#blueprint
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How would I safely do that?
If you want stable projects, you should basically stay 1 version behind until the X.3 update comes out
I couldn't even use 4.26 until 4.26.1 thanks to not being able to see C++ Interfaces in dropdown lists.
Quick question again, is there a piece with what i can execute further if boolean true?
Branch
@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.
Ok cool. Thanks. This was so annoying ๐
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.
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 :)
Im 4.21 or something lol
@ruby sable People here are pretty helpful here, and it's quiet. Quite likely to get better help if you ask here.
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.
so everything inside follower gets destroyed?
what do you mean "inside"?
i mean every child of follower gets destroyed
yes
if you don't want to destroy it, then don't destroy
i mean there will be several ones
like the first one will get destroyed and when i click to the second trigger
second one will spawn by the same char
Ok then I don't understand your question
if i destroy the class am i going to be able to respawn that class again with a trigger box?
aight
tysm
@unique harness and btw for some reson sometimes hud freezes do you know why it happens or are there any way to fix it?
this is the bp
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
i dont have a main hud
so you mean that i should use this with editing var?
lemme give it a shot
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
It's better to just create the widget once and control the visibility rather than creating a new one every time you need it
how can fix it?
You have the class MySaveGame but where are you creating an instance of it?
it sounds like maybe that's the issue
that you're not creating an instance of it
Before the code above is executed? can you show that code?
@unique harness What do i need to do here? i've never played with hud before
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?
That is the variable, you need to instantiate it
let me find the node you need
you don't need that function*
just create a function called OnDamage
when i bind the visibility it automaticly creates it
yea you don't want to do that
in the OnDamage, call SetVisibility on the image object
they will be the same if setting in the details panel, if setting in code, they will be different
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?
in code
thanks for answer
only asking in blueprints since I assume i have to set it up in blueprints if I'm in the wrong section I apologize
you might start with the input axis called Mouse XY 2D-Axis
wouldn't that lock the swings to only left and rights?
@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?
I was hoping to achieve diagonals and upwards and downwards
yes then you need to handle the invisible visibility
after the delay
I see
how?
it should work now as it says Save Succesful
thank you
aawww shoot, it still says accessed to none when I close it
show code
one sec
@outer sparrow what are you trying to do?
to save my level and location
owh
and load it later
this is what i use for checkpoint
it auto saves and whenever i enter back it auto spawns me at the location
i even have a deleter that deletes the last save that gives you chance to start from the start again
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?
that should work for me, thank you
np :) let me know if it works
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
@outer sparrow https://i.imgur.com/8lPivrr.png use this at the eventbeginplay if you use my checkpoint system
tysm :)
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.
If MovingForward is False and MovingSideways is false, would the outcome be true in my case?
https://i.gyazo.com/6a2002f253c897300512a985af757b25.png
Sorry for those stupid questions thrown in right in your conversation..
I know how annoying it is to deal with newbies who know virtually nothing, so sorry if it's really basic
yes it would be true
It is. You just need to add the MouseY and MouseX axis to your axis mappings for MoveForward and MoveRight respectively.
Going after that logic that Datura posted it does what i want.
When, false and false, true
and so on, but thanks ๐
im sorry
i want to achieve that the outcume is true when one of the two input booleans is false.
Are you just trying to figure out if you're moving?
Yes lorash
Exactly
it can only be one true, the player can only move in one direction
this will return true if you are moving
Thanks Dirtsleeper,
jea in code it wouldnt be as much as a problem, first time working with a system of different pieces
no because they could both be 1 and you would still want to return true
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.
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 ๐ค
Keeping things organized.
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
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.
@earnest tangle yeah I have a complicated pawn and I put BP interface events and input events on their own graphs. Purely organizational
Yeah makes sense for grouping :)
@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
Not mine... This is ALSV4 replicated... This is just the "network" events @_@
@unique harness this is what happened lastly
heh
yeah I've noticed that I do need to move things around from time to time for that
looks good
Anyone know how to get these warnings to auto-disappear like they did in prev engine versions?
