,y,z?

pine ledge
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make vector

chilly jetty
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ah thanks

solemn parcel
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Im trying to make a Kill All function by ApplyDamage to all the Spawned actors I want. Is there a way, after Get Actors Of All Class, to get all the actors of that class at once ? Right now I'm just able to kill them one by one.

tight schooner
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For Each Loop

solemn parcel
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oh ffs

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totally

tight schooner
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(or Reverse For Each Loop if you're destroying)

solemn parcel
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Worked thanks !

visual vigil
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guys any1 knows how to make a camera follow two targets

remote cobalt
zenith scarab
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@visual vigil you need to have a seperate camera actor which position will be driven based on the location of the two targets, what "should" work is when you basically get the positions of the two characters and get the distance between those two. That should then be the offset from the targets, or that distance times 1.5, you would have to figure that out.
Setting the camera location is a bit more tricky, you would have to get the middle between both characters, that would be the camera actors location. Camera actor using a spring arm component, the length of that should be the distance between both targets or times 1,5 but a minimum of around 200 units

visual vigil
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seperate camera should be as a compmnenet on my character or as a speerate object in scene

zenith scarab
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https://youtu.be/VATImPiTj1g i actually found a video about what you are trying to do, he does basically what I said there, there are 2 videos and one for clean up so a total of 3 from him

UE4 / Unreal Engine 4 Multiplayer Playlist:
In this collection of videos, we will cover setting up a project for both local and networked multiplayer projects.

This Video:
In this video, we begin creating our shared multiplayer camera by tracking the distance between a variable number of players and altering the spring arm length to keep all of...

โ–ถ Play video
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@visual vigil seperate actor

visual vigil
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Thanks let me check

red mural
chilly jetty
keen owl
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Somebody knows why the heck iยดm not able to move out certain nodes into a material function?

tight schooner
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@keen owl material graph questions should go to #graphics

keen owl
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Thanks for pointing out, was not 100% sure!

tight schooner
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Yeah, BP is a different system even though it uses a node graph

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@chilly jetty random boolean or weighted boolean into a Branch node

sick onyx
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hello guys so I m using survival inventory system and ฤฑ added a weapon as item and ฤฑ want to store the bullet that it doesnt go away when ฤฑ drop it but they should be uniqe for each weapon item how can ฤฑ do that ?

olive sedge
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can someone tell me why padding in my UMG doesn't apply?

thorny merlin
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not sure where to put this question, can i use an arbitrary object as a navmesh instead of a whole volume ?

olive sedge
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so.. about event dispatchers.. Can I dispatch an event on the server, set it to replicate and then assign it on the client?

trim matrix
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hey guys

rugged spear
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Yo does anyone know how to get the exact point of a collision? I'm trying to recreate DK Ropes from Donkey Kong Country and I want my character to "Set Location" at the point of the rope in which he touched.

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Im using a box collision overlap btw

faint pasture
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@rugged spear the hit results should have that information

rugged spear
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Do i use hit instead of begin overlap then? Never used hit before

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Thanks btw!

olive sedge
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@rugged spear OnOverlap is correct. You get where the collision components of the two actors overlap

faint pasture
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@rugged spear you could actually accomplish it just with the overlap. Just on overlap, only zero out the offset. You don't want to move to where the overlap began anyway, you want to move to the center of the rope that is aligned with the current character position.

rugged spear
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wow great point lol

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Gonna try it, thanks

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it works!! I was about to do some fancy capsule trace bullshit

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LOL

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this took 2 seconds, thanks a ton

maiden wadi
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@olive sedge Dispatchers don't replicate. The best you could do is call a dispatch on the server that sets a replicated variable or calls RPCs from the event that it's bound to. But Replication and RPCs are the only forms of network communication.

olive sedge
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@maiden wadi ok, thanks.. I want to display a "player x has joined" message.. So

  • from the new player I send an RPC to the server
  • server sends an RPC multicast
  • multicast fires an event dispatcher on the client
  • the HUD is assigned to the event and displays
orchid garden
olive sedge
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.. that completely screws up my PlayerController for some reason though.. Doesn't take inputs anymore as soon as I hit that mutlicast event, even if it doesn't do anything

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@orchid garden yes, that's what I was expecting but for some reason it didn't.. I'm on something else right now but I might come back to it later

covert delta
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Hmm, I'm having a tough time getting bullets to collide with a player's physics actor and not their capsule. What should I be doing here?

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I would be inclined to think I should tell the bullet to ignore the Pawn objects and block the physics body, but then it just passes through the mannequin.

#

Is the default mannequin physics actor not on the physics body Object collision type?

hollow drift
#

How to do a multiplayer interaction on other BP-Objects with click only?

covert delta
#

edit: nvm I didn't realize the skeletal mesh had its own collision profile settings to tweak. It seems odd to me that by default the skeletal mesh and the capsule are both on the pawn object

#

@hollow drift "Multiplayer interaction" is incredibly vague.

hollow drift
#

you click on a cube bp and its color gets red

#

without a collision box

#

just with onclick

#

trying to build something like chess. interaction with the chess objects is my final goal

olive sedge
#

@hollow drift GetHitResultUnderCursorByX?

hollow drift
#

jaja

#

but this is just the beginning

#

then i get the object. but server client communication? moving object around

#

have already a working singelplayer. i need advice on the multiplayer part

#

if i press 2, it scales

olive sedge
#

@hollow drift looks ok

hollow drift
#

if i press on to the actor, it does not

#

this object is a bp and not part of the character

covert delta
#

well assuming the color change indicates its selected or something, you might have a bool called selected. You set its replication setting to RepNotify. That way whenever the value is changed on the server, it calls the associated notify function on each client. You would put the color change into this function.

hollow drift
#

in this case i just changed the scale

covert delta
#

Mostly though you ought to just read up on how replication works. You will have a bad time just trying to find quick answers to individual problems.

hollow drift
#

i have already a repnotify inside of the function

#

as shown above

#

and the below image is whats inside

olive sedge
hollow drift
#

if i press 2 on the keyboard, it changes size. if i press on IT it does not

#

even there is a event actor on click

#

also activated this on the controler

olive sedge
#

does that click event fire at all?

hollow drift
#

my question is, why my function does not work on actor click?

