#blueprint

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trim matrix
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okay

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in event construct?

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this

dark crow
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That Pre Construct Ref tho

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And Nuh

trim matrix
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what ๐Ÿ˜„

dark crow
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Example

trim matrix
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yep

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I did it

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lol

narrow bear
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In other engines (Godot), these nodes would cost performance. I tend to put them in variables. This doesn't occur in Unreal?

dawn gazelle
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Pre-Construct fires while in the editor.
Construct fires when the widget is actually created in the viewport.
Right now, you're not showing how you're setting the Player Character reference, but you're using it in both Pre-Construct and Construct.

trim matrix
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so I need to set it in construct?

dark crow
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You could in theory Expose the Char Variable too and pass it when you create the Widget, depends on where you have it and your preference tho

trim matrix
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so I work this on widget, the chaarcter is inventory character

dawn gazelle
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That is not set. That is just defining a variable type.

trim matrix
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I mean the setting expose on spawn is set

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lol

dawn gazelle
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Gotcha

dark crow
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Exposes the Variable to be Set when you call the Create Widget

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So you can pass a Reference like that too

trim matrix
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huh? ๐Ÿ˜„

dark crow
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Lemme make example, lmao

trim matrix
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oke

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๐Ÿ˜„

dark crow
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Calling this in the Character

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So sending a Ref of myself to the Widget

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Base Char in this case will have the reference Set

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In the Widget

trim matrix
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aha

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I got it

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but where to create this widget

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when I am inside of it

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lmao

dark crow
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Well, you gotta show it on Screen somehow so you gotta Add to Viewport

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That's where it would be

trim matrix
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okay

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so create widget and then add to viewport?

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on which event? construct or pre construct?

dark crow
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How are you showing the Widget on the Screen?

maiden wadi
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@narrow bear Everything costs performance. But the benefit of saving a ref to the local player's character is so negligible that it's not worth the effort in places like UI. Take this quick test for example.

trim matrix
dark crow
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You're probs better off just getting the Ref in the Widget at this point, not understanding very well it all

narrow bear
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Glad to hear Unreal does this better ๐Ÿ™‚

burnt edge
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is there an easy way to make a plane face the player camera in a blueprint?
or should i just use particles

maiden wadi
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@narrow bear I wonder if calls like that were like Unreal's GetAllActorsOfClass. In Unreal, the PlayerController call basically just goes up a chain to find the current UWorld. It stores a list of controllers, the first is always the local controller. It is functionally the same as doing GetWorld()->GetFirstPlayerController() in C++.

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World also saves GameWorld, GameState, etc. So it has easy calls for them to return them that is practically near null on performance cost.

earnest urchin
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Does the Is Falling check only come back true when the character has downward velocity or is it any time the character is in the air?

dawn gazelle
earnest urchin
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Thanks, I suppose I could have just highlighted it but I'mma jackass

stray wagon
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is there a way to see the stacktrace of a crash on the packaged version of the game

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the log just has the error with no trace

lofty saffron
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it's crashing when you're running it locally?

stray wagon
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yes

lofty saffron
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link with /DEBUG and attach debugger?

stray wagon
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Is there a way to link before starting the game? Cuz it crashes right away

lofty saffron
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is this a BP only project? then it might not be very useful

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since it will just show somewhere in the unreal code

stray wagon
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No its not

lofty saffron
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so build your game module with /DEBUG, just go into linker options and change it

stray wagon
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It doesnt crash in debug lol

lofty saffron
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can enable that for release as well

stray wagon
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I wouldnt need help if it did ๐Ÿ˜‚

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Doesnt either

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Only full packaged does

lofty saffron
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but the packaged version does contain your DLL right?

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my experience with unreal is pretty limited, but don't really see why it would be impossible to get debug symbols into a packaged version? does it strip symbols automatically?

stray wagon
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AHHHH

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I have the symbols

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the .pdb are linked

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But how do I attach VS Studio if the game crashes right away ?

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I cant catch it fast enough

lofty saffron
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maybe

stray wagon
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thanks let me try

lofty saffron
stray wagon
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@lofty saffron I tried multiple way but VS just doesnt catch the crash

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It's just a dialog on an assert

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I dont get it

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It just does this and dont let me catch it from VS

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it doesnt even have the logs tbh

lofty saffron
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knowing the element type would atleast narrow down the search a bit

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and should be possible for them to add to the assert

stray wagon
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I have thousands of lines of code with around 50 maps everywhere it's quite a big project so it doesnt really ahah

lofty saffron
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๐Ÿ˜ฆ

stray wagon
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I put a timer on the game see if I can delay the crash and attach the process

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see if it cleanly attach then

lofty saffron
stray wagon
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hmm the game still crashes right away

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So my content loading fails or smtg

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it's gonna be fun to debug

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You cant catch in UE btw

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Well not in the packaged game, wont let you build cuz it's missing some flags nd changing it would recompile the whole engine with that flag so..

lofty saffron
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isnt it possible to just set that stuff in your DLL?

stray wagon
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You would need to make it a module

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But isnt it ridiculous that only the packaged game fails

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OMG WAIT I THINK I KNOW 1 SEC

lofty saffron
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packaging changes how assets are handled

stray wagon
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I found the issue

cerulean radish
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How can i use latent action inside function?

stray wagon
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When I updated to 4.26 I forgot to re-add the copying of the mod folder in the packaged game

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So the folder was missing and it couldnt load any content at all

upper linden
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you cant use latent action inside a function

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try making a macro with that latent action

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then call the macro in the function

maiden wadi
cerulean radish
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but what options i have then, i cant also create custom event in function

upper linden
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just use a custom event then

cerulean radish
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what do you mean

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event instead of function?

upper linden
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yes

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do you need the function to output something ?

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and do you need to call this function from another actor BP ?

cerulean radish
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no i dont

upper linden
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then either use macro or custom event

cerulean radish
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so using event instead is a good practice?

upper linden
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macro also works, it does the same thing as function, except it cant be called from another actor BP

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or custom event

cerulean radish
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i see, thx

upper linden
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good luck

frail oar
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hi! silly question but how do you reorder things in a list?
like hey here's an array of objects in some class defaults panel, how do i move one up to the top or something
i can't drag and there are no dropdowns or arrows or anything

burnt edge
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is there a way to encapulate some components and reuse them in blueprints? like what if i wanted to take these components and use them in other blueprints? would i have to set this up from scratch every time? is inheritance the only way to achieve this?

earnest tangle
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it kinda depends on what you mean specifically

ocean radish
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@burnt edge make a child of that actor, just break it down to the parts that are gonna be used throughout, then add the extra functionality to specific, sort of a Master actor

earnest tangle
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you can create components that inherit from those components, which then provide defaults for their values

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or you can inherit from this actor to keep the same component configuration

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and yeah Fooking's suggestion is pretty much a good idea too if you want to share some set of functionality but have more specialized versions of the actor

burnt edge
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yeah i had a feeling the answer would be something like that. Maybe more specifically i mean that those 3 components are just visuals, and i can easily see situations where i wouldn't want to extend a base class that was just visuals and add core functionality in the children.

burnt edge
earnest tangle
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Yes

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You can create a new BP class which inherits for example from StaticMeshComponent

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There's some limitations on what you can inherit from in BP's though, it's more flexible in C++

burnt edge
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yeah makes sense. Guess you could just spawn the visuals as a separate actor if you didnt want to inherit them, just seems inelegant

earnest tangle
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yeah personally not a huge fan of deep inheritance but that's kinda just how it works in UE

dense tulip
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Im getting an infnite loop with this code: Why is that ?

steep robin
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Is it calling itself with that first node?

dawn gazelle
dense tulip
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Ok, i wasnt sure what the relation was but i bet you guys are right, calling itself

dawn gazelle
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Well once it gets called, it calls itself, which then calls itself, which then calls itself, which then calls itself, which then calls itself, which then calls itself, etc.

dense tulip
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Yes, i understand now that it makes an infinite loop, i'm not experienced enough to figure it out by myself but i should remember that case

hushed pewter
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None of these guys have collision, at all.