Call TakeAnyDamage on your Monroe class
๐
unless it's a mulitplayer game, you shouldn't really have a lot of logic in the event graph
in my main level blueprint char blueprint or the follower blueprint where i added the damage system
in the follower bp
Why? Majority of my logic is in there unless it's a function :)
(or C++)
yes, a majority of logic should be functions
I don't know does it really make much of a difference it being a custom event vs function
Quick jump in, does canMove give out what i expect it does?
Is there a way to debug the blueprints?
https://i.gyazo.com/c3fdb43da17e50cec14911b4f2fd4f00.png
yes
what do i need to add as target?
@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.
Ah interesting, didn't realize it might actually have a perf impact to that degree
where?
oh, you don't need to call OnDamage anymore
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.
but it gives error without target
yea delete it
Yeah makes sense, I just never noticed anything with any of my BP's so far so I thought it'd just been optimized well enough for it to never really be a problem lol
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.
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.
oke
@unique harness what do i need to do after delete i mean how will it understand if i got damage or not?
that's what the event dispatcher is for
hey guys just a solid question
when you call TakeAnyDamage, it'll call the event in the widget
since idk what to search up
what's the question?
Hello, my actor isnt moving with the player and doesnt move to the location I want it to.
same thing I asked before when player has a weapon equipped make it so the mouse controls only his arms
im %100 sure that i did something wrong
this is the script inside the damage hud
and this is what makes the damage
did you add this widget to your main hud?
i dont have a main hud i use the hud of the damage as a main hud
ok so just make a new hud
aight done
new widget*
add the damage widget to that one
then in the player controller, create the HUD widget and add it to viewport
yes
Trying to create a structure, is there a means of specifying row names of a table without having to define the table itself?
not if you're using the DataTableRow as the type
you could just store it as a FName instead if they're all the same table
@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.
Yeah but i'd like to be able to easily select the names rather than having to manually type them in :/
I was kinda just hoping to just achieve not like a set animation but a what would you call it
well if you don't define the table, how would it know the available rows
like just a whallop of a swing with the arms
@unique harness added main hud to there and after what do i need to do?
test ๐
aight
hmm a bit of bad news the hud isnt playing for some reason
add the player controller for the owning player node
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
Naw I get that, but like, there'd only be one specific table holding all the missions in my example... Basically trying to avoid having to define the table every single time one might add a mission into the prerequisites. Also, adds a chance for someone to add an invalid table and row name.
if I can just get the arms to move based on movement of the mouse then I can do the rest
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.
not that I know of
?
I would do GetController instead
i got it but i cant plug it to the node
cast to player controller
yes
now test?
@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. ๐คทโโ๏ธ
still not working i think i did something wrong at somewhere but idk what i did
thank you as long as I have a base to start from some kinda idea where to go from I can play around with it
@tawny shuttle Actually, It's worth asking. what are your arms? If they're just basic meshes, you could probably avoid the animblueprint.
yep! just using the basic man
I don't plan on changing them
it's just a one week game project so I'm not changing too much stuff
@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.
sadly I am using the third person preset
Hello im having trouble having my character turn around and face the camera and idk why its doing this or what settings should be ticked to make it so that when i move the control stick down the character runs toward the camera. https://streamable.com/bk45f9
Definitely IK stuff then. Bit of a dive for a week, but doable.
I am however PERFECTLY FINE with making it look janky
that was kinda the goal
make a half joke physics game
sorry to intrude just putting myself out there
infact I already have character movement looking janky and I think it's hilarious
the event construct should be hidden not visible
@tawny shuttle The ContentExamples project has some stuff you can check out. I'm sure there are fifty thousand tutorials for it online too. This is a pretty quick overview if you don't mind reading. https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/IKSetups/index.html
this is why I love this community lol
ima now give up but i will check everything tomarrow and message you
ok
@tranquil gorge How are you doing the rotation that's already there?
can you be more spacific with your question @maiden wadi
@unique harness and ty for your help im a bit dumb sorry
np
i can give you this im not sure if its what you were asking for however.
@maiden wadi
usually ppl want to make sure i have that ticked off
(use pawn control rotation)
i also have a spring arm in there
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?
Also if you answered this before and I didn't see, my b
@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?
Hello, so watching this tutorial series vid
https://www.youtube.com/watch?v=iRPCdmTxeK0&t=1824s
I ran into this error in the picture below. Can I get some help on this? I've very new to this and I kind of find an answer but don't really understand it.
