#blueprint

402296 messages ยท Page 626 of 403

tame mist
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someone help me with viewports please

velvet kayak
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create an add to viewport node and drag off the receiving side and check the box at the top right of the search box (cant think of the name right now). That should show all classes that can be set to viewports

tame mist
viscid shard
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any helpers around that can tell me how i can get a buttons Position on screen, when the button is in a widget withought a canvas thats placed in my players HUD
would really appreciate it, been at it for 15+ hours

velvet kayak
velvet kayak
viscid shard
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theres no get relative location only get canvas posistion

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which wont work i think because the widget its in doesnt have a canvas

tame mist
velvet kayak
velvet kayak
viscid shard
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i thought best practice would be to only have one canvas and add my elements to the main player HUD. but also when i have my inventory open which only takes up 1/3rd the screen, i think because of the canvas thats on my inventory i cant click on any buttons or ui elements thats not on my inventory

tame mist
viscid shard
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@velvet kayak do you normally keep a canvas on all your widgets ?

tawny shuttle
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hey guys just wondering; can I use sockets on a weapon to create an attachment system and would I use data tables to create randomized loot?

velvet kayak
velvet kayak
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@viscid shard Were you able to get it working?

viscid shard
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no, finally fixed everything after adding canvas to it, and no. still tosses error at me

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the buttons are def there

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but its not getting Pos

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oh that gets the canvas pos itself not buttons,

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thats not gonna work at all

velvet kayak
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ok, but why do you have a button get node going into a widget slot on Slot as Canvas Slot?

viscid shard
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button 327 is my button

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but that gives error, but if i reference self itll get coords of the canvas

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but i need button coord

velvet kayak
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what happens if you drag the button node to the Get Position target slot instead of the Slot as Canvas Slot?

viscid shard
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i dont have that option in list

tight schooner
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@keen notch UE4 gives you a lot of profiling tools so you can always use those to investigate/improve performance. UE4 doesn't have checkerboard rendering out of the box... instead it has its own temporal upsampling technique: https://docs.unrealengine.com/en-US/RenderingAndGraphics/ScreenPercentage/index.html

But as always, use the profiling tools because there are many potential sources of slowdown and may ways to tackle them. Temporal techniques aren't a cure-all. If you have graphics-specific questions, ask #graphics

viscid shard
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even if i turn context off i dont see get pos target slot

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oh i see what your saying but its not compatible

velvet kayak
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hmm. Can you send me more in DM's? I want to try to re-create your problem to help you fix it but I don't have the custom functions to figure it out

viscid shard
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sure! really appreciate your help

velvet kayak
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np

shadow saddle
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if u migrate ur file

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ur original one wont go away right

orchid garden
tame mist
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this thing is ignored so much idk why

foggy escarp
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Let me know if i can provide any further information to help

crimson swan
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what's the best way to loop through an array and only perform something if a particular class is found?

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foreach or is there a better node?

foggy escarp
crimson swan
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aah yes thank you

foggy escarp
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Im trying to add a constraint and set the limits so it works like a rope. I can't seem to get the constraint to work and im not sure how to debug it since its created in runtime.

crimson swan
foggy escarp
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Good luck to you all ive had little success with answers on here in the past week

crimson swan
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what was the issue you had?

foggy escarp
crimson swan
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not too familiar with constraints give me a sec

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did you add a phys constraint componnet?

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physics constraint

foggy escarp
crimson swan
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what if you try manual attachment what does that do?

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because the examples i saw use a phys constraint component on the mesh itself

trim matrix
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Hello guys I have a problem with my moving camera around. I added The ActionRPGInventorySystem package and when I change the game mode to the inventory to can use the inventory, the character can't move the camera around to see the world, if I set my gamem mode to the third person all works but I don't have inventory, can someone help me? I am fighting with this problem for 5 days ๐Ÿ˜ฆ

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This is what I have

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This is what I want to be:

foggy escarp
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the constraint is added to the character and attached to the projectile

crimson swan
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and what's the end result does it do anything at all?

foggy escarp
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no, i tested it with adding a cable component which is a similar process and that works

crimson swan
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that's the cable or the constraint? sorry i haven't messed around with physics much

foggy escarp
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thats the cable

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which was a different issue i had where it stutters while moving but im willing to ignore that for time being

crimson swan
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my only guess is you're constraining capsule

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which seems weird to me

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try constraining your mesh?

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also just to double check you do have physics enabled on both things you're trying to constrain right?

velvet kayak
trim matrix
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wdym?

crimson swan
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@trim matrix do you have a set mouse enabled or something node?

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i'm 99% sure that's your problem

trim matrix
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no no

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the problem is not with the mouse cursor

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the problem is that I want to move my camera around

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but I can't

crimson swan
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yeah, so you're opening your inventory and camera isn't moving right?

foggy escarp
crimson swan
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or is it never moving

velvet kayak
trim matrix
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I saw in the inventory controller I have the code for input turn but doesn't work

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this is the code in the inventory player controller

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but I can't move my camera around

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I can't explain it but in the most of the games when you move your mouse, you move the camera of the player and you see the world around you- you get it? ๐Ÿ˜„

crimson swan
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put both the false and true into the add controller nodes

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come back to me if that works

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also what's the warning you're getting?

trim matrix
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okay

crimson swan
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does that work now?

trim matrix
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let me hit play

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one moment

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๐Ÿ˜„

crimson swan
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@foggy escarp i mean i'm really out of ideas... the only reason i can think of is you have physics disabled on one or both of your items but that doesn't seem right in your case

trim matrix
trim matrix
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it is warning, I don't think it is a problem

crimson swan
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what if you change the inputs back does it work?

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not sure why it would be throwing an error

trim matrix
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okay

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will change them again to the default ones

crimson swan
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or a warning sorry, yeah please do and then report

trim matrix
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okay

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I did it

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and again doesn't work ๐Ÿ˜ฆ

crimson swan
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well i mean based on your code the only other valid reason is that character reference isn't valid

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try putting a print after inputaxis turn

trim matrix
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okay

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this?

crimson swan
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@foggy escarp did you try constraining two components or two actors?

velvet kayak
# trim matrix

I don't think there should be 2 Mouse X values for Turn. Try removing one and see what changes

crimson swan
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yeah that should be fine michael

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@velvet kayak what do you mean 2 mouse x values?

trim matrix
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okay but which of the 2 to remove

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cus the one is 1

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the other is -1

crimson swan
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yeah ok so your mouse inputs are cancelling ea other out

velvet kayak
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Play the level and see what the turning is like

trim matrix
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I can't turn around

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nothing

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๐Ÿ˜„

trim matrix
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hmmm

crimson swan
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Michael do it like this

trim matrix
crimson swan
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different names same idea

trim matrix
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okay

crimson swan
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pitch is y rotate is x

trim matrix
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huh?

