#blueprint

402296 messages · Page 639 of 403

sand shore
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with that blueprint attached to it
Do you mean by using a Child Actor Component?

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Ah, this feels pretty exploratory. Let me see if I understand...

mystic storm
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well, can I set the hierarchy beforehand?

sand shore
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You'd like to make a spawner, and you want to do something in the spawner but before you spawn the to-be-spawned actor?

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Or you want to spawn something and before it begins play, you want to customize it?

mystic storm
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Ok, let me explain what I'm actually doing, I'm generating a map, and in that map I need to generate "nodes" which mark the locations of things like enemy spawns

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these nodes can move

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and even spawn other nodes

mellow folio
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have a centralized actor spawn all these nodes, then store refrences to them in an array so that centralized actor can keep track of them

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TheLevelBlueprint can do this, the GameMode can do this, a custom actor placed in the world can do this, etc etc

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they don't need any parent child hierarchical inheriting nonsense relationship at all

mystic storm
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I can get the nodes to spawn easily, but each node needs to basically run a ticking "loop" to run enemy spawns in their own location, and it needs some information of the map, which theoretically I could get in more convoluted ways, but that information is part of the actor that creates the map

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which is also the actor that would spawn the nodes

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Basically I'd need to reverse engineer a function, and run it when I don't need to

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even though I had already set all of it to save to an array

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so I don't have to calculate it all the time, but well, since the array isn't global

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I'm slightly out of luck

mellow folio
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in that case, each of the spawned nodes can just be spawned with a reference to their creator so they can read his information

Just make a variable, lets call it CREATOR, on the nodes, expose it to spawn and instance editable, make it the same type as the creating blueprint

When the creator creates, he will use SELF to inform the CREATOR variable on the SpawnActorFromClass node

tight schooner
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It's possible to assign something as the "owner" of another thing, and I think the spawn actor node has an input pin for owner (usually plug Get Self into it), so that's a built in way to establish a relationship, if that helps. Get Owner is a node, though you'll likely have to cast to a class afterward.

mellow folio
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Or even better, don't have the nodes tick at all, just have the Creator tick, and on a loop he sends an update to every node he created (because he saved them to an array when creating them)

tight schooner
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Yeah, there are myriad ways to set it up

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You make your own nightmare alex

mellow folio
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Assuming you're new to OOP, you just need to get familiar with how objects reference each other, and once you do you'll be comfortably reading values and sending commands between them left and right

mystic storm
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if I get the creator to tick that might be a really bad idea, I'm simplifying it but each node should take into account how many enemies it already spawned along with other factors, for example if it has way too many enemies the chance to spawn a new enemy is smaller

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along with the chance for a node to "spread"

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also there can be multiple nodes of different enemies at the same location

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which interact

mellow folio
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so let's say that function is called "NodeGameUpdate", it's on the nodes

mystic storm
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I am new to unreal in general

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Yes I do need to get a lot more comfortable with it

mellow folio
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the creator would just do a forloop

ForEach (NodeWeCreated), run NodeGameUpdate

mystic storm
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Also I'd need to tie each enemy spawned to the node they were spawned from, so that if like, the player kills it it reduces the "population" of that node

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I don't want to run a bloody refresh thing

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that keeps checking

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that sounds like a nightmare

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Yes, it's ambitious and convoluted as hell and I should definitely be creating hello world instead, and my head is exploding

mellow folio
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thats fine, same principle, the spawned enemy should have a reference back to the node that created him

mystic storm
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but it doesn't matter

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Thanks for all the help by the way

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you guys here are great

mellow folio
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just send me pics of your BP if you think it should work but it doesn't

mystic storm
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the BP currently only creates the map, I haven't even started on the nodes, I've been just planning it on my head sort of

sand shore
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Well, I don't quite understand what aspect of your initial questions you wanted clarification on. You can sometimes get default values from a class reference...

I guess another thing is keeping an eye out for Expose on Spawn for variables. So you can get at the properties before spawning and also set values before BeginPlay @Damien#1876

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@mystic storm

mellow folio
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post a picture

keen glade
mellow folio
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that's a material graph not a blueprint graph

keen glade
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i see

limber fox
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so how exactly would I go about making a character leap to a range of different locations of their choice when using an action input?

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like I want to make my character leap and from their choosing can leap to a location within a specific radius from the original position.

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where exactly would I put a node that wants to move my player to a specific location?

mellow folio
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there's alot of math involved in forcing a character to move like that

mystic storm
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math, math, it's always math

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why can't it be geography for once

fervent temple
faint pasture
limber fox
mellow folio
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assuming hte movement isn't animation driven, you need to turn off the character movement component for a second and like....

