#blueprint
402296 messages Β· Page 617 of 403
i need it to be the bounds of the actor as the actors mesh is made of lots of small meshes
and those meshes can change
ok ill give it ago is there really no cleaner way?
idk, im just guessing sry
thanks anyway
how can i change hud when player died and changed to spectator pawn
and when he respawned
after 10 seconds
Thats my hud blueprint
first time i call it it works but second it doesnt change
Is the variable "IsSpectator" actually changed?
add a Print String node and see is the variable is true or false
Is it possible to do a ''circle loading'' easily? I would like to add a circle power on my HUD and when it is used: have a circular loading that reload the power
Hmmm. The console says that it can't parse the value. Thats related to casting?
do constructor and begin play on an actor execute on a client that joins later during a multiplayer session? or just the constructor?
sry i was referring to the spawner one
didn't noitce the timestamp one.
Is the lower path executed the second time?
what do u mean?
i am beginner so π¦
@thorny cape perhaps where your calling it from, i did this on a beginplay, and recieved -13:
The part where the UI is changed from Spectator to Player
both text and editable texts let you do settext
typing it as one word should only show settext (editable text)
I need help with player navigation. I'm trying to move my player to the navmesh edge when clicking off the walkable area. In a lot of top down arpgs if you click off the nav area your character will move to the edge closest to the click. Is there way to do this?
ok, its not
idk why
this should trigger change
You are calling it on the server
that vid is wrong, lol your trying to set the text of a 'rich text' to a exitable text π
But you have to call it on the client, because Widgets only exist on clients
In which BP is this?
this last ss is in player
Or let me ask this way: Is "Hello" printed out and is the cast to BP_Hud successful?
yeah
but its on server
but why
when i have replicates: run on owning client
i think i am dump π
but still dont know why
does it work when sou set the C_ChangeUIToPlayer to Not Replicated?
still only Server: Hello
hm idk. set it back to run on owning client and refresh the nodes
Since I am also a beginner i am out of ideas at this point. I had several situations where something was not updating properly and when i showed it so someone it suddenly worked.
Maybe closing and opening the project again?
I'm trying to make this, someone know the name for this "circular loading"?
@dull tree if you find yourself reaching for run on owning client or any other weird replication settings, you're probably doing something in a wrong or bad way.
Not sure if this is the right palace to ask. But is there a way to add collisions to shadows in unreal?
angular mask maybe?
Probably not without some SERIOUS work.
so how can i do it in "good" way
What exactly are you trying to do?
If i turn multicast it works but trigger also other players
when player is back from spectator pawn
it turn from spectator UI to Player UI
So i spawn and posses player pawn and then switch UIs
Put an enum on the Playerstate (Spectating, Playing)
or there might already be a boolean on it
set it to repnotify
then whenever it changes, swap the UI out
You can also put the state variable on the PlayerController if you don't need to see the state of the other players. Same thing tho, use repnotify
Can i set the origin/pivot location of a component in bp?
Say a static mesh
Component
You should switch on Player State
so it does something different depending on what the new state is
how?
@faint pasture thx
Something like this
and on player bp i should only change this enum?
Since you're using the HUD, you might want to have a function on HUD that takes a state enum and does the widget switching etc.
got it
Wherever you have it replicated. PlayerState or PLayerController. So the flow goes like this.
- Change variable on server.
- Repnotify fires, get HUD and call function StateChange on it, which takes in a new state.
- Hud switches on the state enum and shuffles around its widgets.
It's a good design pattern for many stateful things. They are just responsive to 1 source of state.
one more, animation i should player bp?
what
Hi, I am using this blueprint and when i run diagnol, the head bob gets faster, can someone tell me why that is?
I fixed it
Any reason you aren't just scaling vertical head bob by speed?
It had to do with me having both forward and sideways axis's so it was overlapping
Look man I just found this off Google @faint pasture
I am a returning UE4 user from Unity and I didn't know how to do what you described
that looks like a bunch of nodes when you could just have
I need to randomly pick a location either around original location (within certain boundaries, so that new location is no more than so many units away) of the actor or inside a volume. What's the easiest way to do so?
I don't speak C++ @faint pasture
I guess I'll try Random Point in Bounding Box
I have a blueprint I made for a moving platform, but I'd like ot modify it to destroy the platform after it reaches it's end location and make a new one back at the start. Is there a good way for me tomodify my current one for that?
Or would I be better of making a new one with maybe a spawn loop?
There are a lot of ways to approach it. You could have a manager BP that spawns these. (You could also do object pooling so it reuses moving platforms that have finished their animations, but that's more of an optimization technique.)
Thats what I was kinda thinking of doing.
Or you could just have the platform hide itself and move itself back to the start at the end of the animation and replay the animation.
Basically have like 3 platforms that follow a trail and then restart after. So it kind of looks like a conveyor belt
If I were to make there visibility go away to return to start how would that effect the character landing on an invisible one?
You can disable collision too while it's resetting
There's some node with a name like Set Collision Enabled
Will that node work on a sprite? The current level is in 2d
I never made a 2D project so idk. It'll work with colliders
and Set Visibility will work with anything render-able
Ok, also an option that I thought about doing but don't know if it would work. Could I make the timeline node just have 4 vectors? then I could put 2 vectors below view and they would just run in a loop around. But to player view they would look like new boxes
I don't know what you mean by "below view"
Are you talking about having multiple sprites animated by one timeline? That's doable
I mean, could I keep a box and it follows the normal path. But add 2 more vectors that match the first 2 on the x and y axis, but they fall under the map on the z axis so you cant see them while playing. but they are basically just making a loop and not being destroyed
That's kind of hackish but yeah it's possible
Actually, you don't need to mess with visibility/collision management
On timeline complete, you can just move the platform back to the Start Location
but with teleport enabled on the Set Location node
And that'll essentially zap the platform back there
And you can just play the timeline from the beginning again
@latent finch
So I just make the teleport true and then do I need to morph my timeline?
Morph? Just teleport it to the start location upon Finished and then use the "Play from Start" exec pin on the timeline node
Ok, I got it
I basically take away my moving back to start node in the timeline and make teleport true
it will run it's course and then teleport to start
That's working exactly as I hoped. Thank you for the help!
Means it a message .. so every BP listening to that message will handle it
example: You are 10 persons who bought some show tickets for in 1 week, when the week is done all these people can go see the show
It also means there a Blueprint Interface involved, so you can look into BPIs
So its like if an "actor type" is equal to "actor example" what it will do is call everything that has that node and make every "actor type" equal to "actor example"?
Do i get that right?
hi can someone tell me how the PhysX will be replaced by Chaos Vehicles?
for example I have a PhysX car, when PhysX is removed will my car be automatically migrated to Chaos Vehicles or will I have to do it manually?
chaos still has awhile to go before physx is depreciated. i wouldn't worry about it.
@smoky belfry you should read or watch a primer on blueprint interfaces... The envelope icon is related to that
When dealing with BPIs, you implement them on the class (Blueprint) of the object. In your example above, your BPI is called "BP Ping Interface". On the blueprint that implements the BPI, you can then add the events and functions that exist in the BPI in your blueprint. In your example above, the function is "MSG get Actor Type". When you add your example node above somewhere, you need to feed it a target - that target is the object that you want to execute the BPI function on and it'll run its implementation of the BPI function. What is nice about this is, if the object you're feeding in doesn't implement the interface, then nothing happens. You also do not have to cast to a specific class of object, you just need a reference to the object.
