#blueprint

402296 messages · Page 621 of 403

faint pasture
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Start with printing other actor so you can check if the overlap is actually firing.

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I swear they oughta bleep out "cast" like it's a 4 letter word

peak plaza
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Probably should but it's easier on absolute beginners.

dense tulip
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a cast is also a mold for when you break a bone ! heheheh

peak plaza
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It's a mold regardless of bone or not.

teal spade
#

Okay guys I’ll ask simple questions and try to answer by yes or no

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Is the problem happening because the capsule isn’t attached to the mesh ?

trim matrix
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Yes, I do think so.

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If the capsule isn't attached, it will not move with your character.

teal spade
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Okay

teal spade
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My character is made of a spring arm a camera a capsule component a mesh and another thing I forgot

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This capsule in the character

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The basic one in any character

faint pasture
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Well you have to make the character mesh and trigger volume overlap each other. Make sure the collision settings are set up right

teal spade
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Isn’t attached to the mesh so when I ragdoll it and move it away the capsule doesn’t follow

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How do I male sure they are ?

trim matrix
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That means your collision events won't fire.

teal spade
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What should I check

faint pasture
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You should check the collision settings.

teal spade
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I will

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And try to eventually stick capsule to mesh

faint pasture
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Read the collision documentation first so you aren't flying absolutely blind here

teal spade
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Right ?

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Yeah I will

faint pasture
trim matrix
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You need to customize these

teal spade
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Okay

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And what should they looks like if I want em to be set correctly

trim matrix
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The character Mesh has physics collision like overlaps disabled.

proud hull
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@teal spade if your capsule doesn't follow your character, why not use the "Other Component" pin and cast to "Skeletal Mesh Component" then compare that to the player's mesh.

trim matrix
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try ticking the generate overlap events

teal spade
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You lost me there slashin xD

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I’ll follow this

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Okay I need to sleep

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Thanks for the help everyone

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I’ll come back here if i find any issue or if it worked !

still trellis
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any particular reason that my array property on a blueprint class empties itself every time i recompile in rider? is there a way to prevent this?

faint pasture
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@proud hull if the two colliders are not set to overlap each other, none of that will matter. I bet you a million bucks that event isn't firing.

proud hull
maiden wadi
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@still trellis I've only experienced that with a C++ based Array. Blueprint based shouldn't be affected. If it's C++ based though, you need to set it up there or populate it in the construction script or beginplay in blueprint

still trellis
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im a little confused on why that would work that way. wouldn't the point of exposing the property to blueprints be to get an easy drop down menu instead of having to populate it manually somewhere. i am taking info from it in begin play already to spawn things based on the classes in the array.

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it is a c++ based array

steep hazel
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yo, random question? would it be possible to have a player character acts as a spirit that can walk over dead bodies, have that body float up into a walking position and be essentially worn until an input disables it? I just want to know if that's possible, I'm not currently doing anything with it

proud hull
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Collision settings, unpossess, possess, etc.

steep hazel
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Yay!

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Silly games will be made!

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Spooky Time!

maiden wadi
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@still trellis I dunno. That's just been my experience with it. C++ people might have a better answer.

lunar coyote
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Strange... Components can't have Timelines in them, although they can have Delay nodes

surreal peak
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Timelines are Components :D

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@lunar coyote

lunar coyote
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@surreal peak Ooooh... that feels weird. But then I know why. Thanks! 😛

olive sedge
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Can I read everyone's player state from the client or do I have to do that on the server and replicate?

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I want to make a score widget

regal venture
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I'm having problems with BP caching some old values from class defaults, and I can't get it to update to the new values...

I just can't get the BP to read any changed values from the Default Values without deleting the array, and remaking it every time.

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It was happening in 4.25.3, so I updated to 4.26.1 hoping there was a fix, but nope.

maiden wadi
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@olive sedge One PlayerState exists per client for each client. So as long as you're setting those replicated variables on the server, all clients should get updated on them and any client should be able to pull information from them locally without any extra networking besides the setting on the server.

olive sedge
maiden wadi
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Ah. I think I see. You're making the server update an array of each player's scores and getting it from the PlayerController?

olive sedge
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yes, the player controller has the scores server side and replicates it to its client

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cause afaik the playerstate is bound to the player controller and the client side player controller doesn't know the other player controllers

maiden wadi
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The array is redundant. Your PlayerName and Score in the State are already updated. So you can get the same values on all clients with no tick and no extra replication.

olive sedge
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but how do I access other player's states on the client?

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ooooh. game state

maiden wadi
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You can get all playerstates like this anywhere on a client.

olive sedge
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perfect, thanks!

maiden wadi
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PlayerArray is just a list of the playerstates for each controller.

olive sedge
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yes, that's what I was looking for

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while I'm here.. Is there a reason that PlayerState's PlayerName is BP readonly?

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I need to set the player's name and having a C++ wrapper function feels unnecessary

maiden wadi
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I'm unsure. A lot of Unreal's default CPP values are like that. It's annoying for BP solo devs, but it's the correct way to handle things that often get set in CPP but should only be seen in BP for the designer, so that artists can't mess with it.

olive sedge
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right.. I'll just wrap it, thanks @maiden wadi

solemn parcel
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Hello ! I struggle more mathematical wise right now. I made a overall health bar, that is composed of 3 progress bars close to one another, each one representing 120/3=40. I would like these x3 percent bars to act like one single.

olive sedge
trim matrix
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Hey guys! Is there any benefits of using AND nodes except a clean code? I mean it seems less efficient not to use a branch for every value. I think this because if the first fails in the AND node it still checks the others! Why? Its totally pointless if it would fail either way. Its especially bad if there is a pure function connected and it runs that as well.
Example: https://blueprintue.com/blueprint/vtj9313t/

novel cosmos
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So this is something I've been unable to find information about but does anyone know how to get a screenspace widget that's on a widget component, you know for an over the head healthbar scale based on the distance from the player's camera and also to not be visible on screen when there's an obstacle between the player and the widget's owner?

regal venture
trim matrix
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Oh thanks so more complex stuff is what it's good for I see

regal venture
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In general, it can just help with readability and intent of the code. If you have

if( A && B)
{ }

As opposed to

if( A )
{
  if( B )
  { }
}

Then it helps make clear that intention that A and B are to be considered together, as well as prevent anything from happening in between those evaluations

trim matrix
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So it still looks at all the values in code? Not just in Blueprint?

trim matrix
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I just quickly put this together, the relations or the variables may be off, but it might give the right idea. You could also use a MaxHP variable and /3 to put instead of the manual "-40" in the subtractions.

solemn parcel
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@trim matrix Hiya, thanks checking it !

trim matrix
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I put the remaining as a local variable

maiden wadi
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@novel cosmos I don't think that is default behavior, the scaling at least. Most times you'll need to do that dynamically in the Widget. It's very easy by passing in the actor that the widget is for and using GetCameraManager on tick to relate it's scale to the local camera. You can do all of that in the widget's tick.

novel cosmos
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I am just iffy about using tick's T_T

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Is there no way around that? I know that it's not the default behavior.

maiden wadi
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If you want something to happen constantly, like dynamic scaling, it has to be done on or nearly on every frame.

novel cosmos
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I read somewhere about using materials for this.

maiden wadi
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Don't be afraid of tick, just use it only where necessary. Avoiding it will honestly just cause more problems and unnecessarily complicate things.

novel cosmos
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Hmm okay, then.

maiden wadi
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If you really wanted to optimize it, you'd do it in C++, and have the actors register somewhere like the controller or HUD class, and you could dynamically register widgets to actors and only keep a small list of them. Slightly more complex setup, but less overhead for multiple ticks, less memory for more components and widgets overall, and less processing for moving scene components when the actor moves., etc.

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It'd reuse the widgets and remove them from screen when that actor left the camera's area of effect.

novel cosmos
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Makes better sense.

stable frigate
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hey guys, when i remove my touch interface in a pause menu and then recreate it again after resume. It displays my touch interface but it no longer receives input. It receives my input as touch input that i have created in input action.

lost hazel
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Hi all! How to get function name from function ? i Need function name for print string (for debug)

olive sedge
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anyone know of a good way to find out which widget is under the cursor? I want my guys to fire abilities on keypress at whoever's icon the cursor is hovering

stray island
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I have three timelines for example that play after each other , how do i start again from first one after last one ends

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So it loops

stable frigate
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plug all finished pins to play from start

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and plug the timeline_2 to timeline_0 play from start

stray island
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Oh yes it worked but it kind of looks odd is this normal? To return back to previous node

stable frigate
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its similar to how a recursive function works.

stray island
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For ur question did u try set input mode ui only?

stable frigate
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yes

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my touch interface doesn't receive input after resuming the game. my touch input action starts taking input. i think it might be priorities that are being messed up, but i'\m stuck for now.

daring turret
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How do I add simple or complex collision to a procedural mesh? I can’t find any options. I tried to manually place a box collision around it. But it didn’t work. It’s set to generate this same block in two directions. So somehow I need to generate collision as well

stable frigate
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how are you creating procedural mesh ? are you using spline component?