#

yes

olive sedge
#

show me

#

the handler I mean

hollow drift
#

if i set a print after then actor on click it prints stuff

#

but everything afterwards does not work anymore

#

for on click only

#

can you clarify the handler?

covert delta
#

does it work in single player

olive sedge
#

@hollow drift show me your on click event

hollow drift
#

see above

#

the two images

#

also it work in single player

olive sedge
#

ah, didn't see.. so if you print something in that onclick, it comes out?

hollow drift
#

yes

#

and works in singleplayer

#

but not on multiplayer

covert delta
#

its likely because something that is set to run on the server will only run if it's called on the server, or on a client that owns that actor

hollow drift
#

perhaps i need to do something on the playercontroler side? idk....

olive sedge
#

I'm wondering though.. that seems like entirely a client thing, why would you want it on the server anyway?

covert delta
#

Server makes sense if you want everyone to see it

hollow drift
#

yes

olive sedge
#

are you changing the actual scale ?

hollow drift
#

yes

#

this case is just for scaling

covert delta
#

Things need to run this way, otherwise, e.g. someone could send inputs for another persons character in games to cheat.

hollow drift
#

but can replace it with coloring

#

sorry, bit confusing perhaps. to be precice i have two examples

olive sedge
#

it should work.. have you put a breakpoint on the server event?

hollow drift
#

one with scaling and one with coloring in

#

ill try that

olive sedge
#

see if it maybe fires but something else goes wrong?

#

maybe the color or the scale just doesn't replicate

hollow drift
#

this is for the coloring in

covert delta
#

Clicking on the object from a client that doesn't own the object will cause the event, which is set to run on server, to not run at all.

hollow drift
#

i think it dies not run on the server side properly?

covert delta
#

Because the client does not have the right to call that function

hollow drift
hollow drift
#

something like that i was looking for ๐Ÿ™‚

#

how to set up that the clients own it?

#

does you do that over the pawn or over the playercontroler or playerstate

#

but it must run on server, right?

covert delta
#

Hmm I haven't done anything where a non-player-owned-pawn is receiving input. I guess I would do the following. Assuming by pawn you mean the thing being clicked...

Pawn (on client): OnClick -> Tell local player controller that it was clicked

Player Controller (still on client): Calls one of its own run on server events

Player Controller (now on server): tells the pawn to change state

Pawn (now on server): state change triggers rep notify which is broadcast to all clients

spiral verge
#

noob UE question. If you put breakpoints on blueprints and close the editor the next time you re-open it the breakpoints will be just hollow red circles. Is there any way to re-enable all breakpoints? (or at least know where they are?)

covert delta
#

Objects have only one owner, and that owner should generally be the server for everything unless its something like the characters pawn. Ownership should not change.

hollow drift
#

Ah I understand. Good Idea, ill try that out @covert delta . Thank you a lot!

#

I was looking for the wrong think. didnt thought that owning was such a big deal

grizzled rain
#

What're the pool threads on the profiler? And why are these threads appearing to take so much performance on the profiler.

covert delta
orchid garden
#

i wouldn't recommend raising the streaming size of the pool past 1/2 of your gpu's memory else you can cause high gpu usage.

#

there are alot of 'stat' commands you can use to check various things out

static charm
#

ive never heard this recommendation before

grizzled rain
#

how can I use stat for mobile?

orchid garden
#

its from playing with it myself, and seeing whats going on before optimizing the textures. with the poolsize larger then 1/2 i was noticing increased gpu usage, with the poolsize set to 1/2 the gpu video, i could keep the gpu usage below 55%

static charm
#

interesting thanks

orchid garden
#

if your having poolsize issues, its most likely texture sizes and shader complexity. by default the poolsize is only 800mb, most pc's today have anywhere from 4-16gb memory, so 800 is abit low for a average pc.

#

my card has 6gb memory, but i want to make sure its going to look decent even on a 4gb, so im playing with a poolsize max of 2gb. though it will still run nicely with just a 1gb poolsize so far ๐Ÿ™‚ (but havent added follage to the scene yet)

#

during testing as well i have my scalability set to high on all settings too.

#

i wouldn't of had a clue to finding out what was going on if it wasn't for @dawn gazelle and @maiden wadi help on it though.

covert delta
#

How does streaming size work? I know I can toggle it with a console command, but that's not baked into the game right? Is this one of the things changing under the hood in graphics settings in many games?

livid plinth
#

How do you guys add a slider thing under the play animation node ?

orchid garden
livid plinth
orchid garden
#

thats in the animation graph, should automatically do it when you add the animation.

livid plinth
#

Mine does not..

orchid garden
livid plinth
#

Another question

#

When a state machine isn't working, what can be the problem ?

#

When I connect the entry to idle , it does not say "100%"

orchid garden
#

hrm don't know, haven't had that issue, might get better response to the problem in #animation

edgy idol
#

Has anyone run into the issue of not being able to access a function's local variables when overriding that function in a child BP?

orchid garden
#

expose in editor maybe?

#

usually when im overriding a function im making a whole new function to replace it including the variables.

edgy idol
#

Hm. I guess that is the case then. I could have sworn I had accessed these variables before, but I guess not. Seems odd that you can still call the parent function, but not its local variables. Either way, thanks @trim matrix and @orchid garden!

patent ermine
#

I have a camera that orbits around a target. When orbiting the camera around a target, id like to know if there is anything in between the camera and viewport, in essence blocking the view of the target. Any tips as to how I can detect if an object is between camera and target?

