#blueprint

402296 messages ยท Page 611 of 403

dawn gazelle
#

The "current" value should be whatever the currently registered amount is (the amount that's going to be adding up basically)

#

The "target" is where you want it to reach, or your new money value.

#

Inerp Speed changes how fast it reaches that value.

#

The return value you should set to the variable that contains the "current" value so it constantly updates.

#

You don't need a delay. It's using Tick + FinterpTo

#

And if you're using this for a widget display, then you can update whatever text widget you're using just after this with the value in money.

viscid shard
#

umm how can i reset the YAW on the controller i dont see a variable for it. there is only add YAW but if i go into my Third person view rotate then go back into my Top Down view directions all messed up

dawn gazelle
#

Then perhaps use a timeline or a looping timer that you can invalidate when it reaches the value or some other event that fires repeatedly to get the effect.

viscid shard
#

if you dont want it on a tick then timeline or loop like he said. int is perfect for it as you dont want sub currency. if you pick up 10 coins run the loop 10 times and have a delay inbetween each one

surreal peak
#

You can't put delays into the Loop Body.

viscid shard
#

oh true

surreal peak
#

Unless you build a custom loop sort of

viscid shard
#

prob still bad because dont you want to breakout of the lop soon as possible ? new to programming but understand somethings lol

surreal peak
#

There are ways to do that manually

true valve
#

I'm trying to use 3d noise to spawn spheres within specified radius which could be selected via sphere/line trace? So as I move through the space the sphere will use noise to keep spawning spheres around me. In my first try I used default UE4 noise but it wasn't infinite. Any idea where to start?

olive sedge
#

I'm about to create a blueprint that holds a struct for the level settings.. like how many points are needed for a win etc

#

is there a better way?

dawn gazelle
#

Create a table for the struct?

#

Then get the row name for the particular level?

olive sedge
#

haven't worked with tables before, I'll look into it, thanks

fringe geyser
#

Just updated NVidia drivers and getting a lot of screen tearing when navigating blueprint graphs. Anyone ever have a similar issue?

maiden wadi
#

@fringe geyser Sounds like your new drivers changed settings of some kind. I'd check out your driver settings. Specifically the Refresh Rate in the resolution settings. Make sure it isn't being ran faster than your moniter's supposed to be.

fringe geyser
#

Thought the same and checked it, but there's only one option available in the driver settings, 60 hz. I wonder if mine was 59 hz and somehow the new driver removed that option. Either way, thanks for the advice, having someone else also think it's possibly a refresh rate problem encourages me to look into it further. I'll try to hunt down my monitor specs to confirm.

maiden wadi
#

Hmm. You can test it in the editor I suppose. Try pressing tilde in editor, should bring up a command line. Try "t.maxfps 45"

#

That should bring it down far past screen tearing.

#

If it still occurs after that, I'd say driver/monitor settings.

#

@fringe geyser If the console command works, there are these settings here which should permanently limit the framerate for you without needing to enter that constantly.

fringe geyser
#

Oh nice, cheers. That drastically reduced the tearing ๐Ÿ‘

shadow saddle
#

can u change the data inside datatable during gameplay?

#

or its fixed ?

glacial eagle
#

@fringe geyser r.Vsync 1 in console

fringe geyser
#

That completely fixed it ๐Ÿ™

#

Though I did r.VsyncEditor 1

glacial eagle
#

Ah yeah for editor that's the one

#

Probably better long-term solution than fixing project framerate

surreal peak
#

You can see them as a texture or sound asset. They provide custom data, but you usually don't change them runtime.
If you need runtime data, you will want to split that off of the DataTable.

lunar coyote
#

I got the Physics Collision Sound asset from the marketplace. Its quality wasn't really up to par with what I wanted, so I figured at least I can learn how he does it and implement a similar system myself. Opened up the BP and... well...
https://i.imgur.com/PhqJL6O.png

#

๐Ÿ˜›

trim matrix
#

?

shadow saddle
#

if i want to store "item to be sell on shop" list

#

like a lot of them

#

what is the best solution

#

i have several ways but im not sure about the most efficient one

#

item strcuture ? object ? array ? or ?

velvet pendant
#

Hello, I'm a high school student who is new to unreal and coding in general. Is there anyone who can help me learn the basics

orchid garden
orchid garden
velvet pendant
#

Does anyone know why is it that when I try to make an animation for my third person character, instead of doing the animation, he does the zero pose

lunar coyote
#

@rotund basalt God has forsaken that blueprint

fringe geyser
#

GetPlayerController is null when called from GameInstance EventInit. I noticed other odd behaviour with audio when trying to play sounds on EvenInit as well. If I add a hacky delay, it all works. Should we not be using EventInit for nodes like GetPlayerController?

rotund basalt
#

I'll clean it up for free if you want lmao

fringe geyser
#

I'm presuming EventInit is too early in the order of execution of the engine, though that's a bit inconvenient as there's a bunch of initialization I was hoping to do there.

rotund basalt
#

I legit never understand how people manage to create such messy blueprints in the first place, sure if it gets more complex it gets larger but jesus, use collapsed graphs or functions

orchid garden
#

messy blueprints are easy to create

#

looks at my test blueprints lol

fringe geyser
#

An unwieldy cthulu beast like that blueprint? That was purposeful, that's a masochist

rotund basalt
#

Use a variable? Nah

Drag the connection across the entire blueprint with 500 reroutes? YES!

orchid garden
rotund basalt
#

I saw people use functions and all they had in there was a variable and a branch lol

orchid garden
#

well some simple macros like that can save time, i.e. ?isValid

#

if you are going to make something into a function thats part of a larger code, you should try to do that with things that repeat in the larger code.

lunar coyote
#

I've gotta say, BlueprintAssist has been a godsend in cleaning up messy blueprints

orchid garden
#

i mean i have one package where someone took a routine, spread it across 4 different blueprints, and they didn't even need to do that, could of all been called from the original blueprint.

lunar coyote
#

Just mark a section, hit F and watch it align everything more neatly than I would have the patience to do myself

orchid garden
rotund basalt
orchid garden
#

yeah super long reroute nodes are kinda overkill.

lunar coyote
#

caching into variables tends to be better for performance and cause less bugs too, because otherwise it has to go back all the way and redo the same computations to get the same value again

#

And if there's a rand involved in computing that value, you're gonna get a different result the next time you use what you think is the same value

orchid garden
#

that all depends on what it is and what your using it for

#

and all the reroute node is is a visual passthrough, nothing different then doing a direct connect to the orignal.

maiden wadi
#

@lunar coyote That is only true if it's from a Pure function. Normal functions already have their outputs cached, so storing it in another variable unless you need to modify it is just wasting memory.

fierce birch
#

i have this actor and when it hits something i want it to switch based on the physics material. the actor is a bullet and the only problem is that it cant get the physics material

maiden wadi
#

@fierce birch For headshot style things, you're going to have a lot easier time doing bone checks.

fierce birch
#

really?

maiden wadi
#

Polygons on the mesh are associated with the highest weighted bone that can affect them. So if a projectile collides with a polygon associated with a head bone, the HitBoneName would equal whatever your head bone is.

fierce birch
#

what about the capsule component, should i set it to ignore the bullet

maiden wadi
#

Probably. Bullets don't usually hit capsules. Would look odd if you shot over someone's shoulder and it registered a headshot.

fierce birch
#

how could i get the bone name? get the mesh, then?

maiden wadi
#

the HitResult already has it.

fierce birch
#

oh lol

#

didnt see it

#

then ill switch on it

maiden wadi
#

Come to think of it, I hope that works with overlaps. I'm used to using those with Hit events.

#

Easy enough to print off the HitBoneName to see if it's registering I suppose.

fierce birch
#

i could change it if it doesnt

#

then just put in the bone names for the pins?

maiden wadi
#

Pretty much. You can visualize it for your mesh by looking in the SkeletalMesh itself. There's an option here that will color the polys based on their weights to the bone. For instance this is with head selected in the default Mannequin.

trim matrix
#

hey guys still struggling with the same problem! There is no function to set the value for a variable as the result of a variable operation. An example A= B + 10% of C. Yesterday i've tried with a function but the problem is the time frequency of the function check. if I call the function on TICK it will add 10% of C to A every frame. If I call the function from a timer it will do the same every timer check. What I would like to do is to permanently set the default value of A as the operation of A plus the 10% of C wich means that each time that C increases it will add that value to A only once.

maiden wadi
#

You're going to need some sort of variable somewhere if you want it to keep state. Even a hard coded input for the function. But basically you should probably make a variable for A and C at least. Make a function that sets C to a new value, and then gets 10% of that value and does your setting for A as well after C has been set.

fierce birch
#

thanks @maiden wadi

trim matrix
#

I mean from the variable menu not from the blueprint!

