#blueprint

402296 messages Β· Page 614 of 403

solemn parcel
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Nah I don't unfortunately

trim matrix
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what bp would I use to get the pawn then?

solemn parcel
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Thanks tho !

trim matrix
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target actor

solemn parcel
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@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 ?

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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

cinder shell
solemn parcel
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takin into account πŸ˜‰

trim matrix
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@trim matrix any idea?

fleet cosmos
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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.

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is there any way to solve this?

summer harness
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@solemn parcel for spells ill look into the gameplay ability system of unreal, its pretty awesome

crimson swan
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guys, any tips on how to prevent characters from sliding when they're moving into another character

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like what's a good way to go about it? have some kind of trace and if it's within distance just stop moving?

solemn parcel
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@summer harness I'm checking into it, but isn't this only C++ ?

summer harness
solemn parcel
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Ill check more into it

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thanks for your time !

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yeah only single player

trim matrix
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mhm but how do I cast stuff to it?

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what do i put into object?

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ah sorry my bad

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its an actor or pawn inside a nav mesh

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im trying to start simple haha

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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

west beacon
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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?

trim matrix
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i mean that doesnt solve anything if hardcode the numbers lol

west beacon
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Yeah, I tried the component thing. But the values ​​of the blocks change each other and it only works in 1 block

trim matrix
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i know that, I just dont know how to code it

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is what im asking

unborn maple
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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.

west beacon
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How can I do that? I'm just beginner who tries simple voxel game. Can u send any tutorial or doc?

unborn maple
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is there anyway to fix issue with out having to redo the whole code

unique falcon
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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?

west beacon
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I made simple games before this project.

trim matrix
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thats all blackboard

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pretty blackboards still run bp code no?

west beacon
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Like I said, if you can send any example or doc or youtube tut, I'll be very happy for that.

trim matrix
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just determines what order

west beacon
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That video is not what i want

unique falcon
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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

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that's a good point

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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

deft elm
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Hey guys

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im trying to let my UI show the mouse cursor when it launches

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however it does not register any hovering events

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before I click somewhere arbitrary in the screen

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any way to make the hovering events start listening/waiting for input right away ?

raven hollow
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@deft elm it is when your game starts?

deft elm
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nope, more like a dialogue option

raven hollow
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Ok

deft elm
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any clue?

raven hollow
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No, but I am looking in to, I will let you if I find something.

deft elm
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thanks a bunch ❀️

deft elm
deft elm
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mmm

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so

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I made a way around it

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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

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somehow adding a widget dynamically inside our HUD doesn't allow it to capture mouse input just yet

fleet cedar
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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?

jolly niche
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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?

static charm
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if u doing multiplayer, gameinstance is one per client

jolly niche
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It's singleplayer

solemn parcel
fossil thistle
sonic cipher
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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
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thanks

fleet cedar
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What's wrong with this

sonic cipher
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and is the sphere collision variable in the same bp ?

fleet cedar
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Hey @sonic cipher . It's just a sphere collision in the map, and yes the sphere is in the same BP

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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

sonic cipher
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you did set nothing in the actor of the overlap nodes

night citrus
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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

fleet cedar
sonic cipher
fleet cedar
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yes

sonic cipher
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then do "cast to (yourcharacterbpname)" and link the object to it too

fleet cedar
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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

sonic cipher
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i show you

fleet cedar
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Thank you

sonic cipher
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you have to say what is overlaped

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so here it is my robot

fleet cedar
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Thanks... I am still confused, I'll read up more on overlaps

sonic cipher
opal sinew
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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

sour urchin
unique hollow
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Is there any way I can set the variable of a class reference?

neon gust
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why is my event grapg read only

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graph

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oh wait never mind

worthy frost
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@neon gust #old-rules number 7 please don't post same question in multiple channels.

orchid garden
# opal sinew

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.

worthy frost
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^ image needs to be PNG and have transparency.

spark robin
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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)?

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(Please ping on reply ❀️ )

night citrus
faint pasture
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You just gotta grab with rotation too

night citrus
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no

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the mesh should change rotation when the camera moves, take a closer look

solemn parcel
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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.

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mostly when, it seems like, it hits multiples targets with high velocity.

crimson swan
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Can anybody hit me up with the keybind to automatically add an input to a custom event when you drag onto it?