Here's an example of a BPI function being implemented on a blueprint:
In this example, whenever any other object overlaps with my box collider, it'll call the MyBlueprintInterfaceFunction. If it happens to be of the same class of object, then they'll get a print string saying "I am overlapped."
In a different blueprint, I may implement the BPI call differently:
I see. Thanks for the nice explanation. ^^
So now if the class above touches my box, it'll destroy itself. But others of the same class will still get the print string.
I have a cable component whose attachment point is being set to world origin for a single tick at begin play...then it snaps back to it's PRESET attachment point - how do I normalize it's end location before runtime???
Did you try doing anything in construction script, or maybe spawning it at correct location to begin with
I'm expecting this to migrate all elements from one array to another. Should it do that? I have an odd problem that seems to be that only the first element is being moved.
BaseRunners is completely empty when this is called in testing, so it isn't a "uniques" problem.
Maybe instead of removing each element, you could just clear the Followers array once completed.
Manipulating an array while looping through it isn't necessarily the greatest
That would probably perform better, but they need to not exist in both arrays any longer than they have to. I've actually concidered a buffer area to move them to for that reason.
that's a good point. that is my problem. and I need a buffer area. Thank you
I'm removing items from an area and trying to continue looping though it. not going to work
array* not area
Yup. Stupid hurts. Thanks again. Now I have some push/pull going on where they are being directed by code acting on both arrays, but I can fix that.
Graphics didnβt answer me about this so itβs maybe a bp thing , can i flip a whole material with all its texture horizontally for example ?
I can flip a Single texture using texturecoord * -1
In material
I have 2 material functions inside my material and if i connect a fliping node to the maps inside , it wouldnβt fully work
@stray island yeah use a scalar (float) material parameter, and in BP, create a dynamic material instance and set that parameter to whatever it needs to be to flip the texture coordinate.
@thorny cape Not sure if you're still encountering that issue, but by the looks of it, it seems to think your Counting variable is still a Date variable. If compiling a couple of times doesn't fix it, you may need to check it's default value and try changing that a couple of times or remove it entirely and put it in directly as a float. It's also worth noting that GetRealTimeSeconds will restart counting when the app closes, so your counting would only work as long as they leave the app open. If you do need full dates for something like this to persist across app opening/closing, you're pretty much stuck writing your own functions for it. In the boat myself with my day/night/season system. Timespan and Dates aren't very worked on values in the libraries, so you have to make your own helper functions.
Hey, who here is good at vector maths? π Because I know I'm not.
I'm trying to determine the yaw angle from my character to the location of a sound. If the sound was directly in front of the player, it would produce an angle of 0 degrees. If the sound were directly behind him, it would be 180 degrees. If the sound were to his right, it would be 90. If the sound were to his left, it would be -90.
Here's what I've got based on some vector math I've looked up online, but this constantly produces an angle of 0.
I don't think you need to normalize GetForwardVector () again, it's already normalized. But I don't think that's the problem. Still looking through.
You're multiplying the two vectors. The z component of GetForwardVector is 0. Any multiplication with that value is 0
Z is zero from Get Actor Location and Location of Noise. When you multiply Z here and forward, it's all 0.
Yep
Yes.... yes it is...
I knew you geniuses would know what's up... I'm so out of my league
Any ideas on how I can subsequently calculate the angle? I've been looking at this for so long I can't make heads or tails
The formula for the angle seems to be correct.
But I think you want the value to be between -180 to +180, right?
Yes!
Okay. It's been awhile since I've used dot product. But can you tell me the max angle you can get and if it prints out any sign alongside.
I always forget if ue4 automatically clamps the angle to between -180 and 180
Or 0 - 360
So just reading the dot product, it's producing values between -1 and 1
Multiply the dot product by 180 then. You should have guessed that anyways
Although. There is a node that called CalculateDirection and I think this node already does the -180 to 180 stuffs for you. But it has a little caveat. The value tends to fluctuate between -180 and 180 for that direction depending on the frame.
By multiplaying the dot product by 180, it's giving me values between 180 and -180 as expected
Good. Test if those values are what you should get and not just arbitrary value. Like the source being directly left of the player should give -90 or 90.(not sure if clockwise is negative or positive in ue4)
So testing here... I connected the values for Z in as well, and I also did this...
This is getting really close.
basically X and Y will go between -1 and 1 depending on which side of the cube you're on and if you're facing it.
It looks like forward is 180, behind is -180
Are you able to zoom in on the right side also?
Is there a way to choose how fast a timeline play? As New time have no effect
Nah. That's wrong. A little more math there then. But try the CalculateDirection node first.
I'm not with my computer presently, else I'd have tried it for you.
Alrighty where does the calculate direction node go?
The only CalculateDirection node I can find is where the target is an anim bp
Ah, so it is the anim instance node
Oh. It's math then, sorry.
This one?
I've never used this. Lemme pull up my laptop real quick. All these abstract stuff is starting to confuse me
Set play rate controls the speed of a timeline component
but what if i want to control how many seconds the timeline shd play for
Its some math to connect to play rate
Timelines play at game speed only, and can ignore time dilation effects.
So i cant resize its curve over more or less seconds ?
Correct. The length is defined within the timeline.
It seems like i can connect smth to set play rate to control it tho
Hard to read some of the nodes dude, take a screenshot...
Mac is mac + shift + F4, windows has 'snipping' tool
A timeline component is not a timeline.
Oh i am talking about a timeline
Sorry
Its just set under βcomponentsβ so i called it a component
So my question about controling timeline seconds and resizing its curve
Sure, you can adjust the play rate to scale the timeline
I usually do that when I want to use a Timeline but don't know the final length.
So I set it to 1 second as length and then scale it.
Math for that is usually PlayRate = 1 / LengthInSeconds. So if you want to stretch the Timeline to play for 2 instead of 1 second, you do PlayRate = 1 / 2 = 0.5, so it plays half as fast, which means 1 second becomes 2.
@stray island
It scales the timeline though. So if you have a high point at 0.5, it will move to 1 etc.
Hello! Right now I'm doing animations in blueprint (Locomotion in statemachine), and I was just wondering if there's a way to get how long an animation has been playing for. This is my current setup, but I'd like my delays to be based on the last animation part finishing instead of manually inputting them. As an example; the first animation when my event input is pressed gets skipped unless I put a delay inbetween that animation & the next animation. I'd like that delay to be whatever duration my first animation was.
@agile loom Did you figure out the sound thing?
Yeah. I sent him a solution
Y'all should take a look at this for me please. It works as expected but I can't shake the feeling it could be done better
This prints out a value 0 - +180 when turning clockwise and 0 - -180 when turning anti-clockwise.
Works as well. Another solution just for fun, already commented it.
