#blueprint

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maiden wadi
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I would largely recommend it. They bugfixed a lot of things.

prisma stag
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How would I safely do that?

unique harness
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If you want stable projects, you should basically stay 1 version behind until the X.3 update comes out

maiden wadi
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I couldn't even use 4.26 until 4.26.1 thanks to not being able to see C++ Interfaces in dropdown lists.

humble spade
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Quick question again, is there a piece with what i can execute further if boolean true?

maiden wadi
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@prisma stag You should be able to just update the engine files in the launcher. Your project files are entirely separate. They're kind of like a mod to a game if UE4 was the game. So the base game can change and you can still load your mod.

prisma stag
maiden wadi
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Dirtsleeper is right though. If you're unfamiliar with the design environment, It's a very good idea to stay behind an engine version for a few patches. New major content brings a lot of bugs with it. 4.25 is incredibly stable right now.

ruby sable
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can someone dm me and try to help me with a small problem im having with my camera please that would be a lot of help :)

trim matrix
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Im 4.21 or something lol

maiden wadi
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@ruby sable People here are pretty helpful here, and it's quiet. Quite likely to get better help if you ask here.

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I think I started using UE4 at the end of 4.23 if memory serves. I remember 4.24 coming out like weeks after I first started. Casually browsing through the files, I can't even imagine using UE4 pre 4.17ish or so. Everything is so streamlined these days.

elder gulch
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so everything inside follower gets destroyed?

unique harness
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what do you mean "inside"?

elder gulch
unique harness
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yes

elder gulch
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and anything other than that?

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like can't i respawn back after the destroy

unique harness
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if you don't want to destroy it, then don't destroy

elder gulch
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i mean there will be several ones

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like the first one will get destroyed and when i click to the second trigger

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second one will spawn by the same char

unique harness
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Ok then I don't understand your question

elder gulch
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if i destroy the class am i going to be able to respawn that class again with a trigger box?

unique harness
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yes

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it's just destroying the instances in the scene

elder gulch
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aight

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tysm

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@unique harness and btw for some reson sometimes hud freezes do you know why it happens or are there any way to fix it?

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this is the bp

unique harness
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I don't really see anything wrong in there but I would add that widget to a main HUD widget and set the visibility from a function in there

elder gulch
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i dont have a main hud

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so you mean that i should use this with editing var?

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lemme give it a shot

unique harness
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You should probably do something like having a main hud and an OnDamageTaken event dispatcher on your character then control the visibility of the damage taken widget from that callback

elder gulch
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hmm

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im new so i will try my best

unique harness
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It's better to just create the widget once and control the visibility rather than creating a new one every time you need it

outer sparrow
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any idea on how to solve this error?

unique harness
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SaveGameRef is null

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it doesn't exist

outer sparrow
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how can fix it?

unique harness
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so it can't fetch ArrayOfData

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where are you creating it?

outer sparrow
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in a BP apart called My Save Game

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this whole bp is My player character BP

unique harness
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You have the class MySaveGame but where are you creating an instance of it?

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it sounds like maybe that's the issue

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that you're not creating an instance of it

outer sparrow
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oh ok

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I created it in my Player BP the ref itself

unique harness
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Before the code above is executed? can you show that code?

elder gulch
last walrus
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maybe it's a stupid question
but if I create some actors from same blueprint
then I'll set a random numeric variable
it will be different for every actor or it'll be same?

unique harness
outer sparrow
unique harness
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let me find the node you need

unique harness
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just create a function called OnDamage

elder gulch
unique harness
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yea you don't want to do that

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in the OnDamage, call SetVisibility on the image object

last walrus
unique harness
tawny shuttle
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hey guys quick question trying to make a physics based game and the weapon swings are determined by mouse movement any idea how to go about that? like lets say you have a weapon equipped and you move your mouse to the right the draw it to the left I want it to get velocity and angle of the swing and only control the arms while doing so. any idea what I can search up to get an idea how to AT LEAST make the mouse control the arms instead?

unique harness
tawny shuttle
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only asking in blueprints since I assume i have to set it up in blueprints if I'm in the wrong section I apologize

unique harness
tawny shuttle
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wouldn't that lock the swings to only left and rights?

elder gulch
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@unique harness so i did something like this but what do i need to do? like make this function work from the char and if yes how?

tawny shuttle
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I was hoping to achieve diagonals and upwards and downwards

unique harness
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after the delay

outer sparrow
outer sparrow
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it should work now as it says Save Succesful

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thank you

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aawww shoot, it still says accessed to none when I close it

unique harness
unique harness
elder gulch
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@outer sparrow what are you trying to do?

outer sparrow
outer sparrow
elder gulch
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owh

outer sparrow
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and load it later

elder gulch
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it auto saves and whenever i enter back it auto spawns me at the location

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i even have a deleter that deletes the last save that gives you chance to start from the start again

wheat crater
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Just a repost from earlier today, trying to move the actor using mouse controls but it's not working - the blueprint is, as far as I can see, the exact same as the one used in the 3rd person demo. Anything I might've missed?

outer sparrow
elder gulch
unique harness
# elder gulch how?

The BP Combat Component is my custom component. Inside I have the OnDamageTaken event dispatcher. Now I just add this widget to my main hud and it'll all be handled automatically

elder gulch
wheat crater
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Sorry, do you mind being a bit more specific as to what you want? It's pretty much just an axis input set to left mouse - above that is controlling the actor to face the mouse and displaying the mouse when it's running.

humble spade
wheat crater
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I know how annoying it is to deal with newbies who know virtually nothing, so sorry if it's really basic

dawn gazelle
wheat crater
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Okay, thanks - I must've missed that

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I'll give it a look into

dawn gazelle
humble spade
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Going after that logic that Datura posted it does what i want.
When, false and false, true
and so on, but thanks ๐Ÿ™‚

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im sorry
i want to achieve that the outcume is true when one of the two input booleans is false.

unique harness
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Are you just trying to figure out if you're moving?

humble spade
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Yes lorash

unique harness
humble spade
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it can only be one true, the player can only move in one direction

unique harness
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this will return true if you are moving

humble spade
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Thanks Dirtsleeper,
jea in code it wouldnt be as much as a problem, first time working with a system of different pieces

unique harness
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no because they could both be 1 and you would still want to return true

prisma stag
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Hello, I'm trying to pickup an item in-game however when I hit E on it to "pickup" the actor doesn't follow me nor does it move to the location.

earnest tangle
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Out of curiosity does anyone use multiple event graphs in your blueprints? I've never quite figured out what having more than one is good for ๐Ÿค”

earnest tangle
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Hmm, I guess that'd be one... I haven't really found the need to split my graphs out any further, since at least if they have some comments they're usually fairly easy to navigate by just zooming out or clicking on the event name in the list

dawn gazelle
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If you have dozens upon dozens of events though, having to look through tons of comments to find specific types of events can take longer, same with looking through the list.

tight schooner
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@earnest tangle yeah I have a complicated pawn and I put BP interface events and input events on their own graphs. Purely organizational

earnest tangle
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Yeah makes sense for grouping :)

elder gulch
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@unique harness idk what to do when i get damage i mean idk how am i going to trigger this when i get damage this is my current damage system

dawn gazelle
elder gulch
earnest tangle
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heh

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yeah I've noticed that I do need to move things around from time to time for that

unique harness
elder gulch
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idk how to treigger this one

orchid zinc
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Anyone know how to get these warnings to auto-disappear like they did in prev engine versions?

unique harness
orchid zinc
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๐Ÿ˜…

unique harness
elder gulch
elder gulch
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aight

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lemme try

earnest tangle
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(or C++)

unique harness
earnest tangle
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I don't know does it really make much of a difference it being a custom event vs function

humble spade
elder gulch
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is this ok?

unique harness
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yes

elder gulch
maiden wadi
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@earnest tangle The only two reasons for multiple graphs is editor performance(More nodes on screen lowers editor framerate, but this takes hundreds), and maybe organization if your blueprint graph is too large. Kind of the same as making a C++ region you can minimize I'd assume.

earnest tangle
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Ah interesting, didn't realize it might actually have a perf impact to that degree

unique harness
unique harness
maiden wadi
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It wont affect your in game performance. But it can slow the editor a little. You can test it yourself by opening up a new actor graph and just copypasting a ton of nodes into it.

elder gulch
unique harness
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yea delete it

elder gulch
earnest tangle
crude cradle
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Hi! I'm having a small problem with SetActorLocationAndRotation, for some reason it doesn't update the world location for the actor!

