#blueprint

402296 messages Β· Page 634 of 403

dawn gazelle
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or if you just wanted one and done:

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(there's one specific for background color)

slow zealot
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yeah but background image is actually an image for the background, right? not the highlight color of the text

dawn gazelle
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there's a setting specifically for background color, mine is blue in this example

slow zealot
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this is multi=line textbox

slow zealot
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that's the background color for the whole textbox

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I mean when you select some text (with the mouse), THAT selection color

dawn gazelle
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Could you possibly just set your popup widget to have focus?

trail condor
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oh wow.

dawn gazelle
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Just feed in its reference to the target whenever you've created it and added it to the viewport.

trail condor
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I didn't realize I could just grab the highest level object in the hierarchy and enable focus there. Thank you.

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That did it. Thank you very very much ❀️

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one more tiny detail, I can work around this, but I've got a function expecting a key event, but I'm using InputAction AnyKey, which just gives me a regular old Key. Is there any equivalent I could use that gives me a KeyEvent?

wet steppe
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Dont know if this is right place to ask

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nor have I ever got a reply from here much often but here it goes πŸ™‚

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How would I go about getting my actor to always face its target

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ive tried look at with set rotation

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reinterp to

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but it just spins crazy

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this being the actor I want the tip to always be forward facing target

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right now it flies to the target side ways

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even if I change the forward orientation. like right now its along the z axis

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had it facing the x+

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when perched upwards on the ground

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still takes off and flies sideways

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like do I want set or add

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rotation

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I added the camera thinking maybe I could lock the view to a target

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Easy if it was AI but

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this bugger not so much

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If anybody knows of a solution please DM me or @ me

gritty elm
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you are adding rotation to your pivot point of static mesh or actor, the pivot maybe on the center of static mesh, so it will rotate from it's origin.
You need to change or set pivot point of your static mesh or root point of your actor to it's tip, so it will change rotation from it's pivot point.
You can either change pivot point of your static mesh in blender or 3ds maya etc, and import back in unreal. The other solution is to add a fake scene root component in your actor and make the mesh as child of that scene component, and try to adjust the static mesh to lower down, and when you want to rotate your object. you need to rotate actual your scene component
@wet steppe

maiden wadi
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Also the rocket should ideally be on it's side when in editor, with the tip pointing in the actor's +X vector.

dawn gazelle
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The white sphere indicating forward on the rectangle below would be the correct way to orient your projectile

wet adder
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Hey guys quick question I want to make the boolean game over true given they equal each other

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I tried set but I just want it to become true

dawn gazelle
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You need to connect the execution path

wet adder
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sorry how do i do that?

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im a little new

dawn gazelle
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The > on the left needs to go to the > on the right

wet adder
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ah yes silly me

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it works now

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appreciate it!

iron bobcat
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Fixed it by redoing all UI related blueprints and then restarting the editor. So still no idea, what it was.

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(it works now though)

copper iron
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Hey friends quick question. Is there a way to use a substring to find an item's index in an array? I've been searching for a solution over the last couple of days and can't seem to land on one.

Essentially I would like to have a substring like "head" return the index number of more complexly named item such as 02_Gordon_Head

I'm currently loading files from a folder so the only consistent name between folders would be head so chances are i couldnt just type in a hard value in a string append node for the desired functionality

let me know if you guys have any suggestions! thanks!

nova rivet
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Switch on string

dense tulip
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Any of you know what could cause the warning ?

nova rivet
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Map might work too

trim matrix
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You can parse strings into arrays and then do 'array:contains', maybe that would help, not sure how you'd avoid massive 'foreach' loops, maybe there's a smart solution

dawn gazelle
uncut lark
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I stuck an event tick with a .02 delay. Is that going to have a huge impact on performance?

dawn gazelle
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I think it more depends on what you're doing on tick whether or not it's going to be an impact on performance.

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Though of course, it's always best if you can avoid tick.

summer bolt
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πŸ‘‹ have a quick question if a character has a sword being swung around What blueprint type should the sword be

paper galleon
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Actor?

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Depends on the nature of the sword though. It can also be a static mesh component. But if it can exists in the world as an independent item. Just make it an actor.

nova rivet
pastel garnet
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Are there any replacements to event tick that would not damage performance?

uncut lark
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Gotcha. It just checks a value for a health bat

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Er stamina sorry

nova rivet
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Slow it down even more

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Although getting a value on tick is going to be cheap

paper galleon
pastel garnet
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Ah okay, will try that

paper galleon
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Start, stop, reverse.etc

uncut lark
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Thank you

nova rivet
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Np

tight schooner
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@pastel garnet tick is just an event that fires every frame; there's nothing uniquely heavy about it. You can control tick with the node, Set Actor Tick Enabled, which would be effectively similar to using a timeline. You can also change the tick rate.

You can also use a looping timer event (Set Timer By Event node).

leaden dock
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ah without it it creates a new object from scratch

tight schooner
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@leaden dock pass by reference is like... It doesn't make a copy of the input but passes that variable directly. And then your function or macro or whatever can "set variable by reference". So you can have a function that alters whatever variable that's provided to it.

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There are a lot of "standard macros" that use it

leaden dock
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or does it become its own object then?

tight schooner
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Promoting it to a new variable? You're making an explicit copy of it in that case

leaden dock
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ok then that tutorial i follow along is doing a bit of bad practice

tight schooner
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Try using the node (I might get the name wrong here...) Set variable by reference

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Or set by ref var. It had some weird name like that

leaden dock
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i dont know why he's storing the inventory at all, since the inventory exists in the character

tight schooner
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Afaik that's the intended use of a pass by ref input

leaden dock
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he should only reference it, not store it in the widget

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weird

atomic solstice
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Does anyone know what these 2 nodes are? Really frustrating seeing hundreds of results for "Set" πŸ˜’

leaden dock
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the first note is a multiply

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the other node sets the tentacle scale variable to the output value of the - node

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or wait

dense peak
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isn't the fist node a cast?

leaden dock
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cant be multiply

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makes no sense

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is it just a reroute?

dense peak
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casts the int to a float

leaden dock
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ah

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yeah that'd make sense in that context

dense peak
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actually it's float to int sorry

nova rivet
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No you had it

leaden dock
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nope int to float was right

dense peak
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haha all the greens

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and yeah second one sets your local variable wonderfully titled 'Tentacle Scale' but weirdly it's new scale is divided by 1

atomic solstice
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gotcha, thanks. Ya first one is cast (int to float I think?). Not sure about the second one.

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oh my bad, i understand now. Thanks @leaden dock!

leaden dock
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tentacle scale is a variable in the blueprint

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when you drag and drop the variable

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you can pick if you want to get or set it

wheat vigil
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how do i get all attributes of an asset in blueprint?

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id like to enumerate to know what it contains

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or how do i find the documentation where all attributes are listed?

dense peak
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attributes or components?

tight schooner
lone arch
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o ok sorry for that

wheat vigil
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everything that unreal engine knows about an asset

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my goal is to load assets that are closeby to a players location

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and id like to know what options i have

leaden dock
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hm i recompiled a c++ class that i also use in some blueprints and now all my blueprints throw errors even after recompiling the engine

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does that mean i have to rewrite all my blueprints every time i edit the c++ class?

maiden wadi
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It's not a hotreload issue, is it?

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I really wish they would seriously just disable hotreload if they're not going to fix it. It's practically deprecated, hasn't been updated, and just literally doesn't work, and yet it's still enabled by default.

leaden dock
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well i used the compile button in the editor

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so probably that was the mistake i made

maiden wadi
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Did you compile VS with the editor open?

leaden dock
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should just close the editor and recompile if i made changes to a c++ class

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but seriously thats a horrible workflow :/

maiden wadi
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You get used to it.

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Enable Livecoding. It'll keep you from compiling with the editor open. Then you can compile already declared functions. and only have to restart when making changes to a class constructor, or the .h file.

tame pecan
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It happens for me in a plugin setting. If I derive a class from my plugin into the project content, it says "Invalid parent" each time I recompile. The current workaround to test the plugin for me right now, is to create all my test actors in the plugin content folder.

It sucks, but hey, it works to test the plugin atleast.

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I remade the plugin and project to see if there's anything wrong with that plugin/project, but nope, same problem.

maiden wadi
tame pecan
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Mine is not about hot reload, I restart and compile

maiden wadi
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Linked that for Karasa.

tame pecan
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Ah, okay πŸ™‚

nova rivet
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Recompile an in-use DLL? Sounds like that would be a problem in almost any environment

tame pecan
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Hot reloading is the devil. If you change in the header and hot reload, it usually corrupts the blueprint.