daring turret
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I’m using two functions, to create the face and it’s face vertices

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And I’m using construction script to render it. And a different part of my code makes the same block appear in two directions up to a certain number

covert stirrup
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I am in the Player controller, why can I not set this? How am I supposed to swap between 2 different pawns during run time?

stray island
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Theres some lag during movments or rotation components , etc , is it my monitor or my pc ? Its ultrawide monitor that isn’t using display port but normal hdmi

daring turret
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my code. how do i add collision to the block i generated

unique wyvern
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in ue4 can you save references to game assets such as textures/static meshes etc?

thorn ermine
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yes. ue4 data tables support this, it can export/import to csv as well, as plain text, just a referencee

proud hull
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This issue seems to be engine related, maybe post in #ue4-general to get better visibility. Can copy your message link from here and just post it in that channel with a short description or repost it, but make sure to remove here or risk getting muted for posting in multiple channels.

minor pagoda
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Ok

solemn parcel
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How can I avoid mesh overlapping an actor ? Both the actor and the mesh are in 'Block' channel from each other. The Collision parent from mesh is in block channel too.

proud hull
solemn parcel
sudden spear
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Hi there!
Is there another way to get all actors placed in the level besides from "GetAllActorsOfClass" and making an public actor array for selecting them manually?

errant snow
covert stirrup
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@trim matrix it looks like it might be a duplicate?

solemn parcel
proud hull
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Have you tried right-clicking the node and selecting refresh?

proud hull
# solemn parcel <@!291620720243376129> the wall in question

Ah, so you are testing against a wall. I thought you meant the 2 characters in the first screenshot, lol. So your player can walk through the wall or you just trying to prevent something like an arm going through it while the player is close to it?

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Sometimes refreshing is necessary when you make changes to a function after it already exists on any graph.

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You made an interface with shoot gun

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Why don't you use the interface function there. You need to make sure whatever uses it is also implementing the interface

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Odd, haha. Did that function originally exist before you made the interface blueprint?

tight schooner
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@sudden spear You can always "get actor of class* 😉

but no, nothing's coming to mind for getting references to actors baked into the level. You can offload the task to some manager class (e.g. have Game Mode get actors and fill array variables on BeginPlay) and have other actors get data from the manager, but otherwise IDK.

FWIW, GetAllActors nodes aren't anywhere as dreadfully slow as Epic Games will have you believe. Using it doesn't cause a gamethread hitch.

solemn parcel
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@proud hull Sorry if the first picture has mistaken you, but yeah primarely against awall, to avoid a part of the body going through

red oyster
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Is there a way to set custom color (change by user during gameplay) for UI? I didnt found any tutorials for this.

tight schooner
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@red oyster Try putting your UI element on the widget's event graph and see if you can Set Color or something. I'm pretty sure that's possible.

red oyster
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I putted it in widget component as class, because I want to attach it to the object

opal sinew
proud hull
opal sinew
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I have a hit marker widget which should appear when a player gets a hit.

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However it works fine on the listen server, but when a client gets a hit the hit marker widget shows on the server

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Not sure why so would be grateful for some help.

sudden spear
red oyster
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I want to change color only in some parts of the UI

late kraken
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Hello!

I have a question that I have in mind for the project I'm currently working on.

I have multiples levels (for level streaming/optimization/organization purpose) and I want to have two triggers in different level affect one door in another level.

What is the way of doing so?
Modify a variable in the Persistent level? 🙂
Thank you for reading

Here is a screenshot of our current map
(each circle show the different level seperation and the red circle is where the trigger are, and the door would be in the middle where the arrow are pointing at)

red oyster
tight schooner
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@sudden spear I have a Game Mode BP child class and I'm able to use the GetAllActors node there. If for some reason it isn't working, you can try GameState, or even make your own actor class that GameMode spawns into the world at BeginPlay as a custom "manager".

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Ultimately GetAllActors isn't that heavy of an operation. I just put it on BeginPlay for most of my actor classes and save whatever it needs from that to a variable.

sudden spear
prisma stag
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Hello, Im having a problem where my ai tank is coming at me but for some reason at certain points in move to me at an angle. In the attached picture is the Behavior Tree. What happens is I have a service that checks to see if the player is within a certain angle of the forward vector of the aitank. If so, I do a ray cast and check to make sure that what its hitting is the player and not a wall or something. If that all works, it sets a variable to combat which starts a task that rotates/moves the tank to the player as seen in the above snippet. However, I have noticed, that when I get out of the tanks cone of vision, it sets the variable to idle just fine, but in the BT it still stays in the combat selector. Thats where I think the problem is.

tired fog
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how do i add swimming but where i press Y to float upwards and press A to float downwards

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and push forward on the analog stick to swim forwards

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and can turn the view with the right stick

daring turret
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I need some suggestions and information. I’m trying to make a 2D game that works like Minecraft. I do not know how to make voxel like block generation with biomes and noise. If anyone knows how to do this or knows a good tutorial for it let me know. I’m trying to stick to only blueprint mode but if c++ is required I can try that.

prisma stag
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Does the get actorForwardVector rotate with the actor?

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Hm. The issue I explained above may be due to this then. Due to my code, it seems that my ai tank only does a raytrace when in a certain angle of the world. Let me try to get a video to show you.

tardy harbor
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After I nativise a blueprint, where is the cpp file stored in the project directory?

celest yacht
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@tardy harbor thats a question for the cpp chat

tardy harbor
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I asked about blueprints, but ok

celest yacht
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@tardy harbor You can find your nativized code in [ProjectDirectory]\Intermediate\Plugins\NativizedAssets

tardy harbor
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yeah theres no plugin folder inside intermediate lol

kind swallow
#

Hello everyone ! It has been now 6 months that I started working on UE4 with Blueprint, and I now want to experiment multiplayer (in Blueprint). I've tried something simple : create/join session, but you need host's IP to connect. I tried with the Advanced Steam Session (that worked) but I don't want to use Steam as a multiplayer plateform. Is it possible, always in Blueprint, to create a server that'll keep in mind all the rooms created by host and distribute them to the client looking for a game ? And by clicking, could join a game ? Or is there a better way to do it ? Thanks a lot !

wind sequoia
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master server

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then

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or web sockets

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im pretty sure

olive sedge
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I still don't got this.. how do you check which UMG widget is hovered on keypress?

kind swallow
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@wind sequoia Do you have a link or something to learn more about master server ? thanks

wind sequoia
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just use steam

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it would cost u a lot more

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and take a lot more time

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to setup a master server

kind swallow
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Yeah but publishing a game in Steam is very complicated as I don't live in the USA

mortal isle
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i got this weird bug where sometimes in multiplayer client wont spawn

celest yacht
daring turret
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Basically I wanna do this but with a procedural mesh. Because I need to duplicate it many times and instanced static mesh is too hard for the game to run. Any tips?

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?

solemn parcel
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So I'd like to activate Collision Box from an actor under a certain distance from the player, but Deactivate node on begin play doesn't work. Any ideas ?

tardy harbor
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Is it possible to give gravity to a line trace? (bullet drop)

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actually... I can just use an invisible projectile instead

last abyss
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@solemn parcel try adding a delay before the deactivate node

solemn parcel
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@last abyss just tried, not working

daring turret
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I also still need help finding a way to duplicate my procedural mesh

sterile helm
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I'm making a small proof of concept for a game idea I had, and I was wondering what the best way to handle levels would be. it's a puzzle game with relatively short levels, should I build them all in one level, load in a new level each time, or use level streaming?

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I'm only familiar with the bare bones of programming/blueprints as I'm normally an artist, so I don't really know much about any of these techniques

keen seal
#

Hi, trying to adjust the hue of my material.
The material variable is set to the instance.
Parameter is also called hue.
It works in the material instance, but not through this blueprint.

sterile helm
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that looks like you're making an instance of the instance, not changing the one you already have

keen seal
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Hmm

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I can't access it any other way though.

thorn ermine
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@keen seal yeah you will need to set the material you just created on the mesh, creating it alone does not apply it on the mesh

sterile helm
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yeah I was just looking and I think you don't need the create node and use 'set scalar parameter value on mesh'

thorn ermine
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@daring turret if you are using a procedural mesh component, you of course spawn this using either an actor, or blueprint with this component in it
if you spawn another with the same data for the proc mesh component, it will be a duplicate

BUT i can tell you if instanced mesh is too heavy, creating many copies of the same mesh via duplication is not going to be any better, since instancing is heavily optimized

it may point to another issue, like your proc mesh may require LOD ( you will have to do this in the component, since its not static )

keen seal
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I'm not sure I understand.
The same material as the one in the variable is set to the mesh.

sterile helm
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yes but you're making a new material instance, which is not on the mesh, and editing that

keen seal
sterile helm
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why do you need to promote it to a variable?

keen seal
sterile helm
#

plug that into the set value instead of in a create material instance node

keen seal
sterile helm
#

is that material an actual material or the material instance you want to change? because it should be the instance

keen seal
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That's the instance.
What's the difference between an Object and a Dynamic Object?

sterile helm
#

not really sure, not sure I can really help you any further with this, it's possible you need to change some settings in your material before you can use it in a blueprint

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if you're only trying to change the value of one object, try "set scalar parameter value on mesh"

keen seal
#

Thanks for your time!

thorn ermine
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@keen seal after you create material instance, and set the parameter on the material instance, then you have to set it back on the mesh, you can do it in begin play, you just needed to connect your material instance form the create node, to a set material on mesh node 🙂

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you cant set parameter on a material instance, only material instance dynamic. and yes, there is a difference

sterile helm
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what is the difference? I'm guessing dynamic is only for the mesh you apply it on, based on the context?

thorn ermine
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dynamic is used in code.