#

so that when you start play you have already set some variable value interection which are gonna effect each others during the gameplay!

orchid garden
#

but learning is fun!

stuck wind
#

Hello ! Need help to execute (Spawn Emitter Attached) an FX. I've a float coming from the gameplay that correspond to the input ( press E or whatever), but I don't know how to connect it to the spawn Emitter Attached to play the FX. Any idea/tip/tutorial in mind ๐Ÿ˜… ?

orchid garden
#

is that what you need @stuck wind ?

#

oh my bad i read that wrong :/

#

if the boolean is for a setting on the emitter, you should be able to set the boolean by dragging a pen from the get 'attached emitter' then 'set myboolean' where my boolean is the one in the emitter

#

checking reset should make the emitter start from the begining

stuck wind
#

I like the fact that there is something to stop it, I will need that ๐Ÿ‘Œ But I'm not even at this point ๐Ÿ˜… I'll try to explain

#

In a test project i've setup this that make spawn a shield around my character. That's good. But in our main project, we don't use 'direct input', but float coming from some code.

orchid garden
#

you don't seem to be attaching it to anything

stuck wind
#

It's attached to the mesh

orchid garden
#

oh derp ( i was looking at point name )

stuck wind
#

And I get that

orchid garden
#

okay rather then using a key you use a float

stuck wind
#

In our main project, yes

#

But I don't know how to use a float to execut the Spawn Emitter Attached

orchid garden
#

branch? if float == x then spawn emitter?

stuck wind
#

Seems interesting, i'll test that !

orchid garden
#

what sets the float for the emitter to be spawned?

#

like... running over a hitbox?

stuck wind
#

It's coming from some code/gameplay stuff

#

Press button => get the float

#

It's to activate a shield

#

I can't get the branch in the anim blueprint... For a competence with only FX, i should setup it in the character blueprint ?

orchid garden
#

yeah i get all that

#

ah so its in a animation bp your spawning the emitter?

stuck wind
#

I don't know where I should do it, so i guessed in the anim BP yes

orchid garden
#

if your doing it in a animation bp, and its not done in the event graph but in the animation graph, you'll need to setup a condition for the spawned emitter, you'd check the float in the condition to see if its true, if so then do the emitter and activate it.

#

and in there you could use the branch check

stuck wind
#

In the anim BP, the condition works to activate animation. But then, new question : in the State, at which node should I attached the spawn emitter, so it's added to the animation ?

#

execut output to animation pose result... ?

orchid garden
#

hrm im not sure how your creating a emitter in the animation graph, it doesn't let me.

#

personally, if i were to do it in the animation bp, i'd do it off the event blueprint update animation.

#

its basically a tick function, so whenever the float = x for the shield it'd make the shield.

stuck wind
#

Okay, i'll try that, thanks for the explanation !

orchid garden
#

you could even have the emitter setup as a function / event on the player and call it from the animation bp

#

if you'd want to call it from the player as a function event you'd need something like this setup in the animation bp:

#

@maiden wadi may have some better ideas @stuck wind

#

(he's saved my butt several times now heh)

faint pasture
#

Why are you using a float for the input? Is it meant to be an axis?

maiden wadi
#

Be careful putting stuff in the animation blueprint that isn't for animations directly. I don't know all of the details, but doing certain things in it will force it to run on the gamethread instead of a separate thread. This is okay for smaller projects, but if you use that blueprint more than a dozen times, it'll start to hurt.

orchid garden
maiden wadi
#

I'm not sure exactly where the thread difference comes in.

orchid garden
#

hrm intresting ๐Ÿ™‚ good to know at least

maiden wadi
#

Let me see if I can find any sort of information on that.

shadow saddle
#

will for each loop with break execute the completed node if i break it ?

orchid garden
#

when you break it it ends the loop

shadow saddle
#

will it go thru this

#

or ignore

orchid garden
#

you'd need to run off 'completed' to continue the node

shadow saddle
#

so even u break it

orchid garden
#

yep break or full cycle goes to completed

shadow saddle
#

ok

orchid garden
subtle nova
#

Question. I'm trying to have a moving platform move between points and once it reaches the end, to reverse the order. I want it to only move to the next position when I push a button. Is there any way to ping-pong an array in some way? Or is there a better way of telling it where to go next? Currently I'm storing the position #, and linking that to an array of Vectors.

marble violet
#

what is the best way to apply gamepad to the Widget? I'm having difficulty to focus on child widgets and I don't understand how focus works, can anyone help me with that?

shadow saddle
#

and btw

#

map is considered to be array right

orchid garden
#

i don't use maps, so couldn't tell you

rancid quartz
#

Hello. I have a question about FInterpToConstant. I had thought that the InterpSpeed parameter determined how fast the interpolation was, not how long it takes. Given a different target value but the same speed, will the interpolation always take the same amount of time?

faint pasture
rancid quartz
#

I'm trying to move a series of components along a spline while maintaining their offsets to one another. To do this, I add their offsets to the spline length before feeding that into the FInterp's target. However, given a different target with the same speed, the result always seems to be the same.

faint pasture
#

Ancient message but what do you mean by "let the component register it"? I'm assuming the logic would flow like:
Input Event -> some sort of trace -> call Interact on the target InteractionComponent -> Event Interact calls dispatcher InteractionDispatcher -> Actor specific interaction

Is that right?

rancid quartz
#

So given two different targets with the same speed, should it take different amounts of time to finish the interpolation?

orchid garden
faint pasture
# rancid quartz Here's the blueprint so far.

Uh, that looks like a mess. I don't know splines super well but you should be able to get a location on a spline given a time or distance input. Just accumulate the input each frame and it should spit out a point along the spline. For multiple components, just add their offset to the input.

#

It looks like you're adding an entry to the map every frame

rancid quartz
#

Not every frame. It's on a timer.

wooden bloom
#

I am new to unreal engine, and want to start by learning BP, anyone know any helpful courses?

rancid quartz
#

@wooden bloom Try GameDev.tv, they have a number of helpful courses.

faint pasture
#

either way, you should be able to do it like this.
You have components A, B, C with offsets in time or distance of 0, 1, 2
Each frame, call GetPositionAlongSpline(CurrentTime + offset) to get the desired location

orchid garden
#

(ignore the get text on the bp, its not needed)

faint pasture
#

idk if spline use time or distance but you could easily have DistanceAlongSpline = Speed x Time and then just add the offset

orchid garden
#

i just noticed that was still there lol

wooden bloom
rancid quartz
#

They're not free, but they often go on sale for $15 or so.

rancid quartz
wooden bloom
#

oh, do you know any other platform?

faint pasture
rancid quartz
#

@wooden bloom Actually, wait a second, there was an announcement a couple weeks ago about all of GameDev.tv's Unreal courses becoming free via Epic.

wooden bloom
#

you mean unreal online learning?

maiden wadi
#

@orchid garden Hmm. Not really finding a lot on that. I don't think it actually applies to the animation blueprint's event graph though. There's a setting to enable in the AnimBP that will tell you if you're using blueprint badly in the animbp.

wooden bloom
#

I am already there, the problem is I don't know a suitable course, is BP kickstart a good one?

#

or do I need first hour of UE first?

rancid quartz
#

@faint pasture Actually, you see, the problem with that is that I need them to all reach the end of the spline. This way, they'll still be offset at the end, eh?

#

@wooden bloom You must follow your heart.

wooden bloom
#

okay

maiden wadi
#

@wooden bloom How much programming experience do you have?

orchid garden
wooden bloom
#

I have barely any with unity

#

i took the first ue4 course, so I know my way around it

maiden wadi
#

@wooden bloom I mean programming in general. Do you know what floats are, what a function is, difference between passing by value or reference?

faint pasture
#

It all depends on what happens at the end of a spline, IDK if it loops around or clamps or what. You can do your own clamping

wise mantle
#

how to rotate an object once? ive tryed with turning on a "isPlayed" bool, but because the rotation lerps, i doesnt finish the rotation

wooden bloom
#

yes

wise mantle
#

i have no idea if that makes sense

wooden bloom
#

like I might understand at least half of code, my problem is memorizing and using code and bp

rancid quartz
faint pasture
rancid quartz
#

They don't need to be piled at the beginning, no. And the offsets can be signed or not, whatever works!

maiden wadi
#

@wooden bloom Others may feel differently, but I found the paid courses kind of a waste of time and money. I spent my first week following a multi episode city builder tutorial. Really covered a lot of ground, Enums, Structs, creating custom functions. I didn't really appreciate a lot of it at first, I just did what he did, and after a while I went back and rewatched it to follow what was going on and how to get around the editor. After that it's just getting accustomed to stuff, which is just experience more than following guides.

wooden bloom
#

so basically follow tutorials and learn concepts frolm tools used?

maiden wadi
#

Google and reading will be your best friend for a few weeks. The reason I asked if you knew programming in general is because a lot of people just generally don't understand logical processes. That is a huge part of what those guides teach new people. But all of the smaller stuff, like where to find helpful settings, or good tips for how to structure your project, you would need to get lucky in those guides. They're badly stuctured in that manner to help people learn. Much like a lot of college courses. They dump everything in the level blueprints, so that everything has access to everything and it makes it easier. In more realistic terms, you will barely ever touch the level blueprint.

rancid quartz
# faint pasture

That works pretty splendidly. Thanks a lot. Now, if I did want them to be bunched at the beginning as well, would that be difficult?

faint pasture
#

They should already be, assuming they have negative offsets

#

you can also start with a negative initial position

rancid quartz
#

Oh, sorry, let me negate the offsets.