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Usually a issue for newcomers, some of the students I've teached with UE4 have fallen into that trap

nova rivet
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Attractive problem to get trapped by

tame pecan
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I think it comes from coming from Unity, where you never close the editor and it just compiles

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and they're like "oh a compile button, lets go"

nova rivet
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Indeed

maiden wadi
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I still don't understand Unity. I feel like I'm pretty intermediate in my UE4 skillset, good enough to definitely understand things when I read them... but every time I read a Unity doc to try and help someone here who's from Unity, that stuff just doesn't make sense. :/

tame pecan
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I usually read unity forums for mathematical problems, because usually they have way more topics available rather than ue4 forum

maiden wadi
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Well, code snippets are one thing. Math is kind of universal. But the file structures and the way they do things is just... Wut? I know I'd get it if I spent more than two minutes on it. I've never had that with Unreal though, even from the beginning.

thorny relic
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One advantage of BP is the instant compile times and not having to restart the editor

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Wonder if/when that UE4 scripting language will show up?

tame pecan
thorny relic
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Well, if I'm doing C++ classes, I'm probably changing the headers often /o\

trim matrix
thorny relic
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Even if you're using a lot of blueprints and just C++ for things you can't do there, you still end up wanting to create new global blueprint library functions ... and that needs changing headers

trim matrix
thorny relic
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(I'd imagine hot reload would be safe for that use case, but...)

maiden wadi
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Kind of makes sense.

zealous moth
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does anyone have any resources on how to implement fluid-like physics? I am thinking of using spheres and enabling physics but I was wondering if there was a better way.

waxen rose
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can one explain with graph what this nodes do? Get Forward Vector ,make rotator, break rotator , get control rotation

indigo quest
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Yo, I'm wondering if it's possible to use a sphere trace and get an array of overlapping bones from a skeletal mesh?

maiden wadi
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@indigo quest I have a feeling that would require a bit of custom work. If you could get the bone's length, it would be easy to use the already easy to get bone location and rotation to do simple distance checks to a start and end point on a line.

dark crow
# waxen rose can one explain with graph what this nodes do? Get Forward Vector ,make rotator,...

Get Forward Vector gets the Forward Vector (duh) aka +X Axis

Make Rotator enables you to create a Rotator from X Y Z Floats

Break Rotator is the opposite, break a Rotator into X Y Z Floats

Get Control Rotation gets the current rotation of the Player Controller

You could use for example Get Forward Vector with Get Control Rotation to understand where the player is looking with the Camera

waxen rose
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so the problem them fix let me move from x/y with the camera rotation value right?

indigo quest
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basically flip the overlapped bones's physics bodies to simulated

dark crow
indigo quest
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currently my hit results bone returns none in print txt

maiden wadi
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Bit odd. You should get a bone print from a successful hit result.

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For your sphere trace issue, you'd need something akin to this. Although you'd still need the bone length for accuracy because you would want to get the bone's end point as well to test that, since if it's a long bone and you hit the end of it, and the actual location is further than the sphere trace, this wouldn't work, so..

stray island
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Does unreal have quick copy pasting plugins or anything? Like Hover copy paste , so i hover a color and click ctrl + c then other color ctrl + v without right clicking each

maiden wadi
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Er. Backwards on the <= test.

indigo quest
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you are right, for some reason it's unsuccessful hit, Also Dude thanks so much thats exactly what I was looking for, filtering the bones in a radius, you're a godsend

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btw If you're interested, I'm using it for a wood chopping system, to fracture rigged chunks on the location where the axe hits the tree

maiden wadi
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That sounds much more interesting right now, than setting up a replicated building system using subclassed HISM components.

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My brain is slowly turning into ooze.

indigo quest
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hahahahaahhaah dayum I had to google what that even is

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tho much more fundamentally useful for a survival game I'm guessing

maiden wadi
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Possibly. To be honest it's not so bad. I'm enjoying this much more than doing inventory stuff. I just miss working on gameplay aspects. I'll probably like this much more once I get to the placement system. Right now I'm just working with pure data and replication issues so it's bleh.

indigo quest
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Yeah I can imagine doing only abstract stuff becomes a drag after a while, I've transitioned to tech art a lil' bit ago so I think there'll be more of that coming my way eventually, albeit not purely.

white scroll
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Easiest way to get number of certain substring in a string?

white scroll
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It just gets the start index of the found substring. One way ofcourse is to just start the search again from the index and do that till the end but was wondering if there was some ready function for that

dark crow
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You can modify the starting index or the length after the index

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Let's say i wanna just get the first 10 characters
starting index 0 and length 10

I wanna get just the 5th character
starting index 4 and length 1

white scroll
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I know

dark crow
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You wanna actually categorize each Char into a number depending on their position in a String?

shrewd mural
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Is there a way to 'redirect' the outputs of a node? Basically just replace Selected Actor with Selected Character without having to manually re-make all the connections?

dawn gazelle
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hold ctrl and click and drag the pins

shrewd mural
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Thanks

trim matrix
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Hello guys, I have problem with my booster item
How does this booster item work? When I get it and press left shift I have faster speed for 5 seconds, but if I stop pressing the button and I press it again, I don't have the boosted speed, how I can do it?

violet inlet
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hello guys i have a wierd problem with my spline bp, he his showing only in editor and when am out of the player character , the actor is not set to be hidden in game

rancid topaz
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I know this is stupid but if anyone is willing to do this it would be really nice um is someone willing to be like a teacher to me and half time on whatever day and can teach me how to use unreal

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i mean yeah i could look at tutorials but I would like a live class if someones willing to volunteer with that

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if not then ill talk to my mom about classes for me

primal smelt
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Is anybody here well practised / knowledgeable when it comes to ensuring your code is framerate independent? I'm currently running some tests to try and get a vehicle to turn the same amount irrespective of framerate using torque and I could sure use some pointers.

rancid topaz
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frames dont control the sensitivity on your vehicle

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so what you might wanna do is maybe have a value or float for the vehicle steering to be set higher

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framerate isnt what controls how a game functions its more of how it visualizes like how well it runs on your monitor

left niche
maiden wadi
primal smelt
# maiden wadi You just have to do everything by a multiplier. Usually delta seconds.

It seems to be a bit more complicated than that where physics are concerned, I have substepping enabled and have managed to get the vehicle to turn at a close enough rate by dividng delta seconds from 1 (multiplying does not work here) to get the framerate and then setting that as the maximum float value which increases by 1 each tick. Ideally I would want it to be the same, however. I'm just now about to grab my dinner but all post screenshots when I'm back at my pc.

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At 30 and 60 fps the difference is barely noticeable but at 120 fps it falls short when trying to do a 180 turn for example.

hollow gorge
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I hope this is the right channel to ask: I was trying to create a toggleable auto walk function (going forward, possible steering with mouse). The event is started by a button press (so no event tick start), does anyone know a right approach to keep the required resources to a minimum?

maiden wadi
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In physics you translate some of that to speeds instead of time. Speed gets multiplied by delta to determine new location or rotation of this tick.

trail condor
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I'm creating a bunch of buttons in a loop. I'm binding them to an OnClicked event. Is there a way to find out which button triggered the event? Or some way to pass along more info into the event?

hollow gorge
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@trail condor you could try to get more info by throwing in a few different string messages in between and see which provide feedback

primal smelt
# maiden wadi Delta seconds is your multiplier. Take for instance you want you turn 90 degrees...

This is my attempt at dividing 90 by timeline length (0.25) and multiplying that by delta seconds (from the event tick node). I'm using torque in radians as degrees sees virtually no movement at all. I must stress that I don't need it to rotate by 90 degrees as in the final product the amount will be determined by other factors. So long as it is consistent across different framerates.

Doing it this way results in there being quite a large difference in how much it turns when jumping from 30 to 60 to 120 (lower fps = greater rotatioin)

maiden wadi
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Where is delta being updated from? You can also use get world delta seconds.

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I'll be able to help a bit more in a little over an hour. Out of the house, so no ue4 at the moment.

primal smelt
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This pile of spaghetti is taking a different approach and so far comes the closest to getting the amount of rotation to match regardless of your current framerate. Between 30 and 60 the difference is not so noticeable but going from 60 to 120 and while still not too bad it is certainly noticeable.

When the player fires off the instruction to add torque the LHandTorqueAdd event is called and adds 1 each frame until it hits the max float value dictated by the >= node. This node is 1/Delta seconds as this gives me the framerate. Even though going from 30 to 60 is doubling the number of ticks a torque force is applied, it still works out to fully rotate by a similar amount. I'm not sure why this is, perhaps because this is an actor with phys constraints for wheels as well as gravity enabled that there is some kind of interpolation going on between each frame?