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Im spawning the ball in using the shooter whitch has no collision

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And all the pegs and pieces are spawning in using a minigame controller with transform arrays and loops.

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Do i need to manually set the collision stuff when spawning?

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Or is there another issue stopping me

formal grail
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hey guys sorry if this is simple but i cant seem to find the answer, how do i make my Range_1 parameter look like the one in this screenshot? I'm not sure how to get the E + 04 section

dawn gazelle
tight schooner
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Yeah, e+ is exponent of 10

formal grail
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aaah ok awesome thanks !

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that did it

tight schooner
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Also material node graph questions belong in #graphics for future reference...

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Cuz it's not BP

formal grail
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for sure will do

tight schooner
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@hushed pewter nah it's probably collision channels or something you need to look into on your collider components

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Collision doesn't explicitly need to be activated on your event graph, though you can certainly set it up that way

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But otherwise with the right collision settings on your component it'll "just work"

hushed pewter
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Ill have a look at it

burnt edge
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how does one set a parameter on a decal material? no node for it?

hushed pewter
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Oh im not using advanced collision

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Just basic capsule and sphere

hushed pewter
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@tight schooner By collider components do you mean my sphere collision and capsule collision

stray island
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How can i detect where have i clicked on a mesh to add a decal or another mesh on where i have clicked?

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Like i press somewhere on mouse then it should detect

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The location where i pressed

dense tulip
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Does this look better as a fix for my issue ?

hushed pewter
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@stray island Get channel under cursor

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Then break that

stray island
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Is that in material or bp

hushed pewter
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Then just spawn the decal ontop of that

dawn gazelle
# dense tulip Does this look better as a fix for my issue ?

Well, depending on what is in the parent BP, this bit of code won't infinite loop, but you have that branch near the start that will always return true so if you're trying to open and close a door with this function, it'll only do the "Open it" path.

hushed pewter
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blueprint

stray island
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Datura do u have time to check my dm

hushed pewter
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You can use the hit actor too get what actor too apply it too

jaunty stirrup
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My character is playing splash sound when linetraced waterMeshBody under his feet, the problem is The ocean mesh is present in the continent so water is detected and splash sound is played:

dense tulip
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Thanks @dawn gazelle, i get what you mean ! Appreciate your input !

jaunty stirrup
tight schooner
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@hushed pewter yeah even primitive colliders should just work, as long as the collision channels the things you want to collide are set to

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also have "blocking" set as the channel response

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And their collision mode is also set to blocking

frozen needle
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I have something really annoying happening and I don't know how to fix it
Basically I have cursor hidden by default. When I start the game in window or standalone, the cursor is there, and it disappears only if I click anywhere on the screen. Then, I have a widget that enables the cursor again, and I can only actually hover over buttons and click them if I click the screen again, so I need 2 clicks to activate widget button. After activated, mouse cursor is supposed to be hidden again, and I can hide it only if I once again click on the screen. What can I do to actually hide for good and show only when I really need it? The demonstration of what's going on is on the gif:
https://imgur.com/a/QlZe2QM

earnest tangle
hushed pewter
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@tight schooner But it is set too blocking lmao

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Its on black all

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Yet it aint blockin shite

halcyon nova
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Am I fundamentally misunderstanding something - I have a base class A and a child class B, I want to check if an actor I'm looking at is of type A.

I'm looking at a B, which is also an A? I try casting B to A but it fails. Should this type of upcasting not happen?

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the example is, I want a single class "interactible" and then doors, ladders, etc as children, each with their own overridden "interact" function

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but casting a door to interactible just fails outright

tawdry surge
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They're different classes.. you could make an interactible class and make various instances. But what your doing is casting to character and expecting to get a return of actor because its the parent class

halcyon nova
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right, but a child is still of the parent type.. right?

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i.e, in C++

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in C++ I would do

{
    Super::BeginPlay();

    MyClassA* test = new MyClassB();
    test ->TestMethod();

    delete test;
    test = nullptr;
}```
earnest tangle
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Casting to a more generic class should work

tawdry surge
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No it just inherited the stuff, its still a new class

earnest tangle
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Eg. cast child class to parent works just fine

halcyon nova
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uhhhh

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ok maybe I'm doing something wrong - let me check again

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because casting child to parent is so far no working

earnest tangle
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Why do you need to cast the child to a parent anyway?

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The child should have the parent's functionality on it without casting it

halcyon nova
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it's a return from a hit test

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oh shit which is just an actor

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wow

earnest tangle
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that should still work assuming it's the correct object

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eg. the inheritance tree would be Actor->YourParent->YourChild

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Assuming it's the correct object, casting it to YourParent should work

halcyon nova
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definitely the correct object and I've printed the get class and it was printing YourChild

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but casting it to the Parent was a fail

earnest tangle
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In that case maybe you didn't actually inherit from the parent for it?

halcyon nova
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re-started editor and it's working.. perhaps it hadn't updated the parent, I did it through reparent after opening the class

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thank god

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I thought I was completely forgetting how inheritance works

earnest tangle
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If it's a C++ parent class you probably hit a hotreload related issue

halcyon nova
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maybe so, I tend to compile through VS these days, perhaps I fat fingered the compile button

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cheers

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ahhh now that being said

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do you then need to cast to child?

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or can I just call the base function?

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as type parent

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e.g "Interact" which is overriden on the child

hushed pewter
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Shit still dont collide

earnest tangle
halcyon nova
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ahhhh ofcourse, you then call upstream with Base.interact

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fantastic, thanks @earnest tangle

unique harness
hushed pewter
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Yep

unique harness
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do you have separate mesh and collision components?

halcyon nova
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complex collision on your mesh?

hushed pewter
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Im running a projectile component on the ball

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Leme try removing

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Ok the pegs arent simulating physics

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But when i turn it on

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They start busting a move

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I think i fixed it, just need too restrain its positionw ithout using contraint?

split cliff
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why, when I rename a parent class that a blueprint is derived from, does it become impossible to reparent the blueprint to anything?