Set a variable for what location you want to end up and one for where you start....(STARTINGPOINT, ENDPOINT)

Then start a 1 second timeline, setactorlocation
The value to plugin...use the timeline's time output to LERP between STARTINGPOINT and ENDPOINT

When the timeline finishes, turn on Character Movement component

limber fox
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the movement is animation driven

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its like a leaping animation. so basically I want the character to use his leap and then from there he can choose to land anywhere within a certain radius that I would set the number for that myself

mellow folio
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lookup a tutorial, it's no a simple question, it's like an entire approach

limber fox
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basically he can choose to land anywhere within the radius I set up for it

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well that's the thing. I've tried looking up things and no lukc

mellow folio
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You can send me pics of your nodes if you want help debugging it, but there are dozens of approaches

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But an ability where the player chooses a spot on the ground within a radius to land in......tons of systems woudl be involved int hat

limber fox
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oh.... so that's a bit advanced stuff?

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I'm a beginner

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so like from here I think I would try and branch off the play anim montage node and try and "get character location" and then branch off that to set location of where I want to go, but in order to set the location I would create a range of integers right? Those integers being the x,y,z coordinates for where I am allowed to leap from?

mellow folio
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honestly, at this early stage, my advice is to make one thing at a time

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learn your testing and debugging fundamentals

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break it down into steps

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and test it

limber fox
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I really want to learn how to do blueprints and animations. like every aspect of it. where can I either pay for an online course OR like learn from professionals on basic things?

tawny helm
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there's some decent stuff on Youtube

limber fox
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I've watched tons of those

mellow folio
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don't pay for an online course, Udemy is ok, but you really can't do gamedev unless you can self teach

go to the UnrealEngine official youtube page, their playlists for beginners are plenty good enough to get you started

tawny helm
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also, idk, if things still aren't clicking then I might try non unreal sources, like for example, learn a bit about how to program in general and annimate in general

limber fox
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but a lot of the videos are people just showing you how to do certain things but I want to understand WHY they are using those certain nodes or using those certain options. That way I can use my knowledge and implement it anywhere

tawny helm
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like for me the knowledge of why came because I had existing programming experience

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blueprints is just a visual scripting language after all

limber fox
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ohhhhh

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yea you're right

atomic salmon
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@tawny helm @limber fox have also a look at learn.unrealengine.com. There is a library of free online courses spanning almost all topics and all levels of knowledge of the engine.

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Keep in mind that there is a big difference between doing a tutorial (specific topic, specific solution, usually no explanations of the why) and teaching Unreal Engine (starts from the why and then move to what/how to do it).

native wigeon
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Does anyone know how i could match the FOV of a square render target to that of a 16:9 (in most cases) camera?

spark steppe
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you can reinit the rendertarget with another resolution!?

worn moss
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What is the best way to learn blue print

native wigeon
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youtube and google

worn moss
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How do I start

native wigeon
native wigeon
worn moss
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Oooo lol

spark steppe
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i mean, reinit the rendertarget with a resolution which fits your aspect ratio, e.g. 1920x1080px

native wigeon
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Yes but i need a square render target

spark steppe
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why?

native wigeon
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because i do

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its kinda the whole point of the game, they need to be square

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there'd be no point of me cropping in material etc, because its a waste of space and file size

spark steppe
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and what do you need the 16:9 version for?

native wigeon
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i dont need a 16:9 render target, but the player camera is of course mostly 16:9

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and i need a seamless view

spark steppe
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so you want to capture the players view, which might be 16:9 on a 1:1 ratio render target?

native wigeon
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yes

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so this area is the only part that is captured essentially

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sadly i dont think i can just straight up render the centre portion of the players camera to a render targer (unless im mistaken)

spark steppe
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i'm pretty sure that will happen automatically

native wigeon
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sadly not

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1920x1080 vs 1024x1024 at 90FOV for example are both quite different

spark steppe
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what does your result look like? 16:9 squashed down to 1:1?

native wigeon
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it looks far more zoomed out*

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i'll send a gif

spark steppe
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well i got what your problem is, i'm just not sure how to solve it, sorry

native wigeon
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ah okay

spark steppe
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nvm

native wigeon
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no, i have to use a seperate Scene capture

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i dont think its possible to render the players camera straight to render target unless?

spark steppe
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it's scene capture, yea, not sure about the camera

sly finch
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Hello
I have a question
If the player looked at something, how can i make the game do something as soon as the player look at that thing?

