#blueprint

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trim matrix
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ui only instead of speed at 0?

tawdry mural
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oh i didnt see ๐Ÿ˜„

trim matrix
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np

tawdry mural
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you should also Set it when you open or close

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when its false set to true

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and otherwise

stable dove
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I needed to put an interger variable in game instance so i can call it in both my third person character and level blueprint but when i try to compile i get this error

tawdry mural
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you probably didnt save game instance

stable dove
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yep

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that worked

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now i get this

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checkpoint int is an interger and the input is an interger so why does it not seem to like it

tawdry mural
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something inside the function

stable dove
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what am i doing wrong?

trim matrix
tawdry mural
stable dove
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ok

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worked

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ty

tawdry mural
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have you tested it michael? does not work?

trim matrix
# trim matrix

also when I am not moving and hit I, it doesn't move, when I hit left shift and hit I, the character still moving, lol, so weird ๐Ÿ˜ฆ

trim matrix
tawdry mural
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did you constraint all your input with that bool?

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i think you almost there just take a look at all your inputs

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i remember having this problem with character moving after widget is created

trim matrix
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hmm

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this is the code

brazen latch
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hey everyone

tawdry mural
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problem may not be in this piece

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but somwhere else

brazen latch
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can anyone help me with this problem please

trim matrix
tawdry mural
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other inputs

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w a s d shift

trim matrix
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aha okay

tawdry mural
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yep no bool

trim matrix
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yep

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so?

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I need to have here variables too?

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here on the both places the inventory won't be opened

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cus when I sprint I don't need to open it-right?

little helm
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Sorry for inconvenience... I will remembered that

tawdry mural
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you tryied it already?

trim matrix
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wdym contrained with that bool? on the botho of them to set it to false?

tawdry mural
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make a branches for both

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with bool

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isinventoryopen is false?

trim matrix
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okay

tawdry mural
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if that wont work you should try gates

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and its probably the best scenario

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but has more work to do

trim matrix
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help please ๐Ÿ˜„

tawdry mural
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when its false

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drag to both

trim matrix
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ok

tawdry mural
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wait i cant think right now ๐Ÿ˜„

trim matrix
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lol

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np

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I can't connect both of them on false

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bruh

tawdry mural
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do sequence

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ez

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noo

trim matrix
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lol

tawdry mural
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pressed goes to speed 600

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released you need another bool

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that goes to 370

trim matrix
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aha

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yep

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so what we will check on the released?

tawdry mural
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youre right

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no need to check released

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just test again and tell me if it worked

trim matrix
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but this won't work

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it's obvious

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I need the both speed

tawdry mural
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wait im opening my old project

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might take a while

trim matrix
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ok

tawdry mural
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well its a mess

trim matrix
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gg

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holly shit

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๐Ÿ˜„

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yeah

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this is what I madde too

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but doesn't work

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๐Ÿ˜ฆ

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idk why

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this is made on the I button for opening inventory

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when I open inventory, the character doesn't move

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but when I click again I, it should enable the character movement, yes but no ๐Ÿ˜ฆ

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yeah ofc

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??

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what is this offline mode?

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aha

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there is no offline mode on mine ๐Ÿ˜ฆ

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open and close inventory does opening and closing the inventory lol

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as I can see not in the controller

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no

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I check it is open or not

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and then I open or close it

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aha

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okay

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if I remove these nodes

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I think it will work the open and closing inventory

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but without disable the movement

tawdry mural
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because the branch wont trigger True

trim matrix
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let me test it now to see

hearty lintel
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guys does anyone know why if i add a sphere collision to my vehicle that i wanna use just to overlap stuff it doesnt work?

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it just doesnt return any input when it overlaps things...

trim matrix
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it works

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when I click I

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it opens the inventory

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when I click again I

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it close the inventory

tawdry mural
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you still have these plugged in ?

trim matrix
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no

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I removed them

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i have this

maiden wadi
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@hearty lintel You should be able to use that component's BeginOverlap event to see when it overlaps something. Then you just need that component's overlap channels set up correctly to correlate with what you want it to detect overlapping.

tawdry mural
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when you set input ui only you just can no longer input from keyboard , so problem is not bool

hearty lintel
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and it's not detecting the static objects as i was expecting

tawdry mural
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but without that node bool works which means you still set "isinventoryopen" somwhere else

hearty lintel
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yeah sure!

maiden wadi
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Can you post the two overlap settings that you're using, the component and what you're expecting it to overlap.

hearty lintel
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yeah ill take a screenshot ๐Ÿ™‚

tawdry mural
hearty lintel
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this is how i set it up

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i just need a sphere around my vehicle that's lets say 2 meters bigger, and use it to detect static objects on the side of the track

trim matrix
tawdry mural
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this bool would only give false then ๐Ÿ˜„

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and would always just open the inventory

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if its also closing theres no way you dont set the bool to true somwhere

trim matrix
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hmmm

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but when I click the I it opens it

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and then close inventory

tawdry mural
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did you write all code yourself tho ๐Ÿ˜„

trim matrix
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I use Inventory package to have inevntory

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and I customise it for my project

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and I add my stuff

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but not always I can do it by myself

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๐Ÿ˜„

tawdry mural
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its in the function most likely

trim matrix
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aha

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so you suggest to check the open and close inventory functions?

tawdry mural
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yes ofc

trim matrix
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yeah

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ok

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this is

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hmm

tawdry mural
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what about client open/close inventory functions

trim matrix
tawdry mural
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now theres those

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sometimes is just better to write your own code ๐Ÿ˜„

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reverse engineering code can be much harder

trim matrix
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no

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I forgot about it

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will do it now

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sorry ๐Ÿ˜„

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flip flop instea of the if statement?

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this way?

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a

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yeah

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๐Ÿ˜„

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yep

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it works now

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but the movement is not working yet

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lol

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yep

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hmm

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I don't think so

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like there is function for close inventory

stray basin
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If Is valid node returns ...Not valid what is supposed to be done?

trim matrix
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okay

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and nothing to change for closing the inventory?

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yeah

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it is

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but when I open the inventory I need to disable movement

strange pike
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Is it possible to change the value of a variable when the game quits?

trim matrix
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yeah

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but then

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๐Ÿ˜„

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when I close the inentory what the node to be

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aha

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okay

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will try to do it now

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so instead of set input mode game and ui, to use the movment nodes?

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a okay

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this way?

cyan surge
trim matrix
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how? ๐Ÿ˜„

cyan surge
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Find your input, and just don't process it

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So just place a boolean in before applying the input

trim matrix
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let's test it to see then

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YES

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WORKING

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YES

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THANKS GOD

cyan surge
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@trim matrix When you set Disabled to true it won't apply any input

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@trim matrix Changing the movement mode WONT work in a multiplayer game

trim matrix
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aha

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okay

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the game will be singleplayer

cyan surge
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Okay then

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goodluck

trim matrix
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It works now perfectly as I want, thank you guys for the time ๐Ÿ™‚

tawdry mural
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remember that flipflops is just a temporary solution

cyan surge
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@tawdry mural What are you talking about xD flipflops are fine?

trim matrix
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really?