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I have a gamemode blueprint and can't reparent it to gamemodebase or any other class because I renamed the class it was derived from

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the "parent class" dropdown has lots of entries like widgets and animation components and nothing that's actually relevant

tight schooner
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@hushed pewter I don't think you need to simulate physics on the stuff you don't want to move. They can be static colliders

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Anyway I g2g

hushed pewter
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I tried that with static but then they wouldent collide at all

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I got it working by just giving them a fuck ton of weight and locking them in one axis

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Hope one day i can figure out why they fucking push inwards on themselves when alls lockede

nova sedge
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So I'm simulating a mouse cursor on UMG, but in order to interact with UMG elements, Show Mouse Cursor must be True. Is there a way to make hte cursor invisible and still be able to interact with the UMG? I tried making a blank png for hardware cursor, but it shows a square box.

dense tulip
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Hi guys, i am trying to get a door to toggle open and close but it seems not to work, here is what my function does:

dense tulip
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@trim matrix there is probably a clipping distance .. and possibly not rendering inversed faces

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like being inside the sphere could be clipped for being inversed

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Need to show more details but seems like the camera is placed at 0,0,0 with a scale of 100

thorn spruce
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hi i was working on an animation montage that was created from an animation sequence in one of the paragon assets. i saved it as an animation montage and linked it to a play animation montage block in blueprint, but it does not seem to trigger. if i set one of the animation montages that already exist in the paragon asset i was using it triggers without any issue. any idea what i could be doing wrong when creating the animation montage from the animation sequence?

hard kettle
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I'm got your back. The trick is to use a scene component (basically an empty) and set it as the parent. That way you can rotate it to your heart's content. Here's an image of my setup. The boom isn't required

dense tulip
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Is there a way to know all the Key inputs that i use in my game ?

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Nevermind .. found it

stone remnant
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Hey, I was wondering, is there any documentation on the order that events fire? Basically I'm wondering if events called from other actors trigger before tick on a component. Also, do events called on a character for instance (Axis / Action) call before or after the characters Tick?

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I've been looking for a few hours and kinda coming up blank

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cheers

trim matrix
trim matrix
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The other big problem is that I have function and interface for interact and as I can see they don't work, I created trace channel and still doesn't work, hmm

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this doesn't print anything when I am over the bush, like I don't interact with it

dawn gazelle
# trim matrix I did this and the errors are not showing, but I can't stil get the bush, like i...

This image shouldn't really have anything to do with collecting anything as all it is doing appears to be changing the appearance of the widget --- Pre-construct is not for gameplay state related code and is only meant to update the view of the widget within the editor. Though you may not be crashing right now, having Get Player Character on Pre-Construct is probably not a good idea as I don't think that the player exists before runtime.

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As far as that goes, are you actually implementing the interface you're trying to use on the bush object?

trim matrix
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the interface is added in the both places

dawn gazelle
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Your line trace is checking for "blocking hit" but the screenshot above you have "interactables" default response set to overlap?

trim matrix
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yep

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this is what I see in the tutorial series

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lol

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In this series we go through how to create a crafting system where you can collect resources and spend them to craft useful items.

Download the project files here: https://www.patreon.com/posts/project-files-32789634

Part 3 goes through how to pick up items off the floor and add them to your inventory we made in the previous episode.

Support ...

โ–ถ Play video
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5:50

dawn gazelle
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On your Interact input event, plug in your "look at target" into a print string (it should also add a "get display name" node), and then when looking at the object, press your interact key and see if you get anything printing.

trim matrix
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I have this?

dawn gazelle
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Put a print string node after the "interact with" and plug in "Look at target" to the output on the print string node.

trim matrix
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okay

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hmm

dawn gazelle
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Then run the game, look at the object you're trying to interact with, press your interact button and see if you get anything printing.

trim matrix
dawn gazelle
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Perfect

trim matrix
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I tested it

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so bad

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it doesn't print anything

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the key for interact is G

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I will try to change the key to N, hmm

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nope, stil doesn't work ๐Ÿ˜ฆ

dawn gazelle
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Ok, so now try putting a print string directly after your line trace (before the branch you have), and plug in the same pin you have going to the "Set Look At Target". Since you're doing this on tick, to make sure it doesn't blow up, click the little down arrow on the print string node and make sure "Print to log" is unchecked and set the duration to 1

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Then try running the game, see if you get any response at all when looking at things, including your object.

trim matrix
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okasy

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same result

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bruh

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nothing printed

dawn gazelle
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ok, last thing to check, just put a print string on event tick, you can leave it saying hello, and again, run the game, and see if you get any output - just don't leave it running too long (you should see immediately a string of hellos)

trim matrix
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ok

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after the code

dawn gazelle
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yep

trim matrix
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or before check look at?

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okay

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I have, interesting

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hmmmmm

dawn gazelle
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alright

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so it's definitely the line trace failing you.

trim matrix
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bruh

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as I thought

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so?

dawn gazelle
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get rid of the print string on the event tick.

trim matrix
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the trace is not done correct?

dawn gazelle
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So on your object, you have a collider component set up, and have it set to block interactive?

trim matrix
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huh?

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or this?

dawn gazelle
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That's the collision settings, but on the object itself it requires a collider component

trim matrix
dawn gazelle
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Yea the sphere there

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That is set to block interactive?

trim matrix
trim matrix
dawn gazelle
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When you have the sphere collider selected.

trim matrix
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yep

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so I have this:

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as I can see it is set to block

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interactives

dawn gazelle
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Not sure what else to say.... I just created an interactives channel myself, created a BP with a sphere collider, set it to block only interactives, then added a line trace looking for interactives, and sure enough, I was getting output

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Changed nothing else on the object

trim matrix
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okay

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hmm

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maybe the settings of the collision are problematic?

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these are the collusion settings for the mesh

dawn gazelle
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Shouldn't impact it.

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Are you close enough to the object?

trim matrix
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yep

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I am playing around

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also over it

dawn gazelle
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Have you restarted the engine since you've had this problem?

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Kinda out of ideas here @_@

trim matrix
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yeah I did it

novel kelp
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Hi does the widget "Is Hovered" work on mobile devices?

slate sentinel
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on landed event doesn't seems to fire while ragdolling

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how can i fix this

halcyon nova
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is using an animation blueprint and animation notifies overkill for just animating a door? I want an open and close animation which can't be interrupted.

my plan was to run a notify from the end of the respective animations, setting a bool on my animbp that says whether or not the asset is animating or finished.

Then query that each time I try to play an open/close anim

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all the tutorials I can find are "quick 5 minute tutorial using timelines" but my doors use FBX animation

earnest tangle
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Not really sure if there's some performance implications from the notifies but it seems like it should be fairly trivial

halcyon nova
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mhmm, I thought as much, is there a better way to determine if an animation has finished/is playing?

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or perhaps a basic state machine

earnest tangle
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Not that I know of... the animation state machine can trigger notifies as well

halcyon nova
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ahhh good to know too

earnest tangle
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I wouldn't worry about it too much tbh, if using notifies is easy to do then that seems like it would make sense

halcyon nova
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would like to avoid using timers and timelines as they're almost certainly worse

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so yeah I'll probably do that

earnest tangle
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Usually if there's some simple way of doing something, it's usually good enough because it being simple it's easy to change later if needed

halcyon nova
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just like to work out how to quote /quote proper way to do it - I've spent too many years just bodging stuff

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thought you're right, getting something working is ofc the priority

earnest tangle
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Yeah I mean there's usually no need to build "fancy architecture" in that sense of "doing it properly"

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as long as it's clean and easy to understand, that's usually plenty proper :D

halcyon nova
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cool cool

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cheers again ๐Ÿ™‚

trim matrix
dusky harness
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How can i spawn player character already moving? Like not putting Add Movement Input on the Tick node, this way it just spawns in place then starts walking

uncut lark
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Probably the wrong channel, but can I just level stream, start to finish?

halcyon nova
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me again.. how do I play a one off animation with an animbp..?

