#blueprint

402296 messages Β· Page 623 of 403

brittle reef
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i also tried to update the actor and the world position on the BP but without sucess

fossil peak
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@faint pasture When I'm actually making the BP

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@faint pasture Thaaank you so much! For tilting me the right way I made it thanks to you

shadow saddle
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so i have this

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when right click will create widget

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it did created the widget but

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it shows up over there instead of

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the location of the mouse

proud hull
shadow saddle
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nvm its just full screen issue

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fixed

proud hull
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You can try adding and using tags

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Casting does test its class, same thing

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If cast fails, it is not of whatever class you tried to cast to

solemn parcel
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So, I've got different types of projectiles, on which I add, on the Parent Begin Play, an Actor Component, that acts like a modifier. On one of the Child Projectiles, the Actor Component takes effect only the first time it is spawned, until Destroy Actor. All the following spawned won't take into account the component.

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This is the BP of the Projectile Type that dosn't work properly.

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It's just a projectile that doesn't collide, and apply damage to all actors in range each 0.5 sec.

zealous quarry
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Quick question: Is there some blueprint node that has min max boundaries and an input which is is returned as min <= return <= max?

zealous quarry
maiden wadi
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@opal sinew It's sort of accepted that if you want shooting to feel good on a client, you should do the hit testing on the client and just replicate the effects like muzzle flash or effects from the server to non owning clients and let the firing client do it's own locally for good feel. On client hit, RPC to server to tell the server that it hit something, and pass along necessary information to let the server do it's own local checks to prevent cheating. Otherwise, your clients are always going to feel laggy and sluggish.

proud hull
fresh wadi
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warning C4996: 'UCharacterMovementComponent::ApplyRootMotionSource': ApplyRootMotionSource no longer takes raw pointers. Pass in a TSharedPtr instead.

I'm not a c++ master, juste a student, what should I do ?

Here is what I'm currently doing :

movementComponent->ApplyRootMotionSource(constantForce);

proud hull
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What blueprint needs to access which other blueprint? They need references to each other, either one way or both ways.

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Is this triggered by an overlap, a button press, etc? Many different ways to get blueprints to communicate and what you are doing will help determine which is best for that situation. Can you explain what you are trying to do?

proud hull
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Is this the issue you are currently working on? Can you select that cast node and press F9 and then when you hit play it will stop at that node to allow you to step through one node at a time and see exactly where it goes.

solemn parcel
proud hull
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Ah, nvm, I see

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That would avoid obstacles

solemn parcel
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It would spawn it on the actor himself, not the impact point

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That BP works properly, as expected. Just that the Added Component doesn't take effect after the first spawned of this actor.

proud hull
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Ah, I was thinking about throwing it down a hallway, where an enemy around corners wasnt hit until the projectile can "see" it.

solemn parcel
proud hull
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Can you show parent class that spawns the component?

solemn parcel
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yep

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This is the end of Begin Overlap of the Parent Class

dull tree
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it works when i am really close

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when i add box it works the same

solemn parcel
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@proud hull that line trace could be used for this too actually !

proud hull
solemn parcel
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@proud hull Totally right.

proud hull
# solemn parcel

So this screenshot is adding BP_Element_Test to the projectile?

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What exactly is Choosed Type class variable referencing?

solemn parcel
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Where did you actually saw BP_Element_Test ? It should be Component_Element_Test

proud hull
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You showed me screenshot of BP_Element_Test

solemn parcel
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My bad I wanted to show Component_Element_Test, which is exactly the same code.

proud hull
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Gotcha, no matter then, so it spawns the component.

solemn parcel
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yeah*

proud hull
# solemn parcel yeah*

Why do you need to use Choosed Type from the player to get the projectile info for the component? Isn't this component attached to the projectile?

solemn parcel
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good question, the point is to have different components that will act as different elements for the projectile. So will have different effects.

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It's the best way i'm thinking to implement this

proud hull
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From the component, you can use Get Owner to get the projectile it is attached to.

solemn parcel
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I would actually prefer having the selected component activated before begin play of the projectile

proud hull
solemn parcel
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Oh yeah, totally

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Imma try this

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thanks !

proud hull
solemn parcel
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@proud hull good to know. I'll follow your tips

primal smelt
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Anybody good with collision? I am creating a wheelchair where I have a set of "fake" front wheels that provide no collision but will rotate and change direction based on the velocity and some position tracking of the parent component (the main body of the wheelchair). I will have to triple check but I am 99% sure I have the collision set up so this fake wheel and other components of the wheelchair are set to ignore each other including the hidden "real" front wheel which is a sphere primitive. Physics constraints are in use and also have disabled collision. Yet when this fake wheel spins out of control it causes the wheelchair to bounce into the air (there are some kinks to work out with how the front fake wheels are oriented). When behaving correctly the fake wheels pass through other objects with no abnormalities. The orientation and rotation of the fake front wheels are done on tick.

TL;DR: So my question really is even if you have two components ignoring each other's collision, is it possible that they can momentarily block before their "ignore" flag is read corretly? Like if it is done on tick as I am doing and there is a sudden and rapid increase in overlaps?

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(they are all components within the same pawn blueprint)

solemn parcel
proud hull
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I saw this: "Physics constraints are in use and also have disabled collision"
Wasn't sure if you meant for the real wheel or the fake wheel, hehe.

primal smelt
# proud hull Do the fake wheels need any collision at all?

Right now they are attached by physics constraints which requires a collision profile (although it is set to ignore everything). Disabling this causes an error. I may not need a physics constraint though, I originally had it in place for something else and have been swapping things in and out.

proud hull
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Then have no collision at all on it, and let it do its own thing completely.

solemn parcel
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@proud hull Probably a silly question, but how would you add this component and not another from the Character_BP then ? For now I'm thinking about this. Or just a variable boolean that I can use as a branch before the Get Owner from the Component ?

primal smelt
primal smelt
proud hull
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For example, you can see here that I expose a bunch of variables to populate when I spawn the projectile.

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Basically, your player will have the component class variable, but your parent projectile will have it as well. Then when you spawn the projectile, you use the class in your player, to populate the component class variable in your spawn node.

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Then parent projectile, in construction script, will add the component of the class chosen by the player.

stray island
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Can i get variables from actors that aren’t added to the map?

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I am making a preset system where my main actor get the variables from child actors

solemn parcel
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@proud hull I think I managed to do what you said, and it seems to work properly

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Thanks for all these tips

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BUT

proud hull
solemn parcel
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The 'buggy' projectile_Type from before still doesn't take into account the new component

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Nv;

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Nvm

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it works

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well a HUGE thanks to you @proud hull

coarse forge
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Heya. I have a typewriter blueprint.. where I have 2 loops.. the overall loop for the blocks of text.. then the loop for the writing. I'd like to modify a for each loop so it 'waits' for input before moving to the next item in the list.. is there a node that does this already or how would I put that in my custom foreach.

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I imagine it would go somewhere in the increment loop counter area

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??

proud hull
coarse forge
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so replace my first foreach with something else

dusty echo
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Hi, Im new in unreal engine. I just bought advance ARPG Combat... but I have no idea how to input character movement. could you guys help me? thank you

proud hull
coarse forge
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k ill noodle on that some and see what breaks! thanks

proud hull
proud hull
dusty echo
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Thank you

proud hull
true valve
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What's wrong herer?

coarse forge
proud hull
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Yep

coarse forge
coarse forge
true valve
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No

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It was working before

coarse forge
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What changed?

proud hull
coarse forge
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Cool so add a new dispatcher for my interaction which just updates the index of the array

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thx

true valve
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I found the issue. Thanks anywa

proud hull
coarse forge
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yup. makes sense

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trying to decide if i want a button or a keypress LOL

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BIG decisions...

proud hull
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All the above

coarse forge
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ikr

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lol

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like add that little waiting for input icon you know

proud hull
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Input action to tie it to multiple keys/buttons?

coarse forge
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probably

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register one on the player controller

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or reuse one i have

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i def need to figure out my buttons

proud hull
coarse forge
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its all over the place

proud hull
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End of foreach loop, set the loading image/ button image to continue to visible, set it to hidden during the times you don't want it shown.

coarse forge
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im using a border and textblock now.. neither allow me to have more children

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😦 Guess I could make it above the border... or use a different type of object

proud hull
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Or vertical/horizontal box

coarse forge
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so.. border -> overlay/vertical/horz box -> text block?

proud hull
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Yep, then any of those can have multiple children and then spaced accordingly.

coarse forge
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awesome

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thankx

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cool.. its janky looking but the image placeholder is there LOL

runic parrot
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I'm trying to make a switch on an EnumList and i'm getting this "selection" value, anyone has any idea what it's for? can't find documentation for switch on enum

gritty elm
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how to change resolution of high resolution screenshot?

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i mean the dimension

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for example right now the dimension is 1920x1080

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i want to 600x500

alpine copper
hollow jackal
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Is there any kind of reverse lookup or map that I can see which key is mapped to an action mapping string?