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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?

spark robin
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@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

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It does work like that for custom functions and macros (when working in the macro/function editor)

crimson swan
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aah ok i see

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thanks

trim matrix
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how would I get the position of a pawn to use in a behaviour tree as a key?

undone quiver
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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?

crimson swan
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@trim matrix with an Ai function, i forget what it's called exactly EDIT: Btttask

undone quiver
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Sorry @lanH. I think I buried an answer that was for you.

crimson swan
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no worries lol his answer is he need to create a blueprint class of type BTTask

undone quiver
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I probably DID just bury my own question to the point that noone will look at it though πŸ™‚

trim matrix
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ah okay ty

undone quiver
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I would prefer to check for overlapping actors directly, but I'm following a course, so I'd rather not deviate that much

crimson swan
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quebirt try enabling the overlap for every single type and see what happens

undone quiver
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Ok, thanks. That did it, so I just need to figure out why. Appreciate it.

olive sedge
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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

crimson swan
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@undone quiver change your box object type from world dynamic to pickup

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aka the custom type you made

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@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

olive sedge
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and you can set singleplayer in the game mode?

crimson swan
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well you would be technically single player untill you connect to other people right?

olive sedge
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hmm

crimson swan
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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

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same as if you're doing standalone

undone quiver
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@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.

olive sedge
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@crimson swan my issue is.. the character spawned on the client doesn't have an AI controller and doesn't take input

crimson swan
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how are you assigning the controller then?

olive sedge
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I'm not.. I just spawn AI from class

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on the server, it immediately has an AI Controller

crimson swan
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when you set up a character did you set a default ai controller?

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in the parameters

olive sedge
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yes

crimson swan
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then i'm out of ideas :/

olive sedge
undone quiver
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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.

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I love blueprints, but it's a whole different set of mistakes compared to cpp. Forgotten semicolon becomes dragged out the wrong component.

orchid garden
worthy frost
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that is true actually

unborn maple
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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

crimson swan
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Can anybody help me out as to why Possessing a pawn doesn't do it clientside?

snow halo
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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?

crimson swan
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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

snow halo
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so if you want to fire the event at 0 you use the exec pin after the timer i believe. Sound correct?

crimson swan
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Yeah that makes sense lagauche

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i mean the easiest way to test is set the timer to like 5 minutes and print something

snow halo
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cool, ya it doesn't fire the event initially if i do that

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took me a second to realize... makes sense though, it's just a looping delay basically

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i assumed it would fire at 0 at first

crimson swan
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why not execute what you were going to and then run into the timer?

snow halo
crimson swan
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something like this

snow halo
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same dif i think as you are saying

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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

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but it's more like a delay instead in that it doesn't call the bound event until 5s

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would be a small nicety if it had a checkbox that said FireInitially?

faint pasture
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@snow halo try a negative initial start delay

snow halo
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oh! nice trick @faint pasture makes sense why that would work

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don't think that works though hehe

faint pasture
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I could swear I got it to work before. Anyways, you can just call the event manually before setting the timer too.

snow halo
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any reason you and Nubbiz are suggesting to call it before rather than after the Set Timer by Event node?

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should still be the same frame...

faint pasture
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Well yeah, you said it doesn't fire right away. If you want it to fire right away, you can just call it

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Doesn't matter the order really

unborn maple
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any idea why set actor location not setting/resetting position of actor?

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just trying to respawn the actor once destroyed

crimson swan
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is the actor valid?

unborn maple
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yes all it doin is hittin a collision box

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and if it hit the collision it reset the position

crimson swan
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try and make a print coming out of that function

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see if it's even calling it because that node should work

unborn maple
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the bool print as 1 im guessing is true

crimson swan
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yeah 1 means it's true

opal sinew
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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?

crimson swan
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your create damage vignette is called on server as far as i can see

unborn maple
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so it is getting a reference from it self but not firing to set location it just places from the location it already at

crimson swan
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uncheck sweep

unborn maple
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when that happen it falls thru the floor

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should i be enabling physics

crimson swan
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probably, did it move where you wanted to though?

unborn maple
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no

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it is somewhat moving now when i turn on physic but it stuttering

crimson swan
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i honnestly haven't messed around with teleporting objects much but i don't see why you script wouldn't work

unborn maple
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it odd it work like that b4 lol with teleport uncheck

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now it just doesnt seem to want to work

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i may just have to destroy actor completely and spawn a new one

opal sinew
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So I am trying to get the damage vignette only visible on that player

stray island
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Whats Enum for

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Is it just a string array

fleet cosmos
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I'm trying to change a material scalar parameter in my level blueprint but it does not work!
how can I fix the issue?

stray island
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I think it shd be in construction script

twilit heath
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and that material is assigned to what @fleet cosmos ?