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meaning, you cant change material parameters in code, or blueprint, without dynamic instance.

stable dove
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Im feeding a bunch of vector3 positions into an array and i want to compare them to each other to see if any are to close to each other then delete them if they are.

sterile helm
#

ah so a regular instance just means it can't be changed during runtime?

stable dove
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any ideas on how i could achive this?

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im pretty new to blueprints

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not sure how i can read and compare items in an array

sterile helm
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is there a way to save variables in a level and read them out in your character?

stable dove
#

yeah you can use variable libraries i think

brittle reef
#

Hello guys! im following a course that the tutor made a random animation attack system with arrays, im using it on the enemies so they can do more than 1 animation attack but on the main character i want to make a combo system (its a hack n slash game ) and this doesnt work, so my question is if theres any node/function that i can get from the array to make it in order so i can Increment Int from a variable on the end of my attack function to go to the next attack, i get the logic but cant get make it work on UE4, thanks guys 🙂

sterile helm
stable dove
#

nvm

meager spade
# keen seal Anything like this?

You need to promote to variable, using the return value twice means the function will be called twice and two instances will be created as far as I know

stable dove
#

i was thinking about function and macro libaries

keen seal
stable dove
tight schooner
#

@stable dove I think there's a node that compares two vectors (=) within some specified tolerance. And then you need to make some double-ForEachLoop contraption that systematically compares each vector in the array with all the other ones. You probably want to do it in a custom function so that you can make use of local variables cuz you'll probably want to copy the array to a working (local) version where you remove the items you're checking so that you don't doubly compare items.

stable dove
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thanks for the response

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ill try to make sense of it when i get back on my pc

tight schooner
#

I'm not sure what data you want the function to produce if it finds a match but you can specify outputs for your function

stable dove
#

yeah i think i understand it

sterile helm
#

how would I go about getting the variable from my level blueprint to my character?

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found a way

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in the beginplay of my levelblueprint I cast to the playercharacter, and then set a variable there to the one in the level

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I will need to do that for every level but it's only like 4 nodes

tired cypress
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I found that out the hard way when there were more and more things I wanted to initialize at the beginning of levels

faint pasture
vernal coyote
#

Hey all, working on a game where the player can turn into any physics item in the level. I have changing into the new mesh set up and working on a line trace. The problem is the capsule component doesnt change size for each object, obviously. This doesnt really work for something like a box, where you want to be able to move under a table but the capsule is still as tall as a person etc. For a temp solution I set up some gameplay tags and have the capsule resizing based on 'small' 'medium' 'large' tags, tuning them to be relatively the right size, but that doesnt work great for most objects, only a few, and seems like a tedious solution for a lot of objects. My question is how would you handle changing into a new static mesh, would you use a character or pawn with custom collision? How would you go about setting a proper collision capsule/box etc for the specific items? Thanks!

vivid merlin
#

Why are my Game Instance variables not appearing when I cast to Game Instance in a level BP?

hollow cape
#

you need to cast to your specific game instance class @vivid merlin

vivid merlin
#

ty KHarvey! will try now

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@hollow cape still no dice- I must be doing other things terribly wrong. Other BPs can pull variables from the Game instance, none of them show up when I cast to GI in the level BP

vernal coyote
#

ok cool, Ill take a look at that, thank you! Any documentation you recommend?

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thats awesome! yeah the idea is hopping between objects at will. Ill give this a go, super helpful!

sterile helm
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how do you change what sort of stuff a linetrace sees as a hit?

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right now it's interacting with something that's set to ignore all collisions except pawns, which it should overlap

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well that's what the linetrace looks for isn't it?

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I'm making a grid based game so I made my own movement, and I use a linetrace to check if there's anything blocking the tile it tries to move to

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there's a dropdown for visible and camera in the linetrace, where can I change the queries?

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might do that later, but for now I'm just making a proof of concept

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currently I just move my player by the grid size

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also makes it easier to design levels I guess

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hmm I think I found the query thing you mentioned, but it seems like overlap is also done with queries so if I turn it off I can't go on it anymore

trim matrix
#

how do i get speed of my character? how do check if player is not pressing wasd?

faint pasture
vivid merlin
#

@hollow cape I figured it out! Really noob problem but I realized the sequence of creating the nodes made all the difference- If I pulled out a CastToGameInstance node first and then pulled off GetGameInstance second the variables wouldn't show. If I pulled out GetGameInstance first, and then pulled off that node CastToGameInstance they were all there. Thanks for help!

vernal coyote
faint pasture
#

@vernal coyote what do you want to use for movement, physics or the character movement component?

vernal coyote
faint pasture
#

That's kind of the entire point of physics is moving things right?

vernal coyote
#

Im not sure what you mean

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Im trying to find the best way to implement this and my experience with UE4 isnt that vast, so to my knowledge you need a movement component for a character/pawn for player input.

#

maybe Im just not seeing something obvious

sterile helm
#

how do I give the player back mouse control, for example in a menu?

winged sentinel
#

hi everyone, im having an issue where my AI isnt the same speed as my character, even tho its a child bp of my character

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I set max walk speed and everything

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It just keeps moving at the same speed ignoring everything I adjust\

hybrid blade
#

is the timeline blueprint node output called every tick or is it called every keyframe in the timeline? Also is there any better node for looping everything behind it on a set timeframe?

astral fiber
#

Is there any way to cast this Child Actor to its Child Actor Class?

#

@hybrid blade It is called whenever the timeline runs

#

@hybrid blade You can use a "Delay" node, but this only works in events and not in functions.

hybrid blade
#

ya i just remembered events that should work 🙂

#

timer events*

astral fiber
hybrid blade
#

ya i couldnt remember how to do it thanks 🙂

mystic coral
#

Is there a way to draw a debug sphere only if in the viewport or not playing the game?

haughty crypt
#

hey guys, was just wondering, last time I checked I had an issue with it. Do blueprints allow individual component clipping when the components out of the camera view?

#

so, for example, if I had an array cubes in one blueprint, and I would only look at one cube, and all the cubes were components of said blueprint, would all the other cubes outside my view render?

hushed pewter
#

Im tryna have my child sprite update each frame in a spot relative too my player

#

But it just remains static

haughty crypt
#

I would not recommend doing a get actor of class every tick

hushed pewter
#

Aye ill change that

#

But, any idea of an alternative too the world location set

haughty crypt
#

hmm, are you trying to make the sprite follow the projectile?

hushed pewter
#

The sprite spawns once the projectile is destroyed

haughty crypt
#

and it follows the player afterwards right?

hushed pewter
#

Yes

#

Follows there movement exactly

haughty crypt
#

ah then just parent it to the player

hushed pewter
#

But it just remains static in the air

#

If i do that then it sticks out

haughty crypt
#

sticks out?

hushed pewter
#

-------------------------O

O >>

#

O------------------------------

#

-------------------<< O

#

When it turns it rotates with it

#

Thats why im trying too make it relative too the players position

#

World spawn location - Player location = Distance from the player

haughty crypt
#

and parenting it wouldn't work?

trim matrix
#

it's a ball

hushed pewter
#

No

haughty crypt
#

explain to me exactly what your situation is

hushed pewter
haughty crypt
#

you want your sprite to stay in one position even though it's parented to the player?

hushed pewter
#

When the sprite spawns it stays in its regular position relative too the origional spite

haughty crypt
#

sorry if I'm misunderstanding here

hushed pewter
#

SO if the main char is at 200 0 200

#

and its at 220 0 220

#

Then itll be +20 0 +20

#

Thats what the vector-vector is

#

However, when it goes too update them in the world. It reamins static

haughty crypt
#

right, yeah, you can also find that in the details panel of the component on your outliner

#

its the little arrow in front of each transform

#

you can change relative to world

hushed pewter
#

I think i already tried that and had the same issue

#

The sprite move the opposite direction by rotating

haughty crypt
#

right well, it would be good to get a video of this issue, because i have no idea what im trying to solve here

#

you want the sprite to always face the camera rotation?

mental swallow
#

About Materials.
If I want to tint a character with a color, do I really need to modify every material that the character uses and add a "Tint" vector parameter to it?
Isn't there a better solution to this? One thing for everything?

haughty crypt
#

yes, that's called material instancing

#

just make one master material

#

let's call it M_MasterMat

#

M_MasterMat has a tint parameter value

#

if you right click M_MasterMat in your content browser, you can make a material instance of that material

#

and it will make all the values you made into parameters public

mental swallow
#

Okay and then?

haughty crypt
#

double click your material instance

#

let's call it MI_BlueCharacter

mental swallow
#

I know what material instances are. Let's say I grab a Paragon character. He has several materials for shield, armor, body, etc.
I need to modify those and create a MI of it to modify it later. But I want an easier solution where every mesh with different materials can be "tinted" without changing every material they use.

