#blueprint
402296 messages Β· Page 614 of 403
what bp would I use to get the pawn then?
Thanks tho !
@trim matrix I'll enjoy that moment to ask for my lack of experience : I started the 'casting spells system' on my character BP along with a lot of other mechanics, is it fine to do it on the same BP and having tons of lines of code or it's better to make a separateBP for all of this to lighten a little that BP cost ?
Because all of this is linked to a stamina and movement systems that interact with the 'casting spell system' system, so all the variables are centralized in the char BP
@stray island nope... still nothing
takin into account π
@trim matrix any idea?
I have a cable component and I want to set the number of segments in the blueprint, I read the api and there is a public variable called NumSegments but when I drag the pin from my cable and search for this variable it shows nothing, like there is no such a thing in cable calss.
is there any way to solve this?
@solemn parcel for spells ill look into the gameplay ability system of unreal, its pretty awesome
guys, any tips on how to prevent characters from sliding when they're moving into another character
like what's a good way to go about it? have some kind of trace and if it's within distance just stop moving?
@summer harness I'm checking into it, but isn't this only C++ ?
a bit of C++ is needed, yes but its manageable π
mhm but how do I cast stuff to it?
what do i put into object?
ah sorry my bad
its an actor or pawn inside a nav mesh
im trying to start simple haha
i just want a cube to move to a specific point or actor, but I dont know how to get the target actor into the bp
Hi, I want to give custom block id to my blocks (actors). I tried blueprint component but its single for a one actor. How can I do that?
i mean that doesnt solve anything if hardcode the numbers lol
Yeah, I tried the component thing. But the values ββof the blocks change each other and it only works in 1 block
so i added to game mode one for main menu and one for player ever since adding second game mdode and erasing the main menu everything is broke. it no longer reads just the one game mode. i even try to migrate to the new project and it doesnt read it.
How can I do that? I'm just beginner who tries simple voxel game. Can u send any tutorial or doc?
is there anyway to fix issue with out having to redo the whole code
Afternoon all, sorry to stick in a random question mid-flow. Does anyone know how best to approach doing a sort of 'min' operation on a vector?
I made simple games before this project.
Like I said, if you can send any example or doc or youtube tut, I'll be very happy for that.
just determines what order
That video is not what i want
in this instance i've got a normalised velocity that i want to ensure, even if it's falling almost directly downwards, it's giving me an angle that's a minimum of 45 degrees from 0,0,-1
that's a good point
So I guess i could take the XY components and normalise them, then add 0,0,-1 and normalise it once more and that would give me a normalised vector that is representative of my object's motion through XY space, as if it was descending at an angle of 45 degrees
Hey guys
im trying to let my UI show the mouse cursor when it launches
however it does not register any hovering events
before I click somewhere arbitrary in the screen
any way to make the hovering events start listening/waiting for input right away ?
@deft elm it is when your game starts?
nope, more like a dialogue option
Ok
any clue?
No, but I am looking in to, I will let you if I find something.
mmm
so
I made a way around it
By making the widget (display notification) spawn with the HUD, instead of being added to the hud when I press N, I made it start on construct
somehow adding a widget dynamically inside our HUD doesn't allow it to capture mouse input just yet
Hi guys. Noob questions here... I want to make my camera interact with "Camera Waypoints", a separate BP. What's the best way to have them interact? Blueprint Interfaces? Custom Trace Channels?
Does anyone have any idea why a variable made in GameInstance returns empty when referenced in GameMode? Isnt GameInstance supposed to store things globally per session?
if u doing multiplayer, gameinstance is one per client
It's singleplayer
Trying to find create a brightness slider for a game I'm working on. Found this UE4 forum post the only issue is that we use multiple post processing volumes in our game and we stream levels. Any idea how I could adapt this solution to fit my game or should I be looking in a different direction? https://answers.unrealengine.com/questions/947863/how-can-i-change-the-brightness-with-a-slider.html
Hello, i would like to be able to save a variable so when i close and reopen the game then it load the variable
- I have a hitbox in my map, when we go trough it, it enable visibility of the button to go in the next map, thing is if i close the game, and reopen it the button will be invisible again
thanks
where is this bp ?
and is the sphere collision variable in the same bp ?
Hey @sonic cipher . It's just a sphere collision in the map, and yes the sphere is in the same BP
Trying to do some camera waypoint type thing, where you can do a linetrace until you're in the spot then you can't hit it
you did set nothing in the actor of the overlap nodes
I want to make a rotation like in gmod game via physics handle, the video shows how it works in gmod and how it works in my game, I will pay who will help me, write me in pm
Would that make it work with anything though?
what do you want to be overlapped ? your character ?
yes
then do "cast to (yourcharacterbpname)" and link the object to it too
Am I misunderstanding how this works? Seems like this would toggle it if it overlaps anything, and currently there's only one possible thing that can overlap
i show you
Thank you
Thanks... I am still confused, I'll read up more on overlaps
is it working ?
How do I use a .png with transparency? I found a crosshair online and dragged it into ue4 and then added it to my widget but it looks like this
do i need to wait completed callback if i use async load asset?
Is there any way I can set the variable of a class reference?
@neon gust #old-rules number 7 please don't post same question in multiple channels.
off the top of my head, i'd say the image that you pulled in doesn't have transparency or its in a unsupported format for the transparency.
^ image needs to be PNG and have transparency.
Very diffuse question here but, Im getting a saving error when saving a blueprint using a macro from an external macro library, of which this macro contains a "cast to" node.
Is it simply not possible to use the cast to node inside of a macro library (but that its just not pointed out in the editor)?