This is part of a bigger blueprint:
Where basically a player interacts with an "Axe", it should clone the "Axe" actor, and send rotation from mouse input into a special HUD for inspection. For all other players it should disappear (so using an RPC I actually destroy the original actor).

So I used Spawn Actor From class Before.

maiden wadi
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I can't imagine people actually using them for that purpose. But I could definitely see organizational points. One graph for networking maybe. Another for inputs.

elder gulch
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@unique harness what do i need to do after delete i mean how will it understand if i got damage or not?

unique harness
tawny shuttle
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hey guys just a solid question

unique harness
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when you call TakeAnyDamage, it'll call the event in the widget

tawny shuttle
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since idk what to search up

unique harness
prisma stag
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Hello, my actor isnt moving with the player and doesnt move to the location I want it to.

tawny shuttle
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same thing I asked before when player has a weapon equipped make it so the mouse controls only his arms

elder gulch
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this is the script inside the damage hud

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and this is what makes the damage

unique harness
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did you add this widget to your main hud?

elder gulch
unique harness
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ok so just make a new hud

elder gulch
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aight done

unique harness
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new widget*

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add the damage widget to that one

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then in the player controller, create the HUD widget and add it to viewport

elder gulch
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is this alright?

unique harness
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yes

dawn gazelle
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Trying to create a structure, is there a means of specifying row names of a table without having to define the table itself?

unique harness
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not if you're using the DataTableRow as the type

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you could just store it as a FName instead if they're all the same table

maiden wadi
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@tawny shuttle That sounds like a semi advanced system. You might want to consider adding some more points to your question. Like, does mouse movement dictate certain animations being played, are you just trying to do something like a complex 2dAimOffset? Definitely need a lot more information before answering a question like that.

dawn gazelle
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Yeah but i'd like to be able to easily select the names rather than having to manually type them in :/

elder gulch
tawny shuttle
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I was kinda just hoping to just achieve not like a set animation but a what would you call it

unique harness
tawny shuttle
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like just a whallop of a swing with the arms

elder gulch
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@unique harness added main hud to there and after what do i need to do?

elder gulch
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aight

elder gulch
unique harness
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add the player controller for the owning player node

tawny shuttle
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like idk how to describe it lol I really just want the arms to move side to side at the very least via mouse movement

dawn gazelle
tawny shuttle
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if I can just get the arms to move based on movement of the mouse then I can do the rest

dawn gazelle
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So i'm curious if there is a way to define the table once and then get the row names out while creating the structure.

unique harness
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not that I know of

elder gulch
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?

unique harness
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I would do GetController instead

elder gulch
unique harness
elder gulch
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aight

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this?

unique harness
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yes

elder gulch
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now test?

maiden wadi
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@tawny shuttle Haven't tried anything like that myself. Sounds like either AimOffet, or animation IK. Maybe both at the same time. You could update a directional vector from the mouse on tick and use that to drive the animation blueprint. ๐Ÿคทโ€โ™‚๏ธ

elder gulch
tawny shuttle
maiden wadi
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@tawny shuttle Actually, It's worth asking. what are your arms? If they're just basic meshes, you could probably avoid the animblueprint.

tawny shuttle
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yep! just using the basic man

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I don't plan on changing them

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it's just a one week game project so I'm not changing too much stuff

elder gulch
maiden wadi
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@tawny shuttle If it's a skeletalmesh, I'd probably check out IK setups if you're on a timetable. 2D AimOffet requires extra work by making skeletal animations to poll from. Looks better usually, but IK can work well and is sometimes a lot quicker to implement. If it's just arms like a first person view with arms not attached to anything, you could probably get away with just setting their location in space based on the mouse delta and a center location for them to move around.

tawny shuttle
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sadly I am using the third person preset

tranquil gorge
maiden wadi
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Definitely IK stuff then. Bit of a dive for a week, but doable.

tawny shuttle
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I am however PERFECTLY FINE with making it look janky

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that was kinda the goal

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make a half joke physics game

tranquil gorge
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sorry to intrude just putting myself out there

tawny shuttle
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infact I already have character movement looking janky and I think it's hilarious

unique harness
maiden wadi
tawny shuttle
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this is why I love this community lol

elder gulch
unique harness
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ok

maiden wadi
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@tranquil gorge How are you doing the rotation that's already there?

tranquil gorge
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can you be more spacific with your question @maiden wadi

elder gulch
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@unique harness and ty for your help im a bit dumb sorry

unique harness
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np

tranquil gorge
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@maiden wadi

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usually ppl want to make sure i have that ticked off

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(use pawn control rotation)

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?

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Also if you answered this before and I didn't see, my b

maiden wadi
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@tranquil gorge I was wondering how you're already rotating the character towards it's movement. He turns to face the direction that he's moving towards a little. Where is that from?

pallid wave
maiden wadi
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@pallid wave What type of class does BPGridObject inherit from?

pallid wave
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It's a actor Blueprint Class

tranquil gorge
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the facing the direction hes moving im sure is most likely coming from the checked use controller rotation yaw in the third person character settings

true salmon
pallid wave
tranquil gorge
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it could also be coming from the cheaked orient rotation to movement @maiden wadi

maiden wadi
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@pallid wave Oh. My bad, I read that wrong. Your Grid is of type Actor. If you always use it as a grid, you should change the type to BPGrid rather than Actor. Alternatively you can just cast to the actor pointer to BPGrid.

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@tranquil gorge You can probably up the rotation value above OrientRotationToMovement to something like 360 or 480. Might get your desired result.

pallid wave
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Ty @maiden wadi. I think I'll just change the type to BPGrid.

maiden wadi
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@sterile fjord Rather than tracing every frame, you should probably set up a semi quick timer on beginplay to run every tenth of a second or something. That timer would run an event that could check if you should even be trying to shoot at the character, IE if it's been more than two seconds. If it's been more than two seconds, run a simple distance check to see if the player is close enough. If they are, then trace to see if they're in view. If all of those pass, fire the arrow.

tranquil gorge
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ive already had it to 720 and it was functioning as seen. i input 360 and 480 as well. no fix @maiden wadi

maiden wadi
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@tranquil gorge Odd, do you use AddMovementInput for your movement? And I presume that is a character class, since you have OrientRotationToMovement?

tranquil gorge
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yes i am

maiden wadi
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In your character's ClassDefaults variables, do you have UseControllerRotationYaw disabled?

tranquil gorge
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no its enabled

maiden wadi
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And you have nothing going on on tick or whatever that affects character's location or rotation?

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Oh, man. I need to take a break, I'm reading everything wrong.

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I read that as it's not enabled. Disable the UseControllerRotationYaw.

tranquil gorge
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not that i would know of and ok

maiden wadi
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That should allow the OrientRotationToMovement to work.

tranquil gorge
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well now hes just walking in circles whenever i go left and right

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however front and back seem to work now

maiden wadi
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Circles as in running around the camera location, or he's spinning in place?

tranquil gorge
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well if i held left or right he would just start walking in a perfect circle as if he was walking around an object.

signal prism
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how to make scp 173 mechanics using blueprints?

maiden wadi
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Might post your left and right axis movements.

tranquil gorge
maiden wadi
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Do you want the controls to work based on the camera's direction?

tranquil gorge
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yes i indeed do

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id like the forward vector to be based on the cams point of view like most 3rd person games

maiden wadi
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Try this out then.

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On a side note.. there really needs to be a simpler function for getting vector leveled on Yaw.

tranquil gorge
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lol and ok ill try this out right now

fresh sluice
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Hello. I'm having a trouble with a BP of mine, specifically it gives me the error message that i'm trying to access the actor that is pending kill. Now, I understand when such error would appear normally, but it happens on an actor i have just spawned a node before via spawn actor by class. What it is is that I have a door bp on which I can use a lead pipe BP to block them. This makes the door BP spawn a new pickable actor for lead pipe and put it in a relevant transform, so that I can pick the pipe again. When i do this for the first time (place and pick up), all is fine. But when I place the pipe for the second time, even on a different door instance, I get the aforementioned error. Halp =C

maiden wadi
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I know. But I do this in C++ so it'd be wasted on me. Just amused at the lack of something like that given how often it's used in controls.