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Something like player view trigger

native wigeon
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ray cast from centre of player screen on tick?

sly finch
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Yeah but i don't want the ray to be in the middle all the time

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Can i make the camera shot multiple rays from the center?

spark steppe
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yes but that might get unnecessary expensive

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depending on what you do theres probably cheaper solutions

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like getting the entities in range and raytrace in their direction to check if they are in line of sight

native wigeon
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big box collider attached to camera 😋

spark steppe
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or a cone, to mimic the FOV^^

sly finch
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Yeah i remember seeing a cone component that can do the job

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What was its name?

earnest tangle
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I wonder if you could attach an AI perception into the player pawn and use that lol

slender idol
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What would be the main reason of "Blueprint time" increasing constantly while the game is running?

native wigeon
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what do you mean by blueprint time?

slender idol
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in the "stat game"

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I am simply afk in the game and it keeps increasing and increasing and increasing constantly

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was wondering what would cause such a thing

earnest tangle
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if you mean the CallCount it might just be an indication of how often the stat is being reported but not 100% sure

slender idol
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Aye, I mean the callcount.

earnest tangle
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from UDK documentation but seems it'd make sense it still functions this way

slender idol
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so it makes sense the more time you spend with "stat game" on the slower it will run?

earnest tangle
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I don't think CallCount is a metric that automatically is "worse if higher", it just means the task has been executed N times

native wigeon
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yeah you can probably read the ms

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although running my game now im keeping a steady average of 21 count

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doesnt seem to be gradually increasing

slender idol
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When my actors execute something, the calls skyrocket then go back down to 1-3 when nothing is running so its obviously something regarding my blueprints but I'm just wondering what specific part of blueprints would increase blueprint time.

native wigeon
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how do i close the stat stuff again? i forgot 😂

earnest tangle
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Oh it might actually be how many times that task is executed per frame 🤔

slender idol
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stat game

earnest tangle
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I tested it in my game just now and it remains static if I'm in an empty'ish level

native wigeon
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cheers

earnest tangle
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but if I spawn in a bunch of NPC's, then it starts going up because they all start executing more blueprints

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but it stays about the same as long as I don't keep spawning more

native wigeon
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i guess you have something thats generating more and more executions?

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or something that never stops

earnest tangle
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It would seem additional actors would cause it to go up

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if they tick or otherwise trigger a BP execution

trim matrix
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Hello guys I have little problem with the function for decreasing the hungry and thirsty, I want wgen the game starts on every 5 seconds to decrease the hungry with 10 for example and on every 7 seconds to decrease the thirsty with 5 and when they reach 0 to start decreasing the health, but I am not ssure how to do it

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wen I put breakpoint for the hungry I see that the value is 90 but on the screen is not updating 😦

twilit heath
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SetTimerByEvent

trim matrix
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oh

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this node i hatre so much

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I can't work with it

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I will need help 😄

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like this?

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it still doesn't work 😦

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@twilit heath

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ops

twilit heath
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if you want different intervals, you'll need different timers

trim matrix
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aha

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for now let's use same

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like on each 5 seconds

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it still doesn't work
bruh

twilit heath
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if the timer is looping

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its your UI that doesn't work

trim matrix
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aha okay

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hmm

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this works

spark steppe
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well dude

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you are substracting from the max value on your first screenshots

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that will always give the same result

jagged cape
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@trim matrix You can set it up like this instead of looping using a delay

spark steppe
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well, i would add some clamping to the hunger, or it will go into negative values

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a simple max node with the substraction result and 0 in front of the set value should do the trick

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nvm, you are invalidating the timer event

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still theres some logic flaws, like it will never go back to the hunger decrease once you restored hunger

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but overall, better than the delay on tick xD

jagged cape
trim matrix
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well I made this system I have this system and it works

mighty quarry
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Hello. I tried to rotate the camera when the RMB was pressed. Most of the time, the mouse cursor should be visible, but when the RMB is held down, it shouldn't be visible. But after many attempts, I did not get the desired result: when the camera was rotated, the mouse rested against the edge of the screen. So I could not find the right way out. The screenshot shows my BP.

jagged cape
jagged cape
warped spindle
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Thanks man. It's working !

long smelt
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Is it possible to extrapolate curve values past its final point?

mighty quarry
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I I tried this option, but my character stopped rotating

dapper cradle
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Hi guys,
I am casting to cast to ColdArea_BP in order to use the boolean in the ThirdPersonAnim_BP.

ColdArea_BP is an actor BP containing a collision box and a static mesh.

I am trying to make it so when my character overlaps the box the ThirdPersonAnim_BP knows the state of the boolean so it can effect the animation in my state machine...

please help XD

long smelt
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Read the error on the cast node. It is telling you there is no input to it.

dapper cradle
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BTW I am actually asking what I need to plug into the object on the cast, because I think that will make it work ?
but unsure what would go there

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@long smelt

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I am currently trying to learn how to Identify what kind of objects I would be based on what I am casting to

long smelt
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Your variable IsEnteringCold clearly relates to the player, so why are you storing it on the ColdArea?
If you put it on your player, then you have no need to find a random ColdArea in the AnimBP

dapper cradle
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are you saing I should be able to pull the Variable from the player and I do not actually have to cast to the ColdArea ?

