#blueprint
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oh i didnt see ๐
np
you should also Set it when you open or close
when its false set to true
and otherwise
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
you probably didnt save game instance
yep
that worked
now i get this
checkpoint int is an interger and the input is an interger so why does it not seem to like it
something inside the function
try replugging/saving again
have you tested it michael? does not work?
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 ๐ฆ
yeah tested and doesn't work
did you constraint all your input with that bool?
i think you almost there just take a look at all your inputs
i remember having this problem with character moving after widget is created
hey everyone
where else can be?
yep no bool
yep
so?
I need to have here variables too?
here on the both places the inventory won't be opened
cus when I sprint I don't need to open it-right?
Sorry for inconvenience... I will remembered that
both executes should be contrained with that bool
you tryied it already?
wdym contrained with that bool? on the botho of them to set it to false?
okay
if that wont work you should try gates
and its probably the best scenario
but has more work to do
ok
wait i cant think right now ๐
lol
ok
well its a mess
gg
holly shit
๐
yeah
this is what I madde too
but doesn't work
๐ฆ
idk why
this is made on the I button for opening inventory
when I open inventory, the character doesn't move
but when I click again I, it should enable the character movement, yes but no ๐ฆ
yeah ofc
??
what is this offline mode?
aha
there is no offline mode on mine ๐ฆ
open and close inventory does opening and closing the inventory lol
as I can see not in the controller
no
I check it is open or not
and then I open or close it
aha
okay
if I remove these nodes
I think it will work the open and closing inventory
but without disable the movement
because the branch wont trigger True
let me test it now to see
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?
it just doesnt return any input when it overlaps things...
yep
it works
when I click I
it opens the inventory
when I click again I
it close the inventory
you still have these plugged in ?
@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.
when you set input ui only you just can no longer input from keyboard , so problem is not bool
that's what i've done actually but it's just not detecting anything... basically im trying to make something like burnout, where you run close to objects and you get score...
and it's not detecting the static objects as i was expecting
but without that node bool works which means you still set "isinventoryopen" somwhere else
yeah sure!
Can you post the two overlap settings that you're using, the component and what you're expecting it to overlap.
yeah ill take a screenshot ๐
where do you set the bool?
this is how i set it up
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
which? the is inventory open nowehere is set
this bool would only give false then ๐
and would always just open the inventory
if its also closing theres no way you dont set the bool to true somwhere
did you write all code yourself tho ๐
I use Inventory package to have inevntory
and I customise it for my project
and I add my stuff
but not always I can do it by myself
๐
its in the function most likely
yes ofc
what about client open/close inventory functions
now theres those
sometimes is just better to write your own code ๐
reverse engineering code can be much harder
no
I forgot about it
will do it now
sorry ๐
flip flop instea of the if statement?
this way?
a
yeah
๐
yep
it works now
but the movement is not working yet
lol
yep
hmm
I don't think so
like there is function for close inventory
If Is valid node returns ...Not valid what is supposed to be done?
okay
and nothing to change for closing the inventory?
yeah
it is
but when I open the inventory I need to disable movement
Is it possible to change the value of a variable when the game quits?
yeah
but then
๐
when I close the inentory what the node to be
aha
okay
will try to do it now
so instead of set input mode game and ui, to use the movment nodes?
a okay
this way?
Best to just zero the input
how? ๐
Find your input, and just don't process it
So just place a boolean in before applying the input
@trim matrix When you set Disabled to true it won't apply any input
@trim matrix Changing the movement mode WONT work in a multiplayer game
It works now perfectly as I want, thank you guys for the time ๐
remember that flipflops is just a temporary solution
@tawdry mural What are you talking about xD flipflops are fine?
hmm
really?
why temporary ๐ฆ
flip flops are wack
Flip flops are just a hidden true / false
with a hidden boolean variable, they are completely fine to use
thats the shit
Lol, guys, I removed the flip flop and returned the if statement and it works the same
looooooool
๐
ezzzzzzzz
still i dont understand where did you set the bool
i mean not you
but somewhere it was
XD
me too
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 ๐
depends on how big your game is gonna be
my collaborator and I reduces its size like we reduced the number of the locations, missions and stuff
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:
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.