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nothing that i can see

fleet cosmos
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to a cube

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here is the level blueprint

stray island
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Whats Enum for , i saw tutorials and it seems like a useless string array

twilit heath
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its paired with bytes

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and can be interepreted as byte as well

stray island
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I am all after organization my work but I’m not getting the idea of enums

tight schooner
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@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.

twilit heath
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most common use-case is for managing a limited number of states

stray island
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So its idea is to label indexes

fleet cosmos
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@twilit heath is it possible to change material scalar param in level blueprint?

twilit heath
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but it also makes things more human readable along the way

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it is @fleet cosmos

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i don't see that DMI being saved into variable, or assigned to a mesh there

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so you might be changing parameters on unassigned DMI

fleet cosmos
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I added the cube as you mentioned

tight schooner
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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

twilit heath
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or GameplayTag time

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i usually ended up regretting not making enums of 6+ members as tags

stray island
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Oh , So if i want to set presets Enum is good for that

fleet cosmos
stray island
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Btw how do i have presets of my bp default settings? Do i just create childs

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Or theres another way

trim matrix
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how do i get an actors location into a blackboard for the behaviour tree?

unique harness
stray island
solemn parcel
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I'm struggling to know how can I do to have access to the CharacterMovementComponent of that specific overlapping actor. Any help ?

unique harness
unique harness
stray island
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Oh idk whats soft or hard

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Whats these terms

solemn parcel
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@unique harness Cast to character ?

unique harness
solemn parcel
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damn

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it4s been a while I'm struggling to find a way, didn't knew CastToCharacter would take the actor if valid as a character

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anyways thanks !

unique harness
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yes, that is what casting is

stray island
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Oh , soft , interesting, wow there’s a world of optimizations that idk about

solemn parcel
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gonna do this

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thanks

spark robin
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Oh my god I just found like a super fundamental bug

dawn gazelle
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as expected. -5 -(-5) = 0.

spark robin
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Oh wait youre right

stray island
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Can Bps browse my desktop files yet ? Or only C++

unique harness
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quick maffs

spark robin
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Im stupid πŸ˜„

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I think I need some sleep

unique harness
stray island
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If i want to set a picture as texture through the players computer

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Custom picture

unique harness
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No, that is not built in

stray island
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So only c++

unique harness
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well it's not built into c++ either, you would have to write it yourself

stray island
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Yes idm , so do u think it’s possible via bp

unique harness
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yes it is possible but relatively difficult

stray island
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Where do i search or study , all google results , how to import files to your project (beginner tutorial)

unique harness
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I doubt there is a tutorial

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Like I said, it's relatively difficult, therefore most people don't even attempt it

stray island
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Or document

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Any key word suggestions?

spark robin
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Its not I who am stupid lol

unique harness
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that's 5-(-5) not -5-(-5)

dawn gazelle
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XD

spark robin
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Ignore me ;-;

dawn gazelle
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S'ok.

unique harness
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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

stray island
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Alright thanks

unique harness
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I lied, Rama has that functionality in his victory plugin

worthy frost
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Ewww

unique harness
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(which I figured he probably did)

stray island
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@spark robin you’re not stupid I’m an engineer and almost fell for it

unique harness
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Why the Rama hate?

worthy frost
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Cause I have seen a lot of his stuff and it's pretty shobby

stray island
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Oh i heard the name Rama

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Before

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Idk what is it about

worthy frost
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Rama seems like a nice guy but that victory plugin has some questionable stuff in it

stray island
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Like what

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Does he use bp or c++

unique harness
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If you don't right questionable code, are you even a real programmer? πŸ˜›

spark robin
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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

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Can somebody tell what could be going on?

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(Please ping on reply ❀️ )

unique harness
spark robin
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Because Im working with integers for performance reasons πŸ™‚

solemn parcel
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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

spark robin
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(Im storing lots of integers)

worthy frost
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Ints for performance ?

unique harness
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πŸ˜›

worthy frost
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Ints are also bigger 8 bytes compared to 4 bytes for a float so you are increasing memory cost

spark robin
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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

stray island
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Is rama stuff on market place?

worthy frost
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You can divide or multiply ints properly also

unique harness
worthy frost
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Floating point or double precision is the only way for this type of stuff

spark robin
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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?

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Its basically Pythagoras equation

worthy frost
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I can see what it is

unique harness
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Is there a reason you didn't create a custom vector struct for ints? Just curious

spark robin
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I do, its just that I split it up on the input node

unique harness
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ah ok

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find the index of 'x' and substring the first digit and second digit

solemn parcel
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Is there a way to desactivate a component from a BP before his BeginPlay ?

minor lynx
spark robin
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I really still dont understand what could be going on with my macro, does it look right to you guys?