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๐Ÿ˜„

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which to change or rename cus I am little bit confused ๐Ÿ˜„

crimson swan
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you should only have one Mouse Y and only one mouse X

trim matrix
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okay

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so which are the useless?

velvet kayak
trim matrix
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?

velvet kayak
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It is supposed to be -1.0 not -1,0

trim matrix
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a okay

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all of them are with ,

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not .

crimson swan
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oh god

trim matrix
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I will change them

crimson swan
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are you kidding me lol

trim matrix
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no

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lol

velvet kayak
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LMAo

crimson swan
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low res pictures

trim matrix
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so all of them need to be changed with . ?

crimson swan
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yes

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it's a float

trim matrix
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okay

crimson swan
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integer is 1 2 3 4 5 etc. Float is 1.0 2.2 2.3 etc

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or even 2.3333 4.5676

trim matrix
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yeah

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I change it with point

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and it change it then with ,

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hmm

crimson swan
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try just writing 1

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no point or anything

trim matrix
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ok

crimson swan
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delete the whole thing write 1 and enter

trim matrix
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yep

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same

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๐Ÿ˜„

crimson swan
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i have no idea

velvet kayak
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and -1 where the -1.0's are

crimson swan
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can you take a full screenshot of your inputs again plz

trim matrix
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okay

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no problem dude

crimson swan
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yup this seems fine

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now in the place where it prints stuff remove the false connections i had you do earlier

trim matrix
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yeah but actually now ๐Ÿ˜‚

crimson swan
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it was for testing purposes

trim matrix
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okay

velvet kayak
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I have a problem with widget buttons. Do you any of you guys know how to unclick a button after clicking another button?

crimson swan
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isn't a button clickable more than once? haven't touched ui in ages tbh

trim matrix
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When I connected it with the value it is this ^

velvet kayak
crimson swan
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you could do that with a variable or whatever it was called in the ui element for that button

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then on the button you want that unclicks everything do a foreach loop

velvet kayak
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the onclicked event?

crimson swan
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wait wait wait

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i might be missunderstanding here. you want to undo onclick events?

velvet kayak
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yes

crimson swan
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i mean that would depend heavily on your game logic etc... there's no ctrl-z type of node

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michael do you have a ui element over your whole screen by any chance?

velvet kayak
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crap lol

crimson swan
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@trim matrix do you have a ui element over your whole screen?

trim matrix
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??

crimson swan
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do you have a widget that covers the entire screen

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that's the only reason short of you not having a mouse that your axis input bound to a mouse would be 0

velvet kayak
# trim matrix ??

Can you send a link to the ActionRPGInventory package so I can take a look at it?

trim matrix
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yeah ofc

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one moment

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look in the marketplace for ActionRPGInventory System and you will get it

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it is paid

vernal wind
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Someday I have to figure out, how subgraphs are applicable to my BP mess without creating an even bigger mess with all the return nodes. I just asked myself if I want to spent some time building UE from source to hack in a further zoom out than -12, since even dual screening the editor window won't do much anymore and I asked myself if there is a 'bookmark this position' like in many RTS games exist for faster blueprint navigation... this monstrosity is now 7.6mb and will likely double in size once again ๐Ÿคฆโ€โ™‚๏ธ ๐Ÿคช๐Ÿคž

Buddies, whenever your BP gets bigger than one -12 zoomed fullscreen, stop, just stop! Refactor or consider using code. Will end up way cleaner in the long run and you avoid restarting the UEE like every hour.

solemn parcel
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hey what are the min and max input axis Turn values ?

deep warren
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This node makes the engine crash every time I execute it more than once, so what I'm doing wrong? Is this supposed to be called by the game instance once and keep OutActorProxy in it?

maiden wadi
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@vernal wind There are actually bookmark locations things in the blueprint graph. Not sure if you found those or were just wondering about it.

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@deep warren You should probably consult the plugin creator about that. I doubt too many people are going to know about that here.

vernal wind
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btw the scrolling performance on large blueprints suffers quite drastically and I have to take a look what is happening behind the scenes, since neither CPU/GPU/SSD is shown as bottleneck in task manager.

maiden wadi
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Possibly a thread overload from slate. Too much to draw in editor, specially if you have multiple tabs open.

vernal wind
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Probably, it correlates with the amount of stuff in the viewport

maiden wadi
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I've found I like my editor FPS capped at about 45. It can easily run it at 120 with a few windows open, but capping it removes some of the annoying jittering. I think there's just too much stuff updated or checked for every frame.

stray island
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If i want to bolean if a value is between two numbers say 10 and 20

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Do i bolean and 10=> and 20<=

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Or theres a node for betweens

vernal wind
stray island
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Oh thanks

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Do u know whats inclusive min or inclusive max

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?

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Inside in range node

vernal wind
vernal wind
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Another fun fact, the worse (performance) your active editor view, the worse your running debug application instance.

stray island
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Is that for me? @vernal wind

vernal wind
stray island
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Yes yes i meant is the perfomance fact for me too?

trim matrix
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Hi all

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I want to have it so on blackboard depending on whether AI can see player I want to allow it to move into parts of the animation bluprint

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my question is whats best way to have it so which gets set initally in AI Controller which translates to value CanSeeTarget? being set in blackboard then how would i get it to ABP to be used there ??

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I can cast to the AI that's fine but can't what my wildcard would be

worthy frost
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why is your Animation BP referencing blackboard?

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what has your BT/Blackboard got to do with animations?

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i can see your intent, but your execution is wrong by a long mile.

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You have a couple of ways you can do this. The better way is your AI holds its state in the Character BP, or you grab the AI controller, grab the blackboard value from it.

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but what you are doing will never work. ever ๐Ÿ˜‰

trim matrix
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okay so i do have a combat? variable in the AI Charactor

worthy frost
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if that is being set, then just use that

trim matrix
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yeah so here in AI Charactor it grabs the Value from blackboard and sets comabt accordingly

worthy frost
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what is GetBlackboard?

trim matrix
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so that gets the blackboard the AI charactor is using

worthy frost
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it won't tho, not like that

trim matrix
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how come it wouldn't if thats fine to ask

worthy frost
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ah wait

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its part of the AIHelplibrary

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iirc that does interngal grabbing ๐Ÿ˜„

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but you need to put a target

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(self in this case)

trim matrix
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yeah did think it'd be self

worthy frost
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use the GetBlackboard node

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but plug in the pawn your getting your speed

trim matrix
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so that try get pawn owner

worthy frost
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or just pull it from the pawn

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cast TryPawnOwner to your character

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and you can access Combat?

trim matrix
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this might work barewith haha

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looks like the cast is failing when using get pawn owner as wild card

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actually i think it's working but not sure where it's translating the data haha

worthy frost
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cause your looking at the wrong instance

trim matrix
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??

worthy frost
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see that >> next to skeleton

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click it, and you will see a drop down box, you need to choose an instance in the world

trim matrix
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awsome hahah i wouldn't have spotted that haha

coarse skiff
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I want to make a multiplayer car game. Is it better to use the "normal" car physics or the new chaos vehicles?

little helm
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how to save in game currency can anyone help with this..?

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i created an endless runner game

wheat crater
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I'm trying to rotate the player based on the mouse direction, and I had something with the bottom two, but as soon as I toggled the mouse on, so that I could see where it was, I had to click and drag for the player to change direction. Anyone know the problem/fix?

vernal wind
trim matrix
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Is there really no other way to update the text of a simple Text widget than having a binding?..

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I was expecting a "Set Text" or something..

wheat crater
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Aight, I'll give that a look into, cheers

trim matrix
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That's for a text block sure, but I'm just using a "Text" widget

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doesn't seem to have a set text fn

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Doesn't that update on every tick, making it less performant? I heard someone say bindings were bad when I first started out.

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Someone in here.. O_o

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Well in this case I have about 150 slots, so it would be 150 bindings.