#

Or am I missing something from what you said?

haughty crypt
#

ah then that's probably using material interfaces

mental swallow
#

that sounds good. I google it. Thank you Tom!

haughty crypt
#

nah thank Lorash, they figured it out first

mental swallow
#

Thank you Lorash 😄

haughty crypt
#

but yeah, usually, if you want to tint every single material, you need to have a tint parameter in every mat

mental swallow
#

yeah.. I need to find an answer. I don't want to go with that solution

haughty crypt
#

should be simple enough to implement in C++, but still takes time to set that all up

mental swallow
#

I got it. But for example if there is a global shader that will get hooked up on every material regarding a character, it could work in my mind ^^

haughty crypt
#

psh, can't be too hard, create a new material asset type, change the class of each material

#

materials are classes right?

mental swallow
#

okay

tight schooner
#

Maybe you can do something with vertex colors / mesh painting? This is getting into #graphics territory.

haughty crypt
#

hm

mental swallow
#

yeah, that seems the way to go. With master materials.

haughty crypt
#

anyone want to answer my blueprint clipping question? Didnt know if i should send it here or in one of the content creation channels

#

just have usual object culling for components in blueprints

#

I was just wondering if it was still doing that

#

not culling it i mean

tight schooner
haughty crypt
#

ah brilliant thanks, I'll have to read into frustrum culling

tight schooner
haughty crypt
#

yeah I was just wondering if, for some weird weird reason, someone were to make a whole level in one blueprint, it would render everything in one go

#

I feel like unreal sees the blueprint as one big asset to cull

#

rather than cull its individual components

tight schooner
#

I meant to say "no"... I suspect each static mesh component is treated individually by culling

#

but IDK about hierarchical instanced static mesh... instances.

haughty crypt
#

interesting

#

thanks for the help

tight schooner
#

making some test scenes and using the debug camera + freeze render should reveal what's going on

haughty crypt
#

yeah I cant test for now haha but I'll try it at some point

pine trellis
#

when using pixel streaming, do you need to host it on one of those places you pay money to or can it be done with your own internet connection?

eternal jolt
#

Is there a good way to debug (watch) large struct arrays? To avoid this mess, and view it in neatly formatted?

#

I searched in this channel's history and found a few times this was asked.... 2-3 years ago lol :( any improvements on this?

winter kettle
#

for a mobile game, how do I get the screen position that the player is touching

daring turret
#

How do I make the animation always play? I don’t want to give it a number. I just want the animation to always spin while on the loading screen

#

Also how do I remove this error

weary jackal
#

@daring turret open console in your game.
Type r.Streaming.PoolSize and increase the capacity

daring turret
#

Thanks. I never knew I had to do that lol

spark steppe
daring turret
#

I’ll try that

#

I am making a game similar to terraria and Minecraft. I have an issue. I want a world with a limited number of blocks. Trying to load all chunks at once will break the game. But if I use a delay between each 16 by 64 block chunk, it’ll work much better. Only issue is it takes about 10 seconds to load a chunk. So I did some math. For a world with 4K blocks wide by 1500 blocks tall It would take over 17 hours to load them all...
Big issue for sure. I know terraria uses similar generation with blocks. They’re worlds are 4200 by 1200... that’s for a small world size... the large size is double...

It only takes like maybe 3-4 mins on that game to load it all. That includes terrain generation and biomes and and so much more.
What can I do to make my generation that fast or similar? Terraria runs well on my pc, and I just want the basic terrain generation functions like it.
I’m using instanced static meshes to make the blocks. Is that the issue?

#

I’m heading to bed so I’ll respond to anything tomorrow btw

worthy frost
#

@daring turret you will struggle with BP for performance

#

you need to do your chunk generation over threads and use C++ for speed

static charm
#

they could just Nativize the BP

worthy frost
#

even so, you can't thread in BP

static charm
#

even in c++, might not solve the loading issue

#

yes u can

#

i thread

#

just fine in BP

worthy frost
#

how?

static charm
#

lol

worthy frost
#

BP has no threading

#

its all run on game thread

static charm
#

bp is c++

worthy frost
#

yes but it is all on the Game Thread

static charm
#

no its not

worthy frost
#

like what?

static charm
#

i mean it depends what function youre calling

worthy frost
#

Async Tasks < Game Thread

static charm
#

i dont know what waht you mean by "<"

worthy frost
#

Async Tasks run on Game Thread

static charm
#

well whatever plugin for BPs im using, completly eats up all my cpu

worthy frost
#

that task could go off an run some stuff in a different thread sure, but everything that comes back to BP is pretty much on GT

static charm
#

well yeah i call GT functions after running my math

worthy frost
#

i am saying, if you are doing a lot of loops, math, and stuff, C++ is the way. (Nativizing or writing it yourself will help), Moving calculations off-thread will also increase performance more.

static charm
#

sorry i might have jumped into chat at the wrong moment

worthy frost
#

that is why phy's Voxel plugin is really fast, it does stuff in different threads, etc

static charm
#

all i meant was i have bp running in multithreaded just fine

#

real time destruction

worthy frost
#

sure, but you can't make stuff yourself in different threads in BP

#

you have to do that in C++

static charm
#

i dont know why you saying this, i know you are very knowledgeable

worthy frost
#

sorry, was just stating 😦

static charm
#

bp with plugins (written in c++) will multithread just fine

worthy frost
#

yes ofc

static charm
#

i have been doing it for over a year

tame mist
#

hey i want to ask noob questions which google / ue4 documentation wont understand , can anyone help 😄

worthy frost
#

but the OP was asking how to improve the speed of their generation

static charm
#

yeah, thats a loaded question lmao

worthy frost
#

@tame mist don't ask to ask, just ask

tame mist
#

about Format Text node , how do i limit decimals of float input

#

ik to text node

worthy frost
#

use the ToText (Float)

tame mist
#

yes but there are too many of em , so im using format text

#

to reduce bulk ig

worthy frost
#

you can use that aswell

#

but you need to format in a seperate node

#

let me show you

tame mist
#

does it have any way to limit the decimals /change it to anything other than 3

worthy frost
tame mist
#

thanks ::D

#

well i was expecting smthing else , but thanks though

worthy frost
#

there is not much else tbh

#

could truncate it

#

Float -> Truncate

#

then plug that in

tame mist
worthy frost
#

yup

tame mist
#

i actually needed 4 decimal points afterward

#

well i'll stick with to text

#

thanks though

thorn ermine
# keen seal Anything like this?

Yes that is 100% correct, it will not call the create twice, it only calls it once.
you can assert this behavior firstly, by the fact that the execution line determines the call in this case (white line), so it only executes once

secondly by setting multiple parameters, the fact that they are all getting set means it is using the same instance.

here is an example of one that I did just now, that works.

remember to make sure your material has the correct usage set as well, if you want to apply it to a skeletal mesh, it has to have that usage ticked

otherwise it wont work, and you should see a message in the log

you don't need a variable either, you can get the material out of the mesh again, and call parameters on it, once you have set it to dynamic, we do this all the time, its only about convenience to put it in a variable

sudden spear
#

Hi! Is there a way to get a reference to the level/-sublevel blueprint? I tried to implement a interface to the level blueprint but of course I don't have the reference to call a certain custom event from an actor

maiden wadi
#

@sudden spear That sort of design is not possible without some C++ work. And even then it's highly discouraged. Levels are supposed to be self contained actors. What are you trying to do in the level blueprint that requires other actors to contact it?

sudden spear
#

There are x amount of coins to collect. When they are collected an Event has to trigger. Problem is that I can't use GetAllActors

maiden wadi
#

Sounds like something you'd handle between the coins and GameMode.

sudden spear
#

which is another problem... currently I've hard-coded the amount of coins to collect. Without the use of GetAllAtors I'm not sure how to keep track of actors spawned in the level. Is there a way to count individual actors in thier own blueprint graph? BeginPlay doesnt seem to work

maiden wadi
#

Then you could make 50 maps, drop coins in and use that game mode and it'd just work.

sudden spear
#

Yeah I use the game mode actually 🙂

maiden wadi
#

Are your coins spawned, or placed by hand?

sudden spear
#

placed

maiden wadi
#

Two general choices are to either make GameMode's beginplay do GetAllActorsOfClass and set an array or number from that. Or make your coins GetGameMode and register themselves on their beginplay.

#

How come you can't use GetAllActorsOfClass for that? If it's just one check one time, it's pretty cheap. It's only discouraged if you're using it in places like tick.

sudden spear
sudden spear
maiden wadi
#

Pretty much. I'd make an event in GameMode that does this and then just call that event from the coins.

sudden spear
#

There are 3 main restrictions on that exam which makes it very "interesting" to solve these issues:

No direct ActorReferences (Don’t use Actor as public variable)
No GetAllActorsOfClass
No GetAllActorsWithTag

So calling the coin event from game mode is a challenge to since I can't use a public reference

maiden wadi
sudden spear
#

ahhhh right!!