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@long smelt ColdArea is an actor that I will place around the map, when the player passes through the collision box which lives in the ColdArea actor BP
it will inform the ThirdPersonAnim_BP and hopefully cause my character the use the shiver animation...

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so the variable is in the ColdArea because I created it while using the overlap event

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Sorry for any confusion, I am trying to learn how these things work

long smelt
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Or does it make sense to ask your Player if the player is cold

dapper cradle
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Could I get some advice on how I should handle this then please,

I need my character to shiver when overlapping the collision box which lives in the ColdArea actor BP

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OK just figuring out what that should look like

stray kayak
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I'm trying to compare the use cases of Inclusive and Exclusive Blueprint Nativization. I can't see a reason why you would ever use Inclusive over Exclusive. Can anyone explain to me? 😄

dapper cradle
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@jagged cape Like this ?
tyvm for the tips btw

trim matrix
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Someone gave me help on the forum but I'm stuck on a Variable with 2 types (String Array + Actor Class Array). How do you make a Variable with 2 types ?

long smelt
faint pasture
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On overlap, your cold area should cast the overlapping actor to character, and if it is a character, set cold to true. On end overlap, set it to false. the setup will crap its pants if you have overlapping cold areas but it'll work

faint pasture
trim matrix
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I can't find a way to make one directly into the Details pannel. Is it not possible ?

dapper cradle
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Is it somehow possible to do this... somehow ?

I have a shiver start, This will be my shiver loop for when the player remains in a cold area.

faint pasture
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You going to make it like it's a blueprint or enum.

faint pasture
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Walk before you run though, do you have is cold being set correctly?

dapper cradle
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Hey @faint pasture That screen grab is from a state machine

faint pasture
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Then just plug is cold into can enter transition

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If he's cold he can enter the transition. That's all

dapper cradle
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I think I do because when I walk into the area the shiver start plays, and when I leav the shiver end plays.

I need it to play the shiver loop in between

faint pasture
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And for transitioning out, if not cold, can enter transition.

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Shiver loop would be the state that you are in

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You have two states, shivering and not shivering. You have two transitions, begin shiver, end shiver

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I would never make a transition for begin shiver though, just blend into it

dapper cradle
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ok @faint pasture thank you so much for all the advice!
you too @jagged cape.

It is going from normal, beginning to shiver > looping > ending shiver...

but when it returns to idle walk/run it remains in the final shiver pose XD

faint pasture
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That's a result of however you set up your animation BP. Anyway, shivering should probably be additive.

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Unless you want to hand make shiver walk, shiver run, shiver idle, shiver eat, whatever

dapper cradle
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I tried to blend for the first time today @faint pasture I though I could mix shiver with walk because the legs were not moving when the character shivers...
It didnt work out though because the faster the character walks pushes the blend towards walk and stops the shiver animation...

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I thought as much @faint pasture I guess I will have to make the animations for shiver walk etc in blender ?

faint pasture
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I would do additively. But it depends on what you're trying to do. If shivering is just a light shake, just make an animation that has a light shake to the bones and then use it as an additive

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If you're just getting into animation, you are going way into the deep end.

dapper cradle
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@faint pasture I am comfortable making animations in blender.
I dont think I am going too mad though, after all.
All I am doing is trying to learn to apply the animations for the starter pack and general animations pack to the default third person character

faint pasture
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Well now you have to figure out how to have the same skeleton in blender. I've never done it, I've always used a custom skeleton. But I know it's doable

trim matrix
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I can't make struct with Arrays... :/

dapper cradle
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Ive recently been studying an official unreal addon for blender which manages the skeleton, so I am hoping it should be ok

faint pasture
trim matrix
faint pasture
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@trim matrix you need to make the structure in the content browser just like a blueprint class or an enum

trim matrix
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🤦‍♂️

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The guy who helped me didn't spoke about that.

faint pasture
trim matrix
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Oh...

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Well it's strange to create this outside my Character Blueprint.

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Okay, so I created a Structure with String and Actor Class Arrays.

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I try to use it as Variable in my Character BP but it's not showing up as it should.

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There's only 1 "Blue" type.

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I can't "Break" anything in the Struct itself.

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And I can't Break either in my Character BP.

spark steppe
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because that looks like a class reference

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you want an object reference if it's supposed to hold data

trim matrix
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It's Weaponry, not Available Weapons Class Array

spark steppe
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oh well, weaponry is an array, so use foreach if you want to iterate over the items

trim matrix
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🤦‍♂️

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This is clearly not how it's been explained to me.

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spark steppe
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well thats a fricking mess xD

trim matrix
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It shouldn't be.