Not really bad or good. Just depends on necessity.
@trim matrix OtherActor needs to be the Object in your cast.
aaa
Also. Don't cast it past where you need it. If this is only affecting move speed. Cast to Character.
I did it, stil can't get it
Singleplayer?
yep
you cant cast to nothing bos
@trim matrix Ah. Looks like you're blocking instead of overlapping in collision settings.
Change the collision profile of the sphere thing to OverlapOnlyPawn
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.
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?
or how could I make a websocket blueprint where I would put all the emit functions inside, usable by all blueprints?
@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.
Otherwise you need to use EventHit instead of Overlap
I don't remember that I changed any settings for collusion in the other project
hmmm
Try doing that with your sphere's collision settings.
@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.
Okay, thanks @maiden wadi ๐
HELP!!!
I am setting the Lobby menu variable over here.
I got the sphere, nice
Basically when running the application I get the variable is not valid hence the debug string gets printed...
Any Solution?
It changes the speed, now I need to make it to be activate for any seconds
thsi is the code
when I get the item it changes the speed but after 5 seconsd the speed is the same, hmm
@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.
aha okay
will try to do it
ty
what event to make
I though to make a function
but there is no delay node in funtion in character bp
lol
I did custom event
how check is mouse button down in event tick widget blueprint? or generate correct pointer event?
this? ^
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
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
Here's a nice macro you can use.
#blueprint message
hi guys, how to make muzzle of a gun pointing to center of screen/crosshair
i had to do something simular for a drone... needed to be able to get the gun as well as the laser for it to go to the center of the screen, so i made a little function to do it with:
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.
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.
I also use it for the lasers fire, after gun is adjusted, calculate the start from gun tip, then the end being camera position, which makes the laser always hit the center of the screen.
yeah i use this method too, but when i shoot project from the muzzle it actually change the tranjectory of the projectile not the muzzle direction
so its like cheating
PLease help
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
you'll need to do like i said then and get the trace from the gun to the camera, get the look at direction, and modify the animation, so that it points at the center of the screen.
yeah, i just think to modify the hand IK
the parent offset its the distance strait ahead of the camera to get the position of.
to point toward center of screen
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?
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.
that might be better answered in the #cpp channel
@orchid garden can you help me
Hello guys I have little design problem with the inventory,
it is structured on this way
and I can't move the inventory window, I want to change his position
how I am supposed to do it?
@trim matrix for this we need get answer for #blueprint message
nvm, I fixed it ๐
That entire layer? Or the specific widgets in that layer?
I moved the inventory layer little on left
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
yeah
but I found where it is positioned
and I fixed it ๐
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?
okay so you know the things you do to move the widget?
basically add a branch before all of them, if you want to stop moving the window set the branch to not pass
I am not sure
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?
@swift pewter yes first person
interesting thank you! didnt see that
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?
hey, guys! Need some help here,
Anyone can tell me how to destroy object class on blueprint?
@white plinth There is a destroy actor node
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.
@dawn gazelle in 4.26?
no, I meant like an "Object" class when we set the parent.
like this class
yes
@white plinth Oh lol I'm not experienced enough with Unreal to know yet. Sorry
@dawn gazelle ?
Yes, works fine
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.
.... the button is only there to start a timer. but anyway, the same code connected to event tick works as well.
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?
@dawn gazelle 4.26?
Yes
Create another button on your widget that can act as a lock mechanism. On click, do a flipflop to set a boolean. When doing your move check, make a branch, if the boolean is set to false then do your drag code.
but I want to be locked the inventory when I start the game, not to do it with specific button
like the inventory can be moved wherever on the screen by default, I want to change this
if i had to guess i'd say the widget isn't getting created so the var is null
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?