(Please ping on reply β€οΈ )
That's ez
Ok
You just gotta grab with rotation too
So i've got a projectile with these caracteristics :
Thing is, it goes through ennemis as I want to, but sometimes, randomly, the projectile just stops moving, and stays in place. I really don't understand.
mostly when, it seems like, it hits multiples targets with high velocity.
Can anybody hit me up with the keybind to automatically add an input to a custom event when you drag onto it?
like instead of manually having to add them in the event you can drag onto the receiving end and the input is generated for the output end?
@crimson swan I think you will have to make that a feature request to Epic (or make an extension for it), Ive never seen anything like that in the settings menus
It does work like that for custom functions and macros (when working in the macro/function editor)
how would I get the position of a pawn to use in a behaviour tree as a key?
I'm trying to detect attack collision by setting a box area collision to Query Only during a few frames of an animation. Seems to be a common way to do it. However, it isn't triggering OnBeginOverlap when it should be. I believe my collision settings are correct, so I suspect it is because my player is IN the area when I enable collision, so there is no "Begin" overlap. Could that be true, or am I chasing a red herring?
I've confirmed that the Set Collision Enabled nodes are getting hit.
Never getting the print string node here
@trim matrix with an Ai function, i forget what it's called exactly EDIT: Btttask
Collision settings for the box
Collision setting for player capsule component
Sorry @lanH. I think I buried an answer that was for you.
no worries lol his answer is he need to create a blueprint class of type BTTask
@trim matrix
I probably DID just bury my own question to the point that noone will look at it though π
ah okay ty
I would prefer to check for overlapping actors directly, but I'm following a course, so I'd rather not deviate that much
quebirt try enabling the overlap for every single type and see what happens
Ok, thanks. That did it, so I just need to figure out why. Appreciate it.
can you designate levels as singleplayer only? I want a main menu with characters doing emotes and such but the game is MP so it expects some server logic here
@undone quiver change your box object type from world dynamic to pickup
aka the custom type you made
@olive sedge i'm not 100% sure on this but i think the proper way of doing it is setting up a new gamemode for the main menu
and you can set singleplayer in the game mode?
well you would be technically single player untill you connect to other people right?
hmm
also technically speaking i'm pretty sure untill you connect to a server you ARE the server. so you can do serverside logic and it should work
same as if you're doing standalone
@crimson swan Thanks. I tried that and get no collision again, but even worse, when I turned on overlap for everything, I started taking damage when I walked in to the area. I think I'm going to back up and see if I missed anything in this course. I appreciate the help.
@crimson swan my issue is.. the character spawned on the client doesn't have an AI controller and doesn't take input
how are you assigning the controller then?
I'm not.. I just spawn AI from class
on the server, it immediately has an AI Controller
yes
then i'm out of ideas :/
@crimson swan https://i.imgur.com/AIKssPL.png
alriiiiight
Wow. Stupid hurts. I had done two stupid things. First I was manipulating the collisions for the mesh for some reason instead of the box area. I guess I just dragged out the wrong one and didn't pay attention. I had also changed the initial collision state for the child pawn to overlap only, so it was on when it loaded in.
I love blueprints, but it's a whole different set of mistakes compared to cpp. Forgotten semicolon becomes dragged out the wrong component.
some types of png images with transparency aren't supported by UE from what i've seen, i.e. 8 bit greyscale with transparency. it never seems to apply the transparency.
that is true actually
so this doesnt reset my ball location tho it use to before i remade the project. i copied every thing i did in the last project but seem not to want to reset back to the middle
Can anybody help me out as to why Possessing a pawn doesn't do it clientside?
Hey all, I believe i know the answer to this Set Timer by Event question but just wanted to check with you all. Whether looping or not looping, a timer does not fire the event initially when time is > than zero right?
the server posseses it because it's able to move but the client doesn't so the server has to continuously sync up the client to the server and it basically skips all aover
so if you want to fire the event at 0 you use the exec pin after the timer i believe. Sound correct?
Yeah that makes sense lagauche
i mean the easiest way to test is set the timer to like 5 minutes and print something
cool, ya it doesn't fire the event initially if i do that
took me a second to realize... makes sense though, it's just a looping delay basically
i assumed it would fire at 0 at first
like so?
something like this
same dif i think as you are saying
i just didn't realize a timer is like a delay. I thought it would fire at 0 seconds then at 5 seconds etc etc
but it's more like a delay instead in that it doesn't call the bound event until 5s
would be a small nicety if it had a checkbox that said FireInitially?
@snow halo try a negative initial start delay
oh! nice trick @faint pasture makes sense why that would work
don't think that works though hehe
I could swear I got it to work before. Anyways, you can just call the event manually before setting the timer too.
any reason you and Nubbiz are suggesting to call it before rather than after the Set Timer by Event node?
should still be the same frame...
you both seem to suggest this
Well yeah, you said it doesn't fire right away. If you want it to fire right away, you can just call it
Doesn't matter the order really
Thanks!
any idea why set actor location not setting/resetting position of actor?
just trying to respawn the actor once destroyed
is the actor valid?
yes all it doin is hittin a collision box
and if it hit the collision it reset the position
try and make a print coming out of that function
see if it's even calling it because that node should work
the bool print as 1 im guessing is true
yeah 1 means it's true
So I have a damage vingette that appears when a play is below certain health. However if another player gets below this health the widget appears on all players screens. How do I do it only for the player calling the function that make the widget appear?
your create damage vignette is called on server as far as i can see
so it is getting a reference from it self but not firing to set location it just places from the location it already at
uncheck sweep
probably, did it move where you wanted to though?
i honnestly haven't messed around with teleporting objects much but i don't see why you script wouldn't work
it odd it work like that b4 lol with teleport uncheck
now it just doesnt seem to want to work
i may just have to destroy actor completely and spawn a new one
I have a take damage function which is called by the player taking damage
So I am trying to get the damage vignette only visible on that player
I'm trying to change a material scalar parameter in my level blueprint but it does not work!
how can I fix the issue?