#

thanks a lot! I'm gonna try this one

maiden wadi
#

Wait. Don't use Actor as public variable?

sudden spear
maiden wadi
#

I'm not sure if you can use the game mode version for that then. :/ I hate college teaching for Unreal so much.

sudden spear
#

hmm.... doesn't work....

#

...its actually a job test ^^

maiden wadi
#

Does it print GameMode Cast Failed?

sudden spear
#

It actually prints valid! also for each coin 😮

#

but the game mode doesnt count

maiden wadi
#

How are you testing it?

sudden spear
#

uhm... how? ^^

maiden wadi
#

How do you know it's not increasing the count?

sudden spear
#

I print the coin cout out of the game mode

#

ahhh... stupid me.....!

#

I printed on BeginPlay 😞

#

sorry^^

#

now its working

maiden wadi
#

But yeah, that should work fine for that. If they consider GameMode a public variable... I unno. I mean technically it is, it just has it's own call that returns it easily.

sudden spear
#

GameMode is encouraged to use! So currently I use the crap out of it ^^

maiden wadi
#

🤷‍♂️ Just terribly worded restriction I suppose. The idea of not using "any direct Actor references" is.. kind of impossible if you want stuff to communicate.

sudden spear
#

Indeed ^^
Also I have to make bots patrol...which I thank god achieved yesterday night. I wasn't thinking of level blueprints because I never used them in personal projects ^^
But now it looks alright... I have about roughly 30hours left. I wan't that job so much!!😅 Would be my first job in the games industry ❤️

trim matrix
#

Guys why is set array element not working

sudden spear
#

try using for each loop and then plug in the target array as well as index

#

...size to fit has also to be enabled i guess

trim matrix
#

I want to set on a specific index tho,

#

size to fit will expand the array if needed

#

and that is not ideal since I am using index 0 - 2 only

sudden spear
#

so index number from "for each loop" and target array from the cast node

#

I see!
did you try the "get (copy) node?

#

with it you can control the array index

spark steppe
#

does the array have a element 0 to begin with?

#

otherwise you NEED to enable size to fit

trim matrix
#

I see

#

make sense now

#

I did clear it before adding it

#

Yeah that must be the case

spark steppe
#

set array elem needs an element at the given index to overwrite

#

if the array is empty, there wont be one

left niche
#

Is there any way to get distance(exact) at location along a spline?

trim matrix
#

Yep, how can I be so gulible lol

spark steppe
#

i guess a lot of people been there, me included 😄

trim matrix
#

Ok it work guys

#

thank you very much

#

@spark steppe @sudden spear

sudden spear
#

you're welcome 🙂

pine ledge
#

Does Anyone use Record Sequence before, I was try to record variable but it isn't work. I already expose variable to Cinematics, but seem nothing record at all. Or variable can't be record ?

pearl bridge
#

Besides the docs, anybody recommend a good place to start out learning blueprints?

#

Any videos out there that explains it well?

pale veldt
#

hey, I'm following a tutorial for saving game and it got me confused. So it checks whether or not save game exists, if yes its gonna load. BUT when it doesnt, its gonna make a game save object WITHOUT A NAME? Dont I need to create it at a slot?

maiden wadi
#

@pearl bridge The issue with your question is that it is very open ended. If you know any other programming already, learning blueprints is just a matter of learning the editor and understanding that blueprint nodes are each just individual functions being called. If you're new to programming entirely, you have a lot of basic concepts that need filled in. Blueprints or programming in general also has a lot of varied fields. Doing AI is very different than doing a weather system, or making an elevator.

#

In short, nothing can really teach you the full extent of blueprints or any real language. You just have to pick something at your level and go with it until you understand it's concepts and then move on to something more complex.

untold fossil
#

Hello 🙂
Is there a way to keep an array of structs the same in size and not have the indexed elements move (push up) when an index is removed from the array? I've read that most people just replace the given index to be removed using set. But that works fine with objects as you can just set none, but what about structs? How would one set an element of an array of struct to "empty" ?

#

Because I can just not plug in anything into the struct input pin but that just means it's an empty version of said struct and therefor unusable as a way to detect if this array element is "empty"

trim matrix
#

@untold fossil I'm sorry, that was the most confusing thing I've ever read.

left niche
untold fossil
#

Yeah did exactly that 😛

left niche
#

Or using a pair of bool with struct

untold fossil
#

I couldn't adjust the struct itself as it is too deeply imbedded and structs are known to cause many issues when altered. So i imbedded it into another struct which I needed to do anyway to include some other things like icon and name and also included a bool to check if it's empty.

#

@trim matrix Sorry about that xD

left niche
untold fossil
#

Yeah a pair would work, but I need some extra info for what I'm doing which is easier with another struct.

left niche
foggy escarp
#

Anyone know how to set variables public inside scene components and editable in the instance of the parent object?

#

When i check the box to make it public it doesn't transfer to the parent..

gentle urchin
#

Is it a bug that this function never will return false after returning true once?

#

out of curiosity. Asking for a friend

left niche
gentle urchin
#

I'd think outgoing variables would be reset just like local variables,

#

but apparently not. Guess its my bad for assuming that

turbid tiger
left niche
gentle urchin
#

Yet if the condition is not true in the first place it returns false

#

only after the first true, it always returns true

left niche
#

this always return true. notice the return node isn't connected. Connecting it still has the same result

#

I checked it too xD

gentle urchin
#

mine doesnt return true

#

unless it's been true once.

#

then as long as its the same object instance, it stays true.

#

deleting object from scene and making a new one,

#

resets this.

left niche
#

Why don't you try adding a return false node to the false branch and testing

gentle urchin
#

it works as expected when you return false as you should do,

#

i was just curious if this was a bug or not

#

because as i mentioned, i'd expect it to return false (default state) unless else had been returned

#

I'm using the returns to exit early out of loops , and stumbled upon this "thing"

left niche
#

by default it won't return false. you dont have a return false node so it falls back to the only return node in the graph

#

no such thing as "return false by default" here

gentle urchin
#

It does tho.

#

dragged out new instance,

#

set value to 1 (so it wouldnt return true),

#

got false.

#

setting value to 0, returns true as expected

#

and now if i set value back to 1, it stays true forever.

left niche
#

then it actually might be a bug. Im seeing expected results here on 4.26 😕

gentle urchin
#

also on 4.26, altho with c++, if that should matter

left niche
gentle urchin
left niche
#

it didnt return false here

gentle urchin
#

because you started with the bool checked

#

are we seeing the same vid? 😛

left niche
#

eh im blind

primal smelt
#

Hi everyone. I'm playing around with torque for a wheelchair and trying to get it so when adding torque to one wheel it will steer the vehicle towards the opposite direction. I'm using a timeline just because for now I want to press a button and the torque is added every update for 5 seconds. This all seems to work pretty much out the box except that once the vehicle has turned enough the amount of torque being applied is massively reduced. This is to be expected in the screenshot I have provided, I just threw it together to show what I am trying to do but the effect is actually the same as If I just have a straight value plugged into Y in add torque. Any suggestions please?

left niche
#

Instead of right vector, how about (forward + (right * axis length)) * impulse @primal smelt

primal smelt
#

Sorry just to clarify, that is (get forward vector + (get right vector * axis length)) * torque?

left niche
#

yes, normalized

primal smelt
orchid garden
#

you got the first part (forward vector +(right vector * axis length) your just missing the * torque

primal smelt
#

Well the 10000 is the amount of torque I'm trying out. What is meant by axis length here?

orchid garden
#

not sure what he means by axis length.

primal smelt
#

I'm so confused! Is it really this complicated just getting a component's local Y axis and driving torque based off that information?

left niche
#

by axis length i meant a little offset to the right from the centre of the body

#

even if you use the right vector only, its working

primal smelt
left niche
#

Even im not sure about the math, but if it works.......😀

primal smelt
#

I'm pretty awful at math, I really should brush up on my skills as it will no doubt make this much easier :p

astral fjord
#

Hi Im havin a problem with vertex animation in unreal material. My question is similar to this https://answers.unrealengine.com/questions/904329/how-to-rotate-vertex-animation-on-instanced-static.html

Problem im having:
I want to create instances of single mesh and with percustom data I want to drive the animations. I have group of birds that use flocking algorithm and each situation is different data in perinstnacecustomdata node. Problem is, that I dont know how to change yaw rotation of single instance. If I change it via updateInstanceTransform, the offset texture that drives anim stays same so instance of mesh is deformed. When I try to rotate in material I still dont have any success. Does anyone know how to tackle this problem? I need to set yaw rotation of single instance of mesh so it dowsnt deform animation.

sudden spear
#

Hello!
I'm using enum variable and bools in a level blueprint. They're all set as I wish but when triggered, they behave like they still have their default value. I even print the value and it shows the correct value. Is there a problem with enums and bools in L-bp's? Any ideas on this?

fair sun
#

is there a possibility to get the sublevel name my actor is placed at?

sand stream
#

when I add a value to the blueprint structure and remove all widgets and then create widgets again, the default value is set even though I added when creating the widget to have the current value. please help

atomic salmon
#

@primal smelt torque needs to be applied around the intended axis of rotation. If it is a wheel, it needs to be applied around an axis coming out of the wheel (like the axle of a car).

primal smelt
atomic salmon
#

Torque is always applied in world space anyway

#

So as long as you get the axis of rotation in world space On Tick, you are good to go

olive sedge
olive sedge
#

I did, doesn't change anything it seems

foggy escarp
#

What do i need to do to get the node GetInputMouseDelta?