Funnily enough I just tested it again and if anything 30 is undershooting it a bit whereas earlier it seemed like it was doing that at 120. I must have tinkered something and forgotten. But really I'm just after a bit of guidance - any drawbacks to doing it this way? Any comments about how I have attempted the delta seconds method you suggested?

primal smelt
maiden wadi
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Out of curiosity, why not axis events?

primal smelt
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Getting world delta seconds seems to give the same results

primal smelt
maiden wadi
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Ah, that makes sense.

primal smelt
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The left wheel forward adds positive torque and the right wheel forward adds negative torque (and if you push both at once - this may be inefficient - both forces still paply but counterbalance to keep the vehiclemoving straight forward)

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*still apply

signal heath
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I have a question regarding blueprint logic and structure for a high level overview of a kart racing game:

Here's my thought process on the same-----
Create an actor BP for wheels

Create another actor BP for the whole cart

The wheels BP is a child of the Cart

Create variables for acceleration, velocity, friction, weight etc and apply them the wheels BP for applying a change to the transform's rotation and to the cart and then creating a function that would affect the wheel BP based on the value of weight

Finally, create a BP class for abilities

This class is spawned on a timer on the race track or based on a powerup like a 'random power' ability

Depending on if the game is made to have abilities inherently for the karts, the ability would instead be created as a function


Is this appropriate? What would you add/edit or how would you go about planning to create such a game, from a high level, making use of technical blueprint terminology?

maiden wadi
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Should do that per tick, or per time line update.

primal smelt
primal smelt
maiden wadi
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One person that I know could definitely help hangs out in #legacy-physics. I can do some tests, but @atomic salmon is the guy to ask about physics.

primal smelt
indigo quest
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I can't debug why my bones seem to teleport away

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and why it bends 90 degrees at the end like that, like theres some pivot there, all the bones are directly parented to the root

marsh seal
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is this a good place to ask about sound occlusion?
im setting up a 2k map with some buildings that have interiors
i dragged in the sound of nature and despatialized it just so no matter where you go you hear it and its not like "coming from over there!"
but... is there a way i can occlude a sound thats not spatialized? OR.. are there some attenuation settings that i can use to De-stereo a sound even if its spatialized

maiden wadi
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@indigo quest I'm uncertain about the bone issue. The math was more or less a SphereTrace. You specify a start and end location in world space. And for each bone it finds the closest point on that line to the bone. If the distance between that found point and the bone is within the radius, then it can be considered hit by the trace.

long smelt
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I wonder if UISound can be used with spatialization @marsh seal

maiden wadi
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@signal heath The simplest way I could think of to implement that, would actually be to make the kart an actor. The wheels would be components attached at sockets or locations on the kart. Wheels can be made to behave however you want based on their owner actor. As for power ups. Those could be a mix of events or actor components. Simpler ones could be simple events in the kart that a powerup actor could trigger. More complex ones can be an actor component that a powerup actor could make the kart add to itself to affect it for a time.

mellow folio
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I know I’ve used code before to manually check whether we are inside and crossfade sounds. This can be useful in other areas too. Just put overlap volumes in your buildings or for an even more expensive approach, regularly line trace

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I once lerped between wind and howling wind based on how surrounded the player was by collision. This caused a howling sound when the player was in a crevice

indigo quest
maiden wadi
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I unfortunately don't do physics stuff enough. Unreliable in multiplayer environments.

primal smelt
gritty elm
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how to pause particle system?

maiden wadi
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Should have still worked on a timeline though. Timelines's Update on tick.

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@gritty elm

gritty elm
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thanks

trim matrix
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Anyone knows how to fix thid weird bug ? I'm using 2 Bone IK to change the hands placement when leaning... The hand seems to always point toward the Player Start.

primal smelt
marsh seal
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@long smelt found the answers on youtube.. you can have ambient sounds get occluded and messed with through audio volumes.. have to make a custom sound class and check "apply ambient occluesion" or something

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i knew it had to be simple

viscid fox
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I'm trying to debug the water caustics generator blueprint in the unreal editor. I've put a breakpoint in the blueprint that should hit when I press the 'Begin Rendering' button but it never hits. Is this a limitation of blueprints that run in the editor?

teal lantern
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The ball moves with the mouse. How would I make the sword always point an the ball? I tried look at but it doesn't rotate so that the point is touching the ball.

polar fulcrum
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Look At should work. Seems your aim vector should be the Sword Z axis. and the rotate vector the Y axis.
You could also skin the sword with 2 joints, one at the pivot rotation and another at the sword end, and use an IK system (Anim Blueprint post process) to move the top sword joint ant automatically rotate the base root joint (disclaimer, I have never done an IK to a root joint so it might not be allowed, in that case you will need 3 joints, the root, the one located at the sword handle and the top one).

teal lantern
keen wedge
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Hi all, don't suppose anyone can think of a reason why the load of a save game object wouldn't work after a build (as a standalone/windows) but does in the editor?

maiden wadi
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Depends on the build type. Did you save in the editor, and then build and try to load it in the packaged build?

keen wedge
maiden wadi
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Hmm. I can't say I've had that problem. I know that shipping build games actually save to Appdata rather than the game or project directory.

keen wedge
timber pilot
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I've been trying to fix this error for a friend of mine for days. I've set the object that is called to check an "isvalid" before proceeding but it is seemingly ignorning that

maiden wadi
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Show the logic? Isvalids definitely won't get ignored.

timber pilot
maiden wadi
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You're not checking it though. You're checking if the pawn is valid. But that pawn has a struct with another pointer in it that points to something else that isn't valid and you're calling AssignEmployeeJob on that.

timber pilot
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Ahhhhh that makes sense

static charm
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authaer, what do u do for a living

maiden wadi
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Exist mostly. Haha. Why?

keen wedge
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its like the other day, all over again.

maiden wadi
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A lot of it's just very fresh. It's a hobby I've been working on for the last year and.. some months now.

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@keen wedge Hmm. Still shouldn't affect loading though. Or is it a logical issue after loading?

keen wedge
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Its triggering this Print at the moment...

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Thats in the level blueprint...

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looks like the level and gm load in different orders

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depending whether its in editor or standalone

maiden wadi
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Are both of these running on beginplay?

hollow gorge
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Hello, I'm currently trying to change my 3rd Person Camera in a way, that allows for free Character movement without the direction of the camera influencing the character's path when moving. Any ideas?

keen wedge
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I hate myself...

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(but Unreal Engine more)

maiden wadi
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Haha. Generally, don't ever trust beginplay's order. Alternatively, you can just load up the savegame from anywhere and get the data from it and then let it be garbage collected instead of saving a pointer to it. So GameMode can load it, get the data it needs, do it's stuff, and then level can come along, load it, get the data it needs and do it's stuff. The only time this isn't preferred, is if you have a stupid amount of data. But then you should consider multiple different save files for different things.

keen wedge
# maiden wadi Haha. Generally, don't ever trust beginplay's order. Alternatively, you can just...

Whats really bizarre about all this ordering nonsense though is that this is about the 5th noddy little project I've made using UE4, and this is the only one I think I've had these problems with. Its frustrating because the code to do the actually functional does work, it does save, it does load, I have a little admin screen that displays it.. all lovely... but then you build and its like, oh ffs... here we go again... will maybe trying bumping the loading into the game instance... that gets created first I think, so maybe that'll work. dunno. so tired of this 😦

flat raft
#

Hey hey.. I have a question, but I don't know what the effect/control is called...

#

In metal gear 5, when snake is crawling on the floor, or when Tomb Raider is squeezing between rocks, or in order 1886, when you're escaping the prison...

#

What's the cinematic control effect called?

#

The player can only press forward, but it plays the squeeze through wall animation

nova rivet
#

Camera control?

white field
#

can any Actor have PawnSensing component and actually work, or does it need to be of Parent class Pawn or something?

#

or is there some other trick to having pawn sensing work on child actors?

spark steppe
#

if he reached the start or end of the animation you would return to normal input

flat raft
#

Is there a specific name for that?

#

Like the button pushing during a cinematic is called QuickTime

bright frigate
#

Is there a easy way to figure out where this is being fired from>? Blueprint Interface Event,

trim matrix
#

Is Audio component Fade out working for anyone? I'm on version 6.2 and Fade out seems to fade, but it won't completely fade out to 0.0

rough jay
#

can linetraces be detected by another actor having "component hit event" or should i just do it inside my character bp

scenic scroll
#

if I have location A and location B, how would I get the "AB" line vector?

left niche
#

Why does the spline start curving automatically? I want to make a square but the corners get curved

scenic scroll
#

🧠

royal helm
#

Following this I can't get it to work. I have a lightswitch, and I want it to toggle visibility on a pointlight inside a seperate light blueprint.

dawn gazelle
royal helm
#

I'm a bit idiot, and I figured it out myself. I was getting missing reference errors. I had to select the correct reference in the details panel

#

I'm still learning, so forgive me. ❀️

left cradle
#

How can I assign a int/float value to Cam1 (actor refrence) in level Blueprint ?
I will be adding it in Event Begin Play.

barren flower
#

@left cradle what exactly do you mean? If it's an actor you can cast to it.

left cradle
#

@barren flower So what I mean is, I want to set value to cam1 as int/float so that i can switch multiple cams by just comparing values with cams.

barren flower
#

You aren't making sense. Set value? What value?

#

Do you mean you want to give each camera some kind of ID number?

left cradle
#

Yes

dawn gazelle
#

Use a map variable.

barren flower
#

Yeah that's the best way

dawn gazelle
#

Alternatively, you could use an array, but it's easier to keep track with a map.

barren flower
#

Give the camera actor an int variable called 'ID' or something, and click the eye next to it in the variables panel to expose it to the editor.

Give each camera a unique number, and have them cast back to whatever is switching and add themselves to the map array with that as their key.

That allows you to dynamically add them, too, if the each check the map length and add 1 as their own id

#

Actually if you let it be dynamic like that they don't even need to contain their own variable, let the map address them on its own.

left cradle
#

Cool, Thank You guys. Will try this way πŸ™‚

barren flower
#

Alright my question now.

Anyone have ideas on how to approach an npc dialogue system? I want two NPCs that approach eachother to be able to have a short discussion with eachother, and walk away.

Kind of like the system oblivion tried out.

But it has to be interruptible, so if they are attacked or something they can bail on the conversation and respond.

Any ideas? I don't even know how to APPROACH this

left cradle
#

Am a newbie, I dunno much but try this one tutorial. https://www.youtube.com/watch?v=3uW7CgmrKAo

This is the start of a new series covering how to make a more advanced dialogue system than the previous one I had made. This one features questions and responses all using the behaviour tree as a make shift dialogue tree. In this first episode I show off the final product and start things off with setting up how to show a interact message such ...