#

viewport = target*

orchid garden
#

two ways i can think of that might work:

  1. line trace from camera to character
  2. overlap event on spring arm? (not sure you can do that or not)
#
  1. setup a collision object between the camera and character to generate overlap events from if you can't do it with spring arm.
manic fox
#

Easiest way would be to just line trace and break the resulting hit I would have thought

orchid garden
#

easiest but may not be the most efficient

patent ermine
#

@orchid garden I like #1... yeah @manic fox ... trace a line from camera to target and see if i continuously hit target, if not, do something with whatever I hit...maybe do this one every few frames

#

Thanks for the input all

manic fox
#

No worries

orchid garden
#

depending on how big of a hit area you want, you might want to use SphereTraceByChannel instead of a line trace by channel

manic fox
#

^This

orchid garden
#

@patent ermine

manic fox
#

Was just thinking itll work fairly well with large objects but with small tiny ones its going to be a problem lol

orchid garden
#

yep had the same thought lol

manic fox
#

๐Ÿ˜„

#

I actually have a question myself... putting it to the floor lol

patent ermine
#

A bit of context. This is for buildings. I have a target building that I orbit around, but there are other buildings which at times block the view. So i think i'll setup a huge collision box for all buildings, and just trace for those.

orchid garden
#

i'd just use the sphere trace honestly @patent ermine no need to modify your collision outside of the objects bounds that way

patent ermine
#

@orchid garden Right, thank you ๐Ÿ™‚

orchid garden
solemn parcel
#

On a particle system where can I find a way to make a particule spawn much faster at start ?

gusty shuttle
#

by default is the player controller SetInputMode set to Game and UI or Game or UI only?

glacial eagle
#

@solemn parcel In Cascade you can set the systems' "Warmup Time", which will tick it by that time initially

#

Be careful with it though, it can cause hitches if you abuse it

primal marsh
#

Hi, i made a simple crouch here, but there are a few issues like you can spam crouching and also if you are under obstacle you'll remain crouched, but if press crouch button again it causes a flicker crouch etc i can't really figure out how to block crouch button when you're about to crouch and how to make unable to re-crouch again when you're under obstacle

solemn parcel
#

@brittle sapphire found it ty ๐Ÿ˜‰

orchid garden
manic fox
#

@orchid garden Well here goes ๐Ÿ˜›

I have a Object B parented to Object A (B is child). Object A moves and also rotates on all axis. I am using Set Rotation to Absolute (True) on B so it has independent rotation from A. What I want to do is maintain the World Position of B Relative to A without the rotation moving B's world position. I understand that the relative position hasnt changed but I guess i am trying to offset the relative position - I just dont know how haha ๐Ÿ˜„

primal marsh
#

Uh

orchid garden
wild harbor
#

Hi all! looking i get some advice, Unreal asset integration.
ive recently acquired and integrated multiple system templates such as Dynamic combat system, Advanced Locomotion system V4 and a few others, ive reached my limit capabilities and know how in the integration aspect. Im looking to hire someone to finish setting up my system for the game ive been creating, with my job and
designing landscapes and character creation/dialoging/ animation. i just wont get anywhere with it. does anyone know who i could talk about this getting done or where to ask?
please feel free to DM me

manic fox
#

Will that work because the local rotation of B is independent from the rotation of A. B's position relative to A is always the same as A rotates - So offset the rotation won't stop B from moving? @orchid garden

astral yoke
#

Hey guys. Sorry for maybe kind of a noob question. But I'm having some trouble with Null Pointer - Errors and I was wondering if you could make manual changes to your load order. If yes, how? ๐Ÿ™‚

manic fox
#

@wild harbor MrDuder you might be better off asking in the Job Board ๐Ÿ˜‰

wild harbor
#

okay, it seems cut of to me, it there a application to post?

#

is

orchid garden
manic fox
#

^This

royal anvil
#

Someone know how to get a specific NavMesh to plug it into "nav data" for navigation nodes? I can get all recastNavMeshes with GetAllActrosofClass... but how can I filter for a specfifc RecastNavMesh for a specfifc "Supported Agent"?

wild harbor
#

@orchid garden Thanks just seen that know

solemn parcel
true valve
#

Is there 3d noise that I could use to spawn spheres all around space?

lean star
#

@solemn parcel Shouldn't that be impact point?

solemn parcel
#

@lean star Tried it too, but still having the same results

#

I had something somilar when I was using line trace, and the line trace wasn't hitting nothing

pale pecan
#

Is there some kind of issue with SetActorTransform when it comes to rotation?

I've got a very simple graph that is using a variable to set the transform and the location works perfectly but there's no rotation at all.

This is for just a camera not a character.

orchid garden
solemn parcel
#

I tried

#

all of them

#

@orchid garden I can have a proper emitter spawn on hit location with GetWorldLocation on PlayerCharacter, but when I do GetWorldLocation on the projectile itself I still have the same problem

surreal peak
#

The HitResult only has valid info if the FromSweep boolean is true

covert delta
#

@royal anvil to the best of my knowledge you just need to rely on the correct supported agent being chosen based on the size specifications

#

But if someone knows otherwise please chime in

solemn parcel
#

@surreal peak it hit false so you seem right. Why it is hitting false ?

#

Sweep collision is enabled in the projectile movement. Can it be desactivated if physics are simulated ?

surreal peak
#

Because it can totally be that the other side was the one that sweeped

#

:P Welcome to UE4 collision

solemn parcel
#

now I realised that it returns true and works properly 'most of the time' when my character get's hit will sprinting

clever steppe
#

hello, i'm trying to learn event dispatches, but it doesn't seem to be working for whatever reason

opal sinew
#

When I promote the as third person object to a variable it works

rough jay
#

simple access errors

opal sinew
#

But it should without and I need it to distinguish different players

#

Some trouble shooting shows it works after one cast

#

but after one loop it fails to retrieve that third person charavter cast object

#

Upon further inspection, that same code works with my player ammo pickup function

#

SO unsure why it breaks for this funciton

toxic salmon
#

I'm trying to use the "set default pawn class" node to change the pawn that spawns in some levels. I use the node in the beginplay of the level blueprint. However, it's not overriding what's set as default pawn class in the world settings. How is this node supposed to work? Any better ways of doing this?

twilit heath
#

override GetDefaultPawnClassFor

#

(2nd part of name probably a bit off)

tall pine
lean thistle
#

Hey all, Iโ€™ve brought an issue here a couple days ago where procedural meshes stop responding to On Cursor Over events after the mesh had been sliced. Iโ€™m still having this issue and can not figure out what to do. Could anyone confirm if this is a known bug, or what I can do to fix it?

stray island
#

If i want array that has arrays , do i make it structure bp inside structure bp

maiden wadi
#

@stray island Pretty much.

thorny merlin
#

is there a prettier way to do stuff like this ?

marble violet
#

Is there anyway that I can get player last InputKey?

west beacon
marble violet
#

@west beacon primitive component?

west beacon
#

Can I share link for tutorial what I'm watching?

marble violet
#

yeah

west beacon
#

Its from 2017.

