#blueprint

402296 messages Β· Page 635 of 403

full fog
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Hah Jesus..yeah sometimes its the last thing you look at

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Actually I have some similar issue...

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I have a main menu which, by start, has a little widget with a progress bar

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hold any key to start.. similar to cyberpunk and other games

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After a second, the widget vanish and the character screen comes up
-- Problem: The widget bar is not updating.

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I actually used that tutorial here as a base:

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Hey guys, in today's video, I'm going to be showing you how to hold a button to fire off code. For example, having to hold 'E' to interact with something. We will also be adding a visual progress bar on screen for the player to see. This will increase as the player holds the button.

#Ue4 #UnrealEngine4 #Ue4Tutorial
_____________________________...

β–Ά Play video
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And somehow all works...except the Widgetbar is not getting updated on runtime.

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I am sitting on that f*** for a week now. Most tutorials just cover health bars, stamina or things that use in-world actors etc. I wonder what I am doing wrong or which checkbox that has to be checked. I tried "is volatite" on the widget settings but that doesn't do anything. Test-Strings give out correct results so the progress-bar in theory "must" update.

atomic salmon
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@astral tangle good. I can imagine that to calculate depth of penetration of the bullet it needs a back face.

astral tangle
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Yeah, true

pliant frigate
# full fog Actually I have some similar issue...

I sympathize. I can't get a nameplate to replicate names properly in a dedicated server. It does it half-assed. You can see everyone else's name correctly IF they joined the server after you but not before. I've been fighting with that for 3-4 weeks now, lol. I'll figure it out at some point.

full fog
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Yeah its like.. you post your issue on answerhub..right next to your 20 unanswered questions since end of 2016, knowing that you get more help from a singing dolphin, probably. Google is giving you like thirty other people with similar questions and comments that may or may not solve your issues. I really dig deep into that things but sometimes its near impossible to find the needle in hay, especially if your issue or what you like to build seems pretty unique.

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@pliant frigate Could you give them a partial tick to send their names to the server?

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like, every 30 seconds > send name to everbody

pliant frigate
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I can try. I need to learn a lot more about multiplayer and replication. I'm learning, but still in that "know just enough to get myself in deep water but not enough to get out" phase . πŸ˜„

rancid topaz
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i cant seem to center my crosshair

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like it is in the center if I dont like resize it

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but if I do because its like really tiny then it moves off and doesnt want to move to the middle

full fog
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lemme guess, in a widget aye?

rancid topaz
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hud

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yeah

full fog
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ok, it that image inside a size box?

rancid topaz
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ah

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wym by size box

pliant frigate
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maybe try adjusting the crosshair position by an amount to compensate for the scaling?

rancid topaz
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i tried

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it never hits the middle only like

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near

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its dumb as hell and i cant do decimals so it wont resize properly or center properly

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but its in the middle if the texture size is like regular size or something

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but when it is its like really tiny

full fog
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mhm i would thing that if the sizebox is centered with the ancor and at 0.5, 0,5 then it should be in the middle

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and about the size..huh - i would have to see some image of that

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or trying on my own-

rancid topaz
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idk

full fog
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second

rancid topaz
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im using a hud blueprint

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not a widget

full fog
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grins huh

robust spoke
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@full fog No success with the do once node..

rancid topaz
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do once node will run anything after it once

full fog
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@rancid topaz Actually..no idea what would be the difference

rancid topaz
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lemme use a widget

full fog
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i just made a quick one inside a simple widget

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sizebox with that options:

rancid topaz
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yeah i gethow that works

full fog
rancid topaz
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i used a widget before

full fog
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ah fine

rancid topaz
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so a user widget im guessing

full fog
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yep, nothing fancy

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but actually..should do the dirty work

rancid topaz
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where tf do i find it

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wth

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i cant even find it

trim shuttle
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Hey any one got any ideas on why My state machine is not active there are no errors

full fog
rancid topaz
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it centered a like light thing

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idk if itll move the crosshair in the middle -_-

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im sorry im somewhat new and i did use a widget before but it was used differently

full fog
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oh my..

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no worries!

rancid topaz
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ok i see the alignment

full fog
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actually the light like thing.. the ancor?

rancid topaz
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yes

full fog
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thats important to set the first alignment

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like there should it be..left..center, etc

prisma stag
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Hello, Im trying to get it so that the object that you are placing in my game is allowed to rotate when you press r. How would I go about doing that in the function?

rancid topaz
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the light looking thing is in the middle but the image itself the crosshair is a little off

full fog
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but then.. your "item" is still not centered till you place the alignment at 0.5 both

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yep, look at my screenshots

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this is how the setup should work

rancid topaz
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god fml

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than you

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its in the middle now and now to try it out

full fog
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one thing @rancid topaz

rancid topaz
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yea

full fog
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would suggest using that size box

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for like.. first sizing

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and actually then you can either just drive it with the sizebox

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when "this" is set on your image

rancid topaz
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mhm

full fog
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with that, it stretches to your size box

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"OR"

rancid topaz
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now my editor is frozen

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awesome

full fog
rancid topaz
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2 problems already

full fog
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then you can size if by the image size, no matter how big the size box is

rancid topaz
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see i dont have that soze box slot

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i dont have padding either

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i just see slot canvas panel slot

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idk if its versions are different or not but yeah

full fog
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Canvas
== Sizebox
== Image

rancid topaz
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got it

full fog
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YouTube query: ue4 rotate object

prisma stag
rancid topaz
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how do i select the widget now to be used in the game -_-

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cause it still uses my bad hud

full fog
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You could call it in your game instance

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if needed you could add some bools and a branch to make sure it just appears when you need it

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I am just starting on some stuff like that as well but here is how i did it

rancid topaz
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ugh i hate how im just dumb

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yeah but how do i call it in thats the problem

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i can make booleans but i got nothing going on with blueprints except the character blueprint with movement

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thats it

full fog
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i created a blueprint instance first

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with some stuff for my widgets

rancid topaz
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i never used a instance

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gimme a second i have to reopen the editor again because of a shitty problem ive still been having

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and i even reinstalled the editor

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still the same problem

full fog
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actually quite simple, yeah lemme just write

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this is in my gameinstance

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there you can see that I use these BPIs for creating the widgets

rancid topaz
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yes it also is kinda blurry for me and i dont wanna enable mouse cursor

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well i mean

full fog
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?

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you dont have to

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you probably know how to add widgets to screen

rancid topaz
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nope

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xD

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again im still learning like a dumbass

full fog
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In this series we take a look at how we can develop beautiful, interactive user interfaces within Unreal Engine 4!

We'll cover the process of creating heads up displays, menus & more using UMG...

β™₯ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

β™₯ Don't forget you can help support the channel on Patreon! https://www.patreon.com/Virtu...

β–Ά Play video
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I suggest this one

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short videos.. but get you up to the top pretty fast

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Thats what I used to get into all that widget things

rancid topaz
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ah ok

full fog
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week later, some UI elements from me look like this

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So, you will find it useful for sure

rancid topaz
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XD

full fog
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of course without any hidden things

sudden shale
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Hello, i currently try to make an selectable button and for that i have create an sub BP to Button.

But for change the style i need do store default style in other varible for swap between 2 style.
So for that how (what event) i can make that at construction/begin play ?

Thanks

full fog
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@sudden shale Good question. I think I had to deal with something similar (but did not worked for me.. but different issue)

Do you know something about break out the buttons style to get all its settings?

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With that, you could store its default settings into variables maybe

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and then calling these once needed

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made a quick idea

sudden shale
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Ok, for now i have make an DoOnce for store WidgetStyle inside custom variable in my method for toggle select

full fog
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actually getting the buttons style, break it and save variables

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Not sure its what you look for

full fog
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@trim shuttle I am really sorry. It seems that you are using some custom animation system. Within, because I never used it before, its hard to tell why it does not work for you. Maybe ask AngelV on the Unreal Thread for this system. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1781385-advanced-blueprints-tutorials-multiplayer-free-download

trim shuttle
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lmao

full fog
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oh fine

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And actually thanks!