#

It's not showing for me

#

im in the character BP

olive sedge
maiden wadi
#

@olive sedge I'm heading out, so I can't reply for a while. But try this one.

wispy lark
#

Anyone here have knowledge about customizing/adding features to the ALS v4?

tight schooner
#

@trim matrix I'm not sure what you mean. Making something instance editable exposes that variable to the details panel of the actor when you place it in the level

#

Like, spawn during runtime/gameplay?

#

You can expose a variable upon spawn, and that'll make it show up in the Spawn Actor From Class node

#

Or are you just talking about setting a default value for the variable?

#

I'm still a little confused

#

You need some sort of "blueprint communication". There are a lot of ways to set that up. You could have a manager BP that holds references to all the box BPs and manipulates them. You could have each box in a group individually hold references to each other, forgoing a manager. There are a lot of other ways...

#

I can't really tell you what's best

#

idk what that has to do with setting a boolean variable on 5 boxes but w/e

#

you should read/watch some documentation on BP communication I guess

lilac remnant
#

I am making a slide door open/close with this code, for some reason when i first open/close the door it does so correctly, however if i try to reopen it then it moves by a tiny amount, and closing it doesnt move it at all.
I do fully realise that the vector+vector says 1.5 which is tiny, but for some reason it fires off for miles at any more than 10

#

fires when E or LMB also passes through a flip flop after triggering

tight schooner
#

@lilac remnant You're using its current location as part of a calculation to update its current location; I think that's the fundamental problem. Normally with a Lerp, you want two stable values to interpolate. An unchanging location 1, an unchanging location 2, and a timeline driving an alpha ramp

#

I'm not sure how the node Set Actor Relative Location works (relative to what?) but that might be an issue too. Either figure out two worldspace locations and interpolate between those vectors, or set a relative location for the static mesh component of your door rather than moving the entire actor around. With the latter solution, the root of the actor will stay in place, and the static mesh will move relative to that anchor.

lilac remnant
#

set it up with hard co-ordinates, it works perfectly again the first time, but after that it teleports to the new location rather than smoothly moving

#

nop, nor did i press sweep

inland merlin
lilac remnant
inland merlin
#

My advice when making is not to move the actor at all

#

move a component inside it instead

#

And work online with relative coordinates

tight schooner
#

yeah, the component SetRelativeLocation method is cleaner cuz you don't have to manage custom worldspace coordinates

#

in any case you should also use PlayFromStart (and maybe ReverseFromEnd is a way to consolidate the timelines) cuz the timelines don't "rewind" after you use them once otherwise

lilac remnant
#

changing the set actor to relative made it disappear xD

inland merlin
tight schooner
#

@lilac remnant What does your BP's component list look like? Is there a root, and a static mesh component connected to the root?

lilac remnant
#

was planning to, but no, the actor that i am moving is the root

inland merlin
lilac remnant
tight schooner
#

I somehow forgot that opening a door is BP 101 and there's official documentation on it

inland merlin
lilac remnant
#

yea, i have other rotating doors working and already set up in slightly more complex ways, but for some reason this sliding one isnt working

#

I can half ass it, and go by "once open it cannot be closed" but want to get this working

tight schooner
#

but yeah, on your component list, you should add a new "scene" component -- this is just a simple dummy location -- and make that the root of your BP actor. And then attach the door (StaticMeshComponent) to it. Then you can move the door relative to the root, which is a normal way to do things like this

inland merlin
#

and for an actor that's it

lilac remnant
#

didn't know you could split the pin, makes it much easier

#

thanks! having splitting the vector pin worked!!

mortal isle
#

Can the input axis tick start when you press it?

inland merlin
#

just put a branch after it and check if it's different than 0

mortal isle
#

only that?

#

i thought there would be another way

#

like built in

#

anyway

#

thanks!

inland merlin
#

yeah, this will bloke the flow when the player isn't pressing anything or is pressing both right and left input

mortal isle
#

thanks!

plain flare
#

Hey, I have player character in my map, which is i want to play with that. But, when I press play, there is new player character appearing too and I cannot take the player character that in the map.

#

How can I close, character creation when play pressed ?

#

Please help

mortal isle
#

set default pawn to none

#

in ur gamemode

plain flare
#

@mortal isle Now, character doesn't spawning. But I cant play with the character that in the map too

mortal isle
#

wait

#

let me understand

#

u are spawning ur desired character programmatically right?

#

and second character is spawning as well

#

right?

plain flare
#

One minute i will send you screenshot

inland merlin
#

make sure to select this if you have a player start

#

if you just want to place a player in the world select it and set this

#

Auto Possess Player to index 0

plain flare
#

I haven't player start. This is the character that I placed in map. And I want to play with it.

olive sedge
#

@maiden wadi Thanks for the suggestion!
It was something different however.. The value I fed was only available on the server so it didn't take

inland merlin
plain flare
#

When game mode like that, When I press start, new character appearing

#

Ok, I will look

mortal isle
#

use player start

plain flare
#

No, I don't want to use it

mortal isle
#

but why?

plain flare
#

I have to get my character to the map.

#

I mean, I have to see it when I'm not playing

mortal isle
#

u want ur player to spawn on a specific location

#

ugh

#

hmm

#

i think u gotta place ur character

#

remove every player starts

#

and set default pawn to none in gamemode

#

i think

inland merlin
#

no no no

#

leave the gamemode alone

plain flare
#

I couldn't find pawn category on my character

inland merlin
plain flare
#

Ok, I was search in Mesh, so thats why I couldnt find. Now, I found

#

@inland merlin Yes, thank you that worked !

inland merlin
#

amen

pine hatch
#

Hi .. i have some problem accessing the groom parameters at runtime. I am not entirely sure if its possible to do at all. What i tried so far is that i created an on key pressed event in my character BP i get the groom asset and get the Groom Groups Desc which is an array containing all the parameters which i try to modify at runtime. As a test i just setted the hair clip length, and on the button pressed i ad 50 to the default value which is 20 so it end up being 70 which is almost the full length. I printed the values so it changing it, but unfortunately it doesn't change the hair at runtime. I tried to do some research about the topic, i have a feeling that the groom values might be static values which are generated at compile and maybe that's the reason i cant make any difference at runtime. I wonder if anyone else had the same or similar problem? I attached a screenshot about my bp, hope it helps to see what i am trying to achieve.

tired cypress
#

If you want to modify the value stored in that array, you will need to use something like "Set Array Elem" node and not just Set.

slate ledge
#

is there something specific i have to do to allow overriding axis mapping in a child blueprint ?

unborn maple
#

i have an odd issue where my controls in my project are backword w s are suppose to be move forward and backword and a and d is left to right which work at first but when i reopen they got switch some how to s and d moving up and down

#

there shouldnt really be a reason why they flip

faint pasture
#

are you meaning for the movement directions to be in world space and not local to the pawn?

unborn maple
#

In the space it Self S, and D is moving up and down and walking in that direction. W and A has been switch to UP and Down walking.

#

when it should be the other way around.

#

and unreal has been doing this recently in my other project that contain key presses.

pliant frigate
#

Probably a dumb question, but I'm new:
I find myself calling PlayerState and casting to my own Playerstate from it to get something stored there. Is there a better/proper way to just directly reference my own playerstate?

#

I've tried promoting that to a variable and referencing that from Begin Play .. but that doesn't seem to work a lot of the time - or at least i dont think it is.

barren salmon
wispy lark
#

@barren salmon (Copy of a comment on UE forum) Spring arm component (camera boom) has a variable called "Use Pawn Control Rotation", you can set it to false in properties or in a BP.

#

Or. Just make sure there is no Axis input used to rotate the camera

barren salmon
#

yeah i saw that and had turned it off

#

no Axis input?

#

how do i check that

wispy lark
#

In project settings / input.

barren salmon
wispy lark
#

There are all your inputs for keyboard/Mouse and controllers

#

oh! you know what! never mind that haha 😳

#

Do you just want to not be able to rotate the camera with the mouse?

soft orbit
#

You want to rotate with the keys or the mouse?

#

Oh, already on it Xander

#

haha

#

proceed sir

barren salmon
#

this is the player movement

#

i just want the camera to not rotate

#

at all

#

like stay still and just follow the player

#

i got told to attach it to the spring arm and turn stuff off in it and that seems to be keeping it still now

wispy lark
#

ok.. So somewere you should be able to disable rotation. Can't remember were. I saw this in a tutorial a while ago.

