#blueprint

402296 messages · Page 612 of 403

sonic cipher
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we can't see really well because it's a gif but it is teleporting

proud hull
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So on tick you are changing its location or something?

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You could just attach it to your character and detach it when they drop it again. Or even a physics handle.

sonic cipher
proud hull
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Personally, I'd add a spring arm that extends forward from the character the length you want it, then attach the cube to that spring arm when the character picks up the cube.

sonic cipher
proud hull
sonic cipher
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hm i will take a look thanks you 😄

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forgot about spring arm ahah i was thinking that was only for cameras :p

proud hull
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"probe radius" is what sets the size of the collision test. You can get "actor bounds" to set this dynamically.

sonic cipher
proud hull
deft ingot
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Thanks @proud hull! Got it working now.

dawn gazelle
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I think you want to avoid using tags as your ground may have ramps and such as well I'd imagine that should have your projectile bounce off of. Something like this can be done to detect a wall-like surface that has a certain amount of incline to it (the 0.7 and -0.7 checks) and will destroy the actor if it hits something it shouldn't bounce up.

sonic cipher
deft ingot
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Awesome, Datura! I'm gonna try that.

sonic cipher
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for my cube

proud hull
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I don't think gravity will affect the cube once you attach it to the spring arm. Once detached, gravity should affect it again.

sonic cipher
deft ingot
stray island
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I had a bad dream where i connected for loop node into me and i was stuck looping for ever

Anyway , i will be figuring out now why png from photoshop (transparent background) is messed up in unreal , artifacts / pure white becomes black .. etc

I’ve asked this in graphics but if are familiar please share any tips

deft ingot
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So, that didn't do anything, Datura. I think I'm gonna have to play around with my logic "upstream" to get it to work right.

proud hull
# deft ingot Here we go! Yah-hooo!

From your division node: Divide by 90 --> Multiply by -1000 --> plug directly into Velocity Y
Then, remove that branch node and the 2nd set velocity node.

deft ingot
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Alright.

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Brb. Fresh air break.

cold raft
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I just had the strangest bug that fixed itself magically overnight.

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I did a simple 'take photo' widget in my game to let users take a high res screenshot. It worked but would always take 2 photos of different areas. I called it a night, and now this morning after a reboot - it works and only takes one photo.

deft ingot
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@cold raft I had a similar thing last week where my "Mario" didn't want to spawn his Projectile and then when I checked it a few days later, it worked.....because....reasons?

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Lol!

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@proud hull Yeah, I tried that, but I have to set the velocity either + or - depending on which way he's facing. If not, it just falls like before.

proud hull
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You should be able to skip that branch node and condense 2 set nodes to 1 using just math like this.

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It doesn't change anything though, so you are all good either way.

deft ingot
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-90 to Right, 90 to Left.

proud hull
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Ah, then why the >1 check? I assumed something was producing numbers higher than 1 to warrant that check.

deft ingot
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You said to /90 and check to see if it's >1 and use that for the condition to see which way he's facing, so then set the Velocity either -1000 for one direction or 1000 for the other.

proud hull
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Right = (-90 / 90) * -1000 = 1000
Left = (90 / 90) * -1000 = -1000

deft ingot
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Ohh ok. I think I see what you're saying.

proud hull
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Let the math do it for you, hehe.

deft ingot
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Hmmm, ok.

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Got it! Not exactly sure why it works, yet it does so I is happy. 😀 <----See? Lol!

proud hull
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It's all in the maths.

deft ingot
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Yeah, so it's reading the Current Rotation of the Mesh, then it's doing it's Maths Magickalness and then, boom, spawns in the proper direction. Right?

proud hull
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Sometimes left too.

deft ingot
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I'm a genass!

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Yeah, I guess it's a 50/50 kinda' deal.

proud hull
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For your bounce problem. Have your projectile print its results out so you can figure out what to test. Print string is your best friend.

deft ingot
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Yeah, I forgot about that. Was doing that for a few other problems I already solved myself.

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As I said before, for some reason my Projectile just wasn't spawning, yet I was using Print Strings at every step of Execution to show that it was all firing, just refused to Spawn.

dawn gazelle
deft ingot
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Didn't change anything, then the next day it just worked.

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Hmmm, ok.

deft ingot
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Well I got it to bounce now......

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Not exactly what I was going for buuuutttt.....it's better than nothing.

cold raft
deft ingot
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@cold raft 😂 Exactly!

proud hull
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Once you finish that game, you will make a killing. Check out how much they retail for now:

dawn gazelle
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lol

deft ingot
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Lmao! Yeah, not trying to upset Nintendo and get my behind sued out of existence, just trying to make a game that works and learn along the way.

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I'm doing a whole hell of a lot better now than I was even a month ago.

proud hull
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Yeah, gotta slowly get your feet wet with unreal. Start a toe at a time.

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Keeping the analogy going, you can easily drown by jumping into what you thought was a puddle, but turned out to be a flooded man-hole.

worthy frost
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no!

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Go in full dive!

deft ingot
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I'm using OnComponentBeingOverlap, you're showing ComponentHit, @dawn gazelle. I think that's my problem.

worthy frost
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Triple A game, in 3 months!, look at how many games of high quality there is on steam trollface

proud hull
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I think steam now has more early access games than released games.

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"I installed unreal, bought a few plugins and mashed them together..... early access!" 😁

deft ingot
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@proud hull Yeah, that's about it.

proper wyvern
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hey folks.. does anyone know why my pawn stops ticking after I unpossess it?

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I have a "AddInputVector" node on the Tick and after I unpossess it, it stops moving

worthy frost
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well without a controller it makes sense

proud hull
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Cannot receive input

worthy frost
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^

spark robin
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I find that using a defibrillator might help reviving dead blueprints from time to time

proper wyvern
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But it didnt have a controller to start with... right?

worthy frost
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you mean the actual tick node stops?

proud hull
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Add a print string to your tick node and see if that keeps firing.

proper wyvern
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Tick is still running, but AddActorRotation and AddInputVector stop working

proud hull
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Tick should continue even after you unpossess

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AddActorRotation should still work. AddInputVector shouldn't

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Actually I take that back, it could work, but you need to put the values in not based on an axis value input event

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Can you post your current setup?

proper wyvern
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everything gets calculated by axis input

proud hull
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So when you unpossess, you need to make it not based on axis input.

proper wyvern
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but even if I have a AddInputVector in the BP, it works fine
Then I possess it, it continues to work
Then I unpossess it, it stops

proud hull
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As soon as you unpossess, that character will no longer have a controller, meaning no axis input can be applied.

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You can try out having an AI Controller possess it and then use the AI Controller graph to make it move.

proper wyvern
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If a Pawn is not being possessed by my character, what sort of controller is attached to it?

proud hull
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AI Controller

proper wyvern
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even if it's not an AI Character?

proud hull
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Character gets one by default and will revert to it when unpossessed.

proper wyvern
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interesting

proud hull
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But it comes with no default logic in it. So your AI is just setup to do nothing by default.

proper wyvern
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ahh I see it. AutoPossessAI and AIControllerClass

proud hull
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Yep

proper wyvern
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So I just need to change it back to that after I'm done unpossessing

proud hull
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As long as you have actual logic in your AI Controller telling your pawn to continue to move, then yes.

worthy frost
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@proper wyvern so the tick was working but AddInput was not working? sorry missed the convo a bit

proud hull
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Yeah, input was based on controller axis events as we suspected.

proper wyvern
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Well, not exactly

proud hull
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Ah

worthy frost
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AddInputVector gets blocked by this

proper wyvern
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it works at first, I possess it and it continues to work, I unpossess and it stops working

proud hull
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Ok, so you do have it hard-coded and not based on input.

proper wyvern
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I have it based on input, but hard coded to show it was also not working like that

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So when I unpossess, it should continue working?

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Does it fallback to the AIController automatically?

worthy frost
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no

proud hull
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What is the scope of the project? There may even be a better way to go about this. What exactly are you trying to accomplish?

worthy frost
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you have to possess a controller if you want to continue using movement input

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but the Tick node should be firing, that is not dependent on a controller, but AddInputVector does require a controller.

proud hull
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Yeah, it may not be automatic. I think only on initial spawn.

worthy frost
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it's not automatic, only time it will possess automatically is spawn and you have the option set. If you unpossess, then you need possess another controller again

proper wyvern
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Yep, that's it. Controller IsValid when it starts, when I possess it, and becomes invalid after I unpossess it

worthy frost
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ofc, that is was unpossessing does

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removes the controller from that pawn

proper wyvern
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I understand

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I thought it would fallback to the AIController

worthy frost
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nope

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you need to keep track of you prev controller

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and repossess it

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we do it for when AI possess a Mech suit, when they are finished, we unpossess the Mech suit and re-possess the Character

proper wyvern
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very helpful

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would you recommend saving the initial controller on the object to be controlled?