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Never seen this one before, looks like a pretty interesting setup

trim shuttle
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Ye except its hard to setup a bit I mean if your experienced with this stuff its easy but like for me I have been setting it up for 2-3 weeks now xD

olive sedge
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hey!

Anyone know of a working web tech ui plugin?

full fog
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barely.. working html or webbrowser inside engine?

trim shuttle
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Hey Kaji do you think you could help me out on a small problem I am having I have been stuck on it for about 3 days now?

full fog
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I know..costs money - not doing advertisement but its looking interesting.

olive sedge
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@full fog no, I don't need a browser in the game to google something, I mean for UI creation

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I'm adding colored borders to my button here and DAMN is it a hassle

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I'd much rather have css to style it

full fog
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@trim shuttle I am not sure, just ask. Actually I am here because I have an issue..but try to help anyways since the rest of the...15544 people.. are online.

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Gosh that number is insane..

trim shuttle
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Alright

full fog
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Ah I see @olive sedge -- I think I've seen something quite a while ago --

olive sedge
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@full fog I've seen 2 of them but one is completely abandoned and the other kept crashing..

full fog
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Then these are the same

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I was looking for some UMG alternative (Yes Epic... your UMG is not Epic..)

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Well, have to stick with the things we have - sadly

olive sedge
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@trim matrix yes, have a different channel for your ground

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@full fog I can't imagine it's that complex to make this tbh

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the hard part is probably just click pass through on transparency

full fog
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what he means is that you have to setup some collision channel inside the project settings

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and maybe use that one.

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Had to do it once but thats years ago, just remembered there is something like this

olive sedge
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@trim matrix create a new trace channel in the project settings, set it to ignore by default, set your ground to block under collision and then trace by that channel

full fog
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I see..with that he is ignoring everything with the mouse trace and just hits the ground, aye?

olive sedge
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@full fog aye.

faint pasture
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@trim matrix you can use a line plane intersection node if you always want the cursor projected to a certain height like 100Z

gusty surge
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Is event tick same as Event Blueprint Update animation ?

trim matrix
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No

gusty surge
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Thanks πŸ˜„

mystic storm
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You guys are very likely sick of me talking about this, but each hexagon has 50% chance of either going up or down, this is it cranked up to exaggerate things, what gives? Why is it going mostly up?

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It generates a number between 0 and 10, and if it's bigger or equal to 5 it goes up, otherwise it goes down, with some hexes not moving at all

keen bluff
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Are those numbers inclusive?

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I.e. is it 0-10, 0-9 ?

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Bc 0-5 is 6 numbers, but 6-10 is 5

marble tusk
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Yeah, if it's 0-4 down and 5-10 up then there's more chances for it to go up

keen bluff
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Ah yeah, I read his equalities wrong

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Basically do 0-9 and ur fine

merry cobalt
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I am using Unreals free Inventory System and I want to increase the number of items you can craft. It is set to 4 by default. How do you increase the amount, say to 8?

mystic storm
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so basically don't be a moron and use integers, with 1-10 instead?

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that makes sense

keen bluff
mystic storm
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even if I have that fixed, for some stupid reason it's still generating structures like these

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Like, they tend to create rings, even though it's configured to always go up or down

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if it's fully random, why is it not fully random

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the distance between "steps" is constant

maiden wadi
olive sedge
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So.. I got a widget that is neatly placed in my UI. I want to temporarily hide it and then add it again. Is that possible without having to recreate it and add it to the viewport?

maiden wadi
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Set visibility.

olive sedge
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@maiden wadi I'm kind of doing that but it's still a LOT more work than just going "border-right: 1px red;"

maiden wadi
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True, but someone had to write the code that reads css to set up that border.

olive sedge
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well, yes.. But I feel like I'm doing so much work just to do the simplest UI things (in comparison anyway)

keen bluff
gentle urchin
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Guess we'd need to see some code to have an idea of why its not as random as you would like

merry cobalt
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Does anyone know how to increase crafting table size? Im using Unreals Inventory system, set to 4 by default. Want to increase size to say 8.

mystic storm
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@mystic storm it generates everything ring per ring, but there should be an equal chance of it going up or down, meaning you shouldn't even be able to notice rings because it the overall height should average out

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@keen bluff

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but it's not doing that, it's usually either creating a mountain or a valley

gentle urchin
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It all depends on the code you got for it

keen bluff
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Yeah defo need to see some code

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I’d say test on an even larger scale to make sure but it seems like lines are all in one position

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Unless my vision is deceiving me

gentle urchin
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Something beyond range seem to have changed between first screenshot and second screenshot

mystic storm
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even when probability looks about equal (equal rings going down and up) it feels like the step from one ring to another is way bigger than the step between a hex to a hex in the same ring

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and it looks to be exponential

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like each ring further out is a bigger step

keen bluff
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Are you multiplying by anything?

mystic storm
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I'm multiplying the step by -1 to make it negative

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so it goes down

gentle urchin
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Is it incremental stepping?

mystic storm
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they should increment to the position of the next hex spawned

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but there's an equal chance of it either adding or subtracting a step

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probability dictates it should even out

gentle urchin
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In the long run, sure

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Not on small sample size

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With the wrong luck , 10k tiles could be to small aswell

keen bluff
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That’s what i was saying too

mystic storm
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making it bigger just makes the effect more obvious

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Radius 40

gentle urchin
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Just show us the code so we can have a look ;p

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Its alot easier to help when we know whats going on

mystic storm
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probably a good idea, hold on

keen bluff
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It seems like your multiplying the offset by the radius or something

summer bolt
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How can i make it so this is constantly running πŸ€”

indigo bough
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Hello folks, trying to get the surface normal of the ship's deck so that I can apply that to my cannon placement script for each gunport. I'm currently drawing a line trace from the gun placement location, down to the deck mesh, and getting the Impact Loc + Impact Normal, my understanding is that after putting that through a RotationFromXVector, it should be correct?

keen bluff
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Not 100% sure about that

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If you get the cross product of the line trace and the forward vector I.e. the way ur gun is facing you’d get the arrow you want

mystic storm
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Ok how would I go about sending a blueprint to someone?

keen bluff
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But your way is correct too

mystic storm
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do you like shove the file on google drive? Do I screenshot the thing?

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which doesn't work, because there are functions

dawn gazelle
mystic storm
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awesome

indigo bough
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Ahh, perhaps my image is confusing, the arrow in the box is the one I'm trying to get pointing relative to the surface normal of the deck it's coming from πŸ™‚

gentle urchin
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This might be stupid, but can you not just fetch the rotation of the ship?

indigo bough
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The deck is curved πŸ˜„

keen bluff
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Just send a pic

gentle urchin
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Ahh

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Sockets on the ship, bind cannon to socket?

mystic storm
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||How do I see a text blueprint||

indigo bough
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Hmm, I could add additional sockets, mine are placed for the gunports/holes, rather than the deck surface

mystic storm
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My suspicion is it has something to do with the scaling but I'm not sure, idk

merry cobalt
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@indigo bough I would place sockets inside the cannons

indigo bough
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I have bones at each of the holes

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I guess I could just manually add sockets for each of those bones. Was hoping I could use those bone locations to trace from and avoid extra work by hand πŸ˜„

mystic storm
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I'll take a break, cool my head, and fix this later

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Smite patch notes probably started already

merry cobalt
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Trying to increase amount of crafting slots seen here from 4.. to say 8. or whatever. I can not figure it out.

minor pagoda
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someone knows if i could save an object in a SaveGame? For example, i want to save the complete User Object, not only the variables "Name", "password" etc..

maiden wadi
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@minor pagoda You cannot. You need to serialize your data into variables and save it that way and reinitialize the object before using it.

stray island
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Can i set an enum based on its index order?