#

I cant find it anywhere

dawn gazelle
#

On the Get Components by Tag node

marble violet
#

hmm... you can make local variable and define it as PrimitiveComponent

marble violet
west beacon
#

Im making voxel game, and how can I define this all of the blocks?

#

For example I just have grass for now

royal anvil
# covert delta But if someone knows otherwise please chime in

Thanks, but functions like GetRandomPointInNavigatableRadius have no Input for "supported agent". And also GetRandomPointInNavigatableRadius gives you a location value back, so on which RecastNavMesh it searches for a navigatibale has to be determined before the use and plugged into "nav data".

Still searchig for a answer, nothing found googling for an hour:
-> Someone know how to get a specific NavMesh to plug it into "nav data" for navigation nodes (e.g. GetRandomPointInNavigatableRadius)?
I can get all recastNavMeshes with GetAllActrosofClass... but how can I filter for a specfifc RecastNavMesh for a specfifc "Supported Agent" to plug the reCastNavmesh I want to search a navigatable point on into "nav data"?

dawn gazelle
west beacon
dawn gazelle
#

To make a child of that class, you right-click on the parent BP and select create child blueprint.

west beacon
#

Oh that, okey; what should I choose from menu?

dawn gazelle
#

For your blocks probably just Actor

west beacon
#

okey

#

I created the actor, and then what should I do for primitive thing?

stray island
#

Idk how for loop or for each loop work , like do they loop whats after the node or before the node

dawn gazelle
stray island
#

So What ever before , wont be looped

stray island
#

Ok Great Thanks alot

dawn gazelle
stray island
#

I have a struct variable โ€œgroup of colorsโ€ and an array variables โ€œcolorโ€

#

I am struggling to set โ€œcolorsโ€ to follow the โ€œgroup of colorsโ€ indexes

#

Idk what Iโ€™m doing

scarlet lava
#

Hello everyone! I was wondering if anyone here had an Unreal best practice guide to develop a game using C++ and blueprints that could avoid getting lost in blueprints but also use them efficiently.

covert delta
#

Hmm dumb question. I'd like to pick a random element from an array of sounds. How can I define an array that contains those sounds to pick randomly from? Something along the lines of "Literal sound base object"

#

nvm. dragging out left from random made the Make Array node typed to sound

tight schooner
# thorny merlin

You can try a Select node. Pull out any data input pin (like your Texture input pin in the screenshot) and type Select, and then you can have a boolean, integer or enumerator select data

thorny merlin
#

thank you

#

thats perfect

tight schooner
scarlet lava
normal harbor
#

How can iget rotation of this regardless of the world rotation?

unique harness
#

GetLocalRotation

#

or GetComponentRotation

normal harbor
#

Can't find any of those

unique harness
#

should be able to drag the sword component into the graph and drag off of it and find one of those

normal harbor
#

okay im just dumb .d

unique harness
#

๐Ÿ˜›

normal harbor
#

relative rotation just worked fine

unique harness
#

yea that one too

normal harbor
#

i was playing around with vectoral directions to get it

#

buut apperently it was the easiest solution

royal pagoda
#

Hey guys

#

I wanted to ask on how i can get the player mesh from a widget

#

i want to pass on a variable

unique harness
#

drag off the cast node and the mesh should be accessible there

#

There you're trying to cast the controller to the player which is not valid

royal pagoda
#

ohh

#

gimme a sec

#

So how exactly can i acess the mesh?

unique harness
#

in the first picture, drag off the cast node

royal pagoda
#

i did that

unique harness
#

does your class "Player-bluepr" have a mesh component?

royal pagoda
#

i would say yes

#

i prefer to send evidence img since im a beginner and mayby i missunderstand something and waste like 50years of ur time

unique harness
#

so dragging off the cast pin should have a mesh variable

#

what happens when you drag off and type mesh?

royal pagoda
#

oh yea

#

but im in the widget blueprint

iron rampart
#

Guys i want to get level name "Level0001" and add "+1" to it so i can have "Level0002" is it possible?

unique harness
unique harness
royal pagoda
#

yea

#

i dont see at the left a mesh

unique harness
iron rampart
#

Yeah i know, but getting the level name is easy

royal pagoda
#

or put the cast node again

#

and having a drag and drop?

unique harness
royal pagoda
#

get mesh

#

found it!

unique harness
royal pagoda
iron rampart
#

Let me explain in detail:
So i have a button to open the next level, but i have multiple levels, instead of making multiple buttons, i wanted a code that would get the current level name, and add +1 to it (EX: Level0001 to Level0002 and then open the Level0002 on button clicked)

unique harness
# royal pagoda

now make sure you attach "GetPlayerPawn" to the left of the cast node

iron rampart
unique harness
iron rampart
#

Not much, never done many

royal pagoda
#

im trying to forward a variable

unique harness
# iron rampart Not much, never done many

you should be able to do something like ToString so you can use the string methods, you can use SubString to take away the "level" part of the string, convert the end to an integer, then concatenate the incremented integer to the "level" part of the string

unique harness
royal pagoda
#

wait

#

it works now

#

huh

#

wha

unique harness
#

that mesh pin is the mesh for your character

royal pagoda
#

this works

#

im sure before i got error

#

anyways thanks for the help and sorry @-@

unique harness
#

though, I would suggest creating a method in your player character to change the mesh and call that from the widget rather than doing the logic in the widget

#

the widget should really only have logic in it that pertains to that widget

#

you want to organize the logic so it "belongs" to the class it's affecting.

royal pagoda
#

ohh i think i understand that, and the next time i will do it, but this is just for a little project which just needs to work, shitty is also fine, but the next time i will look over ALOT tutorials etc

iron rampart
#

I'm gonna try it

royal pagoda
#

but thanks for your help!

#

wha

#

i try to set now a 2nd variable

#

and now its not working

#

OMFG

#

I HAD TO COMPILE

#

I AM SO RETA....