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or maybe in the GameMode?

wise heath
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what is the difference between GetActorTransform and GetTransform?

proper wyvern
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GetTransform should be for other things other than actors I think

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Widgets, Components

wise heath
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hmm I don't quite understand :x

proper wyvern
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basically for UI stuff or components of actors

proud hull
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GetActorTransform and AActor::GetTransform return the same thing.

proper wyvern
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Oh, that GetTransform

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didn't know that was a thing

deft ingot
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So GetTransform would either be in Screen Space or Relative Space based on it's relation to other Actor Components?

proud hull
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One is simply a part of the Actor class and the other is in a blueprint function library.

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Both of those return transforms in world space.

deft ingot
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It would be Screen Space if it was UI though, right?

proud hull
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Yeah, but actors aren't UI, hehe.

deft ingot
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Well, Fil said UI.

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So....yeah.

deft ingot
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So would a UMG Widget be closer to a UObject then?

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Like a child of it maybe?

dawn gazelle
deft ingot
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Just making sure I understand. I don't mean to clog up the BP chat with my noobish quesitons.

proud hull
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Looks like it falls into component category.

deft ingot
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Alrightey then.

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Thanks Datura, for showing me something I was too lazy to look up myself. Lol!

proud hull
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Conveniently skips widgets

deft ingot
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Oh yeah! I just saw the video that came from the other day.

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I don't see Widget on there though. shrugs Oh well.

proud hull
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It is on the far right, just beyond the image.

deft ingot
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Well, anyway, I hope you get your Controller issue figured out, @worthy frost.

worthy frost
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my controller issues? 😄

proud hull
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Control your issues!

worthy frost
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i will i will! i did not realize i had control issues 😦

proud hull
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hehe

worthy frost
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goes to Doctors

deft ingot
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The thing you were talking about when I hijacked the convo to ask silly questions and look like I know something. Lol!

worthy frost
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it was Fil

deft ingot
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Oh, sorry.

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Good luck @proper wyvern!

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Ok, I made some progress, thank you all. I need to do something else for a bit.

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Have a good one, y'all!

stray island
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How do i set the (0)

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As variable

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To connect single float to array based on it

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Like set the 0 to an index instead

dawn gazelle
stray island
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I tried it didnt work but i will re try

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Yes it’s not functioning the same as make array input

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Oh wait , its working now

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@dawn gazelle thanks

hazy sandal
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Hey smart people. Does anybody know how one can bind eventdispatchers in a for loop but to different objects?? (Every Object in the loop)

Is it not possible to bin multible times to the same events? But with different objects?

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The size of components attached to one BP can not be fixed. The behaviour currently is, that only the last element from the array gets bound. It will detect when the dispatcher is fire, but does not have the correct data it should have bound to.

dawn gazelle
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I'm thinking it may be better to have the components themselves on begin play reference the blueprint you're showing/ and when needed cast to the appropriate BP > execute the "TaskDone" event.

hazy sandal
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hey, thy for the approach, I will try it. 🙂

dawn gazelle
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I'm guessing what you've shown is on your player controller?

hazy sandal
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ahhm actually its the Level Task Manager. Im trying to come up with an assignment system. There are Level Tsak Components, that have a name and some other information. Those Components have Dispatchers defined. So the idea was, that I will implement logic that determines, when an task is done. When it´s completed or failed, it should notify the player about the change and he delegates those changes to draw UI.

dawn gazelle
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Ah gotcha

hazy sandal
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Your Idea is actually pretty dope. I just thought, the Taskmanager, that has dynamic count of those task Components, can do the binding by just collecting all components by class and voila. But It seems that it is no good idea to bind multiple objects with the same events...

hard kettle
torn harness
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Is it supposed that Activate/Deactivate nodes aren't working with point lights? Particles are working though

hard kettle
proud hull
hard kettle
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no no, that's the component

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or was that the question

proud hull
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Then the other is shown as a new branch completely.

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Off UObject

hard kettle
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yeah off of uobject

proud hull
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That's why I was joking that they are to the far right, off the image, hehe.

hard kettle
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gotcha

torn harness
stray island
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I want random integer between 1 and -1 to avoid 0 , or is there a better way

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So i set the variable to only 1 and -1

dawn gazelle
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that sounds more like you want a boolean than an int

stray island
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Oh yeah that worked even tho i didnt get how it did

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Like what is it booleaning

dawn gazelle
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Booleans are a true/false value only. Random Bool means it returns either true or false. The select node then chooses which of the two select values based on the random bool.

stray island
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Oh btw can i set that based on stream ? It changes when i adjust values

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.

dawn gazelle
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Yes

stray island
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I want that to be stable

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How

dawn gazelle
stray island
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O

mortal cradle
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How can I make a timeline widget animation play even when that widget is hidden? It only plays when the widget is visible (I don't remove it, only hide) And also, is this normal that those widget animations ignore global time dilation?

dawn gazelle
mortal cradle
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I think so, will try this out, thanks

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@dawn gazelle It does work, thanks once again, is there any drawback with changing the render opacity instead of hiding/ unhiding tho?

proud hull
dawn gazelle
orchid garden
dawn gazelle
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Whassit do?

orchid garden
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swaps the texture between red and blue depending on the alpha for the lerp

dawn gazelle
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Ah very cool

orchid garden
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my first successful shader lol.

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gah blue looks bad....

dawn gazelle
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Actually if you zoom in on the red, it kinda has the same issues

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But I do like the overall look you're going for.

orchid garden
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yeah i is bad at texturing 😦 it shows

dawn gazelle
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I wouldn't be capable to judge to be honest... My texturing abilities boils down to being able to paint overtop of existing textures in photoshop XD

orchid garden
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im sure its the mask causing the issue.

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this little drone didn't have a eyeball I had to add it to the model, it just had a flat surface... but looking at it now... i might do better working with a flat surface lol...

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.< unreal strikes again... second time its done this to me... imported the mesh smaller then it should be....

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that is one TINY drone...

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it should be 2.5% larger in scale ...

proud hull
proper wyvern
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Does anyone know why Pawns with PawnMovementComponent are "pushable"? as if they had physics

soft orbit
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Hello, hope everything is well with all.

I'm currently trying to implement a weapon cycling system. I have 3 Weapon Variables (Primary, Secondary and Support) they are not in an array or anything of the sort. I also have an E Weapon Slot Type enum which governs which slot they reside in on the player in their inventory.

How would I allow for a player to press a button and cycle through the weapons? Ive tried switching on the slot type and for primary check if valid for secondary etc. but this results in, when you only have a support weapon equipped, if the primary isnt valid, it does nothing at all, if I connect the is not valid to the secondary weapon switch, i get an infinite loop error.

static charm
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Fil, seems the way the velocity is calucauted it includes external forces, which basically enables pushing a pawn.

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if you want to override that behaviour you can google search and find some solutions to investigate

minor galleon
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Quick question. How do I check if my capsule size is equal to what it was to begin with?

static charm
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Null, no idea what you're asking for. You want to cycle through weapons per slot? so like cycling through the weapons for primary only, etc. Or cycling between primary, secondary, and support? I dunno i feel like theres probably 10 different cycling tutorials out there.

minor galleon
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tried if world transform scale z = 1 bool

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trying to make the character regrow, but only back to normal. it wont stop.

static charm
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At begin play, save the capsule size to variable.

minor galleon
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I saved the float

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checked if world transform was equal and set can grow to false and cant grow to true

static charm
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what transform

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sorry i thought you meant character capsule

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not regular capsule

minor galleon
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character root capsule

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Capsulecomponent

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I got world transform of the capsule to shrink the player

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cant check if its 1

static charm
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capsule size of the capsule is different from it's transform

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i know its stupid

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but

minor galleon
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it shrinks everything right?