P.S. using ue 4.26.1
@pallid wave What type of class does BPGridObject inherit from?
It's a actor Blueprint Class
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
Anyone know if a cross platform way to append a filename to a directory in Blueprints exists already? I could do it C++ but was hoping I could do it with something in the Paths utils.. don't see it though. I posted a question on unrealanswers about this here last Friday: https://answers.unrealengine.com/questions/1011829/best-way-to-concatenate-file-directory-and-name-in.html
it could also be coming from the cheaked orient rotation to movement @maiden wadi
@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.
@tranquil gorge You can probably up the rotation value above OrientRotationToMovement to something like 360 or 480. Might get your desired result.
Ty @maiden wadi. I think I'll just change the type to BPGrid.
@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.
ive already had it to 720 and it was functioning as seen. i input 360 and 480 as well. no fix @maiden wadi
@tranquil gorge Odd, do you use AddMovementInput for your movement? And I presume that is a character class, since you have OrientRotationToMovement?
yes i am
In your character's ClassDefaults variables, do you have UseControllerRotationYaw disabled?
no its enabled
And you have nothing going on on tick or whatever that affects character's location or rotation?
Oh, man. I need to take a break, I'm reading everything wrong.
I read that as it's not enabled. Disable the UseControllerRotationYaw.
not that i would know of and ok
That should allow the OrientRotationToMovement to work.
well now hes just walking in circles whenever i go left and right
however front and back seem to work now
Circles as in running around the camera location, or he's spinning in place?
well if i held left or right he would just start walking in a perfect circle as if he was walking around an object.
how to make scp 173 mechanics using blueprints?
Might post your left and right axis movements.
@maiden wadi
Do you want the controls to work based on the camera's direction?
yes i indeed do
id like the forward vector to be based on the cams point of view like most 3rd person games
Try this out then.
On a side note.. there really needs to be a simpler function for getting vector leveled on Yaw.
lol and ok ill try this out right now
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
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.
@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?
@maiden wadi Big thanks and Happy belated valentines day to show how much i love ya right now. :)โฃ๏ธ i can finally move on .
anyone have any experience why this thirdpersonchar is making everything jitter?
@open acorn Usually has something to do with the spring arm colliding with the character. Occasionally it's also odd controlrotation mess ups.
Here is a simpler way
OMG I am an idiot ๐คฆโโ๏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
Why are these not firing?
this is the default I don't think I touched anything with the spring arm or camera. If I just make a new one will it go away?
am I missing something here? can someone please confirm that I have set these collision channels correctly
@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.
docollisiontest true and false and they don't change anything
i'll just make a new 3rd person char and see if it persists... i'm pretty sure its just the default though.
yea this is the default thirdpersoncharacter... wth is it my map?
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.
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
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.
What is wrong with this? It doens't show any lines coming out
It would only fire once at begin play, and depending on what object types you have defined and how big your sphere radius is, it may go right through walls or be too small so you may not see it.
Nah, it works now, but collision seems to be an issue those cars and trucks should be getting hit and triggering this
I mean it doesn't work, but the line trace is at least drawing correctly
Is there anyway to fire a onmouseover/clicked event in the editor viewport?
im trying to do something like python viewer states in houdini
Is it possible to have a player import a sound file while the game is running?
@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?
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?
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
i have the blueprints that finds the closest chair
but im trying to integrate the not occupied section and I cant figure it out
spaghetti yay
Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsChair". Blueprint: FindChair Function: Execute Ubergraph Find Chair Graph: EventGraph Node: Branch
giving me this error
That means you're passing a null value and trying to turn it into a chair
huh? haha
somewhere you're trying to cast a value to the type chair
but when its actually happening in game, it's getting nothing
game complains because you can't cast Nothing into a chair
hm so how do I fix it?
@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...
otherwise maybe look into how editor plugins are made
How hard would it be to fetch text from a random wikipedia page and put it in a text render?
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?
hey guys quick question; how can I get an IK to trace along a tracebychannel controlled by the mouse?
I'd have to get the mouse and it's vectors correct?
why doesnt this work?
it defaults to 0 I suppose
If I remove the bool branch it works (finds closest actor)
@tawny shuttle Possibly. Try using the PlayerController's ConvertMouseLocationToWorldSpace for it.