I think it shd be in construction script
Whats Enum for , i saw tutorials and it seems like a useless string array
I am all after organization my work but Iβm not getting the idea of enums
@stray island it's used like a boolean with more states. Or like an int but with labels for each number. So one typical use for it is to describe if a character is Jumping or Landed or Walking or Running etc... You can plug that enum variable into a Switch On Enum or a Select node and etc.
most common use-case is for managing a limited number of states
So its idea is to label indexes
@twilit heath is it possible to change material scalar param in level blueprint?
but it also makes things more human readable along the way
it is @fleet cosmos
i don't see that DMI being saved into variable, or assigned to a mesh there
so you might be changing parameters on unassigned DMI
If you find yourself using a series of booleans to describe multiple states that are all mutually exclusive, or you're abusing Switch On Int and want to make it human-readable before you forget what number corresponds to what concept, then it's enum time
or GameplayTag time
i usually ended up regretting not making enums of 6+ members as tags
Oh , So if i want to set presets Enum is good for that
I just want to set the scalar param after creating the DMI so i did not stored it! thanks it works now!
Btw how do i have presets of my bp default settings? Do i just create childs
Or theres another way
how do i get an actors location into a blackboard for the behaviour tree?
Build powerful visual scripts without code.
create children or you can edit them if they're placed in the level
If i make preset inside the bp , for example preset 1 load this texture preset 2 load another texture , would the bp load all textures together in background taking memory space , or it would not load its other setting
I'm struggling to know how can I do to have access to the CharacterMovementComponent of that specific overlapping actor. Any help ?
if you make the soft references they will not load. if they are hard references they will load
cast that actor to a character and if it succeeds, you can get the movement component then
@unique harness Cast to character ?
yes, drag off the actor pin and type cast to character
damn
it4s been a while I'm struggling to find a way, didn't knew CastToCharacter would take the actor if valid as a character
anyways thanks !
yes, that is what casting is
Oh , soft , interesting, wow thereβs a world of optimizations that idk about
I suggest reading through this https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/UserGuide/CastNodes/index.html
Examples of different Casting Nodes and usage cases.
as expected. -5 -(-5) = 0.
Oh wait youre right
Can Bps browse my desktop files yet ? Or only C++
quick maffs
what are you trying to do?
No, that is not built in
So only c++
well it's not built into c++ either, you would have to write it yourself
Yes idm , so do u think itβs possible via bp
yes it is possible but relatively difficult
Where do i search or study , all google results , how to import files to your project (beginner tutorial)
I doubt there is a tutorial
Like I said, it's relatively difficult, therefore most people don't even attempt it
Its not I who am stupid lol
that's 5-(-5) not -5-(-5)
XD
Ignore me ;-;
S'ok.
You would likely have to search through engine code to find how epic loads an image into a texture and write your own code to do the same since you can't use editor code in a release version
Alright thanks
I lied, Rama has that functionality in his victory plugin
Ewww
(which I figured he probably did)
@spark robin youβre not stupid Iβm an engineer and almost fell for it
Why the Rama hate?
Cause I have seen a lot of his stuff and it's pretty shobby
Rama seems like a nice guy but that victory plugin has some questionable stuff in it
If you don't right questionable code, are you even a real programmer? π
I will just put my actual issue here. This macro is supposed to calculate the distance between V1 and V2 and it appears to work correctly when all the input coordinates are positive, but not when some are negative
Can somebody tell what could be going on?
(Please ping on reply β€οΈ )
Is there a reason you're not just using built in vector math?
Because Im working with integers for performance reasons π
So Have 4 actors BP that act has 4 different types of spells. Now I'd like each one of them to have 4 variations with different damage and effects. I thought about adding 4 different components with 4 differents effects in each of the actor BP. But I cannot find a way to reference them in an array
(Im storing lots of integers)
Ints for performance ?
π
Ints are also bigger 8 bytes compared to 4 bytes for a float so you are increasing memory cost
Well convenience I guess, when I well do store my data in ints I thought I would make a few functions so that I dont have to do conversions all over my code
Is rama stuff on market place?
You can divide or multiply ints properly also
yes
Floating point or double precision is the only way for this type of stuff
Thanks for the advice but I already built my library and setup my code. And I think I made the right choice for my purpose
But regardless can we focus on the question here?
Its basically Pythagoras equation
I can see what it is
Is there a reason you didn't create a custom vector struct for ints? Just curious
I do, its just that I split it up on the input node
Is there a way to desactivate a component from a BP before his BeginPlay ?
I really still dont understand what could be going on with my macro, does it look right to you guys?
Its also kinda weird that the output for the positive numbers are 10x higher than they should be
(Like that 4000 is supposed to be just 400)
I should have just said that I only use whole numbers, its that simple
I dont need floats, so why then use them
avoiding rewriting an entire math library seems like a logical reason
you could look at the c++ source and look at the function for distance to (actors) and see how they are calculating it to get the distance between the two.
Hello. Does anyone know of a way to find the bounds of an actor before spawning it? Or is such a thing impossible?
@spark robin There's too much custom stuff going on in your video for anyone to say where the issue lies
The issue is within the macro
This gives accurate output
(I guess the purpose of the video was just to show that I do at least perform some kind of testing)
it looks okay to me...
the less consolidated way to do the same thing, AFAIK, is VectorLength(vector1 - vector2)
... but I suspect the issue lies outside of this macro
How would I set a spawning vehicle in one level and spawn with it in another?
save its info in gamestate then after loading the level spawn the vehicle again?