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So its just a number not a choice

dawn gazelle
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An enum is basically a human readable number. So instead of having to remember 0 = One thing and 1 = another, you can see the names. You should be able to convert between an int to an enum, so long as the int is within range of the enumerator's values. You may need to convert the int to a byte first if I remember correctly.

stray island
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Yes worked thanks

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I set up my construction script in an actor to affect the another actors material , and when i do the effect through construction script , the effect wont take place unless i move the other actor (the actor with the material) or adjust it

keen bluff
trim matrix
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anyone here can go into VC real quick? noob here needs help on a simple issue (me being noob)

trim matrix
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how do I make the class also accept parents of that class?

maiden wadi
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@trim matrix ClassIsChildOf

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Parent class on that is misleading. It also includes the input class, or anything it inherits from.

trim matrix
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thank you πŸ˜„

midnight wedge
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So whenever my character ragdolls, the camera doesnt stay locked to them and they sometimes flop out of frame. Is there any way to have the boom stay locked even after death? I also disable player input on death if that makes any difference

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(theres the code and macro if its any help)

midnight wedge
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nvm I got it. I just weld the boom to the mesh on ragdoll

upbeat otter
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I made a construction script for a random skin and nose texture, the only problem is that they both aren't using the same color (for example on begin play some character may have a white nose with dark face or reversed.)

midnight wedge
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try saving the random int as a variable, use that variable to get the same material for the nose, and then reset it after that

upbeat otter
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well what i dont understand is that this worked in 4.25 but not in 4.26

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^this was 4.25 setup I did and it worked perfectly

midnight wedge
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I can't help ya there, Im still using 4.25

upbeat otter
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dam

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what about random int from stream?

midnight wedge
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idk

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first thing that comes to mind is storing the random selected int as a variable, then use it as a key to pull the same color for the nose. Then just rerandomize the key

maiden wadi
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@upbeat otter That has nothing to do with engine version. You have a logic issue. You need to randomize an integer once and then get that index from the array. Right now you randomize one integer, get a value from the array, and then get a new integer and get another value from the array.

midnight wedge
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^^^

maiden wadi
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@upbeat otter This will help you follow that better. Each node is numbered with when it would get called in your execution flow.

upbeat otter
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ooo thank you!

minor sleet
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Hey,
I'm new to Unreal but I am trying to create 3D buttons that I can slide up or down with the mouse cursor (the camera doesn't move). Therefore I use the ActorOnClicked and ActorOnReleased events but that is not working as expected when I release the LMB too far from the button: https://i.giphy.com/media/EoplQ4FIK10hwss9Do/giphy.mp4
Here is the blueprint.
I now think there might be better ways to do this kind of drag and drop system but I feel like I should restart from scratch (I have buttons with different behaviors)

mellow folio
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so I assume you're activating the tick on this object when it gets clicked on

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for the release, what I would do is just have the object check whether LMB is down to determine whether to turn dragging off

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just do getplayercontroller then iskeydown off of that

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I has a question for the audience.

If I have 10000 objects in the world of a class....

And if there is a variable on that class with "BlueprintReadOnly"

Will the computer have that variable once for the entire class, or once per instance? I'm wanting a value just once for the entire class.......

quasi frost
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Hey guys I am having an issue where casting to game mode is failing. It is set to the current game mode in project settings. Never had this issue before.

faint pasture
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@quasi frost Show where you're doing that

pale galleon
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Does anyone know if there is a way to "Hide Unconnected Pins" for class defaults like there is for structs? The button exists, and the pin options have checkmarks but clicking the button or the checkmarks does nothing for me.

tight schooner
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@pale galleon yeah I noticed the button doesn't work for me either when a class has a lot of variables. You can hide the mess fwiw by collapsing the node...

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But it's generally annoying when it's on a class that you work on a lot cuz the defaults node throws compile errors until you refresh it whenever you add/remove variables, so I'm kind of disenchanted with that node at this point

pale galleon
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Is there another way to get values out of a class?

tepid merlin
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Can anyone help me out with this? I started this months ago, then had to step away. Recently, I got some time to work on it again but wanted to start a fresh project with the same goals. But looking back at the previous build feels like a completely different person put it together, and I can't begin to figure out how I got it to work.

The problem is this is a Resident Evil tank control setup, and the character in my new build gets stuck in either walking or running states, and can't move between them freely. For example, if I hold the run button while walking forward, the character will run. But if I then walk backwards while still holding run, he maintains the run speed going backwards.

However, in this months old build, the controls work flawlessly. I keep looking at it, and I can't figure out why this build is working. My guess is that it has something to do with the two speed increases in different places that's somehow fixing the issue, but I'm not sure.

I don't want to just copy the previous build, I need to know how I did it to begin with, in case I need to change anything. Any help or observations would be appreciated. Thanks!

Below is the working build.

trim matrix
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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

mellow folio
mellow folio
trim matrix
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I checked

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iti sn ot used anywhere else 😦

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I checked in the project settings, the input for A and D, and their values are different, like the one is 1,0, the other is -1,0

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I am not sure if they are setuped correctly

dense tulip
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Hi guys, what is that white framing in the pic .. seems to prevent me from doing anything in the viewport

dawn gazelle
trim matrix
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Hello Datura, how you doin πŸ˜„

rapid crescent
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Hey all, I'm looking for a way to ensure my Popup Widget Blueprint that I create actually behaves likes a Popup and stays on top of everything else. Any suggestions?

dense tulip
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oh ! it seems to be frozen .. i will try to move it

rapid crescent
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oh I just noticed there are some UI channels sorry

dense tulip
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I had to close my project and reload to fix it !

trim matrix
remote reef
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Is there any tutorial on how to asyncly spawn actors?

brave hatch
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what's the average pricing for setting up a character in BP? health, stamina, experience, all that jazz.

surreal peak
remote reef
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Hmmm

full fog
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Hey, I just came from the UMG channel and have a general question which may sound basic and I already watched tutorials but they somehow never fit into my case of use.

[Question]: Is there a standard procedure for communicating variables like a bool between a Player Controller (for example, of others) TO a widget - and vice versa.

gentle urchin
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I can't speak for any "standard" method, but how I usually see it handled is by the widget to be created in the playercontroller and saved as a variable. Then you can have f.ex. a custom event or a function in the widget which takes in key as a variable

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In the playercontroller it'd look like this

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then the widget would have the called event

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passing a bool would be the same thing, just with a different variable input

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Setting up comm the other way can be done in a million ways, this is how i usually do it

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requires you to set the owner during creation of the widget tho

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@full fog

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Sorry for the clunky explanation

full fog
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Oh no worries!! Its actually more helpful than digging through hundreds of tutorials

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Which.. I already did.. but they all talk about complete different topics

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and within using complete different nodes or things.

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Ok this is weird. I start to think that my Unreal Engine is not doing things as it should.

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That works.

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Ok I think I know why its not working

#

Why I am having two of these on my debug.. when I use the first, it actually shows Event tick working but not the custom events firing.. and the second one does not show the event but the customs...like its two different systems working inside one BP..

gentle urchin
#

Looks like you got two widgets

#

one being referenced by the playercontroller, and one created elsewhere

full fog
#

Yeah I actually created that one inside the Player controller to get the ref

#

but it also exists inside my game instance for my BPI to get called

maiden wadi
#

I find it crazy how often tutorials and such advise using GameInstance for things. I'm pretty far into my current project and I don't even have my game instance subclassed yet.

gentle urchin
#

^Word

full fog
#

I have no idea. Its crazy for me as an artist to build up a simple vertical slice. Yes without any network and BP magician on my side because that would be a thing "after" the Slice Project gets a fund.