Yeah. Uses a bit more specialized nodes. I was trying to be simple, but this looks professional
This should do the trick also
The "Get Unit Direction" could just be a "Normalize" :P
I need help about an algorithm, I want to generate multiple random numbers but they must add up to 100 in total. Is there a specific node for that or how can I implement that
How many random numbers
Question. Has anyone found a way to reduce / eliminate mouse input lag? I've read some things on tick priorities. Like controller being ticker first and character comes quite late in that list. Are there any interesting reads, docs anyone can share to dig into this? We're having a slight bit input lag no matter the FPS but our game is very fast paced and it can be quite annoying.
@paper sky If you don't care about the number of random numbers, generate the random number, add them up and do a check before each addition if they would cause the sum to be greater than 100. If true, discard that number and generate another.
2 - 3
I'm assuming here that you need the sum and not the individual number
The range doesn't matter? E.g the first can be 1 and the next 27
as long as they add up to 100 it will be fine
it can be 11 and 89
40 and 60
doesnt matter
Okay. There are two options I can think of. If you have a fixed number of random numbers, add them up each time and check if they would add up to 100 or greater. If so, discard the number and choose another. However, the last number will not be so random and it'll be 100 minus the sum of previous numbers
The other is if you don't have a fixed amount of random numbers. Keep adding them up until they equal 100. Discard any that gives a sum greater than 100.
I don't know if he needs the individual numbers or the sum which is 100
I first thought about getting 1 random number, and extract it from the range of the next random number
That makes your work a bit more complicated since you said you don't care about range
So the big question is fixed number of random numbers or unfixed?
its not about the range though
do you mean like "preset" by fixed ?
I am thinking pure rng numbers from 1 to 100
Like do you need 3 random numbers that add up to 100 or you need any amount of random numbers so far they add up to 100
just random once and then subtract the first value from 100 to get the second value.
In that case only the first number is truly random
This works the same for any amount of random numbers i.e the last number is not random
yes but how can I do that ? Sorry i am just not familiar with the nodes
yes true
Are the numbers in an array?
nope but i can make it
@surreal peak That's fair, I hadn't considered normalize! I was initially preparing to include base eye height and whatnot into that though, but decided to leave it simple.
cool thanks
This works. But you need a check that the first number is not 100. You can make the upper bound 99 or something
but what can I do if i need 3 numbers
Guess it wouldn't change anything with eye height.
0 is still a valid number, no?
yep
π π . Zero is weird
You'll have to use an array there unless you want a variable for all the numbers.
hmm
I need to assign these numbers and then check them if they match with another instance
Thanks for the advice! The error was because the box had negative bounds. All I had to do was use Absolute Value of the each value in the bounds vector and it works like a charm!
@dawn gazelle, can you please put the check for if the numbers add up to 100 before adding another number.
its basically a mixture thing, the required formula needs me to do 40% A, 40% B, and 20% C for example, and then when I put the mixture in place it will check if they match with the formula
Oh?
I completed "preparing the mixture" part where you empty bottles inside a mug or something
it can record different drinks and stuff, but now I need to check if the crafted amounts match with the requirements
then it will return either a success or fail
yes, at first it will just require 2 ingredients but more difficult recipes can go up to 5 I think
array might just work
Yes you'll have to use an array. With another variable specifying the array length. You might not want to add default entries to the array to match number of ingredients. Because this defaults all to 0 and you'll have to use set array elem. You'll want to use the regular and flexible Add node. And keep checking each time if the array length is equal to the variable specifying array length.
Again, I'd have done this for you but I'm not with my PC
It's OK, I am grateful for your attention nonetheless
No problem.
"And keep checking each time if the array length is equal to the variable specifying array length." why are we checking each time btw
So that you'll know when you're about to add the last value. And simply subtract the sum of the others from 100 and use the result as the last value
Yeah. Hope it works out for you.
Yes, except the last which is just 100 minus the sum of all the other numbers generated
its not a problem
how did you achieve this ?
Example for output:
Just in case you don't know, you can copy and paste from blueprintue by highlighting what you want and doing CTRL+C and then CTRL+V in UE4.
thanks alot π
I have a problem with floor check, when my character is crouched and i am (duck-)jumping onto an edge. It seems to not use the flat base in this case. Walking off an edge crouched looks like it's using the flat base again. Does anyone know whats going on here?
I have this system for reloading
and it works perfectly until the reserve ammo dips below 18
if the reserve ammo is below 18 and I try to reload, it does funky stuff
18 is the max ammo in a clip for the weapon
Is there no way to do a non latent delay? π©
this isnt cash money anymore
is there a possible way to do a Non latent Wait until
it needs to be non latent so it can stay inside a function
So i can overide it in my child classes if needed
pls ping on an answer
You cannot do any form of pausing or waiting inside of a function. They're designed to execute instantly. The only way to get away with something remotely similar is to split your function up into two functions and make one function start a timer that'll call the other function when the timer is finished.
Thus one function executes instantly and sets a timer in the time manager, time manager continually checks til the timer is up, when it's up, it runs another function that executes immediately.
^ or use a macro
I have a blueprint that derives from UObject. It is in the content browser. Is there a way to get or set a level actor inside this object blueprint? I see nothing for GetLevelActors or anything
UObject doesn't have the same access to library functions as an actor does, so things like GetAllActorsOfClass and whatnot aren't able to be used. What is the blueprint for? How do you use it? Where is it stored? It's possible that something else may be able to populate that uobject for you.
I think I know my issue. I'm trying to get back the contents of the CameraShake update. The actor only takes a reference to the camera shake class, and the instantiated object is created in C++ and never exposed. I think I have to go into C++ mode to achieve what I want here.
here it only returns the class, as opposed to any instantiated object :(
That's because what you're dragging off of is a pointer to the instantiated object type. You have to set that from a valid object of the type.
Yea, this is an Unreal C++ class, so I think they don't want us to have access to that object
@shut harness You're not working in a UObject either, what class type are you in that has that component reference? UObjects don't have construction scripts.
So this is inside the CameraShakeSourceActor. it has a CameraShakeSourceComponent, which you add the class of type CameraShake. It uses this Camera Shake in C++ and does some funky thing to all the cameras this actor is near to.
I am trying to get a reference to the Camera Shake object, but in their blueprint it only stores the class. The actual object I think they instantiate in their C++ class and never expose it.
The component is what likely does the camera shaking. Which you already have your reference to.
the CameraShake being a uobject, i can open the blueprint and see an override for UpdateCameraShake which returns the data I want, but I can't assign that to any other actor...because it is a UObject blueprint
π€
Hold on, let me grab that plugin really quick and look.
so inside the CameraShake UObject, there is an override for this function. I want to grab this data, and pass it to an actor. But beacuse this is a UObject, I can't find any way to do that.
Ah. Okay. This is another thing like ApplyDamage. They're using a literal CameraShake UObject to pass parameters through the CameraShakeComponent.
yes exactly
the CameraShakeSourceComponent doesnt actually hold the logic, because we have this global function that can do it. the source actor component just gives it a position to affect i believe.
how do i acces a single actor if i spawned more then one from the same one?