#

sorry for bothering everyone

iron rampart
#

Thanks @unique harness i made it, i used GetSubstring to get the number of the level
I also changed all the level numbers "instead of 0001, just 1" so i could easily get the number and add, reconvert to text and join the text "Level"

stray island
#

So is it true that if i want to grey out public variables , thats only possible on c++

#

?

valid garnet
#

does anyone know why i am not getting an array structure here

#

its a structure in the documentaton

#

i am using source 4.25

dawn gazelle
#

The one with the structure can't be used within a function, only within an event graph.

valid garnet
#

@dawn gazelle oh my bad thank you

iron rampart
#

What should i use to make variables not being affected by level changing?

rigid escarp
#

I think the PlayerController persists between levels, so you could store them there. Or you have the GameInstance which always persists.

iron rampart
#

Welp, i'll go with GameInstance just in case ๐Ÿ˜… Thanks mate

rigid escarp
#

Still have these notes that I made years ago when exploring networking in UE4. Should be relevant still for the persistence question ๐Ÿ˜›

iron rampart
#

Oh wow, that's awesome, i'll keep it as well ahahahah, thanks for sharing ๐Ÿ˜„

orchid garden
#

hrm... interesting, every thing i've seen creates the UI in the player character rather then the player controller.

orchid garden
#

look on youtube lol. every last ui tutorial.

#

unless of course its 'menu' specific.

#

does seem more logical to do it on the controller... wish someone would of pointed that out like... a month ago lol...

iron rampart
#

Yeah it should be on controller, that makes sense, i'm no good example as i have my UI built on the character

rigid escarp
#

I think it mostly matters for multiplayer games however. Creating them on the pawn in single player games is fine (hud/inventory etc). But for menus and whatnot, they could either be tied to the menu level itself, or the controller. There are always more than two ways about it

orchid garden
#

hrm... thinking about it... im moved the actual hud / inventory creation into components on the player... i could call their creation from the controller rather then the player ๐Ÿ˜„

rigid escarp
#

My own preference is keeping UI on controller, since it has access to character and other key classes

orchid garden
#

just seems more logical, even for a single player game. ty for the tips sheet @rigid escarp

iron rampart
#

Also whilst changing levels, save the variables from the character on the game instance before exiting the level, then load them again into the character from the game instance in the new level

royal anvil
#

Still searchig....
-> Someone know how to get a specific (supported agent) RecastNavMesh to plug it into "nav data" for navigation nodes (e.g. GetRandomPointInNavigatableRadius)?
I can get all RecastNavMeshes with GetAllActrosofClass... but how can I filter for a specfifc RecastNavMesh of a specfifc "Supported Agent" to plug the RecastNavmesh I want to search a navigatable point on into "nav data"?
Posted already on Reddit and UE4 Answer hub and googled some hours, no answer. It seems not many devs use "Supported Agent" in project settings to have multiple RecastNavMeshes.

dawn gazelle
trim matrix
#

Hello guys! I hope I can get your help! Sorry for asking like this...
I would like to set a new value for a variable in the Blueprint, but actually I don't want to add that value to the variable.
Let me give you an example. I want after a condition to set the value A = B + 10% of C
But I don't want to make a math and add that value to A, I want A from now on be the result of my new assigment.
Would it be possible?

dawn gazelle
#

That's what setting would do.

trim matrix
#

yes but in this case A is gonna give that result but if I increase C is not gonna effect A

dawn gazelle
#

Correct. You need to set A whenever you need it to increase.

#

So whatever math you're doing to increase C, you should have a function call to set A as well.

trim matrix
#

there's no way to set a new value assigment which is gonna be a math of other variables?

orchid garden
#

this might sound silly but.... couldn't you just have a rep_notify on C, and inside the rep_notify have it do the math to set A? idk, haven't played with rep_notify much.

royal anvil
# dawn gazelle If you're going the all actors of class route, couldn't you use all actors of cl...

thanks, but "Supported Agent" mechanic is creating different RecastNavMeshes with the same volume. You also do not get all actors of nav mesh volumes. The "nav data" plug of navigation bp nodes like GetRandomPointInNavigatableRadius is for a "recastnavmesh", which is the auto generated nav mesh actor in the world itself, not the volume.
Recastnavmesh itself also do not allow tagging, which I think makes sense, because they are generated automatically on "build path" or "build level geometry".

trim matrix
#

thanks for your support btw

orchid garden
#

would that work @dawn gazelle ?

trim matrix
dawn gazelle
#

So like... If you put that set A into a function like so:

#

Then whenever you update C, all you hvae to do is call Update A

#

As an example..

orchid garden
#

@dawn gazelle this might sound silly but.... couldn't you just have a rep_notify on C, and inside the rep_notify have it do the math to set A? idk, haven't played with rep_notify much.

trim matrix
orchid garden
#

(Datura's like that, helpful ) ๐Ÿ˜‰

dawn gazelle
orchid garden
#

ah so bad idea then gotcha.

dawn gazelle
#

And, you don't get notified if the value doesn't change.

orchid garden
#

i got enough unexpected behavior with the engine, i don't need to create some lol ๐Ÿ˜‰

dawn gazelle
#

I may be wrong, but really, there's nothing wrong with using repnotifies to do something similar, and I think it's only that in multiplayer you don't get notified if the value doesn't change, as it seems to fire the notify every time on single player regardless if the value is the same or not.

trim matrix
# dawn gazelle

Can't get this Update "Event". I can't call it neither inside a function nor any of the Third_Person BP pages. ๐Ÿ˜ฎ

dawn gazelle
#

You need to create the function /event

trim matrix
#

Yeah that's what I'm doing, I've made a new Function

dawn gazelle
#

Then you should be able to click and drag it on to the event graph

ebon sun
#

Can anyone tell me why thumb-stick input for my motion controllers isnโ€™t being registered on an input axis node? The inputs are listed in project settings, but I donโ€™t know if there is some other setting I mustโ€™ve missed. Any help would be appreciated greatly

trim matrix
#

oh sorry, now I've got it! It was juts a function example that you've called "Update A"

ebon sun
#

This is for VR - https://www.youtube.com/watch?v=zlzBifkjXDk&t=307s is the tutorial I was using.