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play slot animation looks like what I want

trim matrix
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me still waiting for someone to help me cus I fight with this problem for 2 days ๐Ÿ˜ฆ

trim matrix
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Hello guys I have problem with interacting the object
I have function and interface for interact and as I can see they don't work, I created trace channel and still doesn't work, hmm

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this doesn't print anything when I am over the bush, like I don't interact with it

earnest tangle
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Have you checked the linetrace goes into the right direction?

trim matrix
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yeah

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I put the option on every fram

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and I see the red line

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and I navigate it towards the bush

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and nothing again ๐Ÿ˜ฆ

earnest tangle
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Is it blocking on the correct channel?

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and collisions enabled correctly?

trim matrix
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not sure

earnest tangle
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That seems correct

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This is a parent class - I assume the object you're trying to interact is a child of this?

trim matrix
#

yep

#

the child of this class- bush item

earnest tangle
#

Doublecheck on your child class that it has the correct settings as well

trim matrix
trim matrix
earnest tangle
#

collision enabled and the trace response channels

trim matrix
#

this is in the parent

#

this is in the child

#

hmm

earnest tangle
#

Odd, it seems like it should work

#

Maybe just try and have the sphere block on all channels and set it to query and physics for collision enabled

#

just as a test

#

and make sure it's bigger than the mesh

#

if that still doesn't work, increase the distance of your linetrace some more

trim matrix
#

okay

#

this is the size of the sphere

earnest tangle
#

yeah just make it like twice that lol

trim matrix
#

okay

#

hmmm

earnest tangle
#

that looks like it's hitting something at least?

trim matrix
#

yep

#

now it works

#

maybe

#

๐Ÿ˜„

earnest tangle
#

I wonder if it required the collisions to be set to physics and query ๐Ÿค”

trim matrix
#

it works again nice

earnest tangle
#

Yeah, usually when in doubt, just set every setting to the most obvious "it should work" settings like this lol

#

then if/when it works you can start adjusting the settings if needed

trim matrix
#

okay

#

yeah it works

#

nice

#

ty man

#

the problem was from the size of the collusion

#

lmfao ๐Ÿ˜„

#

okay but I have other little problem

#

hmmm

#

hmm

opaque blade
#

Accept on device?

#

there should be a checkbox in developer settings on the device to "autoallow apks from unknown sources" or something like that

#

oh ok mmh

#

that is probably due to the fact that buildnumber is increasing and the device thinks it is a different apk ๐Ÿค” just a guess

#

might be worth checking if you actually "inject" the Buildnumber in your project settings to the apk version or smth

#

mmh seems to be no settings, so guess that isn't it. might have a higher chance in #mobile though

gusty cypress
#

when stream loading levels in editor its pretty laggy, will the packaged game run better?

errant snow
trim matrix
#

I fixed the problem with the none reading but still doesn't get the texture when I get the bush item

#

it should like this:

#

but I got nothing

stray island
#

Any one familiar with render targets and drawing capabilities?

bronze hull
#

Why is my MACRO not working....

Comparing Actor with actor.
Actor = Compared Actor, yet it returns FALSE

maiden wadi
#

@bronze hull That check will literally never return true unless you use it on basic assets like a StaticMesh or Texture.

#

You're comparing an actual actor to a nulled pointer.

dark crow
#

You could Pure Cast to check if it's a certain class

#

It has a Success return

maiden wadi
#

If you want to know if they're the same type, you have to compare classes. Like.. Are these two things human? Right now you're asking if they're the same identical person, except the second argument is an empty chair where a human should be sitting.

dark crow
#

Not sure how valid this would be but I imagine it would work if you want to check if the Object is that Class in particular

fervent swallow
#

hello! I am having trouble when building a game. The menus work fine with the mouse in the editor, but they don't on the windows packaged project. did anyone experience something similar in the past?

trim matrix
#

anyone casted to anim notify from bp? what object would I need to connect? cant find suitable.

trim matrix
#

Ok. I have a footstep notify in animation. I want it to set 0, so silence it. I can get the footstep_animnotify cast node but I dont know what to do with the object pin.

#

Does not work

#

still dont know what to cast

#

It could be anywhere

#

but yes why not there

#

in anim bp?

#

ok but how can i change the anim notify volume?

#

target is foot step anim notify

#

this in character normal BP

#

A custom

neon jungle
#

Hello guys, is it possible to deactivate socket's position follow after the particule is emitted ? I'm trying to do a fire breathe but if the socket's position/rotation change after the particule is emitted it moves to fit to emitter position. Here a gif.

https://www115.zippyshare.com/v/feMsCrWw/file.html

#

Thanks

trim matrix
#

oh my god casting sucks everyone

#

anyone used the marketplace thing where u dont have to find any cast objects?

#

Or can someone atleast tell me how to cast to sound cues if its impossible to cast to anim notifies?

#

well... I made a footstep anim notify variable in my bp.. lets see ๐Ÿ˜„

maiden wadi
#

@trim matrix Casting doesn't suck. It's just a method of handling a variable that points to an object. It is an extremely basic programming tool to learn when dealing with Unreal. As for your exact problem, there's a forum post about how someone solved it here. However, if it were me, I would simply add a sound component to the character, create some more basic notifies in the animation instead of playsound, hook into them in the animation blueprint, and have that call a dispatcher that the character can hook into that will play the sound. Then in the character you can use that event to either play the sound or not.

#

Either way should solve your issue.

trim matrix
#

yeah im using als as a basis so .. ๐Ÿ˜ฆ but thanks for that forum post. Tried googling notify stuff but didnt get that.

maiden wadi
#

@trim matrix Here. Try this. It will be a lot simpler in the end than that post.

#

Go into the walking animation where you were adding the playsound animnotifies. Right click on the track and do this with a new notify.

#

Name it something like FootStep, or whatever.

#

Then go into the event graph of the animblueprint that your character uses. You should be able to right click on the graph and type in FootStep, and see that top event there.

elder gulch
#

why am i having error at this brench

maiden wadi
#

Make a new Event Dispatcher in the AnimBlueprint like in the bottom left. And call it from that event like it's doing in the center.

#

@trim matrix Then in the Character class that uses this animbp in their mesh, you can do this on beginplay.

trim matrix
#

and?

maiden wadi
#

And if you do these exact steps, you'll see a print spamming Hello while you're walking.

#

The point is that you can replace that Print with a PlaySound, or attach a sound component to the character, and replay it on triggering that event.

trim matrix
#

But I want to control the footsteps volume ...

#

I dont want to make a new footstep system

#

I only wanted to know that because there is a node called cast to Footstep_animnotify what do i put in to that object pin?

maiden wadi
#

I'm not sure that you can actually get that object in the game. At least not through C++. For the simplicity you're after, you would need to affect the CDO most likely. Which would not actually work anyhow since you'd be affecting every footstep sound in the game.

trim matrix
#

If that is impossible, I will make the soundcues own sound mix and control it over there...

maiden wadi
#

But if you do this, all you need to do is play a sound at location and change the volume. Or to mute it, just not play the sound.

#

Comes with a volume modifier.

trim matrix
#

yeah but then I have to add that to all animations right?