β–Ά Play video
flat raft
#

Try Ai behavior tree

barren flower
#

I haven't done much with the tree, but I'll look into it. My question though is how on earth do I pass the different messages between eachother? Some conversations will be different lengths than others, and each pawn needs to pull its own lines from its personal voice type too

#

They need to know to wait, for how long till the other pawns line gets delivered, and then pick an appropriate response to that type of topic

dawn gazelle
#

You probably want more generic lines than anything. Basically, have topics that you assign to an NPC that they want to talk about. Then have the other NPC respond with generic, non-specific banter.

#

You can have the NPCs test if they want to talk to each other (perhaps a random roll on both) and if they do, toggle a boolean on in both of them to indicate they're talking to one another. If you're wanting to wait for actual spoken voice lines to finish playing, you can bind events to when the playback stops.

flat raft
#

Use a Datatable to list all the dialogue. Tag them to a topic. When the Npc meet they will choose a topic, and assign each other the lines

dawn gazelle
#

If two NPCs happen to have the same topics assigned, then the responding NPC could respond a little less generically.

flat raft
#

as for when to talk.. in the datatable you can also set a wait time.

#

Weather :
1-1 : Hi : 2sec
2-1: Nice Weather : 4sec
1-2: Indeed : 2sec
2-1: bye : 1sec

#

There are a lot of dialogue stuff on the youtubes

barren flower
#

Hmm okay it's a direction to explore for sure, thanks guys

#

Also @flat raft i love stargate at that is horrifying haha

flat raft
#

lol

barren flower
#

This is the real reason the replicatiors won't stop

white scroll
#

Is there any way to switch between directx 11 and 12 without restarting the gamme?

barren flower
#

That's a fundamental library of graphics instructions to the graphics card, on how to do all low level graphics processing.

I would bet my house against being able to switch that on the fly, and you would be stupid to even try, for stability reasons

white scroll
#

K, thanks

grim heart
#

Hi! I'm controlling a level sequencer from a blueprint.. it works perfectly when the level sequence is open in the editor (in sequencer tab) and I play the game ... otherwise nothing! I'm so confused... would appreciate any suggestions!

sonic frost
#

Does anyone know how I can get around this infinite loop? I just want my Blueprint to keep running after B is pressed and stop when B is pressed again

junior mural
#

try using gates

faint pasture
sonic frost
#

@faint pasture Yeah, I ditched the while loop for a Tick event which has been working better

faint pasture
#

Yeah just on tick, branch on bIsBuildModeOn

#

then when you press the button, set bIsBuildModeOn = NOT(bIsBuildModeOn)

barren flower
#

GUYS

#

for real

#

@sonic frost Use a flip-flop node

#

and use a timer

#

@faint pasture dont ever use tick, theres no excuse for it, not even for beginners

slender idol
#

What is the best way to make an actor using RotatingMovement push the Player away when hitting hit?

teal dove
#

@slender idol Turn on physics on the Player ... actually you just need to have a collision turned on the rotating actor, it should automatically push the player away.

teal dove
#

Use Timer By Event instead of tick

slender idol
#

@teal dove the collisions work fine, the rotating object doesn't seem to push the player just preventing him from clipping into the mesh.

earnest urchin
#

if I make a change to a base character at run time, say increasing the base character's health variable, will that apply to all child characters as well?

#

Specifically if I do it during gameplay

maiden wadi
#

Lolol I love that video about tick. He's concerned about a few math equations on tick.

teal dove
#

@earnest urchin No, you need to call all other actors / characters as well to tell them to change the variable. Unless you use an event system that propagates the change to all event receivers.

glacial eagle
#

Tick is fine btw

teal dove
#

@glacial eagle That heavily depends on the case, it's almost always better not to use them

glacial eagle
#

The only thing you want to avoid is doing heavy math/container work on tick - and even then most of that cost is the Blueprint VM not the math work itself. If an actor is already ticking for some other reason, there's very little reason not to use it.

#

But the notion that tick is inherently bad for performance is plain wrong

mellow folio
#

because that could mean child class or child actor

maiden wadi
#

Timers can be worse than tick in some cases actually. If you set your timer to 30 times a second to avoid it being called 60 times a second on a better machine, then the machine that only runs at 20 times per second will have 10 frames that do double the work, because the timer will run the function twice every other frame.

teal dove
#

@maiden wadi this is incorrect, timers are time dependend not frame dependend

#

event ticks are actually framerate dependend

#

I stand corrected

#

however it remains true that event ticks are framerate dependend

glacial eagle
#

everything is framerate dependent

#

Timers "tick" internally via a manager

#

Timers can be just as deadly

faint pasture
glacial eagle
#

The answer is as always: profile it πŸ˜„

teal dove
glacial eagle
#

But just be aware that timers aren't a fix-it solution, and can even create more issues if you don't use them properly

round basin
#

Hi, do you know why my framerate settings doesn't apply in the editor (I recently disabled plugins like chaos)

teal dove
glacial eagle
#

If you have a timer set to 0.01 seconds, and your game runs at 60 for example, your timer is being called more than once each frame very often

#

Since timers will 'queue up'

#

So you can actually make things worse

maiden wadi
#

@teal dove Small example.

glacial eagle
#

Just avoid simulating the universe each tick and you'll be fine

faint pasture
#

I run 1500 line traces on tick at over 100 fps, you guys will be fine with whatever you're doing lol. Heavy math in BP is what eats up time, otherwise don't worry about it.

maiden wadi
#

Timer still runs 30 times a second. So you're still wasting ten frames a second on slower machines.

faint pasture
#

Timer is dumb for things near framerate anyway. It's alright for things in the 0.1+ second range tho

glacial eagle
hollow gorge
#

I'm trying to change my 3rd Person Camera in a way, that allows for free Character movement without the direction of the camera influencing the character's path when moving. Any ideas?

round basin
#

Hi, do you know why my framerate settings doesn't apply in the editor (I recently disabled plugins like chaos)

wind sequoia
#

read what they do

slender idol
#

Is there any correct way to make Characters be able to be pushed around? Whenever my character stands still and gets hit by a moving obstacle, the character just jitters around the obstacle and isn't actually pushed by it.

keen bluff
#

does anyone know why this isn't working? Is it bc I've set inputs in my C++ class?

#

it's just in my character class

#

thirdperson

maiden wadi
#

Blueprint should override C++ bindings. The only reason that shouldn't work is if you have an E binding in something else that is consuming the input before it reaches the character.

keen bluff
#

oh

#

i'll try anything else then, not sure if i do

#

omg it's working hahaa

#

I did a stupid

#

thank you !

maiden wadi
#

Is this in a widget binding?

#

Is the widget added before the weapon is spawned?

#

If it works, I'd assume the widget is being created before the pointer is valid. Just a small side note. Setting a brush like this every tick is a bit expensive. You could created a binding to call whenever you change equipped weapons and have your widget bind an event to that, and only update the brush when the weapon is changed.

#

Softrefs are also good here to avoid loading too many assets at once. UImage has a great function for setting the brush from a softref UTexture2D

#

Uncertain on that one. The bindings should all tick at the same time more or less. So three different bindings getting the same thing should all return null.

supple plank
#

Hi everyone, for school i need to implement an extra mechanic to a basic mario game

#

I want to add a time moves when you move mechanic, in this piece of code i'm trying to change te max speed of a goomba to 0 when my character also has a velocity of 0

#

how do i access the max movement speed or should i change something else to 0?

wise raven
#

The "Hide bone by name" hides my bone but but also removes the shadow, I want the bone to be just hidden from the screen but still give the shadow, how can i do that?

ornate bison
#

Hello everyone, i'm trying to instance bunch of SM and place them randomly on another objects positions. I did it with this blueprint but i got huge performance issues. Is there a better way to do that?

rancid topaz
#

anyone willing to be like a teacher to me and teach me unreal as well as proof read like my work and stuff

#

i know i can pay for lessons or look at tutorials but i wanna just see if anyone is willing to first

#

my dms are open and my timezone is est

neat prairie
#

is there a way to get the rgb colour of a material and use it in the blueprint for a separate material?

rancid topaz
#

somethings you use a node that can change the rgb

#

if you have a node which allows u to pick your material

#

and it says like rgb or whatever then you should be able to change it yeah

#

yeah

#

but that depends cause sometimes the person already has the material set to whatever it is and dont wanna change the parameter of it so instead they use something that isnt like draw rect or whatever that other node is where u select the material

neat prairie
#

@trim matrix well i found the GetMaterialAttributes node and you can output the baseColor value, but it requires a material input

#

nevermind, it is material functions, i will check them out

round basin
#

Hi, do you know why my framerate settings doesn't apply in the editor ?