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Its also kinda weird that the output for the positive numbers are 10x higher than they should be

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(Like that 4000 is supposed to be just 400)

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I should have just said that I only use whole numbers, its that simple

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I dont need floats, so why then use them

unique harness
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avoiding rewriting an entire math library seems like a logical reason

orchid garden
rancid quartz
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Hello. Does anyone know of a way to find the bounds of an actor before spawning it? Or is such a thing impossible?

tight schooner
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@spark robin There's too much custom stuff going on in your video for anyone to say where the issue lies

spark robin
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The issue is within the macro

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(I guess the purpose of the video was just to show that I do at least perform some kind of testing)

tight schooner
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it looks okay to me...

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the less consolidated way to do the same thing, AFAIK, is VectorLength(vector1 - vector2)

... but I suspect the issue lies outside of this macro

torpid iron
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How would I set a spawning vehicle in one level and spawn with it in another?

orchid garden
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save its info in gamestate then after loading the level spawn the vehicle again?

torpid iron
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I will try that

spark robin
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I just realised what the issue (prob) is πŸ˜„

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-X^2=-X

-X*-X=X

dawn gazelle
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-X^2=X
eg. -5^2=25

-X * -X=X
eg. -5 * -5=25

balmy hamlet
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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 isn’t allowed? I can only do get (a copy), and can’t change it to a reference.

tight schooner
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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

orchid garden
tired cypress
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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.

orchid garden
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thats what i was going to suggest if it was a array of references

tired cypress
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Yep, that

cinder shell
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good night, guys! Can I change this values of mesh in blueprint from event graph?

marble tusk
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At least that's the reason I found when looking it up

drowsy mauve
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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

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In the case here, if I know the units, can I just spawn an array of sub-rooms through my construction script?

nocturne flax
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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

frank wolf
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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?

tired cypress
icy saddle
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is there a switch/case node for Gameplay Ability Attribute?

orchid garden
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... only took me 4 hrs to work out a color swapping material to change the paint colors on my drone... lol ... only 4 hrs...

tired cypress
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It's always the "simple" things that can take a long time heh

orchid garden
#

it actually wasn't too simple i tried multiple methods yesterday and while they 'sorta worked' none of them gave the properly changeover.

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if it would of been simple i could of done it as easy as the eye part of it πŸ˜‰

torpid iron
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How do I save a pawn into a game instance variable?

tired cypress
orchid garden
snow halo
#

When you Unsubscribe to an event shouldn't it stop firing immediately?

snow halo
#

It's a bit new and experimental but this is the node that's failing me rn in this sense

faint pasture
#

@snow halo is that your own node surrounding dispatchers?

snow halo
#

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

tight schooner
#

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...

granite barn
#

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?

latent finch
#

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

versed stirrup
#

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?

tired cypress
#

Or it's bound using the Input system and that event is firing instead, etc

tired cypress
#

When you say "force the character to float forward", do you mean they are constantly moving forward while glide is true?

latent finch
#

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

tired cypress
#

You will want something like this probably...

#

The AddActorLocalOffset node (with Sweep checked) will sweep your actor forward at a given rate

latent finch
#

ah, ok. makes sense. With that will I need to create my characters own ticks when jumping and gliding?

tired cypress
#

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

latent finch
#

ok, I have an "is gliding" Bool

dawn gazelle
stray island
#

How do i set a maximum value for an exposed editable float

#

Variable*

orchid garden
#

i think you can only do that on materials @stray island

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

cinder shell
#

I'm wondering if camera lag doesn't work if I'm rotating character with physics?

orchid garden
#

camera lag works, don't know if it a physics character will effect it differently.

dawn gazelle
#

But that doens't specifically limit you :/

orchid garden
#

well... i just learned don't install infiltrator demo on 4.25... it continually crashes at 45%.

orchid garden
dawn gazelle
#

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.

proud hull
#

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.

orchid garden
#

well thats abit pointless then...

worthy frost
#

that is why you have a clamp node

#

πŸ˜„

dawn gazelle
#

As Slashin8r just said... It's meant more for people to adjust in editor .

proud hull
#

More for the level designer not to screw up the setting of variables when placing them into the world and adjusting defaults.

orchid garden
#

maybe if your making a item for someone else it could be useful.

stray island
#

yes I’m doing in the editor , so it works great thanks πŸ‘

orchid garden
#

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...

long schooner
#

hi, anyone know how to set up a menu with controller support?

orchid garden
#

seems to be a popular question lately

long schooner
#

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

long schooner
orchid garden
#

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 ...