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@fresh sluice I wonder if that could have something to do with your bindings not being cleared, somehow? Or is it the attachment that's causing the error?

tranquil gorge
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@maiden wadi Big thanks and Happy belated valentines day to show how much i love ya right now. :)โฃ๏ธ i can finally move on .

open acorn
maiden wadi
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@open acorn Usually has something to do with the spring arm colliding with the character. Occasionally it's also odd controlrotation mess ups.

fresh sluice
# maiden wadi <@!273378219091034112> I wonder if that could have something to do with your bin...

OMG I am an idiot ๐Ÿคฆโ€โ™‚๏ธ I have a persistency system that tracks if the item of given ID has been picked up or not, and if it was, destroy it on spawn (so that I don't have a picked item after reloading a save). I made it a while back, guess I didn't think about a situation when an item with the same ID will be picked up and put down multiple times x_X Sorry for bothering

open crypt
open acorn
open crypt
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am I missing something here? can someone please confirm that I have set these collision channels correctly

maiden wadi
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@open acorn Try to disable DoCollisionTest, see if it goes away. If it stops, you have a collision problem. If it doesn't stop, you have a control problem.

open acorn
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i'll just make a new 3rd person char and see if it persists... i'm pretty sure its just the default though.

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yea this is the default thirdpersoncharacter... wth is it my map?

wheat crater
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I feel like the adoring fan with how annoying I'm being, but I think I'm onto something - I can move my actor on the X co-ordinates by multiplying the direction with my input, and plugging that into the Y vector. If I plug it into the X, I can move along the Y, but only by clicking left and right, when it should be up and down.

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Combining them also results in moving diagonally, probably because I'm multiplying two whole numbers when pressing on the right side, and a negative on the left

hexed jungle
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Could somebody please draw me up an example of how I could use an rinterp node to smooth camera movement on a first person camera? All the tuts i can find use a spring arm but that doesnt work for what I am trying to do.

open crypt
dawn gazelle
open crypt
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Nah, it works now, but collision seems to be an issue those cars and trucks should be getting hit and triggering this

open crypt
steep gull
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Is there anyway to fire a onmouseover/clicked event in the editor viewport?

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im trying to do something like python viewer states in houdini

gusty cypress
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Is it possible to have a player import a sound file while the game is running?

tawny shuttle
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@maiden wadi sorry for the @ but I've been reading and learning and would it be possible to make a hand IK follow a trace determined by the mouse? similar how you use a trace to determine the placement of a foot IK?

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something like instead of the trace going down to measure the floor it follows an invisible point where the mouse is to trace the hand IK to the location?

trim matrix
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hey ive got ai that goes to a chair and sit on it, ive also set it up so that when its being sat on it cant be sat on by another ai, the problem is I want my ai to find the closest NON occupied chair

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i have the blueprints that finds the closest chair

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but im trying to integrate the not occupied section and I cant figure it out

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spaghetti yay

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Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsChair". Blueprint: FindChair Function: Execute Ubergraph Find Chair Graph: EventGraph Node: Branch

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giving me this error

covert delta
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That means you're passing a null value and trying to turn it into a chair

trim matrix
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huh? haha

covert delta
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somewhere you're trying to cast a value to the type chair

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but when its actually happening in game, it's getting nothing

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game complains because you can't cast Nothing into a chair

trim matrix
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hm so how do I fix it?

tight schooner
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@steep gull This might be a recipe for disaster, but if a Editor Utility Widget has a tick event, maybe you can run something on that...

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otherwise maybe look into how editor plugins are made

trim matrix
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like this?

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still doesnt work

earnest fog
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How hard would it be to fetch text from a random wikipedia page and put it in a text render?

prisma stag
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Hello I have 2 tools, a hatchet and a pickaxe that I would like the player to pickup. I have turned on simulate physics however it wont do the pickup function. However if I turn off physics then they work?

tawny shuttle
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hey guys quick question; how can I get an IK to trace along a tracebychannel controlled by the mouse?

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I'd have to get the mouse and it's vectors correct?

trim matrix
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why doesnt this work?

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it defaults to 0 I suppose

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If I remove the bool branch it works (finds closest actor)

maiden wadi
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@tawny shuttle Possibly. Try using the PlayerController's ConvertMouseLocationToWorldSpace for it.

crude cradle
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Can someone walk me through a problem? I'm trying to understand how to setup some object to only be visible to some players but not others.
I have a multiplayer game and my approach so far was to make a copy of the object and set it as the owner of the player that activated it. Then setting it up as Set Only Owner See, but that doesn't work quite right:
When the client does it - everything works out properly
When the server does it - the axe disappears and only appears for the client!

unique harness
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i assume you're doing a listen server?

crude cradle
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yeap!

unique harness
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i'm not sure how that would be handled

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I think the server itself is a client

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so if it's owner only, the server wouldn't see it

crude cradle
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hrmmm, just tried with 3 players, and appearntly all the clients see it, so still flawed.

unique harness
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Can you show your logic?

crude cradle
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basically i have a custom event setup that runs on the server, so when the client wants to inspect it, it sends over the original actor, and a reference to the client.

unique harness
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Can you show the replication settings on the class you're spawning?

crude cradle
unique harness
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So when this function is executed, who should see the object?

crude cradle
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only the client that sent out that event

unique harness
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does the server need to know about it?

crude cradle
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nope, the client will let the server know if they will put it back/in inventory

unique harness
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so why RPC then? why not just spawn it locally?

crude cradle
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doesn't the server need to spawn it initially on the level?

unique harness
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can you explain what you're doing at a higher level?

crude cradle
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Basically, I want an object to be inspectable.
If a player comes to inspect it, the object disappears from everyone else.
The object appears to be closer to that player and the mouse movement will rotate the object.
Then the player has a choice, either they drop that item (so other players may inspect it)
Or they put it in their inventory.

unique harness
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ah ok that makes more sense

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So I would have a RPC called "InspectObject" which would hide the main object and call a ROOC RPC to spawn the object for the inspector

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InspectObject would be RoS

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then if the client picks up the item, destroy it locally and tell server to add it

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otherwise destroy it locally and tell server to unhide item

crude cradle
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sounds reasonable! ROOC RPC requires me to set the item as the owner right?

unique harness
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this should exist in the player class

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so it'll be PlayerObj->InspectObj

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so you're already handling RoOC

crude cradle
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thanks, i'll try that!

round dune
#

Itโ€™s it possible to make a full game like Phasmophobia with blueprints without much lag?

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Without *

quaint bough
#

how would you approach drawing performant debug lines in 3d Space, if i understand it right the draw debug line blueprint is disabled when the game is packaged or should only be used for developing?

unique harness
#

yes that is correct

round dune
#

To which question?

unique harness
#

Zafo

#

i have no idea what Phasmophobia is

round dune
#

Itโ€™s only a example

maiden wadi
#

@round dune It's possible. Lag is kind of a rough subject. Too many things affect it. If you take out the hardware aspects, it's very possible I'd say. It's only 4 players, and the interactions are fairly simple.

crude cradle
#

@round dune I think your question is "how performant is the blueprints system of unreal engine 4.26.1"

round dune
#

But is there way on optimize the Blueprints to reduce the lag and have some more complex stuff?

unique harness
#

yes, there are ways to do it

#

c++ will always be better though

crude cradle
#

I am not sure if unreal engine ever released benchmarks of similar made situations with blueprints and C++ code in comparison.
But I imagine since all the blueprint code is compiled into c++ code anyways, there shouldn't be much overhead in the auto-generated code.