I will try that
-X^2=X
eg. -5^2=25
-X * -X=X
eg. -5 * -5=25
Hey guys, I have an array of widgets, and I want to change the value of a text box in one of them via get (a ref). For some reason, that isnβt allowed? I can only do get (a copy), and canβt change it to a reference.
I'm pretty sure there's no performance gain from integer-based math btw (BP performance is more about function calls and other such node execution overhead) but on some level I like that you're approaching video game math in a 1990 way
are they references to the widgets? or references to the classes?
I think I usually end up using Get (a copy), doing several things, then storing it back to the array which is also an option.
thats what i was going to suggest if it was a array of references
i.e. basically...
Yep, that
good night, guys! Can I change this values of mesh in blueprint from event graph?
That's because an array of objects are themselves references. You're not storing the entire objects in the array, just references. They're different than your basic variables
At least that's the reason I found when looking it up
I'm lost on something and don't even know the terms of what I'm trying to do.
I've got a collision volume that is used for sepperating rooms within my game. this volume will always be in whole number units, minimum 1x1, but is often used is 2x3, 4x1, etc.
I'm trying to have sub-room volumes, that would be child blueprints? I think? that would break up this room based on its size, and these children would always be in 1x1
In the case here, if I know the units, can I just spawn an array of sub-rooms through my construction script?
Hey, is there a way to keep mobility set to static while being able to move the actor/mesh component in the editor? The actor will not move in-game at all, but I still need to position stuff in-editor only
Hey folks! I've got a question about something that's been bugging me!
I'm trying to get my current camera location via the camera manager, and it works great! But I've realised that if you use "Set active camera with blend" and the camera is actively blending to another camera, then getting the actual location of the camera doesn't seem to work.
I'm currently attaching something to my camera and it works fine except when it starts blending to another camera, is there a better way to get the ACTUAL world location and rotation of the active camera?
If you lock the object, it stays put in the Editor. But if you don't lock it, it should still stay put unless you have Simulate Physics checked on the object and are Simulating
is there a switch/case node for Gameplay Ability Attribute?
... only took me 4 hrs to work out a color swapping material to change the paint colors on my drone... lol ... only 4 hrs...
It's always the "simple" things that can take a long time heh
it actually wasn't too simple i tried multiple methods yesterday and while they 'sorta worked' none of them gave the properly changeover.
if it would of been simple i could of done it as easy as the eye part of it π
How do I save a pawn into a game instance variable?
You can grab a ref to it. If it's your Player Pawn you can use the GetPlayerPawn node
worked out pretty good i think π
When you Unsubscribe to an event shouldn't it stop firing immediately?
Thanks, I will try that
It's a bit new and experimental but this is the node that's failing me rn in this sense
@snow halo is that your own node surrounding dispatchers?
it's not custom no. It's built into UE4's 4.26 new audio sync system
When i fire it, the event bound here continues to fire : /
May have figured out the issue and it's Quartz related
Looks like you already asked in #audio. Definitely a good place to ask when possible cuz UE4 devs are in there.
My game has a TimeSynth-based timing system but I'll maybe replace it with Quartz someday...
I have a weird little issue.
When I use my LMB click event, it doesnt fire anything, but every other key event works, including RMB.
Is there something I've done or weird going on here?
Hey everyone, quick question, I have a glide blueprint made now, but I'm wondering if there's a way to force the character to float forward while gliding
I have this in my BT to attack the player if the AI gets within 500 range of the player, but it will not play the animation.
these are the components to it, can anyone help me out?
Sometimes this is because you have a duplicate of the Event node
Or it's bound using the Input system and that event is firing instead, etc
Yes, but not necessarily a "quick" answer π
When you say "force the character to float forward", do you mean they are constantly moving forward while glide is true?
yes
Like for example in spyro you floar forward and you float down
As my blueprint is right now I can jump and float slowly down in place
You will want something like this probably...
The AddActorLocalOffset node (with Sweep checked) will sweep your actor forward at a given rate
ah, ok. makes sense. With that will I need to create my characters own ticks when jumping and gliding?
Well, you'll want to put in some kind of boolean for the character state like "IsJumping" and check that before you apply the above
ok, I have an "is gliding" Bool
not directly, but you can break the gameplay ability attribute structure which gives you the name in string format, which you could then build a switch off of.
i think you can only do that on materials @stray island
Yes the same way materials does but no need for slider
I want to limit a variable Just to avoid exploding the pc
I'm wondering if camera lag doesn't work if I'm rotating character with physics?
camera lag works, don't know if it a physics character will effect it differently.
There is value range that you can define when looking at the float:
But that doens't specifically limit you :/
well... i just learned don't install infiltrator demo on 4.25... it continually crashes at 45%.
so if i set the vvalue range to 0-1 and the float is 33349.0 it'll read it as 1?
Technically you'd think it would, but it doesn't seem that way when editing it directly in BP.
Only when typing in through an exposed setting like below... I have my var set to max value of 100, but I typed in 5000 and got 100 displayed.
But doing this, still prints 5000
Value range is for controlling of setting up values in editor via Defaults tab. If someone puts value higher/lower than specified range, it will clamp.
well thats abit pointless then...
As Slashin8r just said... It's meant more for people to adjust in editor .