#

Oh But I think it has worked a time before

#

Thank you !

slender idol
#

Hi, I have an issue with CharacterMovement. The vertical pillars move using RotatingMovement around their own axis, is there any way I can make them push the Player that uses CharacterMovement around? I tried using launch character, set velocity on hit but it is very inconsistent, the character keeps jittering around the pillar.

trim matrix
#

Use physics

#

They should push your character automatically

left niche
slender idol
#

@trim matrix that just makes the character unmovable by the object using physics. no matter the mass settings I use the object is always stopped completely by the character

flint trench
#

hey all, trying to make a turn based strat, whats the best way of storing the players units' stats?
atm i have them stored in an array of structs in the instance, but i cant figure out how to get the units to access without a direct call to the right place in the array.

the units are placed by the player so when spawned I can't expose a pin to plug the struct into

teal dove
#

@slender idol Do your pillars have collision properly set up? Also does your Player character have physics enabled?

slender idol
#

@teal dove I have box collisions taking care of the collision itself, I don't think I am able to enable physics for the character since that will disable movement.

teal dove
#

You mean the Player Character or the Pawn? The former can have movement with physics enabled

#

both can actually

slender idol
#

well physics for the pawn itself (capsule component) is disabled

#

and I use kinematic movement for the charactermovement itself

#

meaning I don't move with add torque or impulse or force etc

teal dove
#

Do you use the character movement component?

slender idol
#

yes

#

I use its movement functions

teal dove
#

Try to enable physics on the character mesh

#

I have to leave now, but I will be back in about an hour, if it's still not working then I can help you figure it out.

small plover
#

Hi friends.
I have a float in an animation blueprint that goes from 1 to 0 immediately and i'd like it to have a smooth transition. Can anyone help? i dont really know how to approach this

rancid topaz
#

@small plover u would need to use a timeline

#

its like a keyframe when it comes to video editing if you know what i mean

#

it allows u to configure the line that goes from point a to point b depending on how fast you want it to happen

small plover
rancid topaz
#

in an animation blueprint i dont know

#

but when its a character blueprint you can connect play animation

#

to a timeline

subtle nova
#

I'm trying to set up a very basic quest system. But with level streaming it's becoming a headache. Does anyone know of a good way to implement a simple quest system with levels that can load in and out? Things need to reference each other, and subscribe to events and such, but they they load/unload and those references are broken.

rancid topaz
#

i dont know im pretty new but i believe its something with a timeline Nirva

left niche
small plover
rancid topaz
#

oof

#

well i dont know anymore im sorry πŸ˜…

small plover
#

it looks promising but how do i use it? i need the last value so i have to store it somewhere is that it?

#

And if so, can it be done all in animbp?

rancid topaz
#

those are good tutorials

small plover
#

Ok thank you... i still have a noobie question. the set variable node has an exec input but im inside an anim state and i done have any exec, how do i link it?

#

oh ok

#

i think i got it thanks

#

and thanks for the tutorial

rancid topaz
#

well itried but turns out im still not there yet -_-

hushed pewter
#

Is there a good option for moving an actor in a linear line too a position without having too ues Lerps.

#

Its a set 2 positions that dont change.

#

Just seems a wee bit difficult

#

What do i use other than an event tick

#

Oh

#

wait

#

Does a loop work?

#

Can you not use the big boy words

#

What does latent mean

small plover
#

It all works. My transition looks sick now thanks to you! I cant count the numbers of time you helped me over the last few month. Lorash MVP thanks a lot m8

coarse obsidian
#

Hi guys, I'm having bad performance using WidgetBlueprint or TextRender component. My scenario is pretty simple ... I want to show multiple dice (cube mesh) with a number on every faces of the cube. WidgetBlueprint absolutely destroy performances, TextRender is not that bad but still has a significant impact. I guess, another solution would be a material applied on every faces of the mesh ... but I do not have the knowledge to create such a material ... anyone wanna help ? πŸ™‚

sand pine
#

Hey guys, quick noobie question, I have an imported modeled actor, using a linetrace for hitscan, when I drop the actor in through drag and drop the line trace hits it no problem, however when the actor is spawned in through means of a trigger box, the linetrace no longer hits them. Any quick ideas what could be causing this? Any help would be appreciated, thank you!

teal dove
#

@sand pine You have to be more specific: who is firing the linetrace and what is getting hit?

ornate bison
sand pine
teal dove
#

When are you firing the linetrace? It could be that it's firing before the actor is spawned.

#

If you know it's firing the linetrace after the actor is spawned, then check if the actor is spawned with correct collision

sand pine
#

Currently have run out of ideas πŸ˜…

teal dove
#

So if you drop the actor manually, the linetrace registers a hit, but when it's spawned via blueprint, the linetrace does not generate a hit?

sand pine
#

Correct.

teal dove
#

hmm can you screenshot the blueprint part how you spawn the actor?

sand pine
#

Absolutely one moment.

teal dove
#

take your time πŸ™‚

sand pine
#

Thank you so much for taking yours to help me

teal dove
#

no problem, I hope we can figure this out ^^

left niche
supple plank
#

hmm, it only let's me make the character jump now but not move it to left or right. Do you know a way around this?

teal dove
#

@ornate bison 1300 is wayyy to much to get this way. I would implement a method that changes them based on distance to the camera, like an overlap volume around the player, and it changes those close into instanced meshes.

sand pine
#

And this is the setting within the "Base Zombie" Class that it is spawning from

teal dove
#

@sand pine Hmm if you use "spawn actor from class" instead, do you still get the same problem?

sand pine
supple plank
teal dove
#

@sand pine Yes instead of the spawn AI from class

supple plank
#

This is how i made it now but when i try to move left and right it also seems to be affected by the time which holds the velocity at one

#

should i turn back the dilation at my input blueprint?

#

I'll test it

sand pine
left niche
#

Instanced mesh spawned along a spline. How to get the vector away from the spline(so i can set the offset for things like balconies/fire escapes towards or away from the wall).

teal dove
#

@sand pine In that case, try to set your "Update Overlap Method" to always update and see if that helps

teal dove
#

puhhh πŸ˜›

sand pine
#

Yeah this has been killing me

teal dove
#

Did you check the log for what it says when you fire the linetrace?

sand pine
#

Can I bring it up while in simulation/play? Not sure how to do that if so

teal dove
#

It should record it and you can check it afterwards

sand pine
#

Sorry for the ignorance here, but where do I find the log? Usually the only time I see it is when it pops up after an error when I exit simulation. But currently I am not having any errors

teal dove
#

Go to Window --> developer tools --> output log

#

Though I am not sure if it actually logs the hitscan there

sand pine
#

When the gun blueprint fires the linetrace, it does mention the gun blueprint, and the component hit by the linetrace. It appears to go right through the "zombie"

#

I also have it set to print whatever component the linetrace hits when simulating so I can see while playing it if it hits the "zombie" so I would know if it hits anything

teal dove
#

I can only guess that it does not properly enable the collision when being spawned, which is weird but I had problems with AI spawned via blueprint myself

#

It's hard to figure it out on my end here though πŸ™‚ if you want you can pm me and we can screenshare

sand pine
#

If you'd be willing I would absolutely do that

teal dove
#

sure pm me

supple plank
#

Is there a way to 'slide' the value of a float over a certain amount of time? I'd like to slide a variable from 0 to 1 in about 0,3 seconds and vice versa

supple plank
#

Could you expand? i'm very new to bluaprinting

prisma stag
#

When you double click that, in the top left of the grey window, there should be this

#

This will create a float track.

#

Once you select that, on the top it says length, think of that as you time.

#

Then, on the graph for the track, shift + left click to add 2 nodes. When you select a node a Time and a Value appear.

supple plank
#

Alright, and i can use this to continuously update a variable?

prisma stag
#

Well you see, when you go back the event graph, on the right of the timeline, the float you added will be there.

#

You could then, take that float and set whatever variable you want set to that value, and the execution wire would come off of update.

supple plank
#

alright, but i guess this couldnt be attached to a tick event? cause it would keep starting from 0

#

Thank you very much btw!

prisma stag
#

When timelines execute, their value is saved at the time they stop. This in itself doesnt need a tick event setup since it will always update.

#

np.

supple plank
#

Yeah the problem is i need it to link up with a tick

prisma stag
#

I see.

#

If its something that will happen right as the level start you could just have it connected to BeginPlay.

supple plank
#

Can i dm you?

prisma stag
#

Sure.

winter seal
#

feeling stupid for my question after reading down through yalls posts but, gotto learn somehow .....

#

What did I do wrong here? was trying to get a random male/female spawn

#

I get the random spawn but, what comes after isn't workin as intended for some reason

trim matrix
#

hey guys, any workflow ideas for hunger impacting walk speed swing speed stamina regen etc? including buffs

#

id try to maths but im bad at maths, so would using datatables work?

#

get like 3 datatables? starving hungry full etc?

dawn gazelle
trim matrix
#

put the variables in there?

dawn gazelle
prisma stag
#

Quick question: The origin of my actor is at the middle of it however I would like it to be the bottom middle. If I add a scene component and set it as a root, will it be placed at the scene component if I do set actor?

winter seal
#

Thank you @dawn gazelle I'll try that here in just a minute

trim matrix
#

Hello guys, I have problem with my booster item
How does this booster item work? When I get it and press left shift I have faster speed for 5 seconds, but if I stop pressing the button and I press it again, I don't have the boosted speed, how I can do it?