β–Ά Play video
long schooner
#

there are some spawning buttons, and I can't add em to the array so they can be change

orchid garden
#

oh, i don't think i've seen any tutorials on gamepad + inventory systems

long schooner
proud hull
#

Why are you unable to add them to the array when spawned?

long schooner
#

here

#

and I tried it here but it doesn't seem to work

proud hull
#

Use a reference of button array for that foreach loop. You are directly connecting it to a hard-coded make array

proud hull
#

What does list items return?

long schooner
#

getting the bp button out of there, cuz I thought It may be an issue since it is not in the main graph

proud hull
#

Nah, that doesn't matter

long schooner
#

Okay

proud hull
#

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

long schooner
#

really

#

?

proud hull
#

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

long schooner
#

Okay so it works but kinda

proud hull
#

Can you show updated graphs?

long schooner
#

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?

proud hull
#

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.

long schooner
#

Look, if I get the focus on the left buttons there is no way to move the focus to the right one and viceversa

proud hull
#

Are you trying to go left and right or something?

long schooner
#

I am trying to move it in all directions tbh

proud hull
#

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.

long schooner
#

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

proud hull
#

If you want to go left and right between them, you need 2 separate arrays.

long schooner
#

So I guess I just didn't do it

proud hull
#

How do you currently change the selected button?

long schooner
#

So if I do a second array, I would fix the problem?

proud hull
#

Oh, wait, are you relying on built-in navigation?

long schooner
#

Well I don't exactly know, I can send you the bp that I have

proud hull
#

If so, you may need to change some things to not focusable. Or the visibility settings.

#

You didn't setup any input code, right?

long schooner
#

I am going with the default one form ue4

proud hull
#

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.

proud hull
#

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.

long schooner
#

What I really want is that the player can move around with the controller and press every single button

#

that's it

proud hull
#

This will get you to that with default nav controls.

#

What happens is that you have something else, non-button, that is gaining focus.

long schooner
#

Okay, let me try it

proud hull
#

Actually, you really should get rid of default nav, you already did half the work for setting up your own navigation.

long schooner
proud hull
#

Button arrays are for custom navigation.

long schooner
#

I gonna change it later, but since I am not a programmer, but a 3d artist I tried to make a simple one

upper linden
#

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

proud hull
#

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.

long schooner
#

Yeah i figured that one out

upper linden
#

i figured that one out

long schooner
#

is there a simple way of doing that?

proud hull
#

Since you already made the button arrays, you can just do your own nav, then you know it will work as you expect.

icy saddle
#

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" ?

proud hull
#

Or do you have action input mappings setup in project settings?

long schooner
proud hull
#

No prob, you can hard-code the input, if you don't need the players remapping keys.

long schooner
proud hull
#

Functions on the left should have an override dropdown, select onKeyDown and you can get input for up down left right etc.

long schooner
proud hull
proud hull
long schooner
#

How did you get onKeyDown function?

proud hull
#

In the widget graph.

long schooner
#

Found it

#

What do I do here?

proud hull
long schooner
#

Yes

#

What now?

proud hull
#

Give me a moment, gonna set it up for a screenshot.

long schooner
#

Ok

proud hull
long schooner
#

Ok

proud hull
long schooner
#

From where did you got those arrays?

proud hull
#

From the previous screenshot.

#

Local variables in on key down function.

long schooner
#

I thought you mean the key button

#

Wait I missread it, got it now

#

Mb

proud hull
#

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.

long schooner
#

I am following everything so far

orchid garden
#

blink blink

#

(this is all intresting but im so lost lol)

long schooner
#

Keep sending screnshots, Cuz I will got it midway through

orchid garden
#

πŸ’― @proud hull

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.

proud hull
long schooner
#

Ok

proud hull
#

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?

long schooner
#

Yeah ]

prime wyvern
#

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?

proud hull
#

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.

long schooner
#

Okay

proud hull
#

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

long schooner
#

Okay

proud hull
#

Confirm runs your button event, and cancel closes menu or whatever you want those to do is cool.

long schooner
#

Let me check it

proud hull
long schooner
#

I am still doing the right menu

long schooner
proud hull
#

You have 2 button arrays now, right? One hard-coded with make array and the other generated dynamically with your item list function?

long schooner
#

Yes

long schooner
proud hull
proud hull
long schooner
#

Okay, everything still works, but still cant move between columns

#

so it works like it used to

proud hull
#

Did you set those navigation settings to Stop?