#

which i have about 60+

#

the notifies

maiden wadi
#

You have 60 animations or 60 blueprints?

trim matrix
#

60 anims

maiden wadi
#

You'd be adding those notifies to 60 animations anyhow with the playsound notify.

trim matrix
#

I dont want to add notifies

#

I just want to access the footstep_animnotify volume multiplier

#

make it Zero for a while

#

and then turn back 1

#

SO the best option is to edit the sound cue sound classes submix or something like that

#

which affects the notify

#

if its impossible

#

to cast

maiden wadi
#

๐Ÿคทโ€โ™‚๏ธ

trim matrix
#

well thanks again for the insight. Im going to tackle this somehow ๐Ÿ˜„

#

its just very bizarre you cant access a notify bp anyway and just change one variable ๐Ÿ˜„

#

But I will say this once more, casting sucks. atleast in ue bps.

maiden wadi
#

Still not sure how casting applies here.

trim matrix
#

heres how it applies

#

what to put inside there?

maiden wadi
#

The object you want to change.

trim matrix
#

But what? nothing fits there.

maiden wadi
#

You should check out some topics on class structure and inheritance.

trim matrix
#

ok.

#

Been casting for a while no problems and if problems get all actors and stuff like that

#

but here i dont have a clue what to put there

quaint bough
#

im currently working on a biome system and i have 2 noises for temerature and humidity. yesterday i made a simple if chain (if temp > 0 && temp < 0.2 for example and after that same with humidity) but it looks so complicated and there were some ranges that had no biome at all. Today i saw this image and read something about Map or Dictionary unsure what it was, but you can give it a key and it will return value and my problem is how do i get a value from 2 keys ?

daring lance
#

@quaint bough make a Map, where the key is a Struct (temp, humidity) and the value is the biome

quaint bough
#

so i need to make 36 pins on the map?

daring lance
#

You could, but maybe a better way would be to iterate over your table somehow and insert those key-value pairs one by one

#

That table is going to have to live somewhere, whether it is hard coded in BP, or if its in a csv or json or whatever

quaint bough
#

im gonna try the hardcoded one first ๐Ÿ˜„

quaint bough
#

it takes longer than before but looks better nice

karmic tree
#

When i try to drop down, my character goes back to hanging. I already tried to put a delay in the hang node but i goes back anyway

maiden wadi
#

@karmic tree You should likely put movement mode as falling instead of walking. But what defines how the character grabs the ledge in the first place?

karmic tree
#

I tried that too but i doesn't work

maiden wadi
#

What triggers this code?

karmic tree
#

HeightTracer

maiden wadi
#

Show me what calls Grab Ledge.

karmic tree
#

I sent the wrong screenshot

karmic tree
maiden wadi
#

I presume this is running on tick?

karmic tree
#

yeah

maiden wadi
#

Initial thought is to either put a delay in ExitLedge before setting IsHanging to false. Half a second, maybe a second. Unsure. Other thought is maybe to only set that to false in the character's OnLanded event.

karmic tree
#

Fixed it by putting a little delay here

stray island
#

How do i set my first person crosshair to be free and not centered

#

I want the cross hair to move with my mouse + i dont want my mouse to move the player orientation

stray island
#

I got it moving only but the functionality of hitting stayed in the center

keen raven
#

Hi guys, i have 2 different assets to create a door. The door has to open when i click either on the left side or the right side, but only when i click on the right side i can open the door or close it, the left side doenst even fire the click event and i dont know why. Heres the blueprint.

#

and here is the viewport

#

the right side of the door works perfectly

#

could be a problem with the assets that i downloaded?

maiden wadi
#

@keen raven Put prints on the left side's onclicked. Put them before the branch and see if they run.

keen raven
#

the prints dont work either, i tried a simple blueprint just with prints instead of opening the door

#

the result its the same, right side shows the text, left side is not showing anything

elder gulch
maiden wadi
#

@keen raven So putting a print in the red circle, does not print?

keen raven
#

nop

#

not firing at all

#

if i put the text for the right side, its working

#

not firing at all for left side

maiden wadi
#

Sounds like the mesh is missing collision.

trim matrix
#

Anyone knows how to stop a line trace on hit ? I don't want it to go through walls and stuff

maiden wadi
#

@trim matrix Isn't that kind of the point of a line trace? To hit the first thing it can? What is the point of avoiding walls?

trim matrix
#

Like, when it hits a wall, it doesn't draw that green linetrace

maiden wadi
#

That's just for debugging purposes. The trace doesn't actually continue that far. It stops at the hit location.

trim matrix
#

Well, I can kill the NPCs behind the wall, so it def go through it ๐Ÿ˜ฆ

maiden wadi
#

It definitely doesn't. Can I see your damage logic?

trim matrix
#

Sure

maiden wadi
#

You can get the same result as the debug trace stuff by doing this. the C++ uses the same calls for it.

trim matrix
maiden wadi
#

Was your line trace hitting the wall though? In the trace debug show?

#

Also I think I missed the debug point. It draws a small DrawDebugPoint at the hit location too.

trim matrix
#

Yes, I'm using 2 Line trace:
1 Linetracebychannel, for the environement
1 linetraceforobjects, for killing pawns

#

So maybe that's where I've got my mistake?

maiden wadi
#

Hmm. What all object types are you using in the LineTraceForObjects?

trim matrix
#

Pawn, only.

maiden wadi
#

Could be the reason. It's ignoring the wall because it's not a Pawn type. If you add the wall's collision type to the list, it'd hit the wall first.

trim matrix
#

Ohhh...

#

I think you've got a point, here.

#

However I must find a way to ignore simple meshes.

maiden wadi
#

Like small plants and such that won't stop a bullet?

trim matrix
#

No, I'd need the bullets to be stopped by simple static meshes like primitive objects. But I can set the Object Types to WorlDynamic etc., so I'll get it working

#

Thank you very much for your time and help!

maiden wadi
#

If you want it to be stopped but most things, you can probably just use the visibility channel in the normal LineTraceByChannel. If you wanted something slightly more complex like small plants or whatever not stopping it, you could make a third trace channel in the project settings and set it to block all by default and then disable it on your plant's collisions.

#

Or even avoid making the new channel and just not block visibility on those plants, either way.

trim matrix
#

Yeah I'll have to figure that out. I got it working on my walls for now.

tired condor
#

How can I trade a Skeletal Mesh with a Static Mesh?

candid dirge
#

Trade? Do you mean swap? Need more context

trim matrix
#

IS there a way to take this blueprint and make it where its in a certain area? I'm going to have block volumes where the player can't go past a certain point, so how can I keep the tents inside of the block volumes? https://blueprintue.com/blueprint/pr4_cklg/

gritty plover
#

What's the optimal way to add impulse in the direction of this rotation?