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So that's surely not good, right?

dark crow
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Don't micro optimize from the start

faint oasis
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I'm changing the variable in an actor which sets the location of a component from a utility widget. But it doesn't update the location in the editor until I press something in the details panel of the actor. Is there a way to force this update from a utility widget?

faint oasis
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Hopefully this helps explain

prisma stag
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Hello, Im tring to do a LineTraceForObjects with the object type pickup but it doesnt work. The line is never created and even if I am looking at an actor of object type pickup, it doesnt work.

runic osprey
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Hey everyone. I'm a bit confused on how to make a save game system in unreal. I want to make it so that in a pause menu you can save the game, and I thought I did it right, but it does not seem to work. Here are some pictures so you can see what I mean:

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The 'Player Location' variable is in the MainCharacter blueprint. The Location_Save variable is in the Save blueprint

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I'm not good with blueprints, so I am pretty confused

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This is that warning that I am getting ```'BP Main Character' does not inherit from 'BP Save' ( Cast To BP_MainCharacter would always fail).

worthy frost
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well the error says quite clearly

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Main Character != Save

dark crow
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Cast is a way to check if you're talking to a class in particular, SaveGame is not a Character

runic osprey
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Oh yea, I understand that that is what is wrong. I just have no clue how to fix that

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Again, blueprints aren't my thing

worthy frost
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if its single player game, just use GetCharacter node with index 0 and plug that into your cast Object pin

runic osprey
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I cant use get player character. It says it's not compatable with BP_MainCharacter

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"Character object reference is not compatible with BP_MainCharacter reference"

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Ok, I used a node called 'get actor of class' and I have no warnings and it seems like the save works now

dark crow
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To save Location you need to have a Location variable inside the SaveGame and Set it from the SaveGame Ref when you actually Save

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If you are confused tutorials are always helpful

runic osprey
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Thats the exact tutorial I followed

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Just because I am doing this from a widget, instead of directly from the main character

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So there were some problems in there

dark crow
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Should not be a problem no matter what

runic osprey
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The way he did it there was that casting issue

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So what I did seems to have worked... hopefully

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But about when you were saying that I need to set LocationSave inside of the SaveGame blueprint. I have LocationSave in BP_SaveGame, but I am setting it's value in the widget. Would that work?

dark crow
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You can set from anywhere, SaveGames are local in this case, so doesn't matter where it's called

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Problem is getting hold of the variables you need to save

runic osprey
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Would it be smarter to do all this stuff in a function in the main character blueprint, and call that function in the 'OnClickedEvent' of the widget?

undone salmon
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hi guys!
I have a problem and my brain is dead right now ๐Ÿ˜„
I have an enemy(a simple square animated with timeline) wich rotates facing the player
But when the player dies the enemy is facing where the player died.
I want that when the player dies, the enemy to return in the initial position.
Any idea? I tried different things but no succes.

dark crow
runic osprey
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I'd say probably just do it in the widget, that way everything is in one place

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Also, thanks for your help!

honest vault
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hi everyone! would really appreciate any insights i can get on this.
so i have been having this issue where the character bp is not able to get the AI controller even after having specified the 'AI Controller Class' in the Details panel. The game has switching characters, so once the character is changed the other will need to be controlled by an AI. Even when I try to print the name of the controller class that is currently possessing the character, it prints a blank string.

honest vault
prisma stag
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When I do a normal LineTraceByChannel I can see the line but LineTraceByObject doesnt show one.

runic sparrow
tired cypress
runic sparrow
runic sparrow
honest vault
undone salmon
wintry ibex
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anyone know of any good tutorial videos on how to make a trigger box ? it should be simple im just trying to make a basketball hoop and it interacts with the ball when i throw at it but been stuck on it for a day ๐Ÿ˜ฆ

maiden wadi
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@honest vault Is your game multiplayer?

maiden wadi
dawn gazelle
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This node needs an input I think, it doesn't automatically get a reference to self.

honest vault
honest vault
maiden wadi
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Run that after SpawnDefaultController.

hollow moth
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Does anybody know why it isn't casting? It has to be communicating between the anim bp and the pawn bp. In the pawn bp, the mesh is set to use anim bp and uses the anim bp class. I would really appreciate if you could help me out here!

dawn gazelle
maiden wadi
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Because a Pawn is not an Anim.

hollow moth
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Here is what the problem is in overall sense #animation message. But I think the pic above is the reason why the tilt isnt working.

hollow moth
maiden wadi
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Not really sure what you're trying to do with the class thing there? What information do you need from the pawn? You're already doing it correctly right after that cast.

hollow moth
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But even without the cast to anim bp class, the is valid isn't sensing that its valid

hollow moth
maiden wadi
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@honest vault Then for some reason the SpawnDefaultController is not working for you. You can try it manually. All that node does is spawns an AI Controller from that AIControllerClass, and calls possess on the pawn calling it.

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@hollow moth Are you relying on the orange line to tell you that validity?

hollow moth
granite rain
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@hollow moth Try printing strings from is valid and is not valid

hollow moth
maiden wadi
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@hollow moth The line will never succeed in editor. It's a quirk with the animbp in editor. It runs an instance of the animbp, which isn't actually attached to anything, so it doesn't actually have an owner at that point. Not really sure why it's not working in game though. What is the class that the skeletal mesh is in, that this animbp is running on?

hollow moth
maiden wadi
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One of them is likely just the editor version. False flag, you can likely ignore it if some of them are returning valid.

hollow moth
maiden wadi
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Close out the animbp window and run your game again, the NotValid should go away.

honest vault
hollow moth
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But idk, it still doesnt work. Thanks for trying though

runic sparrow
maiden wadi
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@honest vault Try changing the AIController class to something else, compile, then change it back and compile. You should be able to get that value as early as even the construction script.

honest vault
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thank you very much @maiden wadi and @runic sparrow :)

maiden wadi
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I meant more to try and reset the class's defaults. You shouldn't have to set it in the construction script, I was just making a point that it should be valid even that early.

runic sparrow
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Construction Script....? Whatever works, I guess... XD

honest vault
mild granite
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Hello all, wondering if anyone is around to help with a little troubleshooting :)

mild granite
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Hey there. Effectively I am trying to make a simple event where when I press a certain keyboard letter within a box trigger, it then fires off a command, however mine isn't doing that. I'll show you what I have

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This is the trigger, the white cube is just a placeholder for a button I wish to add there later down the line

deft elm
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quick question

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who calls the keyboard letter?

mild granite
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Uh, what would you call it? xD

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character I guess?

deft elm
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so in your character blueprint, you have the event for the keyboard press?

mild granite
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Yes, let me show you

deft elm
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how do you detect the overlap with the trigger?

mild granite
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That is the character E pressed

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This is the BP for detecting it

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It "works" but E needs to be held before overlappying, cannot be pressed inside to enact a change

deft elm
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Alright

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Think with me a little

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in your code

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you're saying once E is pressed you set the boolean to true, right ?

mild granite
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Correct!

deft elm
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in your trigger code

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you have it so

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the second

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it overlaps

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it checks if E is pressed

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it's a set event

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it's not a tick

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nor a loop

mild granite
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So it needs to be set on a loop/tick instead?

deft elm
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nono, I'm just explaining for now

mild granite
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Okay no problem

deft elm
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So if you press E

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before going to the trigger

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and then hitting the trigger

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your thing should work

mild granite
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That is right. I have it so that when you press e the boolean is true and upon release it isn't true. So yeah if I hold E and enter the triggr it fires the print string meaning it would move on.

deft elm
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but that's not what you want to achieve

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mmmhm

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so

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what you want here

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is a couple of conditions

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or an interface to call the button

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Everytime you press E

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Your BOX TRIGGER, should be the one getting the call and changing the EPressed boolean

mild granite
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Okay, so I shouldn't be casting to player?

deft elm
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and the overlap event should be changing an IsOverlapping boolean

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there's a million ways to go around that tbh

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I would make a blueprint interface

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Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
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hands on the best thing you can ever watch

mild granite
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Whoah xD

deft elm
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and it has something very similar to what you want to achieve

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but if you just want a quick solution for now

mild granite
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Okay, thank you very much!