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its working, even makes me smaller etc

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just wont stop when back to normal

static charm
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can u just screenshot what ur doing

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ur bp graph

orchid garden
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question... may seem silly... but what should i use when making npcs.... a pawn or a character bp?

minor galleon
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character

static charm
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depends, character class have more abilites

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pawn is much less costly

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but less abilites

minor galleon
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^

static charm
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i mean if you only have like 40 AI on screen, its gonna be fine for PC

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as character class

orchid garden
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im gonna try to make the drone into a AI

minor galleon
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not so worried about tick, no need for optimization

static charm
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i see but what are you using to shrink the capsule

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transform or "capsule size"

minor galleon
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hit actor from line trace by channel

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transform

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I have a debug to shrink myself

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does the same thing

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but to the bp's capsule

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it grows back but doesnt stop

orchid garden
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the capsule seems pretty big for the drone, should i change it any?

static charm
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lol

minor galleon
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robably

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just set the half height to 0

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and shrink it a bit

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actually i think 32 or somthing is the lowest right?

static charm
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well with the capsule like that, it can walk and "pretend to be floating"

minor galleon
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true

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but it will move oddly I feel

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maybe nt

orchid garden
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it only has a floaty animation atm

minor galleon
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you can make it fly?

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oh like it bobs?

static charm
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i dont understand ur capsule shrink tbh, it only branches true if the size is less than 0.05 lol

orchid garden
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nah its little tail wings flap abit

minor galleon
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yeah

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the important part is whether or not the grow can trigger by the bool

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lol

static charm
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well the grow/shrink check is after the first branch

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meaning its too late

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assuming the first branch makes you grow/shrink

minor galleon
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the first branch does not

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everything else is on the inputaction

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the first branch ends the game

orchid garden
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one more question if you two don't mind, if i do shrink the height of the capsule, and make it fly will it still be restricted by the navmesh or will it randomly run into things?

static charm
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as far as i know, there is no UE4 built in nav fucntions for flying.

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there is free plugin for that though

minor galleon
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could set the bone low maybe?

orchid garden
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so it'd be like "hey its a wall i know i can fly through it!

static charm
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well you will still have collision

minor galleon
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yeah

orchid garden
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yeah i know but it would ignore the nav cross points for doors and windows

minor galleon
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you can have it target something and lerp to a location near it?

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or is it an enemy?

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thought it was a companion of sorts

orchid garden
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hrm... a drone is gonna be a tough AI. I was thinking maybe a companion and maybe a enemy.

minor galleon
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if its a companion, then you can have it follow the player on a loop

static charm
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keep the capasule height like u shown first, have the animation make it seem floaty

orchid garden
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companion i can just lock it to the player when the players moving about, keep it in x range type thing. like a camera.

minor galleon
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still wont navigate from far away unless you add line traces

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kind of yeah

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use a looped timeline?

orchid garden
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thanks for answering my questions 🙂 first time setting up a little AI guy

minor galleon
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and lerp the bot to a location off of the player? so it seems to glide?

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@orchid garden if you need help with AI, Ryan Laley has a good series on it on youtube.

minor galleon
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so yeah, I want to set capsule scale, not half height and radius

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but it wont compare the values and find true

static charm
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ur code still doesnt make sense though, because according to you code, the first check it's supposed to say: "can grow"= boolean false.

minor galleon
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if it is equal to initial scale

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if not set false

static charm
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yes but on start, its going to initial scale

minor galleon
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hold on. may have solved it then

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nope

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grows forever

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lmao

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fixed it

static charm
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lol

minor galleon
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fuck

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it only works for one

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eh

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its ok. Ill fix it tomorrow. Im tired. thanks for the helps

icy saddle
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is there a way to run a timer event immediately after the timer is set but then on every subsequent loop wait x amount of seconds?

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in my case, it will ALWAYS wait 1 second before calling the event, but I want the event to run immediately the first time.

static charm
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you can use a do once before the timer that plugs into the Events code

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the alternative would be more complicated

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sorry i mean a sequence split to two

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with a do once

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at the second split

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like so

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also you wont actally need the do once if whatever calls the Set Timer, doesn't call it more than once

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but its a nice safe guard because why not

icy saddle
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I've never used that "do once" node

static charm
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actually yeah that would be great too!

icy saddle
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oh cool, I'll do that then, thanks 😄

tight schooner
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I do that all the time too

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call event then set timer

static charm
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i like seeing my flow of execution with wires, even if it does become spaggettii

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its kind of dumb they add initial delay for the set timer

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if the timer itself is still added to the initial delay

tardy kayak
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how to a do brackets for simple math like (A + B) * C

static charm
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just like that

icy saddle
static charm
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frozenwisp, there's the math expression node you can use, othwise you just manually use a add node first and then multiply the output from it.

tardy kayak
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ok thanks

static charm
tardy kayak
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ok this works great thanks

true valve
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Let's say I procedurally generate flat unique lands. I have a portal on each level. Portal takes me to another level which pretty much gets created and loaded. Would the save system work in this scenario? If not, how could that be worked out?

static charm
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the save system only saves what you tell it to

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so yes and no

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lol

true valve
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So I'm thinking each level could get an unique id which could be used to save its data and player gets saved separately.

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Since player could visit and gets loaded in diff levels.

static charm
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yeah if you have data/variables that translates to procedural land

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you can save it

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either to disk or just temporally to the GameInstance, which is persistent between levels.

true valve
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I will be saving only the things that were placed by players since the level will use seed which will create the same level.

unborn maple
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is there a good tutorial on umg creation whenever i try to add mroe then one widget it breaks completely.

static charm
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find the shortest one related to the type of widget system you want.

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skim it to see what's different from how you're doing it now

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then check another if you don't like the tutorial

unborn maple
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but when i try to do that there people in the comment saying dont do this this is bad lol

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you should hide and make ur widget visible

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and when i do that it break the game

static charm
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then don't do it unless there's tutorial showing how to do hide/visible without crashing.

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there is a UMG chat here in this server too

unborn maple
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i tried askin no one would respond

static charm
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yeah

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that happens lol

normal stream
#

trying to do something here:
I want to make a player ship rotate/orbit around a specific point- I have an implementation that does that, where input axis A or D drives the add-actor rotate component, targeting the BP's scene component. It works, but feels rudimentary/inelegant.

What i'd like to do is treat it more like thrust, where by tapping/holding the A/D keys, thrust is added... (would I use a custom event like 'When held, do X?')

Anyway- thrust is added, and then if you thrust in the opposite direction it decrements. A third button would just apply breaking force and set velocity to 0 (preferably with some deceleration curve/lerp to smooth it out.)

So I think i need a variable in the player BP for 'current speed' and one for 'max speed'. But the using the Input Axis event doesn't seem to be what I need.

unborn maple
#

i try looking at unreal channel there is mostly multiplayer related

#

so ill try to find a youtube channel that has a basic menu set up

tight schooner
#

@normal stream I would try to separate the input/velocity/movement-update bits.

Rather than have input directly drive the pawn location update, have input alter a floating point variable that represents velocity. (I'm not sure to what extent you're trying to do Kerbal Space Program, but for simplicity's sake I'm assuming your input-to-velocity stuff is one-dimensional and can be represented with floats instead of vectors.) So, on tick, or on a looping timer event, you get the current input axis value (or some input state booleans if you're using digital input actions) and then add or subtract from the current velocity variable.

Then on tick you update the player pawn location using the current velocity value and whatever math you're using to describe the orbit. Tick events fire every frame, and framerates are variable, so when you're using tick, you need to multiply your math by the frametime (Get Delta Seconds) so that it's consistent across all framerates.

normal stream
#

yeah this is all flat 2d on a plane, for the record. Reading...

tight schooner
#

For the braking, you can try the node FInterpToConstant with a target of 0 (stopped), and it'll reduce the input value (velocity) to 0 at a constant rate.

tardy kayak
#

How do i convert a rendertarget to a texture2D

#

the only option i can find is editor only

#

its a little cut off but I need a function to covert a render target to a texture2D to store in a list and the only function i have found is (render target create static texture editor only)

vital ingot
#

This is a super vague question, but how do you run through a blueprint of actors that you hit with a ray? I had an idea to do this. (Call Ray Hit is a custom event), and that updates my Tilled Tile BP. Then the object I have specified for TilledTile is the actor the ray hits.

#

I can't quite figure out how to link those two pieces together though.

hard kettle
normal stream
hard kettle
tight schooner
#

@normal stream I was thinking about how to make the velocity go to 0 (stopped) at a constant rate, which you can't do with Lerp or division/scaling cuz it'd approach 0 in a curved rather than linear way. "FInterp To Constant" is a readymade solution for that problem.

normal stream
#

riight, i meant the entire thing you suggested. I am extremely new to unreal engine, so while I understand the broad concepts you're describing, I lack the operational know-how to execute. I just only replied to the shorter line because it was easier to get at in discord.

tight schooner
#

oh ok. Tick event fires every frame, and a looping timer event (look up "Set Timer by Event" node) will fire at a regular interval. You can use that to update your velocity value. So let's say you have an input axis... You can ignore the input axis event and use the node "Get [name of your input axis]" to get the current value of your input axis.