More for the level designer not to screw up the setting of variables when placing them into the world and adjusting defaults.
maybe if your making a item for someone else it could be useful.
yes Iβm doing in the editor , so it works great thanks π
hrm.... guess i should set those on the door i've been working on... gonna be giving it to someone else to use for their project... be nasty to go over some of the max values for it lol...
hi, anyone know how to set up a menu with controller support?
seems to be a popular question lately
I have an issue with the inventory, since the menu has an inventory with spawns as a child, I can't get it work with it
the basics I try to find em, on youtube, but I got to a dead end
this might help:
https://www.youtube.com/watch?v=7TpsulbqGOM
This is episode 54 of my unreal engine 4 beginner tutorial series, in today's episode we go over how you can start to use gamepad and keyboard inputs to influence the controls of the main menu. Having said that, you'll able to make your main menu work on xbox one, PS4 or any other key/button based platform.
We'll be breaking this down into two ...
Thanks for the help, but my issue is with the array
there are some spawning buttons, and I can't add em to the array so they can be change
oh, i don't think i've seen any tutorials on gamepad + inventory systems
Thanks, but I think I will fix it later on, or maybe change it, since this inventory is a provisional one
Was just about to explain the use of arrays for it, but looks like you already got the basics of gamepad ui control.
Why are you unable to add them to the array when spawned?
Use a reference of button array for that foreach loop. You are directly connecting it to a hard-coded make array
Nope, same issue
What does list items return?
getting the bp button out of there, cuz I thought It may be an issue since it is not in the main graph
Nah, that doesn't matter
Okay
Get rid of that return node, it is messing things up being in the for loop body.
It should be on complete if anything. Essentially, you loop one time and the function ends.
As soon as a function hits a return node, it ends.
Ah, I see your problem
Move the list items function after you set the button array.
You can get rid of the delay node if you want too.
and the add node
Set button array > List items > foreach
Okay so it works but kinda
Can you show updated graphs?
Sure
Now it works, it is in the array, however, I cant move between those 2 menus
maybe it is cuz I spawn it on different boxes?
Shouldn't matter. You have a direct reference to the buttons, so no matter where they are, you should be able to cycle between them.
Look, if I get the focus on the left buttons there is no way to move the focus to the right one and viceversa
Are you trying to go left and right or something?
I am trying to move it in all directions tbh
I'm assuming you cycle through the button array up and down only for this instance.
Can you show how you change your button array selection index?
Not sure how you are currently doing it, but normally you have an integer variable to save the current index of the button array.
I am not a programmer, I am just good enough with maths to have an idea what I am doing, but I have no idea what are you asking now
If you want to go left and right between them, you need 2 separate arrays.
So I guess I just didn't do it
How do you currently change the selected button?
So if I do a second array, I would fix the problem?
Oh, wait, are you relying on built-in navigation?
Well I don't exactly know, I can send you the bp that I have
If so, you may need to change some things to not focusable. Or the visibility settings.
You didn't setup any input code, right?
I dont think so
I am going with the default one form ue4
Ok, so default nav controls.
Those are usually a pain to get working properly, but it can still work if you setup everything perfectly.
So can you show your item list widget blueprint? Specifically the hierarchy.
What you want to do is check the visibility of everything that is not a button and set it to non-hit testable or whatever the setting is.
Might also need to uncheck focusable, I think it is called.
What I really want is that the player can move around with the controller and press every single button
that's it
This will get you to that with default nav controls.
What happens is that you have something else, non-button, that is gaining focus.
Okay, let me try it
Actually, you really should get rid of default nav, you already did half the work for setting up your own navigation.
Did I? tbh the menu I set up is a temporary one
Button arrays are for custom navigation.
I gonna change it later, but since I am not a programmer, but a 3d artist I tried to make a simple one
any suggestion for aim prediction? when shooting a flying target with bullets
my goal is to display a target widget in front of the flying target
With default nav, you wouldn't even need arrays, it just jumps focus from one item to another.
But it is difficult to do anything other than clicking a button with default nav.
Maths
Yeah i figured that one out
i figured that one out
But rn I am really worrying about making so the player can move the focus to the items column, but I can't do it
is there a simple way of doing that?
Since you already made the button arrays, you can just do your own nav, then you know it will work as you expect.
im using a widget component to display an HP bar in 3D space using the "World Space". Is there a way to make my HP bar not affected by world lighting and always be lit like when you set it to "Screen Space" ?
So, in your main menu widget, override the function, onKeyDown.
Or do you have action input mappings setup in project settings?
I haven't done much the code I sent you is all I have
No prob, you can hard-code the input, if you don't need the players remapping keys.
I don't think I would need em, I am working on a sillent hill like game, so everything is rather basic
Functions on the left should have an override dropdown, select onKeyDown and you can get input for up down left right etc.
Can you send me a screenshot with what you saying?
cuz the only navigation tools I am aware of are those
Set all of those to Stop, which will disable the default navigation.
How did you get onKeyDown function?
In the widget graph.
Get a parent node out, we will use it later.
Set it up like this for now. This is now back to default.
Give me a moment, gonna set it up for a screenshot.
Ok
Make these local variables, so you can decide which keys do what in the menu.
Ok
From where did you got those arrays?
Make functions to go with each key.
Now we can setup the functions to cycle through the button arrays you build.
Also, don't forget to set the default values of the local variables. The buttons you want working for each function (menuup, menudown, etc.) will go in the corresponding arrays.
Usually buttons like WASD, arrow keys, gamepad d-pad, gamepad joysticks, enter, esc, gamepad face bottom, face right, etc.
I won't lie ya, I get the idea, but I can't make it on my own
Keep sending screnshots, Cuz I will got it midway through
π― @proud hull
You will need an integer variable to save the current button index. Then a function to cycle that based on number of buttons in the array.
Reverse will cycle it backwards.
Okay, let me copy it
More variables, another function. Renamed some variables.
Ok
Actually I think it should be button array in the function.
Trying to figure out best way to switch columns. Structs would be best, but don't wanna go down that path for this example.
2 columns ok with you? at least for the example?