I already got the variable in my AI
wich is ''closestActor''
@shut harness Kind of glanced through the .h files for that. What actor do you need a reference to in the BlueprintUpdateCameraShake Fucntion?
i need to extract the shake data from that and apply to one of my Level actors
my main goal here is to make camera shake work with SceneCapture2D
camera shake applies it directly to the Camera frustrum settings, i want to extract the position and rotation to apply to a SceneCapture2D actor
mm, seems in the C++ they create a pool of shakes from that class template, so maybe what i'm trying to achieve won't work
It might be in C++. The CameraManager has the data for it, but the data is not blueprint exposed.
get all actors of class - cycle through them and get distance to for each comparing it to the last till you get the one with the closest distance to? (guessing)
and?
I got more then one ''foodsource'' with a simple bp thats just a float wich is the remaining food
i want it so only that one actor and not all get affected
i just set up a custom event to fire atm
but obviously it fires the event on all the actors
sense its a behavior tree why not just pass it to the actor that the current running tree is for?
what do you mean?
Is this something for like having an AI go and gather food from a food source?
yup
Your AI should likely have a "GatherTarget" actor reference in it's blackboard. It can see if it has one set, if not, it can run a quick function to get the closest one and set it's blackboard value as that, then later functions can move the ai towards that actor, when in range it can stop moving and run the gather logic. And since it's only storing that one pointer, it should only work on that one instance.
How your get that one actor out of many is a matter of preference. It depends on how you're spawning the food sources and whatnot. If you have a manager with all of them stored already, running a simple distance check on that array is easy. Otherwise you'll need to do something like SphereOverlapActors at the AI's current location to gather all of the nearby food sources to run through a distance function.
i got all that set up already yes
problem is getting it to the bp on the food source
obj variable for closestfood and bbkey aswell
You have to get the blackboard key as object or actor and then cast it to your food source class type.
https://i.imgur.com/YQz945F.png
This is the result when I paint foliage with a 0.001 density. Am I doing something wrong?
@trim matrix Other way around. The Key that contains the object, needs to be gotten as an object or actor, and then cast to the foodsource, then you can call PickBerry from that.
@olive sedge Also depends on the radius specified per mesh.
@maiden wadi wdym? my brush radius?
The Radius at the bottom there will keep them from painting too close to one another.
They don't need to be, it's in the foliage painter tool.
ah, sweet, now I see. Cool
from my understanding.... density is the number of objects that get painted within the radius
click drag may not seem like it, but just a quick click it seems to be that way
yes, but it's funny. 1 click at .3 density looks like this: https://i.imgur.com/gM3mWwB.jpeg
it's just that they have no radius set so UE gets confused
They seem to be independent. One setting is how many you can have in a 1000 unit radius. So 1 density means that one will get placed every 1000 units at least. Where as the radius seems to be an enforced minimum safe distance between the meshes.
ctrl+Z is your friend when landscape painting heh π
Hah, that is great. Love it when it is something so simple. π
Help me Guys! How do I make the array select the object that was picked up by the player? I'm completely confused about arrays.
@maiden wadi @trim matrix thanks for chatting that through with me. I managed to get the camera shake working in the end, I had to create some child classes of UE4 camera shake classes (in C++) so I can extract the data to blueprints :)
well you don't need the 'set' inbetween the add -> get the out index should be the index of the added item.
but your 'add' has nothing to it, so your getting a empty index.
your original - should be getting the last index of the array, and your get should be getting the last item in that array
my little sample was just to show how you get the index of a item your adding
i would select get chicken front and press F9, then run the game, and see whats happening inside that (step into/step forward), to see if something isn't firing properly. (dont forget to select and F9 it again to remove the breakpoint)
yeah see i thought that may be where the problem was happening, in this routine:
its basically saying that is looking for a array item that doesn't exist
quick question, is there any good tutorials about doing UI widgets?
ui widgets for?
menu navigation+ menu animation
I would want to loop the left array of items, so the player can choose one in their inventory
but no idea how the widget actually works, so I would like get some knowladge, and then ask specific questions if there are any here
@orchid garden If i do like this, is workong, but not right. Its working just if i take a first chicken then second. if i take second chicken, and then first, i have a problem. I have a 2 chicken
decent starter menu tutorial - https://www.youtube.com/watch?v=U_DY1lmHbLc&feature=youtu.be
This is episode 51 of my unreal engine 4 beginner tutorial series, in today's episode we look at the first step of creating a main menu for use inside of unreal engine 4. We show you how you can create a menu widget, get it displayed on the screen, create a new menu game mode.
I also show you how you can import image assets for buttons, backgro...
and for abit more advanced menu...
ug damnit wrong link...
xD
btw I know the very basics
I have a working Ui rn, But i want to expand the knowledge
Check out my Link Tree, with links to my game My Beautiful Paper Smile, my other socials, and Discord server!
https://linktr.ee/TwoStarGames
--------------------------------------------------------------------------------...
he covers more things with his 3 part tutorial covering the menu he made for his game
im assuming your wanting the interfacing parts
this is my menu so far, But i still want to fix it and make it much more appealing
Yeah, especially that cuz I have no idea how to make that
yeah watch that mini series on paper smiles menu, it'll help π
Thanks
your pause menu looks good so far btw π
Thanks, it was an aweful experience to make it work with the controller, everything works as I wanted and there will be an image of the item right in the middle
But it took me a week or 2 to do it right
UI design always takes time, more time then some other parts of the game i think, got to get all the elements right, make sure they work and scale properly to different screen sizes, etc.
Yeah i know that this is an issue, but since this will be my degree work, I have to have everything done by may, I will focus on it later if I have time
best of luck π took me a month just to get my inventory menu working right and looking all purdy lol.
If i can't make it as I want I would leave it working xD and thanks
hey guys can i call an interface function to an actor without casting that actor to a specific class to call the interface function on it?
like if i do an event hit...can i just test to see if it has the interface and if it does call that function on it?
yes, you can just BPI directly to the actor reference without casting.
figured it out u just cast to the interface π
There's a node 'does implement interface'
thanks i got it π
when i got up 5hrs ago... i had a plan for what to work on in ue4.... i've gotten 0% of that plan done... lol... >.<
That's okay. I do most of my work when I'm "Just going to check something really quick."
i think i get distracted too easy
Hi, why doesn't the SpawnAI work?
hey, im looking to get into programming, but i have a certain thing that i want to programme, im currentally making an Attack On Titan pve game, for the grapple gear they use, if anyone can swing a few links or tips my way itd be appreciated
because ur dragging an array into that little circle thing i think
Yes, but the array for SpawnActor works
yeah because you got the object from the array not drag the whole array
The same here
I have an event tick function that checks a component for a certain height then turns off freezing - it works the way I want to, I just want to extend that same functionality to another component on the same blueprint - **how do I split up tick events like that? **
because spawnai requires a pawn class reference, while spawnactor requires an actor class reference and you're using a base enemy class reference
you can use a sequence, or make a custom event or function thats set by a timer
Basically this is checking to make sure one of the particle locations of that cable component is close enough to the ground and if it is, (and the end location is on the ground too) it turns off tick on that component and freezes it in place looks like this
now do I add the OTHER wire into this functionality
they are independently moving, so I shouldn't be checking them on the same function \
ah, but my BaseEnemy is a Pawn
How do I go about this?
like soop said, you're dragging an array into a single pin. You need to get a copy or reference
Yeah, already figured it out, thanks
π great
How do I tell in code that the distance has increased or decreased?