For button-style input input actions, I think you have to make a boolean variable, and use the Pressed/Released pins on the input action event to set that boolean.

In your velocity updater, which is running on tick or a looping timer (whichever you prefer), you use the booleans and/or axis values to determine how to affect the current velocity.

#

Anything beyond that I can't talk in specifics about, because it's dependent on your particular player-pawn movement

#

but the movement part shouldn't care about input states... it just needs the velocity

normal stream
#

hmm

#

basically I want the player ship to move in a ring around the center of the whole level. They only have 2 degrees of freedom, going clockwise or counterclockwise. So like a ship in orbit or a satellite. Player hits button, ship moves in [direction]. To achieve this, I had the player spawn point sit in the center of the map, and i put the static mesh representing the player under a scene component. I moved the mesh 'away' from center.

So on game start, BP_PlayerShip spawns on PlayerSpawn, it is '600' units away from center as far as the player is concerned. (at some point in the future I want to be able to control that distance as well with a blueprint instead of manual entry).

Camera is looking down on all of this.

There's no math involved in calcuating the orbit or anything like that.

tight schooner
#

yeah, that's probably the simplest way of doing that and I don't think there's anything wrong with it

normal stream
#

Aye, it works, but it's not precisely want I want, hence trying to improve it.

#

trying to make a prototype of a game and to improve my knowledge of the engine

tight schooner
#

I'm assuming you're rotating the pivot point (scene component) to make the ship "orbit"

normal stream
#

correct

tight schooner
#

Was there some functionality you wanted to add?

normal stream
#

I wanted to make it behave more like thrust/velocity- the intention is that you can increment clockwise or counterclockwise rotation rate. Right now the control is 'too tight', you can stop exactly where you want, but that isn't really suitable for the gameplay I'm targeting. Being asked to speed up or slow down relative to the 'planet' you're orbiting is gonna be important later. (The planet is rotating itself, and/or made up of it's own rotating rings/layers).

After that I wanted to make sure the 'thrust' calculation had some interpolation to make it feel nicer.

tight schooner
#

Yeah, having that 1-D velocity layer of abstraction will help the movement. I guess now that I know how it works, your custom velocity variable will simply drive the rotation of the pivot. Maybe it scales in some fashion based on the distance of the space ship to the pivot point.

normal stream
#

oh yeah, it definitely needs some kind of scalar for that

#

because as it gets further or closer it's gonna change... some quality I can't name but i know it's gonna come up.

tight schooner
#

If you want to make the thrust input even laggier, you can abstract that into yet another floating point variable and use an "FInterpTo" node on it so that it takes time to reach whatever thrust value

trim matrix
tight schooner
#

... and then your velocity changerator reads the thrust variable rather than the input axis value

normal stream
#

Hmm.. yeah that sounds about right.
So Get [Axis Event MoveRight], which is set to A = -1, D = 1;
push that into.... okay so the BP needs a new variable for fVelocity. And one for 'thrust lag'. Thrust lag connects into the Finterp-to you mentioned....
https://blueprintue.com/blueprint/f77ul314/ i know I'm missing a ton of things, but it's what I got so far.

tight schooner
#

@normal stream It'd be something like this for how input translates into velocity. My example uses tick so "world delta seconds" has to be factored into it so that it works the same regardless of the frame rate. If you want to clamp the velocity, you can use a Clamp node after adding.

normal stream
#

!!

#

thank you! Will examine

tight schooner
#

GL. I g2g

normal stream
#

thanks!

shrewd hearth
#

Question.
It is said that the index of controller is always 0 in single player game but what will happen if I set it to other number?
For example, a Get Player Controller Node in Blueprint with a 5 value index?

dawn gazelle
#

Probably get a None reference.

static charm
#

the world will implode

shrewd hearth
#

Well ,I get it,thx

unkempt valley
#

could someone tell me why this is happening and explain how to fix it please

#

ignore video bugging to lol

maiden wadi
#

@shrewd hearth Generally speaking there's usually no reason to use any number than 0 for any reason, even in multiplayer. In networking stuff, there are better ways to handle stuff with controllers on the server and that index can't be relied upon to remain consistent. IE, if you have three players and two log out and then back in, if player 3 logs in before player 2, then their index swaps. And on clients anything but 0 will be null just like in single player, because clients don't have access to other player's controllers. All in all, that call is only really decent in single player, or for doing client specific things in multiplayer, usually for updating UI for the local player and such.

#

@unkempt valley If you mean the hunched over issue, that is likely more of an #animation question. If those are two different blended animations, it almost looks like one either doesn't affect enough bones in it's animation, or it isn't being blended well.

fathom portal
#

Hey friends, trying to add a picture to my save system, struggling to get a picture or a texture from a camera for it.

vital ingot
#

I'm doing a bitmasking solution for my tiles, and it's working great when I create tiles, but removing them seems to break things. Specifically the tiles left behind. I believe that it's because my bools are staying true instead of returning false. So I took out my bools, and got the same result which seemed to have confirmed my suspicions. What could I do to fix this though?

cyan acorn
regal meadow
#

Hello! I'm doing a project at school but having alot of trouble with physics and collision anyone who's good at those kind of scripts?

dull tree
#

what object do i need here

#

if i made this to store variables

#

just object

tender sierra
#

Hi

If I wanted to use a structure to switch between different PostProc settings - what would I need to do?

a. have multiple postproc actors, and turn then on/off through the Structure
b. define the settings I want to change on the postproc through the structure (and would I need to use parameter collection as well?)

solemn parcel
#

Could this kind of code cause any trouble for a projectile, if it hits an actor that cannot take damage ?

stuck wind
#

Hello there ! By experience, how would you organise blueprints around a character (skills, animations, FX, others... ?) ? Anim BP, widget, functions, in the character BP, different ways, pros and cons of each ? I'm still learning UE, and I don't perceive yet all the possibilities and the problems I'm gonna have with that x) ... If you have any experience to share about it... ?

cold raft
# stuck wind Hello there ! By experience, how would you organise blueprints around a characte...

Hello! At the very least have a separate folder for each of your characters / enemies etc. As you are learning, you will no doubt be redoing and changing many things as you go, so it doesn't matter that much how you organise things now - best to get things working and learn as you go to get a feel for things. Having said that, if you want a good AAA standard, then download one of the free Paragon assets from the Marketplace and see how they setup their folders for each character [basics are to keep things separate in a structured way].

#

So , to summarise - at the start just keep everything in your character blueprint and over time you will be able to work out what things need to be separated

cold raft
# dull tree what object do i need here

It depends on how you want to access the variables. Generally just a object will do, but if you use a blueprint actor you need to spawn an instance of it [this is useful to also hold functions to manage widgets like a fishing system etc]

maiden wadi
#

@solemn parcel Not in blueprint as far as I know. Apply damage is just an interface function, and they can usually safely be called on anything. They just won't run if the object doesn't use it.

solemn parcel
#

@maiden wadi Thanks 🙂

stuck wind
#

@cold raft Thank you very much, that's quite reassuring 😄 I've already look at some Parangon Character, and it's really clean !

I've one more specific question then, because they didn't let the FX in these : how would you add FX on a character ? Directly on the anim ? In the event graph ?

#

For the moment I add FX directly on the animation, but for lonely FX, GeekyGek explained to me a way to do it in the event graph. It works ! But it's less 'compact' than if it was in the anim graph. Any 'AAA standard reference' in mind for this part x) ?

cold raft
stuck wind
#

Ok, thanks 😄

echo scaffold
#

Wonder if anyone can give me some general advice. I have a UI feature that's like a "Help Line" and will give the player information on what action they've just performed, if an action they tried to perform failed and why, etc

#

Many widget blueprints and possibly other game events need to send text to the Help Line, but I don't want to have different text scattered about different blueprints, I want to have some kinda database of all the text that could be sent to the Help Line. And so in the future it can easily be translated too

#

Anyone have ideas for implementation of such a feature?

#

As an example I have a character save system, and it sends "Character Name saved successfully", which is currently written explicitly inside a character save sub-widget

#

If I want to translate or edit any of the text I have to delve into loads of different locations that each write different things to this Help Line which I wanna avoid

twilit heath
#

you can put it in a DT

#

and in {0} saved successfully format

#

then use FormatText

echo scaffold
#

Oooooh

#

@twilit heath And in the DT if it's text, can all of this be translated without having to have say an "EnglishHelpDatabase" and "RussianHelpDatabase" etc?

twilit heath
#

its the best approach for localization as well

echo scaffold
#

Yeah that's the thing I want to make sure I futureproof my project with, but I don't know anything about the technical side of localization

twilit heath
#

localization can even move the... variable position in different languages

#

like objective text "Kill {0} monsters." in a different language with different sentence structure localization can have it as "{0} <Translated>monsters kill."