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why temporary ๐Ÿ˜ฆ

cyan surge
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On / Off is basically programming itself xD

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Basically code itself haha

tawdry mural
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flip flops are wack

trim matrix
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what is wack

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๐Ÿ˜„

cyan surge
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Flip flops are just a hidden true / false

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with a hidden boolean variable, they are completely fine to use

trim matrix
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aha

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so flip flop is usefull or bad lastly? ๐Ÿ˜„

tawdry mural
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thats the shit

trim matrix
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Lol, guys, I removed the flip flop and returned the if statement and it works the same

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looooooool

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๐Ÿ™‚

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ezzzzzzzz

tawdry mural
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still i dont understand where did you set the bool

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i mean not you

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but somewhere it was

trim matrix
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XD

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me too

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but the most important thing is that in programming when it works, doesn't matter where it is set, it is important that is working ๐Ÿ˜‚

tawdry mural
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depends on how big your game is gonna be

trim matrix
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big project

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lol

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open world game

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singleplayer

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with story

tawdry mural
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you will have to add more bools there

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and one flip flop wont gonna do

trim matrix
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my collaborator and I reduces its size like we reduced the number of the locations, missions and stuff

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the next thing that I have problem is that I want to make a booster item and when I get it to have bigger speed, I want firstly to get it without puting it in inventory but the thing is that when I go into it I can't overlap it, like I don't get it, ythe code for it is this:

maiden wadi
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The only real issue with flipflops is scalability. They're fine where they're useful. But even something as simple as a light for example. If you just need the light to turn on and off, then flipflop is fine. Make an event and when a switch flips, toggle it. But if for any reason you ever need to know the value from somewhere else.. Like say you're making a game where electricity is required. And you need to check if that object is using power for an update, or you're making a ui where you can see the blueprints of a house and see what lights are on at the moment. A simple flipflop won't work there because you can't easily get the boolean value, and you're better off making your own bool with a function that sets the bool to not itself.

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Not really bad or good. Just depends on necessity.

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@trim matrix OtherActor needs to be the Object in your cast.

trim matrix
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aaa

maiden wadi
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Also. Don't cast it past where you need it. If this is only affecting move speed. Cast to Character.

trim matrix
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I did it, stil can't get it

maiden wadi
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Singleplayer?

trim matrix
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yep

tawdry mural
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you cant cast to nothing bos

trim matrix
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๐Ÿ˜ฆ

maiden wadi
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@trim matrix Ah. Looks like you're blocking instead of overlapping in collision settings.

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Change the collision profile of the sphere thing to OverlapOnlyPawn

trim matrix
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hmm

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but I need to get it normally

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as item

maiden wadi
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I think you can still block traces with query? Would need to double check. Sailing in a game at the moment so can't. Try changing the profile to OverlapOnlyPawn, then after that change it to Custom, and block both Visibility and Camera, or whatever other trace channels you have.

trim matrix
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this is code from my othe project and when I go throough this item I get it

vale pasture
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hello guys, I would like to use a websocket connection for each player. How could I initialize a connection and then call the same websocket in other blueprints to make emits?

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or how could I make a websocket blueprint where I would put all the emit functions inside, usable by all blueprints?

maiden wadi
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@trim matrix It's not about your code there, it's your collision settings. You need to be able to physically walk through it but still block it on your trace channels that you interact with it on.

trim matrix
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aha

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so?

maiden wadi
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Otherwise you need to use EventHit instead of Overlap

trim matrix
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I don't remember that I changed any settings for collusion in the other project

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hmmm

maiden wadi
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Try doing that with your sphere's collision settings.

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@vale pasture Unsure about the webdev terminology. I'd ask in #multiplayer about that. It's more frequented by people like Jambax, Kaos, Zlo and Stranger who are much more likely to know what you're after.

vale pasture
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Okay, thanks @maiden wadi ๐Ÿ™‚

stray basin
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HELP!!!
I am setting the Lobby menu variable over here.

trim matrix
stray basin
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Basically when running the application I get the variable is not valid hence the debug string gets printed...

stray basin
trim matrix
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It changes the speed, now I need to make it to be activate for any seconds

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thsi is the code

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when I get the item it changes the speed but after 5 seconsd the speed is the same, hmm

maiden wadi
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@trim matrix You can't destroy it and then have it do something later. What you should do instead is remove all of the speed stuff. Put an event in your InventoryCharacter class that will get it's own movement component and set it's own speed, and set it's own timer for when to slow it back down. Then on overlap, you can call this one event, and destroy the movement speed booster. That object no longer matters and the rest can be the pawn affecting itself.

trim matrix
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aha okay

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will try to do it

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ty

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what event to make

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I though to make a function

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but there is no delay node in funtion in character bp

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lol

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I did custom event

woeful monolith
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how check is mouse button down in event tick widget blueprint? or generate correct pointer event?

trim matrix
sonic hatch
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can anyone help me out on this: I want to make a dodge mechanic that works on a controller, to dodge you would need to press face button bottom and have the thumbstick tilt in a certain direction to do that directional dodge, I'm a newbie to UE4 so I'm not exactly sure how to go about it. IK its a pretty vague question but any help would be appreciated

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also forgot to mention, face button bottom is also the jump input, so I would want the character to jump when there is no thumbstick inputs

woeful monolith
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in 4.26 always false. how check button status?

dawn gazelle
trail heron
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hi guys, how to make muzzle of a gun pointing to center of screen/crosshair

orchid garden
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parent is the object starting point for my trace, target is the camera. this gives me the start and end points for the 'look at' direction so that it can be calculated, then the animation adjusted.

dawn gazelle
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The branch is in there specifically as a means to stop the loop that is set up, without it, it'll end up being an infinite loop.

orchid garden
trail heron
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so its like cheating

trail heron
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what i want is the tip muzzle of the gun pointing to the center of the screen, so when i spawn the projectile, the projectile will just move forward and it will hit the crosshair

orchid garden
trail heron
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yeah, i just think to modify the hand IK

orchid garden
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the parent offset its the distance strait ahead of the camera to get the position of.

trail heron
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to point toward center of screen

crude cradle
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Hi! I generated a c++ project for a blueprint project, and made a new c++ Actor Component Class, but I can't find it to be attached to my PlayerController despite compiling.
I've got these tags setup:
UCLASS(Blueprintable, BlueprintType, ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
Anyone knows what might be my problem?

orchid garden
# trail heron yeah, i just think to modify the hand IK

something you have to think about while doing that, is the max range of the gun, so your projectile will go from gun tip to the max range, or if your going to adjust its max range based off if the 'center' of screen is hitting a wall.
being that your altering the position of the gun to match your crosshair, this is something you'll have to think about when firing the weapon, i.e. if max range is shorter then the projectiles lifespan then the projectile is going to pass the center of the screen and be hitting off to the side of it.

orchid garden
stray basin
trim matrix
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Hello guys I have little design problem with the inventory,

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it is structured on this way

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and I can't move the inventory window, I want to change his position

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how I am supposed to do it?

woeful monolith
trim matrix
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nvm, I fixed it ๐Ÿ˜„

sand shore
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no you didn't

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you don't fix design problems in like 2 min

trim matrix
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XD?