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I want to see if an action mapping key is being held, but I don't want to hard-bind it to a specific key

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That's what I'm currently doing but it feels like there's gonna be a better way

runic parrot
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i'm not sure what you are trying to do, but maybe do a flag "Is pressed" and modifiy it on keyinput "keypress" - "keyrelease" and just read the value of the flag

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also, i think you have an event for "being pressed" not 100% sure tought.

hollow jackal
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Yeah, the idea is just to see whether or not a key is being held- it's fairly easy with "Is Input Key Down" but I don't want to hardcode a key. I want to see if the key that is set to a particular ActionMapping is held down.

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My code above 100% works, I just feel like there's gotta be a way to just... look up the action map

gritty elm
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what is wrong in this level path :
/Game/Content/ModularCliffs/Levels/Demonstration

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but why it incorrect path

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to open level

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how i can correct path?

cold raft
hollow jackal
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Ah, that's helpful- that probably means that if you want to keep tabs on the mappings you have to do it yourself as you set them. Thanks @cold raft

gritty elm
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can anyone help

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can anyone help, the map isn't opening

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the path is incorrect maybe

runic parrot
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try without absolute, i think that is a relative path, not absolute.

runic parrot
gritty elm
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ok great

worldly dew
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How would I create a list of things on the HUD? I am creating a note system, and on pickup of the note, the note name and the note text should be added to the inventory. When you open the inventory, you would get a list of the notes you've collected. How would I do this? I already have a data struct and table for the note name and text.

gritty elm
forest trail
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hello

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are timers supposed to work in editor preview ?

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I have an object with timers which work well in PIE but timers do not seem to start when called in editor

analog perch
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no, not in the editor. you have to hit play

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they should work with play in viewport

mental tree
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oops ill be moving my question

forest trail
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ok thanks

hot ocean
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ok i've been trying to look for a solution for 3 days now and i still haven't found anything valid: i have a main menu that has a settings page which has a volume slider on it. i want to be able to adjust the volume slider so that a) the background music adjusts accordingly and b) when i go back to the settings page i want the value to save

runic parrot
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is there any node or function to get the value of a fibo at N ?

hot ocean
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ive been working with a save state and game instance object because thats what it seems like im supposed to do but it isn't working

proven mason
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I've placed a blueprint actor into another blueprint as a component

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in the latter blueprint I want to access the blueprint scene component's variable in the construction script

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how would I do that?

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I've tried cast to object and linked the object to my scene component but it says that it fails

earnest tangle
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Child Actors don't get spawned early enough for it to be accessible in the construction script I think

runic parrot
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you can try to make an event that fires at the end of that construction script, wich will say to the child to do something. At that point you should have everything you need

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also, anyone knows of a way to get a value higher then float with blueprints? i need bigger numbers :/

proven mason
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I have another idea I want to test out...

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all I want to do is reposition the bp objects

zealous moth
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If you register objects (or as we call it, Master Get/Set), you can access another object without having to search for it. Typically you don't want to be using the Get All Actors with Tags as that will iterate over all the actors in the map, which can be very computationally expensive (Get All Actors with Classes is better, however). Instead, ha...

β–Ά Play video
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basically when your child is spawned, on begin play make it look up the parent

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(haha birth joke)

tawny shuttle
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hey guys quick question as of right now I have a system in place to allow the player to switch back and forth between 2 weapons but I also plan to add much more than two and use the 1-5 or 6 keys to do so, I tried doing the same method I was doing with the switch back and forth but it seems I"m having an issue

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it's similar what I was doing with my switch back and forth with the X key but now when you press the assigned key number 1 in this case not only does it not switch the child actor but it also locks you to the weapon making you unable to use the x key to switch weapons

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maybe I'm going about it in a whack way but all I want to achieve by pressing the number one is regardless of what weapon you currently have it'll switch to the weapon assigned to the 1 key

zealous moth
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@tawny shuttle man that is complex logic

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how many weapons do you have total and do you expect them to get more weapons or do it with variables?

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like, swapping weapons from specific keys

tawny shuttle
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is that complex stuff? I was just watching a tutorial on how one guy did it and tried to adapt it further and ram it into my brain tbh I plan on total to add maybe let me see

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5 or 6 weapons?

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I'm just trying to make a fast paced shooter with the art design focused more around cyber stuffs and tron

zealous moth
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i mean do you expect the player to change let's say a sword from 1 to 3 at any stage or it's always that 1 sword

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ok, well what you could do is use a table instead and just cycle through it

tawny shuttle
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I never thought of that

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I am a pure monkey

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ooh ooh ah ah

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I'm going back to the zoo where my brothers and sisters are

zealous moth
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hah it's a learning curve

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but seriously, always limit your logic to simply fetching data around and then just have something to hold the data

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makes it easier

tawny shuttle
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yeah I learned it's a steep learning curve and always know that what I'm trying to achieve a more experienced person already has a solution for it which is why I came here but the more time I spend here the more I realize "wow I know quite literally nothing about everything and it's a miracle I even have things working this far"

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@zealous moth hey man would you happen to know a good source to learn about data tables and how to apply them?

zealous moth
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uhhhhhhhhhh, i learned them in an hour through trial an error... i can give you the gist of it

tawny shuttle
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oh shit you don't have to! but I appreciate it!

native plover
sand shore
# tawny shuttle hey guys quick question as of right now I have a system in place to allow the pl...

This seems like you may have missed the point of what the original logic probably attempted to do. What you should do is organize an array of classes so that you can just access a weapon class by int (weapon class 3 can be accessed via a number 2 - because arrays start at 0).

If the current weapon class is not equal to the weapon class you selected (Weapon 1 function would operate with number 0), then you can set the child actor class.

It really does come down to

  1. Detect there is a change in weapon class
  2. Change the weapon class if there was a change in weapon class.

There's a lot you can do to improve your weapon exchange, if you wanted to, but trying to simplify things so there is one ChangeWeapon function which can be called with a number (0-N) to change to that specific weapon.

Your final code can take up about this much space... to swap between lots and lots of guns. This can be
https://i.gyazo.com/3d3337bd15dc5b53264ba3435a54f0ea.png
If you take a lot more space, you're overcomplicating.

tawny shuttle
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see I knew I was being a monkey

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I just didn't know how to unmonkey

coarse forge
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ha

runic parrot
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as a general rule, if you are repeating something too much, probably you can encapsulate that logic into something more abstract and add some parameters to deal with the variants

tawny shuttle
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everything you said makes a lot of sense however my puny monkey brain can't figure out how to do that

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yet

vital ingot
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I'm trying to rotate my object back & forth quickly, but it seems as though my timeline's getting offset slowly? Not too sure why, but I did a time dilation speedup, and it definitely is.

sand shore
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you're adjusting rate and duration of rotation in the timeline - not absolute rotation.

the slightest error will add up

vital ingot
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@sand shore I see. So how would you suggest doing it then? I assumed that timelines were consistently accurate, but if not; would it be better to do something like a lerp for the Y, and using the timeline to set between the two values?

sand shore
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have a well defined min and max (or position A, position B) - then have a timeline which goes between the two (0 to 1 vertical range) and use that output to drive a lerp node.

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It isn't that the timeline itself is inaccurate. It's that if you want to drive the entire thing by relative delta ops, then everything has to "average" back out (or you need to manually set everything to zero)

vital ingot
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Rightttt okay. Tyvm that makes a lot of sense!

sand shore
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next question: why isn't this driven by UMG so you can use widget animations?

vital ingot
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Well atm I just have it in my render capture actor; so I figured I should just rotate the mesh. (It's being dynamically captured), but I didn't think about rotating the widget itself tbh

sand shore
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also when you ask questions but remove them later, it makes it more difficult for others trying to search for help

vital ingot
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Oh wait you meant them. Sorry!!

sand shore
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hm?

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oh that wasn't you deleting things

wise cedar
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was that me? I didn't think anyone was answering and I figured out the answer

vital ingot
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Yeah I didn't delete anything.

wise cedar
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my bad

sand shore
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technically my fault, heh

marble violet
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how do you convert look at rotation into Relative rotation?

vital ingot
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If you meant me about the widget though; same answer! I'd like to try and move this all to an SMeshWidget though to avoid using a scene capturer

sand shore
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MeshWidget could be really slick as well - if a bit overkill

marble violet
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i have 2 scene component , one control Horizontal rotation and one control vertical rotation

vital ingot
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Do you know if there's any performance concerns when using a camera render 2d? I've been a bit worried since atm each item has it's own camera, and then that gets dropped into the scene when the item is looted.

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But I wasn't sure how that'd work for things like storage. And honestly just general inventory use too.

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Since there could be up to 30 cameras in the inventory, and way more in storage, but I had a thought about how I could just use 1 camera for the inventory, and also baking out sprite animations for storage.

sand shore
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You could do that without using transforms, but they're really nifty.

marble violet
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what i'm doing currently

sand shore
marble violet
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@sand shore

sand shore
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Find Look At goes into Rotation on the left there. Return Value goes directly into SetRelativeRotation.