#

And now dealing with things where its like running blind through a field of mines.

#

at least my strings have fancy colors

gentle urchin
#

Also I think one should consider not doing hardcoded keybindings

full fog
#

Well in that case its just for the very first start of the game, being inside the MainMenu Level

#

but actually have to hold "any" key to fill up a little progress bar for half second to show the menu

#

its on purposes since the level environment is part of the whole show

gentle urchin
#

Ah

full fog
#

with a complete camera sequence and multiple cuts

#

which is why I just would love to have this little cyberpunk like startup bar

gentle urchin
#

KeyPress -> Start Timeline Forward
KeyRelease -> Start Timeline Reverse
could be used to update a bar or smth to show this

Or just a straight timer on .5 sec when its pressed, which is reset on released

full fog
#

I actually used a system from that tutorial here:

#

Hey guys, in today's video, I'm going to be showing you how to hold a button to fire off code. For example, having to hold 'E' to interact with something. We will also be adding a visual progress bar on screen for the player to see. This will increase as the player holds the button.

#Ue4 #UnrealEngine4 #Ue4Tutorial
_____________________________...

β–Ά Play video
#

and it even worked once but somehow I build it inside the level blueprint..which was odd

#

I actually have all things explained in the #umg section

#

everything works...

#

but the progress bar widget does not update

#

all numbers work

#

so it should...must..fill up the bar. One mentioned that a timer by event could be the issue

gentle urchin
#

Seems like alot of hasstle for a simple progress bar but..

full fog
#

but I don't really understand why it works for the guy in the tut with an ingame actorBP..and inside a levelBP.. but not inside a player controller

maiden wadi
#

You should make sure you're referencing the correct widget. But Iraj in UMG is correct. You should just check that from the local controller in the tick event rather than sending it from elsewhere.

full fog
#

First time I see this little check

#

will see where I could connect it to

maiden wadi
#

Then it wouldn't matter if you accidentally add ten of them to screen, they'd all just work. Although still make sure you only have one.

full fog
#

I would love to ask what's meant with that

#

when i create "this" widget..somewhere..

#

to create a reference

#

does that matter?

#

if its being created in two different blueprints for example

gentle urchin
#

Yes and no. Some places are more practical for things you need easy access to

maiden wadi
#

It matters if you create it in two different places. That'll mean you have two different instances of the same class.

full fog
#

I just wonder because actually I just did that because I got an access none each time when I just wanted to create a ref variable

#

without creating it

gentle urchin
#

Like the playercontroller is logical to handle the players widgets and inputs imo

full fog
#

like.. a devils circle

#

Yeah when I tried it gave me BP errors that my ref variable has no reference

gentle urchin
#

A reference variable is by default empty/null and refers to nothing by itself

full fog
#

yeps.. so how to get that

maiden wadi
#

I prefer AHUD class personally. Keeps Widgets away from anything networkable.

gentle urchin
#

I probably should do that aswell for the widgets. Just me being lazy

full fog
#

AHUD?

#

Well actually I just try to have a system where I can call and close different widgets. When I started the project i tried to put everything into "one" widget blueprint..was a mess

#

So..and now I learned about BPI's and I should use them to call Widgets

#

Which feels confortable

#

But then, the logic after that is getting crazy. Because after I hold the key, it kills the widget and opens a welcome widget. thats done inside the player controller. But then the next action is inside the welcome widget to close it and opens the character creation widget. -- hard to explain but I really would love to have one place to do all of this

#

and not like 120312 event graphs

gentle urchin
#

Again i prefer creating widgets just once, then toggle visibility , but thats probably just a preference

maiden wadi
#

AHUD is just HUD in blueprint. It's an actor that is spawned for the local controller. By default it doesn't do much. It has some small functions that can draw simple lines and text on screen. I store all of my logic for widgets and any references I want to save there. It's also very easy to get with GetPlayerController->GetHUD

#

Also, in your case, you really don't want to be saving these widgets to reference pointers if you're not reusing them. Saving them in pointers means garbage collection won't trash them, and you don't want the progress bar widget hanging around forever after it's done being used.

full fog
#

yes actually uhm

#

so this removal is not removing the progress bar widget at all?

maiden wadi
#

It's removing it from screen. But the actual object still exists.

full fog
#

Just asking. I actually destroy that one once its done with its work, then calling the others

#

oh ok.

#

I just hope AHUD is not something c++ related.

maiden wadi
#

You can do it in CPP, but it's just as easy in blueprint.

full fog
#

I actually need to keep it simple as hell, I want to release my first version in April and have like weeks lost because of this UMG "insert very very bad words in here"

#

I can't learn everything..doing 3d for 23 years but actually just want to kickoff a simple project. I love to learn since i started in 1998 but I really try to use this advantage UE4 gives us (unlike Unity..)..just for the beginning and then handing over all the heavy load to coding people that are used to it..as a job.

#

And thats like fighting against Windmills since 99% of the community is like: oh you have to learn this and this..you get my point i guess

#

But.. I bite my way through it.

gentle urchin
#

Would be easier if the learning material was more consistent in their methods

full fog
#

Its just exhausting sometimes. I have no problems creating all the visuals

#

But the little things like..yeah that progress bar..kills time

#

time i could spend on visuals

#

and other important things

#

And looking for solutions is like looking for the needle in hay - per case

#

I watched three days UMG tutorials in a row to get used to it, it kinda works fine for building up the visual side

#

but behind the curtain, its a nightmare to make things communicate and sort. And no good documentations to get at least some ..yes as you said, consistent results

maiden wadi
#

A lot of the problem is that more beginner level tutorials don't really teach, and by the time you find the intermediate tutorials, they start throwing words around that you wouldn't understand without a degree. It can be frustrating.

full fog
#

I kinda try advanced tutorials..and most time I just pick the stuff out from them that I actually need.

#

That sorta works and per use-case I learn the parts for it

#

But in case of this example here I now have 3 different Puzzle-Answers and ideas (which I am thankfully for!) on how to build that hold key to fill bar

#

But my initial question for the "sort of" working solution with an visual issue is still unsolved

#

So and this is where is becomes naughty.. should I kill that one and try to go another route

#

And I see myself going to have to tackle this issue later on again on other parts

#

And now I have a lot of puzzle pieces and need to figure out how they work with the solution I had.

#

Blueprints from hell.

dusky dome
#

so nice people, quick question from a former Unity developer. From what I've understood, the blueprint class actually kinda serves both as the script and prefabricator creation: you can make some functions to make the blueprint class mostly data-driven, and then create some child class from it and use the "class default" to fill in the value of variables and even some custom events there, which is kinda a stronger version compare to Unity's prefab (since it support custom functions and events), and I right?

strange pike
#

Does anyone here know to lock the player Character camera so that it only moves on one axis?

#

Can you expand on what you mean?

maiden wadi
#

It might help to better explain the kind of camera controls you want the user to have.

strange pike
#

I’m currently using the camera from the third person template

stray wagon
#

Spawn AI from Class does not expose the actor's spawn property on the pawn ?

minor pagoda
#

Hi, does someone know if i can save an object inside a SaveGame or i have to re-construct it from the SaveGame variables saved?

scarlet timber
earnest tangle
#

you can store soft object references if you want to save something like a reference to another actor

scarlet timber
#

i don't think its possible in bp but its in c++

minor pagoda
#

I have "UserObject" (String Name, String Lastname, Array<ActivitiesObject> Activities), and i want it to save it from one level and load it in another one. So i would like to know if i can save the User (Name X, Lastname Y, Activities [W,Z])

#

But i have to save the object user or just the variables like name, lastname, etc.