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Uh huh?

deft elm
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lemme whip something

mild granite
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Thank you :)

deft elm
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Aite, I would use an event dispatcher because it's pretty straightforward

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so in your character

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you make a dispatcher

mild granite
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okay

deft elm
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then you bind the dispatcher to your trigger

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you do that by getting player controller -> cast to your main character -> bind event EPressed

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you create a custom event whatever you wanna call it, and you link the red pins

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now every time you press E

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you're calling an event in your thingy

mild granite
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I see, that makes more sense. I initially figured that a boolean would still be registered if it changes from F to T. Thank you!

deft elm
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nono, don't forget

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you're only calling and casting to your character

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when you overlap

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the second you overlap

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this is called

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not every time you press E

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this is what I want to explain properly ๐Ÿ™‚

mild granite
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I gotcha!

deft elm
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that you should do your checking when you press E

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and not when you overlap

mild granite
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Okay, perfectly clear!

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Thank you for this :)

deft elm
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just to finish this off

deft elm
mild granite
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Cheers!

reef tendon
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Hi ! How to trigger a matinee ? The "play" action require a MatineeActor target, but i don't know how to transform a matinee into a matinee actor or get the matinee actor

earnest tangle
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Won't show up in the method list, but dragging it into the graph it works just fine..

tame pecan
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@reef tendon Donโ€™t use Matinee. Itโ€™s an old system, rather use sequencer.

reef tendon
tame pecan
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You need to use the level blueprint to trigger Matinees

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@reef tendon

reef tendon
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Okay, Thanks

chrome haven
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hey there, im using a player movement blueprint, but i face a issue. Whenever i rotate the player without moving, he wont rotate server sided. I just got into unreal engine and used one of the presets from epic games for a 3rd person shooter. So, long story short, how can i force the player to rotate server sided too?

elder gulch
maiden wadi
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@chrome haven Yaw should replicate normally because that should be rotating the character capsule. Pitch is a little trickier, because usually it's done via an AimOffset in the animation blueprint using GetBaseAimRotation, which is more or less a replicated version of the pawn's Controller's ControlRotation.

queen current
chrome haven
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yaw just gets updated when i move around

maiden wadi
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@queen current It's a pretty integral function, I highly doubt it's been deprecated. Even if it had, it would still be there. That looks like the function is missing entirely. My guess is that you have a disconnected inheritance somewhere, or the blueprint node is just messed up. Can you either right click on the node and refresh it, or right click anywhere in the graph and bring up a new LaunchCharacter function node?

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@chrome haven Have you changed any of the settings in the CharacterMovementComponent?

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That behavior sounds like it's trying to use OrientRotationToMovement rather than ControlRotation.

chrome haven
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is there a check for that? sorry its just a bit confusing for me

queen current
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@maiden wadi thank you very much!
i refreshed the node now and it collapsed completely. and when i create a neq one, it also has no inputs or outputs

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crazy

maiden wadi
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This is inside of a class that eventually inherits from Character?

queen current
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yes

maiden wadi
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Unfortunately that warning doesn't help much given that it's about that specific node and not about the function it's supposed to run.

queen current
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yea ๐Ÿ˜ฆ

orchid garden
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not pure function with no exec nodes

maiden wadi
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I can confirm that 4.26.1 still has Launch character and it's fine. If your class definitely inherits from character. I would try compiling any parent classes that aren't UE4 native. Close the editor and compile your C++ if you're using it. Barring that, try to repair your engine install.

orchid garden
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make sure you didn't make a function with the same name ๐Ÿ˜‰

queen current
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yes, thank you. i will try verifying the install. i have no c++ changes in my project.
and yes, i will double check for a function with that name. then again it should have led to problems then in 4.23 also i guess

trim matrix
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Hello everyone, an ue4 newbie here. having problems with Line Tracing during a camera shake.

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I'm trying to trace a line from the camera straight to the center of the screen and it works for the most part, but if a camera is shaking when the line trace begins, the camera shake is simply ignored.

elder gulch
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@dawn gazelle how can i make it random from 2 selected ones?

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like a and b

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so i want one of them to come randomly

dawn gazelle
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Add two classes to the array variable. The random node will choose a random item from the array.

elder gulch
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aight tysm :)

maiden wadi
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@queen current It might also be worth creating a new class in the 4.26 version from character to see if it works natively without the project port.

earnest tangle
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It's pretty crazy it took them from 4.0 to 4.26 to add the array random node alex

queen current
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@maiden wadi oh wow. i can indeed make a launch character node in a new BP class. when i then copy it over to my old character BP i get an entirely new dialog ๐Ÿ˜„ i have never seen this one yet haha

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hah, got it! i had indeed another item in this BP that had the name "Launch character" but it was a timeline. @orchid garden you were right!
thank you both @orchid garden and @maiden wadi !

willow phoenix
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is there a way to find and count items from an array that is scaleable? (like find 20 different items and count how often they appear in the array)

stray island
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Hi is Enum heavy? It lagged when making over 13 enum inputs/enamuterator

willow phoenix
stray island
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Takes a minute to add the 15th enum entry

dawn gazelle
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You mean in just creating the values within the Enumerator? If you already have it in use within your project, then it could be slow as it has to update any places within the project with the new values.

stray island
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Yes its in use

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True , i created a non in use enum and its quick

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Thanks

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But do they affect performance generally?

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Or thats just while editing the enum values

dawn gazelle
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Naw, they should be a fast way of accessing human readable values. Better than say comparing strings. The slowdown should only be while editing the values within the enumerator.

stray island
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Great thanks

iron nest
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anyone wanna collab on a project

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to make the best flight controller avaliable for ue4 ?

tardy kayak
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How do I send data from a client to the server I can do server to client but not the other way around?

pine idol
tardy kayak
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does that work from client?

faint pasture
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Yes that's exactly what it's meant for

tardy kayak
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ok thanks

wintry ibex
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hey guys im making a simply basketball hoop, right now my hooop only explodes when my player goes thru it and does not interact when the ball goes thru it hahaha is there something im missing in my blue print that the overlap doesnt interact with the ball ? am i missing something stupid ? wondering if anyone can help ๐Ÿ™‚

autumn hawk
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Anyone playing with the new control rig? I'm attempting to modify the one in the demo project so that the root controller only effects the root bone - not the entire hierarchy.

queen lichen
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does anyone know how to get points/score to update? ive been trying to figure out why it isnt updating but my debug is showing me that the numbers are updating once over lapping

autumn hawk
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Easy as pie. Just change the Rig hierarchy

dark saddle
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hi, quick question if somebody knows, i set my enemy sphere collision for range like this

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when my unit dies, i want him to stop responding to the collision channel for the enemies ranges and trigger end overlap for those already next to him, what i dont understand is why blueprint 1. doesnt trigger endoverlap but 2. does

queen lichen
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so i spawn the objects and they do update the score on debug but for some reason the UI doesn't update it. im not sure whats going on at this point.

trim matrix
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You need to give us a lot more info

violet wagon
queen lichen
dark saddle
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i just dont get it why the endoverlap doesnt fire when i just change the object type

violet wagon
# dark saddle i also tried this way and it works they no longer attack the corpse

I do the same thing in my game. when you die they stop attacking and you sink through the floor. End overlap wont fire unless it senses that the same object left the overlap ares. Youd have to fire that off manually through a custom event. In your character you can get all objects of class (Overlap object) then run the custom event that checks if the character is overlapping the object, then run the end overlap event. THEN you can fire off the collision channel changes.

sterile fjord
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I'm wanting to make a stationary enemy that shoots in 2 second intervals when the player is in line of sight. Everything was working with just the 2 second interval part, but broke when I started trying to learn the trace part. Any ideas?

violet wagon
dark saddle
maiden wadi
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@sterile fjord What is that execution circle?