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Okay don't do that if I'm typing a reply @marble violet

vital ingot
marble violet
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yeah, if i set it directly, it will work just fine but then I only want HR_Root to rotate Horizontally and VH_Root to rotate Vertically.

sand shore
marble violet
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but when i rotate the actor 90 degree, Yaw rotation is not relevant to , example the one on the wall

marble violet
sand shore
marble violet
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moving to transform? sorry my brain don't math that lol

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what do you mean by moving it to Transform?

sand shore
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Moving it to use the transform functions, sorry

marble violet
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hmm... cause transform functions will return the accurate result? since it knows my current location, rotation and scale?

vital ingot
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Yeah I am, but I had an idea making a pseudo 3D inventory off screen down the line; so then I could just cut it down to one render camera, and essentially still have the same effect going on. (But instead of just capturing 1 item at a time it would capture 30) Although that might also have drawbacks. I've been wanting to make all of the UI 3D (Specifically with physics so that when the player's running stuff jiggles & bobs around slightly), but I'm nowhere near good enough to understand how I'd do that level of design just yet. lol

marble violet
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you mean this?

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oh... that's smart

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okay, will play around with it, Thanks for the help @sand shore

sand shore
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erm. Well not exactly what I meant but yes that should also work!

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gl!

marble violet
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hmm... okay! what exactly you meant then?

snow halo
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Is there a consensus on relying on save files to store some important gameplay information? In this case i'm storing musical sequences. I have friends that say it's easily corrupted but i haven't run into any issues.

tame mist
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how to set a value to level streaming object reference to use in graph as ref

marble violet
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i did this and the Yaw is pretty random

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but what exactly you meant when you said Moving it to use the transform functions?

cyan acorn
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guys i m trying to determine the normal vector of a face of a cube i m hitting with a raycast and i m not sure how to do it

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anyone can help

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couldn t really find anything useful on internet

marble violet
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there you get the normal face of impact point

cyan acorn
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aight

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let me try using that

cyan acorn
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aight works

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thanks

trim matrix
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Hey guys πŸ™‚ im trying to make a physics based car, I started yesterday untill weird things started to happen.. I noticed that the physics constraint components completely act differently when i play in the viewport or play as a standalone

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this is a little gif when I run it in standalone

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this is what happens with the wheels when i run it like normal in play in editor

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is there anyway I can fix this? how can physics act differently in a different playmode.. obviously I want the first result haha

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any help is appreciated πŸ™‚

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(the fps is also high in the second gif, just didnt record as well for some reason with gyazo)

untold rose
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here, X is the input, Y is the output , A is the minimum, B is the maximum. this behaves perfectly as expected.

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did i do some super basic mistake here? tests show this behaves incorrectly. i'm getting some results that are below the minimum value

untold rose
latent junco
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Is it possible to create an enum from a Data table?

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That I can then use as a public variable on an actor

marble violet
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@latent junco you mean Enum out of DataTable rows name dynamically? as far as i know, No, you can't

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but you can get all the rows of DataTable

left cosmos
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Does anyone know how to make a physgun in blueprints like gmod has? I wanna try making my own gmod clone but the math for vectors / rotations for physgun is driving me up the wall :/

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it needs the offset and rotation stuff like gmod

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:/

latent junco
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@marble violet I found that node, but I'm not seeing a way to turn those row names into a a public enum on an actor. Like for example, I have a DataTable with a bunch of weapons, their models, their damage, and then a basic Weapon_BP blueprint that I want to have a public enum on to switch between all the available weapon types in the DataTable

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or is there an easier way to achieve something similar?

short pawn
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does anyone know how to change the orientation of the mouse in widgets? I got it to work by rotating the canvas panel but the buttons wouldnt click

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it was like the buttons were in a different spot then they were on screen

marble violet
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@latent junco what i would do:
if fixed weapons, etc, i would make DataTable for the character and assign them to it
if it's dynamic, get all the names out of DataTable, show it UMG and let player select them

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imagine you have 30 weapons and you use enum with switch!

latent junco
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@marble violet ah, I'm just trying to expose it in the editor, not to the player.

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and I'm not using enum as a switch, just as a key to grab info out of my data table

marble violet
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well... in short, there is no way you can create enum dynamically (as far as i know)

latent junco
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alright, thanks for the answer!

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πŸ™‚

marble violet
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array might be a better choice in your case, it has everything that enum has

spark bridge
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Greetings all. A smol question if I may.

Does Unreal Editor don't do "Async Load Asset" at all?

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I am using this little guy but I still got a big spike when an asset is getting loaded.
Depending on the size of the object that is.

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Is Async Load a packaged game thing only mayhaps?

keen seal
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Hi, why does my linetrace go in a weird angle?
I want it to follow the yellow cylinder.

marble violet
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add them up, for your end line

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@keen seal

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you actually don't need to make array for actors to ignore as what i did, since ignore self is already checked

keen seal
marble violet
hollow drift
marble violet
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I don't use them, but if i want to used them, i probably used them on asset that has very heavy texture on them, e.g. props, weapons, character

hollow drift
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anyone any idea why this is happening?

spark bridge
marble violet
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@hollow drift you might have a function under that name, could be the parent class? also try to refresh nodes, under files/refresh all nodes

worthy tendon
hollow drift
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parent class is only "actor"

spark bridge
hollow drift
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ahhh

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stupid, its the name of the bp file...

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wait

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but i name it addidionally "call"

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ugh no

spark bridge
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I was so scared..

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Seriously they should let people know that async load does not work in Editor <.< (It DOES work but as Blocking instead)

trim matrix
#

Hey people! I don’t know where to put this, but my PC cant start up after going to sleep mode/turning off several times. Doesnt show post screen, no keyboar lights, no startup beep, just the fans. Can someone pls dm me to help 😭

feral ice
#

i want to edit an item in this array how do i do that? i cant use decrement

#

i cant find something similiar to add. Well it would work to type -1 in add but i should be an eiser way

haughty bone
neon jolt
#

Maybe lerp from currentCameraLocation to the object ?

#

Using FindLookAtRotation as @trim matrix said

#

Do someone know ho to replicate a skeletal mesh ?
I'm using modular character customisation skin system but the skeletal is not replicating to all clients

keen bluff
#

what is this error, my function is blueprintcallable

#

I'm a bit stumped

latent sierra
#

Does anyone know how to set a limit on how much a bone can rotate, also set the degrees of freedom for a joint in a rig?

olive sedge
steep gull
#

How would i go about Making a mask to spawn objects randomly on in a construction script? Is there a way to read vertex colour and use that? We're trying to create and endless runner style game with random tiles spawning infront of the player and want to randomly place objects at on the sidewalk/at the edge of the tile to decorate the scene and not in the middle of the road, what way would we go about masking the areas we want to spawn on?

latent sierra
keen bluff
#

Cheers my dude, not used to blueprints, I got it sorted though!

fallow delta
#

Hello everyone!
I am looking for a way to solve my problem.
So, I want a node after a loop, that can add/spawn/dublicate (or whatever) a component from my root and that can be editable.
I tried "add static mesh component" node.. I did my job and after that I recognized that when the loop generates a new component, I can't see it in my root, so I can't edit it .. and then I read the description of the node which says "for blueprint use only".
Do you know any other way?
Thanks in advance

faint pasture
#

@swift pewter it probably is, are you sure you aren't drawing your crosshair off center?

olive sedge
#

@swift pewter your trace is from the camera but you launch from sphere

faint pasture
#

Show debug on the line trace and see where it lines up.

unique harness
#

Your FindLookAtRotation start should be from the tip of the gun, not the trace start

trim matrix
#

actoronclick event is .. offcenter lol

hollow drift
unique harness
faint pasture
#

The find look at rotation should start from wherever the projectile is being spawned from

trim matrix
#

anyone know why my actoronclicked event only works to the left of the actual actor?

unique harness
trim matrix
#

hm it has a capsule component on pawn and a mesh on charactermesh collision

unique harness
#

If you turn off the HiddenInGame checkbox on them, what happens when you click on it?

fallow delta
# unique harness Are you creating it in the ConstructionScript?