#

this is the code for the custom event that boost the speed

#

with this check is again the same result

trim matrix
#

aha

#

you make sure I need to make it on left shift

#

cus the boost speed is custom event in inventory player character?

dawn gazelle
#

It can be on any button, doesn't matter. I put it there just to indicate that something should happen on pressed & released of a button.

trim matrix
#

okay

#

cus I want to make it work if I am with left shift pressed or not

dawn gazelle
#

Then why have this part at all?

trim matrix
#

I want to check if I press left shift or not

#

I tried to combine the both of the,

#

like pressed and not pressed

#

but idk how to do it

#

I will try now with your way

dawn gazelle
#

Ok, so basically, you want shift to trigger the consumption of the item and give you the speed boost, but holding of shift shouldn't matter, the player will retain the speed?

trim matrix
#

this booster item is, you get it and have boosted speed for 5 secnds

#

but I want to make it to work,doesn't matter if you press left shift or not

dawn gazelle
#

So shift has absolutely 0 value in this at all then?

trim matrix
#

yep

#

so I have left shift for running animation, but when it is connecteed with this item, it doesn't have any value

trim matrix
#

but I don't think i need to do it there cus every time I press left shift I will ave boosted speed for 5 seconds?

supple plank
#

Is it possible for an actor to have it's own time dilation? (That is not a multiple of the global time dilation)

dawn gazelle
trim matrix
#

wow

#

okay

dawn gazelle
#

Basically.... Any time you pick up a boost item, it'll reset the timer back to 5 seconds.

trim matrix
#

yep

#

but what abotut the left ahift?

dawn gazelle
#

Left shift shouldn't matter as you said.

trim matrix
#

I want to have boosted speed, doesn't matter if I hold or not left shift

trim matrix
dawn gazelle
#

If you're changing player speeds on your shift key, then you should do a check to see if "Is Speed Boosted" is set false, and only then allow the shift key to augment the max walk speed.

trim matrix
#

aha

#

okay

#

I did your code

#

I have this code for left shift

dawn gazelle
trim matrix
#

aaaaaaaaa

#

πŸ˜„

#

the defaul value of speedboosted is false

#

now I go through the item and don't get it, lmao

dawn gazelle
#

This would only allow your shift key to modify the speed if the player is not currently speed boosted.

Effectively a speed boost will force your player to move at 800, regardless if shift is pressed or not.

Once the timer wears off, then your player will go back to their normal movement speed. If shift is pressed, then they'll be able to go at their "running" speed or whatever you want to call it, but only so long as they aren't currently speed boosted.

trim matrix
#

yep

#

this is how I want to work

#

but

dawn gazelle
#

has nothing to do with anything we've been working with.

round basin
#

Hi, how can I call an event that is in a child actor, when I am in my "main" actor ? please

dawn gazelle
trim matrix
#

so in my booster item which event I need to get in touch with?

#

boost speed event

#

or boost event end?

#

this is the code and stil can't get the item, hmm

round basin
#

@dawn gazelle Is that what you meant ?

trim matrix
#

yep, the problem is from the event

#

I removed it and I can get the item

#

hmm

#

Do console commands entered in BP have effect on a packaged game?

dawn gazelle
round basin
trim matrix
#

do I need to put the boostspeedevent and after it boostevent end?

dawn gazelle
winter seal
#

This what u were talking about Datura? My problem with adding "isMale" to my list is that the list is skeletal meshs and have yet to figure out how to make a list of "characters"

round basin
dawn gazelle
#

Yes

round basin
#

Okay, i'll try that

trim matrix
#

these are the collusion settings that I have

dawn gazelle
#

When casting, you're trying to get to the specified class type of the object you're referencing. So if your Child Actor reference is actually referencing an object that is of the class "Piece" then the cast will succeed, and your object reference can have access to any functions or events that Piece classed objects have.

round basin
#

uhh

dawn gazelle
#

Whats the warning say?

round basin
#

"'Piece' does not inherit from 'Child Actor Component' ( Cast To piece would always fail)."

dawn gazelle
#

Gotta do this it seems

round basin
#

It works! Thanks a lot!!

trim matrix
#

how to fix the collusion problem?

#

unfortunatelly still can't get the item

dawn gazelle
trim matrix
#

yep

#

I put breakpoint on casting to the player

#

and it showed me it

#

when I clicked on step into

#

and it stopped

dawn gazelle
trim matrix
#

ok

#

another problem in my other project which is runner game
for now I am switching the lines with the "arrows", now I want the player to be able to do it with the A and D keys too
I connected the code for the same binds and the D works, but the A not

hushed pewter
#

Ok using a tick with a lerp is fucking stinky

#

Anyone know how too use lerps too create keyframe like animation ;;/

trim matrix
#

use timeline

trim matrix
quasi frost
#

Is there someway to set a max follow distance for AI MoveTo?

mental sail
#

(if you mean, follow and stop before reaching the target location. Otherwise, if you mean follow target location that is moving, but then stop after a certain distance from original position, you'd have to make some extra logic)

quasi frost
#

The second thing is what I mean

mental sail
#

I'd make a decorator, attach it to Move To and make it check distance of character to original position and return success once distance has been reached.

#

There is also a "Time Limit" decorator that you could use to have a similar effect but based on time not distance

#

Question about Controller blueprint variable reading in Animation Blueprint, vs Character variable reading... the setup: I have a FABRIK node that checks for a boolean before doing something on my character (moving a hand into position) I've attached the boolean through the animation blueprint pin drop-down/selector. The issue is: if the variable is read from the AI Controller BP, it does not update the animation (acts like it is not set, even if it is) But if it is linked to the Character blueprint boolean, it works as expected. I know that the Controller AI does have this boolean value properly set because I use the Character Blueprint to read this boolean and set it's own boolean based on this value... So, I guess, the question is, why the different behaviors when reading value from Character blueprint vs Controller blueprint if value of variables is identical?

quasi frost
#

Hmm, do you think it would be more optimized to just have an enemy "area" volume and when an AI stops overlapping with the volume it runs back to its starting position?

mental sail
#

Certainly a way to do it as well

#

If your game allows for that kind of setup, another way is to use a limited Nav Mesh Bounds volume to a similar effect

#

With your idea, you could then use the "Blackboard based condition" and have a blackboard variable updated on the event the AI leaves the volume trigger that you set

mystic storm
#

I am appalled

#

How does it make any sense to rotate an asset without rotating the collision

#

How does this happen

dawn gazelle
#

Rotate the actor rather than rotating the mesh?

mystic storm
#

I don't think I have an actor to rotate

#

I created those with add component

mental sail
#

The two are separate things, there's no reason why two separate things should have the same rotation. If you do want than, then either add the collider as a child of the component, or the component as a child of the collider, or have a parent "Scene" component that holds both, and rotate that

mental sail
mystic storm
#

I've downloaded ue4 today, I wouldn't know how to answer that question

#

basically, I used blueprints to procedurally generate hexagons in rings using cube coordinates

#

but the model I used wasn't in the orientation I wanted

#

which would completely mess up the math for converting hex coords to actual coords

#

so I just used a transform to flip it 90 degrees

#

but when I did that it only flipped the mesh, and apparently didn't flip the hitbox

#

Can I just rotate the collider somehow?

#

blueprint or otherwise?

#

WAIT A MINUTE

#

I have been bamboozled

#

THAT IS NOT A HEXAGON AT ALL

#

THAT'S AN OCTOGON

#

Wow

#

I feel betrayed

earnest tangle
#

That's not an octagon either lol

#

Oh sorry it is, I was being confused by the lines of the collision box :P

mystic storm
#

wait no, the complex collision is a normal hexagon, what am I dealing with here

#

as far as I know a octagon has more sides than a hexagon

earnest tangle
#

it has 6 edges on the mesh and 8 on the collision mesh

mystic storm
#

how is it more complex

earnest tangle
#

hexagon is 6 edges octa is 8

mystic storm
#

yes, the complex collision is the hexagon, the actual shape of the bloody thing

earnest tangle
#

yes it has 6 edges, making it a hexagon

mystic storm
#

I know it's a hexagon mate, I've been looking at hexagons for hours doing math and shit to try and get this thing to wrok

#

point is, why is the collision an octagon and how do I force it to use the proper complex collision

#

even though the "complex collision" is less complex than the simple collision that is inaccurate for the sake of being inaccurate

trim matrix
#

Simple collision is an approximation

jaunty stirrup
#

Can someone give me the nodes for making a mesh exaclty face the camera plz?

#

I try everything and the result is not well.

mystic storm
#

I used the auto convex whatever the hell to sort of fix it

mental sail
#

Delete it and create it again, it's some buggy stuff from previous settup

#

Especially if you changed the type of variable from something else before

#

ya

prisma stag
#

Hello, I have this function that displays a "hologram" to where the object will be placed, however I would like to add the option to rotate the object as well however since this is in a function the Action event I made cant be called. How else could I do this?

odd roost
#

Anyone have experience with Smart Links? It seems that AI will still traverse them even if they are disabled AND an AI standing on a smart link think that then becomes active makes the AI just stand there for the rest of his little digital life

#

Why cant the event be called?

pine trellis
#

is there any way to add another array to a for each loop?

dawn gazelle
pine trellis
#

@dawn gazelle no its another kind of character

dawn gazelle
#

Do they both inherit from the same parent class?

odd roost
#

create an actor array and add them together

dawn gazelle
#

That's kind of what I was getting at πŸ˜›

pine trellis
#

ah ok i will try this

#

thanks

odd roost
#

yw, Just be mindful about how you're using the array. You may need to clear it often.