#

Select all widget components in your hierarchy and change them all at once.

long schooner
#

I dont think so

#

which ones?

proud hull
#

All of them

long schooner
#

Sorry, but I am a newbie, thanks for yout help

proud hull
#

We don't want anything using default nav now.

long schooner
#

Where can I change that

#

?

proud hull
#

It will mess with widget focus and then your main menu might not be able to capture input events.

long schooner
#

OK, let me stop em

#

Do I stop everything or just the buttons

proud hull
#

Everything

long schooner
#

I can't change the root scene

proud hull
#

That is fine

long schooner
#

Done, what should I do now?

proud hull
#

Test it out. Still not working?

long schooner
#

Not working

proud hull
long schooner
#

ok

#

Now I cant move at al

proud hull
#

Adding the print string did that?

long schooner
#

I think so

#

let me delete

#

Well, it doesnt work at all

proud hull
#

What does your construct event look like?

long schooner
proud hull
#

What I showed you, you should have just added to the end of what you had

#

Your Construct event, not highlight, hehe

long schooner
#

Ahh

stray island
#

Basic question how do i make event tick from another actor not my player actually work

long schooner
#

Ahhhh

proud hull
stray island
#

Hmmm

proud hull
#

Is the actor spawned in game?

long schooner
#

like this

#

I still get an error in the set keyboard focus

stray island
#

Yes its spawned ur right it works but i have a problem with my variable i guess

proud hull
true valve
#

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?

proud hull
proud hull
#

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.

long schooner
#

Okay, let me see If I understood it

proud hull
long schooner
proud hull
# long schooner

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.

proud hull
#

The foreach in my screenshot represents your foreach loop

long schooner
#

of the inventory spawned?

proud hull
#

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.

long schooner
#

btw I still cannot move and still have an error here

proud hull
#

Show me your item list function now.

#

Remove that item list function there, lol.

#

list items*

long schooner
#

Ohh ok

proud hull
#

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.

long schooner
#

ohh ok

#

I did something wrong, cuz I can't move

proud hull
#

Because you have an empty column array.

#

One of your button arrays is not being filled

long schooner
#

so that one has to be the built one right?

proud hull
#

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.

long schooner
#

Has to be the same?

#

Cuz I made it as a new variable

proud hull
#

You need 2 arrays though, are those the only 2 you have?

long schooner
#

I have 3

#

and button array 2

proud hull
#

Ah, okay, yeah change button array over to button array 1

long schooner
#

I been doing what you asked with array 2 and array 1 didn't touch array without number

proud hull
#

I didn't think you would copy the exact variable names too when you already had some of your own, hehe

long schooner
#

Yeah, I am bad with programing so I decided to copy just in case

#

so whats the second array?

proud hull
#

No prob, at least we found the problem now

#

One array for the buttons on the right and the other for the inventory buttons.

long schooner
#

Ok

#

Gotcha

proud hull
#

Treat them as 2 columns of buttons

#

Left/Right will switch columns. Up/Down will switch buttons in a column.

long schooner
#

well I fixed where I had the diferent arrays

#

let me show you

proud hull
#

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.

proud hull
#

Both look good

long schooner
#

It looks like my menu confirm is not complited

proud hull
#

You will need to run your button click event there

long schooner
#

well, it works when I press the A botton

proud hull
#

In your button you probably already have a click event setup, but you need to add a custom event also linked to it.

long schooner
#

But I cannot move around I dont get any errors

proud hull
#

You sure it isn't moving? What does your highlight function look like? Are you making any changes you can see?

long schooner
#

Wait maybe the issue is with the highlight button

proud hull
#

Also need to set it to unhighlight previous

long schooner
#

I am missing something here right?

proud hull
proud hull
#

Your button blueprint probably has a click event setup. Add a new custom event linked to it as well.

#

Then you can call that event in menu confirm.

long schooner
#

Ok, but do I have to do a thing for each button?

proud hull
#

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.

long schooner
#

ohhh ok okl

proud hull
#

There are a few ways to accomplish it

long schooner
#

i have an error message here tho

proud hull
#

right click that node and refresh it

long schooner
#

thanks

proud hull
long schooner
#

Ok, I can't move still though

proud hull
#

Highlight function

long schooner
#

ok

proud hull
#

Can you show screenshot of yours?

long schooner
#

like this?

#

It doesn't work

proud hull
#

hehe

#

You need to make a physical change in the highlight function.

#

To color or something

long schooner
proud hull
#

What does Start do>

#

?

proud hull
#

Oh wow, yeah, that is code to utilize the built-in nav that we disabled.

long schooner
#

shouldn't I be able to move tho?

proud hull
#

Run CheckFocus in the highlight function, at the end.

long schooner
#

you mean before the custom event right

#

?

proud hull
#

You only need to run check focus in the highlight function.