#

Ohhh now its clear

#

Thanks

tawdry surge
#

Does anyone know how to get a tiled height map landscape in world composition to wrap?
Say I have a 10x10 tiled landscape. As the player travels around, tiles are loaded and unloaded.
When the player reaches the right edge of the map (tile X10,Yn) I want to load in the tiles for the left edge (tile X1,Yn), and adjust the world origin to the player's position.

unique wyvern
#

My game uses mostly blueprints yet I'm getting an exception access violation crash whenever I play the game In editor, does anyone know how to debug those crashes

#

The only information I get is that its from the AI Module

#

i have no clue if its an engine issue or a game bug since my code is in blueprints

#

Do I need the ue4 debugging symbols for that?

#

kk

trim matrix
#

Can someone share a good tutorial about weapon inventory ? Right now I can switch between all my weapons. I don't know how to make a pickup blueprint an index that the player blueprint will store.

#

And I have to be able to skip the weapons I don't have, only the ones I picked up. Right now my switch system is incrementing 1, which may not be the right thing.

unique wyvern
#

Well l I built using debug game editor and im trying to launch a debug instance of ue4 but now im getting some other weird error related to "Cannot create softobjectpath"

#

is ue meant to be this painful to use

maiden wadi
#

It's really not painful to use. You just aren't used to it. Few months and this stuff is second nature.

worldly edge
#

question whats the difference between this

#

and this

#

ahh ok

#

makes sense

#

so its no more intensive to use a seperate get tho

#

another question why is it that teleport works only sometimes

my theory "switching player with objects whose origin when lined up with the players would cause a intersection so it doesnt teleport the object?"

#

sweep parameter?

#

im not seeing a sweep param

#

or do you mean its intrinsic

#

would that fix the problem of skipping teleports
all i need is to change the location of actors

#

i think teleport keeps the physics velocity compared to set actor maybe ill try and keep it by doing some math with the scale of the object being teleported

#

doesnt seem so

pastel garnet
#

Quick newbie question

#

Why isnt this working?

worldly edge
#

destination isnt set?

pastel garnet
#

It is just standing still

#

I thought that the MoveTo node would target the location of the target actor?

worldly edge
#

oh idk

maiden wadi
#

NavMesh?

pastel garnet
#

What's that?

maiden wadi
#

Definitely Navmesh.

pastel garnet
#

Does the navmesh allow it to move?

maiden wadi
#

Go to the editor and drop one of these into the level.

pastel garnet
#

Alright, thank you

#

what does it do?

#

Maps the level so it is compatible for AI?

#

Works now, thanks!

maiden wadi
#

High level explanation is that it creates a simple mesh that AI can poll for movement data.

pastel garnet
#

ah right

#

thank you

timber cloak
#

did version 4.26 removed the pause settings in BP game mode? There was an option in "Class Default" setting to pause it if not mistaken. I can't find it anymore.

#

i searched the docs, nothing about this there

#

is it removed?

maiden wadi
#

Not certain I remember that. What did the setting do?

timber cloak
#

it will pause the game until you set begin the game

#

so that you can run all the data or whatever info first

#

was sure it was there in default setting

#

it cannot be found anymore

maiden wadi
#

You're certain you're using GameMode, and not GameModeBase?

#

GameMode should have those settings. GameModeBase won't.

timber cloak
#

let me check

maiden wadi
#

DelayedStart boolean in GameMode seems to be what you're after, I think.

timber cloak
#

you are right, thanks!

#

never thought these 2 are different

maiden wadi
#

GameMode is meant as more of a match based game mode. GameModeBase is much more basic and stripped down to allow different styles of games without so much default stuff.

timber cloak
#

I see. Thank you for the info. I presume that GameMode is used more for online networked too, right?

left carbon
#

Is it a bug??

maiden wadi
#

Doesn't matter so much. For instance, I use GameModeBase. I don't need the match based functions since my game is more open world.

left carbon
#

Trunc should round toward zero, but 1.00 become zero for some reason..

maiden wadi
#

Got to love a bit of precision error.

timber cloak
#

Noted. Thanks again.

left carbon
#

Still looks like a bug to me. At least in blueprint debug system.

maiden wadi
#

I'd also say print it. Blueprint debugger has done weird things to me before. I stopped trusting it.

left carbon
#

@maiden wadi

#

This is so weird..

maiden wadi
#

It's possibly just typical FPPE

#

If you want to be safe with your truncating, you should make your own function that has an error tolerance.

left carbon
#

I would stick with Round. Works fine in my case. But thank you anyway!

frozen needle
#

Hello, I have a small issue. I have a "hiding spot" working in a way that teleports player behind an object if he overlaps box trigger and presses interaction key. When I teleport my character behind it, it overlaps another box collision and it's supposed to work the opposite way that will teleport the character back, but the overlap doesn't work properly -- to make it work I have to walk out of it and walk back in. It detects the player entering collision, but doesn't fire teleport event when I press the button. What can I do to make it work? Here's also the gif of the problem: https://imgur.com/a/2jVC7gN

maiden wadi
#

It's like trying to == floats. I really wish they would do the same thing with that that they did with FRotator and add a tolerance setting there. The chances of a float == another float is even less than the literal mathematical odds, because you're at the mercy of how machines store and read the value from floats to ints and back to floats.

olive sedge
#

I have a scrollbox with text blocks inside of it, can I somehow wrap this on overflow?

#

I tried wrapping the text block with a wrap box but that doesn't help

maiden wadi
#

I'm not sure you can do that with multiple textblocks. It might be easier to get the text from those and make a new textblock with one larger string if you can, then you can make that wordwrap.

#

Otherwise you're looking at some fun work ahead.

#

Actually..

olive sedge
#

@maiden wadi hm, not sure I get what you're saying.. This is supposed to be a chat box so I put a scroll box and fired text blocks into it

maiden wadi
#

Are each one of those Test words a single textblock?

olive sedge
#

@frozen needle why don't you use the same volume and just have like a state "front/back"?

maiden wadi
#

Like, in your screenshot, is there one textblock, or 14?

olive sedge
#

@maiden wadi no

#

1

turbid tiger
maiden wadi
#

Ah. Okay. I'm semi certain that all you need to do is specify the width of the text box in the WrapTextAt value.

#

Ah, yeah, the auto wrap works as well.

olive sedge
#

ah yes,

#

perfect

#

thanks @turbid tiger , @maiden wadi

frozen needle
olive sedge
#

@frozen needle well what's the issue?

frozen needle
#

gif attached

tawdry surge
#

He is either teleporting inside the volume and never crosses the perimeter, so it never fires.
or it's not resetting after the initial fire, and isn't firing because it thinks it already did it

olive sedge
#

@frozen needle yes, but that's just a small part of the whole thing, innit? Try to boil it down

wet hound
#

How can i create a array of actor in bp???

frozen needle
tawdry surge
#

I'm not sure what nodes to use(not that familiarwith BP syntax).
Logically you probably want to set the second volume Collison check to true when the first teleport event fires.
Or set the teleport to fire whenever the interact button is pushed inside the volume and use a state variable to determine the teleport destination (front/back)

grim gorge
#

how can I check it the game is playing (either in PIE or standalone) or just In Editor but not playing?

last patrol
#

wheres this node gone?

trim matrix
#

I think I saw how to add up weapons from an empty list with an empty Array actor.

#

I would like to check if the player character has the array in the pickup blueprint tho.

#

How should it go with the branch ?

wet hound
#

Why i can't initialize them??

#

or insert default value?

maiden wadi
#

@trim matrix Didn't follow that very well. You want to check if the class is already in that array before adding it?

trim matrix
#

Yep.

maiden wadi
#

Just use AddUnique.

trim matrix
#

If I already have the weapon, I just want to add ammo.

maiden wadi
#

Ah.