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I'm just stuck with this "dual-type" variable.

olive sedge
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my game runs pretty choppy and It seems to be the blueprints.. is there a finer way to see what's taking the most time than stat game?

faint pasture
olive sedge
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@faint pasture that's what I'm looking for.. How do you profile it?

faint pasture
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Google it.

dapper cradle
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Does anyone know why this prints when ONLY the left bumper is pressed ?

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Hmm but I thought it would only print if both were pressed, hence the AND.

Have I got something wrong ?

stone spire
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Hello! How do i make a pawn move to a location on its own? I'm making a cinematic and dont know how i can make a character move to a location during for example 30seconds into the cinematic. Any blueprint nodes i should be using? Thanks in advance!!

dapper cradle
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Like this @jagged cape ? the key down you spoke of.

Also I still cant seem to make it only print when both are pressed at the same time.

faint pasture
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@dapper cradle do you understand how execution flow works?

dapper cradle
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Still learning, even trying to learn C++ in an attempt to get a grasp on it.
Early in the process though. The white exectition line is essentially the path, executing as it reaches nodes right ?

olive sedge
faint pasture
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@dapper cradle for either input, you need to then check if both buttons are held down, then do whatever you're wanting to do.

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So both the left and right button need to initiate it, then you check if both buttons are down, then you proceed

dapper cradle
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Hey @faint pasture once I used set noed on the released state of the buttons it worked as intended

rain ravine
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is it possible to mark input params in blueprint function library as world context object?

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like meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext) in C++?

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the WCO param keeps confusing out scripters since it seems like it can take an asset while it cant 😄

wet adder
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hi guys im trying to connect the outhits from multilinetraceforobjects to break hit result but it won't let me. Please help

wet adder
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Altight ile try that thank you

trim matrix
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i have a widget that shows up when i walk up to a gun and its supposed to go away when you walk away from it. but its not working. isnt this how you would destroy the widget.

rain ravine
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the widget might be spawned by the comp, so you might have to also destroy the widget

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but better solution would be to always have the widget and only collapse the visibility

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since create and destroy component is quite expensive

trim matrix
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how would you set visibility

ancient topaz
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Hi, help me out with some advice.
I change one character for another, but they each have a different life scale, how can I make the life scale stay the same when I change the character? Where do I write the intermediate option?

raw dew
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noob question, whats the object ref thats suposed to go here? the flag base is just a static mesh actor not a player and get owner doesnt work

surreal peak
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"Noob Question" but really freaking hard to answer to a Beginner.

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Casting checks the Type of an Object. It only succeeds if you cast to either the exact class of the Object or a parent class of it.

ancient topaz
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Get pawn?

surreal peak
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An "Object" is an Instance of a Class. So e.g. a Spawned Actor.

raw dew
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isnt pawn = player actor?

surreal peak
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Yeah

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You need a reference to the Actor in your Scene

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"How do I get that?"

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Good question!

raw dew
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😆

surreal peak
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Since i don't have any up-to-date resources

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Watch this

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There are a couple of ways to get references to Actors, not all are pre-placed, not all have accessors like the Pawns or Controllers.

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You can keep references of spawned actors where you spawned them and access them through that, you can line trace, you can do overlaps, etc.

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And you can 100% avoid using "GetAllActorsOfClass", cause that's the worst practice (+-)

raw dew
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hmm i think i have a reference in my player character bp but i might be worng

surreal peak
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A Variable of type "FlagBase" is not a reference. In case you have that.
You can save a reference into it. It's more or less a labeled, filtered, container

raw dew
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i have these variable in my player bp that are set as flag base and i used to check which team owns its base

surreal peak
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Like having a box in real life, labeled "Weapons" and you can throw Guns, Swords, etc. into it (but only one at a time)

raw dew
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i didnt even had time to finish lul

surreal peak
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If you spawn the Flag runtime, you can save it into that variable

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Or if you trace it or overlap it

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But if it's in your level, then you first need to "find" it, so check the video pls

raw dew
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aye ill do that ty

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right now i just spawned it in the level by hand to test it but i want to set it up to randomly spawn(guess ill be doing that from gamemode/ map blueprint?

surreal peak
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GameMode

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Try to avoid the LevelBlueprint

white field
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err, if you have a blueprint with a variable of a given type, and a different blueprint with another variable of the same name and type, are they functionally the same variable?

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I didn't think they were but somehow induced an issue in my project yesterday and all I can think of is that I might have sped past some References that it was checking when I changed a variable type or something..

zinc portal
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I have a problem with aircraft controls going crazy sometimes.
see video here:
#legacy-physics message

My guess is that the system lags and applies the force from wrong location. See illustration.

  1. as it is supposed to. 2. the location is lagging and using past location causing a rotating torque.
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Setup is quite simple:

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The pitch and roll setup could be the cause too. It is here:

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Here an illustration of how pitch and roll are applied (the blueprint above does this)
so to fake thrust variation of 4 motors this is used. The location of the force (F) is offset based on X and Y input. Also the amount of F is based on the length of X + Y vectors.