I tried both Construction and Event..
To give you an idea for what i am looking for.. i need to "proceduraly" create some components, for exaple a box that when i change an variable will produce more boxes on Y (vertical). But i want an option those created boxes to be editable. For examle if i set my variable to 150... so the 150th box can me editable and not the whole construction. I managed to create those "boxes" (or whatever) but i cant edit them.. i dont have any direct access on them.

trim matrix
#

the red box is where the click registers

#

makes no sense to me

unique harness
trim matrix
#

ah you know I think I know what it is

#

well

#

it was clicking on a hidden object

#

so i turned off trace for it

#

but I dont know why it doesnt click on the actor it self

unique harness
trim matrix
#

is block the correct way to turn on trace events?

fallow delta
trim matrix
#

or trace response I guess

unique harness
#

yes

trim matrix
#

ah! it works now

#

thats confusing tho

#

thanks πŸ˜„

subtle nova
#

Question. I have an object with "Simulate Physics" enabled on it. I'm trying to pick it up and attach it to a socket on my player character. I can pick it up if Simulate Physics starts turned off, but if I turn it off in the BP I can't pick it up.
Am I missing something?

olive sedge
#

I just want to set the text color, really

ancient topaz
#

Hello! i need advice. I have an enemy, the enemy has animations, the animations have sound notify. How can I make the sound from animation Notify sound only when the character approaches, not sound the whole arena?

olive sedge
#

@ancient topaz look into attenuation

ancient topaz
#

@olive sedge Do you have some tutorial for this?

olive sedge
#

not at hand, sorry

celest yacht
#

@ancient topaz would attaching a trigger box that your character activates work?

ancient topaz
#

@celest yacht No, i talk about sound)

celest yacht
#

@olive sedge dumb question but you set it, do you call it after you set it anywhere? Also how did you get your lines to look so clean and straight?

olive sedge
#

oh.. do you mean if I call this node? it's on tick

unique harness
#

use trace start and location not trace end

celest yacht
#

Hmm so you're setting it on every tick

olive sedge
#

@broken forge yes. it seems to be impossible to set the text color of a key input selector dynamically

celest yacht
#

Hmmm this is beyond my skill level, I'll look into it later but odds are someone else will be better able to help you!

agile loom
#

Is there any way to spawn an actor with a projectile movement component, but only activate that movement component after a certain period of time?

I could add the component to the actor at run time but I feel like that's not that efficient?

olive sedge
#

@broken forge ok, thanks anyway

faint pasture
#

@agile loom disable auto activation on the projectile movement component, then whenever you want, enable the component

#

I think the actual node is set active

agile loom
#

Thank you

agile loom
pulsar arrow
#

Hey everyone, I am facing with annoying problem. I'm trying to get the world location of the character's hand with Get Socket Location, but the data comes with a delay. I need the exact location information. What do you think the problem might be about? Here's an example video:

fallen flume
#

when i click play i just spawn in, but i cannot control char./look around. how do i fix this?

faint pasture
feral ice
agile loom
# faint pasture If auto activeate is disabled does it not move?

Yeah, so... auto activate set to false makes it not move.

But setting 'Set Active' to true also doesn't make it move either. I've also tried 'Set Simulation Enabled' to true from false, etc etc but can't get it to work properly. The only time the projectile actually moves is when it's first spawned and when auto activate is set to true

feral ice
#

like whenever i shoot i want to decrement the ammo for the specific weapon and i cant find the blueprint that does tht

winged sentinel
#

hi everyone, does anyone know why when i set max displacement on a spring controller it starts stuttering?

#

not spring arm, but the spring controller

faint pasture
#

Does it have a nonzero speed variable

agile loom
faint pasture
#

Could also have been something to do with auto-deactivating when stopped. I actually don't use the stock projectile movement, I made my own which uses line traces.

tacit maple
#

Quick question: If I save the user's settings (graphics, sounds etc), when do you apply these settings? Should I have like a func on my main menu level called 'initialize settings'? Or is there a better way to do this? I've got the whole saving situation down but I just want to check that getting saved info -> applying it at the start of the main menu is the correct thing to do.

faint pasture
tacit maple
#

Awesome! Okay, ill pop a function during one of the initial setups that handles that. The method is still correct yea? Thanks πŸ™‚

faint pasture
tacit maple
winter kettle
#

Is there something I could read about for example when I put rain or snow particles to pretend it's raining or snowing, to make the level look wet (floor has water, buildings look wet) or for the snow buildings are covered in snow, floor is covered in snow?

faint pasture
tacit maple
zealous quarry
#

First of all this works. But I'm asking is there a better way to increase something (FOV in this case), without invoking the Tick Event? Current implementation is something that works but is not very... elegant looking 0.01s loop.

faint pasture
#

@winter kettle there are a couple ways to do that, but in general, particle systems do not talk to the game thread. That is, a particle system shouldn't be able to change the variable on an actor. You could easily simulate snow the lands and sticks to things, but any sort of permanence will require a lot more complicated system to calculate how exposed anything is to the sky

#

@zealous quarry timeline.

tacit maple
zealous quarry
#

Never heard of those. Gonna check them out now!

faint pasture
zealous quarry
#

Zoom thingy yes

#

Zoom thingy yes

tacit maple
faint pasture
#

Yes then you would use a timeline. Press zoom button, play timeline, timeline update updates the fov

zealous quarry
#

Sounds good

faint pasture
#

If you have variables normal fov and ads fov, your timeline could just have a float track that goes from 0 to 1 and sets camera fov to be the interp between normal and ads

zealous quarry
#

Having that kind of loop I did felt too "hacky"

#

I knew there would be a better alternative : D

faint pasture
#

@zealous quarry there's pretty much no scenario I can think of where you would ever have a delay inside of tick

olive sedge
#

when binding an event in a for each loop, can I somehow access the element of the array inside the event?

fallen flume
#

can someone help me

olive sedge
fallen flume
#

whenever i click play the character spawns in but i cant control it

winter kettle
#

or if there is a resource I could read about this I would appreciate it

#

I'm watching a video but it requires working with textures and I'd want to avoid that

olive sedge
solemn parcel
#

Hey people, I'd like your opinion. I want to Spawn an Area when an AI dies, containing a variable. Each time another AI dies in the Area, it will change that variable.

#

I'm thinking about spawning a Collision Sphere on death, to create the area, and then each time an AI dies, it will line trace from it's position to the ground, checking if it collide with Collision Sphere, updating then the variable.

#

Is this a good cheap way or is there a better way to do this ?

cyan acorn
#

so i did this blue print that basically snaps blocks next to each other but i get this weird issue where if i try to place it on top or on the bottom of a cube instead of going where it should it snaps to the same position as said cube

#

and i have no idea why it does that like it makes no sense to work for all axis but not for top and bottom

red oyster
#

How to remove indexes (saved in array) from array?

#

Setting to some invalid value, and then cleanup it?

prisma stag
#

Hello, I'm trying to make an system where, if the player is in a trees box collision and then hits left mouse button, it will apply damage to the actor. However the Use Tool event isn't even firing. In my head this works but when I look back at it, the cast has no where to go if true.

tight schooner
#

@red oyster isn't there a remove node? Keep in mind it'll resize the array (shift all the indices over to fill in the gap) so if you're doing it in a loop, you'll want to use Reverse For Each

#

which starts from the last index and works backward

red oyster
#

Thanks

trim matrix
prisma stag
#

It does

faint pasture
#

@prisma stag do it the other way around. When you use a tool, get whatever actors are overlapping what you want your tool use collision area to be, select an actor somehow, and then you have the actor that you are using the tool on

#

Or you can just lie and Trace out of the camera and use the tool on whatever actor is hit by the line Trace

prisma stag
zealous quarry
#

Heyo, is there some simple node with what you can choose between two values based on boolean. true = A value, false = B value?

#

PS. Adriel the timeline was just what I needed, thx

spark steppe
#

plug the boolean into the wildcard slot

zealous quarry
#

Thanks, just what I needed

trim matrix
#

why doesnt the gather branch work as intended?

#

am I missing something?

zealous quarry
#

Have you tried debugging?

#

Selecting the file from the debug filter and playing the game on main screen you can see the flow of control in real time

#

debug filter is just right of the play button

trim matrix
#

dont see it

#

oh that thing

faint pasture
zealous quarry
zealous quarry
#

Good to get used to booleans if you are planning on doing some non-node coding

trim matrix
#

yea doesnt work on a task it seems, the debug filter

zealous quarry
#

You must select the FindBerry

#

Leave the screen open and play on the main screen

#

You should see the control flow on the node screen

fallen flume
#

can someone help me with a blueprint

spark steppe
#

you're missing the add to viewport node

#

which adds the created widget to the screen

fallen flume
#

where should i put it?

spark steppe
#

at the end

#

and give it the output of create widget

fallen flume
#

wait so i have this now, and when I spawn in everything's right but I cant control my character/look around

#

how do I fix this issue?

spark steppe
#

set input mode to game and ui

#

theres a node for that

fallen flume
#

at the end?

spark steppe
#

somewhere

#

doesn't really matter where in that chain

fallen flume
#

i still cant move/look around i put it at the end

#

i connected get player controller to player controller but now i have to click and drag to look around

spark steppe
#

then the widget might need focus first

#

idk whats going on in your nodes, so all i can do is guess

fallen flume
#

ok i fixed it i added in set viewport mouse capture mode thank you

#

oh nvm now the mouse goes to the other monitor

high frost
#

how fast is accessing data from datatables by row? are datatables loaded into memory in runtime once or is every row fetch actually means reading data from disc?

fallen flume
#

fixed it

#

ty

solemn parcel
#

Hey people, I'd like your opinion. I want to Spawn an Area when an AI dies, containing a variable. Each time another AI dies in the Area, it will change that variable.
I'm thinking about spawning a Collision Sphere on death, to create the area, and then each time an AI dies, it will line trace from it's position to the ground, checking if it collide with Collision Sphere, updating then the variable.
Is this a good cheap way or is there a better way to do this ?

fallow delta
#

Hello guys!
Do you know what way i have to follow in order to solve my problem?
I want in my blueprint, when i change a variable to add(?)/spawn(?) ...(something like that) a static mesh , that can be selectable independently and editable. Do i have any option like this?
I tried add Static Mesh Component , node but it only add and static mesh on a specified location.. i can pick it up and make any changes..

tight schooner
#

@fallow delta I'm not entirely sure what you're asking. I'll say that on the add/spawn node, the output pin on it is a reference to the spawned thing. You can manipulate the spawned component with that pin. You can also save the output to a new variable (right click on the pin) to manipulate it elsewhere in your blueprint.

trim matrix
#

why does it return false? I cant gather a variable from an array like that?

tight schooner
#

@trim matrix You can. But I can't say why it's returning false.