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I moved it from other widget

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and it works

sand shore
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That entire layer? Or the specific widgets in that layer?

trim matrix
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I moved the inventory layer little on left

sand shore
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because the way I interpreted your question was:

Hey I have this layer of widgets but I want to move them around individually and I can't

trim matrix
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yeah

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but I found where it is positioned

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and I fixed it ๐Ÿ˜„

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now when I play the game I can move my inventory where I want, how I can lock it? Or what to look for in the code?

sand shore
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okay so you know the things you do to move the widget?

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basically add a branch before all of them, if you want to stop moving the window set the branch to not pass

trim matrix
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aha

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hmm

trim matrix
winged sentinel
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Hi everyone, ive been trying to figure out a way to use the tracer from the Ballistics FX pack, problem is my porject shoots from the center of the camera. Is there a way I can spawn the project from the muzzle while it still being accurate to whats actually fireing?

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@swift pewter yes first person

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interesting thank you! didnt see that

warm ermine
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I have a question about dual-wielding . Is it possible to direct my Main Hand Item to go to my Offhand Slot from my inventory with an custom input?

white plinth
#

hey, guys! Need some help here,
Anyone can tell me how to destroy object class on blueprint?

warm ermine
#

@white plinth There is a destroy actor node

dawn gazelle
# woeful monolith

The second one should work just fine if your mouse button is down. The first one you can't use as you can't just make a pointer event structure and expect it to work - there are functions within widgets that can be overridden that actually have the pointer events being passed into them where the "Is mouse button down" function can be used.

woeful monolith
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@dawn gazelle in 4.26?

white plinth
dawn gazelle
woeful monolith
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in WIDGET&!

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not in actor

warm ermine
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@white plinth Oh lol I'm not experienced enough with Unreal to know yet. Sorry

woeful monolith
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@dawn gazelle ?

dawn gazelle
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Yes, works fine

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Example: Create a button, and on click have it do this. It'll continually print out whether or not the mouse button is down. When you hold down the mouse button, it'll print true when the timer ticks. let go, it'll print false.

woeful monolith
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NOT CLICK

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in evet tick

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for all widget

dawn gazelle
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.... the button is only there to start a timer. but anyway, the same code connected to event tick works as well.

trim matrix
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when I play the game I can move my inventory where I want, how I can lock it? Or what to look for in the code?

woeful monolith
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@dawn gazelle 4.26?

dawn gazelle
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Yes

woeful monolith
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FALSE all time

trim matrix
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I want to make working booster item

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this is the code

dawn gazelle
trim matrix
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but I want to be locked the inventory when I start the game, not to do it with specific button

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like the inventory can be moved wherever on the screen by default, I want to change this

orchid garden
viral garden
#

Hi everyone...
I am working on a side scroller platformer.
I would like to add a monkey bar traversal.
I'm just wondering how to do it in blueprints? I'm thinking activate fly?

dawn gazelle
trim matrix
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but do I need to make this code to lock the movement of the inventory, I want to be locked

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I don't think I need to any code

dawn gazelle
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.....

orchid garden
# trim matrix aha

if your movement code - If 'Locked' = False -> allow window to be moved, = True -> do nothing.

stray basin
#

@orchid garden But Lobby menu widget is being created!

woeful monolith
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@dawn gazellei do same

trim matrix
stray basin
trim matrix
stray basin
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@orchid garden

trim matrix
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I created this variable, the value by defaut is false

orchid garden
# trim matrix I still can't get how to do it ๐Ÿ˜ฆ Sorry

make a button for locking the window so it can't be moved, have that toggle a boolean for the 'locked' state, then in your movement code for the widgets, you just simply use a true/false branch to check the 'locked' state, if its false (meaning unlocked) then proceed with movement of the window, if its true then don't do anything.

trim matrix
#

and this button will need to be clicked to lock the widgets or not?

orchid garden
dawn gazelle
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The button you create can be used to lock and unlock.

orchid garden
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when they click it you'd just toggle the value for the locked state for your movement.

trim matrix
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ah bad

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I don't need it then

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I need when I start the game, the widgets to be locked

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they will be locked on the screen

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like if I open the inventory

orchid garden
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then you'd want to set the default value of your locked state boolean to true

trim matrix
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I can drag the inventory and move it where I want on the screen

white plinth
stray basin
#

@orchid garden can you please come on Support VC... I will screenshare.

trim matrix
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you understand now? ๐Ÿ˜„

stray basin
#

I have been stuck for hours and have done some debugging as well...

dawn gazelle
trim matrix
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yes

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I added inventory package from marketplace

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action rpg

dawn gazelle
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^

trim matrix
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I need these widgets

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omg guys

dawn gazelle
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You can keep the widgets

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But you need to disable the code specifically that moves the widgets.

trim matrix
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when I hit I, I open the inventory widget

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I need to see it

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I don't need to be able to move it where I want on the screen

orchid garden
trim matrix
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Please understand

orchid garden
trim matrix
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bruh?

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and you think he wil answer me

dawn gazelle
#

Dude...

trim matrix
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no way

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I tried

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I ask here when I tried all the options I have idea for

orchid garden
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no one does it the same. so its either looking for it, finding someone who uses it that can help you, or contacting the deveoper.

dawn gazelle
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You're expecting US to tell you, when WE don't necessarily have the inventory system in question.

trim matrix
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this is the widget ui

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it includes all he widgets

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on this way it is organised

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this is the code

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in event graph

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in the inventory widget I see this

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is this that I look for?

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so I need to disable it?

orchid garden
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depends on if that is for the window or the inventory items.

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looks like it might be for the window

trim matrix
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it works when I disable it, huge thank you guys โค๏ธ

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you're amazing

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I am big idiot ๐Ÿ˜„

orchid garden
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i mean there are two ways you can do it.... 1) "IsWindowLocked" set to true. or disconnect the false pin.

trim matrix
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I don't need them that's why I disabled them

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I want to make working booster item
this is the code

orchid garden
#

is that in the main widget, or in one of the sub panels?

trim matrix
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the sub panels

orchid garden
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(the move widget bit)

trim matrix
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I disabled this function from each container like inventory and equipment :D, don't worry

orchid garden
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cause if its in a sub panel, your going to have to disable it on all the sub panels you don't want moveable.

trim matrix
stray basin
chilly widget
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Hello! So am getting a very weird behavior with my project, the project on 6 different computers works fine, but there's one computer

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where it's not registering inputs with the WASD

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(arrow keys work just fine)

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would there be any particular reason for this?

stray basin
# stray basin 1)

@orchid garden basically Connected player widget is not getting attached to player window vertical panel which is inside lobby menu.

winged sentinel
#

@swift pewter what is the sphere object youre referenving in th ebp?

orchid garden
winged sentinel
#

ah okay so ur using that for the location

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gotcha

orchid garden
#

(i used a socket for the tip of the gun to avoid collision problems)

winged sentinel
#

@orchid garden yes im goign to use a socket as my weapons have different locations

stray basin
#

so what should I do?

orchid garden
# stray basin yes

perhaps its getting positioned off screen? or its size is being set to 0/0 ? (had a widget do that to me once)

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only had collision with socket placement when the socket was too close to the tip of the gun.