#

Probably Contains then.

trim matrix
#

Also the weapon has to be a given Index.

#

I use Set Array Elem after adding ?

#

Aha

#

I'll try Contains, thanks.

#

Seems to be the right thing.

#

What's the difference between Add and Add Unique ?

maiden wadi
#

Add will add it to the end of the array. No questions. AddUnique quickly iterates over the array to make sure no element has the same value as what you're trying to add before adding it. If there is already something in the array with the same value, it won't add it.

trim matrix
#

Oh, I see.

#

Then it's Add Unique.

last patrol
#

why is this tab missing on some of my materials?

trim matrix
#

Umh... I don't know what to do here. The Add Unique Index has to be 3 here, but it's set depending of the pickup, so it's set at the end of the Array list. So if I pick it second, it's 2.

#

It seem to work with a Select Int but I'm not sure it's the proper way. πŸ€·β€β™‚οΈ

#

Even with the correct Index the Weapon doesn't shoot...

#

Oh I see... It's something in my Player blueprint, not the pickup one.

#

In my Player BP, when I switch weapon it increments 1. So if I pick the 3rd index weapon, it will still choose the 2nd Index if I pick the weapon second.

long smelt
#

you're not telling us the actual error you're getting

trim matrix
#

It's such a mess. πŸ€”

#

It's not an error thing, just an Index capped to an array list.

#

The "Available Weapons Class Array" is the Weapons I have in my "Inventory" (let's say it's empty at start). The Weapon R Index is corresponding to each Weapon in the Array list and is used to identify the weapon when I switch.

#

So if I pick up a given weapon, a given index has to be set when I switch weapons. So that it skips the weapons I don't have in between 2 given weapons.

#

Instead of incrementing 1 in my Player BP when I switch, something else should happen.

#

It should go to the next weapon I got in my possession through a given pickup.

#

Like any classic FPS in short.

#

πŸ€¦β€β™‚οΈ

#

How do I check if an Index is valid ? If I add something to the 3rd Index in the Array list for example, something will be added in 2.

#

Yeah.

#

I have to check if 2 is None.

#

It's Actors.

#

So by default Not Valid = None ?

#

Like this ?

#

Not sure about the Index holder in Is Valid

#

Yeah.

#

I can only check Is Valid Index.

#

Wait no the node does what it's supposed to do.

#

So if it's not Valid, I have to loop increment 1 until it's valid.

#

I know I know.

#

As you said I have to loop incrementing until it's Valid.

unkempt blade
#

I am trying to basically do this, but on a staticmesh actor itself. I cannot figure out how to call the static mesh from a blueprint on said static mesh

trim matrix
#

Ok let me see.

#

Your Is Valid is for Objects, my thing is Class.

#

I have a set Child Actor in the end. It's the weapon BP that "spawns".

#

Maybe this way ? πŸ€·β€β™‚οΈ

#

There's no Index checked in think.

#

Ah it's such a mess. πŸ€¦β€β™‚οΈ

#

And I have to go.

#

Oh wait.

#

I see, in fact my Index 0 is None, because I hold no weapon.

#

Maybe that(s the problem.

#

Well no...

#

Not sure the pickup is adding Indexes properly.

#

Yes.

#

The "Available Arrays" is empty tho.

#

And I have to add things in it depending of the pickups I picked up.

#

The Index 0 of it is unarmed.

#

Yeah it's a Bool thing.

#

Ok.

#

So it's simpler like this ?

#

I have to figure out what my pickups do exactly too, I'm not sure it's doing what I need...

#

The arrays of Classes have to be equal to given Indexes, so the guns shoot properly. If the Index is not corresponding, they just don't shoot.

minor pagoda
#

Hi, could someone tell me if there is any event that i can call from GameMode that executes before OnPostLogin? Because BeginPlay doesn`t work 😦

#

I cant find it in my bp

#

Look

#

And how? haha

#

So i would need to have source code of the engine?

#

Ohhh ok, i will do it

#

Thanks

#

Got it, thanks!

#

I did, but i found that AGameModeBase can implement networking, so i went for AGameMode, but i couldn`t find an event that executes before OnPostLogin

fervent temple
#

anyone know how to make an autodetect optimal graphics settings?

weary mason
#

hello, can someone help me? I can not drag it to the blueprint.

fervent temple
#

thx

#

if someone were to change their graphics settings would this override that on startup?

rare gale
#

@weary mason Target points are strange. You can't do what you're trying to do unless it's the Level Blueprint (even then I'm not positive). The best way I've found is to put a tag on the Target Point I want to use, and get it through BP using get all objects with tag (something like that, I don't have UE4 in front of me right now).

obtuse thunder
#

I am having a problem where I watch youtubers make an event in an INT_BP but when I do it and follow their steps mine shows up as a (Message) and not a red event. Very frustrating.

#

It is also coming up as a "call function". Yes I want it as an event not a call function

#

Yes when I hit the drop down for add event it isn't showing

dire grotto
#

the event "blah" can only be called in the BP thats targeted. where as the message "blah" can be called from remote BP's.

obtuse thunder
#

yes that is exactly what I am looking at. So I am making an equip weapon function and followed how to but putting the event into the "player" event graph, they get it as an event and mine is a call function

#

I couldn't tell you how stupid I feel at the moment, bless you and thank you deeply. Cute cat btw

worldly dew
proper wyvern
#

Is there a linear version of FInterpTo?

wind tartan
#

Lerp

frozen needle
#

Is it possible to attach player character movement to a camera sequence? For example if I place a sequence on the level, the "playback" is player's position in space? Like on the image below. Or is there something similar to it? What should I google?

#

I tried camera moving along spline resident evil-ish style, but it's not quite what I need because the camera is very static, but I want it to feel like it's constantly moving, floating around

mystic storm
#

OKAY

#

back to trying to figure this shit out

#

I'm gonna post this again here just in case someone wants to try and take a crack at it. https://blueprintue.com/blueprint/by88nqm0/ https://blueprintue.com/blueprint/-bm_vscu/ This is the spaghetti code for generating a hexagon grid in rings, from the centre out, randomizing the height of the hexes. Problem is, every time I generate a grid, it doesn't matter how I tweak the numbers, each new ring has a drastic difference in height compared to the previous one, which increases exponentially the more rings I generate, even though there distance between hex height "steps" should be consistent, and there is no code that changes the height from one ring to the next

#

the chance of it either going up a step or down a step is 50%, so it should level out, but that's clearly not what it's doing

#

I'm considering just randomizing it completely differently, by like, generating a "height map" beforehand and mapping it to the hexagons

#

for example, creating code to generate an image like this, and then mapping the alpha of each pixel to the x-y position of each hexagon

toxic goblet
#

Does anyone know if I can repair a BP if it lost its reference to its class in C ++ because was deleted or changed?

toxic goblet
#

just a C++ rename

faint pasture
#

Assuming you can open the project and open the blueprint editor, just reparent the blueprint at the top right

toxic goblet
#

with a C++ missing reference you cant iopen the BP

#

thats the problem

#

but i actually just fixed, im gonna tell for some who need this solution, i simple create another C++ Class EXACTLY with the base class and Name was before, then the BP can be opened and then just reparent to the correct C++ Class

hushed pewter
#

Im attempting too make this ball artifically bouncy but i dont think i understand how its getting the actor

#

Thats the blueprint for a peg

#

Im just trying too push the ball in whatever direction it hits the peg from

#

Oh wait

#

Its overlapping a ton of times

#

Spamming the event, i think

faint pasture
#

@hushed pewter wait, what are you trying to do? You're trying to make it super bouncy when it hits what?

dawn gazelle
# mystic storm back to trying to figure this shit out

Part of your issue is your spaghetti :/ Use local variables within functions to help clean things up. I spotted this in your randomize steps function. When you have more than one pin coming off from any "Random X" nodes, each pin linking to it will execute it again, giving you a different value. Set the random integer you generate into a local variable and use that instead where needed.

hushed pewter
#

I just wana add some force based on what direction it hits my actor from

faint pasture
#

@hushed pewter you want to add an impulse, and everything you need will be in the hit result.