Like all you need to disable is the mouse axis rotation (if the mouse rotation is the only issue you got)

pliant frigate
soft orbit
#

In Project Settings just remove the mouse axis

#

should lock things up

#

and go from there

#

many ways to cut the cake here

zealous moth
#

has anyone used this to make trails from non-skeletal meshes? Just static meshes.

wispy lark
#

@soft orbit Not sure he had one setup

zealous moth
#

i added sockets to my static mesh but the system does not recognize them; i was wondering if there was a workaround :/

soft orbit
#

@wispy lark gonna open a project and tinker around see if i can get a working example running

vivid merlin
#

is there a variable within a BP I could use that would select a texture from a set of textures?

unique harness
#

there is a select node

#

and you can use an enum

vivid merlin
#

ooh thanks

soft orbit
#

This should work for what you need

#

@zealous moth can you show me what you mean by not recognizing them?

#

Usually thats cause by maybe a typo when typing the socket name or it is incorrect in a variable with a name type

faint pasture
#

@pliant frigate if you are constantly having to access your custom player state, you can save a reference to it and begin play or whatever. But I wouldn't worry about it

faint pasture
#

Enum

pliant frigate
#

Yeah i do a lot of playerstate->cast to myPlayerState to get data from it. I have in the past tried promoting it to a variable that i reference.. but I think I get tangled up on Scope at times (not sure). I'll stick to just casting -- but checking to see if there was a right way i should be doing it. Thanks, Adriel.

faint pasture
#

@pliant frigate where are you reaching into player state from all the time?

pliant frigate
#

In failures past, I want to say I got a lot of "Accessed None" from other actor blueprints but I'm not positive. I only remember that it sometimes trips me up. I probably should cough up the money for a formal education and start back at the beginning - before i pick up a lot of bad habits or incorrect knowledge from trying to self learn.

faint pasture
#

You don't need a formal education but you definitely need to know some patterns and concepts so you don't end up with a tangled web of spaghetti.

pliant frigate
#

Yeah i hate spaghetti. I spend a lot of time trying to keep it simple, collapse some things to functions, etc.
I'm sure I'm not alone in having days where I feel its one step forward and like.. five steps back on learning.

soft orbit
#

Yep, especially when you write some code and you're like "ok this is working, finally gonna call it for the night." sleeps returns to the PC and everything is messed up and not working somehow lol

pliant frigate
#

Yeah.. im having that kinda day for the last two... and I'm trying to do something that seems like it ought to be simple. lol

tired cypress
pliant frigate
#

Yeah i know. I've had a few insurmountable hurdles that turned out to be a really simple thing i overlooked... like making sure i've set the game mode to use the right things, etc.

tired cypress
#

I usually discover there's a single node for some really complex vector math...AFTER I created it from scratch or something

#

Protip: Always see if the node is a thing!

pliant frigate
#

I have now banged my head on making the Text Render show the correct player name over its head in a multiplayer environment for about three days. Its a circular cycle of either "no text", "others can't see the correct text", or "everyone gets the same text" but never "everyone sees the names correctly" lol. Ive read up on replication, looked into the example content.. but I'm clearly missing something.

#

I was up to "Player can see his own name correct" before i did something wrong, got frustrated, and promptly blueprint spaghetti'd myself into nothing working. lol

faint pasture
#

@pliant frigate just make a name a replicated variable on the character and only set it on the server.

#

If you make it a rep notify, when it gets updated, it can get the text render actor and update its text

pliant frigate
faint pasture
#

@pliant frigate you can probably just do it like this. And begin play on the character, get the corresponding player State and grab the name

unique harness
#

Add a scene component and make it the root so the mesh is a child of the root

coarse forge
#

hiya

#

anyone know what this error is talking about

#

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTriggerHUDWithStoriesToWrite, TArray<UStory*>, Stories); is in my cpp class

#
{
    //Passthrough to bp for now
    OnTriggerHUDWithStoriesToWrite.Broadcast(Stories);
}``` and I broadcast here
unique harness
# coarse forge

the parameters on your custom event don't match the delegate signature

#

You're missing the int parameter

coarse forge
#

oh

#

hahhaa

#

refactor and I forgot to remove that

#

thanks!

#

🤦

pliant frigate
unique harness
#

Also, you should pass arrays as const reference

coarse forge
#

void OnStartTextWriting(const TArray<UStory*> Stories);

#

thx guys

unique harness
#

const TArray<UStory*>&

#

const and reference

coarse forge
#

causes this

#

error in the bubble

unique harness
#

Show me the declaration of OnTriggerHUDToStoryMode delegate

coarse forge
#

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FTriggerHUDToStoryMode, int32, FlowType, const TArray<UStory*>&, Stories);

#

found the issue

#

flow type

#

ug

#

k

unique harness
#

😛

coarse forge
#

that fixed it

#

man.. those guys were just hanging out everywhere

#

that one feature that will come after its shipped and if people buy it biting me all over today

#

thx

#

with the blueprint foreach.. is there a way to pause the iteration?

unique harness
#

no

coarse forge
#

So for this.. if I wanted to wait on a button press to get the next element out of my array.. I'd need to make a custom for each?

unique harness
#

Yes you could just use an int to handle the index and increment it on each button press

maiden wadi
#

You could make your own macro for it, but the default one doesn't pause.

coarse forge
#

cool, ill look into that after I test to see if it even works LOL

faint pasture
#

Anyone here done a global camera? Like a free flying one? What's the approach to it?

sand stream
#

hi, when I add a value to the blueprint structure and remove all widgets and then create widgets again, the default value is set even though I added when creating the widget to have the current value. please help

open crypt
#

I want to get all the actors inside of a volume - I found a video that shows how to spawn things INSIDE of it, but they turn off collision and that's probably not what I need (otherwise how do I detect objects inside of it? - can anyone advise?

maiden wadi
#

@open crypt You can get all actors overlapping the volume. Would that work?

open crypt
#

yeah, then I'll get their display name and do something based on that - basically I'm destroying LOD actors at begin play because I am swapping out their static mesh components for destroyed ones - normally that's fine but for some reason if you destroy the mesh at begin play, the LOD actor remains

open crypt
#

Yeah this never fires even though they are inside - i knew overlap would be too easy to actually work

solemn parcel
#

I'd like your wise experience tips people. I'm making a project focusing around 150 Character Actors on map. For this, I want each of these actors outside of the Player Camera View to have specific code, and the ones inside, some inversed specific code (like rendered or not).

#

Which one cost more : This code on each single one of these actors ?

#

Or this one, as a 'Master BP', searching for all the actors on level.

#

If hypothetically it was on event tick, which one would cost more, performance wise ?

last abyss
#

isnt there a node to see if an actor is rendered?

solemn parcel
#

Yeah I think so, but i'd like to add more than rendering, change the movement capabilities, change the collision settings for example, depending if the actor is on screen or not. Which mean I need to know in real time which actor is on screen or not.

faint pasture
maiden wadi
#

@open crypt It's a call. You can call it on any primitive component. GetOverlappingActors

maiden wadi
#

You're going to have to do some math via bounds then.

last abyss
open crypt
maiden wadi
#

Might need some prints or breakpoints to debug the values.

open crypt
#

is that the right method at least?

maiden wadi
#

Is the breakpoint after the node calling those? Breakpoints are annoying like that. Easiest way is to add a print after the nodes you want to check and breakpoint on that.

fickle blaze
#

Hey guys, I have a question. I'm using a population system pack from Unreal Marketplace and it comes with a bunch of low quality characters. Basically you drag out splines and it auto populates them with the included animated characters. I have duplicated the blueprints with new skeletal mesh / animations of my own, but it seems the array of characters is hardcoded and regardless of what I do with it (change the BP's in the array, delete the old ones etc.) it doesn't affect the outcome. Here is a screenshot of the blueprint if anyone has any ideas! Thank you in advance.

severe sparrow
#

is it possible to attach a BP actor's specific mesh socket to another actor's specific mesh socket?

pearl bridge
#

How would one go about restricting a mesh to viewport only so it cant go outside the bounds of the camera? The mesh will be controlled with a gamepad controller.

solemn parcel
#

@last abyss @faint pasture I'm sorry I think I didn't explained myself properly : I would like to know, which one of the two approaches is the best, performance wise. Either, in the BP of the spawned actors, where each actor will independently check if it is in player screen or not, or by a 'Master BP' that will search between all actors in level, and check which one is on player screen or not.

#

Considering between 100 to 150 of these actors on map. Every tick, which method would be more efficient in term of performances ?

tight schooner
#

I'm not sure if anyone can answer that offhand... It sounds pretty heavy either way. May even want to selectively nativize that BP.

#

If you gotta know, then create a test scenario and see which method gives a better game thread time with a huge number of them (say, 1000 or 10,000) being checked

#

Changing the tick rate to something other than 0 (once each frame) can help too. IIRC, UE4's culling system doesn't even update on every frame

faint pasture
#

Premature optimization is the root of all evil

maiden wadi
#

Realistically that kind of logic should be done on an array of saved pointers to a specific group of actors rather than getting it by iterating over every actor in the level, in C++, in a single place like a component in the playercontroller. The C++ logic is very fast if you are only iterating over an array of about 100-400 actors.

prisma stag
#

Why does the base FirstPersonCharacter have a character mesh with no mesh?