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If your game is single player, you can cut a few corners and clean that up really easily.

iron lodge
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I have a tile that while standing on it, I want a certain bool trigger to be turned on that's in a different blueprint, but I haven't been able to figure out how to do it for all that I've tried. Any Ideas on how to do this?

violet wagon
iron lodge
dark saddle
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activated?

maiden wadi
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@iron lodge What is the other blueprint? The one standing on it?

violet wagon
iron lodge
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do you need to see the player blueprint or a specific part of it?

maiden wadi
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What is the object you want to change the variable in?

iron lodge
maiden wadi
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On the ActorBeginOverlap, cast that to your playercharacter class type and then use that cast to set it.

iron lodge
maiden wadi
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You're using a Get, you need to use a Set.

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Realistically, you should make an event in your player character class that sets this and this trigger can call that event.

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Whenever possible, it's always best to let classes alter themselves.

iron lodge
dawn gazelle
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Somewhere in your first person character create these events (or create them as functions):

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Then you can hook up the start/end regen events however you like.

iron lodge
maiden wadi
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@iron lodge Normally the reason for making the events like Datura just posted is because you don't know how much your project is going to scale. Maybe you want to create a binding that a widget can use later when regen begins or ends and don't want to rely on basic variables to test for it. So instead of going to everywhere that starts and stops the regen, you can simply go to the part where you've already set the variable to on or off and affect it in that one place. Following that kind of design style will make your projects much easier to scale upon later even if making new events for that now feels like overkill or not worth it.

dawn gazelle
plucky lodge
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hoi folks i got a question i did make a blueprint character but i cant add a move forward thing is that normal?

dawn gazelle
iron lodge
plucky lodge
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thx

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wait so do that mean we cna only set them in the project setting and not in blueprint editor?

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in my course i saw that he add inputaxis moveforward in it

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but for me i dont have the option

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i had it not long time ago but it gone

dawn gazelle
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Each project can have their own input bindings set up. Just go into your project's settings, go to Input, then create a "MoveForward" Axis Mapping. Then you can create the node I screenshotted above to your blueprints.

plucky lodge
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oh

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well i did take the empty thing and my other project is with third person

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maybe that hwy

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actually that make sense thx ๐Ÿ˜„

dawn gazelle
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Most likely ๐Ÿ˜„

plucky lodge
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axis is more for movement right? so i should not include jump?

dawn gazelle
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Jump is usually done as an Action Mapping.

plucky lodge
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gotcha

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so all ability and etc is in action mapping

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and movement as axis?

dawn gazelle
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Axis is for any analog style input, so like moving a mouse around, joysticks, even analog button presses (like shoulder triggers on a gamepad). Action is for anything where usually there is only an on or off state, like a keypress.

plucky lodge
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hmmm i see

dawn gazelle
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MoveForward is usually done as an axis so if you do add a gamepad, then you can use the gamepad's analog functions to control how fast the character is moving or how much they move by for example.

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So move the thumbstick a little bit forward, they can MoveForward slowly. Push it fully forward, they're running.

plucky lodge
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hmmm

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not sure i understand

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can you tell it simple if you can please?

dawn gazelle
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You know about thumbsticks on gamepads, yes?

plucky lodge
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yeah

iron lodge
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thanks to you as well @maiden wadi

dawn gazelle
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So if you're using an Axis mapping for movement commands, that will allow you to use how much the player is moving the thumbstick in any particular direction. So if the player pushes the thumbstick fully forward on the "MoveForward" axis, they would get 1.0 out on the Axis Value on this node. If they were only pushing slightly forward on the thumbstick, they may only get 0.1 or 0.2 out on the axis value.

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So with that axis value, you can use it as a means to control how much or how fast something is happening.

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They plug in the axis value to the Scale Value pin on this Add Movement Input node. So how much movement is provided is based upon what axis value is being fed in.

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So if they pushed the thumbsticks just a little bit, the movement input will be smaller. Push it fully forward, they get the full effect.

proper ridge
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I am following a tutorial that say I need to add a "On Component Begin Overlap (StaticMesh)" event to my Blueprint, but I can only find the "On Component Begin Overlap " event, it doesnt have the (StaticMesh) qualifier. See attached image that shows what the node looks like. Anyone know how I can source the event overlap ?

dawn gazelle
proper ridge
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Thank you @dawn gazelle

queen lichen
tired cypress
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Looks like you set the Score variable. But if you want that updating on your screen, you'll need to Bind it to that UI element

agile jungle
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there's any blueprint note that allow to switch Pawn class in blueprint level? I setup another sequence scene from tiggerBox and after this scene character should be replaced. Any idea?

queen lichen
tired cypress
tired cypress
agile jungle
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@tired cypress

radiant adder
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you may try to get actor of class instead of Cast to!

agile jungle
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I see

queen lichen
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im not really sure how to do that ๐Ÿ˜ฆ

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im already on the graph part but im lost on "element

agile jungle
dawn gazelle
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You really shouldn't even need to cast that. Casting is used to access variables or functions that are contained within a specific class. If you're only trying to set the instigator, then Get Player Pawn should be sufficient.

dawn gazelle
unique harness
dawn gazelle
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There was some discussion about this a few days ago.... Bindings are fine to use for most people. It's only if you're getting into huge numbers of binds (like well into the hundreds) does it matter whether you use event driven updates vs binds. In this case, I think Supersalty just wants to at least see the score getting updated as they're still learning the engine.

unique harness
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true but if you never learn the worse way to do it, it'll never be an issue.

queen lichen
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@dawn gazelle its already set to Score ๐Ÿ˜ฆ

dawn gazelle
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When you put that "please work" print string in between the cast and the return node, do you get anything printing on screen?

ruby sable
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hi, im having a problem where some of my cameras in my level are not being accessed and instead the camera is being brought to the empty pawn in my level to disable the main character spawning in, if someone is able to dm me and help me with my issue that would be a lot of help :)

queen lichen
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yes i do @dawn gazelle

dawn gazelle
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Ok.. the issue is that you are setting the "score" variable on your "puppy_pawn" and "kitty_pawn", but in your function, you're getting the player's pawn and casting to "score_pawn" and getting it's score value.

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So here... The "Set Score" that you're setting is specifically on the "puppy_pawn" and "kitty_pawn" that overlaps with the pickup.

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But here, you're asking for the player's pawn, casting it to "score_pawn" and getting the score value from it.

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Are kittys and puppies supposed to have different scores?

queen lichen
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no there the same, but will change way down the line

dawn gazelle
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well if you're using the player's pawn to keep track of the score, you should be setting the value within it, instead of in the puppy or kitty pawns.

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So instead of your set that you have in your puppy and kitty, you could use something like this....

queen lichen
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in the animal pawns?, ok im gonna see if it works

eager perch
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Using Spawn Actor from Class to introduce new pawns into the world every 15 seconds, I understand that the Return Value from SAfC is an object reference. When I try to add those Obj Refs to an array, it just keeps putting the newly spawned object in Index 1 without growing the array like I would expect .. any quick thoughts on why this might happen?

dawn gazelle
tight schooner
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@eager perch are the actors self-destructing? Like are you setting a lifespan on them?