#

Cause I feel like I'm doing it wrong.

maiden wadi
#

If you want to add impulse with that rotator, you should be able to just convert it to a vector and then multiply it by the desired force.

gritty plover
#

With just a regular GetForwardVector?

opaque blade
#

Yeah, Getforwardvector will be the vector of that rotation yea so (0,0,0) will be X-Axis, (0,0,90) will be Y Axis

maiden wadi
#

I usually use GetRotationXVector. I think forward vector might be the same.

opaque blade
#

but for your case it is the same as ("Tire1 WS Location" - "GetActorLocation").Normalized

gritty plover
#

Thanks

opaque blade
iron lodge
#

I'm following a book to make a program, but for some reason whenever I try to connect Save-Game Instances to other items, it will not allow it, stating that "Save Game object reference is not compatible with Save System Object reference". any idea on how to fix this?

bright frigate
#

Hi i have a quick question - I have a single player game and I have a AI attacking the player but once the player dies no more attacking because of I think the player controller index. Is there a node to fix this for single player game or do I have to keep track of the index for get player controller?

dawn gazelle
iron lodge
#

Yes I did

dawn gazelle
#

Ok, and what variable type is your "Save Game Instance" in that screenshot you have?

iron lodge
dull tree
#

Needhelp with moving player

dawn gazelle
#

So that should be set to Save System

dull tree
#

how can i move player when mouse border?

iron lodge
silver plume
#

Got a quick question, working on a chest object that has a widget appear when the player collides with it. In this widget, it states how much currency the player needs to open it. The variable of how much currency is required is stored in the chest object. I want it so the widget will check the chest object it is attached to to see what it needs to display but Im running into some issues.

#

Ill share what I got right here

#

not sure how to have it dynamically check because Im trying to make this more procedural so my team and I can have random chest drops

#

does anyone know if any solutions I could potentially implement? Feel free to reply! Thanks!

unkempt blade
#

Is there a way in a blueprint to detect a change to a file as an event

chrome dust
#

Hello, does anybody know if there is a bug or error with 4.26 where landscape layers do not work properly? They are supposed to be different material layers but they all show up as the same default layer?

#

@silver plume Ok so the player needs to have a variable for his current coins

silver plume
#

he do

#

๐Ÿ‘

chrome dust
#

@silver plume Then you cast in the widget and compare the two by a branch and if it is the amount then it opens

silver plume
#

nah I got that check made, I just need the widget to grab the amount needed from the chest to display lol

chrome dust
#

ah

silver plume
#

the chest has a "coin requirement" variable

#

and I just need the widget to grab the variable from the chest

#

idk how to implement that dynamically tho lol

chrome dust
#

create a bind to the text object

silver plume
#

Did that

chrome dust
#

ok

#

idk then what the problem is

silver plume
#

the problem Im having is

#

how do u get the variable from the chest to the widget

#

the variable is stored in the chest

#

and I just want the widget component to look at it and display it

#

thats it

#

I got the steps in my mind, but its not working in practice lol

chrome dust
#

Ok and the method you have is not working

#

hm

silver plume
#

yeah basically lol

chrome dust
#

It could be that it needs the specific actor you are interacting with

silver plume
#

cause its an object reference

chrome dust
#

It should work

#

I would have to try to recreate it

#

give me a few

silver plume
#

dw, take ur time

#

Visualizing like this

chrome dust
#

ok

silver plume
#

thinking maybe

dawn gazelle
#

I think this would work on your begin play of your chest.

#

Cast to your specific widget class of course.

silver plume
#

take the variable and put it in the root

#

and have the widget component grab it there

#

wait

#

nvm

#

Im blanking

#

yeah its basically actor between actor references

#

cause the widget itself is an actor

#

and the chest just displays it

#

hmm

chrome dust
#

weird

#

your chest cast is probably failing

silver plume
#

I visualized it wrong, lemme try rewording it

chrome dust
#

did you check if its properly casting

#

print string in the fail

#

Also, how are you setting the Chest Object variable

silver plume
chrome dust
#

yea I know

silver plume
#

gotcha

chrome dust
#

Did you try Daturas method

#

do Daturas method in the event play see if it adds it to the widget

#

basically the reverse

silver plume
#

can try there

chrome dust
#

k

dawn gazelle
chrome dust
#

nice

dawn gazelle
#

Works ๐Ÿ˜›

chrome dust
#

beat me to it

clever steppe
#

any suggestions on how to make my widget interface have some level of lag/smoothing? like you can move the camera and the elements will trail behind your view just a little bit

silver plume
#

not sure what to call at the end @dawn gazelle

#

what function did u call for the end on ur pic ๐Ÿค” ?

dawn gazelle
#

drag from the "As Chest Widget" and type "set coinwhatever it is you hvae in your widget"

silver plume
#

gotcha

#

It works @dawn gazelle @chrome dust

#

Thanks again!

#

Appreciate the assistance

trim matrix
#

IS there a way to take this blueprint and make it where its in a certain area? I'm going to have block volumes where the player can't go past a certain point, so how can I keep the tents inside of the block volumes? https://blueprintue.com/blueprint/pr4_cklg/

crimson swan
#

Can anybody tell me what the proper way of setting text on a widget is once it's been loaded in? Because if i set some text based on variables it's always going to show 0 on construct but if i do it on tick it shows the correct numbers

errant snow
crimson swan
#

i see, thanks, gonna have to go implement that. I think i would have needed it anyways to update my widget on pickup so i guess it's going to fix itself in the end

trim matrix
#

yay my first

zealous moth
#

can anyone advise how to make a tick event be frame independent? I made a cannon rotate towards my cursor position however in frame heavy scenarios, it isn't fast enough.

tight schooner
#

@zealous moth Whatever calculations you're doing on tick needs to factor in World Delta Seconds -- the frametime. The tick event provides that or it can come from the Get World Delta Seconds function. At 100 fps the frametime or delta-seconds will be 0.01, for example

#

the nodes RInterpTo and RInterpToConstant have an input where you feed it the delta seconds

#

and that'll make something rotate toward a target at a framerate-independent rate

#

as one example way to use world delta seconds

zealous moth
#

the interp nodes were waht i needed

#

ty

worthy frost
#

or just multiply your rotation floats by delta time

#

@zealous moth

#

but RInterpTo and its variant makes sense here

zealous moth
#

how would that work in terms of vectors?

#

i mean... it is delta time...

#

hmm it could also work

#

I'll give it a shot @worthy frost ๐Ÿ™‚

#

ty

worthy frost
#

well to do things at framerate independent, you multiply a value by framerate, in the case of rotation, you need to get its components