#

I see thanks.

solemn parcel
#

@tight schooner In reality I don't plan to do it each frame, just imaginating the least case scenario, but at the end I will make the test scenario 😉

#

@maiden wadi On an array of saved pointers ?

tight schooner
#

Save the array of relevant actor references to a variable instead of GetAllActors, I think

solemn parcel
#

So in a single BP, referencing each of the spawned actors as an array, and making the check from that array ?

tight schooner
#

Event Beginplay —> get all actors —> save to variable

solemn parcel
#

The actors spawn each second, so i'll need to add each of them from themselves to the master BP variable

#

I think I got the answer

#

Thanks

quick lance
#

I'm struggling to get a mesh to connect to some things via a physics constraint component, anyone have any experience working with them?

torpid iron
#

Is there a way of finding a pawn in a level with a string? (Sorry if it doesnt make sense)

silver bolt
#

@torpid iron you can use getAllActorsOfClass and loop through them to find the one you need

torpid iron
#

Thanks I will try that

winged sentinel
#

i have a quick quesiton as there arent any tutorials, how can i make my ai (zombie) play my screaming audio

#

sounds I just have it play sound at its location and randomly pick an audio file?

trim matrix
#

@winged sentinel Yes, but I'm sure there's hundreds of videos on that. You just have to generalize your searches

#

Also it's generally a good idea to use sound cue's instead of just raw audio files

wanton coyote
#

Anyone know good search term for attack/grab moving physics object to have it move you, that doesn’t just provide a basic grab tutorial haha. I want to grab a chain or rope and have it yank me along for a ride

winged sentinel
#

@trim matrix Im probably just using terrible search terms lol

#

but thank you i will use a sounde cue

gritty elm
#

how to add custom event with keyboard shortcut?

hybrid turtle
#

Could anyone help me create a small Blueprint feature for my project? Pretty new to Blueprints so I could use some hand-holding from an expert.
Here's what I'd like to achieve: Change settings in a skylight when switching between lighting scenario levels (toggle on/off levels) as well as change setting in a material instance
The latter is bonus.

runic sparrow
prisma stag
#

Hello. Ive setup an action event that triggers when f is pressed (will change to esc later). What I want to happen is that if a widget is open it will close the widget however when the widget is open, the event doesnt fire.

pliant jewel
#

Hello,
I'm currently using the AI perception component, and have been able to setup sight, and hearing.
However, the only way they function is by themselves.
If i setup both on the same AI perception component, only the first one works.
So if I have sight, hearing no longer works, and vice versa.
Any reason why this would be occuring?

spark steppe
# prisma stag

well you could add an keylistener inside of the widget which waits for esc

prisma stag
wet steppe
#

Hello

#

Does anybody know why when I copy paste in the editor

#

sometimes it gives me weird positions on the pasted entity

#

not copied

#

some times it places right where I copied from

#

why is it some times off. Bug?

torpid iron
#

Is there any way to set a pawn object variable with a string?

unique harness
#

What do you mean?

torpid iron
#

when I press a button in a combo box it gives me back a string or what I pressed

#

And then I want a pawn object variable to be set to the string

wet steppe
#

Anybody know a fix to the copy paste issue

unique harness
torpid iron
#

I need the selected Item output to go into the custom car variable

unique harness
#

Can you explain at a higher level what you're doing?

torpid iron
#

I can try

#

So I have a combo box that has a list of all the pawns in the level

#

Then when I select one it teleports infront of the camera

unique harness
#

how are you populating the combo box?

pearl bridge
#

How would one go about restricting a mesh to viewport only so it cant go outside the bounds of the camera? The mesh will be controlled with a gamepad controller.

unique harness
# torpid iron Like this

so when you do that, store a map of the actors where the key is the name and the value is the name, then use that map for the picked value from the combo box

wild harbor
#

hello, i got a a spreadsheet done that i want to integrate into unreal of all the enemies/animals and their stats, im trying to add all the stats like HP,Speed,STG,DEX,INT, ArmorRatings etc. but im unsure witch variable to use for what type of addition im adding. boolean,string,integer etc

unique harness
wild harbor
#

i am

unique harness
wild harbor
#

okay good to know

#

are they the only main ones i would use for what i need or do i use Arrays too?

unique harness
#

So you could have something like
bool IsAttackable = true
string NPC_Name = "Soldier"
int MaxHealth = 150
float MovementSpeed = 3.5

#

Array is a list

#

so you could have Array<string> or Array<int>, etc

wild harbor
#

i see

scenic lotus
#

hi, so im made a pressure plate that will trigger a door open. When the player stands on it it will trigger the door. Is there a way when i push an object such as a sphere on it and it will trigger the door as well? Is there something i can change at the custom collision properties?

wild harbor
#

what if i add in a faction or alignment

unique harness
#

That could be represented as an Enumeration (Enum)

wild harbor
#

perfect

#

ill do up a data-table and try my hand with it and snap a pic before i decide to break something see if everthing fits

unique harness
torpid iron
#

How do I get a pawn from a string?

unique harness
#

your key will be a string, your value will be a pawn reference

torpid iron
stray island
#

Can i hide the white sphere on actors

lapis zenith
stray island
#

Yeah

lapis zenith
#

when you run the game it should go away automatically

stray island
#

I want it to disappear in the editor

lapis zenith
#

in the bp click on self then go to Editor Billboard Scale in details and set it to 0

stray island
#

Thanks

scenic lotus
unique harness
scenic lotus
#

oh i see

#

thanks i'll try it for now..

wild harbor
#

what would the Emun be called id use for assigning a faction type? also the size of a creature?

#

im catgoizing creatures on type and size and assigning factions/alignments to NPC/creatures

spark steppe
#

you have to create your own Enum with the faction types as values

#

its in the content browser context menu under blueprint

scenic lotus
#

im trying to set a value for my PressurePlateID to 1 so the player can open the door. How can i do it and which node am i suppose to use

#

coz i tried seting the value to 1when the object lands but nothing happens

paper galleon
#

It might already be overlapping something by the time the player lands. Run print string and check that the event gets called when the player overlaps.
Or does it already?

scenic lotus
#

@paper galleon i tried printing but nothing comes out

queen lichen
#

hello y'all, ive been having a difficult time to figure this blueprint out, so i have Actors spawning Pawns, these Pawns can overlap these objects which give points to score, but the issue is: only the player start spawning anything can only gain the points but not the spawn pawns

paper galleon
queen lichen
scenic lotus
#

i cast it to a ball object actually

#

then when i pick it up and place it on top i want to set the pressure plate ID which is an integer to become 1

#

im juz not sure how to do it

paper galleon
#

I just want to know if anything triggers the overlap event and allows it to be called. Does the ball cause the print string to run?

scenic lotus
#

it didnt print in the log

paper galleon
#

Yeah. That's the issue. Something else is causing the overlap event to be called before the ball.

scenic lotus
#

i did it

#

i jus needed to add a int + int and set it to 1

paper galleon
left niche
hollow mica
#

in UMG, If i use "Set Input Mode Game and UI" how do i make an image block mouse clicks? Everytime i click on a widget that's isn't a button the game captures the input, how do i prevent that?

#

I believe the Hit Test Visible option was removed?

trim matrix
#

Hello guys! Is there a reason why people use Spheres as reference markers in the BlueprintEditor? I always use Scenes and get the location from there. Is there any benefits?

left niche
#

Only that you can see the sphere in-game

honest needle
nimble talon
#

Jump to this message

#

and please

#

someone

hollow mica
#

no one answer >_>

earnest tangle
#

@nimble talon I think the suggestion of using a sphere collider could theoretically do what you want... but make it toggle between sphere and cube colliders

#

so when you want to move, it toggles into the sphere so it rolls, and when you stop, it toggles into the cube, which would naturally have it return to one of its sides

#

@hollow mica try #umg :)

nimble talon
hollow mica
#

I think we have too many channels duh!

nimble talon
#

Plus, the collision would be a bit messed uo

hollow mica
#

cpp guys used to know the answer for everything xD

earnest tangle
#

I think having a cube rotate without bouncing would be a bit difficult to achieve if it just used a cube collider 🤔

#

you could try using a custom collision mesh which is more like a smoothed cube maybe?

nimble talon
#

yeah I have been stuck on this for two months

earnest tangle
#

so it has flat sides, but its corners are slightly smoothed

nimble talon
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Hm, I’ll try that

earnest tangle
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you could perhaps also try to look at the velocity of it on tick and adjust it manually if it appears to be going too fast up for example

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but not sure how well that would function

nimble talon
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Hmm

drifting rapids
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hay all i'm trying to change the text color based on the players hp level heres my blueprint, it works when i have it set up on the playerhp variable, but i tried adding a playermaxhp variable and its stopped working, the math is right via my calculator so i dont get why it isnt working on here

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am I missing something?

round basin
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Hello I have a gamestate were I want to store variables but when I change (from GameStateBase) my game doesn't work at all, I think event begin play isn't called, can you help me please ?