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it collided with the front of the gun, not the socket

stray basin
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@orchid garden

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This is the widget that needs to be added.

orchid garden
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if it does, can you show the error?

stray basin
orchid garden
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if its not giving you a error then the widget is getting added.

stray basin
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but I can't see it.

orchid garden
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like i said, it may be geting positioned off screen or its size being set to 0/0

#

my bet is on size.

stray basin
#

How do I check the size and other param.

#

?

orchid garden
#

you need a reference to the widget

#

could even be the widgets state is set to hidden

stray basin
#

I don't know how to do any of that...how do I check widget state?

#

This is details of the "parent" widget(plain vertical box)

trim matrix
#

I want to make working booster item
this is the code

orchid garden
#

... lately ue has decided it needs to recompile the shaders for my project every time i start it up...

trim matrix
#

bruh ๐Ÿ˜ฆ

#

I go through it but as I can see the movement doesn't raise

#

also I get errors

#

lol

dawn gazelle
#

Where are you setting the variable "Character Reference"?

orchid garden
#

4.25 actually

dawn gazelle
#

That's your problem.

trim matrix
#

I created it to can access the chaarcter movement

dawn gazelle
#

create a cast to your player's class and put it just after the overlap event, and plug in the "other actor" to the input pin.

#

then set character reference to the output pin.

trim matrix
#

this?

dawn gazelle
#

Yep

trim matrix
#

okay

#

let me check

#

it works now but the player continues with the new speed

#

but he should be with the normal

#

hmm

dawn gazelle
#

You should probably set up the movement speed bit as a function within the player - you are destroying the actor that's controlling all of this, so it probably can't execute the delay portion.

trim matrix
#

sorry didn't understand you

orchid garden
#

the pickup is setting the player speed, but its being destroyed so after the delay it can't set it back to normal.

trim matrix
#

aha

#

yeah

#

I need to make it to set back to normal

#

but idk how, hmm

#

also didn't I make it?

orchid garden
#

so you want a function in the player to handle the movement change.

trim matrix
#

do I want ? ๐Ÿ˜‚

haughty latch
#

Is there a simple way of spawning mesh on the landscape Z, without having to plant manually. I have spawned object but want to have them on the landscape and not floating. Cheers

trim matrix
#

like after this action with increasing the speed, you tell me that I need to make one more function for the normal speed and to put it after destroying?

orchid garden
#

thats what Datura was telling you.

trim matrix
#

a okay

#

sorry that I don't get it from first time, I work on the project for 8 hours ๐Ÿ˜„

orchid garden
#

most my pickup stuff is handled by the player rather then the item, the item passes the data about the pickup to the player, then destroys itself, the player handles all the processing of the data for the pickup (boost, stick in inventory, etc)

trim matrix
#

so I have this

#

I tried connect the new function after or before the destroy actor and it doesn't work

#

hmmm

#

aa okay

#

why if I can ask? ๐Ÿ˜„

orchid garden
#

because your destroying the pickup

trim matrix
#

a okay

#

I did it

#

now?

#

this way?

#

yeah I saw

#

now I did it

#

but still doesn't stop the boosted speed

#

hmm

orchid garden
#

add a 0.2 delay after the function call.

trim matrix
#

okay

orchid garden
#

sait

#

wait...

trim matrix
#

okay

#

still doesn't work

#

๐Ÿ˜„

orchid garden
#

your 'change movement speed is in the item isn't it?

trim matrix
#

yep

orchid garden
#

thats the problem.

#

you need the 'changemovementspeed' event in the player not the item.

trim matrix
#

I change the speed in the item

orchid garden
#

cause your destroying the item.

orchid garden
#

it never gets to finish.

#

because it has a delay in it, it needs to be a event in the player.

icy pilot
#

Does anyone know how to find this selected node ?
It's inside of a animation blueprint

trim matrix
icy pilot
#

None of those seem to be the same

tranquil gorge
icy pilot
#

Those are all options as nodes, but none of them are looking like the selected one

tranquil gorge
#

^^^^

icy pilot
#

Now that's pretty weird

#

Having an old version

trim matrix
#

now I have this

#

@orchid garden

icy pilot
#

I was already used to the ones below, but the asset pack i downloaded uses the highlighted one

trim matrix
#

bruh

orchid garden
#

and the EVENT 'SpeedBoost' would handle setting the boost, the delay, then returning speed to normal.

trim matrix
#

show me the event speed boost to see it please

#

๐Ÿ˜„

orchid garden
#

speedboost being on the player that is

tranquil gorge
#

i currently have it off of the spring arm. i used to have it on though but still got the same issue. i have use control pawn rotation checked @swift pewter on the camera

trim matrix
#

this?

orchid garden
#

yep that should work

trim matrix
#

okay

#

hope to work

#

now this?

#

FINALLY WORKS

#

YESSSSSSSSSSSSSSS

#

GG-S

dawn gazelle
#

Yes, but you shouldn't need these two

trim matrix
#

okay

#

will remove them now

#

yeah, it work without them

#

nice

orchid garden
#

keep in mind if you ever make a toggle state for walking / running, that speedboost bit becomes more complex.

#

(the part on the player, not the item)

trim matrix
#

aha

#

it change the movement from 370 to 800

#

800 is sprinting

orchid garden
#

speaking of toggling speed... i setup a simple speed toggle for the character:

trim matrix
#

when you are without booster you are with 370 speed which is walk

#

when you press left shift you run with 500 speed which is run

#

and when you are with booster you are with 800 speed which is sprint

orchid garden
#

on my little function up there, running is controlled by shift key, and speed toggle is controlled by pressing ctrl key which toggles the speed between a running / jogging state depending on if shift is held.

#

current walk/current run are used so that speed boosters can be applied.

#

i.e. if they pick up a booster - I can check if they are running / walking via a timer controlled by the booster - then add the boost to the current running / walking and set the charcter movement if its different from current running / walking, at end of boost, set the speed back to current run / walk state.

#

@swift pewter looks like his spring arm is detached from the character somehow

tranquil gorge
#

yes and no because ive unparented the cam from the spring arm @swift pewter

#

it would get the same issue and i dont know why its happening to begin with

orchid garden
tranquil gorge
#

no but ill give you a short clip of the example cam that is time stamped in a youtube tutorial

orchid garden
#

my cameras are setup like so....

#

first person camera being parented to the 'mesh' actor and attached to the 'head' socket.

#

tp boom is third person camera spring arm, TD boom is top down camera spring arm

maiden wadi
#

I still laugh every time I see that because I think of StarCitizen.