Yeah ]
if I was to create a jetpack jump that can be activated on the ground and also in mid-air should I use Launch Character instead of jump?
Easiest way to understand is to just link select nodes like this for as many columns as you want. This is pretty inefficient, but for a menu, it will be ok.
For the example, I only need the one select node.
Okay
Might as well make it a function of its own. Then you can add as many columns as you want in only one spot.
New Param = ButtonArray
Okay
MenuRight is same as left in this case since there are only 2 columns.
Confirm runs your button event, and cancel closes menu or whatever you want those to do is cool.
Let me check it
I am still doing the right menu
My bp button only has the visual changes
You have 2 button arrays now, right? One hard-coded with make array and the other generated dynamically with your item list function?
Yes
This is in the main menu right?
Yeah, launch would work best for that.
Yes
Okay, everything still works, but still cant move between columns
so it works like it used to
Did you set those navigation settings to Stop?
Select all widget components in your hierarchy and change them all at once.
All of them
Sorry, but I am a newbie, thanks for yout help
We don't want anything using default nav now.
It will mess with widget focus and then your main menu might not be able to capture input events.
here: #blueprint message
Everything
I can't change the root scene
That is fine
Done, what should I do now?
Test it out. Still not working?
Not working
Add this to MenuLeft and see if the column name changes when trying to go left.
Adding the print string did that?
What does your construct event look like?
What I showed you, you should have just added to the end of what you had
Your Construct event, not highlight, hehe
Ahh
Basic question how do i make event tick from another actor not my player actually work
Ahhhh
Whatcha mean? Event tick runs by default.
Hmmm
Is the actor spawned in game?
Yes its spawned ur right it works but i have a problem with my variable i guess
This event, what does yours look like?
So I've a spawner and a child bp of it. I've placed the child all over the level. I added sphere radius to my character. When the radius overlaps the child spawners, they spawn ai. Currently when I overlap one of them all spawner spawns ai. What am I doing wrong?
Show your overlap event please
Run list items before the 2nd screenshot
Remove it from the highlight function.
After set keyboard focus, you should do something like change the text color, so you can see what is actually highlighted.
Okay, let me see If I understood it
Like this?
Need to see how you are spawning the AI.
i have errors here
Remove list items there. Put it back in construct where it originally was.
The code I showed for construct, put at the end of your current code, connect it to the completed exec pin of the foreach loop.
Ok
like this?
The foreach in my screenshot represents your foreach loop
of the inventory spawned?
Button Array 1 should be just Button Array
Unless you want it to start with inventory highlighted
That little bit of code there simply selects the first button when the menu is opened.
So whichever button you want selected, set the column accordingly.
Show me your item list function now.
Remove that item list function there, lol.
list items*
Ohh ok
That was in your construct earlier
Where it needs to be
Where you have it now, every time a button gets highlighted it would generate the item list.
Because you have an empty column array.
One of your button arrays is not being filled
so that one has to be the built one right?
Show your item list function, you need to fill one of the arrays there.
"Button Array" filled in construct with make array node and "Button Array 1" filled in item list function.
so "array 1" and "button array"
Has to be the same?
Cuz I made it as a new variable
You need 2 arrays though, are those the only 2 you have?
Ah, okay, yeah change button array over to button array 1
I been doing what you asked with array 2 and array 1 didn't touch array without number
I didn't think you would copy the exact variable names too when you already had some of your own, hehe
Yeah, I am bad with programing so I decided to copy just in case
so whats the second array?
No prob, at least we found the problem now
One array for the buttons on the right and the other for the inventory buttons.
Treat them as 2 columns of buttons
Left/Right will switch columns. Up/Down will switch buttons in a column.
I'm pretty sure you had text in your buttons, so this is a simple way to make a highlight effect if you don't already have one. It just changes text color.
Both look good
It looks like my menu confirm is not complited
You will need to run your button click event there
well, it works when I press the A botton
In your button you probably already have a click event setup, but you need to add a custom event also linked to it.
But I cannot move around I dont get any errors
Then your confirm looks like this:
You sure it isn't moving? What does your highlight function look like? Are you making any changes you can see?
Wait maybe the issue is with the highlight button
Also need to set it to unhighlight previous
I just showed you that above, heh
Your button blueprint probably has a click event setup. Add a new custom event linked to it as well.
See here: #blueprint message
Then you can call that event in menu confirm.
Ok, but do I have to do a thing for each button?
That is up to you and the scope of your project.
I usually just have the click event return "self" so then the main menu widget can handle what it does.
With an event dispatcher.
ohhh ok okl
There are a few ways to accomplish it
right click that node and refresh it
thanks
I forgot this part too
Ok, I can't move still though
Highlight function
ok
Can you show screenshot of yours?
hehe
You need to make a physical change in the highlight function.
To color or something
Oh wow, yeah, that is code to utilize the built-in nav that we disabled.
shouldn't I be able to move tho?
You only need to run check focus in the highlight function.
You have the physical change setup in there already. You change the style.
Remove the other functions. Just check focus.
Custom Event goes in confirm function.
Or nowhere, hehe
Yep
I still can't move
how can I get the actor location of the owning client's character in BP?
Ignore or remove reset, you had that all covered in your check focus event
It doesn't affect anything, you can either ignore or remove it.
I can't tell what's going on in that
Like I can move the highlights with the mouse, but can't move it with the controller
the issue is with the movement of the controller, not the highlight
Did you setup the local variable defaults in on key down?
No problem, easy thing to miss.
Also, if you do use your Start function, you can completely get rid of the highlight function.
Okay, let me deleted it then
and got it on the spawn
btw, should I merge bouth arrels or I should keep them separeted
is there a node like a branch that doesn't split off into true or false?
Sequence?