The only thing I can think of is some optimizations that a regular person might do on C++ level that might help, like multi threading when possible or better managment of memory.

round dune
#

But C++ is much harder to learn is the problem

unique harness
#

BP speed is a lot closer to c++ speed now than it used to be

crude cradle
#

bottom line, c++ is better when the person knows and masters it.
blueprints is workable, some things are missing from normal functionality - like handling of steam online subsystems are a bit lacking (but there are plugins for it), and some other things might be annoying (working with arrays of structs)

unique harness
#

biggest optimization you can probably come across is just using BPs in the most efficient ways

#

like caching results from a pure function call instead of dragging 20 pins off of it

#

not using event tick

#

not using function binding, etc

round dune
#

So to my answer it is fully doable to make a lag free game with blueprints aslong it is not a tripple a game?

unique harness
#

You could make a AAA game in BPs

round dune
#

But wouldnโ€™t be there very much lag?

unique harness
#

depends on what you're doing

crude cradle
#

you would have to define what do you mean by Lag.

round dune
#

So I have in my a kinda of escape game where you are trappend and followed by creatures and you must solve puzzles and find keycard to escape

crude cradle
#

do you mean 100% CPU/GPU usage that would make the game FPS dip to less than optimal (30fps)?

round dune
#

Yes

unique harness
#

sounds pretty simple computationally

crude cradle
#

it sounds like the type of things blueprints tried to solve @round dune

#

taking the burden of knowing how to write code in order to realize what you have in your brain as a designer

#

bottom line, it sounds as though the thing you have in your mind can be implemented using blueprints and there would not be "Lag" unless you are targeting very old computers

#

or bad connection

round dune
#

I am targeting a average gaming pc(i5/gtx 1060)

crude cradle
#

or you are going gung ho with raytracing and high poly models

round dune
#

AI Controlled Monsters, Puzzels, Keycards and maybe random room generation

crude cradle
#

infact most of your time will probably be spent on optimising your scene and environments

round dune
#

Thatโ€™s all I have in mind for now

orchid garden
#

can do that all via blueprints and still run smoothly on i5/1060

crude cradle
#

infact, some gaming studios have their own implementation of the blueprint systems based on their engines

round dune
#

What do you mean by that?

proven mason
#

Is there a way to call the event tick in Blueprints?

orchid garden
#

they modified the c++ structure for the blueprints that can be used in the mod editors.

#

for example - Ark

proven mason
#

I really like the animation the event tick does with it's delta seconds in conjunction with RInterp

#

it's ashame I couldn't figure out how to call the event tick function when I push a button to do RInterp

quaint bough
#

im working with nested for loops and i can tell you if you do something like that in blueprint its way slower than in c++ ๐Ÿ˜„

unique harness
#

no, you don't call event tick

crude cradle
#

@proven mason I usually make a Timeline object when i want to linearly interpolate an animation

orchid garden
#

timelines are good for running a animation off of as well.

proven mason
#

okay so let's say I use Rinterp for a pinball flipper

unique harness
#

a timeline is probably what you want to handle that

proven mason
orchid garden
#

yeah i'd use a timeline for it, flip out motion - playing forward, flip back to normal position - play in reverse.

proven mason
#

@trim matrix what about RInterp to constant?

unique harness
#

timeline with lerp is definitely what you want

proven mason
#

okay so I add a timeline

unique harness
#

create a float track

#

add two keys

crude cradle
#

they can be quite scary at first (timelines), but once you do one, they are super satisfying to work with

unique harness
#

1 at 0.0, the other at 1.0 at your desired duration

#

so probably something like 0.25

proven mason
#

k I'll check it out

#

also is it a big deal if I enable physics onto the flippers?

unique harness
orchid garden
#

for a flipper - you want to be able to interupt the action being played, not continue till stopped. i.e. if its reversing it needs to play forward from the current reverse point rather then the start.

unique harness
#

you're right

#

and it should probably work on press/release

orchid garden
#

yeah it should, as pinball tables i've played don't reverse the flipper till the button is released.

#

(i.e. real life mechanical pinball tables)

elfin badger
#

is possible to have a base class with an interface and on a child class override the interface event while also having the parent interface logic run as well?

trim matrix
#

Yo guys, I'm seeing in the Widget UMG thing stamina bars go from 0 to 1

#

Seeing as I'm not good with math ( or I'm too lazy to figure it out ) does anyone know a good method to convert this to 0 to 100?

unique harness
orchid garden
trim matrix
#

got it, thanks guys

proven mason
#

Wow thanx for the help; you have no idea how much I've spent scratching my head on getting the flippers to rotate the proper way

unique harness
#

awesome ๐Ÿ˜›

proven mason
#

speaking of Lerp there's a Lerp (Rotator) node aside from just the Lerp node

#

does it matter which Lerp I use?

unique harness
#

yes but you're only updating 1 value so no need to use that one

proven mason
#

oh right cuz of set actor rotation node

unique harness
#

well it's a lot more math for no reason

#
FRotator UKismetMathLibrary::RLerp(FRotator A, FRotator B, float Alpha, bool bShortestPath)
{
    // if shortest path, we use Quaternion to interpolate instead of using FRotator
    if (bShortestPath)
    {
        FQuat AQuat(A);
        FQuat BQuat(B);

        FQuat Result = FQuat::Slerp(AQuat, BQuat, Alpha);

        return Result.Rotator();
    }

    const FRotator DeltaAngle = B - A;
    return A + Alpha*DeltaAngle;
}
#

that's the rotator version

orchid garden
#

slerp to a rlerp lol... sry found that funny for some reason....

unique harness
#

vs

    template< class T, class U > 
    static FORCEINLINE_DEBUGGABLE T Lerp( const T& A, const T& B, const U& Alpha )
    {
        return (T)(A + Alpha * (B-A));
    }
#

so should definitely just use the regular Lerp

proven mason
#

okay well said besides I want the game to run optimal

#

Alright @trim matrix will keep that in mind.

trim matrix
#

hey im trying to find the closest non occupied actor

#

but it doesnt work

#

ive been trying for a week

#

different kinds of methods

#

nothing seems to work

#

basicly it should find all the actors that are not occupied, then find the closest one,

proven mason
#

@trim matrix out of curiousity is there a way to convert all these blueprints nodes into C++ code?

maiden wadi
#

Early optimization will just make you cry when you have to rip it all out and actually optimize it later anyhow. No point in bothering.

trim matrix
#

Alright so has anyone ever seen this before? I really hate UI

#

I've literally never seen 2 bars in 1 progress bar

tight schooner
#

@proven mason Automatic nativization has lots of bugs โ€” every new version of the engine seems to add more โ€” so I would use it very sparingly and in a limited way, like a BP component that handles no class references.

true valve
#

What's the implementation of holding a torch on your left hand and axe on your right? Does it have to be based on a single animation or could be two separate anims?

sand shore
#

@trim matrix yes, and normally because I've made it do what it does.

#

You appear to have spawned 2 instances of your UI, one which does not update from the default for some reason?

sand shore
#

You probably should ask in #animation about using multiple slots in a montage, or how one might mirror (or even retarget) animations

trim matrix
#

@sand shore It's super cracked out haha, I used a blueprint Interface to update stamina values, That video I sent was a result of it. I ended up just using a cast node rather then interface and it worked fine.

#

I was specifically trying to avoid casting all the freaking time but it just didn't want to work with BPI

sand shore
#

okay so I'm guessing you retain a pointer to the spawned UI, then you use(d) the interface call to update that?

#

What I'm saying is that it really looks like you spawn another UI and that UI doesn't update (because you have a single reference to the UI, you can't update two)

prisma stag
#

How come attachactortocomponent doesn't work when physics is enabled?

daring turret
#

if i make a tilemap in blueprint, is there a way to procedurally generate what kind of tiles appear where? im making a game with basic terraria mechanics.

proud hull
#

But this says to set the initial nearest to the first index and the way you have it sets the initial nearest to the last index, since it is inside the for loop.

#

You can honestly just remove the index != 0 and let it test distance with itself. It is only trying to save you one iteration of the for loop.

trim matrix
#

ah

#

well I kind of fixed it

#

but thanks ill keep it mind ๐Ÿ˜„

#

slight issue tho

#

poor sods are all stuck lmao

proud hull
#

They get stuck after finding and moving to a chair?

#

Are you attaching them to the chair at all?

trim matrix
#

after they stand up

#

yea

#

they sit and shit

proud hull
#

Did you detach them?