#

The camera attached to the head part of the moving mesh. They did that for a "realistic" feel. Then realized it was too janky and giving players nausea. So instead of finding a better solution, they IK the animation into a more stiff posture to make moving people look like they have back pain.

orchid garden
tranquil gorge
#

its time stamped at the end of the vid where the example is finnished @orchid garden

maiden wadi
#

Haha. I'm all for it. I think it gives good results with decent animations. But it just amuses me every time I think about it because of their drastically overkilled fix that actually just makes the characters look dumb.

#

@tranquil gorge Are you trying to get a traditional RPG style third person camera feel? Like Dragon Age or the like.

orchid garden
#

thats a pretty old video

#

so this might sound like a stupid question but ......

tranquil gorge
#

yeah where your basic movement rotates the camera (i have no need for the free cam) but i want left and right movement to rotate the camera and forward movement to recenter it

orchid garden
#

why not just use camera lag?

#

ah i see

#

the camera is independant from the character.

tranquil gorge
#

i can make it independent but for now its attatched or are you telling me?

orchid garden
#

far as character movement goes i mean

tranquil gorge
#

also i do have a blueprint that mimics the video if you would like to see mine

orchid garden
#

so whats different from the video to yours that your trying to do if you have a working blueprint?

tranquil gorge
#

well the thing is it didnt work and thats what ive been trying to figure out

maiden wadi
#

I could be mistake, I didn't look at the blueprinting, but it doesn't really look like that video does much except some simple math on the spring arm.

tranquil gorge
#

idk what the settings on his spring arm is or camera

#

but mine seems to overshoot in rotational value or doesnt rotate enough in rotation with the pawn no matter what settings i set on the cam or spring arm using their tutorial.

orchid garden
#

it seems like you just want camera lag when turning the player so that when they turn the camera lags abit behind the turn then centers itself?

#

i.e. the spring arm is always in a fixed location to the players facing direction but when they turn left or right the camera slowly moves behind the player?

tranquil gorge
#

meybe i want camera lag that is dynamicly bassed on speed?
so its affected by the input axis value how much lag i have ?

#

ill try that out i guess

orchid garden
#

so the faster they move the quicker it centers behind them?

tranquil gorge
#

something like that its not clear in my head but yeah

orchid garden
#

so basically like that 3d sonic game then

tranquil gorge
#

yeah exactly

#

ill do my best to code that and see how it turns out

#

thank you ๐Ÿ™‚ @orchid garden

#

ill post back about my results if im still having issues

orchid garden
#

yeah i'd try the camera lag bit, keep the spring arm locked behind the player and adjust the camera lag depending on the speed of the player.

tranquil gorge
#

ohhhh wait wait wait.....

orchid garden
#

if they aren't moving then you could do like a free cam where they can rotate the camera around the player.

tranquil gorge
#

so even when i didnt have my camera fudged up there was a problem with the spring arm. and it was every time i got close to the camera my cam wouldnt stay back far enough to keep the character in frame.

orchid garden
#

so your spring arm wasn't adjusting its size?

tranquil gorge
#

meybe not sure

#

but i know my character would basicly run underneath the cam out of veiw

#

but other directions were relatively ok

orchid garden
#

is the collision probe setup?

maiden wadi
#

I wonder if it would be easier just to detatch the camera component from the character, and move it manually in tick with some math.

tranquil gorge
#

@orchid garden yes

orchid garden
#

i know i've had some funkyness with character bp's in the past where the spring arm went funky on me and i had to delete the original, make a new spring arm, reattach the camera and then everything was working right again.

tranquil gorge
#

@maiden wadi meybe ive tried a separate cam too

#

@orchid garden lol this is my 2nd start with this project because im preety sure my old one had bugs. i just could not get the camera to work right

#

its always funkiness with rotation and parenting

orchid garden
#

relative rotation for the spring arm works good if you base it off its original position.

tranquil gorge
#

hmm

#

ok

#

thanks ill note that down

hearty lintel
#

guys i have a problem with my character not overlapping static meshes:

i've noticed that i have to set the static meshes in the level to "generate overlap events" is it a good idea having EVERY static mesh set on that or is there a better way of detecting if i'm almost colliding with something?

near glen
#

Which pawn class I should use for strategy like games with locked camera?

sweet swan
#

I have a material/static mesh that I'm trying to make slightly transparent. When I change the blend mode to of the material to Translucent (enabling the opacity link) the mesh will match the material preview in blueprints, but when I put the actor in the world it doesn't render at all. Anyone know why? Or possibly an alternative to make this actor slightly transparent?

violet wagon
hearty lintel
#

is that the only way it will work or am i missing something? ty

#

i dont know if having all the static meshes on generate overlap events would be expensive

violet wagon
#

it wouldnt. it might be time consuming to do it one by one. You can select them all at once and bulk edit it

hearty lintel
orchid garden
#

the overlap event itself isn't costly, its what coding you do with the event that can be.

maiden wadi
#

@tranquil gorge I got bored and decided to try out a detatched camera method. It's actually fairly easy and simple to get a fairly decent working component by subclassing the CameraComponent.

#

This is the character class inputs. Note UseControllerRotationYaw is false. In CharacterMovement the only change is that OrientRotationToMovement is set to true.

#

Then I made a new camera class that inherits from CameraComponent.

hearty lintel
orchid garden
tranquil gorge
#

wow thank you very much i appreciate this. youve been very helpful and considerate to my issues both this time and the last we spoke so thankyou very muchl. im working with the spring arm now but its nice to know i have new information to try if the new spring arm code i have doesnt work. @maiden wadi

orchid garden
#

@maiden wadi is always helpful, deserves mention in credits ๐Ÿ™‚

hearty lintel
#

you all are very very helpful guys really thank you!

maiden wadi
#

The only thing I left out of that was a trace. If you decide to use this, you'll need to implement a line trace in the tick function to see if anything is blocking the camera from the player just like the spring arm does. So you won't end up with stuff between your camera and character. Shouldn't alter much though.

hearty lintel
#

and i've found a workaround

#

in case it happens to you you can make the actor with the springarm on the 4.21 and then convert it to the 4.26

orchid garden
#

camera lag can stutter in 4.25 as well all depends on whats happening around it though.

tranquil gorge
#

yeah im in 4.25

hearty lintel
#

i had a really simple sphere that was flying around with force applied to it

#

i've fixed it that way, kind of a duck tape method ๐Ÿ˜„

tranquil gorge
#

ahh yeah lol seems like that kind of energy

orchid garden
hearty lintel
#

yeah i was truly annoyed at it, even because there was absolutely no reason for it to break like that xD
but yeah it happens on the 4.25 too

maiden wadi
#

I haven't noticed too much of a memory problem in 4.26.1

hearty lintel
#

all you have to do is make the actor on 4.21 and then open a copy of the project on 4.26 and it fixes itself (no idea why). If you copy the BP from 4.21 to 4.26 it won't fix itself, you have to convert the whole thing

maiden wadi
#

@orchid garden How much memory was your 4.26 using?