#

Wow, that's a thing of beauty.

faint pasture
#

What's the easiest way to get all scene components of a class that are within a sphere? Does a naked scene component even register at all for any sort of overlap or collision detection?

coarse forge
rancid quartz
#

Thanks a lot Adriel. You've been a big help.

faint pasture
coarse forge
#

+1

maiden wadi
#

It is the most amazing thing to comprehend that multiplayer is nothing more than learning RPC and Replication, how they're different and how they work... And then realizing that those two small things change your programming dynamic so very much.

wooden bloom
simple thunder
#

I am building a tool that takes screenshots of a series of static meshes inside an array. How can I set the camera distance depending on the target mesh dimensions in order to always have the whole object in the frame?

violet vault
#

I did this way long ago in a turntable tool for Maya. Get the bounding box of the thing that you're going to take a picture of AKA your static mesh. Find the maximum size by subtracting the opposite corners. You now have a good distance you can pull the camera back at an fov of 90 and still see the entire thing in frame however you might want to scale the distance up a little more to give a better presentation

stuck wind
#

@orchid garden @maiden wadi With your help, we've found how to activate the FX. Thanks a lot ๐Ÿ˜„

#

I have another question then : where would you setup a skill with only FX, if it's not in the anim BP (even the event graph) ? And why ?

velvet pendant
#

Does anyone know what would cause an animation to instead of playing the animation, would just make you do the zero pose. I am new to blueprints, so please speak to me as if I don't know what I'm doing

#

After doing the zero pose for that given time, It goes back to doing the normal walking animation

subtle nova
#

I have an array of Integers, I Get one of them (ref), and I change it. But it doesn't actually change. Am I missing something in working with integer arrays?

velvet pendant
#

I have no clue what that means

weary jackal
weary jackal
velvet pendant
weary jackal
#

Right click on the animation you want to create montage, There will be a create tab, inside it

maiden wadi
#

@subtle nova How are you changing it? If you're getting it by ref, it needs to be set with Set By-Ref Var node.

velvet pendant
#

I know some people will get very mad at me for even asking... but how do you set up a montage

rough jay
#

right click ur animation then click "select" or the top option and select anim montage name it , it has its own node named play anim montage

#

all u gotta do is create it then play it im sure, atleast what worked with me

smoky jewel
#

Hi. I wanna make melee combat like in GTA 4, so I tried to attach physics weapon to hand, but because of physics it falls. Tried physics constraint and physics handle with no success. Can you help me to understand how to attach bat to hand, with enabled physics and locked location and rotation? I need physics for impulse, detecting which bones hitted and to make melee don't fall into walls.

smoky jewel
#

but gun falls, because of physics. I tried to make attachActorToComponent on tick and that don't help

#

in my game physics never off for all guns

#

I can make attach, but there no GOOD constraint, so gun falls

#

just like GTA 4 and wanna make smth cool like that

#

for that I maid animation

#

like in Far Cry 3

#

so...

#

how can I lock location and rotation of physics gun?

#

tried, but I can't find location locking

#

in physics asset it creates automatically

sturdy herald
#

Hello. Is there a method to play a video on a plane without downloading it?

orchid garden
velvet pendant
rough jay
viscid shard
#

i dont get help often but i been mucking around for hours. how can i make my player character not rotate around when using the ASD keys . like S will make the character face the camera instead of walking backword. i know i can change it in a animation BP but the Rotation of the character is actually turning around and i dont like that ><

granite rain
olive sedge
dawn gazelle
crimson swan
#

Hey guys i have a small issue i could use some help with if anybody has time

#

So i'm modifying the top down template to be networked. So only the movement. what's happening is the client moving is seeing the character as a jittery mess whereas every other client sees it smoothly

olive sedge
#

@dawn gazelle that makes sense. I figured it depends on the context. Thank you

fierce birch
#

is there a way to run a on component hit without simulating physics?

distant grotto
#

anyone got any tips on how to set up a modular character?

granite rain
# crimson swan So i'm modifying the top down template to be networked. So only the movement. wh...

Download Project : https://www.patreon.com/posts/46170618
In this tutorial, I am going to show you how to implement multiplayer replication support for the topdown template in unreal engine. Unlike the third person template we get in unreal, the top down template out of the box doesn't support multiplayer replication. If you try to play the top...

โ–ถ Play video
crimson swan
#

ill check it out thanks

fierce birch
#

@proud hull trying to make a physical bullet hit a player

distant grotto
#

I just want to set up a scene for portfolio shots, and i'd like to have this modular character play an idel animation and flick through the different parts randomly every second or so

viscid shard
#

@granite rain anyway not to use controler yaw screws up everything else

proud hull
fierce birch
#

its not

proud hull
#

This blueprint is the bullet?

fierce birch
#

because if it is the projectile movement wouldnt work

#

yes

solemn parcel
#

Is there a way to make some particle that looks like 2d (view from top being 'lines') to be looking more like 3D ?

proud hull
fierce birch
proud hull
#

set collision enabled.

#

You can keep your response settings. I think you only need to set collision enabled.

fierce birch
#

doesnt work if i set collision enabled

proud hull
#

Oh you had it physics anyways, thought it was query only.

fierce birch
#

yea, i put a break point at the event and it doesnt fire

faint pasture
#

You could do a bullet using physics but that'd be a very bad idea.

fierce birch
#

just a bullet actor, instead of a trace

proud hull
#

He wants the projectile to trigger a hit event to get bone name.

fierce birch
#

yes

quick imp
#

So i'm gonna try to describe this the best way I can.
So I want to make a system in which I can morph or move a blob to make a creature like how spore does it.
Would I just look up how to morph meshes? Idk what would go into doing something like this. Anyone able to point me in the right direction?
Example Video: https://youtu.be/ZRr3lgckIAM

Join Spore artist / animator John Cimino as he walks through the process of building a creature with the Spore Creature Creator. Spore available in stores September 2008.

โ–ถ Play video
proud hull
#

I haven't built my ranged system yet, so am only working off of google and logic, hehe

faint pasture
#

Oh then just use a basic projectile with the stock projectile movement component and have it NOT collide with character capsules, but instead with the mesh

fierce birch
#

i set mesh collisions to ignore the projectile

quick imp
#

Cant you just on event hit, within the projectile bp. Can't you just get actor or something, and get bone ?

#

Idk lol

faint pasture
#

You need to set up your collision such that bullets ignore capsule but hit the skeletal mesh.

proud hull
fierce birch
#

oh

faint pasture
quick imp
#

lol just having that basic idea, and then running with it, should get your somewhere

proud hull
#

Ah, capsule is eating up the hit, haha

fierce birch
#

@faint pasture make a custom collision type for the capsule?

quick imp
#

Yeah, OR, maybe setup your own custom collisions. That are for the head or arm or butt ๐Ÿ˜„

#

Ive seen that

fierce birch
#

i think getting bone names is a lot easier

quick imp
#

let me open a project that actually has body part specific damage set up and see how they did it

faint pasture
#

It depends on how your project is set up, but you will need a minimum of three profiles. Capsule blocks world, mesh blocks bullet, bullet blocks world and mesh

quick imp
#

True ^

viscid shard
#

how can i make it so thirdperson character wont rotate with WASD but walk forwad strafe left and right and walk backwords without the use of controller Yaw

fierce birch
#

lock it

quick imp
#

Lock it

#

lol

fierce birch
#

in character movement

viscid shard
#

then it wont rotate with camera

quick imp
#

OH

#

I see, so when the player is moving, you dont want it to rotate but when you are idling, be able too

fierce birch
#

for your character rotate functionality, rotate the camera instead

faint pasture
#

@viscid shard how do you want the character orientation to be rotated?

viscid shard
#

if i use controller YAW it messes up my TopDown camera

#

to move Forward with W in the direction my Camera is faceing like it currently does. but if i hit AD i want it to strife left n right and S to walk backwards not turn around

#

while in my third pesron camera only

fierce birch
#

@faint pasture yea but how can i get the event to trigger

#

it wont trigger

#

its not the capsule because nothing that i shoot at triggers the event @proud hull

faint pasture
proud hull
#

I am trying to dynamically create a wedge formation out of spring arms. Ideally, I want to base the spacing off spring arm length and angle, so the left example would work best, however the units only know their index in the formation and the numbers must generate in the order shown, so the left example would be very difficult to create dynamically. The right image shows the alternative, which is very easy to generate dynamically, but it takes angle out of the equation completely. Any suggestions?

fierce birch
#

the root is a scene component

warm ermine
#

Anyone have experience with dual-wielding with a inventory system?