#

When they stand

trim matrix
#

yea yea thats not the issue

#

i teleport them on the chair

proud hull
#

Just making sure, that would probably prevent movement.

trim matrix
#

they cant move cause theyr not inside the navmesh

proud hull
#

Hmmm, not quite sure. Possibly a way to nudge them back inside the navmesh with a small impulse or simple move to node.

trim matrix
#

i could yea

#

but its kinda jank lol

proud hull
#

Indeed, it is, lol

trim matrix
#

i could disable navmesh gen on the chair

#

but then theyd just.. walk into the chairs

#

hm maybe theres a node to turn it off

#

doesnt seem like it

proud hull
#

Standing animation could include them also taking a small step forward. Still a weird workaround, but would look more natural than forcibly moving the AI forward.

true valve
#

@sand shore I opened the question in the animation channel but wondering if you know any docs or tutorials on this subject?

trim matrix
#

hm that just seems annoying and wont fix a lot of other nav mesh issues

worthy frost
#

@true valve just be patient, don't ping people like that

sand shore
#

Heres what is about to happen, if I answer. I will open a new tab, I will google "UE4 anim slot BP", and I will give you the top unsponsored link.

#

I don't have a better recommendation

true valve
#

lol - well I'm looking for the right keywords, I already did some searching. Didn't find anything.

sand shore
#

fair play

trim matrix
#

anyone know how to have a navmesh but still be able to use the actors in them as AI?

#

chairs outside navmesh are very annoying to deal with

#

have to teleport them on and now theyr stuck, possibly have to teleport them back onto the navmesh

sand shore
#

you can change it so that instead of the mesh/actor blocking navigation, it changes that volume into a different Nav Area

#

I don't remember where

trim matrix
#

hm ๐Ÿค”

earnest fog
#

How hard would it be to fetch text from a random wikipedia page and put it in a text render?

trim matrix
#

Any idea why a double jump blueprint would add a crazy amount of forward velocity?

proud hull
trim matrix
#

Yeah

#

I had to remove the Get Velocity and +Vector to fix it

#

Just added whatever Z vector into the Launch Character

proud hull
#

So you got everything working as expected now?

trim matrix
little helm
#

I want to spawn sound of other vehicle with respect to distance of our character
I won't to use sound attenuation as it repeats the sound of vehicle again and again any solution???

#

I created an endless runner game

tight schooner
#

@little helm if your vehicle is spawning the looping sound, you can save the spawned sound into a new variable for easier manipulation.

Then on Event Tick or a looping timer event, you can use the variable to continuously set the amplitude (this is from memory so I don't know the exact nodes offhand).

#

Your vehicle also needs a reference to the player. You can Get Player Pawn or Get An Actor of Class and save that to a variable on BeginPlay.

#

With that saved reference, you can then Get Actor Location and use a Distance node to get the distance between two location vectors.

#

Do whatever math you want on that distance value to set the amplitude. (A clamp node can help there.)

#

If you need expert help w audio, ask #audio

little helm
#

Yup thanks a lot bro ๐Ÿ™

cold crown
#

Im trying to get an overlap for the player and only the player not all components, and this does not seem to work :/

#

I have been scouring the internet for help, but the only feedback I have got so far was to make sure your calling the right tags IE (actor tags/component tags), but it still dosent work

dawn gazelle
trim matrix
#

What component have you set the tag to?

#

Cuz maybe the component with the tag is not triggering the event.

cold crown
#

the outlined component has the player tag

#

gernerate overlap events are on and i made sure the tag is component specific

dawn gazelle
#

If you're going to go with the tag route, I think you need to plug the Component Has Tag node into the "Other Comp" pins.

trim matrix
#

Ah I didn't see that

#

yeah plugging it into the other should work

cold crown
#

Ive tried it, and it doesnt seem to work

#

Ive been having trouble with getting componets by tag thorought the whole development process

#

@dawn gazelle you mentioned "tag route" is there a better way to do this without tags? I just want a way to check for specific items

dawn gazelle
#

Well, your original request was to get an overlap for the player. If the player is of a unique class, then you can normally check for overlaps without having to tag anything as the overlap can be on the actor and you can check the class of the actor that is overlapping, but if you're trying to specifically check for a component overlapping, then you would probably need to use tags.

cold crown
#

basically I only want the functions to call when the player touches it but ignore overlaps with everything else. but your mention of unique classes is definatley another trail for me to look into for shure

trim matrix
#

just check if the overlap is triggered by the bp of player.

cold crown
#

I dont fully understand. I cant get the overlap to trigger in the blueprint, and everything it causes works as intended, the only problem is "everything" triggers it (at least with "generate overlap events" on)

dawn gazelle
cold crown
#

0w0

dawn gazelle
#

This is an example - the event will trigger with all valid overlap colliders, but then you can get the "Other Actor" and then cast to the appropriate class of the actor you're wanting to test for.

trim matrix
#

^

#

Casting is a basic but extremely important thing, I would implore you to study it rigorously.

dawn gazelle
#

Having multiple colliders in the character can muck up how it works a bit - like, it fires twice on my end because I was setting up something similar to what you have with a collider in front of the player, so it's detecting both overlaps - the one on the sphere I created, and the player's base collider.

cold crown
#

You Guys are Awesome!

#

sry, it finnaly worked lol

trim matrix
#

Great, feel free to ask any other queries you might have.

cold crown
#

Im fairly new to this, I have been a scripter on halos forge system for the past six years, and its hard dropping all the bad habbits I gained from that broken system

trim matrix
#

that's cool, I only recently got into gamedev stuff.

cold crown
cold crown
trim matrix
#

Man gamedev thus far has been like the sea, no matter how much water I collect there is so much more.

cold crown
#

oh yes I def learned that in my halo years

#

everytime I thought I was the god of scripting with the biggest brain in halo, a few months later I would learn more and look back on how ignorant I was lol

elder gulch
#

what is the porblem???

tight schooner
#

"accessed none" means the data isn't set or otherwise isn't valid. Whatever data you're feeding those nodes with as "targets" isn't there.

elder gulch
#

but everything is setted up

#

plus working

#

when tested

#

but it only gives this error after the ending

#

but it works

#

when testing

magic oak
#

Between the delay and set angular damping, put an Is Valid node to check the target

finite ermine
magic oak
#

Delay nodes are super dangerous and Iโ€™d advise avoiding them as much as possible. Try using a timer function that you can invalidate during End Play instead

elder gulch
#

so should i remove the delay?

#

?

versed tinsel
#

wait nevermind lol

#

sorry sorry

elder gulch
#

LOL

#

xD

versed tinsel
#

from what he said I think he meant you should use something else like a timer and then invalidate it, so that you can check for validation

#

if its not valid, it won't run the rest of the nodes and so yuu won't get that error

elder gulch
#

hmm

#

but the dumb thing is everything works perfectly

magic oak
#

Just pop and IsValid node after the delay

elder gulch
#

aight

versed tinsel
#

tbh I had that problem too and I had no idea what to do, so, thanks dikachu hehe

elder gulch
#

xD

versed tinsel
#

I just ignored it since it doesn't affect the game

elder gulch
#

ya same

#

xD

#

lemme fix it

versed tinsel
#

show me the bp afterwards if you dont mind

#

after the error is gone

elder gulch
versed tinsel
#

thanks dude

elder gulch
#

np

#

this fixed mine

#

i learned that it accidntally triggers at start and it does this so when you add this it blocks it so the problem fixes

versed tinsel
#

great, thank you

#

as you can see uhh

elder gulch
#

can i see da bp?

#

after u done this?

versed tinsel
#

hmm sure

#

ill try doing what youre doing

elder gulch
#

yea sure

versed tinsel
#

not the one you used

elder gulch
#

yea but i used the other one

#

on my char blueprint

#

and i used it with branch to make the same effect

versed tinsel
#

ohh wait I know whats the difference

#

with this node, it gives you the value - true or false

elder gulch
#

yea, it does the same thing tbh

versed tinsel
#

with the gray one, it automatically outputs is valid or is not valid

#

yeah

elder gulch
#

they are same in this condition

versed tinsel
#

yeah

#

neat it got the error fixed

elder gulch
versed tinsel
#

yeah the error message is gone

elder gulch
#

haha

#

cool!

versed tinsel
#

yeah, thanks dude

elder gulch
#

thx to @magic oak xD

versed tinsel
#

thank both of you hehe

elder gulch
#

haha

sweet silo
#

Hi everyone ! I'm trying to create a routine for my character. Like he wakes up at 8.05, has to take the 8.10 train, be in the factory at 8.12 etc...
And then the day just starts over again.. how would you do that ?
Thanks a lot !