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If you're just using a straight up "add" node it should just put the obj ref in the next available index

eager perch
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@tight schooner thanks for the quick reply, I think I found the problem... I was using Make Array connected to a Set Array, as you indicated- using a straight up Add item is what did the trick!

tight schooner
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Yeah setting the array replaces the whole array

eager perch
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@dawn gazelle thanks for the reply, newbie mistake fixed (use Add item)

foggy escarp
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Hey i just have a simple question if anyone has the expertise:
When referencing an actor in the levelBP through selection method, is that reference only grabbed once?
Im asking because every tick im printing the distance the actor is from the player, but when the actor moves, it still thinks the location is at the start point.

queen lichen
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@dawn gazelle what is that small orange box on the last screen shot?

foggy escarp
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I also tried getting a reference other ways

dawn gazelle
true valve
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How can I find this issue?
[2021.02.15-05.23.09:166][ 95]PIE: Error: Only Local Player Controllers can be assigned to widgets. PC_WWS_Lobby_C_2147482161 is not a Local Player Controller.

dawn gazelle
foggy escarp
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makes since now

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one small step at a time i guess

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I couldn't even imagine trying to learn all this and c++ at the same time, the blueprints definitely make it feasible.

queen lichen
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ok so im not sure where to connect the Exec beginning to? i try event tick and the points was going on its own so now i know it works

dawn gazelle
dawn gazelle
foggy escarp
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yeah I am looking forward to learning to code at some point, but that wont be anytime soon.

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Ill release multiple project before dive into it too much

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There should be roles for users in here that give good help....a points system or something similar to Stack Overflow.

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I appreciate the help!

elder gulch
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why is this happening?

elder gulch
elder gulch
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its now worse

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my plan is spawn first actor from level blueprint and every time you touch to the actor's trigger it spawns a new actor so you can make a inf loop

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of spawning random actors

queen lichen
tight schooner
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@queen lichen try deleting the nodes and making them again. I don't see why it wouldn't work unless Score_pawn doesn't contain a Score variable

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Drag "as score pawn" out and type "Set Score"

rough jay
# elder gulch

simple access error whatever you killed is trying to be accessed.

elder gulch
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it gives error

elder gulch
rough jay
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put a breakpoint on it and stand away(to not trigger it urself) from it if ur screen stuff freezes then something else is triggering it

elder gulch
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i did spawn that thing from level blueprint

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and when i touch to the box on it i will spawn a new one

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this was the plan

rough jay
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in the same location?

elder gulch
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i mean meh

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bcs the thing im tryna do is inf loop

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every time i touch to the trigger box of bp it spawns a new one

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but before them i added a trigger box to spawn the loop item

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so after the loop item spawns whenever u trigger it i want it to spawn a random new loop item

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and loop forever

trim matrix
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If yiu spawn something on top of the trigger, you need to make sure that the thing you spawn also doesn't trigger overlaps... Otherwise you get potential for infinite loop which you want to AVOID, it will either throw error or crash unreal

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The thing you spawn needs to be some distance away

elder gulch
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yea im getting inf loop error

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are there any way to avoid this?

trim matrix
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Yes spawn the new actor further away

elder gulch
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is it possible me to make trigger work only when my char hits?

trim matrix
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But you need to consider the case where somewhere in your spawn chain, a newly spawned actor collides with an old

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Yes via collision channels

rough jay
elder gulch
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so do i need to add tag to my char?

rough jay
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the guy said that it inf loops because u have one object then spawn another and they keep overlapping and spawning objects which is inf loop right?

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so only if u can make it spawn shit then that means it wont be infinite

elder gulch
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@trim matrix @rough jay ty for your help :)

burnt saffron
queen lichen
burnt saffron
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I am call Destroy from BP

queen lichen
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well actually thats a dumb question, it doesn't lol (;u;) not sure why it doesnt connect without the target, it hs the Score var.

true valve
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Any idea what could go wrong? The host's HUD won't appear in multiplayer packaged project.

[2021.02.15-07.36.09:798][490]LogScript: Warning: Accessed None trying to read property Inventory HUD
    BP_PlayerInventoryComponent_C /Game/SurvivalGameKit/Maps/World_01/WildWestWorld.WildWestWorld:PersistentLevel.BP_SurvivalCharacter_C_2147481715.PlayerInventoryComponent
    Function /Game/SurvivalGameKit/Blueprints/Components/BP_PlayerInventoryComponent.BP_PlayerInventoryComponent_C:ExecuteUbergraph_BP_PlayerInventoryComponent:1732```
elder gulch
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i fail to trigger fsr

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@rough jay we did it do once so it gets triggered by untagged one fails and stops working

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so mybe if we add the do once to true

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mybe it can work

rough jay
tight schooner
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@queen lichen have you compiled and saved Score_pawn lately?

elder gulch
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it gets triggered by the other block counts as wrฤฑng and stops so i did like only trigger once when condition is true

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so now it works

rough jay
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works now?

elder gulch
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yep

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i now have inf corridoors

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ty :)

rough jay
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oh damn thats sick

elder gulch
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:D

queen lichen
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@tight schooner yes i have

granite rain
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hi, I am having a problem.
when i play in standalone i shoot and everything works fine, but when i play as a client the bullet does what it wants.
Any ideas?
in standalone:

stuck bone
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whats the meaning of call count in cpu stats?

like how to judge who much call counts are good and what should be the maximum range of call count for Blueprint Time? ...

dark crow
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Constant SaveStates for every action you want SaveStates to update with

For enemies you may want a SaveState linked to bAlive bools of each enemy, if one enemy dies modify the bAlive SaveState linked to that one and if you reload the level for example check against the SaveState and have logic

For example if a spawner spawns them then don't spawn, if they placed in the world then destroy or kill

elder gulch
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how can i change the tag of my character when a box triggers?

timid warren
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i have a doubt in ue4 the fps camers feels real and does not go inside of the charecter/skeletal mesh because of parent socket which connects the animation movement of the player and the camera and does not collide with the mesh.but when i chick on it i cant see the names of the bones in the skelital mesh which are present in ue 4.26 maybe it works in 4.25?can you give me a tip plz

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when i click to choose the parent socket it does not show the bone

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if i dont do that fps camera doesnt feel real

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plz help

prime snow
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oh man, with a few lines of c++ lines you can have "ALL" and "ANY" nodes in addition to "AND" . With ability to add however many input nodes you want. where has this been all my life and why isnt it default ๐Ÿ™‚ Multiple sequential Branch nodes are an abomination

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If anyone wants to try

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UFUNCTION(BlueprintPure, meta=(DisplayName = "ANY Boolean", CompactNodeTitle = "Any", Keywords = " ANY", CommutativeAssociativeBinaryOperator = "true"), Category="Math|Boolean")
static bool Any(bool A, bool B);

UFUNCTION(BlueprintPure, meta=(DisplayName = "ALL Boolean", CompactNodeTitle = "All", Keywords = " ALL", CommutativeAssociativeBinaryOperator = "true"), Category="Math|Boolean")
static bool All(bool A, bool B);


bool UMathtils::Any(bool A, bool B)
{
    return A | B;
}

bool UMathtils::All(bool A, bool B)
{
    if (!A || !B)
        return false;

    return true;
}
earnest tangle
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| is bitwise OR, you might want to use || to avoid confusion :) Also you can simplify your second function by simply stating return A && B

prime snow
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ah yes that's true, was a bit sloppy, thanks ๐Ÿ™‚

earnest tangle
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That's a good trick though

prime snow
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Yeah, will tidy up a lot of blueprints. Should even be shortcircuited

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not 100% about that tho, but I'm guesing AND is so...

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Think I'll make a "None" operator too ๐Ÿ™‚

willow phoenix
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not really BP but math i guess: having a code thats 4 digets long, each diget has 6 values. how many combinations do i need to crack the code? more interested in the actual calculation than the number

timid warren
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bruh i use blueprints

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can you suggest a blueprint? plz

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when i click to choose the parent socket it does not show the bone
if i dont do that fps camera doesnt feel real
plz help

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somebody plz

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help

night quail
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Hello all, how can I assign/add a post process material with blueprints?