crimson swan
#

i mean yeah

#

but it would depend on your inventory system

fast orchid
#

I cast to a FirstPersonCharacter bp and set the currentHealth variable to the currentHealth variable - 20. I made it so that this happens whenever the actor is hot by the linetracebychannel. the variable gets set to the original currentHealth which is 100 - 20. so it always equals 80

#

here is what I wrote

warm ermine
#

I followed Titanicgames RPG series but it doesn't include dual-wielding

fast orchid
crimson swan
#

not very familiar with that guy sorry :/

warm ermine
#

Its ok lol

faint pasture
#

That is, the presence of a two-headed weapon in the first slot also marks the second slot as occupied

proud hull
#

But if player is beasto warrior, two-handed weapon now does not occupy 2nd slot.

warm ermine
#

Ah ok thanks for that insight ๐Ÿ˜ฎ

faint pasture
#

It got tricky in our case because we had heavy weapons take up three slots, overflowing into your secondary weapon set. We actually ended up giving up on that for balance and art purposes, and now a heavy weapon just also fills the body armor slot

crimson swan
#

Figured out my problem from earlier. Apparently moving an AI serverside using simple move to with the "Allow clientside naviagtion" in naviation systems turned off causes your character to jump arround because for it the navmesh doesn't exist so you keep getting an update on your position from the server

#

the more you learn

viscid shard
crimson swan
#

I mean i can only speak for myself but i didn't quite grasp the idea tbh

viscid shard
#

i want the character to be pointed the same direction my camera is without the use of control YAW because itll screw up my TopDown camera. so while in third person the character will act like the First person default project character

faint pasture
#

@viscid shard just have the top-down camera NOT use the control rotation.

winged sentinel
#

Hi everyone, Im trying to snap my left hand to my weapon, but i dont want to change the actually position of the hand, i just want it to follow the weapon

#

Im trying to use the Fabrik node but its requiring me to snap to a socket, changing the location of my hand

#

I kinda just want it to mimic the right hand so that it does look like the weapon is sliping

viscid shard
#

@faint pasture if you're talking about just setting the use control Yaw to false for top down so i can use it true on my Thirdperson cam. it would be nice but the Yaw stays screwed up after toggeling it so i cant use it. i spent ours trying to figure out how to set YAW on a controller but all you can do is Add to YAW.

manic vessel
#

Anyone Know How I could speed up and slow down a timer based on distance to actor?

faint pasture
#

@viscid shard you can manually set the rotation of anything. Add controller yaw is just modifying the ControlRotation.

cold raft
# fast orchid

It looks like you are setting the current health in the Blueprint you are in, and not the Current Health variable in the FirstPersonCharacter blueprint

lean thistle
#

Im not sure if my last message delivered, if it did sorry for the double question. My procedural mesh stops responding to On Cursor Over events after it is sliced. Does anyone know if this is a bug, or how to solve it?

thorn veldt
#

Hello there. How can I add a starting point to a for each loop node (pin)?

wicked nest
#

do yall know how i would go about making the character rotate around a vector in space?

thorn veldt
#

@dawn gazelle
Your suggestion works! I owe you one 'pal. Thanks a lot!

stuck wind
gritty elm
#

is character possess function is replicated?

proud hull
#

Finished up my other formations and now about to tackle this one. Just wondering if anyone here had any other alternatives. #blueprint message

rancid oasis
#

what does it mean when a variable is out of scope? THINK_EXTREME

distant grotto
#

Does migrating blueprints just not work or what?

orchid garden
stray island
stuck wind
#

Okay ๐Ÿค” Thanks ๐Ÿ˜„ @orchid garden

orchid garden
stray island
#

How do i make these wires look nice or hide them , is macro and function the only way

orchid garden
#

this is why reroute nodes come in handy lol

stray island
#

Oh ya and reroute

orchid garden
#

you can double click a line to add a reroute node

stray island
#

Any third workaround beside macro , function and reroute

orchid garden
#

variables

stray island
#

When i make a function โ€œpureโ€ it loses some wires and be small , but does that affect the function?

#

What does โ€œpureโ€ mean

dawn gazelle
orchid garden
#

pure is a standalone function, doesn't need to be connect to a execute line

stray island
#

But , how did pure know its connections

orchid garden
#

generally your doing something with the 'out' of a pure function

stray island
#

It does work and look nicer than big function but Iโ€™m afraid it loses the connections

orchid garden
#

the 'out' (i.e. return value in above) links to the execution line via whatever your doing with it, and the engine knows to execute it.

dawn gazelle
orchid garden
#

some things can't be put in functions, i.e. timelines, timers, delays as examples.

stray island
#

That is function is cute

#

So am i safe by converting all my functions to pure

orchid garden
#

not really, some things you don't want as pure functions.

stray island
#

Oh

orchid garden
#

is it possible to make a Cone Collison object? i see UE has Cube, Sphere and Capsule by default but no cone ones... wondering how i could make a Cone Collision object.

tight schooner
orchid garden
stray island
#

Oh didnt know about collapse feature , thank u @tight schooner

proud hull
tight schooner
#

Yeah, struct is a somewhat nuclear option for visual organization but I'm just throwing it out there

stray island
#

Tbh I already have structues , out of structs inside structs

#

So i have structs but ruined them too

tight schooner
#

But yeah I collapse nodes a lot. My event graphs tend to be a series of collapsed boxes... Easier to look at than a series of comment box-ed node graphs IMO

stray island
#

Because i do break my structure

orchid garden
stray island
#

The target input in function is triggering me

#

Cuz its already self in every node

proud hull
orchid garden
proud hull
#

interp the size and location.

dawn gazelle
#

Technically, couldn't you use a static mesh object with a cone mesh and have it check for overlaps? (I may be wrong)

proud hull
#

Most people aren't familiar with traces though, so an actual cone object looking for overlaps may be their best route.

tight schooner
#

@stray island it's just how functions are, cuz you can call them from other BPs with a reference to the target. If the function is simple (in terms of data pins) you can fill out the function's shortened name field and it'll give it a simpler visual styling

orchid garden
tight schooner
#

You can totally have invisible complex mesh colliders

dawn gazelle
#

You can set it to be not visible in-game.

tight schooner
#

Visibility or hidden-in-game doesn't affect collision

orchid garden
#

ah yep lol

#

cool cool ty @dawn gazelle

dawn gazelle
#

The only thing I don't think is great about this method is lack of easy control over the size.

orchid garden
#

i just need it for a fixed size.

proud hull
#

You may need to adjust the anchor point so you can easily scale it without having to readjust its position every time.

#

Ah, if it is fixed size, then don't matter.

orchid garden
#

yeah its for a camera unit thingy

tight schooner
#

Kind of an aside... but I remember ppl here talking about cone traces here and how that functionality exists in C++, but one would need to write a function to expose it to BP.

#

That was maybe a year ago

orchid garden
proud hull
orchid garden
#

default is center of cone

proud hull
#

Ah, even worse, hehe

orchid garden
#

making a cone is no problem

proud hull
#

but same in terms of moving it

stray island
#

Sorry i will ask this again but is greying out variables only possible through c++ and bps cant do it

#

Like this greyed out numbers that toggles when the bolean is true

orchid garden
#

would be nicer if their was a cone simular to this as a collision object, where the sphere side of it could be adjusted for height seprate from the cone itself.

#

and if i use a capsule or a sphere to try to negate the deadspace, well, then im doing two collision checks instead of just one.

proud hull
#

Make a new ice-cream cone shape then.

stray island
#

If u export that 3d shape to unreal and remove its material , wouldnโ€™t it be equal to having collision?

winged sentinel
#

Hi everyone, is there a away to do hand Ik without snapping the position of the hand?

orchid garden
#

not really arche it'd be a material-less object lol.

stray island
#

I thought collision is a material less object already

proud hull
stray island
#

Oh I thought he made it in another program

dawn gazelle
proud hull
#

Blender pro!

orchid garden
#

I can make one @dawn gazelle , its just a pain scaling if you do make one cause it has to be to scale for one with spherical end.

teal pendant
#

hi guys in the new version 4.26 in UE I work with AR and it has no function "Get All Planes" maybe someone knows what it is called now?)

teal pendant
short bough
#

This is FPS game in Which I have firstperson arms which is set only owner see to true and full body mesh with owner no see to true.I am using another actor as scope In which Scenecapture2d component is used Ihave set scope actors owner to Player character ...full body mesh is rendering in scene capture 2d how can i hide full body mesh from scope actor?sorry my english is bad

dawn gazelle
teal pendant
#

@dawn gazelle i tried it didn't help

iron axle
#

i have 2 tree actors that i can set on fire and spread by toggling particle systems, and calling the next actors fire event via overlapped volumes.
thing is, i dont want to cast to tree1 cast fail cast to tree2. and write everything double. is there a way i could use a single, non level, event for 2+ actors?

dawn gazelle
#

are your tree actors set up in a way that they inherit from the same parent class?

iron axle
#

i dont think so

dawn gazelle
#

if so you could create a blueprint interface, implement it in the parent class, and do whatever logic you want in the parent, then the on overlap you just pass the actor into the target for the BPI message, and either tree would execute it.