How to make advanced joystick locomotion for VR in Unreal Engine 4. This is a similar style of movement seen in games such as Pavlov, Zero Caliber and Skyrim:VR. Topics covered: Blueprint scripting, controller inputs. This tutorial was made using an Oculus Rift S headset, but has been confirmed to work with HTC Vive, Samsung Odyssey Pro, Valve I...

โ–ถ Play video
dawn gazelle
ebon sun
#

I had it working fine off the template yesterday but I decided to do it again for practice

dawn gazelle
#

๐Ÿค” Looks ok

#

Have you tried putting a print string on the axis with the output from the axis going into the string to output?

ebon sun
#

Right? I've looked around and made sure things were up to snuff - the only area where I have some concern is in the initial project settings set up for Oculus Quest

dawn gazelle
#

Just to see that you're getting a value

ebon sun
#

Not yet but I definitely should have - doing that now!

#

How do I set that up for VR? Frankly, I'm still fairly new to unreal

dawn gazelle
#

When you move your thumbstick around, you should see a value being displayed that changes with the movement of your thumbstick

ebon sun
#

Thank you @dawn gazelle I'd be lost rn

#

Would I see the value being displayed in the output log or on the headset - I dont see it in either. Should I cast to camera actor or something? I know I have a lot of questions and I apologize in advance\

valid garnet
#

LogScript: Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem
i keep getting this error, i followed the steps on the guide on unreal

hazy sandal
#

Hey fellas, can somebody explain to me if itยดs possible to trigger an event with inhertiance? Iยดve got a BP called collectible (A). An Ability BP (B) derives from A. In my parent BP (A) Iยดve got an event dispatcher, which I also call in that class. My goal is to notify subcribers via the event dispatcher in derived classes. Iยดm doing this because I ยดd like to trigger multiple actions with this event. Otherwise I could have just used functions...

#

I thought, since my subclass is deriving from collectible (A), i dont need a reference in the binding, since its the same base class they are using... but i think I got something wrong.

winged sentinel
#

Hi everyone im having a very annoying issue with my anim BP its been working fine then with no changes it wont work anymore

#

i had it so my weapon would spawn animated and it just doesnt do it

modern cove
#

I'm making a menu where the buttons are not in a straight line, thus I needed to use a Preview Key Down function in order to navigate them properly. Problem now is that the Bottom face Button on the Gamepad no longer presses the currently focused button. How would I fix that? Is there a node that replicates what the Bottom Face Button (X on a PS4 controller) does?

winged sentinel
#

anymore

rigid escarp
winged sentinel
#

it does?

rigid escarp
#

I don't know, does it? The first exec on the sequence node does not have active "color" on the line after the Cast node

winged sentinel
#

when i compile it everythig seems okay

#

says successfull

#

is there a log or something that i can see in game

#

to see whats happening

#

cuz i cant even back track i didnt even change anythign

rigid escarp
orchid garden
#

yep and if it does stop there it would still seem fine when compiling because its not actually a error.

#

simple test - printstring off of 'failed'

winged sentinel
#

I actually see it, the string is reading of the wrong enum hence wrong weapon anim

#

but that made it more confusing cuz the same code returns the correct weapon in another project

orchid garden
#

did you change your enum?

dawn gazelle
orchid garden
#

changing enums and structs can cause things to start breaking.

winged sentinel
#

im gonna check but im pretty sure i didnt touch any of that

orchid garden
#

expecially if you reorder a enum

winged sentinel
#

that all seems good im really stumped

#

is there somethign in the characrer controller that can affect animbp or something

modern cove
#

Update: It wasn't a question of inputs, but rather, focus. My custom navigator was focusing the entire sub-widget but needed extra instructions to focus the button within it.

dawn gazelle
winged sentinel
#

im actually on to something

#

thank you @dawn gazelle

#

Setting my variable only works on tick idek why

#

it so weird the variable always worked where it was

winged sentinel
#

that variable suddenly only works on tick

#

i dont get how that can just stop working like that

#

i think the variable is like slow or something

dawn gazelle
#

It's failing at the cast node as OyvindAndersson pointed out.

winged sentinel
#

heh

#

interesting

#

im gonna do the print on it see what happens

dawn gazelle
#

So either the BP_BaseCharacter doesn't inherit from Pawn or the TryGetPawnOwner node is returning a pawn that isn't (or inherits from) the BP_BaseCharacter class.

winged sentinel
#

I connected a string to Cast Failed and it doesnt show in the log

dawn gazelle
#

What does the blueprint look like now when simulating?

winged sentinel
#

in simulation

dawn gazelle
#

Showing that it is failing.

winged sentinel
#

or maybe

#

ya waut i see it

#

Oddly enough I added 0.2 second delay in front of where the variable always worked and it everything works

#

i dont know why or how

hot berry
#

Hey all. So Iโ€™ve been trying to create a planet in ue4 but I canโ€™t seem to get the gravity to work. Iโ€™m using voxel plugin for the planet and directional & planet gravity plugin for the gravity. Iโ€™ve gone through this tutorial but it doesnโ€™t make too much sense to me:

https://wiki.voxelplugin.com/Directional_%26_Planet_Gravity

Voxel Plugin Documentation

Directional & Planet Gravity is a plugin available for free on the Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/slug/directional-planet-gravity

fierce birch
#

question, this didnt happen last night and all of a sudden it happens, i have a weapon with a int type variable, im using that variable to drive a characters animation, for some reason the weapon is valid but the value on the variable is 0, any help would be nice

#

the pickup has a blend space var that is plugged into the int output. i have a weapon base and each weapons that are childs of the weapon base with the overridden variable that changes the animation, but idk why the variable stays at 0

dawn gazelle
fierce birch
#

the class is perfect

#

its the right class

unique harness
#

where are you setting the int?

#

put a breakpoint there and one in the function above. that should help figure out where the issue is

fierce birch
#

i have the variable in the base pickup class. then have a child class called weapon base, then have children to that class and, i just type in a value in that var

unique harness
#

so you're setting it in the class defaults for the children?

fierce birch
unique harness
#

and your print is printing 0

fierce birch
#

yes

unique harness
#

add a print to begin play for that class to print the var

#

see if it's what you'd expect

fierce birch
#

wdym?