#

UE4 killing my memory. ๐Ÿ˜ฎ

signal heath
#

Guys I'm trying to learn blueprints, effectively. I've already done the Gamedev.tv blueprint course and some youtube tutorials, but have gathered that I should be able to learn swiftly and more effectively now that I have a general understanding of the engine by simply making prototypes myself.

What kind of games/mini games would you recommend I go and try to reproduce to learn the core concepts most effectively? I'm aiming to work in studios making 3rd person shooters and action rpgs.

PS. I believe breaking down and digging into community made content is a good idea too. If so, any community creations you folks can recommend?

Thanks ๐Ÿ™‚

maiden wadi
#

Really depends on the scope of your intended learning. Are you sticking with blueprints only, or are you planning on delving into c++ at any point? Based on those two genres, the character class will be incredibly important. Learning how the CMC works along with the character class can go a long way. As for the rest, it's just experience and good learning.

#

The best word of caution I can advise, is not to be a tutorial follower. Use them to understand and get ideas, but there are quite a few people that end up in here because they followed a tutorial for three hours and they have zero idea what it does. They never stopped to understand what was happening with the data and just connected the lines the way the tutorial did and expected magic to happen.

signal heath
#

Yep, that's why I want to not rely on tutorials and learn by making prototypes by myself

#

Can you clarify what CMC is?

maiden wadi
#

The movement component that Character class uses CharacterMovementComponent. It's pretty tied into the character class.

signal heath
#

And yes, i do plan on delving into C++. I've already got about something between basic and intermediate understanding/experience of it

#

Ah, interesting. I've come to understand how it works from its relation to the world coordinates and referencing things from its 0,0 coordinates but the way you mentioned it sounds like there are certain key aspects i should focus on?

maiden wadi
#

Depends on your game intentions. I only mention it because shooters and action rpgs would both make extensive use of Character and CMC. Abilities and the like that would need to affect the character in different ways. Maybe you want an ability that jumps up into the air and hovers there for a few seconds or until the player hits attack again, and then the character does a dash effect towards the ground. Even before you get into animations, you're going to need to do some work on switching movement modes by launching the character, and learning how to handle the different modes switching when you do different things. Swimming in physics volumes comes to mind. There are a lot of little quirks to work around like the multiplayer animation update call. Using NavMeshMovement requires you to set it back to that upon landing since AI technically spawn in the air and will default their movement to normal walking.

#

It also handles general movement, which is rather important in those game types and needs to feel nice.

orchid garden
#

swimming shudder

hazy igloo
orchid garden
#

pacman with ghost taming!

hazy igloo
#

Or Paradroid!

#

Take a look on YouTube "UE4 Pacman"

orchid garden
#

seen alot of different pacmans

#

even a packman racecar game lol

hazy igloo
orchid garden
#

lol

hazy igloo
#

But you can see the possibilities

orchid garden
#

lol yep

signal heath
#

haha this was inspiring. Thanks for the suggestions and recommendations!

jaunty stirrup
#

I have a problem , after using SetControlRotation , the camera can go through the map

#

how can i fix this?

orchid garden
#

check to make sure the spring arm has collision enabled, and its probe size is at least 12, and its set to camera, if its still going through the map, you may have to replace the spring arm.

jaunty stirrup
#

i look

#

the things is after using setcontrolrotation one time , the camera can go through the map everytime

#

the collision is deactivated

jaunty stirrup
#

Its deactivated because it had gon through the scene one time

#

because i use this function with my ladder and it doesent make the issue

#

Fixed

winged sentinel
#

hey everyone, i have a question, I imported the collision from the Ballistics FX pack not realizing it would overwrite the whole section. It removed some of my trace collisions but I added them back there, but im still having issues with things colliding. Is there any other way I can debug this, i dont understand why

gritty elm
#

is there any shortcut key for add custom event?

winged sentinel
pallid wave
#

I have a blueprint where it creates a grid with float in the Construction Script. Then I create a procedural mesh to highlight the grids.

Is it possible to create a static mesh along with the procedural mesh or would it be too much? My end goals is to have a snap to grid on each grid square.

earnest tangle
#

It should work just fine, try it and see

pallid wave
#

Ty.

frigid ether
#

Hey guys, how do I limit a players turn rate, both with keyboard input and mouse input without locking the camera? I'm doing a similar mechanic to Apex Legend's slide mechanic and I have everything working except for the rotation limit

jaunty stirrup
#

Can someone help me i can't grab physic objects look at my script:

#

the trace for objects is ok i can see this in game

#

the grab part dosent function

jaunty stirrup
#

oups i dont update the physic handle in the ticks

sinful gyro
#

Iโ€™m trying to control the BP Sun Position calc in sequencer. Iโ€™ve exposed the needed variable to sequencer in the Bp. When I add the sun position Bp to sequencer and set key frames nothing happens. What step am I missing?

rough jay
#

calculate direction takes velocity and rotation and its kinda snappy like it can go to -180 to 180 in miliseconds any thoughts? like to slow it counting

faint pasture
#

either using tick or a timeline

rough jay
#

i plug the tick float into the alpha for lerp? then * it by what

high frost
#

When should I (and should I at all) add actor components to player controller instead of player character?

faint pasture
vital oyster
#

Hello !
I have an actor that have some static mesh in it. How do I merge the static meshes in it, on runtime ?

round basin
#

Hello what is the best blueprint class if I want to have a script that contains variables (here I want an "auto generating actor" script)

proven loom
#

hello. i have a virtual void c++ function that i'd like to implement in blueprints. is there a way to do this?

#

(i don't see it in the override dropdown menu)

faint pasture
round basin
#

It's a script that randomly spawn actors to make the "terrain"

#

@faint pasture

#

actors are between the red lines.

faint pasture
#

Or you can make an actor to do the spawning for you, either one. Gamemode already exists and ONLY exists on the server so that'd be the ideal place to put it.

round basin
#

I'll try that, thank you!

rancid ridge
#

Is there a function to set an Object to the floor without using physics?

worthy frost
#

cause you never hit anything

maiden wadi
#

@rancid ridge AFAIK, the easiest way to manage that is just to sweep move it from it's current location to a much lower Z location.

#

Assuming the object has collision enabled anyhow. Otherwise you need a line trace.

rancid ridge
#

ah #collision check and then place it back to the first collision?

#

Ok I will try it

#

Thanks

maiden wadi
#

@trim matrix You're not multiplying the trace that much. Up the Vector * 1000.0 to something like Vector * 50000.0

#

So you can only hit things that are 1000 units away from the camera right now.

sweet silo
#

Hi !

#

Any idea why my clock actor is messing with my character movement ?

#

this is the clock blueprint

#

and this is the clock in my hand

#

When i pressing E for checking the clock and trying to move forward at the same time the character just like straffs crazily to the right with a sort of lag input

maiden wadi
#

@sweet silo Might be a collision issue. Is the collision on your clock disabled? On an unrelated side note if you want to do something every 1 second, I recommend learning timers. Running delays on a tick like that is very bad form.

sweet silo
#

@maiden wadi ok thanks a lot

#

my collision is set up as such..