#

But it theory it is retrieving that variable from the target.

trim matrix
#

i dont think it loops

#

I dont know

indigo bough
#

Hey, so I have an object that rotates, and I'm trying to get the normal from a hit event, is there a way to get a 'relative normal'? I'm doing some calculations on what to do if the hit normal is greater/less than, etc. but obviously as the hit object is rotating, the normal changes when hitting the same part each time πŸ™‚

faint pasture
#

@indigo bough either transform direction or inverse transform direction. Using the object transform.

green briar
#

I'm a bit stuck on how to calculate the total armor from my equipment slots. I think what I want whenever I call up my armor menu, is to set my players total armor back to 0, and then use a For Each Loop to go around each slot and get the Armor Rating from each item and then set the Total Armor to the combined amount, but I'm not sure how to accomplish the latter part of collecting the Armor Amount from the items and adding it to the total amount of armor

fervent needle
#

Hi there sorry to interrupter can I ask you a question?

indigo bough
#

Thanks @faint pasture

green briar
#

The reason for setting it back to 0 every time and then recalculate it is so that it will automatically deduct the total armor when it's unequipped btw*

fervent needle
#

I'm trying to create a harpoon gun in the unreal Engine. I'm looking for some tutorials that would help me do that.

#

does anyone have any ideas?

#

something that works like this but allows the player to pull objects

faint pasture
#

@green briar for each item, set total armor= total armor + itemarmor

fervent needle
#

I don't quite understand that can you explain further. I'm relatively new to unreal Engine. I have a background in stylized character modelling in zbrush so I'm trying to learn new things.

frozen spear
#

What you are saying is exactly how i handled it also... Except i have a "base armor" before my gear that scales with level...basically its never 0 for me.

rough jay
fervent needle
#

@rough jay gonna be honest i was just looking for a tutorial that shows me how to do it step by step. this is my second day using the unreal engine. thanks for the reply tho

#

I want to create a 3rd person proof of concept

#

with mechanics like this

fervent needle
#

thanks that makes sence @trim matrix

prisma stag
#

Hello, Im trying to make a pickup system where the play can pick up say a tool like a hatchet and it is placed directly into their hands. How would I go about doing this with no skeleton?

#

There is no mesh. What Im trying to do is kind of move an item to a certain point to the right of the player as if it is in the hands.

#

Unless I can use like an arrow component and have it move to that point.

#

I see. Ill try that I feel though the some items may be oriented incorrectly unless I just have them all facing correctly in the respective bps

trim matrix
#

Can someone help me make this work lol

#

I cant figure it out

prisma stag
trim matrix
#

do I need 2 for each loops?

prisma stag
#

I put a breakpoint on the attach actor to actor and it does get there.

trim matrix
#

eh I guess no one can help me huh

prisma stag
#

I set it to stay relative to world and it now stays in the same spot from where it was but it does move with me, just need to get it to the right spot.

#

Ok, I just got it to move to my player after it attaches to me. What does the attachment rule mean?

stoic magnet
#

Hey ya'll, im having trouble getting my spline mesh components to bend with my spline curve.

#

if I disconnect the tangents it looks a wee bit better but then the wood planks are linear

stoic magnet
stoic magnet
#

one solution I attempted earlier was to dynamically add spline points along this curve that dictate the positions for the random 'wood plank' generation. But it would add little variations along the main curve. I feel as if something is funky with the 'get tangent at distance' node

faint pasture
#

That's some weird looking wireframe but remember that only vertices can be displaced. If a plank only has vertices at the ends, it'll never bend in the middle etc.

stoic magnet
#

Yep the mesh im using for the spline mesh component has several vertices to let it bend. Its more so an issue when grabbing tangents from the "get tangent at distance along spline" function

snow halo
#

Evening all. I want to write out an array of bytes to a line of text, comma delimited. The thing is that the array has 512 items and that's a lot of appends : / I found SaveStringToFile and SaveStringArrayToFile but how do u think i should go about this?

#

i could flag the function as append to keep adding to the same line while running a for loop on the array, but not sure how to then start a new line

#

I can send an array to the function but i need one row per element of that array (512 columns) per row

prisma stag
tight schooner
#

@stoic magnet I'm not 100% sure of what I'm about to say, but here you go. I think tangents are scaled to the spline points in the sense that they'll only make sense if the mesh you're deforming is approx. the length of spline points A to B. Because you're (from what I can tell) deforming each wood blank individually, your tangents need to be scaled down by some relative amount -- how large is the plank vs how long is the distance between the two spline points they reside in?

To put it another way, the source of the jagged deformation may come from tangents that are too large for the mesh being deformed. What happens if you scale the tangent vectors by 0.2 before feeding them into the "Set start and end" node?

#

If I'm right, the spline meshes won't look strictly correct but they'll appear significantly less broken. And then finding the right amount of scaling per plank is something you can maybe figure out with some Get Distance Along Spline nodes and some math.

snow halo
opal sinew
#

Will give it a go!

stoic magnet
worn hedge
#

Hello! as I see Blueprints lack some advanced settings, but is there any way with blueprints only to set the Parent dominates property on a physics constraint?

green briar
#

This is the event that runs whenever I either A) Equip a piece of gear or B) enter the Stats menu. I want to calculate the total armor by combing all of the Armor from all the equipment slots but it's totally wrong, and Im a bit stuck, any idea how to proceed?

faint pasture
#

You should be getting the armor from each piece in that for each loop. You're getting it from whatever the item data is coming into this function, which makes no sense on its own but whatever

#

Why does that function have a slot and item info input anyway? That doesn't make any sense. Isn't this function supposed to sum up all the armor on all the equipped items?

green briar
faint pasture
#

and are you trying to calculate the armor provided by whatever is in a slot or the total armor provided by all items in all slots?

green briar
#

1 item per slot and the total armor provided by all items in all slots

faint pasture
#

I'm assuming that you have multiple slots, and each slot can only hold one item. in that case call me you should represent your equipment as a map or dictionary. with the slot being the key in the item being the value

green briar
#

So trying to calculate the sum of the armor for head + Body + Hands, etx

faint pasture
#

Once you have your equipment represented in that fashion, getting the total armor is just getting all values, iterating over them, getting their armor, and adding it to the total.

green briar
#

What does it mean to represent the equipment as a map or dictionary?

faint pasture
#

In my case, my slot are enums, and my items are actor references. but however you do it, a map is exactly what you want. By definition, a key can only have one value

#

A map or dictionary is like an array, but instead of indices, you have keys. So you add an item as a key value pair. Key being slot, value being item in that slot.

green briar
#

All of my slots are actors lol as well as all the equipment

faint pasture
#

Yeah so you have two representations of your items. Then you should have two maps. Both having the same keys, but one mapping keys to actors, well the other maps keys to the structs

#

I would recommend you making enum for your slots. In my case, my slot enum has weapon, accessory, head, body, feet

proven mason
#

in blueprints how do I add back the default scene actor (the white ball) that I've deleted.

faint pasture
ember flume
#

it rotates correctly but can I somehow make it look smooth (Timeline or alternative)

trim matrix
#

hey, im trying to use a loop to check an array for variables and I went to set a custom variable when both variables are true, do I need two loops?

#

one for each variable?

#

im tinkering with it but I cant figure it out, using AND OR gates dont seem to work

tight schooner
#

@trim matrix Do you have, like, two arrays and you're trying to compare the same indices from both simultaneously?

trim matrix
#

no just one, But the object has a bunch of variables I want to check

#

its for AI

#

basicly its a closest to actor check and a ''tagged'' check

#

but they dont seem to work together at all and giving me weird results

tight schooner
#

Can you show us the graph?

trim matrix
#

This is basicly my issue lol

#

the second branch is the tagged boolean, and the last branch is the closest to actor one

#

they both work, but not together

#

the only solution my tiny brain can think of is to use two loops

tight schooner
#

So far I'm not getting it. You're clicking on these two trees, and when you select(?) both something happens?

#

what is the intended behavior?

trim matrix
#

find the location of the closest clicked on tree

#

im trying to get all actors that are clicked on, then finding the closest among them

tight schooner
#

I'm not 100% getting it, but generally speaking when you have an array of things, and you want to figure out which has the highest/lowest of whatever metric, then I tend to make a function with a couple local variables containing the current "best" index (or actor reference or w/e) and the metric current-best thing has. And as I loop through my list, it's comparing each new index with the current-best index.