#

This is specifically how you add two arrays together

pastel garnet
#

Hello! I am replicating a shotgun/rocket jump mechanic into my game but the force applies to everyone around its radius (Multiplayer)

#

Any way to tick it so that it only works for a certain player?

pine trellis
#

@odd roost that only works if they have the same object type I have 2 difference character classes

#

@odd roost isnt that get all actors of class an expensive node to be using for each loop?

odd roost
#

Make the array and Actor array

#

It all depends on how big your game is and many actors you have

pine trellis
#

its going to be for NPCs....

#

so there will be alot

odd roost
#

You don't have to use get all actors of class, that is what I'm doing to add them to my array because I need to ignore them and can be added and removed from game during play

#

Any actor should be able to be added to a generic actor array

#

Here is another example where I'm finding all of the AI that are currently alive in my game. These are humans, animals, enemies, etc

#

There are usually around 150 alive at a time and in none of the alpha builds has there been any frame drops when this runs

white lynx
#

How can I monitor a Blueprint's Specific Variable Value and copy what that value has during runtime?

odd roost
#

What is it you're trying to achieve? Simply know what that value is or use it for something else?

white lynx
#

I'm wanting to copy the value to other class's Default Values for the asset itself

#

@odd roost

odd roost
#

Okay, not sure of the big picture but you should be able to achieve that with an interface

white lynx
#

It's a Map and has a lot of data generated during playtime

#

so I want to copy that information so that in editor, I can set a variable to that value, then save the asset

odd roost
#

Can you accomplish that with the built in save functionality? I'm not really sure if I can offer more guidance without knowing exactly what you're trying to do.

white lynx
#

Not really, as I want to save a variable's value from what is currently generating during playtime. However, it doesn't let me do that wih the EditorAssetLibrary since that library doesn't allow it to happen when Playing

earnest tangle
#

have you tried using apply instance changes to blueprint?

#

I dunno if that reflects runtime changes tbh but worth a shot maybe

odd roost
#

oh snap! Nice

earnest tangle
#

Oh that worked? Good to know :D

high sapphire
#

Hmm. Is there a way to do a check for if a level exists? Tried searching on Google but I guess the keywords confused the Google Machine..
I tried this, but it goes down the false path even for a level that does exist.

#

(Main reason is, I have one level created and I plan to make two more but haven't created them yet; I want there to be a check for "if level exists" because by default it boots me to the default level when the level it calls for doesn't exist)

odd roost
#

what is the return value of the build string printing out?

high sapphire
#

That's for the level that does exist

maiden wadi
#

@high sapphire It seems to need a full file path.

shell jetty
#

Bit of a weird question, but is anyone familiar with a weird occurrence where changing a pawn's movement mode causes its collision channel responses to change. We'e trying to find a workaround for this.

white lynx
#

@shell jetty which channels responses "change"?

#

and how have you troubleshooted these behaviors? What have you debugged?

shell jetty
#

World static and world dynamic it seems. It may be more but we've tested those

#

We would constantly print a string displaying a channels' response, and then un-plug the movement mode nodes. We noticed that removing all of the movement mode setting nodes keeps the channels from changing seemingly at random.

#

Also, weirdly enough..the pawn(s) don't fall through collisions while this is happening. They only seem to pass through collisions laterally, but not collision below them(and probably above them)

high sapphire
#

@maiden wadi Maybe I'm doing something else wrong?

mental sail
#

If your first map is loaded from the same path, a relative path might be enough, which means just using the map name

high sapphire
#

So I'd be able to just plug the map name plus the .umap extension into the File Exists node?

uncut lark
#

Does this look like an okay script for a health system?

mental sail
#

I was assuming you want to load a map like so.

#

Which doesn't need an extension

#

just the name

high sapphire
#

That's not the entire thing I'm trying to do, no

#

I'm trying to check whether the map exists

#

Basically, I'm making a uni project, where I plan to make two more levels but I won't have time before it's due.
I don't want the game to just boot the player back to the title screen when they select the "second" and "third" levels, so instead I'm just tossing some debug text up to go "hey btw this isn't ready yet, sorry" (the professor wants us to submit the raw files, not an .exe, so he'd see the debug text)

#

Once the other two levels are finished, then I'll be able to remove the "if level exists" stuff, but until then I'm basically doing exception handling, kinda.

mental sail
#

Right, I see, well the Open Level only needs the name, as for FileExists... good luck, the documentation is crap, might be trial and error for a bit...

high sapphire
#

I'm not worrying about Open Level.

#

I'm trying to format the string so that the File Exists node can go "oh yeah I see that level in the folder, gotcha" for the level(s) that exist.

#

I may not be a UE4 expert, but I know how to use an Open Level node

flat raft
#

Anyone know what Get Base Aim Rotation returns?

#

What is the Base Rotation ?

#

I guess it's the rotation of the controller

#

NOT

#

Base Aim is 0 to +-180 where Control Rotation is 0 to 360

#

It's the Camera World Rotation

compact basin
#

Anyone know a tutorial or a video where i can figure out how to draw a road / path in runtime like Simcity or city skylines? I cant for the life of me figure this out

flat raft
#

draw a path?

compact basin
#

Basically yes

weary prism
#

Guys i need help my project upon compiling successfully is not generating a exe file it generates the shortcut but not the actual exe itself

#

the exe in the binaries folder defaults to UE4-game.exe not my project name

#

and to top it off im missing stuff in my binaries folder even though it compiled successfully

#

this is a very strange bug

#

im running 4.26.1 btw

flat raft
weary prism
#

ive never seen turbojpeg.dll in my life in a unreal project

compact basin
flat raft
#

@compact basin

#

use spline

#

What you want is a layered system.

#

Look at spline tuts on youtube and how to use them to loft a surface

compact basin
#

Ill do just that thank you

flat raft
#

It's not a easy thing to make

weary prism
#

Guys am i doing something wrong im a bit lost as to why the compiled exe wont open

flat raft
#

but that's the basic idea

weary prism
#

anything you guys recommend to help fix

#

bruh its literally compiling a blank exe

#

or eqivilant to that

covert arrow
#

i need some help on something if anyone can help as soon as you can.

#

no rush.

flat raft
#

@weary prism make a copy of your project, then nuke the unneeded folders, and rebuild.

weary prism
#

ok

flat raft
#

BE SURE TO NUKE THE COPY

#

NOT YOUR ORIGINAL

#

@weary prism

weary prism
#

ok so copy it and nuke the uneeded folders like how?

flat raft
#

in fact.. zip the orignal also

weary prism
#

ok

flat raft
trim matrix
#

So I got this line tracing which works if the item if crossing path with the line. However I would like to make it so that I can detect anything that is in front of the character (from his feet up to his head). Anyone know how I would do that? πŸ€”

trim matrix
#

Didn't get that working before which is why I had to switch to line trace

flat raft
#

Box collisions are far cheaper than traces

#

You can also trace down from his head to the ground if u really want to use trace

#

But collisions are the way to go for theses kinds of things

#

YouTube item pickups... there are a million tuts on it.

trim matrix
#

Alright. I know how to do it, it just hasn't worked πŸ˜›

arctic finch
#

anyone a wiz at BP can give me a moment of their time?

weary prism
#

Can someone tell me what im doing wrong? ive tried to package my project on multiple diffrent computers with a successful build but no binaries folder im confused on what to do and i do not want to start a new project

valid musk
#

hello everyone ! I am looking for making an melee enemy to my horror game, I want him to walk and if he gets too close he will punch you, I am using the horror engine from marketplace, please somone help me 😦

valid musk
unkempt adder
trim matrix
buoyant zealot
#

hey, experiencing bumpy collision on spline mesh intersections. anyone who had something similar and happens to know how to get around that?

stuck kiln
#

Hey guys I am facing this bug that begin overlap event of child bp is being called infinite times when overlapped but it works perfectly and is called once in parent blueprint. Anyone know what the issue is?

buoyant zealot
#

here's how it looks...

lofty saffron
#

looks like "internal edge" issue

#

normally there is special code for dealing with that in e.g tri-mesh intersection handling

buoyant zealot
#

could you elaborate or point me towards some more info?

tight schooner
#

@buoyant zealot if you're using a collision mesh, try removing the end caps

#

The bounce seems to be happening where those would be

lofty saffron
#

the balls are colliding with the sides of the different sections

#

removing the sides if there are any might solve it... or if you can create a single trimesh maybe physx will solve it

#

but need to removes sides in either case

buoyant zealot
#

i guess you are talking of the mesh faces. will try...

lofty saffron
#

if you google for 'collision internal edge' you will find plenty of people with similar issues

buoyant zealot
#

alright thanks for the hints. will do some research and report back

atomic salmon
#

@buoyant zealot you can usually solve that by adjusting the min and max contact offsets

astral tangle
#

What is the most effective way of stopping projectiles going through walls? I have both the projectile, and the wall set to "block all". Once the projectile hits the wall, it's meant to cause damage and be deleted after that (with DestroyActor). The only problem is, that in the same frame, the projectile goes a bit forward inside the object, and causes other problems. Anything I'm doing wrong here?

#

I want the object to always stop at the wall.

#

Using easyballistics plugin

atomic salmon
#

@astral tangle Not familiar with that plugin but turning on CCD on both the projectile mesh or collision primitive and the wall should solve it

#

Now I know why #legacy-physics is silent, all the physics problems are being discussed here πŸ˜‰

astral tangle
#

@atomic salmon I'll try the collision primitive, tried CCD already on both objects with no effect. Maybe it has something to do with the plugin though, that I'm doing wrong on that.