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TLDR:
Does it seem likely that the way the BP reads the "get world location" could be running behind for some reason?

ancient topaz
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@raw dew did you find a solution?

raw dew
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i looked at that video but i havent found or understood what i had to do to get that in my widget

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so imma do a sneaky and in stead of displaying the name of the carrier ill just have it set to "red team has your flag" 😆

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ill add some sort of flag visual on the character when he picks up the flag in stead or change its color

ancient topaz
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@raw dew

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in actor class Flag To Base

raw dew
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should i call that in the widget to get the ref for it?

ancient topaz
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It is like Cast

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Yes. you can

raw dew
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isnt get all actors of class quite demanding tho?

ancient topaz
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You can use Get actor of class

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Not all

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And it is same like cast to FlagBase

near glen
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please help, why this timer doesn't work? rate of fire variable > 0 and Shoot custom event works properly

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lol, nvm, after collapsing/expanding ue it started to work =\

raw dew
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hmm so i did that but for some reason only the server sees the name, the client from the same team doesnt

ancient topaz
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Because you will try to have a variable from your character found in capsule overlap))))

raw dew
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from player character player name i promoted that to a variable and set it there

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so what im trying to achieve there is getting the name of the guy that overlaped(took the flag)

ancient topaz
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1 pictures is FlagBase code?

raw dew
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yes

ancient topaz
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How many flag base you have in level?

raw dew
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2

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one for blue team one for red team

ancient topaz
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Ok, use a GetAllActorOfClass

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And create a Array

raw dew
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yeah so as it is now, if i steal 1 by 1 seems to be replicating ok but if i steal both in the same time both teams sees the name of the one that steals last

ancient topaz
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im not shure this

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dont youse LAST INDEX, just try GET 0 or GET 1

analog perch
near glen
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I want to make shooting mechanic with random firerate between min/max firerate per min. How can I activate timer once but input different time variables from random float in range after each timer loop?

zinc portal
dark saddle
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i have a problem with the collider of an character class whose instances are placed in the level,

why does the overlap event start before the playercontroller's hud exists and therefore fails to add the object to an array of targets

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the blueprint also has an begin play event that also calls the player controller, but doesnt result in an error

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how do i stop the collider from activating too early?

limber fox
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@atomic salmon had to scroll way up to find this message haha. Thanks so much! I've been really wanting to understand what it is I'm doing and why I am using these specific nodes/blueprints etc to do what I'm trying to accomplish. I appreciate your help 🙂

lime ridge
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I am trying to build a boolean check to see if the exposed variable has been updated by an external source and if it has then execute a function. But it seems that the Set local variable isn't working. Has anyone else encountered this?

elder gulch
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when i print out everything looks like working but why isnt it rotating????

twilit heath
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general

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for us, level blueprint (the c++ version, the LevelScriptActor) has its uses

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and its not to run any logic, its to run PreSave override

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find everything that needs to be linked on the level, and set ther eferences

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so we don't have to search for stuff at runtime

dull gale
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Hi, could someone help me get a real-time read of this value? Everything I tried so far only gives me "5" instead of a countdown from 5 to 0. I'm printing on the tick node

twilit heath
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if blueprints can do it

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then you'd need to promote the output to variable

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and pull time remaining from the timer handle

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(not sure if they can or not)

dull gale
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Yes, that's exactly it

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thanks! I tried promoting the "time remaining" float value to a variable but then realised it would always give me the "5" that is set when the function is called

eager thicket
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I have an actor that is being moved around the scene. I want to be able to switch my current camera view to that actor and still move the camera off the actor. Should I attach the firstPersonCharacter to my actor of interest or add a pawn and camera component to the actor of interest?

steep holly
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What is the use of the return value/ what does it return?

dawn gazelle
steep holly
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ah ok. so in this case Vortex particle

dawn gazelle
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More specific - the exact copy of the Vortex particle you've spawned.

steep holly
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ok, thanks

tight schooner
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A reference lets you get data or manipulate that spawned actor from another BP

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The blanket term for that is "BP communication"

inland cargo
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Hi peeps, I've been working on this flipbook animation and was wondering if I can get any direction on how to call using switch on enums atm I am struggling to get a functioning animation state machine working for my Idle, walking and sprinting flipbooks. A the moment only walking with velocity is currently working its an FPS type of game! thank you here are some of the blueprint I'm working on

trim matrix
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How can I make an action occur if you spam a key a certain number of times?

keen goblet
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@trim matrix You can increment a counter every time the key is pressed, then trigger your action when the counter reaches a certain value

trim matrix
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How to cast to another blueprint actor from blueprint actor?

dawn gazelle
keen goblet
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@dawn gazelle That seems like a pretty elegant solution to the time-bounding thing. I was thinking it would require much more code

trim matrix
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Thanks @keen goblet and @dawn gazelle

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much appreciated

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How to cast from another blueprint actor from another blueprint actor? get all actors of class dont work.

keen goblet
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@trim matrix I'm not sure what you mean

trim matrix
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MY charBP wants to change ProjectileBPs variable.