So here's something from my current project. It has a list of "destructibles" and tries to select the one with the lowest hitpoints. Apparently I stored the HP in advance in another array but I could also pull that data from the actors within the loop too. @trim matrix

trim matrix
#

Yea, But I got two of those variables im comparing

#

tagged and closest too

severe sparrow
#

Anyone aware of a way to tell a specific camera component to ignore (show invisible) an actor? (I don't want to just make the actor invisible to everyone.)

tight schooner
#

uh oh I just noticed a bug in my own screenshot πŸ˜‚

trim matrix
#

so I want it to find the closest one among the ones ive set a boolean on true

#

spaghetti

tight schooner
#

yeah, so in your loop you want a branch based on whether it contains the tag. If it does, then compare distance, and if it's the current "best" distance, write that distance and the index to local variables in your function

trim matrix
#

yea

#

and both the branch for the tag and branch for the closest distance works

#

but they dont work together

#

and the only solution I got so far would be using 2 loops

#

but that seems.. bad

tight schooner
#

I see that you're unsetting "closest food" in the event that it contains no tag. Is that what you actually want it to do? I mean it'll clear that variable

#

if, say, item 1 has the tag and gets stored into "closest food", but Item 2 lacks the tag and unsets it

trim matrix
#

eh its kind of messy right now but thats just to clear it when it cant find any

tight schooner
#

I mean if you have 3 items, and 2 of them are valid, but the invalid one is at the end of the array, your loop will essentially report that there are no valid items

trim matrix
#

Yea I suppose

#

im not sure how arrays and loops really work

tight schooner
#

so maybe the way you want to arrange it is first, before running the loop, unset the variable. Then run the loop -- set the variable if there's something valid, but do nothing if it's not valid.

#

Then upon loop completion, see if the variable is valid or not

#

to determine if anything was found in the loop

#

That won't compare distance, but at least it'll report if there's something valid.

trim matrix
#

the gather variable?

tight schooner
#

Closest Food

#

Arrays are just lists of data, and ForEachLoop just runs some logic on each item in that list

trim matrix
#

Ya I know that much πŸ˜›

tight schooner
#

Looking at your loop, I think you can arrange it like... unset Closest Food variable --> ForEachLoop (loop body) --> Does it contain tag? If false, do nothing. If true... --> Is Closest Food valid? If false, set it with the array element (no need for a distance check). If true... --> Do your distance check. Is it closer? If false, do nothing. If true... --> Set Closest Food with the array element.

#

@trim matrix

#

Upon loop complete, check if Closest Food is valid or not

#

and do whatever based on that

trim matrix
#

thanks! I'm gonna try that out tommorow πŸ˜„

#

if all fails ill just use two loops 😭

severe sparrow
ruby cobalt
#

how can I change the position of a scene capture component based on my current position?

#

like by using an offset

#

I want this scene capture to be identical to my view in VR but coming from elsewhere in my world

faint pasture
tired cypress
#

Is it possible to change the class of an Actor at runtime?

ruby cobalt
#

@faint pasture identical as in it moves the same way as I do.. but it's elsewhere so I see different things

#

I'm trying to create portals

unique harness
ruby cobalt
#

basically.. as you move relative to the window, your field of view change

#

I found a good tutorial but it doesn't work in VR

rapid solstice
#

Hi, I have 2 texture objects in my material function and I'd like to switch between them in realtime, is it possible?

rapid solstice
unique harness
unique harness
rapid solstice
tired cypress
# unique harness no? what are you trying to do?

I have a Ship Selector screen and a ship that's displaying in the scene. On selection, the ship changes. Currently I have to Destroy Actor and Spawn the new one. Was curious if I could just set it.

unique harness
#

you can make the class input a parameter

unique harness
#

scalar param as alpha

#

so scalar 0.0 will be A, 1.0 will be B

rapid solstice
tight schooner
#

@ruby cobalt Your capture component or actor needs to be moved on tick... Where you want to put that logic is up to you but in whatever case it needs some degree of "blueprint communication" β€” the component needs a reference to the pawn's camera or vice versa.

So let's say the component is it's own independent actor for example. On BeginPlay it needs to acquire a reference to the player-pawn's camera (Get Player Pawn node, cast to class, get the camera component and save to a variable... That's one way to approach that). And once you have that reference, you run some tick logic that gets the parameters of the player-pawn's camera like world location relative to the portal, and distance to portal (for setting the near-clipping plane and maybe FoV?)

I've never done this exact portal thing myself but IIRC those are the principles.

unique harness
#

Isn't the capture component attached to the actor, therefore moving with it?

tight schooner
#

Yeah, that's maybe another way to do it... If you want to attach the capture component to the player pawn itself. But it might get messy if you're doing Portalβ„’-style wall portals that can alter view orientation

#

as opposed to Budget Cutsβ„’-style freestanding portals (I never played this game so I don't recall exactly how it works...)

#

I think pawn-relative rotation would make it messy either way...

#

It seems cleaner in my mind to make the capture component camera an absolute-transform thing that's set by logic in worldspace each frame

fossil peak
#

Hi, everyone! So, I have a button widget blueprint that takes its data from datatable. Cost, texture etc. I use the same button for 57 different places what I want to do is that set their visibility invidiually depending on some situations

#

How can I do that?

wooden rapids
#

As i am Understanding , why not make a Function and cast it to the Widget and change the Visibility of the Button , correct me i f i am understand it wrong

fossil peak
#

The problem is there are 57 of them

#

and I want to set their visibility with booleans I guess

wooden rapids
#

what you mean with 57 (places of the Button on Screen) or 57 ( places Levels stages)

fossil peak
#

on the screen

wooden rapids
#

ok you can make an Integer and pass it to an Array of Visibilty ( example 1 is Button 1 , 2 is Button 2 and so on , with Boolean you get a Chaos

fossil peak
wooden rapids
#

you can do this with switch on int

fossil peak
#

thisis how it looks on editor

#

and how it looks on game

dawn gazelle
#

Visibility is controlled and read through these nodes, no need to boolean anything as you can check what their current visibility status is.

fossil peak
#

I want some of them to be visible and some of them to be invisible until player buys them

#

Boolean is for checking if the player has bought it

#

BTW thank you guys for helping me out, seriously

wooden rapids
# fossil peak thisis how it looks on editor

Better you make a Function with an Integer Variable inside and set visibility by ( is equal 1 button one is Visible . and the 2,3,4 other Buttons not equal 1 in the Branch false to Hidden , there you can controll the Whole things.

fossil peak
#

Sorry if I seem a bit rude sun is rising and I have been working on this system since midnight

#

@wooden rapids can you send me a pic? If it is not too much to ask

wooden rapids
#

Ok one Minute

dawn gazelle
#

When you're spawning the widgets, do you already have an exposed on spawn variable that you're telling it to look at a specific row in your data table?

fossil peak
#

@dawn gazelle yeah

#

@wooden rapids this is how it looks at the moment

spark steppe
#

xD

fossil peak
#

lol I cut it wrong

#

K, here it is

spark steppe
#

what does the integer represent?

fossil peak
#

Which button to set visible to

#

I guess

spark steppe
#

there should only be one visible at the time?

fossil peak
#

No

spark steppe
#

then an integer wont get you far

fossil peak
#

But once it sets to visible

dawn gazelle
fossil peak
#

I won't ever set it back to hidden, so it should work i guess

dawn gazelle
fossil peak
#

@dawn gazelle it looks good can you share the logic with me?

#

BTW there only 57 attacks as of right now

#

it will be hundreds when I'm done with the game

#

So, I'm looking for a sustainable system

wooden rapids
#

The Custom event is the Interface Function

#

They are many Ways Datura have already right too

spark steppe
#

i wouldn't go for any of those

#

so make an update method, which iterates over all buttons and checks if the player owns them, and calls that function

wooden rapids
#

Cave Men if the 1. Sword Skill doesnt must dissapear you can let the false empty

valid yoke
#

Hi, I am trying to move a pawn with AddWorldOffset with 'simulate physics' turned on but for some reason AddWorldOffset is not working properly. Anyone knows why? it is working fine when 'simulate physics' is off.

dawn gazelle
# fossil peak <@!218956378654507008> it looks good can you share the logic with me?

Basically, when you purchase something, you call an event dispatcher that contains the item ID. Then the widget binds to that event dispatcher, and if it reads that the row is itself, it'll set its visibility to visible. If you're planning on having a saved state, then there should be an exposed on spawn boolean that can be fed in with the save game data of whether or not that particular item was purchased arleady and then set its visibility to visible to begin with.

fossil peak
#

Guys, thanks a lot for your help

#

Seriously, they helped a lot, I think, I will try every suggestion here and see which one works best

wooden rapids
fossil peak
#

@wooden rapids how much player has bought

wooden rapids
fossil peak
#

Thanks a lot

wooden rapids
fossil peak
#

for some reason set visibility is not working now

snow halo
#

hmm not sure where to ask. Anyone know why a sub level loaded in the levels tab wouldn't show up when i try to move an actor to it by right clicking?