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!
i assume you're doing a listen server?
yeap!
i'm not sure how that would be handled
I think the server itself is a client
so if it's owner only, the server wouldn't see it
hrmmm, just tried with 3 players, and appearntly all the clients see it, so still flawed.
Can you show your logic?
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.
Can you show the replication settings on the class you're spawning?
So when this function is executed, who should see the object?
only the client that sent out that event
does the server need to know about it?
nope, the client will let the server know if they will put it back/in inventory
so why RPC then? why not just spawn it locally?
doesn't the server need to spawn it initially on the level?
can you explain what you're doing at a higher level?
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.
ah ok that makes more sense
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
InspectObject would be RoS
then if the client picks up the item, destroy it locally and tell server to add it
otherwise destroy it locally and tell server to unhide item
sounds reasonable! ROOC RPC requires me to set the item as the owner right?
this should exist in the player class
so it'll be PlayerObj->InspectObj
so you're already handling RoOC
thanks, i'll try that!
Itโs it possible to make a full game like Phasmophobia with blueprints without much lag?
Without *
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?
yes that is correct
To which question?
Itโs only a example
@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.
@round dune I think your question is "how performant is the blueprints system of unreal engine 4.26.1"
Exactly
But is there way on optimize the Blueprints to reduce the lag and have some more complex stuff?
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.
But C++ is much harder to learn is the problem
BP speed is a lot closer to c++ speed now than it used to be
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)
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
So to my answer it is fully doable to make a lag free game with blueprints aslong it is not a tripple a game?
You could make a AAA game in BPs
But wouldnโt be there very much lag?
depends on what you're doing
you would have to define what do you mean by Lag.
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
do you mean 100% CPU/GPU usage that would make the game FPS dip to less than optimal (30fps)?
Yes
sounds pretty simple computationally
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
I am targeting a average gaming pc(i5/gtx 1060)
or you are going gung ho with raytracing and high poly models
AI Controlled Monsters, Puzzels, Keycards and maybe random room generation
infact most of your time will probably be spent on optimising your scene and environments
Thatโs all I have in mind for now
can do that all via blueprints and still run smoothly on i5/1060
infact, some gaming studios have their own implementation of the blueprint systems based on their engines
What do you mean by that?
Is there a way to call the event tick in Blueprints?
they modified the c++ structure for the blueprints that can be used in the mod editors.
for example - Ark
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
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++ ๐
no, you don't call event tick
@proven mason I usually make a Timeline object when i want to linearly interpolate an animation
use a timer, if you want it to tick lick a normal event tick set its delay to 0.1
timelines are good for running a animation off of as well.
okay so let's say I use Rinterp for a pinball flipper
this is what I have right now
a timeline is probably what you want to handle that
yeah i'd use a timeline for it, flip out motion - playing forward, flip back to normal position - play in reverse.
@trim matrix what about RInterp to constant?
timeline with lerp is definitely what you want
okay so I add a timeline
they can be quite scary at first (timelines), but once you do one, they are super satisfying to work with
1 at 0.0, the other at 1.0 at your desired duration
so probably something like 0.25
What is a Timeline in Unreal Engine 4.
Source Files: https://github.com/MWadstein/wtf-hdi-files
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.
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)
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?
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?
yes, right click the function in the graph and click call parent
value * 100
yes the percent bars work off 0 - 1 values so just divide your stam by max stam to show the proper value on the percent bar. i.e. if their max stam is 320 and they only have 120, you'd divide 120 by 320
or use the map value node
got it, thanks guys
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
awesome ๐
speaking of Lerp there's a Lerp (Rotator) node aside from just the Lerp node
does it matter which Lerp I use?
yes but you're only updating 1 value so no need to use that one
oh right cuz of set actor rotation node
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
slerp to a rlerp lol... sry found that funny for some reason....
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
okay well said besides I want the game to run optimal
Alright @trim matrix will keep that in mind.
hey im trying to find the closest non occupied actor
i got this https://blueprintue.com/blueprint/hhew4y34/
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,
@trim matrix out of curiousity is there a way to convert all these blueprints nodes into C++ code?
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.
Alright so has anyone ever seen this before? I really hate UI
I've literally never seen 2 bars in 1 progress bar
@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.
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?
@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?