#

You have the physical change setup in there already. You change the style.

long schooner
proud hull
#

Remove the other functions. Just check focus.

#

Custom Event goes in confirm function.

#

Or nowhere, hehe

long schooner
#

perfect

proud hull
#

Yep

long schooner
#

I still can't move

icy saddle
#

how can I get the actor location of the owning client's character in BP?

proud hull
#

Ignore or remove reset, you had that all covered in your check focus event

long schooner
#

what?

#

let me show you with a gif

proud hull
long schooner
#

But the issue is that it highlights but I can't focus

proud hull
#

I can't tell what's going on in that

long schooner
#

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

proud hull
#

Did you setup the local variable defaults in on key down?

long schooner
#

I am retarded xD

#

they dont have keys here

#

let me add em

proud hull
#

No problem, easy thing to miss.

#

Also, if you do use your Start function, you can completely get rid of the highlight function.

long schooner
#

Okay, let me deleted it then

#

and got it on the spawn

#

btw, should I merge bouth arrels or I should keep them separeted

prime wyvern
#

is there a node like a branch that doesn't split off into true or false?

prime wyvern
#

i'm not sure

#

I'm still new

proud hull
#

Sequence does one path, then the next, then the next

stray island
#

Construction script overwriting my event tick

proud hull
long schooner
#

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

prime wyvern
#

is there a way to make it so just plays all together at the same time?

proud hull
#

I actually gotta get some sleep soon.

long schooner
prime wyvern
#

or is like a reroute node but splits it off

#

and plays together

long schooner
proud hull
prime wyvern
#

damn

#

I need something that just splits it in half

#

to allow it to go two ways

proud hull
long schooner
#

its unavailable?

proud hull
#

Oh really?

#

Damn, that was a freebie I grabbed a while back.

long schooner
#

it says so

proud hull
#

They must have removed it since then. I see they have a new one for $10.

#

Heh, thought that might help, but ah well.

long schooner
#

ohh I see, unlucky me ig xD

proud hull
long schooner
stray island
#

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

proud hull
#

Possibly, might need up and down set to escape?

#

Revert them all back and test it out

#

I gotta sleep now. Night all.

long schooner
#

thanks for your help

#

it worked kinda

icy saddle
#

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?

tight schooner
#

@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

paper sky
#

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 ?

teal spade
#

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.

fathom portal
#

But it's from Rama's Victory BP library plugin

#

It's free, iirc

teal spade
#

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)

fathom portal
#

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

teal spade
fathom portal
#

I mean, you're right, if you update unreal engine past what the plugin handles

teal spade
#

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)

#

read somewhere, in an old forum thread that it is impossible to communicate with instanced maps (other than using C++)

fathom portal
#

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)

teal spade
#

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

stray island
#

Shouldnt this make the cube rotate ?

fathom portal
#

Well, you're not going to like it, but I use the voxel plugin for my current proc gen project lol

stray island
#

I forgot how tick works

#

But my cube isnt rotating

fathom portal
# stray island

You're changing the variable, not anything on the component

stray island
#

Oh

fathom portal
#

Gotta tell the variable to update the component

stray island
#

But i told the component to use the variable

#

How i update

fathom portal
#

You've got a jar of cookies

#

You're adding a cookie to the jar every tick

fathom portal
#

But you never tell your child that there's cookies in the jar, so they never use them

fathom portal
#

I knowwww

teal spade
#

won't judge, if it works, then why not

stray island
#

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

fathom portal
#

Instead, you have to update the Z for your original static mesh

teal spade
fathom portal
#

Ok, my turn for a question:

stray island
#

My original static mesh doesn’t exist , it existed on begin play

#

Lets find a way out

fathom portal
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Your static mesh doesn't just go away (As far as I know, someone correct me)

stray island
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It didnt exist to go away , my actor added it

fathom portal
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I'm unsure then, sorry

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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

weak grove
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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

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the left one is ai

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i want my character to look at him when he jumps over him

stray island
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Even this not rotating the cube

fathom portal
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Then reference that variable instead in event tick

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I don't remember much about static meshes though

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Rotating kinda defeats the purpose of "static", no?

stray island
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Lmao

dawn gazelle
fathom portal
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Ah, thanks

weak grove
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i didnt understand

fathom portal
weak grove
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when i jump over to other side

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i want him to rotate

stray island
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Ohh i was supposed to set the float to add a value each tick , now it finally rotates

weak grove
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πŸ€”

paper sky
dawn gazelle
fathom portal
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Beat me to it

paper sky
stray island
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Datura remember the circular duplication u helped me with while back?