#

Do you need it to be physically accurate or have it be bouncier than perfectly bouncy, like leaving with a higher velocity than it had going in?

hushed pewter
#

Isnt that pretty much the same?

#

Other than your getting your hit location from a different spot

faint pasture
#

you probably want to use either the normal or impact normal, which will be similar to that math that you're doing there. And you want to scale impulse by mass unless you use the regular add impulse note in which case you can change it to a velocity change

hushed pewter
#

Got it working

faint pasture
#

There's no need to add impulse at location to a sphere,

#

Although if you don't need the bounce to be manually controlled, you just want to be super bouncy, you can set both physics materials to have restitution of one

mental robin
#

In construction script I use a loop and add a bunch of static mesh components..how can I add the static mesh component to the 'actor' so when I move the actor all the static meshes move with it..because they wont move when the actor moves..it just spawns them into the world

maiden wadi
#

You might want to show some blueprint. That's not normal behavior.

unique harness
cobalt temple
#

Does anyone know why I can't see these particle effects or decals?

stray island
#

Unreal can convert my input voice to text right?

maiden wadi
#

@cobalt temple Start with some prints. See if it prints before the Multicast when damage is applied. If yes, see if it prints first thing in the multicast. If yet, check validity of each component locally.

stray island
#

Does blueprint have saving screenshot / texture to device functionality ?

spark steppe
stray island
#

Can i insert pdf files inside unreal then give the option to save these pdfs to the user device?

spark steppe
#

you mean unpack a pdf from your packed game on the disk?

stray island
#

Yes

spark steppe
#

i think that would require some custom c++ stuff

stray island
#

Ok

#

Thanks Ben

spark steppe
#

i think there are marketplace plugins for raw file access, like rama's plugin

proper wyvern
spark steppe
#

arche, if you aren't a total c++ noob its also not that hard to make your own stuff, Unreal has some FileManager API which just isn't exposed as Blueprint Nodes, but pretty much handles File IO for all platforms

autumn grove
#

Is it possible to make a full game with blueprints only?

spark steppe
#

unfortunately yes

autumn grove
#

Why unfortunately?

spark steppe
#

because many BP only games are made by people with little programming background, and that shows in the overall performance of the finished project

autumn grove
#

Luckily I have programming knowledge

#

I know python and C#

#

But c++ is a pain in my butt

unique harness
#

UE4 C++ is basically c#

#

without the syntactic sugar of c#

dark crow
#

It's not that bad honestly, how you type code is very similar to the way you blueprint

Once you know nodes in blueprint you can easily translate them into UE4 C++

unique harness
#

just understand what by-pointer, by-reference, and by-value is and you're good to go

autumn grove
#

Oh awesome ^^ and yeah so far I noticed that blueprints just feel nicer , slower but easier to debug

dark crow
#

You could blueprint and then on a later date slowly transfer the code into C++ when something is "ready" to

#

I think there are some courses on that too

#

Transfer Blueprint code to C++

spark steppe
#

yea BP isn't bad, its just that background in programming usually teaches efficient ways of doing things

#

i bet theres code thats worse than some BP setups πŸ˜›

unique harness
#

yes, I work in it every day

#

there are plenty lol

autumn grove
#

Yeah a big mistake a previous game company I worked for did was adding endless components and the performance took 100% of the GPU

#

was stupid

#

BP only

unique harness
autumn grove
#

I'm an artist originally but got into coding when chasing my solo project passion

#

I only started with BP but where the fuck is the commenting on these tumblr posts and the branching XD

#

Made me physically cringe.

#

Big pet peeve of mine is people who don't comment their code

unique harness
#

if you need comments, you're likely writing bad code

#

code should be self explanatory except in niche situations

autumn grove
#

I need to comments when working with others if it's for me I can do without it but if I get stuck and go to stack exchange I'd like people to be able to help

stray island
spark steppe
#

indeed it will take several months probably

steep robin
# mystic storm I'm gonna post this again here just in case someone wants to try and take a crac...

Looks like you've made a random walk. As it walks from each hex to the next, it is statistically likely that each ring will deviate further away from the previous ring, more so as the rings get longer. (Conceptually, the rings are only adjacent at the hex that connects them in the order of construction.)

A heightmap would work, as would any other random method that is independent of the order of construction. Anything but a random walk, in other words. Good luck.

cobalt temple
#

It prints before the multicast. In the function it prints on the server side within the multicast, but I don't see it print output on the client side. @maiden wadi

#

Which is odd since its a multicast function

pastel garnet
#

For linetracing, I understand everything but why use the vector + vector node with the world location?

unique harness
#

v1 is location, v2 is an offset

#

so location + offset = new location

#

v2 can also be thought of as a direction and a distance

maiden wadi
#

@cobalt temple Sounds like your actor isn't replicating.

unique harness
#

so if the end is just a direction and a distance, that doesn't really do anything, it needs to be a location

cobalt temple
#

Hmm replicates is checked

unique harness
#

so if you apply a direction and a distance to a location, you get a new location

maiden wadi
#

@cobalt temple Click AlwaysRelevent. I'm semi certain that relevancy is based on the root component and with yours being a Scene Component, that's not testable.

cobalt temple
#

Ok I will try that. Thanks

blissful gull
#

is there a way to set tick so that it's not affected by time dilation?

#

ive got a player camera pawn that i dont want to be affected by time dilation

spark steppe
#

tick shouldn't be affected by it, or is it?

maiden wadi
#

Just don't use DeltaTime. That or inverse DeltaTime from your TimeDilation.

mental robin
#

You can set the max delta time for actors in settings I think

#

cant you

unborn maple
#

i did this once in my personal project to keep track of the kills i had from a wave and it work but this time it not working and saying it not in scope. though it in a function

#

it then being called here but when it reaches 0 the end wave isnt being c alled

cobalt temple
#

hey homie that worked, thanks a lot @maiden wadi I am self taught and don't know plenty πŸ˜‰

#

I didn't pick the easiest type for my first game either lol

blissful gull
#

kk, i just divided tick by time dilation

#

seems to work

cobalt temple
#

well, I can see my fire now, but FPS is god aweful when I look the direction of the fire. Its like my LOD isn't working. I need to test more

unique harness
mystic storm
#

Someone said this but I'm still sceptical, I'm working on the height map and do loops stop after a while? What's the index limit?

#

hold on, I fixed it I think, it handles 1024 well enough

#

but I don't think it can go for 2048, which is a bummer

unique harness
#

i think the default is set to 1 million iterations

mystic storm
#

strange

#

I probably did something stupid, but it's fixed now

#

ok the fact I made it generate from the centre out is biting me in the arse

#

the math to convert a sequence of numbers to a 2d array is dumb, but I'm sure it exists

unique harness
#

do you want to show some code?

cobalt temple
#

Thanks for the advice. I have to take a break from the dev work but will try later. Once my fire is burning right my game is ready for my testers. I'm excited!

mystic storm
#

I got it, I just need to use the remainder

mental robin
#

Okie Dokie..So if I have an actor..that I do a loop and use 'add static mesh component'..and then update the actors location on beginplay (say on a timeline or event tick or w.e)..how can I get the static meshes to move with the actor? They will not move with the actor, they stay in place. They are all moveable

#

It didnt work..so I just added a box collision and set simulate physics on it..and I am 'moving' it at runtime...and I want all the meshes to follow it (because theyre all part of the actor) ..but they will not

#

Is there something I need to do after adding the static mesh component to set it as part fo the actor ..