Then set the boolean to true by default and put a not in the flipflop
but do I need to make this code to lock the movement of the inventory, I want to be locked
I don't think I need to any code
.....
if your movement code - If 'Locked' = False -> allow window to be moved, = True -> do nothing.
@dawn gazellei do same
I still can't get how to do it ๐ฆ
Sorry
I need it to do it on event begin play?
@orchid garden
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.
and this button will need to be clicked to lock the widgets or not?
where's it calling the function to get the variable for the widget, and where is the variable for the widget stored?
The button you create can be used to lock and unlock.
yeah that would be the idea
when they click it you'd just toggle the value for the locked state for your movement.
ah bad
I don't need it then
I need when I start the game, the widgets to be locked
they will be locked on the screen
like if I open the inventory
then you'd want to set the default value of your locked state boolean to true
I can drag the inventory and move it where I want on the screen
don't worry about it, thanks anyway
@orchid garden can you please come on Support VC... I will screenshare.
I need to can't move them
you understand now? ๐
I have been stuck for hours and have done some debugging as well...
Are you by chance using someone's inventory plugin from marketplace or something?
^
You can keep the widgets
But you need to disable the code specifically that moves the widgets.
when I hit I, I open the inventory widget
I need to see it
I don't need to be able to move it where I want on the screen
you disable the code that allows for dragging if you don't want them to drag them.
Please understand
aha
where is this code?
ask the person who made the inventory system?
Dude...
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.
You're expecting US to tell you, when WE don't necessarily have the inventory system in question.
this is the widget ui
it includes all he widgets
on this way it is organised
this is the code
in event graph
in the inventory widget I see this
is this that I look for?
so I need to disable it?
depends on if that is for the window or the inventory items.
looks like it might be for the window
it works when I disable it, huge thank you guys โค๏ธ
you're amazing
I am big idiot ๐
i mean there are two ways you can do it.... 1) "IsWindowLocked" set to true. or disconnect the false pin.
I don't need them that's why I disabled them
I want to make working booster item
this is the code
is that in the main widget, or in one of the sub panels?
the sub panels
(the move widget bit)
I disabled this function from each container like inventory and equipment :D, don't worry
cause if its in a sub panel, your going to have to disable it on all the sub panels you don't want moveable.
if I fix this today I will be happy for the progress
yep, done ๐
Hello! So am getting a very weird behavior with my project, the project on 6 different computers works fine, but there's one computer
where it's not registering inputs with the WASD
(arrow keys work just fine)
would there be any particular reason for this?
@orchid garden basically Connected player widget is not getting attached to player window vertical panel which is inside lobby menu.
@swift pewter what is the sphere object youre referenving in th ebp?
from what i see there it should only be happening on the client
(i used a socket for the tip of the gun to avoid collision problems)
@orchid garden yes im goign to use a socket as my weapons have different locations
yes
so what should I do?
perhaps its getting positioned off screen? or its size is being set to 0/0 ? (had a widget do that to me once)
only had collision with socket placement when the socket was too close to the tip of the gun.
it collided with the front of the gun, not the socket
so... you run your application and does it give you any errors?
if it does, can you show the error?
Nope....not explicitly
But check the reply post.
if its not giving you a error then the widget is getting added.
but I can't see it.
like i said, it may be geting positioned off screen or its size being set to 0/0
my bet is on size.
you need a reference to the widget
could even be the widgets state is set to hidden
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)
... lately ue has decided it needs to recompile the shaders for my project every time i start it up...
bruh ๐ฆ
I go through it but as I can see the movement doesn't raise
also I get errors
lol
Where are you setting the variable "Character Reference"?
4.25 actually
nowhere, lol
That's your problem.
I created it to can access the chaarcter movement
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.