#

ok

unique harness
#

In the class you're expecting Blendspace to be something other than 0, put a print string node in the begin play event and print Blendspace

vital ingot
#

Quick question. My Actor Has Tag returns a runtime error whenever it hits an actor without a tag (I'm using it as a condition for my branch)

What would be a way to stop that from happening? Since the error doesn't seem to cause any issues.

fierce birch
#

its a 1

#

this is in the rifle

unique harness
#

Do an IsValid node before the branch

unique harness
#

just to be sure

fierce birch
#

So on the beginplay?

unique harness
#

yes

fierce birch
#

Ok one sec

mortal cradle
#

What would be the best way to be able to give a control to a widget over just one key? ie. being able to scroll through the widget and move around in the game freely with no choosing between either ui mode or game mode?

unique harness
#

you can use the built in input settings with ui and game and set your scroll box to always interact or whatever it's called

winged sentinel
#

ive narrowed the issue down to a variable i just cant get this variable to set

#

no matter what i do

unique harness
winged sentinel
#

but for some reason it only works in game when theres a 0.2 second delay

unique harness
#

Is there a reason you're storing the same data in 2 places?

winged sentinel
#

Yes, I cant access target from my anim bp

#

its so hard to explain

unique harness
#

Can you show the whole function for the above image?

winged sentinel
#

I was just experimenting thats whyu thats liek that

fierce birch
#

@unique harness it is 0

unique harness
unique harness
fierce birch
#

im sending a message from the character to the pickup

#

where then i edited it

unique harness
#

is it an interface or an event dispatcher?

winged sentinel
#

@unique harness I cant access it from the AnimBP

fierce birch
#

and put blendspace in

winged sentinel
#

Thats the work around

#

And it worked for a while

#

then suddenly it didnt

unique harness
winged sentinel
#

Its in my base character

fierce birch
#

idk why it says int Pickup

unique harness
unique harness
fierce birch
#

interface

unique harness
#

Can you show the whole interface "class" bp

vital ingot
fierce birch
unique harness
#

and your BP Weapon Class Base or whatever it's called implements it?

winged sentinel
#

Yes

fierce birch
#

its a child of the pickup so yea

unique harness
#

so the pickup implements it and the weapon is a child of pickup

fierce birch
#

yes

unique harness
#

Does it let you override it in your rifle class?

unique harness
winged sentinel
#

sorry i thought u were asking me tge last question lol

unique harness
fierce birch
unique harness
#

๐Ÿ˜›

fierce birch
#

@unique harness this is the overrided version in the base weapon class

#

lol

winged sentinel
#

@unique harness yes but it isnt in there for some reason

unique harness
winged sentinel
#

wait i do see it now

fierce birch
#

@unique harness thankyou very much, never knew how that happened?

unique harness
winged sentinel
#

it either silently doesnt do what i want it to do or gives me that error

unique harness
#

you probably need to check to make sure it's valid

mortal cradle
#

@unique harness Problem is, I'm not using a scrollbox, I'm overriding OnMouseWheel function, it's in terms of your answer about me trying to give mouse wheel an ability to work in a widget while still doing everything in a game

fierce birch
#

@unique harness removed it, thankyou

winged sentinel
#

@unique harness if its not valid what happened?

unique harness
#

Basically create a map of keys and listeners and forwarding the key press/release until something handles it

unique harness
winged sentinel
#

@unique harness I had everything setup and it worked perfectly fine then it suddenly broke

unique harness
#

I'm not sure, I'm just telling you how it should be done

winged sentinel
#

hmm

#

I dont get how the variable isnt assigned when i run it after the variable is set

unique harness
#

if you just add an IsValid check, it could work fine

winged sentinel
#

ill try that

unique harness
#

though I haven't seen your anim bp so I'm not sure exactly what you're doing

winged sentinel
#

out of curiousity why would that fix it? doesnt it only just check if its valid?

unique harness
#

Your error is saying the object you're trying to do something to doesn't exist

#

checking if the object is valid before trying to do something will fix the error

winged sentinel
#

ah i see itll fix the error but that doesnt mean the issue itself will be fixed

#

cuz the variable will still be empty

unique harness
#

You should be using IsValid checks everywhere you're dealing with an incoming object or if the object could be invalid, such as a multiplayer game

winged sentinel
#

yes i will add it regardless

unique harness
#

also you can send a picture of the anim bp to see exactly what's going on there

winged sentinel
unique harness
#

that explains a bit, you don't really want to do the logic you're doing in begin play

#

just do it in the update loop

winged sentinel
#

So its in the update loop

#

Youll see in that video

#

When i spawn the ak looks messed up

#

Then when I switch weapons it looks fine

#

So i thought setting the variable in begin play would help

dawn gazelle
unique harness
#

nah, there's another issue going on

#

What is the difference between BPBaseCharacter->WeaponName and BPBaseCharacter->PrimaryWeapon->WeaponName?

winged sentinel
#

So primary is specific to the primary weapon

#

BPCharacter> WeaponName is that variable thats not working

unique harness
#

ah ok I get it

winged sentinel
#

Maybe its setting the variable too slow?

unique harness
#

What happens if you set WeaponName on the weapon to replicated?

winged sentinel
#

what happens is it works the way it worked before

#

thank you

unique harness
#

๐Ÿ˜›

#

I suspected that was the issue before but wanted to be sure

winged sentinel
#

bro

#

thats why it worked

#

i was playing offline

#

then i test online

#

and i didnt hit replicate

#

on the variable

unique harness
#

yea you basically need to replicate everything lol

#

Have you read the networking compendium before?

winged sentinel
#

id say almost 3 hours

winged sentinel
#

I have not but i shouldve definitley knew that

#

And i will

unique harness
#

exi did a great job

winged sentinel
#

I need to get a little more networking knowledge

#

I appreciate you helping me with with

unique harness
#

no problem

winged sentinel
#

And everyone else that helped me

#

This discord is great

#

now i can get rid of all this print stuff lmfao

potent solstice
#

Hi all, for some reason my damage event fires fine, but only actually gives the damage level once? its really weird behavior. I have an arrow applying 10Hp damage to the player, but once i fire the arrow again (the second time since level load) it wont apply damage but it does run the damage event. so first time i fire, 10hp lost, second time, 0hp