And how do I tell in the code how fast the distance is increasing or decreasing
Hi I have a trace and I want to get a rotate to set a rotation of the ai character to rotate to the trace collision location.
Please reply to my message so I can understand someone answered me . Thankful
You can use the Find Look At Rotation node
no i get the wrong rotation. sometimes its right.
o.o
Hey guys can someone lend me a hand? I made an object bp and then made children of it. When I use the child as a reference to cast to the parent it always fails though? Furthermore, it's class is "Blueprint"? The actor's display name is correct though...
I want to make a simple blueprint for smooth transition between two values (making spring arm length shorter in this case), but it seem to be executing all the time, making my camera fly away into oblivion. How can I tell it to change the value just one time?
every frame timeline is being executed (or delta second? idk)
I think it's delta second. So I just want it to change the spring arm length once to the desired value, but it works like it's changing this value constantly and I'm not sure how to prevent it from flying away
Instead of a timeline?
you can use the timeline with Lerp
just set the alpha of the lerp to the Time value
A to current value and B to what value you desire
i would use Lerp with timeline and Tick with FInterpTo, benefit for timeline lerp is being able to reverse
hi, I have a character that is spawned in my level but I want it to be asleep until I trigger it to be awake, I can't find how to do that in blueprint, I tried turning it's ai perception off, didn't seem to work, any ideas?
What do you mean asleep?
Just staying at a position doing nothing? Or Having the AI off until triggered.
yeah i mean off until triggered, it's a robot
Is there any way to tell game in advance "hey I am about to use some assets, load them already"?
Hey guys, apologies if I'm interrupting something
I am working with a hover and unhover events on a widget
the animation is a simple 0 to 1
You can have it as a prop Actor then call possess on an AI controller to possess the robot
so hovered : 0 to 1
unhovered : 1 to 0
D'you know about SoftObjectPtr and Async loading?
I am not sure. maybe i will describe my use case. So I have cursed window where I show something unsettling via portal. problem is that game seriously hitches when it activates since it loads assets (model, sounds etc) and because of that beginning of vision may be skipped
So you're loading the assets at the moment the player looks at the window?
I guess? I am not explicitly loading assets, game does that for me
Thanks, so you'd tell the AI controller to possess the robot?
Exactly
I'm trying to understand if the vision is another map?
no, it is same map, just in part that player will never see directly or enter. That part of map is box with empty skeletal mesh. what I am doing is that when window activates, I set skeletal mesh and run animation blueprint (I am guessing that is when game loads needed assets)
You can store references to all the actors that will show up in the vision as SoftObjectPtrs then do an Async loading when the player gets to a certain distance near the window. Before he triggers the vision
hmm, I guess pre-loading when he gets close is solution, thanks
But this setup should load instantly if it's the same map. The entire map should just take longer to start initially(if there are too many assets ).
I may be wrong tho. Never done much work with maps
Friends, help me out with some advice.
I want to shoot chicken bullets so that the enemies move to where this bullet will fall. When I shoot, enemies react, but as soon as the bullet flies out, enemies immediately lose interest in it. Can you tell me what I'm doing wrong?
Maybe the bullets fall outside their range of interest?
@paper galleon Im found another way. Thanks
Alright
trying to recreate this anyone know what the spawnballs 3x node is?
like it looks like its doing nothing
but idk it probably is im trash at this stuff
I think it's the current count of spawned balls. It gets incremented by 1 each time a ball is spawned that's what ++ does.
The < node checks if the spawned balls are up to 3 and prevents anymore from spawning
The only thing missing I think is where the spawnballs x3 gets defaulted back to zero
It's the naming convention. The x3 doesn't mean anything. It's just to show how many balls can be spawned
this is mine rn
Are you new to blueprints?
The spawnballs x3 node is the getter for the variable
yeah very new
started learning them like 5 days ago
wanted to randomize how they spawned abit and was sent this as refrence for a way i could do it
but im trying to wrap my head around it
Oh? I'd sound like snob right now but you need a few more lessons
The reason the spawnballs x3 node is there is to keep track of how many balls have been spawned.
And if its more than 3 it wont call spawn balls function right?
Exactly.
so branch is an if statement and the condition is whats inside it?
Yes.
wait so the ++ is adding 1 to the count of balls each time i spawn it correct?
Yes. See you're learning fast.
how do i go about adding the spawnballs count node to my blueprint?
i have no clue what that node is called
i think i understand what its doing but dont know what it is
Just create a variable called spawnballs count or something similar.
The value defaults to zero.
ok
Then drag that variable to the event graph and click on get. The node appears
Alternatively, right click and search for spawnballs count then select the Get Spawnballs count option
Alternatively, hold down left Ctrl and drag the variable to the event graph, let go of the mouse button and the node automatically appears
heeey i'm trying to detect with a OnComponentBeginOverlap if the player is in the box or not, but this from BP actor, I tried different methods but it doesn't work, any ideas?
That equal to comparism is very dubious. It's not really advisable to use the get player character node .
If the third person character is the only one in the level, you don't need the branch
Oh okay but with a BPactor there is no ActorBeginOverlap, but only the OnComponentBeginOverlap and they detect all my component :/
I tried to do that but it doesn't seem to be working. The string is printing, but the value isn't changing
If it's for a multiplayer game and you want the character you're controlling, you can use the IsLocallyControlled node
I've only 1 character
Is it the overlap that isn't working?
o.o, that should work. is the value in the timeline 0 to 1?
Run a print string and see if the node gets called when you overlap.
Yes, the Transition value in timeline is 2 seconds long with float changing from 0 to 1
@frozen needle also that lerp would break
Iv an BeginOverlap and an EndOverlap, but theyre triggered because they detect the other bpactor of the level
ah wait nvm you are setting SpringArmLength
i don't see where you are adjusting the TargetArmLength*
So I want to limit the OnComponentBeginOverlap to the player and not to anything that can trigger it
What exactly do you want the overlap for?
That node gets called everytime a new actor overlaps. So you can run your code safely
yes but when is it adjusting your spring arm?
@worthy frost, I'm correct right?
When the playercharacter is in the BOX, it teleports the BPactor to a spawn, when the playercharacter exits the BOX, it activates the BPactor animation
Did this but it only seems to spawn 1 what am i doing wrong?
after the timeline in "set spring arm length"
BeginOverlap is triggered only on initial overlap
@frozen needle but that will not adjust your spring arm though
you are just setting a property
How could I do it then? Sorry, I'm not very good at this
sec
I just want a smooth camera transition
ah i see it
Connect the output pin of the delay node to the input pin of the branch
You can set in the collision setting to ignore all other Actors except the pawn. I think?
Yeah, that creates a looping function until the condition breaks
like this? i'm trying
hey, im looking for a bit of help on programming, is this the right place?
Yeah.
#cpp if you are dealing with code.
the problem is you're setting the spring arm length which is a variable, but never setting the target arm length of the object (spring arm) to the spring arm length
ah nono, im using blueprint for my project
Something works wrong :/
Here is good thenπ. Welcome
I think the ActorBP trigger the box again
whats happening Edwing?