It depends a whole lot. I would possibly write the system so that left handed items have their animation mirrored onto that hand from the right handed animation (ambidextrous implementation). Having multiple items equipped and usable would then play those particular (mirrored or not) animations via a slot.
You probably should ask in #animation about using multiple slots in a montage, or how one might mirror (or even retarget) animations
@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
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)
How come attachactortocomponent doesn't work when physics is enabled?
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.
How come you skip the first index of the array in your foreach loops?
I'm guessing you followed something like this: https://answers.unrealengine.com/questions/837459/how-to-get-location-of-closest-enemy-pawn.html
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.
ah
well I kind of fixed it
but thanks ill keep it mind ๐
slight issue tho
poor sods are all stuck lmao
They get stuck after finding and moving to a chair?
Are you attaching them to the chair at all?
Just making sure, that would probably prevent movement.
they cant move cause theyr not inside the navmesh
Hmmm, not quite sure. Possibly a way to nudge them back inside the navmesh with a small impulse or simple move to node.
Indeed, it is, lol
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
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.
@sand shore I opened the question in the animation channel but wondering if you know any docs or tutorials on this subject?
hm that just seems annoying and wont fix a lot of other nav mesh issues
@true valve just be patient, don't ping people like that
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
lol - well I'm looking for the right keywords, I already did some searching. Didn't find anything.
fair play
anyone know how to have a navmesh but still be able to use the actors in them as AI?
example:
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
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
hm ๐ค
How hard would it be to fetch text from a random wikipedia page and put it in a text render?
Even with your launch velocity set to 0?
Yeah
I had to remove the Get Velocity and +Vector to fix it
Just added whatever Z vector into the Launch Character
If you want your character's exact jump velocity, you can use:
So you got everything working as expected now?
You can use a free plugin from the marketplace to make web requests: https://www.unrealengine.com/marketplace/en-US/product/varest-plugin
Yeah
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
@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
Yup thanks a lot bro ๐
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
Does your player have a unique class that no other pawns use?
What component have you set the tag to?
Cuz maybe the component with the tag is not triggering the event.
the outlined component has the player tag
gernerate overlap events are on and i made sure the tag is component specific
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.
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
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.
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
just check if the overlap is triggered by the bp of player.
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)
0w0
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.
^
Casting is a basic but extremely important thing, I would implore you to study it rigorously.
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.
Great, feel free to ask any other queries you might have.
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
that's cool, I only recently got into gamedev stuff.
i assumed that would become a problem if i got exsessive with the bondries, Im definately going to be researching casting alot more, cuz that was exactly what i needed
its weird becuase after getting featured and being a member of the halo comunity for so long, I simutanously feel like an expeirianced developer, yet feel absolutly clueless with actaull game development lol
Man gamedev thus far has been like the sea, no matter how much water I collect there is so much more.
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
"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.
but everything is setted up
plus working
when tested
but it only gives this error after the ending
but it works
when testing
When you end, your delay node is still running after your target has beed destroyed
Between the delay and set angular damping, put an Is Valid node to check the target
hi guys. I'm having this problem using and HDA when I want to save my level. Any ideas?
Delay nodes are super dangerous and Iโd advise avoiding them as much as possible. Try using a timer function that you can invalidate during End Play instead
owh
so should i remove the delay?
?
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
Just pop and IsValid node after the delay
aight
tbh I had that problem too and I had no idea what to do, so, thanks dikachu hehe
xD
I just ignored it since it doesn't affect the game
yea sure :)
thanks dude
np
@versed tinsel
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
yea sure
yea but i used the other one
on my char blueprint
and i used it with branch to make the same effect
ohh wait I know whats the difference
with this node, it gives you the value - true or false
yea, it does the same thing tbh
they are same in this condition
fixed?
yeah the error message is gone
yeah, thanks dude
thx to @magic oak xD
thank both of you hehe
haha
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..
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?
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
How would i reference a function in another script ?
@alpine copper As in not allowing the user to look further than the sphere is?
Like i want my "moving" platform to be moved when time = 20. But the time function is in another place
Exactly, not the edges but from the center of the sphere
@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
I thought of that too but I'm using Control rotation
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.
I want my platform to move after ten seconds but it strats off immediately do u konw why ?
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
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?