#

here is a scheme of how the day would go

#

I've already made a timer but don't really know how to go from there..

olive sedge
#

my camera always flashes to 0,0,0 before starting my level intro sequence and the sequence doesn't have the curve parameters applied even though I start at frame 0 and even if I start the sequence before frame 0.. Anyone know how to fix that?

alpine copper
#

Hey guys I'm trying to recreate google street controls, in this video you can see I'm using a sphere as a center point. My goal is to use the sphere as a pivot when I'm holding the mouse button and not being able to get it off the screen until I have release the mouse and click again on a different place https://i.gyazo.com/b7a33b1916da1be5790f0748d05d0acd.mp4

sweet silo
#

How would i reference a function in another script ?

maiden wadi
#

@alpine copper As in not allowing the user to look further than the sphere is?

sweet silo
#

Like i want my "moving" platform to be moved when time = 20. But the time function is in another place

alpine copper
maiden wadi
#

@alpine copper Hmm. You could brute force it in the camera rotation code. But I also wonder if you might be able to simply limit the pitch/yaw in the CameraManager.

#

I'm not quite sure how to solve the up and down per of it, possibly just an extra screen ratio applied on top, but in short you need to get your camera's FOV, half that. So if you have a 90FOV, you camera should see in 90 degrees. Half that to 45, because you want to work from the center of screen. You'd want to get the rotation from the camera to the sphere which will give you a world rotator in that direction. Then you could possibly set the CameraManager's min/max Pitch/Yaw by that rotation value Plus or Minus the halfFOV

alpine copper
maiden wadi
#

It should still work I think. Try it really quick with a simple beginplay test. I know it works on pitch, I use it in first person to keep the player from looking straight down or straight up and all of my look controls are AddControllerPitch/YawInput

#

In your pawn or controller's Beginplay, just try something like this. See if it limits your view to only 30 degrees side to side and up and down.

sweet silo
#

I want my platform to move after ten seconds but it strats off immediately do u konw why ?

dark crow
#

That's now how GetSeconds works

#

And it wouldn't fire on BeginPlay

#

Use GetTimeSeconds or you can just simulate it into the Timeline with a 10 seconds of 0 value

#

BeginPlay runs only once when the Actor is created

crude cradle
#

What would be the difference between running an RPC of ROOC and RepNotify on a variable?
right now the way i understand it the only difference would be that one would notify when a certain variable would change for the owning client, and the other would notify the owning client of a specific event with optional inputs, but is there any other networking difference?

trim matrix
#

Hello guys I have little problem with my inventory, when I open it I want to disable the character movement, the code is made in the player controller, and I did this code but doesn't work when I want to close the ivnentory and "unpause" the game

visual lion
#

Hi and good morning to all, I have a small issue with the rotation for some of my tanks, currently I'm using this code to rotate their "heads" so that they look at the barrier, but for some reason they look at the other side, it doesn't matter if I use relative Rotation/Location or World Rotation/Location, any ideas of what it could be?
https://gyazo.com/c20bab325e0f92c7cc3eb619729d60a4
https://gyazo.com/3149b3291ac71a111c475ab72a0eb6e1
https://gyazo.com/03829dff49e1068c61aa3bf6cfcacfb7

hollow drift
#

has anyone a good example for a debug tool example?
I want to be able to change in one bp some checkboxes to turn on or off debug mode for certain actions or events

turbid shard
#

Hey, I am trying to rotate my character to match the input rotation of the player input at the end of my dash. I tried relative and world rotation but I am getting a wrong rotation on my mesh. Can you help me? Thanks

elder gulch
worthy frost
#

Your checking for tag before casting

trim matrix
#

Good Morning all, i have a question and i am finding it hard to word to search google....

i have created a actor component and added a variable for a Physics Handle... i have added said component to my first person and i would like to select the physics handle i have on my character but i am unable to... but if i use the node in BP on begin play i can set it and works fine... here is a image... i want to select the HAND (in blue box) to the var in the details of the Demo_AC

worthy frost
#

And actor is null

elder gulch
#

just change place?

worthy frost
#

cast then check the tag?

elder gulch
#

lemme try

worthy frost
#

or check the actor is valid

#

Actor -> IsValid -> Check Tag -> Cast.

#

tho that is messy, also not sure why your using tag "Door" then casting to door

little helm
#

Hey folks what's up
Have a doubt how we can spawn group of coins over the obstacles just live in subway surfers..?

elder gulch
#

@worthy frost this is what i use for door system

worthy frost
#

thing is door cast will fail if actor is not a door

#

so the tag check for door is redundant

#

btw if you want to interact with more actors

#

i highly recommend an interface ๐Ÿ™‚

elder gulch
#

owh

#

im new so idrk what to do in general

#

i just use my brain to make some of the things

#

idk %90 of the other nodes

worthy frost
#

an interface is something you put on actors, then you can call a generic function all those actors that have the interface respond to do

elder gulch
#

hmm i got it

worthy frost
#

for example, LineTrace -> Get Hit Actor -> Check if it implements Interactable Interface -> Call Interact on that interface

elder gulch
#

i use door as bp

elder gulch
worthy frost
#

your system only allows for interacting doors as it is now

#

what if you want to interact with a window? a car?

elder gulch
#

i added locked doors and this door got broken

elder gulch
#

@worthy frost idk why but this interface thingy looks complicated and i want to add several doors like locked etc but it breaks are there any tutorials that teaches the interface good?

olive sedge
elder gulch
olive sedge
#

I already tried making a big plane in blender but that doesn't help

#

Oh, right

autumn kernel
#

Hello, is it possible to move the capsule with the blueprint please?
Or can we reduce it in the opposite direction (from bottom to top)

visual lion
#

Ok, sorry I had inverted the Target and start input pins on the Find Look At rotation

stray island
#

How do i set enum

#

Value

turbid tiger
stray island
#

Ummm

#

I mean like , u know how you set a float to a specific number , i want to set my enum to specific value inside it

#

Like i want to choose

stray island
#

Ok thanks alot, will try

turbid tiger
signal prism
#

how to make scp 173 mechanics? (when you're not looking at him or you're blinking it moves really fast towards you)

supple dome
#

you can know if you are looking at something if your ActorForwardVector dot product DirectionToEnemy ( or EnemyLocation - MyLocation normalized) is positive

#

@signal prism

proud hull
#

Simply measuring > 0 will give you a 180 degree "look at" angle. You can set it to > 0.5 for 90 degree or even less, like > 0.9 to determine if they are looking nearly straight at the target.

left carbon
elder gulch
crimson elbow
#

Hello everyone... I have a problem with creating a simple multiplayer game for mobile devices. Like Multiplayer Shootout project sample i made a menu for hosting and joining game. Hosting section works good and session created successfully with Use LAN enabled and level opened with listen option and everything is good. but problem is here when other device wants to find session, i made a menu for that and i know Find Sessions node run On Success but there is not any sessions found !!

maiden wadi
#

@crimson elbow You should check out #mobile or even #multiplayer. You'll probably get better help in either of those from people who are used to mobile or people used to working with sessions in general.

prisma stag
#

Hello, Im having a problem where attachactortoactor doesnt work if the target actor has physics enabled. I can see in the World Outliner the actor becoming a child of my pawn but the mesh does move with.

earnest tangle
#

actors which have physics enabled cannot attach to other things except via using physics constraints

#

the reverse works though, eg. attaching non physics actors to physics enabled actors

prisma stag
#

hm. How could I do this then? I would like the player to be able to pickup items that they can drop?