Regular actor?
perfect, im looking to make a grapple hook mechanic based off of attack on titan, but not sure where to start, im a complete newbie to blueprint, but im willing and dedicated to learn
This month, we explored the updated Control Rig system in Unreal Engine 4 and analyzed Sekiro: Shadows Die Twice to bring you the grappling hook mechanic!
https://www.patreon.com/Lucid_Tales_GDP
00:00 Sekiro's Roots
02:39 Game Dynamics
03:46 Grappling Hook Analysis
04:48 Detection System
11:49 Control Rig
17:26 Animations
19:31 Grappling Movem...
I'm not sure what exactly I should do in this case
Use this. Aimed at beginners
https://youtu.be/pd-sO4lqdV4
Hey everyone! Welcome to Let's Create! In this Let's Create we'll be looking at Widowmaker from Overwatch and her grapple hook ability.
We'll be recreating Widowmakers grapple hook using blueprints.
I hope you enjoy the video!
If you're new to Let's Create make sure to watch this video first: https://www.youtube.com/watch?v=GbhKmFIQtvU
Supp...
@orchid garden I try that my componentBeginOverlap only activates if they detect the character, but I think they also detect when an ActorBP is in the box
π π ππ
you can grab the grapple project from the description @ivory estuary
@paper galleon No Blueprint Actor
great, i did look into those, but the grapple system im looking to create has two grapples rather than the one
i just tried to compile a blueprint that spawns a weapon and sets it as the player's current weapon on BeginPlay, but it gave me this error:
CurrentWeapon of type ZWeapon Object Reference doesn't match the property CurrentWeapon of type HOTRELOADED ZWeapon 0 Object Reference
what does this mean exactly?
Like a Door with interact
I really can't tell what is going on. Unless I try it myself. Which I can't right now.
That just worked. Thank you!
great, do you understand what went wrong?
Adjusted the script to behave abit more like how i had imagined it to be but i have two new questions white tiger
between the two he's got two different styles of grapple to look at π
it even changed the variable type from ZWeapon* to whatever this mess is
Yeah variety is nice
I wanted to change the value depending on the existing value in a weird way but I could've just set both values in the lerp itself
are you using a trigger box @atomic prairie ?
yeah the grapple sytem im aiming to achieve is
https://www.youtube.com/watch?v=ti2naQ5wJgs
but most videos showcase a grapple system quite different
Song: "Barricades" Composed by Hiroyuki Sawano
(AOT Season 2 OST)
Scenes taken from Attack on Titan: Season 1, Season 2, and Kuinaki Sentaku
Best experienced in 1080p
Here's to season 3...
Got a video you think I should make? Let me hear it!
DO NOT EVER HOTRELOAD AGAIN
the first is how can i clean up the line that connects the set ballcount node to the branch because it goes through multiple nodes and is hard to read?
so my brain is kinda frozen aha
yeah that was one thing that would break it, but most importantly you were just setting a variable of the class, not the variable of the spring arm
My ActorBP (The Door) trigger my other ActorBP (The CollisionBox of my trap)
@orchid garden CollisionBox in a BPactor
You can easily modify to match your style. The principle is the same. The link I sent you is what I used to make my own 3d maneuver gear system
The second is how can i stop them spawning ontop of each other like i want them to be random but not spawn overlapping
mind if i dm you?
Close the editor and open again
that could be done with either grapplehook
Go ahead
Man I've said a lot of sh*t on stuff I barely understand π€ͺπ€ͺ
welcome to the club
How can i stop this route overlapping all my other nodes?
double clic and delete
Double click on the link and a reroute node will appear
You can have 1000 if you want
and enjoy the real fun experience of bp, rerouting π
Spaghetti and meatballs
It's weird that way
i had to see if it was a player triggering a box in one of my projects, give me a min and i'll send you a snip of what i did for the overlap
@orchid garden Thx!
is it possible that my BPactors are considered lika a "pawns" for the colision?
My final problem for tonight is how can i make it so they spawn 3 balls on a random y axis but make sure they dont overlap because that messes up the collisions and the balls fly everywhere?
thats what i did so only the player would trigger it
Do you want the balls to behave like projectiles?
nah i want them to spawn and fall
the balls are just spheres with simulate physics on
i have two actor types that use the samp bp, so its kinda a double check.
problem is 3 of them spawn on a random y axis and they sometimes spawn overlapping each other
The random float in range should be good.
dont know how i should go about making sure they dont overlap when they spawn
also, you may need to replace the 'default scene root' with your collision...i.e.:
You can further do a check to see if a particular y value had been used and ignore that one but it adds complexity
@stable dove
yeah i need to do something like that
and my collision settings for it:
because the balls are fairly big and so one of them spawns inside another 9/10
You can add the diameter of the ball to the random number each time
Yea i try this method with equal but i'm using a CompinentBeginOverlap and not a ActorBeginOverlap,
@atomic prairie note though, i made my collision box a blueprint class of 'Trigger Box' not a 'Actor'
I'm trying this
How would i go about adding a check for if a y value and the ones within 3 and -3 of it have been used?
You know there's this thing that changes between two cameras smoothly? I really like how the "Lock Outgoing" bool works because it doesn't snap if I abuse it. But do you know what I can change it with when I'm smoothing just one camera (as I did before with the lerp thing)? Because without it it snaps in an ugly way if I go in and out of trigger box that initiates the camera transition
@atomic prairie i use it to add minimap markers on my map for the players.
You'll have to create a variable and an array. With a bit of setup.
oh god sounds scary
Just do this.
You can add the diameter of the ball to the random number each time
how would that stop them spawning inside each other
oh
it would pick a random number in the range then add the diameter to where the ball spawned for the next spawn
I have never used that node, but I assume it has to do with the blend func @frozen needle
If the y value ends up overlapping the ball, the diameter addition will ensure that the y value falls outside the ball. Especially if the random numbers are positive all the time
the diamiter is 6
Works for every spawn including the first
couldnt they randomly spawn 6 away then still overlap
idk im probably missing something obvious here
but i cant see how that would fully eliminate spawning inside the balls
Yeah, I want to achieve something like this but for the simple trigger box. It works like I want it to if you walk patiently, but if you rapidly go in and out of the box it snaps and I somehow want to prevent it from that
Nah. It's good. If for any reason, the randomly generated y value is within a ball, adding the diameter to that value will ensure it spawns outside the ball.
it snaps because you're playing from start @frozen needle
but could it not spawn the exact diamiter away from the ball and adding the diamiter cause it to spawn inside the other ball?
if you use play instead it shouldn't snap
it would massively reduce the chances
say i wanted to have the grapple detach when you let go of Q, how would i go about that from this?
but it would be possible to spawn inside each other right??
Yeah that seem to be doing the job, thank you again
no problem π
you'd do it in the blueprint not in the project settings. The key assignment you've given will fire off a custom event that returns both a 'on pressed' and a 'on released' event.
Ok, I abandoned this idea and just make a triggerbox in the Level and that calls with my LevelBP a custom event in my BPactor, it works and it took me 3sec ..
trigger boxes work great for stuff like that
Yeah, actually. Well an exercise for you, I guess.
Pardon my language
nah its good im just trying to understand it im probably being really annoying
Nah. It's good to ask if you don't understand something
look okay for a keypad?