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What do i put in to the object pin?

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From BP I want to cast to another BP

keen goblet
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Does your character BP have a reference to the projectile in question?

trim matrix
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yes i made bp_projectile variable

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object reference

keen goblet
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It has the variable, but does it ever set that variable to a valid ProjectileBP ref?

trim matrix
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donno what u talking

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i tried setting to it after get actors of all class

dawn gazelle
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That's a horrible way to handle getting a projectile. If your player is spawning the projectile, you get a reference to said projectile when you're spawning it.

narrow bear
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GameplayTagContainers cannot be looped over in blueprint? 🤔

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Derp

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I can break it

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Then I get an array 😄

trim matrix
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Ok thanks for help, didnt really answer my question though.

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That did not work @dawn gazelle

dawn gazelle
trim matrix
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yes

elder gulch
dawn gazelle
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So you're spawning the projectile on your character, right?

trim matrix
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Yes and also from somewhere else too

dawn gazelle
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Ok, then whenever you're spawning the projectile, you get a "Return Value" on the spawn node. This is the reference to your projectile. With it, you can change variables on the projectile, and it will be the appropriate object reference type of the thing being spawned, so no casting is required.

trim matrix
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yes but howabout without that

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how can i cast to another bp?

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from a bp that doesnt shoot it

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nvm it did work

dawn gazelle
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You need to get a reference to the object somehow. Whether that be on overlap, or a line trace, or something.

trim matrix
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its the only way?

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I need a lot of bp to bp referencing nothing works

dawn gazelle
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Using "get all actors of class" is really bad, as what it is really doing is getting all actors in the world, then it iterates every single one of them to check if it is the appropriate class.

trim matrix
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Look, Im trying to set the projectiles damage from firstly from a character

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the more u hold button

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the more damage

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so i cant use that spawn actor cus its too late already

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I need to have a projectiles reference on begin play preferably

dawn gazelle
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So then create an exposed variable on the projectile, then you can feed in the value.

trim matrix
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howd u do that?

dawn gazelle
trim matrix
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ahhhh

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that is so good

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Thanks a lot

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Very helpful indeed

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👍

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But i get my damage from a timeline...

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can i just create a variable from that

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and set it

dawn gazelle
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Yep

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Casting is when you're attempting to convert a reference to a more specific object class. For example, here I have ActorBeginOverlap, and it returns a generic "Actor" reference. The "Actor" object type does have a lot of useful information, but doesn't include any details you may have created in your own blueprints.

trim matrix
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wow that expose thing made so many other stuff easier!

dawn gazelle
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But if I successfully cast, I can get specifics from the class, like the damage.

trim matrix
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Yeah but its weird I cant cast from another bp to another bp

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even if i make references, or get all actors of class

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always would just fail

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I dont understand that part.

dawn gazelle
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Were you possibly trying to connect an array to the cast?

trim matrix
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no i put get

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also i tried foreachloop from array also

dawn gazelle
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And again, Getting All Actors of Class returns the specific object type, so no casting is required.

trim matrix
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yup

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did not work for me

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i donno why

dawn gazelle
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Well, you're not very clear on what did not work for you. You're saying "Casting" didn't work, but casting doesn't make sense in this context as you wouldn't need to cast.

trim matrix
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the get all actors

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i got the actor out and then the event i tried to reach would not fire

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from the get all actors class gotten event

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usually it works like a charm

spark steppe
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most likely due to something else

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when you hover over the output pin like in daturas screenshot, does it show the correct class?

trim matrix
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Yes.

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hmm

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can it be that the fault lies in that it starts from my char event tick

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I do put do once to it

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before get all actors

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i made again a simple get all actors of class and then just random event with print and it wont print

dawn gazelle
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Don't do Get All Actors of Class on tick.

trim matrix
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also errors that access non

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but its do once so it fires only once right?

spark steppe
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well, without seeing your blueprint that could go endless here

trim matrix
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k

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im pretty sure its event ticks fault

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even if i put delay and do once

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maybe a safeguard or something

spark steppe
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well, if it errors with accessed none, then it doesn't find any actor of that class

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are you sure that you picked the correct class and that the actor exists in the world?

trim matrix
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no that actor is not in the map

spark steppe
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well...

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then it cant work

trim matrix
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How can I make it work?