#
        DeltaMoveRot = (Target - Current).GetNormalized();
        NewRotator = CurrentRotator;
    NewRotator.Pitch += Clamp(DeltaMoveRot.Pitch, -DeltaRotSpeed , DeltaRotSpeed);
    NewRotator.Yaw += Clamp(DeltaMoveRot.Yaw, -DeltaRotSpeed , DeltaRotSpeed);
    NewRotator.Roll += Clamp(DeltaMoveRot.Roll, -DeltaRotSpeed , DeltaRotSpeed);
``` for example (pseudo code)
tight schooner
#

Yeah, the frametime (delta seconds) is a number that goes up when the framerate is low, and goes down when the framerate is high. So you tend to multiply whatever you're doing with that to compensate for changes in framerate if you're offsetting values on a per-frame basis

gusty cypress
#

When using Arrays can you do a "GET" of every index except one?

#

tried using for each loop but seemed to be the wrong direction

dawn gazelle
#

Like, you want to do something with all items within the array, except for one? Or you want to change the array to remove the one, or...?

gusty cypress
#

GET copy, purpose: game has multiple level names within an array, when the reset the level I load level stream index 0 from the array (the starting stage) but I need to unload all the other levels after that besides index 0 (first level)

dawn gazelle
#

Ok, so this I would think should serve the purpose.

gusty cypress
#

AHHHH yes

#

that if statement should work perfectly, thanks

trim matrix
#

Hi guys, how can I get location say 200 unit infront of my character?

steep robin
#

(normalized) Forward vector * 200.

maiden wadi
#
  • CharacterWorldLocation
trim matrix
#

how to normalized the forward vector?

#

I'm trying to create overlap box 0, 100 and 200 units infront of the character

#

Normalise node

#

thx

crimson swan
#

quick question because my brain is already fried and i can't think

#

so i have a custom class of type UItem, and i made a child of type Item_Testitem

#

i have a function that needs an UItem input, i can't seem to feed it item_testitem. How do i get that done?

paper galleon
#

That's weird. It may depend on the pin you trying to feed into.
Pic?

crimson swan
#

to be specific i can't "select" it

paper galleon
crimson swan
#

not really a blueprint but the c++ code associated to this node is

paper galleon
#

Ahhh. I see.

maiden wadi
#

It should work fine assuming that Item_TestItem does actually inherit from UItem.

crimson swan
maiden wadi
#

What is the error when you try to connect the pins?

crimson swan
#

nono i don't have an error, it just doesn't show up in the list

#

the list is blank

paper galleon
#

Yeah. It happens. Objects don't usually show up as assets. You'd have to construct new object

#

Only data assets behave differently

#

For pure classes, I mean. Not assets like meshes or textures etc.

crimson swan
#

i mean i'm using it as a data storage essentially if that's what you mean

paper galleon
#

The item is the inventory item, no?

crimson swan
#

it's part of my inventory component yeah

paper galleon
#

Is that data. Static throughout the game lifetime

crimson swan
#

ah ok i see what you mean, it should be though

paper galleon
#

Let me give you an example of my own setup

#

I have a DataAsset class that holds static data for each possible item in the game. Name, description, thumbnail, size. Etc

#

Then I have a struct to represent the item in a container. The struct contains the above DataAsset as a variable. This specifies the exact kind of item.
Other variables in the Struct include, container unique id, size in inventory, e.t.c

crimson swan
#

yeah that's pretty much what i'm going for

paper galleon
#

Then you go to miscellaneous and select data asset and derive from the class you created for each instance of item you want to create.
Remember. This is for item data that shouldn't change throughout the game. Like a kind of database of item types

#

Use another class or a struct to represent it in an inventory(it'll be a variable in that class or struct. This is if you have any item data that can change during the game, you add it as a variable within said class or Struct

#

If not, you can use the data asset as is

crimson swan
#

i mean i THINK that's what i'm doing but at this point too tired to even try anything

#

i'll snip what your explained and i'll maul it over tomorrow, thanks

olive sedge
#

Guys.. How do you define a position for a UMG widget in the hud that you need everywhere without having to add it to all the different views that you have?

#

or am I the only one who has like views for the different stages of a match that he swaps?

maiden wadi
#

@olive sedge Not certain what you mean by position of the widget in the hud?

olive sedge
#

I have a chatbox widget that I want at a certain position in my HUD when the player wants to interact with it and have it hidden otherwise

#

if I just add it to viewport, it will be full screen and I have to uglily position it by hand

#

and size it

maiden wadi
#

Hmm. There's a few different ways to handle it. If it were me, I'd just place it inside of another panel inside of a more mainscreen widget, and that panel would be the one that resizes, and I'd have some simple movement animations set up to slide the box away when not in use or when clicking it to open it.

olive sedge
#

hm, ok.. I'll give that a try

#

thank you

pastel garnet
#

I think most are for beginners, so youโ€™ll probably have to watch different tutorials on different things, and not just one big tutorial bunched together. Matt Aspland is a good person for various tasks, but if you want to explore blueprint nodes themselves use Matt Wadsteinโ€™ HTF or WTF series

trim matrix
#

how do i get to spawn an actor in front of my player in the direction its looking at?

pastel garnet
#

You can use the get forward vector node to find the direction that it is looking at, from there you can offset it and spawn it

dull tree
#

how can i get which controller click actor?

pastel garnet
#

Directly infront?

trim matrix
#

100

#

100+ infront

pastel garnet
#

Put your component camera in the blueprint graph, drag off get world Rotation and get world Location.

Drag off get forward Vector from the get world rotation and then multiply the forward vector by a float of 100, then add them together and plug it into the spawn actor

trim matrix
#

i will try that thanks

pastel garnet
#

Actually this is much easier than what I said lol

trim matrix
#

aaahhhhh yeah for sure thanks

dull tree
trim matrix
#

not sure of how to setup the item location thing u showed

pastel garnet
#

Itโ€™s an arrow component

pastel garnet
#

A line trace only to print out something when you hit a specific actor

dull tree
#

so no chance with event actor on clicked on actor i clicked? :/

pastel garnet
#

What is it you are trying to do exactly? @dull tree

dull tree
#

RTS game

#

first time

#

top down camera

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and selecting units

trim matrix
#

@pastel garnet after i spawned it, my player dissapears and game freezes

pastel garnet
#

What are you trying to spawn in? @trim matrix

dull tree
#

ooo

#

thanks

trim matrix
#

a donaut static white mech

pastel garnet
#

It shouldnโ€™t do any of that.

#

Any errors?

trim matrix
#

just freezes, no errors

pastel garnet
#

That shouldnโ€™t happen

#

Very weird

#

Try dragging the mesh into the level, does it freeze then?

trim matrix
#

nope

pastel garnet
#

Thatโ€™s very weird

spark steppe
#

when making an blueprint from several selected objects out of the level. is there any easy way to add more items to it if i forgot to select one in the level?

pastel garnet
opaque blade
summer bolt
#

Hello ๐Ÿ‘‹ I have a question is it possible to make something happen like an actor plays for example when an animation starts playing

pastel garnet
opaque blade
#

You don't it is either sub-frame tracing (dividing a single movement of a frame up to multiple traces and doing some spline like interpolation of tangents - aka bezier)
Which is even more hefty cost due to so many small traces

They probably trace NewPosition - OldPosition

Here you see they trace multiple points on the blade

#

each giving a simple line

#

and due to high fps & animation it just looks fluid ๐Ÿ™‚

#

so just like this @pastel garnet

The faded one is from F0, the red line between is just the trace between both locations basically change in location

trim matrix
#

@pastel garnet i had a lifespan thing connected to it from something else thats why it happened. its fixed. thanks for help

pastel garnet
lean thistle
#

Is there a way to see if a users microphone is detecting any sound?

olive sedge
#

I have a button inside my widget but when I try to acces it in an event, it is none.. Any idea why?

steep holly
olive sedge
#

it should be already set when I have it in the designer afaik

steep holly
#

idk then, that is my extent of knowledge

olive sedge
#

I have the suspicion that the widget is broken :/

steep holly
#

If your doing it in a separate blueprint have you used a cast to node?

olive sedge