Im gonna try adding the diamiter each time and see what happens
probably easier for me to understand if i just try it
wait so what do i need to add to this?
First off, is this exactly how you want the system to be? I like to split the transform so that I have more control over the location.
Yes. Right click on the sockets and select split pin
right click the pin (when nothing is connected) and select split pin.
so something like this would work better?
im gonna randomize x later but just want to do y for now
is there a way to remove the rotation and scale sockets? not going to change those.
its really up to you whichever works easier for you in both cases of your images.
No.
ah well
keep in mind any transform that you don't set will have 0 values set when you apply it.
even scale?
In your collision handling override, select the option that looks like Spawn but try to adjust position. I forget the exact option
scales default is 1
Scale is default to 1
so like if your balls scale is 2, you want to make sure to set the scale as well.
Yes. Are your balls blocking collisions ?
@paper galleon lol damn you, you distracted me from my keypad with that grapple video lol... im never gonna get this keypad done today lol...
not sure exactly what you mean but there launching into different directions when they spawn inside each other
ππ. Sorry about that.
if they are physic enabled balls thats normal behavior
Isn't that good? You want them to fall straight down?
yeah they are
i want them to fall down
so i need to make sure they dont spawn inside each other otherwise they fly everywhere
spawn one, do a delay, spawn next
yeah but i want to spawn them at the same time so they are harder to dodge spawn them in a pack of 3 every x amount of seconds
or setup a timer to spawn the balls and after x number of balls are spawned invalidate the timer.
so your trying to make it rain balls then
doing this right now
Why is this statement weird
give them a random vector offset from the last ball spawned?
from the return value
You'll have to create a variable for that and set it as the randomly generated vector
anyone messed with changing groom assets on runtime? i cant figure out how to change stuff in the group description (which works as long as i dont change the asset)
ok
i think i understand
so i return the value into a set variable node for a new variable i create
kinda like this ->
the return value on the spawner is the object that was spawned
yeah
i get it
or at least i think i do
why do i need the target sphere bit?
oh
i think i know why
sphere is the static mesh of the actor
thats just my little test object, the sphere is the only mesh in it lol.
same
the falling ball blueprint class is just a sphere with a material and set physics on
I was facing an issue with playing a umg animation forward and in reverse where I wanted the reverse to play at the same second the forward was interrupted
and I found the solution
so this is here for documentation β€οΈ
(0.5 here being the length of the anim)
that default scene root can cause problems, no just drag the static mesh ontop of it and drop it, its default action is to replace the root
there ya go π
thats the position where the ball was spawned, from that you can make your random distance vector on the xyz for the next spawn.
So my spawn transform will be my random range then i get the position that the first one spawned at with the return value and what do i need to do with that?
sorry im kinda new to all this
Store the GetWorldLocation vector in a variable and spawn the next ball at an offset from that vector
for instance, if i wanted the next ball to spawn 50 cm from the previous one on the y+ axis, i'd do this:
you could randomize it before or after, then stick it in a var to pass to the front. you need a var because you need your base start position first.
wait so i should do it like this? or like yours?
So i have this major optimization issue and i am not sure where to ask this but here. So for context i am making a tower defense game with 20 waves of ai enemies spawning. So for the waves 10-12 I get 100 fps with everything running smooth. however after that the fps gradualy drops to a point were the last 5 waves i get 15 fps with some major 1-2 sec lag hitches here and there. I thought this may be a too many actor issue as of course it is supposed to get harder, however after all the enemies are dead the fps is stuck at 15. I checked stat game to see the cpu usage it is maxing on everything saying tick (obviousely not good). To see what is causing it in the final waves, i started the match and only spawned the final 5 waves skipping the first 15 (again thinking its cause of increase actor count). But i ended up getting 100 fps and maybe dropping to 70-80 fps when a lot is happening to my suprise. So It almost seems like it starts to lag after half an hour of gameplay (but i dont think that would be an issue, let me know if that is actualy something). My next thought is it could be the spawner running its chain of code to long. It is very simple blueprint that spawns enemy then delays and continues that pattern to the end of the wave where another longer delay happens. Is this causeing the issue? and how could i fix this? maybe have two spawner actors that split the wave counts in half to "lighten the load". Let me know if you have any idea what the issue is and how i might fix it! Also is there a way to check and see what actor is causing the large cpu draw and maybe what blueprints are causing it?
Am i being an idiot or would something like this add 6-50 to the previous spawn @orchid garden sorry for all the questions
Remove the + node and the random float node
Connect the set node into the main flow. After the ++ node
In between the ++ node and the branch input
Yeah.
add a node there?
Connect the set node between the ++ and the branch input
Just normal connection. I'd have shown you but I'm about to go to bed
something like....
oh
that should spawn 3 rows with 3 in each row course you'll probably have to change the plus value depending on the size of your balls.
(wow that sounds wrong lol)
yep both of the values could, that plus and the X value at the top where i did the row bit
the one I posted should do 3 rows of 3 balls all evenly spaced.
but if i add a random range there they will be randomly spaced?
along the Y axis
yep
lemme do another...
this is probably more along the lines of what you want:
how do you create the NOT node?
i did less than 3 but that probably works a bunch better
the Random Float in Range - first value minimal should be the distance from the spheres center, second value would be the max distance to spawn from the ball.
er max distance from the start spawn position...
for not - drag off the pin and type not
branches are easier i learned... hold B and click anywhere, instant branch lol.
im gonna copy this then try and work out exactly why and how it works and how i can manipulate it to do exactly what i want when i wake up tomorrow its like 0:30 for me rn
thank you so much for the help
this is like 10x more complicated then anything else in this game i making to learn unreal
once again thanks for the help would have not been able to get anywhere without you
goodluck, trolls!
Does anyone know of a different solution to the mouse cursor graphics not updating without moving it or clicking than shifting the mouse position like a pixel or two?
Hmm, been having difficulty finding anything on this, so I figured it was time to ask on here:
I'm using the Vehicle Advanced template. I created basic "you win"/"you lose" HUDs in UMG, I set up a Trigger Box that shows one of the HUDs depending on whether the player has the win/lose conditions
I thought I could use the "Set Input Mode UI Only", but it turns out that only works with PlayerController rather than Vehicle Blueprint.
Is there a way to do this when using Vehicle Blueprint? Or would I have to create my own version that works with Vehicle Blueprint?
Disregard, figured it out
@trim matrix I read that you were saying with C++ can treat 10 guys as one actor. Does this also mean I can treat 100+ Units as one Character/Pawn? I am too stupid for C++, just curious.
I work with (I guess 'huge') blueprints (state machine via GamePlayTag switch on container) and reached a point where the right click editor menu will glitch out. It will only appear for an instant before vanishing again, rendering the blueprint editor almost useless until an editor restart. It happens if I modify/copy/delete (too?) much in the blueprint.