#

thx

buoyant zealot
lofty saffron
#

does it actually use physics for the projectiles? otherwise try sweeping

atomic salmon
buoyant zealot
#

oh, will give it a try, thx

atomic salmon
#

Use very low values

#

like 0.01 for Max and 0.001 for Min

lofty saffron
#

most collision shapes seem to have "rest offset", is that the same?

#

pretty good explanation

atomic salmon
#

The NVidia PhysX documentation has a good description about both of them

lofty saffron
#

so contact offset can not be set per shape in UE?

atomic salmon
#

no it can't, but you can tweak it on a per-body basis through the contact modification callback if really needed

#

plus there are body specific flags which affect how contacts are handled

lofty saffron
#

guess I could just go to physx and set it directly

high sapphire
long smelt
#

Isn't it like MapName.MapName_C?

high sapphire
#

So for Twilight_Forest, would that be Twilight_Forest.Twilight_Forest_C?

long smelt
#

Yeah but if you copy the reference from that it will end in Twilight_Forest.Twilight_Forest_C

#

yeah just copy reference

high sapphire
#

Hm. That still didn't work.

long smelt
#

did you copy reference?

high sapphire
#

Yeah. And the reference didn't end in Twilight_Forest_C.

long smelt
#

hm

high sapphire
#

World'/Game/2DSideScrollerBP/Maps/Twilight_Forest.Twilight_Forest'

long smelt
#

huh

high sapphire
#

Not sure why the 's are there.

long smelt
#

just try and give that to does file exist?

long smelt
high sapphire
#

Ah

high sapphire
long smelt
high sapphire
#

Yeah, trying to figure that out right now

long smelt
#

World'/Game/2DSideScroller/BP/Maps/ + [MapName] + . + [MapName]

#

I would just use an append node for that

high sapphire
maiden wadi
#

@high sapphire I tagged you before about that. Not sure if you missed it. You need the full path of the file.

high sapphire
#

That is the full path of the file. I tried Content/2DSideScrollerBP/Maps/[MapName], I tried Game/Content/2DSideScrollerBP/Maps/[MapName], neither of them worked

maiden wadi
#

I mean from disk. For instance, this returns true.

high sapphire
#

Yeah, I tried that, and on my end it didn't work

#

Or does the "get project directory" also need to be added in?

#

Yeah, guess it was the "get project directory" that was needed.
Thank you, @maiden wadi!

high ocean
#

I have this running in construction script

#

when i pull bps in the world, it runs normally. but when i pull the bp around to update it, the skm doesn't update and stays the same as the one it was when i pulled the bp into the world

#

the int var however does change its value

#

any idea on why this happens? are skms not updatable at design-time as other params? do they follow some other logic for updating?

maiden wadi
#

Should work fine. Let me throw together a quick test.

#

Seems to work fine.

#

Dragging it along rapidly changes the mesh.

short oriole
#

Is there a problem with higher values in loops? When I try to increase the Depth or ChunkSize variable, it says that it detected infinity loop.

maiden wadi
#

@short oriole There can be. The default loop max count is supposedly 1000000 in Project settings. However I've noticed that it seems to count 3-4 loops per loop. So in reality it's more like 3-400,000. You can up the count. Though it's also worth noting that blueprints don't handle multiple nested loops well either. You can sometimes get around this by hiding your loops inside of functions and returning the end results into the first loop's body. In reality, if you need that much looping and data, you're far better off learning to use some simple C++ in some function libraries.

high ocean
#

@maiden wadi Thanks, idk why it does that...

maiden wadi
#

Do you have any other stuff running in your construction script that might affect it?

short oriole
#

@maiden wadi alright, thanks for the response. I guess I will take a look into C++

high ocean
#

@maiden wadi I do, but they all work fine - i attach some random haidos and/or hats and change some DMI params for clothing. All working fine, except this. But this is the first function which determines the others through a switch so idk xD

maiden wadi
#

What happens if you temporarily remove any other logic and only call this one function? If it works, then, you might slowly add back the other logic until it breaks again.

high ocean
#

@maiden wadi same. Only left that function and whatever skm gets set at drag-in time stays.

#

@maiden wadi hm...nope, my bad...it does change as it should if I only leave that function o.O

maiden wadi
#

Hard to say without seeing the logic flow. But I would guess that something else is either somehow silently breaking the construction script, or you accidentally are resetting the mesh somehow.

high ocean
#

@maiden wadi I'll check, can't ss the whole logic, it's lots of nodes since the dmis and vector param changes for them

#

but nothing else refs that index, only the skm itself, to get the materials. Idk, it's not the end of the world, was just wondering what could cause it - thanks for the hlp πŸ™‚

maiden wadi
#

I doubt it has anything to do with the index or whatever. Something else would have to specifically call SetSkeletalMesh on your component.

#

@swift pewter Image as in a Widget's UImage?

#

Well. Image is Widget. If you have a UTexture2D that you want to set as the visual for that Image, you'd get the UImage and call one of the set functions.

#

Usually one of these.

astral tangle
#

@atomic salmon So it was the plugin. If it does not have two sided wall, it seems to bug out for some reason with my blueprint scripts. I replaced this shatter effect that was ran with the plugin, with simple linetrace, seems to work well with CCD. Thanks anyways!

maiden wadi
#

@swift pewter Drag off of the cast, and get the Image, rather than Setting it. That should get you a pointer that you can drag off of to get those functions.

#

That should work fine, assuming you are getting the correct widget, and the texture from the weapon isn't null.

#

Try this if you want to brute force test it.

#

Make sure to uncheck TopLevelOnly.

hexed inlet
#

What does this mean? (The two little white baubles)

pliant frigate
#

The variable is replicated.

hexed inlet
#

hmm.. as in a full copy?

robust spoke
#

Hey guys , i have a question , i created a blood particle system and want to spawn it whenever the character collects a collectible, what i noticed is that the particle system keeps playing like in a loop once a coin is collected , how can i fix this problem?

pliant frigate
hexed inlet
#

Oh, ok. I'll look into it some more, ty

pliant frigate
hexed inlet
#

Thanks πŸ™‚

pliant frigate
#

Question: Can I "Cast To" from Get Owning Player in a widget?
It doesn't seem to work the way i think it should.

full fog
#

@robust spoke Could you try to find some setting that may handle loops? Not sure something like that exists in the particle system settings.

robust spoke
#

Hey Kaji , I have heard that the particle systems loop on their own by nature , and you have to stop then in like the blueprints , but that brings the question what nodes do i have to use to lets say deactivate them?

full fog
#

Some "Do once" node may help

robust spoke
#

Okay ill try that! thank you!

full fog
#

and after that, maybe destroy the actor (particle system) .. if you know how long exactly, you could place some delay node in front of the destroy actor node to set some time before it goes poof

#

@pliant frigate do you get some access/return none?

pliant frigate
# full fog <@!202543499650924545> do you get some access/return none?

Here's what I have:
A. Blueprint "Gameplay_PC" player controller class is parent.
B. In Game Mode, player controller is set to Gameplay_PC.
C. Widget has a button with On Clicked Event.
D. In On Clicked Event, I get Owning Player, Cast to Gameplay_PC and have two print strings (Success, Fail) linked appropriately.

If i press button, it always returns "Cast Failed" print string.

#

If I do a is Valid from the "Get Owning Player" and test, it returns valid.. so its the casting that is failing.

full fog
#

Tbh, I am actually not sure I can help in detail since my BP knowledge is quite basic - but wanna help anyways somehow since Answerhub is dead as hell (Real suggestion @shut grove >> Epic should think about open some subscription based Answerhub, get some support people hired from that money..)

#

mhm

#

cast failed... ok

#

Could you provide a screenshot of the Widget BP?

pliant frigate
#

sec and i will show a BluePrint screensho...

#

yeah

full fog
pliant frigate
#

My Project Settings & Game Mode

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I don't see a reason why this isn't working.. but Im pretty new to this stuff.

full fog
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hΓΌm.. I am actually doing trial and error most of the time (Senior Artist, BP skills like a cow plays banjo)

pliant frigate
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lol.. that sounds like me.

full fog
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I would try to squeeze that is valid in front of the cast

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maybe that will do something

hexed inlet
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Hmm I can't find much about not replicating, or if that's important.
I have this, which is just a StaticMeshComponent (the GET with index 0), and then a Get Static Mesh (with the 2 white baubles).

pliant frigate
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It passes the Valid check and still chokes on the Cast.

hexed inlet
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So it's replicated. What I'm doing has nothing to do with networking though, so should I be concerned that it's replicated?

pliant frigate
hexed inlet
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Woops wrong screenshot

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Nope

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It's just part of a BP graph whose job is just to store a ref to all Static Meshes in the level

maiden wadi
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@pliant frigate What about the map? Are you using project settings on the map, or are the GameMode/PlayerController classes overridden?

pliant frigate
# hexed inlet Woops wrong screenshot

Someone will correct me if i am wrong, but if you aren't using multiplayer, I wouldn't worry about it. I think static meshes are replicated by default. I wouldn't mess with it.

hexed inlet
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ok

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Fix it if it breaks something later

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ta

full fog
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Actually just replicate what needs to update to other players..and your own

pliant frigate
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I forget the level has gamemode settings to.

full fog
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oh?

pliant frigate
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Yeah, World Settings for the map level also needs to be set, apparently, lol. Glad it was something simple.