#

nah, there's nothing to cast..

#

I'm getting None on the widget :/

#

godfdamnit. An editor restart fixed it

steep holly
#

Lol, it is always a simple fix ๐Ÿ˜‚

pastel garnet
#

Anybody know how to create a simple show widget when the player looks at it?

#

I've tried Event ActorBeginCursorOver but it needs the cursor to show, and I don't want that.

#

Like the rust structure HP system

upbeat otter
#

Is layered blend bone supposed to speed up my animations? is there a way to fix it?

#

oh

#

i figured it out

steep holly
#

how do I make a character move towards an object, like a black hole? @ me

paper galleon
#

Lots of plugins but the foundation is a Addforce in the direction of the center of the blackhole actor

trim matrix
#

whats wrong here? i want it to use the text from textbox to set the variable lifespantime too

cold raft
prisma sage
#

Can anyone help me with basics? I did this and when i start the game, camera is under my vehicle, i can't zoom, only rotate around vehicle, what doesn't make any sense. Something similar worked with other asset.

prisma stag
#

It is just the default movement when you load a project. I was not moving myself in the video however, and this jittering happens with any object placed on it.

#

Correct. I use that video as well. The conveyor works fine. However what Ive done is each block that I placed is its own conveyor and it seems that the jitering is happening in between each conveyor.

#

I did make an offset in between each one because if I made the collision the same size as the box placed, the collision would think they are colliding and would move. So I made them .1 cm smaller but it still does the jittering

trim matrix
#

how can I use a Timeline to print text?

#

I need text and numbers so converting from float is not an option

summer bolt
trim matrix
#

ahh its buildstring

pastel garnet
#

Anybody can help me with replicating a barricade system?

#

It shows for the server but not for the client

coarse forge
#

I don't know much about it.. but aren't there replication settings for variables and events in blueprint?

pastel garnet
#

Yes

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But I doubt replicating variables would help

wild crater
#

Hi guys, I'm looking into the SaveGame class. I wanted to combine this with reloading the level to respawn destroyed entities. Currently I do this OnBeginPlay of the Level, this way I get to respawn my character on a checkpoint location while also reloading the level. However, as I am using a save file, the checkpoint is remembered even when I quit playing. Is there an event on quit play that I can use to erase the checkpoint save?

coarse forge
#

yup

#

so.. you are saying the client one doesn't fire?

pastel garnet
#

I mean, it can press F to build

#

but the line traces or the barricades won't show for the client

#

just the server

coarse forge
#

sorry wish I could help

#

where are the line traces?

#

that first bp block you sent?

pastel garnet
#

Yes

#

2nd*

coarse forge
#

so looking at your screen shots

#

the boards show on the server.. but the client doesn't see boards at all?

pastel garnet
#

Yep

coarse forge
#

hmm.. so outside of linetracing... where are the boards actually being built on the client?

#

i see that first screenshot

wind sequoia
#

@pastel garnet When u use inputs inputs are only client so that switch has authority is useless

#

and so is the multicast

pastel garnet
#

right

coarse forge
#

your first bp screen shot shows the board builder maybe?

pastel garnet
#

Actually yes

coarse forge
#

thats the server event?

pastel garnet
#

All are run on server

#

after mmmm said the multicast on client are useless

coarse forge
wild crater
#

Well I want it cleared when I stop playing. So I'm looking for an event that triggers when I stop the simulation but that doesn't trigger when I load a level

#

As I am using the level reload instead of reset to respawn everything (It's for prototyping)

coarse forge
#

sure.. what I'm getting at. Maybe you might want to make an event or function that clears it or resets it

#

then just call that right before level reload

wild crater
#

That won't work because I use load level and THEN I load my savegame for a spawn location, score, etc.

earnest tangle
#

Have you tried using the logout even in GameMode?

#

Not sure if that runs on level reload though

wild crater
#

So I need the savegame to persist through level loading, but not when quitting the game

wild crater
earnest tangle
#

One easy way to do it would be something like this: Put a flag in your GameInstance called "ReloadingLevel" or something, default it to false. If you reload a level, set it to true before it happens

#

Then you can check in your code whether the flag is set to determine if you should load the checkpoint or no

wild crater
#

Okay that should work

#

yea that seems to work @earnest tangle , thanks!

uncut lark
#

So Im curious about flying AI. I see UE4 doesnt support 3D navmeshes out the box, so what are the best methods to implement this?

wild crater
#

As far as I know a solution to this is using a 3D grid but this becomes really expensive really fast so they sometimes use an octree where larger area's get larger cells. However that complicates pathfinding to a degree because you can't just pick the most promising cell like you would with normal A*, you probably need some kind of bias to use the larger cells.

#

Alternatively you could check out the EQS system, I think you can use that to find paths as well.

coarse forge
#

What i've seen used with some bird packs are random point generation and pathing associated with that

#

Quick Question

#

1st is my Hudbp, 2nd is my progress bar widget

#

Does that seem correctish?

#

added some more stuff

supple plank
#

How would i create a loop that would spawn in an actor every second?

coarse forge
#

use tick

supple plank
#

I thought about that, do i need to make a variable and add up the seconds passed for every tick?

coarse forge
#

or.. you can cheat..

#

maybe use delay 1.0

#

not sure if that is already seconds or fps LOL

gentle urchin
#

Tick isnt every second and shouldnt be used to spawn actors ...

#

And setting currentpercentDone to itself doesnt change anything so its sort of a pointless set node...

#

For spawning actors every second you could use an event timer

coarse forge
#

hmm.. let me double check that node.. i might have made the var the same as the progress bar one

#

thx.. this is really what I wanted

#

๐Ÿ˜ฆ

gentle urchin
#

Altho it still looks abit odd to run it on ticknin the event itself but maybe thats just my thinking

coarse forge
#

i wasn't sure how to use the timeline

gentle urchin
#

Would guess ur updating the variables externally

coarse forge
#

not really any vars.. its a progress bar

#

duration is the only thing changing

gentle urchin
#

Wouldnt think that would work properly but maybe im missing something

coarse forge
#

well progress bar shows LOL

#

just doesn't progress

#

๐Ÿ˜ฆ

#

to debuggin i go

gentle urchin
#

Yed but i would think the progress doesnt work

#

The progress doesnt make sense

#

For this to work , in the resolution you've selected(tick) you need to update the progress with progress + tick delta

#

Then update the progressbar with progress / duration

gentle urchin
#

So CurrentProgress + Delta(tick) = Currentprogress.
Then CurrentProgress / Duration = SetPercent

coarse forge
#

ah

#

More like this

gentle urchin
#

No..

coarse forge
#

i should probably rename this

#
    float CurrentPercentDone;
#

i think thats my current progress

#

sorry wrong node

gentle urchin
#

But it shouldnt be updated with percent

#

Like... current percent done is more like TimeElapsed

#

So first you should update TimeElapsed then you should update percent

coarse forge
#

hmm

minor pagoda
#

Hi, can someone help me with this? Is my custon Player State, but i cant load serverside info, even i pass it from client to server to recreate an UserObject

tough warren
#

how can i print variable value in console?

coarse forge
#

print string

tough warren
#

yeah, but it doesnt update

#

the variable changes during runtime and it doesnt update?

raw dew
#

so i am working on a uni project and iv been fallowing some tutorials around to cuz i have no ideea how to replicate most of the stuff, i added this to create 2 teams on spawn but i cant find a way to get who is in what team so i can setup colors for each one and also make them not shoot eachoter

#

this is the part where i assign a team in the gamemodeBP

#

i made a repnotify character color variable to change to color of the mesh but im not sure where to add it in here to have team A blue and team B red

coarse forge
coarse forge
#

is tick not enabled by default on widgets>?

#

the progress bar shows

#

but.. none of the breakpoints in tick hit

#

nothing

lofty hound
#

Does anyone know why the player character gets rotated wonky on the x axis after climbing round a cornor?