Is this a known issue or a faster workaround fix known than reopening the whole project each time?
k so another thing for the bug list to study/reproduce/fix later if my thesis deadline passed and I have time for analysis
can i assign a render target to a widget image?
why it do dat 
cause you are not taking in the rotation of your doors
you are opening on one axis only
π€
that could be it
lol ty
was setting it based on world rotation not actor rotation
have a you got a good tutorial on render targets to UI right now i am creating render targets live storing a image of what i need then trying to display it on a widget
but i cant get the canvas render target to display on the image
This one is fairly simple and quick.https://www.youtube.com/watch?v=lw2m6o7xMKI
A tutorial that shows how to show a scene capture component output on a user interface widget in Unreal Engine.
i need this to happen at runtime
It is at run time <_<
no i will be creating the camera and render image from that camera at runtime then assign them to widget at runtime
Since references to functions can't be passed in blueprints, what's an alternative to accepting a callback function?
Anyone ever have an issue where level streaming volumes will not load the level?
Hit ~ then type stat fps
Whats hit
Press the button on your keyboard
Which
~
Ohhh
Tilde
np lol
Donβt recall off the top of my head but you can google UE4 stat commands
You can also type stat and look through the ones that come up
Stat unit and stat unitgraph
Just type it in again
But , To clear all stats?
Wat
I type wat?
Uhh
Whatever stat thing you typed in to show stuff
You need to type it in again
They're toggles
But if i want to clear or disable all , because i randomly showed stuff that idk what it was
Its ok i will figure it out
Restart the editor afaik
Alright
Having too many stat displays on the screen can affect performance anyway lol
anyone know how to set up a interface to send a int from a WB UI to a character ?
@trim matrix WB UI?
I assume widget blueprint UI
can someone explain to me why this is not working
its spawning all the balls at 0,0
not sure why
anyone got the voxel sandbox toolkit who really good with it?
https://www.unrealengine.com/marketplace/en-US/product/voxel-sandbox-toolkit/reviews
@stable dove You're setting Position from StartPosition, and StartPosition is not connected to any execution flow, so it's never getting set.
how do you reverse a ui progress bar from 100-0 with bp
@bright osprey In what sense? It helps to know what the bar is supposed to display.
hey, guys! can someone give me a little help here please? I'm trying to snap one actor to component socket in another actor on overlap. It's snapping for a second and falls. But if I remove socket and just leave None it works just fine. What's the problem?
If I attach to any other bone other than socket I create - all works just fine.
Im really new to this how do i connect it to an execution flow?
oh is that a node
That circled node needs to be where the green X is between those two nodes, for it to work correctly.
Otherwise the vector remains 0,0,0 which is default.
So, it probably was spawning your ball, just not where you intended.
yeah now im getting a wierd thing with how the balls are spawning
Hello guys, I really need some help, i want to make a cartwheel jump from the 3D mario games and i need to check, if the controller directions or the keyboard value changed around 180 degrees in a very short period of time (walking forward as example and then directly push the opposite controller direction). It has to work in every direction/360 degrees. If someone kinda knows what i'm trying to do, pls /w me π
this is the blueprint
Just going to fathom it's happening because after spawning you're plugging into the loop you already have going.
yeah but there is a delay
You shouldn't need this line
well, you're also setting ball count to 0 in your loop for some reason.
yeah so i want to spawn 3 at once that are 6-50 apart from each other
but i want to spawn the pack of 3 every 2 seconds
This should do what I think you're looking for.
might want a third person character cast on the end overlap as well.
Hello everyone! im making a dash system using an youtube tutorial as reference but by dash only works if the keys are setted different from the movement keys, so if i double tap W nothing happens but if i assign the Y as the key for the dash it works perfectly, can anyone help me in this one?
Hello Hello, what node can i use between 'Self' and 'Actors to Ignore' in a 'Sphere Overlap Actors' ?
Is there an other way than this ?
can someone help me with a audio system? i need a general concept for it
i want to have a function, that is simply called with a soundfile. ok my current setup is a mess and i have no clue how to set it up properly.
it's in VR. so i can't use any built in Systems for Subtitles and audio
Can you show how you have your double tap currently set up?
You don't have to set the "Self Array" variable - you could plug the array that you've made directly into the sphere overlap actors node.
@thorny cedar my current project has a certain way to spawn sounds and I made a macro-library macro for that. Maybe what you're thinking of can be done with a global macro or function?
@dawn gazelle totally right. thanks
Anyone know of a way to customize the inbuilt destructible meshes so they produce an accurate representation of chopping wood?
I expect that it would mostly all need to be redone, or a custom one built.
The idea I have is something similar to Son's of the Forest. https://youtu.be/fsGVzf-2I5I?t=13
I imagine a modification of the concept could be used for other materials such as rock.
I was thinking maybe it wasn't procedural destruction, but a predefined state of the model being spawned in as sections are being removed.
I think this would work well if maybe there were some clever way to choose the section to remove depending on where it was hit, that way it would work regardless of angle.
The second trailer for the upcoming sequel to 'The Forest'
@tight schooner can describe it simple ? The system that I built does work, but I guess I haven't understood completely how sound and audio components work in unreal
For something like a audio system I have one main audio component, that I check for valid before actual playing the sound
I also added some aspects like, continue after the length of the sound file through a delay
@dawn gazelle this is the character movement from the player controller bp
and the dash is right here
So you don't have a double tap set up. You'll need an "Input axis" double tap if you want your forward input tapped twice to dash forward.
I'd give you more than that, but I don't have one set up myself, and after a little searching on google, it seems like it may be a bit complicated to try and explain what needs to be done.
The thing is, W is normally bound to the Input Axis "MoveForward". So if you always want your player to use the same input of "move forward" for both walking forward and dashing forward if they double tap it, you have to build a double tap system that uses that input axis. Then you'd have to do similar for the other directions as well.
It's not a good idea to use direct keybind events like the L K I, etc. that you have as you can't change them at run time through settings, etc. and if you were to say put in a "W" key event for your dash forward, then if the player changes their moveforward bind, they can only use the dash if they double-tap W.
hi, does anyone know what i need to give is an object for the function to work? please help
A reference to an object or actor that is of the class of first_board.
Do you need visual studio for blueprints?
If you're editing strictly blueprints, no.
Ok
and what could this object be? I'd like to use the value from first_board to be displayed in textblock in another widget
If you're creating an object of "first_board" somewhere you need to get its reference. Whether you pass that reference in when creating your widget, or if you're doing a "get all actors of class" or what have you, you need to get a reference to that specific object in order to get values out of it.
I have a lobby for my multiplayer game, and in that I have a TextRenderActor that should display remaining time before game starts.
I'm using a gamestate to handle the timer countdown server side, and then multicast to every client telling them to update said TRA to display the time.
But the event just isn't being called, even when the beginplay is attached to it.
Ideas?
Hey everyone, just getting started in some AI stuff and need a bit of help...
So I got this VR pawn and this ALSv4 character:
And I'm trying to get the ALS dude to move to the teleport location instead of the vr pawn
I got this on the ALS dude:
But it doing this:
But I don't understand why cos ALS dude got this:
If I've put an AI Controller Class on him, why is Get AIController returning none?
If you put a print string directly on to begin play on your game state, do you see anything print?
Just tried that, no.
You're probably using incompatible game mode / game state. Check your output log for this message.
Also, I'd recommend instead of multicasting, just change the variable itself to an repnotify variable and use the created function to drive any changes as it'll fire when the change is actually received.
You have nothing plugged into the Controlled Actor pin.