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
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
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
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
Your checking for tag before casting
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
And actor is null
so how can i fix?
just change place?
cast then check the tag?
lemme try
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
Hey folks what's up
Have a doubt how we can spawn group of coins over the obstacles just live in subway surfers..?
idek
@worthy frost this is what i use for door system
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 ๐
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
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
for example, LineTrace -> Get Hit Actor -> Check if it implements Interactable Interface -> Call Interact on that interface
i use door as bp
owh so it does your work easier
your system only allows for interacting doors as it is now
what if you want to interact with a window? a car?
i added locked doors and this door got broken
i have a cube that uses the same mechanic
@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?
Anyone know how to keep the tiling like on the cube if I stretch the object?
https://i.imgur.com/5AA9tVE.jpeg
#graphics can be a bit better as a channel mybe
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)
Ok, sorry I had inverted the Target and start input pins on the Find Look At rotation
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
Ok thanks alot, will try
how to make scp 173 mechanics? (when you're not looking at him or you're blinking it moves really fast towards you)
you can know if you are looking at something if your ActorForwardVector dot product DirectionToEnemy ( or EnemyLocation - MyLocation normalized) is positive
@signal prism
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.
Guys, I have a camera inside an Actor Blueprint. I want to move this camera and check the camera view. But if I move the blueprint around in viewport, camera shows the center of it. But if I stop moving, it shows the proper view.
Here is a video demo of what I mean
https://youtu.be/TZMraAECB_A
Is it an Unreal bug? Is there any workaround?
What is the problem any ideas?
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 !!
@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.
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.
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
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.
You have to explain what the issue is for us to find the problem
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.
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
Thats what I do however when I pick the tool up, the mesh doesnt follow.
Then you didn't disable the physics I think
^yeah this is a good point, the order of operations matters
Help????
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)
No the mesh is not the root. I have a scene component that is the root but I dont think I need it? And yes, the mesh is the one with the physics.
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
Here's an example of how my objects are set up
Ok, Ill give that a try.
Note the Box is the root component, and its the one the physics are being toggled upon
not working idek what issue is i just made the whole thing but not working my plan was when tehere is a block on it it works when block leaves it goes back like in portal 2
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? ๐ฆ
Hi guys
How to do a door with different locks like card key and hammer
I want a door with 3 locks
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 ?
You can just do that from End Play can't you?
That's what I thought but it doesn't seem to add anything. It adds perfectly fine with Begin Play (as you would expect).
What are you trying to add into the array? The actor itself?
Information assigned to the actor from a Data table.
Hmm, that should work even from end play ๐ค What does your BP look like for this?
HEllo again, is it possible to store a value from the bp and pass it to another?
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
if a actor is pending destroy it won't work
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
Thank you for the heads up !
i pass the vars then destroy the actor, no issues.
Not sure I am clear on how to do that. I'm pretty new to UE4
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)
Alternatively, I have tried firing it off on a key press. But this just seems to add a few of the items to the array.
Thank you, I will give this a try !
i'd send you a screen of my pickup routine, but I'm not able to go to UE4 atm
Not a problem, thank you anyway.
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.
Thank you very much
interface call would be good if say if you need the other bp to do something with that var when the value is passed.
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.
Ive set the root component as a box where is where the physics are as you have, but now for some reason the linetrace wont hit the hatchet. The collision settings are the same as before but they dont hit.
If you want to store something, make a variable. If you want the same call to store it and return it to the caller, then make a class variable, and then a function that returns the same value type. When the function is called, do what you need to store it by setting the variable and then return the same value through the return.
its connected to the int?
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 :/
can you change the default value and see if it prints that
check if the cast succeeds maybe?
yea
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 ? ๐
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
if they are matching structs
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
Hello. Wanted to make fast simple graphics settings, but when I am trying to change it in the game after building receive fatal error
they have to exist somewhere in oblivion in order for redirectors to work
I just want to change the return type of anything to the new struct but it just crashes if I change anything...
have you attempted a ini redirect?
No I dont really know what that is
I suggest you look into it
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 ๐
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
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 :)!
should be able to just drag off the component and do GetVelocity()
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?
I think this may do it?
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.
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.