#

I figured if it was part of the hierarchy it would just go where the actor went

unique harness
#

show code

mental robin
#

I am just testing so the code is messy sh*..but I dont get why it wont work

#

I dont even think a box collisimn is remotely neccessary..but the other way didn't work either. probably somethign simple i am overlooking

#

OH

#

I GOT IT

#

I had simulate physics left checked on the meshes. Didn't need it as they were following the actor!

unique harness
#

lol

frozen needle
#

I have a small teleport player feature that works with two trigger volumes and it works fine until I start spamming the interaction key. I noticed that the "interact" action is firing even if player is not overlapping the second volume. How can I prevent the key spam? Example is on the gif https://imgur.com/a/7oIX3fQ

#

and the teleport blueprint after gate

unique harness
#

What if you trigger the enable with a delay

#

also, is there a reason you're lerping the position instead of just setting it?

#

as well as starting the camera fade within the timeline update

frozen needle
#

that was before I did the fade thing to make it more fluid instead of snapping

frozen needle
unique harness
#

so when you teleport, you leave one overlap but enter the other right?

frozen needle
#

yeah

unique harness
#

disable the other one for a aseco

#

for a sec

#

and don't execute this stuff in the update

#

that means it's being called constantly

frozen needle
unborn maple
#

any reason why a array would be out of scope in a function?

unique harness
unique harness
#

did you fix your timeline?

frozen needle
unique harness
#

and you get the exact same interaction?

frozen needle
#

yes

#

working unless I spam it

unique harness
#

Try printing when you enable and disable input

#

so you can see how that relates to you pressing a key

frozen needle
#

it prints it working but it just doesn't for some reason

#

since I can still press interaction

#

I'm assuming it has to do something with enabling and disabling it on overlapping but I can't put my finger on it

unique harness
#

ah I see

#

when you enter your gate, you need to close it

#

wait no

#

so you didn't actually make the change i suggested

#

you need to disable the collision

frozen needle
#

oh

#

let me try it

unique harness
#

on the target trigger

#

so instead of the delay to enable input, delay the activation of the trigger collision

frozen needle
#

man you're a lifesaver, that works perfectly

#

thank you

unique harness
#

awesome!

pale galleon
#

Is there any other option for getting properties out of a class besides "Get Class Defaults"? Any work around I can do?

unique harness
#

What are you trying to do?

pale galleon
#

I just need to get the default values from a class but get class defaults seems really broken and frustrating to work with, so I was hoping there was some alternative.

unique harness
#

That is the way to do it. What is the issue you're having?

pale galleon
#

You cannot hide pins, and any change you make to properties (such as renaming) will break any situation it is being referenced through get class defaults

timber cloak
#

need someone to correct me. The DelayedStart appears to work on Player's Pawn only? I mean my AI is still moving, i double checked the GameMode in WorldSetting too.

#

i even tried to disable movement in GameMode in both "OnPostLogin" and "Handling Starting New Player"

mental robin
#

Okaaaay so I find this interesting. I just tried moving an actor on event tick with 500 meshes attached to it..versus using the actor to spawn 500 meshes and doing a FOR EACH and setting their velocity....and doing a for each of each individual mesh was..somehow..WAY faster

#

I mean like 50fps fast

#

faster

#

how does that make sense!

worthy frost
#

moving a single actor is expensive

#

so if you had 50 attached things to it

#

it had to go through each child transform and update, etc

#

and can do that a couple of times

#

moving an individual actor with no other actor attached is quicker

#

you doing velocity is moving its location yourself

#

but moving the actor, is forcing it to iterate over all childs, move, do overlaps, etc, etc

timber cloak
#

where do you get this node, please?

#

i only found execute console command

worthy frost
#

that is the same

timber cloak
#

odd

worthy frost
#

that one above looks like some custom thing 🀷

#

Execute Console Command will allow you execute console commands the same as that

timber cloak
#

okay, instead of running the node, i just hit "`" button and wrote that command line but i can't verified whether it is executed or not

worthy frost
#

you can always bring up the console

#

with ` key and type the cvar in

#

it will tell you the value

timber cloak
#

thank you

worthy frost
#

you can also define cvars in DefaultEngine.ini

#

if they need to be persistent

#
Widget.UseParallelAnimation=true
``` for example
timber cloak
#

Apparently it does not solve this bug still

worthy frost
#

what bug?

timber cloak
#

the "delay" node won't execute

worthy frost
#

why would that cvar fix the delay node not running

worthy frost
#

oh

#

you paused the game

timber cloak
#

correct

worthy frost
#

see needed context lol

timber cloak
#

sorry, i am too stupid to understand

#

the 2nd link has a screen shot that is same as mine

#

apparently 4.26 version bug?

worthy frost
#

yeah

#

do this

#

close editor, open your DefaultEngine.ini

#
Widget.UseParallelAnimation=0``` put this in
#

reload editor

timber cloak
#

okay, hold on

#

using slow pc

worthy frost
#

ok let me know if it works after doing this

#

sorry @timber cloak

#
Widget.UseParallelAnimation=0```
timber cloak
#

ok i re-do

#

without the slash " / " , right?

worthy frost
#

both should work

timber cloak
worthy frost
#

maybe just put both in for good measure πŸ˜„

timber cloak
#

okay sure

#

same thing

#

not working

worthy frost
#

if you bring up the console

#

and type just Widget.UseParallelAnimation

#

what does it say?

#

press ` twice to bring up the big console

true valve
#

Is it possible to remove placed objects from the level via blueprint? So that when I load it doesn't appear again or does it involve saving and loading?

timber cloak
worthy frost
#

ok so its set

timber cloak
#

not sure how do i report this bug, though it seems to be reported as said in the answerhub

#

but that guy who suggested the answer apparently has it bypassed with such command

#

which is also another bug itself

#

since i don't get it working

#

he said "bypass"

worthy frost
#

let me check my 4.26 project

#

thing is

#

Async nodes do not rely on the underlying widget to tick

#

so that is why i smell something funny with that

timber cloak
#

hmm

#

i have async stuff running in mine

#

so it seems you are right

worthy frost
#

Delay is a async node

#

which gets run by the engine tick

timber cloak
#

oh thought you mean my other code

worthy frost
#

not the widget

timber cloak
#

i see

worthy frost
#

gimme sec

timber cloak
#

please take your time

#

i will go washroom

worthy frost
#

who owns the widget?

#

can you show me where you construct the widget

#

actually

timber cloak
#

there is no widget owner, the entire game is paused

worthy frost
#

open your widget

timber cloak
#

if i remove entire delay node, the game unpause

worthy frost
#

wait

#

listen please

timber cloak
#

my game mode widget?

#

listening

worthy frost
#

open your widget blueprint

#

the one with delay node

#

and screenshot me it

timber cloak
#

okay sure

worthy frost
#

actually want to screenshare? might be easier so i can see

timber cloak
#

how to screen share?

worthy frost
#

ah this is not widget

#

this is GameMode

#

ok you can do two things

#

see that tick node

timber cloak
#

yup

worthy frost
#

connect a node to it

#

and remove that connected node

#

so its not greyed out

#

basically so the disabled text goes away

timber cloak
#

done, it's no longer greyed

#

launched, same result

worthy frost
#

right, now before the delay node

#

WAIT πŸ˜„

timber cloak
#

okay my bad

worthy frost
#

pull from begin play

#

and set the open Tick Even when Paused

#

option*

#

see this here

#

just tick that its easier

timber cloak
#

done

worthy frost
#

now try

timber cloak
#

it's working

#

wow make sense since tick is activated

worthy frost
#

yes but you also need the tick node activated

#

so those 2 things fixes it

timber cloak
#

but what if i want the tick to be disabled again?

worthy frost
#

call SetActorTickEnabled node