#

only constraint is that you have to use numerals for variable text, you can't do "Kill {number} monsters."

echo scaffold
#

Okay so if I made a datatable and the only struct entry is a Text variable, and then I can make the row names like "CharacterSaved" and the text var "{0} saved successfully", I'm assuming this is all I need to be safe for future? Then everything that needs to write to the thing just calls on the row name

echo scaffold
#

What would the limitation of that constraint be

twilit heath
#

you have to use {0}, {1}, {2} ... etc for variable text placeholders

#

you can't name them freely

echo scaffold
#

Oh okay, that's totally fine, so just means like you have to remember what number corresponds with what you wanna format the text with?

twilit heath
#

whoever is doing localization needs to be careful not to mix them up

echo scaffold
#

I see, well I'd assume anyone doing it would be very familiar with both languages and so would hopefully understand by the context which {} needs to go where, but anyway that's some wicked info thanks for your help friendo!

#

I'm not going to have huge amounts of info per line anyway, just small bits

simple lantern
#

Hey all I have a super basic logic question - I have three booles, if any of them get flipped to 1 I want to print hello world (or whatever), but if all of them are 0 I want nothing to happen. What node should I be looking for that can take in X amount of boole conditions and spit out a constant 1 if any of them are 1

#

I'm realizing now that I could do this pretty simply with math, just flip the output so 0 is 'ON', then multiply all the booles together and if any of them are 0 then the result would be 0, then flip that for the final output

echo scaffold
#

@simple lantern XOR node I believe

#

Oh wait hmm, no

urban haven
#

About those Datatables, which menu-item should I choose if I want to be able to input socketnames?

echo scaffold
#

just OR

#

You can search for boolean logic gates for diagrams like this, tbh I always get confused about which ones to use too

echo scaffold
urban haven
#

I fixed it with an array, and put the names in there. That works too...

visual vigil
#

Does animation notify not work when playing animation directly??

urban haven
#

Which is the easiest way to call a array ( of socketnames) from another object?

crude dew
#

Is there a way to remove a Draw Rect which has been drawn in the Event Receive Draw Hud event?

echo scaffold
#

@urban haven do your two object communicate with eachother in any way already? like have variables of eachother?

urban haven
dusk flame
#

But the OnReleased one doesn't fire

#

OnHovered and OnUnhovered work with no issues. I even just put it directly to a print, and it fails :/

echo scaffold
#

@urban haven what are you trying to do more generally if you don't mind the question

#

@dusk flame I've never used On Released or On Pressed, is there a reason you don't use On Clicked? By default a button is clicked once it's clicked and then click released

dusk flame
#

Well, I rubber-ducked my way to a solution

#

Stuck for 30 min, and solved 2 seconds after posting

dense knot
#

How can increment slider value by 1 for every second in bp

dusk flame
#

The issue was a Visible node UNDER my "button".

#

I thought UMG widgets could only block each others hittest when they were layered on top.

dense knot
#

I am making a video player and want my slider to increment value per second

dusk flame
#

So not totally sure why it happened, but I set the child of my button to be everything non hit testable and it worked.

#

@dense knot it seems the right aproach there is to bind the value of the slider TO the length of the video

#

Instead of incrementing it every second

dense knot
#

how can i bind it

#

i was doing this..

#

@dusk flame

#

but this does not worked

urban haven
#

@echo scaffold I want a few staticmesh actors to be attached to another staticmesh actor ( like ball to a x-mas tree for example)

echo scaffold
#

@dense knot Are you setting the slider's range to the range of the video length? This seems like the wrong way to go about this anyway, if there is a way to get playback percentage you should use that instead

dense knot
#

yup

#

I have set their length same.

echo scaffold
#

@urban haven How are you planning to perform the attachment? Does the static mesh actor need to be attached to a unique place on the other actor or can it be any socket, or closest socket etc?

urban haven
#

To an unique socket

#

I got a lot of sockets and staticmesh actors 🙂

#

Or I have to render 700 animations 😮

long schooner
#

Hi, I have no idea how to make an item interact with a door or similar obj

urban haven
#

@long schooner You need a collisionobject

long schooner
#

I set up a basic inventory system, but I don't know how to set up a use item button in the ui

long schooner
echo scaffold
#

@urban haven Not sure if this helps but for eg, could you do something like this

#

TO find your unique socket name, and attach to it

#

If actor finds a socket name that matches what it's looking for, attach to it

urban haven
#

Thanks @echo scaffold I will try this out now 🙂

echo scaffold
#

There shouldn't really be any reason to store the socket names into an array afaik when you can get them like this whenever you need em. Maybe it would save on performance if you were doing this operation a lot idk

urban haven
#

@echo scaffold In what should I add this code? In a xmas-ball or the xmas-tree?

#

In a ball, I would think

echo scaffold
#

In the ball yeah, which should have a reference to the xmas tree actor

#

From that reference you can get the xmas tree mesh itself and then get all it's sockets

urban haven
#

So a cast to xmastree?

echo scaffold
#

No casting needed

#

IIRC you only need to cast when you want to perform an operation as the object you're casting to

#

But in your case the xmas tree doesn't need to do anything

#

Only the ball needs to do something - it needs to attach to the xmas tree

#

Unless actually you got some generic actors and your xmas tree is a child class of the generic actor

urban haven
#

it is a staticmesh actor that is made out of several static meshes, and a few got sockets

echo scaffold
#

You don't need to cast to it for what you want I think

#

Just need to reference it in any way you can and then you can get all the information you need

echo scaffold
#

Is your xmas tree a specific actor?

urban haven
#

yes

echo scaffold
#

You should be able to make a specific variable for your xmas tree then

#

Alternatively this example should get the first found actor in the scene, which might be a quick and diry work around if say you only got one xmas tree

#

Finds your actor, in my example it's a camera but in yours it would be xmas tree

#

Finds all its static mesh components since you said it had multiple, iterates through them all and gets all their socket names

urban haven
#

But do I have to know the name of the socket already?

#

I would expect a list of socketnames? Or am I wrong to assume that?

echo scaffold
#

You said it was a unique socket name, I assumed you wanted to attach to something specific

#

Or no?

urban haven
#

Yes

#

Didn't want to go through the pain of searching which socket is attached to which object 🙂

#

One long list is fine 🙂

crude dew
#

How do you clear rect after it,s drawn please? I tried putting a boolean to redirect the flow of Draw Rect to clear the screen but the square persists ? :S

pearl abyss
#

Guys can you help me please

#

Guys i need to make interact system

#

becuase its not working in the actor bp

#

i want to put it in the first person bp but i want to connect it to the actor othe bps

#

any one can help

worthy frost
#

@pearl abyss i would recommend checking out some tutorials on Interaction, there are plenty on YouTube, etc

urban haven
#

@echo scaffold I can now pick the xmas-tree, but I dont see no sockets...

#

I tried both your solutions...

pearl abyss
#

@worthy frost yes i am doing that all ready

#

Thanks

echo scaffold
#

@urban haven Have you tried printing them into a list to see if they're there?

#

Like print string on them and see if it finds them or not

urban haven
#

Oh didn't think of that

rancid quartz
#

Hello. Does anyone know how one might scale a spline without effecting the local transform values? I want to use the Arc generation panel option in combination with nonuniform scaling to create perfect arcs but it's important that the final local scale value be 1, 1, 1.

wise mantle
#

why does mouseover only work when the mouse is close to the middle of the object?

thorny merlin
#

hey i want to write a function that accepts ANY enum as a parameter, how can i do that ? Now i can always cast the enum to int or its name to string and then have that as a parameter but thats kinda ugly

rain peak
#

I've got a super weird bug in my dialogue widget that simply wasn't there before, and I don't know what caused it.

So the cpp part of the widget reads dialogue data from a datatable, creates widgets for dialogue parts and player responses. Player responses are buttons with OnClick logic written in blueprint, where a click:

  • passes the chosen response index back to c++
  • removes all response buttons from the parent dialogue box
  • calls another pass of the driver cpp class

The thing is, if I click response 1, it stays "hovered", and gets printed again in the next pass. That's where it gets weird though, because both c++ and blueprint see it as the correct answer (GetText and the sound effect check out, i.e. are consistent with what should be there). It's just the visual that stays from the previous pass somehow. Any idea what might be the cause? Is there some sort of a visual buffer for UMG that needs to be flushed? ForceLayoutPrepass() called on pretty much everything does nothing. Also, the 4.25 backup works perfectly fine, it's the 4.26 that's got this issue and I don't think I changed any of that logic between the versions.