Removing that connection actually crashes the engine altogether, not necessarly looking for a solution but just want to rant how fucking ridiculous that is
I implemented something with an overlap event, I am still new myself but I managed to make it work, if you want, I could show you my BP
Sure, I'd appreciate that
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
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
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.
Anyways here are my blueprints
you can set the playback speed of the timeline at any point
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
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
for setting timeline speed:
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
using play and reverse yes
ok I'll keep that in mind @orchid garden
Ah okay, as a tutorial I implemented picking up an object with physics handle in first person perspective, the best I could do is sending the YouTube-Link to you in private or something, unfortunately I don't know much about picking up without attaching stuff to sockets
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
@winged sentinel Depends on the game, but I think you'd need a custom solution for a more polished look
@narrow kelp thanks for the response, I did want a classic FPS movement feel
I bet you could use the built in movement, at least for most of development
you would need to add bhop if you want it tho
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
Crosshairs behavior driven by the controller seems reasonable
i'd have to agree, crosshair location for top down seems reasonable to control with the player controller rather then the character
Anyone know why im getting this error?
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.
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
Any child BPs of GameStateBase needs to be used with a GameMode that inherits from GameModeBase. Same with the reverse - if you're using GameState you need to use GameMode (without the base!)
do any of you guys know how fast a pinball flipper goes?
tried searching on google but couldn't find any
PlayerController also exists on server, and it cannot perform UI functions. You can use a "Switch has authority" with it connected to remote to only occur on the player's side. Example:
the flipper speed is controled by the coils:
depending on the strength of the coil determines how fast or slow the flipper moves.
sorry I was expecting a number
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
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
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.
I want to base on modern pinball machines
I know Stern is one of those companies making the actual pinball machines
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.
okay I'll keep that in mind
classic arcade style pinball its more like flipping a switch with the flippers.
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
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.
it's good I can only make guesses with some thought
i'd think it would be something of the sort of ball speed vs. flipper / bumper force
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.
no
Suspected as much, but wanted to confirm it. Thank you!
use the impact normal
well it gives you the direction the impact came from
so you can use that to figure out the face
of the hited object or the sensor(what got it by something)?
I don't understand your question
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?
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.
Thanks a lot ive been trying to figure that out for a while
Anyone know why the cast is failing
I have physics enabled on my box collision which takes the line trace. However because of the box collision the linetrace will only work if you hit the linetrace. Is there a way to make it hit the mesh instead?
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
simple collision for a pick would be better then complex
No, I know I can use the mesh because thats how I did it before, but what collision setting should I use on the box collision because if I do no collision the physics dont work?
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
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.
hmm, not sure then... if your collision settings are correct and linetrace settings are correct, they both should trigger it ๐ค
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
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 ๐คฆโโ๏ธ
Yea. What is the project default then if not simple collision?
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)
np
yeah if the project is set to complex, and the model is set to simple as complex it would trace the simple collision
You probably haven't set your game instance class in your project settings, so your cast is failing.
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.
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
so i have to cast it again each time I enter the npc's sphere?
Hey guys, quick question does anyone know why does "set owner" node doesn't show up?
to test to see if the hit actor is the same as your character, yes you will, the class returned by hit actor is just as a generic Actor class, being your character is a different bp then the base actor class you have to have both as the same class to see if they match.
is that an object or a widget?
Widget is a widget
don't pull off when you make it
just right click and make it
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
Ye that was the issue lol thanks
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..
Did you create the "Owner" variable within your healthbar widget?
Yes its a character (not the player's char an AI)
go back to your healthbar widget, hit the compile button, and then try again.
is there a way to tell if a playerstate belongs to a local player?
Dammit I've seen that before - I should have known that - Thanks for the assist, man.
can you provide a screenshot of your variable and the title of the event graph of your widget.. like this?
Player Controller contains the player state. Example:
So you want to "Set Boss" not "Set Owner"
@dawn gazelle GetPlayerController doesnt return the local player for me
actually
hang on
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 ๐
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
#multiplayer message --- I had a problem like this... Zlo explained it best.
kk, so i have to do it in OnRep_PlayerState?
Yep
i was trying to do my entire project in blueprint lmao but i guess epic doesnt want me to ๐ฃ
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?)
when does the playerstate get created on the server side though?
I couldn't answer that myself, but I'd guess it's after the player controller is created.