#

and about the tick and stuff i just followed a tutorial on youtube

#

but i guess they are not all good form ahah

orchid garden
#

disable collision on the clock when held if you need it active other times, else just set it to ignore all on the model.

sweet silo
#

ok great yeah no i don't need collision

#

it's still doing the same weird strafing movment even with all collisions off

#

could it be the rotation of the clock hands ?

#

when the character is not moving everything is fine

twin spindle
#

quick question,
Box triggers can communicate with PlayerCharacterBlueprints via ActorBeginOverlap.
But how do I differentiate from BoxTriggers to trigger the right code?

inland merlin
#

Usually you put the logic inside the trigger

#

Like: if a character overlap, do this.

#

And each trigger can call different thing, it should fall on the character to sort the triggers

twin spindle
#

Trigger volume tells character to "stop running and jump" at "a finish line"

orchid garden
twin spindle
#

@inland merlin But I need the character to know what trigger it hit to compare what code to fire. It also needs to know when to swim or jump stuff for example

inland merlin
#

the trigger is the one calling on the character what to do

twin spindle
#

Aah okay, so I was doing it the wrong way around. Knew something was off when I didn't need to cast in the character bp

inland merlin
#

well casting isn't an ideal solution either. You should have a look at interface for that

#

But your game might end up having dozens of different trigger so having you character sort trough all of them is a bad idea

twin spindle
#

I'm intentionally avoiding interface atm.
But you are right, running the code in the box trigger is a lot more efficient.

sweet silo
vale pasture
#

Hello everyone, do you know what can be the best blueprint type to instantiate connection to websocket and put all events functions in there ?

stray basin
#

HELP!
When I enable physics on collision capsule it stops moving in the game play...
Any tips?

unique wyvern
#

You apparently cant call DestroyComponent for a component that belongs to another actor, but can you call destroy component inside the component you are calling it for?

lean epoch
#

There's some known bug about "switch on int"? It messed my combo system twice, first adding and removing a number, respected the conections but changed all numbers, after saving switched again the numbers... I changed to simple branches but it's sad isn't working fine...

maiden wadi
#

@unique wyvern Should be able to. Just call DestroyComponent with no target. It should default to Self.

#

@lean epoch Not that familiar with using SwitchOnInt. Can't say I've ever experience that with switching on an Enum though. May be worth creating an enum for your combo system to switch on instead of numbers. Added bonus of being able to name them if you wanted.

old carbon
#

So UE is using the term "blueprint" for both the visual scripting language and the individual scripts created with it, as well as for prefabs / templates without any scripting. Is that correct or do I misunderstand something?

open dust
#

Anyone good with blueprints can land me a hand ? im trying to migrate a package into my project , i got half of it done working but now im struggling with some functions..

maiden wadi
#

@old carbon I suppose that Blueprint is both the language name, and also what you would call a class in other languages.

#

@stray basin Are you enabling physics on a Character's capsule, or?

old carbon
#

ok, thanks @maiden wadi !

maiden wadi
#

@inland merlin Your cast there is fine in that example. Casting really isn't a bad thing. The only reason to avoid casting is if you're potentially loading things that don't need to be. Take A, B and C. If A is a player character, B is a trigger, and C is a boss in level three. If A casts to B, and B casts to C, then that boss will always be loaded even in levels where it isn't used because the player character is loaded. Casting from a trigger to a base class like you did is perfectly acceptable and fine.

elder gulch
#

hello everyone i did a random room generation system but i need to find a way to limit it bcs it can go infinite so how can i do it?

dawn gazelle
elder gulch
#

like the mechanic is this

#

when you touch to a box collision it adds a random room from the inventory with random assets

#

so i want to make it like max 20 room and min 5 room generation before the main room

#

their texture change randomly too

dawn gazelle
#

yeah, so have something keep track of how many rooms are being created. Eg. Create a variable called "Room Count" and "Max Room Count". Before spawning any rooms, check if "Room Count" < "Max Room Count". If true, go ahead and spawn the room, and do "Room Count" +1. If you want to randomize Max Room Count, then set it with an "Random Integer In Range" with Min set to 5, and Max set to 20 as you said. Then your generator should create anywhere between 5-20 rooms.

elder gulch
#

good ide

#

but there is one more problem

#

this rooms have a trigger at the end

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every all of em

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that creates the big corridor

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or other corridor

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so should i ad a breanch and if max is more/equal to room count it will generate big room?

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plus where am i going to create the var?

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bcs they all are seperate bp's

dawn gazelle
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have a master actor that you place in the level, and make it so they communicate with it.

elder gulch
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this is my 8th day

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so idk

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cuz there already is a system so i dont want to break it

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so it would be good if you can say

dawn gazelle
elder gulch
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like this?

twin spindle
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@dawn gazelle Lol you just solved a problem I had in another project. Gotta place those manager blueprints in the level.

dawn gazelle
#

This is a really helpful video. It tells you how to set up communications between blueprints in many different ways. The reality is, I can't tell you exactly how with the system you're using as I don't know the generation system you're using myself.

That image you just posted is for setting the parent class of an object. It's not what you want to use. You'd want to create a new blueprint, and place a copy of it in the level, and have it store the # of rooms spawned and max rooms and all that. Then you have to make it so your other blueprints get information from it or only act as you want them to, etc. based on the information it contains.

Really, procedural generation is probably a bit more advanced than what you want to do if you've only been working with UE4 for 8 days. I myself followed along with a MASSIVE tutorial (I think it was about 40-60 hours) on creating a procedurally generated level, and it was quite complex. You might find yourself struggling just to find where you need to make changes to the generator to do what you need it to do.

elder gulch
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tysm for the video i will give it a check and try to understand

inland merlin
high jewel
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Hi. Should OnCursorOverlapBegin/End work on UMaterialBillboardComponents? I want to run some code when a player hovers over a billboard but the event is not triggered. It works on static meshes tho

maiden wadi
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@inland merlin That's fair. I apologize since I jumped a little at the interface vs casting thing. Very used to people proposing interfaces as a way around bad file structures with the general youtube attitude that casting in it's entirety is bad and should be avoided at any and all costs.

twin spindle
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@inland merlin @maiden wadi But what about the casting to C thing?
If A casts to B but the execution doesnt cast to C, C still gets loaded because B could cast to it?
Also, im trying to achieve a simulated racing game. Like Chao Garden or Chocobo Racing

maiden wadi
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Execution doesn't matter. If something casts to a hard pointer anywhere in it's code, it will be loaded when the one casting to it is loaded even if that execution line is never ran.

inland merlin
twin spindle
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lol been there done that

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and then I sit there wondering why the cast wont work

maiden wadi
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The real issue with this happens in games with a lot of levels and such. This is why sometimes you'll load up a game into a simple level and you can look at your memory and you think it should only take a few hundred megabytes. Turns out the game is using three gigs. Because the programmer wasn't following encapsulation and pretty much when one class is loaded it starts a chain reaction of everything being loaded into memory.