Yep
okay
let me check
it works now but the player continues with the new speed
but he should be with the normal
hmm
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.
sorry didn't understand you
the pickup is setting the player speed, but its being destroyed so after the delay it can't set it back to normal.
aha
yeah
I need to make it to set back to normal
but idk how, hmm
also didn't I make it?
so you want a function in the player to handle the movement change.
do I want ? ๐
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
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?
thats what Datura was telling you.
a okay
sorry that I don't get it from first time, I work on the project for 8 hours ๐
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)
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? ๐
because your destroying the pickup
a okay
I did it
now?
this way?
yeah I saw
now I did it
but still doesn't stop the boosted speed
hmm
add a 0.2 delay after the function call.
okay
your 'change movement speed is in the item isn't it?
yep
thats the problem.
you need the 'changemovementspeed' event in the player not the item.
I change the speed in the item
cause your destroying the item.
as a function?
it never gets to finish.
because it has a delay in it, it needs to be a event in the player.
Does anyone know how to find this selected node ?
It's inside of a animation blueprint
okay so to make the function to increase the speed in the character and get it in the item as we did for thenormal speed?
None of those seem to be the same
https://streamable.com/k5nawx anyone can explain why this is happening with my camera system
Those are all options as nodes, but none of them are looking like the selected one
^^^^
I was already used to the ones below, but the asset pack i downloaded uses the highlighted one
for me... on the pickup (if its its own actor) i'd do something like....
and the EVENT 'SpeedBoost' would handle setting the boost, the delay, then returning speed to normal.
speedboost being on the player that is
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
yep that should work
Yes, but you shouldn't need these two
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)
speaking of toggling speed... i setup a simple speed toggle for the character:
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
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
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
are you trying to make a third person camera that acts like the first person camera?
no but ill give you a short clip of the example cam that is time stamped in a youtube tutorial
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
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.
I used a head 'socket' instead of the head bone
In this tutorial we'll extend the third-person template by a quick-reset function and auto-adjustment when the player is moving (as seen e.g. in the Batman games or Dark Souls).
0:00 - Introduction
1:43 - Camera reset
11:42 - Camera auto-adjustment
its time stamped at the end of the vid where the example is finnished @orchid garden
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.
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
why not just use camera lag?
ah i see
the camera is independant from the character.
i can make it independent but for now its attatched or are you telling me?
far as character movement goes i mean
also i do have a blueprint that mimics the video if you would like to see mine
so whats different from the video to yours that your trying to do if you have a working blueprint?
well the thing is it didnt work and thats what ive been trying to figure out
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.
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.
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?
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
so the faster they move the quicker it centers behind them?
something like that its not clear in my head but yeah
so basically like that 3d sonic game then
yeah exactly
ill do my best to code that and see how it turns out
thank you ๐ @orchid garden
ill post back about my results if im still having issues
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.
ohhhh wait wait wait.....
if they aren't moving then you could do like a free cam where they can rotate the camera around the player.
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.
so your spring arm wasn't adjusting its size?
meybe not sure
but i know my character would basicly run underneath the cam out of veiw
but other directions were relatively ok
is the collision probe setup?
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.
@orchid garden yes
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.
@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
relative rotation for the spring arm works good if you base it off its original position.
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?
Which pawn class I should use for strategy like games with locked camera?
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?
You can make a collision component on your character thats slightly bigger than the character. If it overlaps with the mesh then it will be "Almost colliding"
yeah that is what i've done dude, but unless i set all the static meshes to generate overlap events it wont work
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
it wouldnt. it might be time consuming to do it one by one. You can select them all at once and bulk edit it
alright man thank you ๐
they do fire and forget overlap events, it all depends on what you do inside the overlap for the item to if it would be expensive or not.
the overlap event itself isn't costly, its what coding you do with the event that can be.
@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.
thank you for the clarification dude ๐ i will just take the overlap, check the speed and then add some score and that's it
yeah that doesn't sound process heavy
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
@maiden wadi is always helpful, deserves mention in credits ๐
you all are very very helpful guys really thank you!