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This is as far as I could figure out on my own:

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Yeah that works, I was kinda hoping there would be some way I could input that in a node without having to create a new variable

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Like here, where I set a material to a variable

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But have it as a post process material

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(not to invalidate your solution at all, it definitely works - I just have a hope I can do this without explicitly defining a new variable)

zenith osprey
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Nooooooo you have my pic tooo hahahaha๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ

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@night quail unbelievable๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ

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I was so confused as i saw that logo ๐Ÿ™ˆ

timid warren
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when i click to choose the parent socket it does not show the bone
if i dont do that fps camera doesnt feel real
plz help

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can somebody respond to my question????

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does anyone care!!!!!!!!!!!!!!!

night quail
zenith osprey
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@timid warren

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@timid warren GetSkeletalMesh -> GetSocketLocation(In SocketName the exact bone name) -> MakeTransform(check how to rotate it correctly)

stable fjord
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How to create a Nav Mesh Bound volume at surface which doesnt have any collision preset? Looking for solution to make a something like Nav Mesh Bounds Volume which can allow my Ai to move at the specified area

turbid shard
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Hi guys, I am trying to load an array of collisions sublevels. However It's only loading the first one, any idea why? Thanks!

proud hull
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@timid warren the component you want to attach to parent socket with bone name, do you have it set as a child of the skeletal mesh?

timid warren
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I want to attach the camera to thurs person charecter s head

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I did not understand what logical cyber said

proud hull
# turbid shard Hi guys, I am trying to load an array of collisions sublevels. However It's only...

I don't think for loops allow async functions. You might have to make your own loop. So set a new integer variable to keep track of your current index. Load level at index 0, when completed increment current index, then check if new index is valid, if it is then you run your exec path back to the load level node.
Might get some infinite loop errors this way though, not sure, have not tested it.

timid warren
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@proud hull

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Bro

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Do I have to make a socket and edit it for it to show

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The name in the option of the follow camera

zenith osprey
timid warren
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??

turbid shard
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@proud hull Thanks, will try that

timid warren
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Oh so I do a bluprint

proud hull
zenith osprey
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And this transform position is your choosen bone

proud hull
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This is the same for any component. It must be a child of the skeletal mesh if you want to attach it to a bone using parent socket.

timid warren
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I have to keep a child of mesh and give the camera the bone of the child of mesh?????

proud hull
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You just move your current camera or springarm+camera to be a child of your skeletal mesh, then you can choose a parent socket for it.

timid warren
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So I make the camera as the child of the mesh

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Yes?

proud hull
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Yes

timid warren
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Thanks

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I am a begginer

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Sry I could not understand

proud hull
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No problem. The Parent Socket name is pretty literal though. It is only a parent to its own children, hehe.

zenith osprey
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I describe a way how you could do this in runtime

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@proud hull describtion fits more for your needs

fast orchid
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I have 3 actors (my agents) which you can choose. I have setup the system to choose your agent but how can I make the player possess the actor?

foggy escarp
zenith osprey
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Only the server can posses the pawn with the selected controller

foggy escarp
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Ive been trying to figure out this constraint issue for days now

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The first project file shows it working correctly. The difference is the constraint is already spawned on it vs being created on the full harpoon version. I rearranged the structure to use an already present constraint but this made no difference at all.

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I've had this issue before when working with constraints and setting the constraint length in runtime, but got it working on the test version

zenith osprey
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@fast orchid is it a MP project?

faint pasture
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@foggy escarp What exactly are you setting at runtime? Constraints don't really have a length.

foggy escarp
fast orchid
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multiplayer? no

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this is what I have

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I destroyed the original character and possessed the siren pawn

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but the issue now is that when I destroy the first actor it shows a camera pointing into the horizon

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im so confused right now

faint pasture
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@foggy escarp from your video I can't really tell the problem. What are you trying to do, make a harpoon?

foggy escarp
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basically. Able to reel in and let out.

faint pasture
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And you are adding a constraint between what 2 bodies?

foggy escarp
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the sphere physics based projectile and mesh2p of the player

faint pasture
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So I take it you just attach the hit actor to the sphere?

dark crow
# fast orchid

Tried possessing without destroying?
Just to exclude code problems in the first place

If it works it may be all of it running on the same frame problem

foggy escarp
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yeah

faint pasture
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@foggy escarp when do you set the reference frame between the sphere and character?

fast orchid
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I did that after a few tries and it does almost the same thing

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the camera spot is just in a different space

faint pasture
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@foggy escarp get it working without the attachment first, just make sure it acts like a weight on a rope.

foggy escarp
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okay

dark crow
# fast orchid

Can't really deduct much from that, try to just spawn the actor and possess it, without any prior code

If it works, then it's something you do before the possession

dark crow
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Just be really careful with destroys

zenith osprey
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@fast orchid this short weird camera state is because your camera dont have an SceneActor between of destroying the first character and possed the second character

crimson swan
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what was the function to get unique values of an array already?

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or rather the node

foggy escarp
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a filter?

crimson swan
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sort of, like say i do a hit scan. i wouldn't want to trigger something twice on the same actor

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i remember someone told me the name for that node but i can't remember it for the life of me

maiden wadi
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I'd be surprised if there's a default node for that. Usually you just iterate over your pointer array and addunique to a second array, then use the second array for your logic since everything in it should be unique.

crimson swan
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see but that's precisely why i'd image there was a default node for that

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it's a simple loop that would be used pretty often

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but i looked through the list guess i'm tripping because it's not there

maiden wadi
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I suppose it wouldn't be that hard to make a wildcard node for that.

maiden wadi
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@fast orchid You could try messing with setViewTargetWithBlend. Might work to just call that with zeroed values on the pawn you're going to possess, then possess the pawn, then destroy the last used pawn last.

zenith osprey
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You posses the second pawn first, than destroy the first one ... and make sure that the cam settings in the second character are setted correctly

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Then you switch from PawnCamera1 to PawnCamera2 without a loose state

stuck bone
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whats the meaning of call count in cpu stats?

like how to judge who much call counts are good and what should be the maximum range of call count for Blueprint Time? ...

languid bronze
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Hello! ๐Ÿ™‚

Blueprint beginner here.

I was hoping that someone might know what is going on with my logic... Any advice would be greatly appreciated!

I am currently trying to set up a raycast-based system for picking up actors, from a third-person point of view.

However, I am currently getting stuck on the first part - i.e. the raycasting. For some reason the lines I am drawing are ending up in a place I wouldn't expect. I have attached an image, maybe someone here can make heads/tails of it?

(edit: in the example below I have spammed 10 or so lines whilst slowly rotating my camera)

Many thanks!

azure jungle
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small question from a beginner, so am trying to have a switch actor to a light that when press changes the color of the light from white to blue and pressed again goes back. i already have a switch that turn on and off the light, if there are any tutorials or videos showing how this is done would be awesome

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ok thx

languid bronze
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I see.

I think that I expected the forward vector to be the X axis of the camera I am using as my GetWorldTransform target. I think that's correct?

With that in mind, the end point for the LineTraceForObjects should result in a line between the camera target and farther down its X axis?