iron axle
#

bpi?

dawn gazelle
#

blueprint interface

iron axle
#

ah

tropic horizon
#

Anyone here knows how to smoothly limit the pitch and yaw of the player camera? Been stuck with this for a while -.-

faint pasture
lost wolf
#

once u go over a certain value Rinterp back to it?

rough blade
#

Is it possible to disable gravity for a ragdoll?>

tropic horizon
reef turtle
#

Does anyone one have an idea why these variables are not in scope ?
base chunk and health chunk are in this same blueprint.. created by duplicating one of it.. but one of them showing values, other one is not..

any clue ?

faint pasture
#

like it starts out unlimited then the limit changes

iron axle
faint pasture
#

@iron axle All of your tree actors should inherit from BaseTree

#

What is different between any 2 tree actor classes?

long schooner
#

Can anyone help me with inventory blueprint, I have an issue that duplicates the array each time I open the menu?

faint pasture
pine ledge
#

Is your inventory menu was created new each time you open or use the widget already create?
I think your inventory didn't clean the previous list

iron axle
icy saddle
#

I want to set my "ability_Icon_A1" to the Ability A1 Image variable

icy saddle
long schooner
pine ledge
#

just get the list and "Clear child"

long schooner
#

Thanks, will try that

long schooner
pine ledge
mortal cradle
#

I asked it yesterday but without much success, does anyone know how can I make a scrollable widget while still not losing mouse and keyboard control in a game? I just need to be able to scroll in a widget while walking and looking around, walking part seems easy but I can't stop losing control over the mouse rotation. (I can already scroll in a widget so it's only about looking around and scrolling in the same time)

pine ledge
#

If you want something special like that, I guess control by code will do. That mean Scrollbar only the vision for you. And scroll up/down is everytick update

#

Like update everytick, offset scroll + delta mouse will be new scroll offset. It won't take control from your player

icy saddle
#

I have a cooldown counter text that should appear when a character's ability is on cooldown and disappear when it's not on cooldown.

Which property should I set? IsEnabled or Visibility?

dawn gazelle
#

Visibility

mortal cradle
#

I'm not using a scroll box for this, I'm overriding OnMouseWheel and when mousewheel scrolls up it's +1 and down it's -1 and then it hides or unhides an image which switches on int. So it's basically a question how do I know enable mouse wheel for the widget while being in a game mode/ ui and game mode @pine ledge

icy saddle
dawn gazelle
#

Enabled controls whether or not you can interact with the widgets in question. Eg, buttons set to enabled:

#

Visibility controls whether or not you actually see the widgets and if they can be interacted with (not-hit testable can prevent clicking for example). The options on visibility also can matter, for example Collapsed and Hidden both make the widgets not visible any more, but collapsed makes it so the hidden widget takes up no space in the layout.

icy saddle
pine ledge
mortal cradle
#

@pine ledge I can walk and scroll in a widget but not look around

#

It's because I use game and ui mode when this widget is enabled

proud hull
#

When widget is created, save a reference of it in player controller or character and have them handle the input for it.

#

You then have functions/events in the widget that "do stuff", and then you have player controller/character trigger these functions/events when input happens.

pine ledge
#

There're the way to allow look around on widget, "On Mouse Move" allow you get "Delta Mouse" then "add pitch/yaw" to your controller

#

It just weirds is why the player looking in widget like inventory, and still allow them to look around (I don't know just your idea)

mortal cradle
#

Thank for the ideas @proud hull and @pine ledge I'm trying it out now

proud hull
#

@pine ledge's alternative is perfectly acceptable too. Just another thing to override and then copy the mouse input from your player character into that.

mortal cradle
#

Ok it was actually as easy as passing the entire event into Mouse Wheel Up and Mouse Wheel Down in the player blueprint instead of overriding it in the widget

normal stream
#

Hopefully quick question: I am trying to get a player pawn to move in a complete circle around a point (think satellite orbiting a planet), or Galaga-style radial shooter). Any pointers towards documentation would be ideal.

pine ledge
normal stream
#

thankye

mortal cradle
dawn gazelle
mortal cradle
#

Thank you

delicate scroll
#

Hey, I'm trying to set up a Remote bomb that, when thrown if it hits someone it will deal damage but won't explode until triggered, and if it hits a wall it will stop and do nothing until it is triggered. When it's triggered it will explode and deal damage to anyone in the area. I have it built based off of my Proximity bomb that functions identically, but the proxy bomb doesn't arm itself until it hits a wall. (I got a bit of guidance from @maiden wadi last week about it, so thanks for sending me in the right direction with that).

fast orchid
#

how can I change the value of a variable from another bp?

tight schooner
#

@fast orchid you need a reference to that actor. There are a lot of ways to get a reference and it's highly dependent on your preference, scenario or architecture. Anyway a quick and dirty way to get a reference is to use Get Actor of Class. It'll work if there's only one of that actor class in your level.

#

If there are multiple, you might need a different approach. (Also I g2g. You can ask the channel for more help if you need it.)

fast orchid
#

I tried using the HitActor from the lineTraceByChannel and I could cast to the bp but when I changed the value, the value only changed in my file, not the other FirstPersonCharacters bp

dawn gazelle
fast orchid
#

the cast never fails so thats not the problem

dawn gazelle
#

drag off from your cast and start typing set current health. You should get a node that has a target and the float value.

fast orchid
#

that worked

#

thanks

#

one more thing though

#

I have a custom event which gets fired whenever someone gets shot, how can I update the widget which shows their hp

#

I have it on a bind but it only casts once

#

and never changes

dawn gazelle
#

Binds for updating widgets are usually bad as they are basically firing on tick. If you have an event already, you should be able to use that and get into your widget and set the new value in the widget.

#

The example won't really work in this instance as the event I'm using is only run on server which would not have reference to any widgets you may have locally, but it gives you an idea of how you can do something like updating a widget.

surreal peak
#

It works in Singleplayer :D

#

Multiplayer example could use an OnRep Health

maiden wadi
#

@delicate scroll Are you just trying to have it explode also when it hits someone?

fast orchid
#

if I have a firstPersonCharacter bp how can I get the PlayerController that belongs to the firstPersonCharacter bp

dawn gazelle
#

GetController

olive sedge
#

how do you create a color parameter in a material bp?

#

I know S+LMB and 1/2/3+LMB by now

fast orchid
#

how can I find every instance of FirstPersonCharacter. i want to split the people in the game into teams of 2 evenly

olive sedge
#

@fast orchid GetAllActorsOfClass

dawn gazelle
olive sedge
#

@dawn gazelle ah, right.. thanks!

dawn gazelle
olive sedge
#

๐Ÿ˜„

delicate scroll
#

@maiden wadi No only when it's activated

maiden wadi
#

Might need more explanation then. When do you want it to activate? Cause you said it only activates when it hits a wall? Are you wanting it to activate somewhere else?

delicate scroll
#

@maiden wadi Okay, so here is the Proxy bomb set up:

maiden wadi
#

@fast orchid Sounds like something you'd do with Playerstates since characters are often throw away when they die. But either way, you can get the GameState, and get the Players array from it which is an array of playerstates. Each playerstate also has a PawnPrivate variable for the character linked to that state.

delicate scroll
#

And it seems to be working properly

#

For the Remote bomb it goes - I use the ability -> remote bomb gets thrown -> when the ability is pressed again, it detonates.

#

I want it to (when the ability is pressed again) check if anything is overlapping the box collision (blast) it will do damage to them

maiden wadi
#

First, put IsArmed(false) before that delay. Otherwise you'll trigger multiple explosions. You probably only want the destroy actor after the delay. May also be better to set lifetime rather than using a delay, but either way.

#

As for the other. You should take everything past the first two branches in the third screenshot. Everything from PlaySound to DestroyActor and put it in a separate custom event. Then call that after the branches, and also call that on the second ability activate.

wise mantle
#

can you create a private overlap component?

#

i have placed multiple of the same blueprint objects, and all of them have an overlap component. the problems is that, when i walk into one of the collision triggers, it doenst only affect one object. it affects multiple

#

there i thought if there's a way to make the overlap private for one object

delicate scroll
#

@maiden wadi "As for the other. You should take everything past the first two branches in the third screenshot. Everything from PlaySound to DestroyActor and put it in a separate custom event. Then call that after the branches, and also call that on the second ability activate." - Yeah that's kind of what I was trying to work out earlier. This was sort of what I came up with earlier -

#

I want it to do a check (when it detonates) to see if anything is overlapping the "Blast" collision box. If I use the "On component begin overlap" it won't detonate if something is already in the box, and only if something enters the box.

delicate scroll
#

I think maybe the Apply Radial Damage might work. I've never used it before, so I will see about implementing it

olive sedge
#

alternatively, make it higher render priority than the terrain so it fully shows

fast orchid
#

is there a way to teleport half of the players in the game to one side of the map and the other half to another

#

I though I could with player starts but I don't think that it how you do it

olive sedge
#

@fast orchid you could do it with PlayerStart, why not?