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.
i havent read what problem you had with it but i've found a glitch of the springarm in the 4.26, basicallyif you enable camera lag on it, it tends to stutter
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
camera lag can stutter in 4.25 as well all depends on whats happening around it though.
yeah im in 4.25
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 ๐
ahh yeah lol seems like that kind of energy
ouch that sounds bad. 4.26 is too buggy for me. expecially with the memory usage.
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
I haven't noticed too much of a memory problem in 4.26.1
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
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 ๐
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.
Yep, that's why I want to not rely on tutorials and learn by making prototypes by myself
Can you clarify what CMC is?
The movement component that Character class uses CharacterMovementComponent. It's pretty tied into the character class.
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?
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.
swimming shudder
Try some very old games like PacMan. You can expand them very easily: PacMan with a Lasergun, PacMan with infinity Levels, PacMan in 3D and so on
pacman with ghost taming!
This mini projectยดs goal was to learn some Unreal Engine 4ยดs basis for the shake of fun.
It took me less than a week during my "after work" time to script gameplay, model, texture and animate everything.
You can ask any questions on the comments below or directly to my twitter account @alejosilos
FYI: The camera has been closed up to the cha...
lol
But you can see the possibilities
lol yep
haha this was inspiring. Thanks for the suggestions and recommendations!
I have a problem , after using SetControlRotation , the camera can go through the map
how can i fix this?
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.
i look
the things is after using setcontrolrotation one time , the camera can go through the map everytime
the collision is deactivated
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
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
is there any shortcut key for add custom event?
nvm collisons got reset on object and had to switch the trace back to the one in the collsions
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.
It should work just fine, try it and see
Ty.
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
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
oups i dont update the physic handle in the ticks
Iโm trying to control the BP Sun Position calc in sequencer. Iโve 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?
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
Make the output of the calculation a target direction, and lerp whatever over time towards the target
either using tick or a timeline
i plug the tick float into the alpha for lerp? then * it by what
When should I (and should I at all) add actor components to player controller instead of player character?
Watch any tutorial on how lerp works
Hello !
I have an actor that have some static mesh in it. How do I merge the static meshes in it, on runtime ?
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)
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)
What do you mean by auto generating actor?
It's a script that randomly spawn actors to make the "terrain"
@faint pasture
actors are between the red lines.
You can just add that logic to your GameMode
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.
I'll try that, thank you!
Is there a function to set an Object to the floor without using physics?
cause you never hit anything
@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.
ah #collision check and then place it back to the first collision?
Ok I will try it
Thanks
@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.
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
@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.
@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
disable collision on the clock when held if you need it active other times, else just set it to ignore all on the model.
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
quick question,
Box triggers can communicate with PlayerCharacterBlueprints via ActorBeginOverlap.
But how do I differentiate from BoxTriggers to trigger the right code?
can you give an example?
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
are the clock hands separate models?
@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
it should look like this
the trigger is the one calling on the character what to do
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
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
I'm intentionally avoiding interface atm.
But you are right, running the code in the box trigger is a lot more efficient.
Yes :)
Hello everyone, do you know what can be the best blueprint type to instantiate connection to websocket and put all events functions in there ?
HELP!
When I enable physics on collision capsule it stops moving in the game play...
Any tips?
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?
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...
@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.
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?
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..
@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?
ok, thanks @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.
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?
define some sizes and only allow it to create so many rooms based on those sizes?
wdym?
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
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.
good ide
but there is one more problem
this rooms have a trigger at the end
every all of em
that creates the big corridor
or other corridor
so should i ad a breanch and if max is more/equal to room count it will generate big room?
plus where am i going to create the var?
bcs they all are seperate bp's
have a master actor that you place in the level, and make it so they communicate with it.
how?
this is my 8th day
so idk
cuz there already is a system so i dont want to break it
so it would be good if you can say
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
@dawn gazelle Lol you just solved a problem I had in another project. Gotta place those manager blueprints in the level.