#

it's just not in the list

atomic geyser
#

Hello guys I am kind of new in ue4 so I might ask a kind of dumb question but there we go, I am trying to add impulse to my Static Mesh but the problem is when I go test it pressing Play nothing happens at all, I know I messed up something but don't what, here is how I done it

weary mango
#

Try to add impulse in event tick

crimson swan
#

can anybody tell me the proper way to perform death animations so that they don't get interrupted?

rough jay
atomic geyser
atomic geyser
paper galleon
atomic geyser
#

Thanks all for your help on this matter 😁 , I figured out that it seems it has something to do with the game mode, because when I change it back to default Game mode is working fine with no issues, but if I put my Game Mode created is just not working, also noticed that Event Tick is never cast, I also change only the game mode leaving the other blueprints as default such as Default pawn class, I am trying to make this simple functionality on my blueprint pawn is no change if I switch mine with the default in the world settings, if any of you have any idea why is this behavior?😡

maiden wadi
#

@atomic geyser What does your GameMode inherit from?

#

Cause right now it sounds like your GameMode inherits from GameModeBase, and it looks like you're using normal GameState. If your GameMode inherits from GameModeBase, you need to also use GameStateBase.

atomic geyser
short pawn
#

I'm making a "tate" mode game. I want the menus to rotate and the top and bottom, left and right of screen to change as the game rotates. like if the game rotates 90Degrees clockwise i want the "top " of the screen to be the old right, the right to be the old bottom, etc. is there a way to do this in widgets? I have the parts of the widgets rotating but I cant figure out how to rotate so that moving the mouse up moves the curser to the left when it is rotated

#

when the screen is normal orientation moving the mouse up would move the mouse up on the screen

when the screen is rotated 90deg clockwise the mouse moving up would move the mouse to the right on the screen

boreal tusk
#

I have a trigger box, moving road pieces with the projectile component towards it.
I initially spawn 4 pieces. I subtract the length of 1 road length to get the correct world transform to spawn the part.
The road pieces have a collider at the back of the geo to trigger a new road part spawn.
But I keep having 1 small gab at the end of the initially loaded pieces which will repeat. & the rest of the objects will slightly overlap.

How can I spawn a new moving object, that aligns precisely on one axis?
What I have so far is basically what most infinite runner tuts show, but altered to spawn at fixed intervals by beginOverlap event. But all tutorials move the player. So spawning new tiles don't have the same issue.

olive sedge
mental cliff
#

Hello, I do not know how to ask google or search for it in general but what I want is to turn two scene component so that they look away from each others forward axis. Its for spawning room actors to another to connect sewer pipe elements. The helper scene components look out of the tube sides x forward out in each direction. Many thanks in advance for pointing me in the right direction. There might be multiple solutions so I know my question is vague because I am stuck in an misleading information loop and I am back to the beginning

olive sedge
#

@mental cliff just shooting from the hip here but maybe location1 - location2 -> RotationFromXVector?

#

or just FindLookAtRotation

mental cliff
#

They have no distance to another. They lock into place leaving only their rotation left to use for math (I guess)

olive sedge
#

so they both have the same exact world location?

mental cliff
#

Yes. I used a gizmo mesh to show it but it looks shifted but they are at the same world location

olive sedge
#

ok.. so one has a rotation and you're looking for the opposite direction rotation for the other?

mental cliff
#

Both have a relative rotation pointing outwards the T pipe element. The one pipes spawned to each other therefore have its snapping helper looking away from each other

olive sedge
#

I don't fully understand what it is you're trying to do but it doesn't seem like a good idea in the first place tbh

olive sedge
mental cliff
#

Its so that the level designer just has to care about building the scene and adding the snapping points and convert it to an actor. Then its a building block for the procedual spawning system to build stuff

#

Perhaps I am on the wrong track on how to do this

olive sedge
#

but from the rough picture I have: why not just have a full T element instead?

mental cliff
#

It is

#

The red arrows are the actors snapping helpers

olive sedge
#

ah! now we're getting somewhere

#

hold on

#

.. wouldn't you need the same rotation on both?

mental cliff
#

I donΒ΄t know. Its also hard to explain why I think this is a way to solve it. I just need to have a way to let the spawning system now which offset and rotation it needs to be placed next to another

#

I wanted to see it like a magnet of sorts - vectors and rotation based math.

#

Unfortunately I did not find much about how others had solved it there is so much stuff for Unreal engine that getting the right search result is not easy haha πŸ™‚

olive sedge
#

I feel ya.

#

so what's this supposed to become? a level editor of sorts? a procedural template thinger?

#

from that screenshot alone though, the rotations on both elements would be the same

mental cliff
#

Its like a sewer dungeon experiment thing procedual yes

#

Its the same T section but the system would have choosen this connection resulting in offsetting and rotate the new section to be able to connect to the first

#

This would also work

olive sedge
#

ah, I see

#

@mental cliff you'd need multiple attachment points then I would think

#

and depending on the point, you'd have your rotation

solemn parcel
#

How can I set an extremity of a Sphere Collision by a specific vector to be that extremity ?

maiden wadi
#

@solemn parcel Like scaling the sphere outwards until it reaches that vector point?

solemn parcel
#

yeah

maiden wadi
#

It should be enough to get the distance from the sphere center to the point and use that as the radius.

mental tendon
#

hi how's it going? just wondering if it is possible to get motion tracking in an actor. I can get motion controller transforms in a pawn, but I keep getting zeros in actors. On the other hand Get orientation and position node works fine in actors and pawns too.

solemn parcel
#

@maiden wadi How would you use that as the radius in practice ?

#

This seems to be close but pretty inconsistent

maiden wadi
#

What is the inconsistent part?

#

@mental cliff Do you have the local location of each attachment point in your T sections?

mental cliff
#

Yes

solemn parcel
#

@maiden wadi Nvm your way with component works. For some reason, I realised since yesterday that GetActorLocation get really strange informations compared to Component.GetWorldLocation, which is accurate.

#

Thanks btw

maiden wadi
#

@solemn parcel GetActorLocation will just return the root component of the actor's WorldLocation. But if you have a specific component that isn't the root, you'll need to get it's world location instead.

#

@mental cliff And you need the selected attachment point to offset correctly and rotate the whole mesh correctly to line up that mesh with the other based on those two attachment points?

mental cliff
#

The offsetting part works. The rotation not because I just donΒ΄t know where to search. For now what my script does is to make the new choosen socket to the new root of the actor by attaching it anew. After that its just the rotation thats left to fix

#

The offsetting part worked with quite a few methods other than the last mentioned

maiden wadi
#

Okay. So just the rotation. And these only ever rotate on the Z axis? Yaw.

#

There's no uphill or whatever rotation to account for?

mental cliff
#

For now yes and if there is an uphill it would be from the mesh not the rotation of the helper scene component yes

#

So the helper is only rotated in Z axis Yaw

#

I take a look into the Math hall of the content examples. Perhaps there is something there to use

maiden wadi
#

Which direction is the forward vector for the mesh itself?

mental cliff
#

Should be X but I am not sure if that is importance if its just for the snap helper to be compared to another

maiden wadi
#

I was more just going to use it for explanation. It's semi irrelevant I suppose. But in short..

mental cliff
#

( That was not meant to sound negative)

maiden wadi
#

You need to get the look at rotation between the two meshes. This gets you a starting pointing vector so that we know what we're rotating based on. Then you need to get the Angle from the local vector of the attachment point. Say your middle pipe is the forward. So this amazing work of art's illustration for example.

#

If you're starting from the local forward vector and you need the left side's snap point to be where it connects with the other mesh, you would rotate your mesh by -90.0 X -1.0 to get +90.0 degrees to make the mesh rotate 90 degrees to the right.

#

The opposite if you need the other. If you snap it to the right, you would multiply 90.0 X -1.0 to get -90 angle and add that to the mesh rotation to rotate it an extra 90 degrees to the left or -90.0 degrees. Apply that extra angle when you get the look at rotation between the meshes.

#

So...

mental cliff
#

Okay I will try that out

maiden wadi
#

I may be afk for a bit, but tag me if you're still having trouble with it.

mental cliff
#

I don't get it to work. Oof

devout geyser
#

Hey guys, how are you all doing today? I am trying to get an actor world location and tell an AI to move towards it but it counts the actor as "inValid" and it can't get his location... how can I valid an actor?

olive sedge
#

@devout geyser sounds like the actor doesn't exist

devout geyser
#

Hmm but its in the world map, how can I valid it?

olive sedge
#

it's either valid or invalid, nothing you can do about it. Maybe it's not set to the variable you're accessing?

devout geyser
#

I mean look that's the variable and the bp that casts to it everything is fine from what I've learned

olive sedge
#

@devout geyser where are you setting that variable?

devout geyser
#

Ai task

olive sedge
#

is this before or after this event fires?

devout geyser
#

I think after it fires

olive sedge
#

well then there you go

#

you can't access it (it's not valid) until you actually set it

devout geyser
#

How can I set it exactly? I am confused

olive sedge
#

well, it doesn't magically exist just because you declare that variable, you have to create that thing and set it first before you access it

#

or make it a component of your actor, then it'll initialize automatically

devout geyser
#

Ok I will try, thx

haughty bone
#

Morning, what is the best way to rotate an object to the mouse's location. E.g. open and close a door based on the mouse's position

#

A good example of this is in Phasmophobia where it happens to all objects like door, draws, cupboards, etc.

spark steppe
#

you take the door location and the mouse cursor world location

#

and then you use a findLookAtRotation node

haughty bone
#

I did this, but it didnt work

spark steppe
#

then you did something wrong

haughty bone
#

the trace end is a line trace that is on event tick

spark steppe
#

is the door rotated by chance?