#

Or just spawn them where you want them later

amber marsh
#

Does anyone here know the proper steps for creating swim able water

fast orchid
#

I will have minimum 2 people and max 10

amber marsh
#

I imagine there is something already built in for this to work

fast orchid
#

I don't know how to make them split evenly

olive sedge
#

@fast orchid just %2 them

fast orchid
#

what do you mean

dawn gazelle
# amber marsh Does anyone here know the proper steps for creating swim able water

I haven't used this one myself, but I've watched it before and seems like a decent way of doing water.
https://www.youtube.com/watch?v=hlzGmLcDZ1g

Basically the thing that makes water swimmable is a physics volume placed in your level set to a water volume, everything else is just the sugar on top.

Hey guys, in today's video I'm going to be showing you how to create a body of water, with the material and collision set up correctly, with the effect of looking like you are underwater. As well as animations and functional swimming.

00:00 : Creating the water
01:43 : Creating the volumes
06:10 : Swimming
08:35 : Swimming Animations

Swimming ...

โ–ถ Play video
amber marsh
#

oohhh

#

Thank you!

#

I figured it was something like this

olive sedge
#

@fast orchid google modulo

fast orchid
#

I know what modulus is

#

but how do I put people at specific player starts

olive sedge
#

oh, that's what you mean by splitting evenly..

#

well, you could do three things, far as I can see

  • take one player start, spawn there and around it
  • create 5 player starts per team
  • create a spawn zone and spawn in it randomly
fast orchid
#

I know what I can do

#

but how do I actually execute

nocturne flower
#

Can someone help me figure out how to get my characters burping/farting randomly, even just a tutorial that kinda relates to getting the sfx to play randomly. Thanks

#

I only want the sfx to play btw

dawn gazelle
trim matrix
#

@olive sedge depends what you are going for, what kind of actor is it? Hard to see. If it is very flat, you can use decals, which automatically adjust to floor slope as long as collision is accurate (I think). Otherwise, you should try some kind of line trace system at different points on your actor, and compare distance to the ground to set its rotation. Depends how modular you want to make it .

dawn gazelle
olive sedge
#

@trim matrix @dawn gazelle I was thinking decals first, yes.. but figured since it's basically attached to the character, would make more sense to have it as an actor

#

I'll look into top down, thanks

dawn gazelle
#

Technically that same bit of code should work with an actor too, just won't be quite as stick-to-the-wall as a decal

olive sedge
#

Yes, I'm trying it out right now

dawn gazelle
#

Looks like decal would probably work a lot better based on what I'm seeing XD

amber marsh
#

are there movement commands for things like swimming up and down?

#

in UE4

olive sedge
#

well, I gotta get the rotation down in any case I guess

cyan acorn
#

Hey I m new to ue4 and I am trying to understand blueprints and stuff and was following along a tutorial when that at some point said to add a Event On Possess however I can't find it for some reason. Anyone knows what the problem may be?

cyan acorn
#

Huh

#

I can t seem to find that either

dawn gazelle
#

What type of blueprint are you on currently?

cyan acorn
#

a player controller blueprint

dawn gazelle
maiden wadi
#

@delicate scroll Apply radial damage will work if you're using the default damage interface in unreal. It looked like you had your own damage interface going on. As for the other thing, you'll need a function to get the overlapping actors at the time of calling. Dragging off of your component and doing GetOverlappingActors will get you all of the actors overlapping your blast radius. You can either just apply damage to all of them, and only the ones using that interface will be affected, or you can filter them how you like.

dawn gazelle
#

How are you looking for the event?

cyan acorn
#

right click and typing on possess

dawn gazelle
#

Do you have the context sensitive checkmark at the top right enabled?

cyan acorn
#

no

dawn gazelle
#

You should start to see this when starting to type in on possess within a player controller

fast orchid
#

how can I split 10 people into teams of 5 each and put them in their teams spawn area

dawn gazelle
#

With the context sensitive enabled

cyan acorn
dawn gazelle
cyan acorn
#

i mean it's written in blue not in white but yeah i see that

cyan acorn
dawn gazelle
#

Can you click the wrench beside the blue text

cyan acorn
#

i don t have a wrench there

dawn gazelle
cyan acorn
dawn gazelle
#

Ok, can you find your Player Controller object in your content browser and hover your mouse over it and take a screenshot of the pop up?

cyan acorn
dawn gazelle
#

๐Ÿค”

cyan acorn
#

yeah same

tight schooner
#

Is it a c++ base class?

#

You can't wrench those normally right?

cyan acorn
dawn gazelle
#

That should give you access to use OnPossess.

#

It looks like you don't have the parent class set on it or something, somehow.

cyan acorn
#

huh

dawn gazelle
#

Can you try creating another player controller object and see if it contains the OnPossess?

dawn gazelle
#

Yep

cyan acorn
#

aight i ll be brb for a little then do that and send it here

olive sedge
#

(I want to use that instead of a decal.. Fading light cylinder)

little cosmos
#

Hello everyone

#

I have a few target points that through Widget player can teleport to. But once I package the project they all shuffle mysteriously and the UI widget buttons no longer correspond to their target points.

hard kettle
#

How are they defined

little cosmos
#

works perfectly in PIE. not in build

#

First taret point created is index 0, last duplicate is index 6

hard kettle
#

The order of the array is being moved around as its being lazily generated

#

That's what I suspect

little cosmos
#

Where should I generate the array then?

#

Game instance maybe?

hard kettle
#

You have the objects, why do you need to go by array index?

little cosmos
#

What do you mean?

#

I get actors of class and make an array of them. Then I Get <index> to teleport my pawn to

#

Don't know another way

fast orchid
#

I have this code to split all the players into teams of to and set a variable in their bp to 1 or 2 depending on the side. the variable doesn't save into the players bp for some reason though

viscid shard
#

im completely new to Unreal but try taking the cast out of the loop and even an event you can call to set the variable of your player see if it works?

#

also i dont know whats going on with the loop. you're taking a number of players and dividing it by two so if you have 6 players your get 3 - your taking a player number and compairing if its < 3 ?

olive sedge
#

@fast orchid are you trying to cast an integer to a character?

#

oh, nvm

#

@fast orchid does your cast even work though?

#

and is this multiplayer?

viscid shard
#

cant seem to get my controller to rotate with camera in thirdpesron cam

#

tried getting the vector value of different components.

cyan acorn
#

@dawn gazelle Yeah no same thing happens

fast orchid
#

it is multiplayer

#

idk about the cast though

olive sedge
#

set a breakpoint on it (select and hit F9)

#

and you're probably either setting this on the client or on the server and it's not replicated

#

or your cast is just not working

#

you can also just for each your GetAllActorsOfClass array and modulo the index

#

and then SelectFloat

hard kettle
fast orchid
#

isn't that the same thing

olive sedge
#

getting a player character by index and iterating over the array you're getting is different, yes.

#

I have a widget component on my character but as soon as I set it to screen space, it vanishes.. Any idea why?

fast orchid
#

my cast keeps failing

#

this is what I did

#

I don't want to use Get(a ref) because I can't make any changes to the FirstPersonCharacter bp

#

when I use it as a ref

little cosmos
hard kettle
#

I rellay need more context

little cosmos
#

That's just what im doing, but the locations shuffle in build

#

works in PIE, not in build

hard kettle
#

can you ssend the full code

little cosmos
#

this is all in BP_Widget_Menu

#

I first get the target points, then assign buttons to teleport to those target points

#

It works great but then I build the thing and it gets all messed up

hard kettle
#

again, lazy loading

#

first off, holy s***

#

second off, there's got to be a better way to do this

#

the first and imo the best option is to store the location within the object

#

so the object has id 1

little cosmos
#

sorry, what's lazy loading?

hard kettle
#

im pretty sure that when the engine builds it its not retaining the specific order because it's loading them only when required

fast orchid
#

anyone know how to solve my issue?

little cosmos
#

I was thinking the same, execution order must be different in build.

#

"the first and imo the best option is to store the location within the object
so the object has id 1" Can you elaborate? No idea what you refer to as "the object".