Sequence does one path, then the next, then the next
Construction script overwriting my event tick
btw, I still can't move it, I can stream you the blueprints or something
cuz there has to be an error somewhere, cuz I cant move at all in the menu
is there a way to make it so just plays all together at the same time?
I actually gotta get some sleep soon.
@proud hull maybe here ?
well then, if you wanna go, it's fine
Sequence is kinda like a reroute node. They all will execute, but in that specific order.
You can also check out this plugin. I have not tried it yet myself. https://www.unrealengine.com/marketplace/en-US/item/0b7079810acc409a907cd02149281724
its unavailable?
it says so
They must have removed it since then. I see they have a new one for $10.
Heh, thought that might help, but ah well.
ohh I see, unlucky me ig xD
π’
Look, maybe the issue is somewhere with the controls and movement?
My construction script sets my static meshes on transform
And when i want to tick it for animation it wont move because its stuck with construction script transforms
this?
Possibly, might need up and down set to escape?
Revert them all back and test it out
I gotta sleep now. Night all.
I have a widget component that is in "World" space (so it renders in 3D space, not screen space). How can I set the rotation of the widget?
@trim matrix savegame file (or GameUserSettings) is all that'll get written to storage AFAIK
If you're talking about inter-level data then you can use the GameInstance class, which persists in memory across level loads
@icy saddle put the widget component on your graph and then you should be able to manipulate it
Good morning yall, I am trying to use particle systems to fill up a chest, my aim is to use an emitter to spread the particle system and as the particles enter the chest I want variable attached to the chest to increase.
Like every particle gets inside the chest should increase a variable by 1, until 100
is it possibe for me to make something like that ?
Is there a way to access instanced level blueprints? (using the create level streaming instance node) No matter what I try, I can't communicate with them (only get the OBJ references, and load or unload, no direct comm.). Tried using interfaces, and dispatchers. None worked so far.
I'm not super familiar with instanced levels, but can you not just make them report their reference to the gameinstance/gamemode/etc so there's a list of them to easily access?
I see this node:
But it's from Rama's Victory BP library plugin
It's free, iirc
when I simple print self (from the level), it only returns the name of the original level blueprint (not the one that is created by the Dynamic streaming class
and if I try to use the assigned object reference (when created, that uedpie one), the reference(level) cannot be found
haven't used Rama's. Bit worried of using plugins (maintenance reasons)
Reasonable to want to avoid plugins, but it's tough to pass up some of these plugins that do tons of stuff with a single node
Guess so. The reason why I'd need this, is to break up a procedural generated map into manageable chunks. And as it's a vital component to the project, if it breaks (the plugin), then the game would become unplayable (literally).
I mean, you're right, if you update unreal engine past what the plugin handles
The lame way, which I hoped to not do, is to create 100+ empty levels, and load them manually, one by one (as needed). sort of a hacky solutions (opposed to the world composition)
even referencing it as a soft ref, doesn't work
read somewhere, in an old forum thread that it is impossible to communicate with instanced maps (other than using C++)
There are a few things that blueprints simply can't do, yeah, unfortunately
I use blueprints whenever possible, then cpp when forced (Or for intensive things like proc gen)
but then how'd you go about optimizing procedural levels? I've a hex grid (made up of individual actors, for mesh placement), and I already get chugging FPS with 2-3K actors (which all currently have a hexagon mesh in them).
the idea was to generate the map, save it, then load it into maps, when needed
Well, you're not going to like it, but I use the voxel plugin for my current proc gen project lol
You're changing the variable, not anything on the component
Oh
Gotta tell the variable to update the component
π
But you never tell your child that there's cookies in the jar, so they never use them
won't judge, if it works, then why not
I invited all the childs
Now my game adds cubes
Oh wait i know what to do now
I will set the begin play as var then use it
You're now adding a new static mesh component every tick
Instead, you have to update the Z for your original static mesh
Just don't understand that why event dispatcher won't work with them
Ok, my turn for a question:
My original static mesh doesnβt exist , it existed on begin play
Lets find a way out
Your static mesh doesn't just go away (As far as I know, someone correct me)
It didnt exist to go away , my actor added it
I'm unsure then, sorry
My turn:
How can I record a screenshot from the player's camera, into a variable? I'll be using it to attach it to my save system to see a screenshot of when the player saved, from the player's perspective. 10 dollar paypal/zelle bounty to get a screenshot from camera to variable
heyy i have a question
i am working on a fighting game like tekken
i want to know how to rotate my character when it gets on back of the other character
the left one is ai
i want my character to look at him when he jumps over him
Pull off the return value and click "Promote to variable":
Then reference that variable instead in event tick
I don't remember much about static meshes though
Rotating kinda defeats the purpose of "static", no?
Lmao
No, you can still move static meshes, the idea is that they don't have bones that can manipulate the shape of the mesh itself.
Ah, thanks
i didnt understand
No one has an answer for you so far
Ohh i was supposed to set the float to add a value each tick , now it finally rotates
π€
is there way I can disable this emitter when the branch is false ?
Promote your emitter to a variable and you can deactivate it.
^
Beat me to it
lol
thanks, gotta try
Datura remember the circular duplication u helped me with while back?
The one based on construction script
Yeah
So if i want my event tick to change its values , its not working at all
For example event tick increase the number , the tick wont communicate with construction script
Its like Construction script overwriting it
The construction script is only run once - when that object is created or placed in the world. Ie. If you drop an actor of the class and move it around, it'll run the construction script every time you move it.
What if i want the values of it to break and change , to make animation
Like its rotation or number or distance .. etc
Everything is stuck to its original location in construction
it causes errors, I think its because when the game starts the condition returns true first so it cant find anything to deactivate
right click on the emitter variable plugged into the deactivate and select the "Convert to validated get" and connect the valid exec pin to the deactivate node.