Maybe I have misinterpreted something. ๐Ÿ˜…

tiny meteor
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hi, how can I access the public variables for a child actor

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sensor is parented to moveable actor, but I cant access class defaults when its a child actor

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ok

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I just attatched the actor in the scene instead of in the BP for now

faint pasture
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Say your camera is at 0,100,100, and your view direction is 1,0,0. You are shooting a trace from 0,100,100 to 1000,0,0 when you should be shooting from 0,100,100 to 1000,100,100. Got it?

trim matrix
languid bronze
pale moss
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Hi everyone, I just wanted to know if there is a way to convert a blueprint struct to json automatically by infering the variables. This would be extremely helpful for networking

errant snow
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@trim matrix I don't know if it's the official name, but the UI artists at work would call that a 'flip book'. If that's the official name it might help you find better information.

trim matrix
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but i have no way of figuring out how to implement that

errant snow
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@trim matrix yeah, a flip book would be a type of pre-rendered animation. Flip books could be hand animated.
First google result for "UE4 flipbook": https://www.youtube.com/watch?v=ZWAF_f2aP9s

In this video, I explain how to create animated effects in the Unreal Material Editor using a flipbook. We start with a texture that is spit into a grid - where each tile in the grid represents one frame of animation. Then we create a shader that plays back the grid tile one at a time to create the aniamtion. The tutorial covers both the use ...

โ–ถ Play video
trim matrix
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I'll check that out, thanks

errant snow
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@trim matrix I can't say if it's any good, but there were a number of other results you could look at if you google it yourself.

trim matrix
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He's explaining a good deal of information so I'll stay tuned to try and learn something.

trim matrix
humble spade
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Hello there, iam just starting out with ue4. Want to take a little look at the Blueprints Section and tried todo an simple Movement Class. But there seems to be something wrong as the Forward/Backward Movement will result in walking diagonal. Could someone explain me that behaivour?
https://i.gyazo.com/fbb04b81c57c242c055a1caf6ffa80ab.png

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ah i see

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thanks

errant snow
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@trim matrix I'm not entirely sure. I don't have direct experience with them, only the outcomes of them being used in our UI's at work. Which seemed to fit the bill for the problem you originally posted. It possible it requires another application, though I doubt you'd have to go as upscale as blender for making a 2D animated texture.

languid bronze
haughty latch
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Little function question as I understand it , " A function does a calculation that you can call upon without having to do the same calculation multiple times in a blueprint".
My question. Does a function that is called upon within a " keypress" force a recalculation or is it still a no extra cost call just for that result ?

maiden wadi
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@languid bronze The forward vector you had before was your rotation.

errant snow
wheat crater
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Just trying to make my actor move forward - Pretty much just copied from the 3rd person character BP, but this is an entirely different project, if that helps anyone understand what's going on.

haughty latch
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Thanks for the clarificaation @errant snow ๐Ÿ™‚

faint pasture
tight verge
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hello

faint pasture
languid bronze
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It works now. I got it in my head that the forward vector was in fact not what I wanted to use so I started trying to multiply and add a bunch of nodes and nothing worked. So satisfying. Thanks so much!

faint pasture
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Just say what it is

worthy frost
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@tight verge please do not post into multiple channels. And this question should have been posted in #ue4-general or #packaging

tight verge
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ok,thanks

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i am new in the server

maiden wadi
torn kettleBOT
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:triangular_flag_on_post: Mushfiqur Rahman#0170 received strike 1. As a result, they were muted for 10 minutes.

elder gulch
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Hello, How can i make ai to be able to walk everywhere? (even at the spawned actors)

worthy frost
elder gulch
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owh

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aight

trim matrix
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Hey guys! I'm trying to attach two cars with a cable component, and make it brake, once something hits it / overlaps it. I can't seem to generate such events even though collision is set Block all / Overlap all. What am I droing wrong?

daring mica
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you can do your own collison channels

trim matrix
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Yeah tried that as well, but nothing seems to activate it, other actors, like lamp posts have decent collision as well but it doesnt register

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Thanks though!

daring mica
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Hi Folks i am currently struggling with a annoying bug. What besides Default Pawn classes and game mode can force to spawn a player pawn at the beginning. I set everything correctly (default class, game mode,..) and it worked for months and now it is just spawning the spectator BP instead of my default pawn. is there any issue which can occur to spawn the spectactor? i read the PIE or viewport play can cause such issues.

proven mason
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Let's say I have a flip custom event function being called to the Event Tick, is there a node or a method to get how long in delta seconds it takes to reach to the target orientation?

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So what my flip node does is rotate my flipper by 60 degrees from its starting orientation.

faint pasture
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Like always 1s?

proven mason
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you think just the regular RInterp is better?

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I haven't tried it yet

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but I think I it has an ease in and ease out

faint pasture
proven mason
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yes for now

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not sure where this is getting at?

elder gulch
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Hello, for a reason this hud sometimes get stuck but idk why if someone can help me it would be so good ty.

humble spade
elder gulch
cloud grove
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Is it possible to spawn a custom player controller, so destroy the current one? Or only one player controller per game mode can be spawned?

unique harness
unique harness
cloud grove
humble spade
unique harness
unique harness
cloud grove
unique harness
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no, it would be the new one

cloud grove
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So the old one is automatically destroyed I guess. Ok thanks.

unique harness
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no, you need to call destroy on the old one

cloud grove
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ok

unique harness
cloud grove
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Fantastic thanks!

open sedge
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did they get rid of camera shake?

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its not here

unique harness
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Is that 4.26?

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I see it in 4.25, I don't have 26 installed

open sedge
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yea 4.26

unique harness
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What if you try MatineeCameraShake? anything?

open sedge
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right on it works thanks

prisma stag
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Hello, I have this event when you press the e key to pickup an item but every time I hit e on an object with object type pickup or anywhere else in the world, I get no hit. The other problem is that the line for the LineTrace never shows ingame either sooooo?

unique harness
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Change the draw debug type

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what is the pickup distance set to?

prisma stag
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The draw debug type I didnt think would do anything.

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The distance is set to 500

unique harness
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you're saying the line doesn't show up, set it to permanent or whatever the option is

prisma stag
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Still nothing.

open sedge
unique harness
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that wonh't change anything

open sedge
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but add your pickup to it

prisma stag
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Nothing.

unique harness
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Are you sure this code is executing?

prisma stag
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Yea. After the LineTrace I have a string that print no hit if nothing is hit, and that executes.

maiden wadi
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Did you actually set a duration on it?

prisma stag
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Yep, duration set to 5.

untold rose
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So, i have a blueprint that has no physical objects, its just there to run some code, and it displays as this white ball.
I want to replace this white ball with a custom icon, for ease of editing. The only thing that seems to go in the right direction is to set the Billboard Size to 0, which gets rid of the ball, but any other billboard in the blueprint also is scaled by this and therefore disappears.
What can i do?

prisma stag
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Ive also tried setting it to 20

unique harness
untold rose
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ah, good point

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yep, thank you ๐Ÿ‘

prisma stag
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Someone made a video doing the same setup as me and everything on his end worked fine, so I dont know why this isnt working.

maiden wadi
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I would check that it's start and end locations are accurate with some DrawDebugPoints. You might also try calling the debug manually with DrawDebugLine using the same start and end locations as the trace.

prisma stag
unique harness
maiden wadi
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Not sure then. The only requirement to see the debug line is correct locations, DebugType, and DrawTime if you're using Duration. That and not trying to use it under shipping packaged build modes.

prisma stag
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๐Ÿคฆโ€โ™‚๏ธ

maiden wadi
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Uhoh.

prisma stag
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I just closed the project and reopened it and NOW it works ๐Ÿ˜‚

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Ive had this problem for 2 days. . .

maiden wadi
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That's odd. What Engine version, and are you using C++ in your project?

prisma stag
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4.26 and on a full bp project.

maiden wadi
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I've been seeing a lot of complaints lately about people having trouble in non C++ projects exactly like this with different nodes. :/ Have you updated to 4.26.1 by chance?

prisma stag
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Not yet. Should I?