#

@hard kettle

hard kettle
weary jackal
# fast orchid

It can happen for 2 reasons generally. The execution starts on the begin play. But for the first certain frames the 'First person character' is still in construction so the length you are getting must be 0. Try to print the length and debug that. Also the index starts from 0 so for lets say length 5 the loop should be start from 0 to 4.

hard kettle
#

in this case, the transform

#

it's an actor object

little cosmos
#

I have several Target Point actors ("the objects")

hard kettle
#

yes

little cosmos
#

ok then, how'd you approach this?

hard kettle
#

now in the target point bp

little cosmos
#

there is no target point BP

hard kettle
#

make a variable called id

#

this code is a mess okay hmm

#

what are these points for

little cosmos
#

Teleporting to them

#

I use them as containers for transformation data I want to teleport to upon clicking buttons

#

remember, it's all in a widget

fast orchid
weary jackal
#

@fast orchid the you can get the player character at index 0

fast orchid
#

this doesn't return anything for some reason

cold raft
# fast orchid

You haven't connected the Exec line from the get all actors of class to the SET

olive sedge
#

@fast orchid just foreach the damn OutActors array

#

https://i.imgur.com/GfaMyvq.gif

I have a widget component on my character that is set to screen space.. anyone know how to avoid it getting distance from my actor like it does here?

fast orchid
#

still doesn't work

#

I made it so when I hit a player it prints their side

#

it always says 0

#

which is default

#

it sets the side, but when the FirstPersonCharacter prints its own side out it says 0 :/

olive sedge
#

I don't understand what you're thinking with your modulo

#

array index %2 == 0 is what you want

hard kettle
orchid garden
fast orchid
#

I divided the amount of players by 2

#

DIVIDE

#

not modulo

olive sedge
#

right. I see. then use MODULO

fast orchid
#

listen. Im using the length divided by 2 because I want to see if they are in the first half of the array and give them side 2, and if they are on the other half, side 1

#

im not seeing if there are an even amount of players

wise mantle
#

how do you make a blueprint private? can you even make it private? like, i have a blueprint actor, and i have multiple of those in my scene. but the blueprint works for all of them at once. ive already made my variables private. the thing is that when i overlap the actor trigger, it can only overlap for one of the actors

#

idk if it makes sense what im saying lol

#

in short: i want a private blueprint or a private trigger

#

for each copied actor

fast orchid
#

@olive sedge

maiden wadi
#

@wise mantle Can you show what you're doing on overlap? Because it sounds like you're using something like GetAllActorsOfClass. Blueprints are already singular instances and one's overlaps won't trigger all of them, but it sounds like your logic is applying to all of them.

wise mantle
orchid garden
#

... i hate lighting in ue4...

wise mantle
#

i also did an oncomponent begin overlap

#

same result. only one of the actors work

orchid garden
#

its something with the actor causing the odd banding on the model....

maiden wadi
#

@wise mantle This is in the actor that you have scattered around the level?

wise mantle
#

yes. i have multiple of this actor in the level

maiden wadi
#

How do you enable input in them?

wise mantle
#

the input does work, but only for the first priority actor. if that makes sense. when i start the game and interact with the first instance of the actor i placed, it works. but when i interact with some of the other actors i placed later, it doenst work

maiden wadi
#

Right, that's why I'm asking how you enabled input.

wise mantle
#

im not exactly sure what you mean. i havent used ue for that long, but is this what you mean:

maiden wadi
#

Normally what you'll do is just do the input for what you want to happen, and on overlap you'll enable and disable.

wise mantle
#

i tried with enabling a bool on begin overlap, and disabling it on end overlap

#

like this:

maiden wadi
wise mantle
#

now i can see that the 'on component overlap' dont even activate on the other actors

little cosmos
wise mantle
#

imma try this

#

omg

#

@maiden wadi = da best

#

man i havent even been close to thinking of that. jeez. you just saved my day dude

little cosmos
#

Good for you man ๐Ÿ™‚ Wish someone saves my day too. I'm so stuck

vital ingot
#

Is there an event for if an actor gets hit by a ray? (So like Event BeginPlay, but the BeginPlay is when the ray hits the actor.)

wise mantle
#

man, i wouldnt be alive if this server didnt exist. they are right about the fact that unity got way more anwers online.

vital ingot
#

Ah! Got my answer. Sorta. I think event dispatchers is what I'm pmuch looking for.

orchid garden
#

lighting banding issue fixed on the actor.

little cosmos
#

Teleport vs Set ActorTransform difference??

orchid garden
#

static mesh set to movable on the actor, setting it to static resolved the banding.

#

anyone know how i can toggle a emerisive material coloring on / off via a blueprint?

#

I have these lights i want to be able to toggle the emersive on / off but don't know how to access that via a blueprint.

#

just need to know how to access it via a blueprint.

olive sedge
#

@orchid garden not sure but switch out the material instance?

orchid garden
#

so swap materials all together?

olive sedge
#

don't know if there is a better way but I think that should work at least

wise heath
little cosmos
#

I need help - I have a Widget BP that stores Target Point actors on Initialize . I then get their transform and set the character location to each of the target points respectively upon button click. The problem is - It works perfectly in PIE while in build/standalone game it just breaks and teleports to the wrong locations.

#

No idea what's going wrong . I tried storing the target points in play controller, game instance, nothing helps.

#

(Code is from Widget BP of the menu)

#

Again: works in editor, doesn't work in build.

odd veldt
#

I have a "map" variable to store "names" and "ints"
Is it possible to sort the map alphabetically?

olive sedge
viscid shard
#

how the hell are you breaking the line tangents ?>

verbal thunder
viscid shard
#

damn to broke to spend on that lol

#

i am really stuck and i cant seem to find help >< cry

maiden wadi
#

@odd veldt That's slightly easier with an array of structs. This is also something that is incredibly easier in C++. But in short for a map, you need a function that breaks the map into an array of names and ints. You need to iterate over the array of names to find the highest alphabetical one, add that index from both arrays into a new map, repeat until there are no more indexes in the names array. You likely also need a function that compares the names to use inside of the loop. It's a heavy computation with blueprint.

viscid shard
#

i cant find the right way to set up the Right Vector . when hitting the KEys A-D i only go in 1 direction accross the map no matter my camera or character rotation

maiden wadi
#

@viscid shard What are you trying to do?

viscid shard
#

while in Thirdperson Camera i want W = Forward to walk in same direction as camera (which works fine atm) A-D i want character to Strife Left or Right while still looking forward with camera. and D i want the character to walk backwards toward the camera

#

oh and Right mouse button pressed and drag rotates camera which is working.

#

seems to mostly just be inputAxis Right that doesnt

maiden wadi
#

First, I'd strongly recommend keeping character movement in the character. Putting movement in the Controller likely that is going to end badly later if you ever decide to incorporate other characters of different classes, or pawns, anything like vehicles, horses, etc. As for the third person thing. You should have your third person look control make sure that UseControllerRotationYaw = true on the pawn. This should keep the character facing the direction the camera is facing rather than turning. As for moving. It's just a simple matter of this for input, in the pawn.

viscid shard
#

udemy courses said to keep everything in controller for server

orchid garden
#

found the solution to setting a parameter on a texture applied to a model via blueprints:

#

only effects the model its applied on, not others

#

knew there had to be a way

viscid shard
#

@maiden wadi also having controller yaw enables makes character walk forward toward the cam , not walk backwards

#

i dont want to rotate the character in the direction of the inputs - i want it to face cameras direction always

vital ingot
#

Anyone have issues with their isgrounded seeming to stutter on/off when there's lag introduced? Or at-least I assume that's why since it almost never happens.

olive sedge
#

how do you kill/remove a niagara system after n seconds?

orchid garden
#

first you take a big hammer and... lol ๐Ÿ˜‰

olive sedge
#

lulzy

orchid garden
#

i looked at niagara for a possible solution, it confused the hell out of me.

olive sedge
#

I only want this system to emit like 5 particles and then stop and remove itself after all particles are killed (lifetime over)

maiden wadi
#

@viscid shard Not really sure why the Udemy courses would say that for the server. Pawn has as much control to RPC and whatnot from the client. It's fine for learning I suppose, or for a project where there's only ever one single character class that you'll control. ๐Ÿคทโ€โ™‚๏ธ Guess Udemy isn't much better than youtube in the teaching regard. But either way. It's just a matter of setting up your spring arm/camera with control rotations, and making the character face the control rotations, and then using the inputs like I posted.

viscid shard
#

@maiden wadi he said because the controller always exists and characters can be destroyed. so in multiplayer he said he keeps it to the controller

dusk flame
#

Hey guys! I want to minimize/maximize my application window via Blueprint, but I can't seem to find a good method.

#

I already used SetSpectatorScreenTexture to make the screen show black, but I want to minimize it as well (VR Preview screen).

unique wyvern
#

Why can I not get the game mode inside a blueprint deriving from object?

orchid garden
#

mk well i found out why.... its ignoring my 'light color alarm' values...

proud hull
orchid garden
#

that looks like one of my test bp's lol

proud hull
#

Yep, test BPs always look like this. ๐Ÿ˜

hollow ibex
proud hull
#

I can clearly see something that needs to be made into a function with a few inputs.

orchid garden
rancid quartz
#

Good morning. I need help refining my spline logic. I'm moving actors along splines using SetActorLocation. However, my actors seem to move more quickly on shorter splines. Can someone give me a suggestion as to how I can change this blueprint here to account for different spline lengths? Each of these functions are being run about once per frame on a timer.

cobalt bluff
gusty shuttle
#

You guys ever have a issue where you are in the blueprint editor and rightclicking to get your nodes, it flashes but goes away. That or the whole UE4 editor goes black?