So again, you're talking about doing something far more complicated than just spawning items in a circle or a spiral. You can move the data from the construction script and move it to a different function that you can then call whenever you like, but you also have to manage all the instanced static mesh components you're creating (probably best to store them in an array so you can destroy them all at once) and then call the function you've made to construct it again.
@dawn gazelle does this seem right because it doesnt work, there are no errors but its back to phase one, one I start the emitter I cant despawn it
You probably don't want that on tick.
You can create events to control when the emitter is created, activated & deactivated.
Yeah event tick is not really convenient but I need this to be checked all the time
hmm
What is setting the booleans?
Side note: How do you do this:
Right-click on a variable and select "Convert to validated get"
its basically a drink for VR, when it is rotated downwards I want the particle to work, therefore the "liquid" to spill
then I will use the particle collisions to fill a glass or something
Well, you don't want to spawn a new emitter every time they tip the cup. You'd want to just attach an emitter to the cup, then when tipped activate it
Or do particle emitters die off when deactivated
yes I thought about that but couldnt find the nodes to activate / deactivate existing components
You've got the deactivate there, just change the "true" in your branch to activate, then spawn the emitter in like a begin play
Instead of event tick
Because you currently have it set so when they tip the cup, it spawns and activates a new particle emitter once a frame every frame
oof, no wonder there are so many particles spawned
Haha yeah
now it makes sense, thanks

its my first time working around particles didnt know the node worked like that lol
I don't know when the "auto destroy" checkbox kicks in, unsure if that destroys it when the particles stop
On the forums Ive seen someone mentioned it auto destroys after a minute or something
But spawn the emitter once during begin play, uncheck "Auto Activate", then activate it in your "true" branch
And probably uncheck auto destroy if that's the case
So, anyone know how to save a camera's view (Like a screenshot) into a variable?
Unfortunately I think its a c++ thing
I mean I do both, I don't mind doing cpp for it, I just can't find a way to do it without making a local screenshot file, which I'm trying to avoid
Yeah, they're mentioning the "create file" version, which is a last resort kinda thing, but I appreciate it
Uhhh
That makes sense
Expose that variable on spawn
Assuming you're spawning it at runtime
Also @stray island, try out snipping tool, it's built into windows and then you just control+v to paste the image here
I want it to destroy in game so i rewrite it as function
Alright Sorry for my annoying camera thing
I mean it doesn't bother me, I'm just trying to help you save time
Are you trying to make like a screenshot for a save game?
Yes, I have the save system all fleshed out, but the fancy cherry on top would be having a screenshot of the player's view from when they made the save
I will try that in the morning, it's 1:25AM, but it looks promising. Thanks Everyone
Kind of a shame how the thirty links I've gone through all link to each other but none really answer it too well
Create a bool named "Can Shoot" Set it by default to true. Set it to false coming off of your false going into your reload montage. Right after your "Shoot" event, add a branch, with the "Can Shoot" bool plugged into the condition. After your last set "Current Spare Ammo" there at the bottom, set your "Can Shoot" to true.
hi everyone! im very new to UE Blueprints (my main role is 3D Environment/Prop Artist) and im following a udemy course, but on this third person course the camera is locked and i want it to be controlled by the mouse movement, i tried to fix it with the standard thirdpersonBP as an example but without sucess, can anyone show me how to do that? thanks π
Might want to change your branch to only be > 0 rather than >= 0
What you have there is specifically the movement of the pawn. This is the part for the camera.
You're also subtracting ammo every time Shoot is called before checking if you should actually be able to shoot.
Yes
And plug the false into your reload.
But, you probably need another bool to check if you're reloading already
and if you aren't go ahead and reload, set reloading to true, and once done reloading, set reloading to false.
Nope. You're currently setting "Can shoot" to false when entering into your montage, so every time your checking false, it'll go set "Can shoot" to false, then go into your montage again.
I'm probably making things more complicated than it needs to be..
so im getting these errors, the tutor is using a Player Controller blueprint class instead of the actual pawn, is that what is causing it?
also he said to uncheck these options on the springarm
Yes. should be in your character/pawn
And I believe you need those checked.
The inherit bits at least. not sure of the others
but is there a fix for this instead of just using on the pawn? not making "his" way can cause some problems later i think
you can just connect output of getcontrolledpawn to target of both of those nodes
Here... this is probably better...
I didn't connect the reload to the rest of the shooting logic as most games you wouldn't fire immediately after a reload animation is finished from clicking shoot and if you're holding down the button and it's firing this event repeatedly then when the conditions are correct it will fire anyway.
@twilit heath That almost worked! i checked the 3 inherit ones and the use pawn control rotation and now the camera moves but when i move camera to top or bottom the character gets stuck, looks like the camera control is interfering on the character movement, any tips on that?
in an int array can i store different data but if i want to change position [2]. How do i break the the array?
That's probably because you're using this to feed into your movement input. What this is saying is get the forward vector of the camera which could be pointing downwards or upwards which means your character is trying to move in that direction.
This is what is normally present in the third person example:
i want to make a ammo list that keeps track of every guns current ammo
I can't zoom in or out in the viewport. Any help ?
Set Array Elem lets you manipulate an array at an index directly.
Not sure if you really want to use an array for storing ammo types like that though. Hard to keep track of which # may relate to what ammo.
thank you @dawn gazelle ! i used the break rotator and make rotator and it worked perfect, thanks
i have it set like this
with 5 different weapontypes
keeping track is pretty simple cuz there are not many weaponms to keep track of
xd
Enum would be a lot easier to follow along with.
Even better... You can use a map for your ammo.