Screenshots:

#

answer 1. sticks and stays hovered for some reason

thorny merlin
#

guess ill just write a function like this for every data table i want to have that functionality

#

instead of one generic one

#

even though the voice in my head is screaming

#

ONCE AND ONLY ONCE

tired pasture
#

hi guys , im new to unreal and im trying to create animation blueprint for my character however the animations aren't applied as i want , i have all animations states but it doesnt change when i change character direction

rain peak
#

do you have a state machine? screenshot the transitions pls

tired pasture
#

yes i do

#

sec

#

jumping works fine

#

however the walk and run doesn't

rain peak
#

alright, you want the animation to go from idle to walk animation on movement, right?

#

ok

tired pasture
#

yes

rain peak
#

please show how you update Direction/Speed in your event graph

tired pasture
#

i want to do check for shift which will toggle the run animation

rain peak
#

tbh just key that to speed

tired pasture
rain peak
#

direction is set to 0, it doesn't change

#

so it wouldn't trigger any change in your blendspace

#

speed update seems alright

#

try a 2d blendspace with just the speed, it should work

#

if you want a blendspace with speed and direction, you'll have to figure out how to update the direction

tired pasture
#

the problem is

rain peak
#

possibly from character rotation

tired pasture
#

i have lot of anims

#

like backward anim

#

LR / LF / LB...etc

#

left right / left front / left back

rain peak
#

you'll need to calculate your Direction from velocity in relation to the character rotation then

#

i.e. get the angle between character rotation and character velocity vectors

tired pasture
#

will this do the trick ?

weary jackal
#

Why are you casting to player controller?

rain peak
#

I don't think it will trigger your specific animations

tired pasture
#

well it seem to be working

rain peak
#

just the move forward one

tired pasture
tired pasture
weary jackal
#

Ah nvm, you name your character as player controller

tired pasture
#

yea

#

is there any way to do the backward ?

rain peak
#

if you do the math on calculating the direction right

#

i.e. if the angle between your velocity and rotation is 180 deg

#

the blendspace should be playing the regular backward anim

tired pasture
#

do you have a tut for it which you recommend ?

#

article or vid it doesnt matter

#

as long as its explained

rain peak
#

no idea tbh XD

tired pasture
#

oh , np and thanks for help anyway

ancient heath
#

hey guys, sorry to barge in like this but I've been at this for ages. I'm doing a line trace against a surface and I need to get vector (normal I guess?) of the surface the trace hit

#

so basically the green one. For any surface I hit. Flat horizontal ground would get me (0,0,1)

rain peak
#

@ancient heath your trace should return a FHitResult struct

#

(in Blueprint too)

#

the struct has an FVector member named Normal

#

you'll have to Break Struct in bp probably

ancient heath
rain peak
#

yes

#

there you go

#

Normal

#

ImpactNormal is the one of the object hit

ancient heath
#

yeah so I've thought

#

I'm getting bunch of hits on my traces

rain peak
#

doesn't work?

ancient heath
#

some of them are beneath the surface for some reason

rain peak
#

bad topology maybe?

ancient heath
#

and I printed the normal and impact normal

rain peak
#

try Trace Complex too

ancient heath
#

it's not 0,0,1 even though it's perfectly horizontal surface

#

trace complex broke it completely

#

I didn't get any hits

rain peak
#

what is the surface? is it a built-in UE4 Plane object?

#

or something generated

ancient heath
#

yeah it's 3rd person template thing

rain peak
#

try with a regular plane

#

drag it over from the Place Actor tab

#

it should have its collision set up

#

try tracing along different channels too

ancient heath
#

I just realized the "hit" is at the every end of the trace

#

everytime

keen seal
#

Hi, can I get the white orb revolve around my character?
RotatingMovement makes him spin in place.

ancient heath
proud hull
proud hull
#

I divide them by max walk speed so I could keep the blend space normalized (only using values of -1 through 1)

#

You can skip the division step and setup your blend space to use values like -600 through 600, which would be default max walk speed.

proud hull
# keen seal Pivot movement

You can either move the pivot point, or you can attach that to a spring arm and rotate the spring arm instead.

ancient heath
#

@rain peak I figured it out. I was actually doing the trace the other way around. Messed up my start and end vectors lol

#

so it pretty much started inside a mesh

keen seal
proud hull
#

I am Cornholio! I need TP for my BUNGHOLE! 😜

icy saddle
#

What's the practical difference between using Add Force and Launch Character nodes?
I just want to move my character forward fast for a short distance (like a dash or flash step ability).

rain peak
#

what's the difference between force and velocity

#

add launch adds a velocity, add force adds an acceleration

#

I don't think add force works at all for object with simulate physics disabled

#

so it might not work with your character at all

icy saddle
#

I see, so Launch Character is recommended for something like a Dash ability for my character?

rain peak
#

I do use it that way

tired pasture
#

cause theres no 2d blendspace only 1d

proud hull
tired pasture
#

ty

icy saddle
#

I see, thanks, I was running into problems using "Add Force" which caused the charcter to be launched to fast if I started the ability mid-air

pearl abyss
#

Hi guys

#

@here

tired pasture
stray island
pearl abyss
#

i mean when i use this blueprint it dosent work in blueprints only its working in the first person character bp

#

@stray island

faint pasture
pearl abyss
#

the problem is how can i put the input blueprint in first person character and use it in actor blueprint

#

@faint pasture @stray island

faint pasture
#

@pearl abyss you aren't making any sense. Just spell out exactly what you want to do.

pearl abyss
#

Ok

#

no problem becuase i solved it

#

but

crude dew
#

Ok guys I am stuck with this, How can you draw a Selection Box I have it working in the HUD but i cannot find how to clear the screen after the Seleciton Box has been drawn and if i try to call the function in the HUD from a Widget and then use Destroy I get Draw Functions may only be called during the handling of the DrawHUD event.

pearl abyss
#

do you know what i should do if my door when i press F in the the cilent 1 the door dont open in the cilent 2 @faint pasture

faint pasture
#

You need to do a run on server event to tell the door to change state and replicate that state

pearl abyss
#

Ok

tired pasture
#

@proud hull can you explain your BP btw ? i didnt use it however i want to know the variables you used and how you used it in your animation blend

pearl abyss
#

@faint pasture i made run on server but nothing

faint pasture
#

You need to make sure the components are replicated and also replicate movement is on

pearl abyss
#

How to replicate movment

#

😆

proud hull
# tired pasture <@!291620720243376129> can you explain your BP btw ? i didnt use it however i wa...

I get the velocity for X and Y to determine how fast they are moving forward/backward and left/right. I divide this by their max speed so I can get the value from -1 to 1. My blend space min/max for both axis is set accordingly (-1 min, 1 max). For 4-way movement, you set forward at +1, backward at -1, left at -1 for other axis and right at +1 for other axis. The other 4 movements go at the 0.5 marks, (0.5, 0.5), (0.5, -0.5), (-0.5, 0.5), (-0.5, -0.5).

pearl abyss
#

@faint pasture

proud hull
#

Blend space should end up looking like you drew a diamond with the animations. Idle in the middle.

faint pasture
#

@pearl abyss Google it.

pearl abyss
#

Ok

proud hull
#

I can't show an example of the blend space since I don't actually use a blend space, but I recreate it within the animBP.

#

I do this so I can replace the animations with variables.

tired pasture
#

i see

#

so what's the best thing to do in here ?

#

should i not use blend?

proud hull
#

Blend spaces work great, just don't allow variables in them. My case is really unique.

#

My animBP is meant to be used with many different skeletons, so I needed variables. Most cases, you would not need to worry about this.

#

In your case, I recommend the blend space, since it is clean and simple. You don't even want to see the spaghetti mess I made just to recreate a blend space, haha.

proud hull
#

I used 600 for movement speed since it is default. You can also change those to -1 through 1 if you plan to normalize the velocities like I did.

#

Then you do this. I named the horizontal axis "Right" and vertical axis "Forward"

tired pasture
#

much appreciated

proud hull
#

No problem. Hope it works out for you.

tired pasture
#

im trying

#

tho i have more than that

#

i have run left/right back/front and walk left/right back/front

#

this is why im confused

#

i dont have strafe

proud hull
#

You can add walk left/right between the idle and strafe examples.