#

i mean, placed in the world with rotation applied

haughty bone
#

No, has no rotation

supple dome
#

ah, i didnt get it when you asked in #ue4-general, you want something like GRABBING the door?

#

and pushing pulling with the mouse

haughty bone
#

Yes and it follows the mouse's world position

spark steppe
#

what happens with your current code?

keen seal
#

Hey, I'm trying to set a random material for all of my walls using an array.
This makes each wall a different material.
How do I make them all uniform?

haughty bone
#

It just jumps to around 90 degrees

#

and also rotates the wrong direction

#

just making a video to show it

haughty bone
#

Ended up making a second line trace that has a shorter line which worked perfectly

keen seal
#

But I want to?
Each time you load it up the level will be different.

maiden wadi
#

You need to do the random only once, somewhere like GameMode or something, and then make your walls get and use that randomization.

hidden flume
#

How can i calculate Rotator for my player, so i could rotate my character facing direction of movement

#

Like in RDR2 for example

devout geyser
#

@olive sedge Do you have a tutorial that explain that stuff I can't figure out how to define its existence

hidden flume
#

I would really appreciate help, cuz im low at vector and rotator math

olive sedge
#

@devout geyser sorry, man, this is very very basic stuff. Just any tutorial for beginners out there should explain it..

#

Have you been following any guides at all so far?

devout geyser
#

I watch some AI behavior tree tutorials but there is huge lack of information I am struggling to find

olive sedge
#

Well.. Show us the relevant code sections and explain what you're trying to do.. Maybe we can help

devout geyser
#

The Ai ignores the location

olive sedge
#

and Pickup is invalid, yes?

devout geyser
#

yeah

olive sedge
#

so.. you need to create this Pickup somewhere.. Either you spawn the actor in a blueprint or you create it in the level but you have to create it somewhere before you can use it

mental cliff
#

@maiden wadi I am still stuck. Perhaps I can visualize my problem in another way. These two arrows are in their respective actors. The blue gizmo thing is whats missing to rotate the second actor to fit. How can I calculate that? I tried everything even trying to calculate the difference between the rotations

#

This difference should be calculated in World space and be added back in actors b worldspace rotation right?

maiden wadi
#

The issue is that I don't fully know how your stuff is set up, or how you're wanting this to act exactly. For instance, I can tell you how to do the math to rotate the right mesh on your last image there to line up with the left one, if that helps?

mental cliff
#

The right to the left yes

#

This is for the location after that I have the two segments lined up as shown in the one with the gizmo

fading jetty
#

Hey all !
I'm a bit of a Blueprint novice and need some help with something.
I have a timer counter that can start, pause and reset. What I am looking to do is add the timer seconds to a float variable, reset and start the time again to continue adding to the already stored float seconds. When I reset the timer, it seems to reset the float back to 0. Any ideas ?

mental cliff
olive sedge
#

@fading jetty I would have to look into this but I think gettimer*byfunction name is deprecated

fading jetty
#

Ah I see. would you recommend another way of approaching this ?

olive sedge
#

@fading jetty I always use timer by event

#

and then just store the handle

fading jetty
olive sedge
#

@fading jetty let me know

fading jetty
mental cliff
#

@maiden wadi But I donΒ΄t know what I do there I just thought this might work because of my observation what was missing to turn it right. Now I try to get the difference between the two pivots and that needs then to be subtracted from the actor rotation. I would wish I could say I know what I am doing or if it is now correct

olive sedge
#

@fading jetty I haven't paused any timers so far but I think it should work.. Just add GetTimerTimeElapsedByHandle and add it to some variable

maiden wadi
#

@mental cliff I keep writing and then having new realizations. I feel like this should be as simple as getting the distance from both Pivots in their own local space, getting the unit direction from the stable actor to it's pivot point and multiplying that by Distance1+Distance2 to get where the mesh should end up in the end, and then rotating the moving mesh by getting it's pivot's local rotation and applying that in the way I showed earlier.

fading jetty
gloomy cypress
#

Hey guys I'm having a hard time understanding the interaction between UPROPERTYs set in C++ and blueprint references.

So in one class i have

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = UI)
    ARpgChar* SelectedPlayer;
mental cliff
gloomy cypress
#

but it always resolves to None

#

even when i add

        if (SelectedPlayer) {
                UE_LOG(LogTemp, Warning, TEXT("Health: %d"), SelectedPlayer->GetHealth());
            }
            else { UE_LOG(LogTemp, Warning, TEXT("No player selected")); }

to the tick handler as a sanity check

hearty lintel
#

hello everyone, i have a problem with the SpringArm component:
i have this flying object that has physics applied to it.
if i enable camera lag it results in some weird stuttering when it's at slow speed, it's fine when it goes fast.
What could be the cause of it?
Thank you

gloomy cypress
#

ignore that third no player selected its part of an extra pawn i left lying around somewhere

#

oh that's a good point i wonder if replication is messing with me here, I specifically don't want this pointer to be replicated

#

but its being kept in a pawn class which i think has replication on by default

#

but multiplayer shenanigans aside this should work the way i think right?

#

if i set a field as UPROPERTY i can access it in blueprint even it's being changed at runtime? (sorry its my first time using blueprint, and im having a hard time figuring out all the intricacies with c++ playing with it)

trim matrix
#

anyone know why my array index doesnt work?

maiden wadi
#

@mental cliff I'm not certain if this will work, but this is where my head took me.

gloomy cypress
#

@trim matrix thanks a ton that helps a lot, I know exactly what's going on now I thought that third print was coming from a pawn i forgot to delete but it was coming from the server's instance of the pawn spawned for the client. which i had disabled replication for so that particular pawn was never able to get its' character set. Which means its all working as advertised πŸ˜„ thanks for your help man!

#

the reason why my hud wasnt updating was b/c i didnt connect the variable to it yet XD yay 4am coding...

devout geyser
#

@olive sedge I got what you explained but I am unable to do so... thx anyway πŸ™‚

olive sedge
#

@devout geyser you giving up or what?

gloomy cypress
prisma stag
#

Hello I'm trying to get it be able to pick up tools and other stuff and then if you "use" then by using lmb, if will rotate forward and back, however when I do this it rotates in its own z axis while rotating. Also do you feel there is a better way to do this as I don't have a skeletal mesh so I have them attach to the player then rotate accordingly? https://streamable.com/q0a2rd

keen seal
#

Sorry, maybe I phrased it wrong.
What I want to do is pick out a random material out of the array and then set all of the actors to said material.

maiden wadi
#

@prisma stag You can either manage this simply by adding something like a scene component to the player and attaching your stuff to that, then rotate the scene component for the animation, or you're going to need to do more complex math to rotate the mesh around a point.

prisma stag
paper trench
trim matrix
#

what does my array index fail?

#

first one works...

maiden wadi
#

@paper trench That doesn't look like a toggle. Looks like you're trying to set it from the binding call.

paper trench
#

I figured it out. πŸ™‚

faint pasture
#

Yes from the hit result

fading jetty
coarse forge
#

Is there a way to reference my key binding in the widget, or do I need to just broadcast a new thing from my player and read it here? Or does it matter.. just map this to the same key?

keen seal
#

I've tried both.
I think I found the problem - only one actor out of 20 changes color. It's the same one every time.

covert stirrup
#

Is there a way of having a material instance with these automatically ticked with the instance?

trim matrix
#

https://blueprintue.com/blueprint/_y4tzqi7/

rolling forward/back works as intended. when pressing w, ball rolls moothly forward. s same for backwards. when i stop pressing it, the ball continues rolling thanks to angular damping of 0.

but when i do a and d, for left and right, and i press a, the ball gets too fast very quickly. as if there angular damping is at -10 for a and d

stray island
#

How do i trigger an event on the half of a timeline

hidden flume
stray island
#

I used (get playback position) == 0.5 bolean , print string ... didnt work

faint pasture
#

@unique flicker have you tried breaking the hit result?

stray island
#

Then how do i specify half , my timeline is one second

#

Oh

#

Lemme try <

fading jetty
olive sedge
#

@fading jetty well if you clear and invalidate it, it's gonna go to 0

#

what is it you're actually trying to do?

stray island
#

@trim matrix sorry i dont get it , yes it worked when i set >= but i dont want it to print string over and over

trim matrix
#

any blueprint wizards here?

#

been tinkering with this problem for 2 days now

stray island
#

And how do i set have i done this before

trim matrix
#

been trying to use 2 loops to get a single object