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.
aight
tysm for the video i will give it a check and try to understand
The reason I stated casting wasn't an "ideal" solution was because in the context of a trigger notifying the character has entered a water volume, an interface would allow this logic to later notify other actor which are not character that they entered the water volume. Of course it all depends on what he wanted to achieve 
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
@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.
@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
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.
To be honest i sometimes recommend interface when a cast would be fine because what often start with a cast to Character ends up with a cast BP_ThisSpecificBoss ๐
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.
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
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.
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 ^^
I've always been curious about this because you eventually need to cast soft references when resolving them in blueprint right? This ends up showing as a hard reference in the reference viewer 
is there a way to trigger something at the highest point of jump? this one isnt working for me at all
guess i need event tick for that
i'll make you an example
it's already in there
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.
Okay I think im asking to much of my trigger xD
Oh right I get it, so the idea is to use soft reference of type MyBaseCharacter but use it to point toward MySpecificSubclass, that make sense now
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.
In that you'll nice to enable physics on your ball (bSimulatePhysics = true) and use addForce instead
did you have a look at this template?
Got it! 
@inland merlin This will ruin my jump trigger, I need this to only happen on this trigger.
Also, I made it shorter xD
I ran it on the bound event 1st, didnt work
in character bp
The way I would approach this would be to have your trigger set a boolean on your character (something like bJumpToFly), then use the logic I have provided and check when you reach the apex if bJumpToFly is true, if it is, then you Fly
@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
how do i get the overlapping actors and the event that I created? I cant seem to find them
wait nvm I just found the overlapping actors
now I just need to find the event
that's the remove for maps
oh ma ga
drag the array output pin on the variable get node. drop it onto the graph
@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.
Careful, if you don't unbind the event then it will still fire after each jump
@inland merlin I have a group using jump after this group starts flying and they dont fly with this setup
but i guess thats because they dont use the fly trigger
so the ones that fly would still fly after a new jump.
I gots a question o; in the screenshot you called a Create Event, then named it damageoverlappingactors..
I did that and named it my own thing, but now I cant call it
I can only create a custom event
hrm?
Do I just name the custom event whatever I named the create event thing?
Make sure your own event has the same signature (variables)
Create Event and Create Custom Event are poorly named. They aren't interchangeable concepts. Can you be more specific with your phrasing?@rigid mural
You'd have to create your custom event first before referencing it with Create Event
jkdngkdjfng
ok now it works
sorry im just trying to understand the flow of blueprints
omfg I love you
it worked
I would rename that to Create Callback or Create Delegate or something
but no, it's Create Event
mind if I ask you another question?
I wanna know the logic behind this, since its the only thing im having a hard time trying to understand
once again, im new LOL
i just wanna understand the bottom part
with the length and greater than part
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.
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?
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?
you might want to use a select node, drag out the map input of the add node and create a select node
then pick one of the booleans as wildcard input, and the two maps for the true/false state
if you want more than two options (ally/enemy) you could go with an custom enum to set the type
exactly what I was looking for, thanks
@orchid plover You could make an enum EntityAffiliation with the values of Ally, Enemy, Neutral - it would consolidate those booleans into a single variable
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
nvm figured it out
Yeah, better do that before it's too late
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.
modularity in BP is a pain
migrate assets is reliable but is very likely to pull in undesired things
best to refactor the entire thing into a plug-in first, then you can use that plugin on multiple projects
Hi, how make the lighting dont change when it is in a darker rooms?
I have like blinks in darker rooms
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?
better picture
the default value of dead is false
what I am looking to do would be something like this: if(dead != true and other equation = true)
dead != true means dead = false.
so
if dead = false NOT means you would get true out.
so
NOT("dead = false" ) AND "other equation = true" == true
Is there any way to remove folders without messing with redirectors?
Need to delete some thirdparty plugins (ALS, HorrorEngine etc) -- pretty big stuff
I am trying to add the inputs in third person bp as keyboard buttons instead of the input project setting
And i am failing to do so
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.
Whats the solution? Event tick?