#

Never happened before until today. Even stranger, only does it on one monitor, not both. Works good on Monitor 1, but not on monitor 2

rancid quartz
#

Thanks, @cobalt bluff. I've tried that now and it looks like making that change results in the same situation.

faint pasture
#

@rancid quartz are they moving at a constant speed or what? Of course if they move 100uu per second they'll traverse a shorter spline faster than a long one.

rancid quartz
#

Actually, I think it's reversed.

#

@faint pasture It appears that the actors on the shorter splines are moving faster. Not just because it's a shorter distance.

proud hull
#

Cleaning up my prototype blueprint and my computer bluescreens on me. This shit never happened until I started using 4.22 to make my project a few version backward compatible.

faint pasture
rancid quartz
#

They are scaled, but by the same amount. Is there a way to freeze transformations on components like splines?

faint pasture
#

I'd first double check to confirm that they are indeed moving faster than they should be.

rancid quartz
#

Nevermind, they are scaled differently. I have to find a way to freeze the transforms... Thanks, Adriel. I can't believe you guessed that.

faint pasture
#

I would suggest not scaling them at all and just naturally setting the spline points at greater distance.

rancid quartz
#

Yeah, a quick google reveals that "freezing" in Unreal consists of scaling the parent instead. I'll have to rebuild them. Stronger. Thanks again, Adriel!

gusty shuttle
#

Is this a good way to change opacity for a vingette in a widget. The value changes, so my Event Dispatcher is working, but the opacity is not changing. Any tips?

#

Like, it seems to not change opacity until I die, then my vingette shows

#

nvm, found out how

proud hull
#

Cleaned up a lot of it, but it still looks like a mess. Pretty much condensed as much as it can though. Top was the prototype, bottom is cleaned up:

valid garnet
#

question about merge tool inside unreal engine

#

why are there options to select 3 files, dont we need only 2 to compare the local and depot?

trim matrix
#

What's the easiest way to make a UI number go down on left click

#

it's just a text box

lone wyvern
gritty elm
#

how i can change volume of speaker in unreal engine

#

not the volume of only specific music, i mean the global audio volume

lone wyvern
gritty elm
#

great thanks

maiden wadi
#

@viscid shard Yeah, but for input, that does not matter. That's actually the reason that you should do it in the character instead of the controller. Input changes for different pawns, and doing all of that in just the controller will end up being a mess of branching logic. All Pawn based input should go in the pawn.

normal plinth
#

Ran into a bug when I jump a second time it seems to ignore the fact that I landed on the ground won't play the Jump_Start animation. I've tried a bunch of different things like delaying the jump but can't figure it out...

long schooner
#

I have an issue with movement, I want it to update to the new perspective just when the player stops getting any input

#

since I change cameras along the way, But I dont want it to update right in the spot, just when the player stops moving

gusty shuttle
#

Quick question, is there a way to SET variables from a widget component? If so, how?

maiden wadi
#

@gusty shuttle Do you mean to affect the actor with the component in it from the widget. Or to affect the widget inside of the widget component from the actor that has the component?

keen island
#

Hey! I have a question:

Say I am creating a 2D plane game and the characters move on the Y axis.
Is it possible to prevent the root bone of an armature from going past a certain Y value even if an animation that uses the root bone would have it go past that value?

I am not sure where to ask this so I am sorry if it is in the wrong chat! Please @ me if you can explain it!

proud hull
# normal plinth

This event tick logic should be in your animBP update event instead.

keen seal
#

Hey, I'm trying to make my enemy run at the player and stop when he gets in a certain range.
Is this a good way to go about it?

proud hull
keen seal
#

Oh, just AI Move to

proud hull
#

AI MoveTo has acceptance radius you can adjust.

#

This will do your distance calc for you.

#

AI MoveTo already has to do that test, so might as well utilize it instead of double testing.

keen seal
#

Ah!

#

Thank you Beavis.

normal plinth
proud hull
#

Just get anim instance and cast to the correct animBP.

#

This is one of those cases where since the animBP will already run on tick, you might as well utilize that instead of doing more tick events.

#

I can also show you an easy way to test for jumping without even having to set a boolean in your character BP. The is falling test is flawed since it actually only measures if you are in the air (doesn't care if you are moving up or down). You need to also measure your up velocity, and if positive, you are jumping, if negative, you are falling.

proud hull
normal plinth
#

Yeah I was using isFalling before but I may need to check the Zvelocity like you said. How did you set your Can Jump variable? @proud hull

proud hull
#

When I initialize I set certain booleans so it knows what that particular enemy can do.

deft ingot
#

Hey, how's everybody doing today?

#

So, I'm working on a Super Mario Bros (NES) clone for practice and I'm running into an issue.

proud hull
#

Is it Luigi?

#

He's the issue?

deft ingot
#

I'm wanting to set a bool based on which way the Character is facing, either + or - in the Y Axis and use that to set the Velocity in the Projectile Movement Component of the Projectile.

#

Lol! No, it's not Mario's brother.

#

I just can't figure out the logic to figure out which way he's facing. I know about Forward Vector and such.

proud hull
#

So are you doing this with sprites?

#

Or 3D?

deft ingot
#

No, it's the 3D version of the Side Scroller Template.

proud hull
#

If it is side scroller, you can simply use rotation, right?

deft ingot
#

Now, I want the Projectile Movement Component so it can bounce along the floor and it's easier to set the Velocity, so I'd like to keep that.

normal plinth
#

Thanks for your help @proud hull

deft ingot
#

I imagine, I'm just not sure the Logic to use that to Set the Velocity in the Y either + or -.

dawn gazelle
#

Couldn't you get actor forward vector to determine the direction of the character?

proud hull
dawn gazelle
#

May need to clamp the value coming out of it so the projectile can only go left or right

deft ingot
#

It's not the Jump that's the problem, it's the direction he spawns his "Fireball".

proud hull
deft ingot
#

facepalm

#

Yeah, that'd probably work.

proud hull
#

Just make sure your level is setup so that the camera looking forward is +X

deft ingot
#

Then if Value == 1, shoot Left(?) and if -1 shoot Right.

proud hull
#

Might be swapped, not sure, but yeah that is the logic.

deft ingot
#

This is why I'm a noob. Lol!

proud hull
#

1000 different ways to do this though, just seems like rotation is simplest for your case.

#

Get Forward Vector will also do this, it will do its own even more complicated math to get you the same direction though.

deft ingot
#

Ok, so now it's going the proper way, it's just spawning and falling.

cyan acorn
#

guys i ve been trying to fix my issue with Event On Possess not showing up and it still does not

#

anyone of you knows what might be up?

dawn gazelle
# cyan acorn guys i ve been trying to fix my issue with Event On Possess not showing up and i...

Saw your result trying to create a new player controller, not sure what else to say. If you're creating a Player Controller off of the base player controller class, it should have the On Possess event available. All I could recommend myself right now is try creating a new project and see if it works there. If it still is not working in the new project, I'd say try reinstalling the engine.

cyan acorn
#

aight

#

fortunatelly i didn t have too much built on this

deft ingot
#

Well, it's spawning on the right side of Unreal Mario Clone, yet now it's just falling to the floor.

#

I mean the proper side, you know, which way he's facing.

#

I mean, I'm setting the Velocity of the PMC thru a reference stored at Begin Play, and it says it's the Updated Component, just like in the Projectile BP when I set it manually. Idk why it's not flying out like it was before.

cyan acorn
#

huh

#

still doesn t show up

deft ingot
#

Ok, got it.

sonic cipher
deft ingot
#

I made a Reference to the Projectile and wasn't using it on Begin Play. Figured I didn't need it, got rid of it and did a Validated Get before Getting and Setting the Velocity. Then I just needed to change which direction was + or - and it works. Wooo!

#

Nvm, didn't even need the Validated Get.

#

So I want to make it where the Projectile bounces if it hits the floor, but destroys itself when it hits an enemy or a wall. How would I go about telling it that what it hit was either a horizontal or vertical surface?

#

I am trying to use the Hit Result Struct from Other Actor from OnComponentBeginOverlap.

#

Specifically the Impact Normal.

sonic cipher
#

floor* sorry

deft ingot
#

Thing is I'm using the same Brick Blocks for the walls and floor.

sonic cipher
sonic cipher
deft ingot
#

I'm already using that type of thing for the Enemies, yet would that work? I mean, wouldn't it destroy even if it hit the top of a wall though?

sonic cipher
#

:

#

it is very basic, you can maybe set simulate physics if you want them to fall on the ground

#

like ragdoll

#

instead of destroyactor

deft ingot
#

Yeah, I can't get my snipping tool to work to show you pics of what I already have, it's a bit more complex than what you're showing.

sonic cipher
#

hum okay, can't tell if i can't see haha

deft ingot
#

Yeah I know, sorry.

#

Lol!

#

I do appreciate the suggestions though.

sonic cipher
#

i'm a bit new in ue ahah

deft ingot
#

Ahhh, I see.

#

Yeah, I've been immersed in it for a few years, finally attempting something simple instead of my "Dream Game".

#

Not as simple as I thought though. Lol!

sonic cipher
#

we alll start somewhere ahah