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The one based on construction script

dawn gazelle
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Yeah

stray island
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So if i want my event tick to change its values , its not working at all

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For example event tick increase the number , the tick wont communicate with construction script

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Its like Construction script overwriting it

dawn gazelle
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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.

stray island
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What if i want the values of it to break and change , to make animation

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Like its rotation or number or distance .. etc

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Everything is stuck to its original location in construction

paper sky
dawn gazelle
dawn gazelle
# stray island What if i want the values of it to break and change , to make animation

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.

paper sky
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@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

dawn gazelle
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You probably don't want that on tick.

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You can create events to control when the emitter is created, activated & deactivated.

paper sky
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Yeah event tick is not really convenient but I need this to be checked all the time

dawn gazelle
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What is setting the booleans?

fathom portal
dawn gazelle
fathom portal
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Wow, learn something new every day

paper sky
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then I will use the particle collisions to fill a glass or something

fathom portal
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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

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Or do particle emitters die off when deactivated

paper sky
fathom portal
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You've got the deactivate there, just change the "true" in your branch to activate, then spawn the emitter in like a begin play

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Instead of event tick

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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

paper sky
fathom portal
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Haha yeah

paper sky
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now it makes sense, thanks

fathom portal
paper sky
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its my first time working around particles didnt know the node worked like that lol

fathom portal
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I don't know when the "auto destroy" checkbox kicks in, unsure if that destroys it when the particles stop

paper sky
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On the forums Ive seen someone mentioned it auto destroys after a minute or something

fathom portal
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But spawn the emitter once during begin play, uncheck "Auto Activate", then activate it in your "true" branch

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And probably uncheck auto destroy if that's the case

paper sky
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alright ill give it a try after breakfast

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thanks @fathom portal @dawn gazelle

fathom portal
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So, anyone know how to save a camera's view (Like a screenshot) into a variable?

stray island
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Unfortunately I think its a c++ thing

fathom portal
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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

stray island
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Idk if this page has anything useful

fathom portal
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Yeah, they're mentioning the "create file" version, which is a last resort kinda thing, but I appreciate it

stray island
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I’m trying to destroy my construction script

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Didnt work , thought its easy

fathom portal
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Uhhh

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That makes sense

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Expose that variable on spawn

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Assuming you're spawning it at runtime

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Also @stray island, try out snipping tool, it's built into windows and then you just control+v to paste the image here

stray island
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I want it to destroy in game so i rewrite it as function

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Alright Sorry for my annoying camera thing

fathom portal
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I mean it doesn't bother me, I'm just trying to help you save time

dawn gazelle
stray island
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@fathom portal how about this

fathom portal
fathom portal
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Kind of a shame how the thirty links I've gone through all link to each other but none really answer it too well

dawn gazelle
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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.

brittle reef
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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 πŸ™‚

dawn gazelle
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Might want to change your branch to only be > 0 rather than >= 0

dawn gazelle
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You're also subtracting ammo every time Shoot is called before checking if you should actually be able to shoot.

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Yes

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And plug the false into your reload.

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But, you probably need another bool to check if you're reloading already

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and if you aren't go ahead and reload, set reloading to true, and once done reloading, set reloading to false.

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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.

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I'm probably making things more complicated than it needs to be..

brittle reef
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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?

dawn gazelle
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Yes. should be in your character/pawn

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And I believe you need those checked.

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The inherit bits at least. not sure of the others

brittle reef
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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

twilit heath
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you can just connect output of getcontrolledpawn to target of both of those nodes

dawn gazelle
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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.

brittle reef
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@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?

feral ice
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in an int array can i store different data but if i want to change position [2]. How do i break the the array?

dawn gazelle
feral ice
dawn gazelle
feral ice
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i want to make a ammo list that keeps track of every guns current ammo

solemn parcel
dawn gazelle
feral ice
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ohh thats interesting! Thanks : D

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ill try that

dawn gazelle
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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.

brittle reef
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thank you @dawn gazelle ! i used the break rotator and make rotator and it worked perfect, thanks

feral ice
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with 5 different weapontypes

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keeping track is pretty simple cuz there are not many weaponms to keep track of

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xd

dawn gazelle
feral ice
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ohh

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what is that called

dawn gazelle
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This a multiplayer game you're building?

feral ice
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single

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simple zombiegam

dawn gazelle
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Even better... You can use a map for your ammo.