#

any idea why this is?

unique harness
#

Image of your damage event?

potent solstice
#

one second ill grab that

#

so this is on the arrow projectile bp my player fires, im working with networking here, so each player fires it on server and its a replicated actor. does this look ok? the damage event will only fire on server

#

one sec ill get up the event on the player

unique harness
#

That looks good but I'd add a HasAuthority just for clarity sake.

weary jackal
#

You're destroying the actor after applying damage?

potent solstice
#

yes

#

it always fires the event damage, but just the damage value after shot 1 goes to 0 no matter what, even tho base damage is 10

unique harness
#

so if you put a print here before the cast, does it say 0 or 2 on the second arrow?

potent solstice
#

lemme test it

#

probably should of done that before

#

my bad

unique harness
#

Also, is there a reason you're passing Health into that function? seems redundant

potent solstice
#

I am passing health through because for some strange reason, it was applying 100hp damage when not going through a run on client event.

#

its confusing for me, because I have done a tonne of RPCs and network stuff for this project, yet this is the strangest thing ive seen

unique harness
#

Ok i guess worry about that later then. What did the print test tell?

potent solstice
#

Trying it now

#

okay this is strange, the print test worked both before and after fine, if i shoot the server player it works fine as expected, but if the server shoots the client it doesnt work, it takes 10hp then nothing after that, i think i need an RPC function for run on client...

unique harness
#

well if you're only setting health on client, there's your issue

#

setting health should happen on server and replicate to clients

#

Though, the better way is to have server and client handle their own health with a replicated "sync" method that makes sure the client matches the server

#

the first method is easier though

potent solstice
#

ah, yeah, i suppose because on damage only fires on server, i need to then make events to fire it just for that clients controller, the health var is replicated btw, so should sync fine!

unique harness
#

right but it can end up sending a bunch of network data if for instance you have "regen" functionality that changes health on tick

#

but the easier thing to do is just have a "modify health" server RPC that changes the health and have the health be a rep notify

potent solstice
#

ah, i see, ok ill keep that in mind, I am not doing anything per tick for the health thankfully, also i think i need to pass through on the function the player controller to apply damage to, makes sense now!

#

working perfectly now, thanks @unique harness

tardy hollow
#

I created it like this in the cpp, and when I try to edit the mesh transform in the BP it only allows me to scale it:

maiden wadi
#

@hushed gazelle Rotators get compressed for network traffic. Each axis gets compressed into an unsigned byte or short, which means non negative, non decimal whole value between either 0-255 or 0-65535. This is okay in the use of rotators because they 'wind-up'. For instance, 360 is the same value as 0, 355 is the same as -5, 185 is the same as -175. 720 is also the same as 0, 715 is -5, etc. Now, the reason you see -180 to 180 are the actual values that functions in unreal uses. You can normalize them yourself in places you use them if necessary, but in general most functions that take a rotator will normalize them anyhow. In this case, BaseAimRotation is a raw rotator and hasn't been fed into a function yet and you're picking apart one of it's axis values from the raw 0-360 data.

So, the TLDR is to Normalize the axis of Pitch before using it.

#

@tardy hollow Did you hotreload?

strange igloo
#

I have a blueprint with a widget component. The widget blueprint contains another widget blueprint. The widget component displays the parent widget blueprint with default values that don't match the parent or child widget blueprints. I'm so confused.

#

The parent widget blueprint sets the two text blocks to something, and the default values of the child widget are different as well. Both sets of defaults are ignored.

#

And on BeginPlay, the widget completely disappears.

maiden wadi
#

How are you setting the values in the widgets?

strange igloo
#

I've tried directly setting them on the right pane in the "Designer" section, and with the Pre-Construct and Construct events.

#

In the widget blueprint editor, they show correctly.

#

I also tried creating a text variable in the parent widget blueprint, exposed it on spawn, then set it in the constructor of the blueprint.

#

And that still didn't work. And I restarted the editor.

maiden wadi
#

So if you disconnect everything in Preconstruct or Construct, and set the text manually in the designer, it still doesn't show up?

strange igloo
#

Yeah, that was originally how I had things.

tardy hollow
strange igloo
#

I just created an empty class with a widget component, and the same thing happens.

maiden wadi
#

@strange igloo Can I see the hierarchy in the designer on your parent widget that is getting added to the WidgetComponent?

strange igloo
#

Yeah, one second.

#

WBP_Project is a container for a title and text body.

maiden wadi
#

Looks fine. Let me try that really quick with a couple of widgets.

#

Seems to be working fine.

strange igloo
#

๐Ÿ˜ฑ

maiden wadi
strange igloo
#

My parent widget blueprint overrides the defaults, but the actor shows "Text block" which neither of them have as defaults ๐Ÿ˜ฆ

maiden wadi
#

@hushed gazelle Rotator has a function for floats that is for that. It's just NormalizeAxis.

strange igloo
#

The worse problem is that the widget component disappears on BeginPlay ๐Ÿ˜ฆ

maiden wadi
#

Where are you overriding it in the parent?

#

Couple of different ways to do that, want to test correctly.

strange igloo
#

In the Designer pane; the default variables section for exposed variables. The exposed variables are used to set the text of the child widget blueprint in its Pre-Construct.

#

Actually, on BeginPlay, the text is set correctly! I only found out after creating a separate test actor, whose widget component doesn't disappear.

#

*So...the actor had a separate WidgetComponent declared in its parent C++ class. I just got rid of it and I'm gonna rebuild and test it out.

maiden wadi
#

Huh. Well that's interesting.

#

I find it odd that in the actor's designer that the parent widget's alterations don't show, but they do on beginplay.

strange igloo
#

It still disappears, but it's a really simple class and I can just redo it all in blueprint.

#

I'm going to sleep ๐Ÿ˜ฉ thank you for the help.

dawn gazelle
#

FinterpTo on tick.