#

Strafe would be your run left/right

tired pasture
#

oh

#

now i get it

proud hull
#

Strafe is just the term used for sideways movement which involves crossing one leg over the other.

open crypt
#

There's no easy to to make this water tower fall and hit through those powerlines, realistically is there? I can simulate physics well enough on the tower and use that, but those are splines, and I'm not sure the best way to accomplish this

proud hull
open crypt
#

never head of it...intersesting

#

@proud hull How do you set the weight of an object to be topheavy? is the mass related to the pivot point or origin?

proud hull
open crypt
#

I see center of mass offset but how do I visualize it

#

wll do, thanks

long schooner
#

guys, can someone help me with arrays ?

#

I want to get a value from an item in the blueprint of the ui
but I want it to be editable in the map, so I can make puzzles with it

tame pecan
#

@long schooner Don't use widgets for gameplay, it's purpose is only cosmetic usually.

#

Use a bp actor and make it act like a manager

long schooner
#

gonna try it, thanks

#

It is cuz I want to the player to go to the inventory and use it from the menu

tame pecan
#

I don't understand

long schooner
proud hull
#

So.... How do I use MaxSpeedModifier? GetModifiedMaxSpeed seems to be exposed to blueprints, but no way to set the actual max speed modifier in blueprints, eh?

#

I'm also in 4.22 right now, so maybe it is exposed to blueprints by now.

#

So awesome.... Why expose that function if it can't even be used? Default modifier is 1, so it always returns the same thing as GetMaxSpeed...

deep warren
#

Hi, how can I calculate Character lateral speed?

#

I've tried multiplying Velocity with Right vector but it doesn't work well

maiden wadi
#

Hmm. Maybe. That might be a little inaccurate actually.

fathom portal
#

Hi friends, I'm trying to add a screenshot to my saves, but I can't for the life of me figure out how to get a screenshot from the player's camera in realtime. I see the "Take High Res Screenshot", but that only takes a "Camera Actor Object Reference", which I don't see a way to use my player's Camera Component

deep warren
#

Ty @maiden wadi

faint pasture
#

@deep warren lateral speed is Dot(Velocity, RightVector)

#

It'll be signed so positive is right, negative is left.

dull tree
#

i need "logic help"
i have player that can collect 2 types of "thing" (stone, wood).

#

how can i set name to material so i can check with player what did he collect

faint pasture
#

@dull tree idk what you mean by set name to material but i take it you want a Base collectable class, and then subclass it to Stone and Wood

#

In the BaseCollectable class you can have a Name variable

proud hull
faint pasture
dull tree
proud hull
faint pasture
#

Yeah probably. Not that it matters.

proud hull
faint pasture
#

Inverse transform and unrotate pretty much do the same thing if scale is 1

proud hull
#

Programming at its finest. So many ways to do the same thing, but only 1 will be most efficient. 😁

proud hull
faint pasture
#

Unrotate is prolly best actually

proud hull
#

That is what I have been using.

normal stream
#

Is there a way to cap a float, so that it can't go past -10 and +10 ?

#

oh wait, value range...

proud hull
#

clamp

normal stream
#

peeerrfect, thank you!

cobalt bluff
#

Is it float4 or float3?

faint pasture
#

Float4 I think

tired pasture
#

does anyone knows why my character hair blurs out when im moving?

orchid garden
#

motion blur?

tired pasture
#

idk

#

it only happen when i move the mouse

faint pasture
#

Try turning down motion blur. Have you tried anything?

tired pasture
faint pasture
#

Could be temporal AA as well

tired pasture
sonic cipher
#

as you can see, both LaserInput have the same text even if i only added array to one

dull tree
#

How can i update widget text with structure

#

in structure i store values

dawn gazelle
#

If so, then you just need to get your structure, and do a break off of it to get access to its data:

dull tree
#

got it 😄

#

thank u

#

😄

dull tree
dawn gazelle
#

Populated = having values set in it, ie. not using the defaults from the structure.

dull tree
#

ok ok

normal stream
dawn gazelle
dull tree
#

but widget is not updating when value is changed

winged badge
#

just a quick question, does "write achievement progress" overwrite the progress with the input or does it increment the progress with the input?

faint pasture
#

The wording makes me think it's a set

#

So yes it overwrites

worthy frost
#

@dull tree that system is really rigid btw

#

if you add more elements to your Equipment, you will need to change a lot of things

#

adding more equipment should not require you to make additional changes

gusty shuttle
#

Hey, quick one. Is there a way to find the stack of your widgets and adjust it? Not talking about Z Order, im talking about their actual bp stack when on screen

worthy frost
#

still not sure what you mean

dull tree
worthy frost
#

i understand that

dull tree
#

do u know why this is not updating?

worthy frost
#

sorry i have not done much with BP structs. did you breakpoint the set node to see if it was incrementing?

#

well does your printstring show it increment?

dull tree
#

yeah

#

numbers are ok

#

just widget is not updating

worthy frost
#

this is inside a widget?

#

thing is, how are you getting the values into the widget

dull tree
#

incrementation is in player bp

worthy frost
#

can you show me?

dull tree
#

i think i am just not updating it manualy

#

but i dont know how :/

worthy frost
#

how are you setting S Eq Ref?

#

cause you are only changing it on the player

#

you never change the copy on the UI

#

you should be pulling it from the player

#

not storing a copy in your UI

#

Player->Equipment

dull tree
#

ooo

#

ok

worthy frost
#

get rid of the property in the UI

#

have a reference to player instead

#

and it should work 🙂

dull tree
#

but i am not storing variables on player

#

i think 😛

sonic cipher
proud hull
proud hull
#

Hit Actor is returned as an Actor object, which you would only be able to edit in C++, but your actual hit object is derived from this Actor class, so you can cast to it, since it is also an actor.

sonic cipher
proud hull
sonic cipher
#

Yes, it has the button reference (button widget that is added in the menu widget) and the menu widget reference ( the one that get the button as a child)

proud hull
#

So the menu widget needs to use these arrays?

#

You would just use that reference to call a function in the menu widget that accepts the arrays as input. Then that function can do whatever you need to.

karmic zealot
#

If you don't know how to get the reference, you should watch this video entirely: https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
sonic cipher
proud hull
#

Video above is long, but well worth the watch.

sonic cipher
sonic cipher
karmic zealot
#

So, you have everything you need then

#

You are probably just overthinking it

sonic cipher
sonic cipher
white trellis
#

[structures and data tables] [basic knowledge]
I have separate structures for each weapon type with stats. (shotun, projectile, hitscan...)
I also have enum's for each weapon slot and weapon types.

I'm trying to make a structure for characters and which weapons they have, and I was wondering if it were possible to set it do the following:
If i select that weapon 1 is a shotgun, it now shows ONLY the struct for shotgun.
If i were to change weapon 1 to a projectile, you would no longer be able to edit the shotgun variables, because it chaned to the struct for projectiles?

#

This is my current solution (just show every option, and leave blank what I don't need. But i want it cleaner.

#

For ease of input, I'm looking for a solution. Am i missing something here? I know that it's not a proper use of the map container.

faint pasture
#

First of all, why do you have so many different types of structures? What exactly are you trying to do. if you want to represent a weapon as a struct, you should do it in a generic way where every weapon can be represented by that struct

white trellis
#

Each weapon type has very different variables. I had 1 struct with a complete list of every one of those variables, but it ended up being a very large list. Hence I tried splitting it up into a different struct per weapon type. Is this a bad habit?

white trellis
#

The main issue I am trying to work around is that the character is supposed to hold 1 or 2 weapons, with predefined stats. So The entire original struct is basically every variable, but double (primary, secondary...)

open crypt
#

I'm trying to turn collision on for the middle of my spline mesh - but when I do (or at least when I try) it disappears from the world

proud hull
# white trellis The main issue I am trying to work around is that the character is supposed to h...

I think you are having a hard time because you have no object references. You are literally storing everything as variables. I mean, I see enums called Yes No, which I would assume could just be a boolean, which is meant for true/false. So, instead of a struct for your shotgun, you need a new blueprint made for it. Start with a blueprint for your base weapon, store the variables that are common for all weapons there, then make a child of that blueprint, call it shotgun, then add what is specific to shotguns only in that blueprint.

open crypt
#

those should be the meshes in the middle, unless I'm going about this the wrong way

proud hull
open crypt
#

AH, that looks better - I will implement that, but I don't think it will solve this problem. ...I thought the point of splines is they stay connected

white trellis
#

So say there are 3 different versions of shotguns, i would make a base BP, duplicate it 2 times, make some changes, right?
Then what is the use of having a spreadsheet where i can quickly change the variables?
I don't completely understand.
I thought the use of enums was for ease of use (yes/no in stead of a bool for example).

open crypt
#

you see they fall, and immediately collapse before anything happens

proud hull
#

BaseWeapon > Shotgun
BaseWeapon > Rifle
BaseWeapon > Pistol
etc.