#

Thats what I do. But physics is enabled when I pick up the item.

unique harness
prisma stag
#

In my game I would like it enabled since there will be no inventory so the tool will fall out of your hands when you drop it allowing you to pickup a new tool to use.

earnest tangle
#

Yeah so you just enable physics on it when you drop it

#

My game works that way too, you pick up physics enabled items and it disables their physics

#

When you drop it, it just re-enables it

prisma stag
#

Thats what I do however when I pick the tool up, the mesh doesnt follow.

earnest tangle
#

Then you didn't disable the physics I think

#

^yeah this is a good point, the order of operations matters

prisma stag
earnest tangle
#

Is Metal Pickaxe the root component of the physics-enabled actor? And is it also the component which has the physics enabled on it? (Eg. a mesh or a collider)

prisma stag
earnest tangle
#

That might be the problem, I'm not really a physics expert but I've had problems if physics based actors had something else than the physics-enabled component as their root

earnest tangle
#

Note the Box is the root component, and its the one the physics are being toggled upon

elder gulch
unborn rover
#

Hello everyone! Is there anyone face with structure bugs in 4.26? I added new variables and made some changes. But sometimes project is crashing during package. Also structure data never update and I cant reach the new variable. What is going on around here? ๐Ÿ˜ฆ

gritty aspen
#

Hi guys
How to do a door with different locks like card key and hammer

gritty aspen
#

I want a door with 3 locks

fading jetty
#

I am looking to fire off a BP at end play that will add to an array (hope this makes sense). Any idea how I might do that ?

earnest tangle
#

You can just do that from End Play can't you?

fading jetty
earnest tangle
#

What are you trying to add into the array? The actor itself?

fading jetty
earnest tangle
#

Hmm, that should work even from end play ๐Ÿค” What does your BP look like for this?

humble spade
#

HEllo again, is it possible to store a value from the bp and pass it to another?

earnest tangle
# fading jetty

It might be that the problem is calling the interface function... not sure if it'll actually work with an actor that's about to be destroyed

orchid garden
#

if a actor is pending destroy it won't work

earnest tangle
#

if the data is loaded into the actor's variables or something you should be able to assign it into the array when it's being destroyed

fading jetty
orchid garden
#

i pass the vars then destroy the actor, no issues.

fading jetty
orchid garden
#

for instance item pickups - the player activates the item, the item sends its data to the player then calls a destroy actor on itself. the player has the data for the pickup and adds it to their inventory.

same basic method for death of a actor, just make sure that you have a processing function/event setup to handle it prior to death (i.e. if health <= 0 do processing -> finalize death)

fading jetty
fading jetty
orchid garden
#

i'd send you a screen of my pickup routine, but I'm not able to go to UE4 atm

fading jetty
humble spade
orchid garden
# humble spade Good Question, i have no idea

lol cute
yes its possible, get a reference to the other bp, and then you can set the varable that holds it directly (by pulling a pin off the reference of the other bp and setting the var) or via a interface call to the bp.

humble spade
#

Thank you very much

orchid garden
#

interface call would be good if say if you need the other bp to do something with that var when the value is passed.

humble spade
#

Ill take a look at it, tbh i just want to let the same bp know what the result of its state was before that call.

prisma stag
maiden wadi
trim matrix
#

its connected to the int?

wooden mural
#

How do I launch a character at a specific angle while preserving the vectors scaling (the speed of the character)? Rotating the vector doesn't seem to work :/

trim matrix
#

can you change the default value and see if it prints that

#

check if the cast succeeds maybe?

#

yea

stray wagon
#

I refactored my C++ code and renamed a structure, and I have another BP structure using that same structure.... long story short, when I try to change to the new one inside the BP, Unreal crashes... So... What do I do, I just give up on the project I guess ? ๐Ÿ˜„

worthy frost
#

that is unfortunate,just rename the C++ struct

#

load it, up, rename the BP struct

#

or.. Add a redirector

#

and just delete the BP one from content

stray wagon
worthy frost
#

if they are matching structs

stray wagon
#

Essentiallly trying to set this structure to something

#

Hmm I guess I could use a new struct

#

Fuck the police

#

Unreal Is terrible at refactor... it just dead asss REMOVED stuff from the BP

#

like yeah sure just beat me with a stick while you're at it butterbrain

#

It REMOVED variables and i cant re-create variables with the same name cuz apparently they still exist somewhere in oblivion

#

It could literally not be worst

trim matrix
#

Hello. Wanted to make fast simple graphics settings, but when I am trying to change it in the game after building receive fatal error

sand shore
stray wagon
#

I just want to change the return type of anything to the new struct but it just crashes if I change anything...

sand shore
#

have you attempted a ini redirect?

stray wagon
#

No I dont really know what that is

sand shore
tacit maple
#

I'm currently using a timeline of 1 second duration [0->1] so it can be used to lerp a location, but I was wondering what would be the correct way to dynamically set the duration of the timeline, so that lets say instead of 0->1 over 1 second it could be over 5 seconds. My brain is not computing. pls help ๐Ÿ™‚

tawny shuttle
#

hey guys making a physics based fighting game; anyone know how to get velocity of a certain collisions sphere? I want to use velocity and a base damage to determine the damage of a hit

tacit maple
# dawn gazelle

This won't work in my case, because If I increase the timeline length, the track itself will still run from 0->1 in 1 second

#

Or will it? :/

#

I'm just gonna set the play rate = 1/Duration, I think that would work

#

thanks though :)!

unique harness
tawny shuttle
#

oh coolio!

#

now I just need to figure out how to turn the vector into a float for the damage

#

probably just make it into a function with the return node having a float output right?

dawn gazelle
tawny shuttle
#

haha yes of course

#

I just found that lmao

#

you guys are the best

obtuse agate
#

How do a reset a relative transform to 0,0,0 while keeping the current location? I have this model split into 3 parts.

#

The legts, turret body and guns. I want to be able to rotate the head as a swivel although its not zeroed out so it causes issues when calculating how the aim-at vector.

trim matrix
#

Hello, I'm trying to give my player the ability to grab objects using an overlap I'm stumped here, should I be going about it another way? If anyone doesn't mind giving advice. I'm using a box collision offset from my player character as the grab range.

stray wagon
#

Removing that connection actually crashes the engine altogether, not necessarly looking for a solution but just want to rant how fucking ridiculous that is

deft nimbus
deft nimbus
#

I am still very new, but I created this to "enable" picking up objects. Ignore variable names except canPickup xD It's a ball in my case.

#

"overlap" is a sphere component to determine, if a player entered the zone to pick it up

#

Assuming you have problems with determining that, if the grabbing itself is your problem I am not helpful, I just attach the ball to a socket xD

trim matrix
#

Thanks lol, yeah my player can detect when the object is inside the collision when pressing the button but it just doesn't pick up

proven mason
#

Hey so I use Timelines node to animate the pinball flippers. I noticed when I hit a button the flipper flips faster than when it returns and I thought both directions should go at the same speed.

orchid garden
#

you can set the playback speed of the timeline at any point

proven mason
orchid garden
#

but technically a timeline should play the same speed forward / backward if you don't change the speed.

#

you should be running off of 'play' and 'reverse' for the timeline for the flippers, you'll get more natural movement between button press / release

proven mason
#

but if set to play it only plays once

dawn gazelle
#

I think you may want to plug in your flop event to the reverse path rather than reverse from end - if the player happens to release the button fast enough, I don't think it'll look right. Geeky already said this XD

orchid garden
proven mason
#

so that means in the middle of the flip if I let go of the button then before it could reach to the top it drops from whetever teh flipper is at

orchid garden
#

using play and reverse yes

proven mason
#

ok I'll keep that in mind @orchid garden

deft nimbus
winged sentinel
#

I have a quick question, is the default ue4 character movement good for a production ready game, or do most people create their own custom character movement component

narrow kelp
#

@winged sentinel Depends on the game, but I think you'd need a custom solution for a more polished look

winged sentinel
#

@narrow kelp thanks for the response, I did want a classic FPS movement feel

narrow kelp
#

I bet you could use the built in movement, at least for most of development

sand shore
#

you would need to add bhop if you want it tho

faint pasture
#

For a game which is meant to be super consistent and where the player character is not necessarily treated as special, what would be a good way to implement the things that must occur when a character is being driven by a player versus those that are just specific to the character itself? Like a crosshair, would having all the crosshair functionality be attached to the player controller be a good design?

#

This is for a top-down view with the crosshairs in 3D in the world space

narrow kelp
#

Crosshairs behavior driven by the controller seems reasonable

orchid garden
#

i'd have to agree, crosshair location for top down seems reasonable to control with the player controller rather then the character

narrow portal
dawn gazelle
#

Add an exposed on spawn variable of some kind to your enemy, then in your spawners you can define that value when you spawn the enemy.

mental tree
#

hello I have a multiplayer game and I just looked into making a child bp of GameState / GameStateBase and for some reasons everything breaks when I use either of them (even more so with GameStateBase BP). By default, things are working fine with the default GameStateBase. Anyone has some intuition as to why? Otherwise I'll keep digging but I'm looking for lightbulbs if anyone has any

dawn gazelle
mental tree
#

๐Ÿ˜ฎ

#

that's exactly my issue then. thanks so much ๐Ÿ˜„

proven mason
#

do any of you guys know how fast a pinball flipper goes?