twin spindle
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It's a good thing to be aware of.
It's easy to think all that other code isn't being used when you are using blueprints

maiden wadi
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Actually. A fantastic example of this is probably something like an RPG MMO. Imagine hundreds, possibly thousands of attire pieces in game. Some possibly using same models or textures, but that is gigs of data. If you used hard pointers to those rather than soft pointers, when you load the character class that can use those, you would need to load every single one of those items into memory. Using soft pointers, you can choose to only load what you need. Potential ten gigs just turned into 100mb.

inland merlin
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Biggest caveat in many projects is that you have your controller creating the hud that has many widgets related to many systems and you end up loading your entire project from there ^^

inland merlin
twin spindle
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is there a way to trigger something at the highest point of jump? this one isnt working for me at all

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guess i need event tick for that

inland merlin
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it's already in there

maiden wadi
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I think it's just how it's handled. For instance think Inventory UI Icons. When you load up the icon from a soft to hard pointer, it returns it as a UTexture2D. Or the same with a static mesh. It returns it as a UStaticMesh. I suppose it's the same idea as casting to ACharacter vs casting to AMySurvivalCharacter. ACharacter is likely to have a lot less information in it, where as casting to survival character might load up extra meshes or subcomponents that aren't needed.

twin spindle
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Okay I think im asking to much of my trigger xD

inland merlin
maiden wadi
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The Soft references are more for assets. There might be a place, but I'm not really sure where you'd use a soft reference to classes. The Inventory stuff or attire assets is a better point with soft references. Think of a datatable of assets. You have inventory items in a datatable and that has columns that have meshes, icons, etc. If that datatable is using HardPointers, every bit of that will get loaded into memory when you load up the datatable to search through it. Using soft pointers, none of it gets loaded into memory and it allows you to search through the datatable and only load up the mesh/icon you want for display.

inland merlin
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In that you'll nice to enable physics on your ball (bSimulatePhysics = true) and use addForce instead

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did you have a look at this template?

twin spindle
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@inland merlin This will ruin my jump trigger, I need this to only happen on this trigger.
Also, I made it shorter xD

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I ran it on the bound event 1st, didnt work

inland merlin
rigid mural
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@sand shore I did the blueprint you showed me, but I couldnt find "overlapping actors" and the event that was made for this.. only custom event

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how do i get the overlapping actors and the event that I created? I cant seem to find them

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wait nvm I just found the overlapping actors

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now I just need to find the event

sand shore
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I made that variable

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I also made the event?

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just make your own variable and event

rigid mural
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why cant I connect the overlapping actors with the remove thing

sand shore
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that's the remove for maps

rigid mural
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oh ma ga

sand shore
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you need the remove for arraya

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use the context of the array

rigid mural
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this searchbar is so sensitive LOL

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yeah I found it

sand shore
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drag the array output pin on the variable get node. drop it onto the graph

twin spindle
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@inland merlin Forgot the notify boolean, thats why It didnt work.
Doesnt seem to interfere with other jumps anymore.
Now to figure out how to apply gravity to flying. But that's tomorrows problem. Thanks for the assistance today.

inland merlin
twin spindle
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@inland merlin I have a group using jump after this group starts flying and they dont fly with this setup

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but i guess thats because they dont use the fly trigger
so the ones that fly would still fly after a new jump.

rigid mural
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I did that and named it my own thing, but now I cant call it

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I can only create a custom event

sand shore
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hrm?

rigid mural
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Do I just name the custom event whatever I named the create event thing?

inland merlin
rigid mural
sand shore
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Create Event and Create Custom Event are poorly named. They aren't interchangeable concepts. Can you be more specific with your phrasing?@rigid mural

rigid mural
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see at the top right I created an event

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but it doesnt show up

sand shore
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You'd have to create your custom event first before referencing it with Create Event

rigid mural
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jkdngkdjfng

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ok now it works

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sorry im just trying to understand the flow of blueprints

sand shore
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I would rename that to Create Callback or Create Delegate or something

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but no, it's Create Event

rigid mural
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mind if I ask you another question?

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I wanna know the logic behind this, since its the only thing im having a hard time trying to understand

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once again, im new LOL

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i just wanna understand the bottom part

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with the length and greater than part

last abyss
# rigid mural

its basically saying 'get the length of this array, and see if its > 0' , so it's asking if there is 1 or more actors in the array and (from what I can see) if it does not have 1 or more it runs whatever code comes after.

marble summit
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I'm starting to get into real development on my RPG and am looking at saving data between levels. How expensive is it to call things from the game instance? Is it better to just use it as a data storage while other things like game mode/game state handle calculations and send the data back to it?

orchid plover
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Hi, I've been trying to prototype a little in blueprint, and there's something that's driving me nuts, it might be really simple but I can't come with a solution. I have this simple example but this could be applied on more complex situations.
In this case I want to modify a value inside a map, but I have two maps, one for allies and one for enemies, the thing is that I have to duplicate the code for each case. Would there be a way to do this but with a single "ADD" node?

spark steppe
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then pick one of the booleans as wildcard input, and the two maps for the true/false state

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if you want more than two options (ally/enemy) you could go with an custom enum to set the type

orchid plover
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exactly what I was looking for, thanks

sand shore
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@orchid plover You could make an enum EntityAffiliation with the values of Ally, Enemy, Neutral - it would consolidate those booleans into a single variable

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if you aren't already running into bugs, you likely will. It'd be better to have as few variables to describe a trait as possible

trim matrix
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nvm figured it out

orchid plover
maiden viper
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Yo qick question:
What do i have to do if i wanna put a certain blueprint, say an inventory system, into another project?
That is without migrating all of the other systems.

sand shore
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modularity in BP is a pain

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migrate assets is reliable but is very likely to pull in undesired things

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best to refactor the entire thing into a plug-in first, then you can use that plugin on multiple projects

rigid mural
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@last abyss ohh I see now

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thanks!

maiden viper
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ok ill keep that in mind

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thanks @sand shore

long schooner
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Hi, how make the lighting dont change when it is in a darker rooms?

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I have like blinks in darker rooms

odd plume
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How would I be able to check if the bool dead is false; and put it into the and bool node; going into the branch?

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better picture

dawn gazelle
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bool not -> and

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?

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Basically making it only true if dead is false.

odd plume
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the default value of dead is false

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what I am looking to do would be something like this: if(dead != true and other equation = true)

dawn gazelle
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dead != true means dead = false.

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so

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if dead = false NOT means you would get true out.

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so

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NOT("dead = false" ) AND "other equation = true" == true

dense mica
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Is there any way to remove folders without messing with redirectors?

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Need to delete some thirdparty plugins (ALS, HorrorEngine etc) -- pretty big stuff

stray island
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I am trying to add the inputs in third person bp as keyboard buttons instead of the input project setting

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And i am failing to do so

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It wont move

dawn gazelle
# stray island It wont move

That's because the movement input is normally done as an input axis which constantly sends the event. The keyboard keypresses are only fired once, so you only get a very tiny bit of movement each key press.

stray island
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Whats the solution? Event tick?