#

BaseWeapon can hold things like currentAmmo, maxAmmo, damage, etc. Since all guns need those variables.

#

Shotgun may have something like coneRadius, specific to shotguns only.

white trellis
#

Right, that makes sense. How many structs would you use then, and for which purposes in this case? Just 1 with overall stats like damage and ammo only?

proud hull
#

I would make a single struct, like you originally had, that included everything. Just so you can make a datatable from it so you can sort all your weapons easily.

open crypt
#

I'm going to do simulate physics but I'm not sure why it is falling through them using this still @proud hull

#

the splines fall apart the moment I do this

#

somehow I'm getting the first one too,

proud hull
#

Struct needs to include things like: blueprint class (shotgun, rifle, pistol, etc.), the mesh to use, damage, max ammo, bullet velocity (if using physical bullets), etc. I am not making a shooter game myself, so am not thinking of everything needed right now.

open crypt
#

I didn't even know spline meshes could separate like that

proud hull
#

Loop looks correct. I'm not sure how physics works with splines. No clue what their normal behavior would be, hehe.

open crypt
#

what's that website that lets you upload a blueprint so someone can navigate it?

proud hull
#

LOL, I just noticed this. My great naming conventions. HitTargets struct = shit targets.

open crypt
#

which part of the array do I need to use to avoid targeting the beginning and end - I thought it would be first and last of the array but that didn't work

open crypt
#

hmmm

proud hull
#

In a spline, you usually start with 2 and then insert points in between.

#

I'd assume the initial 2 would take up the first 2 indices.

normal stream
#

hmm. Trouble with a timeline here:
I have a range of values for thrust/velocity that go -10 to +10; the timeline only has a range of 1 to 0; so when i trigger the timeline to run, it skips from any value greater than 1 and then starts playing.

Hmm.. as I type this, I think the solution is to divide the incoming thrust/velocity variable so that it fits within 1 to 0, or is there a way to make the highs and lows of a timeline fall within my -10/10 range... Like Timeline can cover 20 full decimal places, start on [fVelocity].

dawn gazelle
#

You can use a map range

normal stream
#

hmm

#

i will have ot investigate that, but ialso just think i solved it wiht math!

#

multiplying the output of the timeline achieved at least half of the behavior i wanted

#

haha, yep half, because if i go into the negatives, it snaps back around to positive.

proud hull
#

You can make your timeline go from -10 through 10....

normal stream
#

i'll try that, but i'm pretty sure it won't do what i want.

proud hull
#

What are you trying to do?

#

Might be another way to go about it as well.

normal stream
#

take a current amount of velocity stored in a variable, and reduce it to zero with a gradual curve

#

but it has to be reduced from a positive or negative value, hence -10 or 10

#

hmm, boolean branch eh? I'll try that thanks

dawn gazelle
proud hull
# dawn gazelle

Haha nice, that works. Use a timeline without using the timeline output, hehe.

#

If you want to use the output, you can replace with lerp node instead.

normal stream
#

i was trying a lerp node earlier, but it wasn't working

proud hull
#

Timeline increases value from 0 to 1, you input its output into the alpha of lerp.

normal stream
#

@dawn gazelle that solution is working wiht a small issue- i'll debug on my end, but basically i hit key, loop fires, but at the 'end' it leaves a decimal of movement still in the variable.

proud hull
normal stream
#

oh hmm i might've had an earlier thing in there yeah

sour urchin
#

can i set ZOrder for Grid Item>

#

?

cold raft
#

How can I detect a Landscapes material type - I am trying to spawn animals at random locations and dont want them spawning on water.

normal stream
#

okay setting to 0 on Timeline Finished works, but imma leave a note for myself about some future behavior i gotta tie off; if you hit the 'stop' command (which is what we just did) and then start accelerating again before the timeline is done, the timeline is still 'playing' and will drop back to zero on 'finish'.

dawn gazelle
#

put it in after the branch rather than on finished?

normal stream
#

will experiment

dawn gazelle
cold raft
#

So according to this post - https://forums.unrealengine.com/development-discussion/content-creation/3698-different-footstep-sounds-on-different-materials to detect surface types we need to setup Physical Surfaces ourselves (meaning we need to set Wood, Grass, Dirt etc). I am not sure how this will work if trying to differentiate between painted landscapes - eg paint cobblestone or paint grass as they arent physical assets are they?

nocturne flax
#

Hey, does anyone know how to properly set up screen-space Widget Components so that a size/scale can be set at any point?
I've tried all I can find but everything has no effect, and I don't know whether it is caused by how the widget is structured (canvas -> horizontal box)

unique harness
nocturne flax
#

I have the same issue if I don't have the canvas, but in addition to that the widget is stretched vertically

unique harness
#

how are you attempting to size the widget?

nocturne flax
#

tried setting draw size in the details panel, set desired size in viewport, set render scale

#

that's all I found I think

unique harness
#

Ok I think I was remembering wrong.

#

I think you want the canvas slot, then make whatever the child is of that canvas fill in all directions

#

then add the widget to your main "hud" widget and get slot as canvas slot and set size that way

viscid shard
#

UseControllerDesiredRotaton got rid of the studder and angle problem in my Thirdperson camera making it silky smooth
with 0,0,0
but it made my TopDown view snap and jump hard on movement, you can see the model bounce on changing direction at start.
i dont see a way to disable it but it said to set it to -1,-1,-1 for infinite and thats the effect it gives so not that great for my top down
if i put it to any other number than -1 then my character wont rotate at all

mossy gale
#

Good evening to everyone, wish everyone better luck with their debugging than myself

nocturne flax
#

ahh, I think I know what was going on now, and it's 100% my fault

mossy gale
#

Running into a snag with widget scroll boxes, anything i put inside of it doesn't appear at all

#

Anyone know whats the deal?

#

Btw it doesn't appear in run time, unless i throw a wrapbox in there but then the wrapbox cancels out it being a scrollbox and instead becomes a list inside a box. <----results from testing

unique harness
mossy gale
#

@unique harness no i haven't, but i do see the widget reflector

unique harness
#

that is your best friend for debugging widgets

mossy gale
#

Thanks, going to see if i can learn more about widget reflector now

orchid garden
#

I have two spotlights setup with the exact same settings, Spotlight 1 is setup on a Actor, Spotlight 2 is setup on a Character.

The Spotlight on the Actor only requires a Intensity of 5 for decent light when under it.
For the** same light level **on the characters spotlight it requires a intensity of 5000

Why is their such a major difference between a spotlight on a Actor and a spotlight on a character?? Being that they are both the same component, with all the same settings the Intensity shouldn't make a difference but it does.

Can someone Explain this to me??

unique harness
#

are the materials on the objects handling lighting differently?

orchid garden
#

no

unique harness
#

probably a question for #visual-fx or a similar channel then

fierce birch
#

quick question. what would i use to get the players name when he first starts a game

#

is there a function in the widget bp for that?

#

nvm its a editable text box

mortal cradle
#

I added a second capsule collision component to the firstplayer bp to adjust it for crawling, because the main capsule cannot be rotated but the problem is that if I just touch any physical object with that new capsule it sends it flying doesn't matter how big the mass of that object is, I think I tick and untick all possible boxes for physics and I see no changes at all, what could be the problem?

faint pasture
#

Is there any way to change the lighting in a BP viewport?

mossy gale
#

After reading up on widget reflector then using it, i realized my subwidget is being clipped. Reading and doing more research on clipping i found this statement

slender idol
#

Hey guys, I got this plane inside my player's BP. I want it to move along X and Y with the player but I want to ignore the Z and have it stay at the same Z all the time regardless if the player falls or jumps. Is there any way to achieve this?

true valve
#

What's the implementation of dragging something out of your inventory then be able to place it on an location, not dropping. Very similar to Astroneer or Greenhell..

runic phoenix
#

My selection box only works one direction. Any ideas why?
It uses "on begin" and "on end overlap" events

#

@slender idol would it be easier to make the plane another actor that follows the player's XY movement?

#

@true valve Haven't played those games but you can spawn an actor to a location drawing from the camera to the mouse location, that would bring the object into the real world.

true valve
#

But you literally drag it out of your inventory and you can see the object.

shadow saddle
#

what do you call this pop out window in ue4 term when u hover over the button

#

this thing

unique hollow
#

FInterp doesn't work