#

tried searching on google but couldn't find any

dawn gazelle
orchid garden
#

depending on the strength of the coil determines how fast or slow the flipper moves.

proven mason
#

sorry I was expecting a number

orchid garden
#

well its not really a speed thing, its more of a power thing, the weaker the power the slower the coils react, as well as the strength of the coil so its kinda hard to say... if i were to guess off the top of my head i'd guess most react in a bout a .25-.5 sec flip

proven mason
#

Right after I took your advice @orchid garden on how to turn the flippers I want to measure the speed using the get Physics Linear Velocity node

#

so I can alter the Set Play Rate to closely match that number

#

Okay so even if I tap an actual pinball button and quickly let go the actual flipper won't go fully to the top or does it?

#

and if it doesn't I would assume it's really close to a full flip

orchid garden
#

depends on the table, clasic arcade pinball machines the flipper goes full flip on pressing on some, when releasing you can control the flipper going back to its default state while others go full back, its all really dependent on the coils for the flippers.

proven mason
#

I want to base on modern pinball machines

#

I know Stern is one of those companies making the actual pinball machines

orchid garden
#

some of the modering pinball machines have slow back pedal flippers, so you can release the flipper and it moves backward at 1/2 speed, allowing greater control of the ball when caught by the flipper.

proven mason
#

okay I'll keep that in mind

orchid garden
#

classic arcade style pinball its more like flipping a switch with the flippers.

proven mason
#

I'll have to adjust the Play Rate for the reverse direction

#

Also I know a ball weights 80 grams (0.08kg) and the slant of a board is 7 degrees

#

I was testing the speed of the ball on how fast it rolls on that slope

#

so I place a Get Physics Linear Velocity to measure that

orchid garden
#

some tables actually let them adjust the slant, even the older classic ones you could do it with the feet of the table, twist out adjustment feet, the slant can make the game play more difficult/easier denpending...

#

im afraid I wouldn't be much help in calculating the physics for the ball movement though.

proven mason
#

it's good I can only make guesses with some thought

orchid garden
#

i'd think it would be something of the sort of ball speed vs. flipper / bumper force

peak goblet
#

Is there a way to dynamically add streaming levels to the persistent level during runtime? As it stands right now I can only stream in levels that I have added to the Persistent Level in the Levels tab. If I try to use the "Load Streaming Level" and choose a level that isn't in this list it simply doesn't load it.

I.e. I create a persistent level, and I drag MesaLevel and SnowyMountain_01 into the level list. Using "Load Streaming Level" to load either of these work fine. If I then use "Load Streaming Level" to load Grasslands_02 then nothing happens. Seems obvious since it isn't in the Persistent Level's list.

So the question is, in a way, is it possible to either load a streaming level that isn't in the level list, load a level without blocking the main thread (which would be what loading streaming level does in my case), or to append to the level list of the persistent level during runtime?

Talking of course about doing it via blueprints for now.

shy current
#

Guy how can i detect the hited face of the hited object

#

?

peak goblet
unique harness
shy current
#

do i need to convert it

#

i actually have any idea of what it is

#

@unique harness ?

unique harness
#

well it gives you the direction the impact came from

#

so you can use that to figure out the face

shy current
#

of the hited object or the sensor(what got it by something)?

unique harness
#

I don't understand your question

shy current
#

like

#

Will i get the side of the touched object(Cube touched by the ball) or the touched side of the ball that touched the cube?

maiden gull
#

So I am trying to have a rotating planet with a ship that spawns every sec. After which it moves to an orbit around the planet. Then the player can select the planet and click on another one and all ships around that planet will move over to the planet that was selected and orbit that planet.

This is all I have, I am still new to Unreal and have been trying to figure this out for 2 days now. Any help will be most appreciated.

narrow portal
prisma stag
earnest tangle
#

If your mesh has collisions set up it should be able to trigger from it too

#

If it doesn't have a simple collision mesh, you can create one, or have the linetrace trigger on complex shapes too

orchid garden
#

simple collision for a pick would be better then complex

prisma stag
earnest tangle
#

you can use regular collisions on the box, it should work at least based on that picture

#

it'll trigger on the box from where the box is, and it'll trigger on the mesh where the box isn't

prisma stag
#

The thing thats confusing me is that I use a LineTraceForObjects and look for object type pickups. Both the mesh and the box collision have their object types as pickups, but only the box collision triggers the Linetrace.

earnest tangle
#

hmm, not sure then... if your collision settings are correct and linetrace settings are correct, they both should trigger it ๐Ÿค”

#

my guess would be that the mesh might be using complex collisions and your linetrace isn't set to trace complex but I could be wrong

prisma stag
#

Oh wait. In the pickaxes static mesh collision settings I have the collision preset set to blockall. hm, let me see.

#

nope, that didnt do it.

#

It is also set to default.

#

omg. I set Use simple as complex and now it did it ๐Ÿคฆโ€โ™‚๏ธ

earnest tangle
#

Odd

#

Good thing it works now I guess :D

prisma stag
#

Yea. What is the project default then if not simple collision?

earnest tangle
#

It should be simple I think unless you've changed it

#

but even if it was complex it should still have traced if it traces on "simple as complex"

#

(I think)

prisma stag
#

I have no idea ๐Ÿ˜‚

#

Welp. Thanks for the help.

earnest tangle
#

np

orchid garden
dawn gazelle
open acorn
#

why can't i get a hello or goodbye from this npc when i walk up to him? I've tried all kinds of different collision presets.

orchid garden
#

because hit actor is not the same class as your character ref?

#

cast the hit actor to your character bp class, then do the check

#

@open acorn

open acorn
#

so i have to cast it again each time I enter the npc's sphere?

devout geyser
orchid garden
devout geyser
#

Widget is a widget

open acorn
#

just right click and make it

devout geyser
#

nothing works...

open acorn
# devout geyser nothing works...

i don't think those go together - but you can always unclick the checkbox and get any node by itself - just make sure you click it back on because it makes things a lot easier

narrow portal
devout geyser
#

he simple casts to the world actor gets the information he needs then setting it to its owner, i don't know why it doesn't work properly for me tho..

dawn gazelle
#

Did you create the "Owner" variable within your healthbar widget?

devout geyser
#

Yes its a character (not the player's char an AI)

dawn gazelle
#

go back to your healthbar widget, hit the compile button, and then try again.

devout geyser
#

nothin..

#

nothing*

blissful gull
#

is there a way to tell if a playerstate belongs to a local player?

open acorn
dawn gazelle
#

can you provide a screenshot of your variable and the title of the event graph of your widget.. like this?

dawn gazelle
#

So you want to "Set Boss" not "Set Owner"

blissful gull
#

@dawn gazelle GetPlayerController doesnt return the local player for me

#

actually

#

hang on

dawn gazelle
#

GetPlayerController was just being used as an example to show you can get a player state that belongs to a controller. So long as you can get a reference to a specific player controlled controller, then you can get their player state. For example, even this can work:

#

this can also be done in reverse... The playerstate is owned by the controller, so if you're running on the server, you can do something like this to determine the controller:

#

I mean, as long as you have a reference to playerstate, you can do Get Owner ๐Ÿ˜„

blissful gull
#

i think the issue is that im trying to get the player state too early on a networked client

#

when does it get a player state

dawn gazelle
blissful gull
#

kk, so i have to do it in OnRep_PlayerState?

dawn gazelle
#

Yep

blissful gull
#

i was trying to do my entire project in blueprint lmao but i guess epic doesnt want me to ๐Ÿ˜ฃ

dawn gazelle
#

You technically could just put a delay node in on the begin play...

#

Not the cleanest, and could possibly cause an issue with really slow clients (maybe?)

blissful gull
#

when does the playerstate get created on the server side though?

dawn gazelle
#

I couldn't answer that myself, but I'd guess it's after the player controller is created.

blissful gull
#

AController::InitPlayerState()

#

and then that's called in postinitializecomponents on player controller