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without putting it on a map

spark steppe
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spawn an actor of that class 😄

trim matrix
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ok

spark steppe
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what are you even trying to do?

trim matrix
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nothing now

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I got it fixed

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but was wondering

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why it did not work

spark steppe
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i got the feeling that you are doing something that you shouldnt do

trim matrix
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@south jay why?

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i have 120fps on shitty computer

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yes i need to get a characters speed

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etc.

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@spark steppe so I cant change bps variables while they are in the content browser?

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from another bp

spark steppe
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no

trim matrix
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not in any way?

spark steppe
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you can only change them on actors that are in the world

trim matrix
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ok

spark steppe
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you can expose variable as expose on spawn to setup some variables when you spawn the actor

trim matrix
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yep thats what @dawn gazelle teached me

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very helpful

spark steppe
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indeed, now get rid of your 12 slot sequence 😄

trim matrix
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mind blown actually 😄

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but why?!??

spark steppe
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because you got told by 3 people now?!

trim matrix
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is it good if its only 7?

spark steppe
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xD

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it's good if you get rid of using onTick

trim matrix
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How do i get my speed?

dawn gazelle
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Ideally you want to avoid tick if you can. UE4 is event driven, and most things can be read at the time you require it. There are times where tick makes sense to use like if you need to have something rapidly update.

trim matrix
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why the tick hate my project goes 120 on fps

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yes i need my characters speed updated on the screen all the time

spark steppe
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yea most projects do in an empty map, with one or two actors

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then why is it even in the character logic, and not in the UMG logic?

trim matrix
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it feeds it to umg ofc

spark steppe
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also for reading speed, you don't need 7 step sequence, so theres probably more going on

trim matrix
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yeah there is a movable sensor around my char also

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and stuff

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my character moves about from 0 to 40.000 units/s in levels so im pretty sure i need tick a bit more

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completed finished levels run on 120 fps so i dont understand the hate. yeah i could maybe take one or just enough setting up two away.

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Yeah not viable in my case from anim bps

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welp thanks for the expose thing

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very helpful indeed

spark steppe
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the problem is that you are adopting bad practice, which will sum up depending on your project size

trim matrix
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cause my char is doing also something that is not an animation

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for example turning into a ball

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so its just too much

faint pasture
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Don't go from UI widget to animation blueprint, just go from UI widget, and get the velocity of the owner's posessed pawn

trim matrix
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yep thats how i do

spark steppe
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gta has bad optimization for their game loading which was lately proofed, but what are 5mins of load time? well with 125M gta copies, it's 2TW of energy wasted if everyone started the game only once, which is ~2 hours of a nuclear plant running

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shit sums up

trim matrix
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My game loads fine and im always aiming for 120fps dont know what bad practice

faint pasture
trim matrix
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Also i hear not to even use binds if u can

dawn gazelle
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It's about the same as using tick 😛

trim matrix
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yep

spark steppe
faint pasture
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It's really not a big deal. And the fact is, if something needs to update every frame, something is ticking somewhere. All the circle jerking about not using tick is not helpful at all.

trim matrix
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ADRIEL THANK YOU

spark steppe
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it is

trim matrix
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--> im going to develop go have fun about tick

dawn gazelle
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It's about what is being done on tick that matters.

spark steppe
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but whatever, let him do everything onTick without questioning it

trim matrix
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i did question and i did answer 🙂

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bye 🙂

spark steppe
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have fun debugging your mess 😄

faint pasture
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But yes, your actor tick should be clean and only doing things of the actor needs to update every frame. For example, so you had a AI controlled instance of that pawn, then you need to have all sorts of logic to not be updating the UI in that case. That is why your UI update should not be in the pawn.

trim matrix
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i mean it just stores a variable?

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does the umg care where it gets the variable?

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my is just my own character not using AI

faint pasture
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@trim matrix you're just going speed = getspeed():
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That's totally unnecessary unless you were going to be using speed a million times later in the tick. I do stuff like that for one of my projects because I am running a tire model sim but that's a totally different level.

trim matrix
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yeah i set up a float to string to text

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then access that from umg

faint pasture
# trim matrix then access that from umg

I would just do all that in the umg widget and not even have the pawn do anything. But it's really all the same, this argument's over like 2 microseconds. I would begin clean and keep it clean though, a year from now you're going to have a spaghetti mess if things just keep getting slapped together all haphazard

spark steppe
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the "get speed" thing wasnt about execution time but about codeflow logic

trim matrix
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oh its that part only. 😄 event tick is really the place where i add and take away stuff

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i try to use a lot of timelines

spark steppe
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good that you add timelines to the tick load 😄

trim matrix
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which are ticks too i guess but not all the time

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Is it better to make a BP to procedurally place trees across a landscape at different heights, or just place it via foilage tool?

faint pasture
spark steppe
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@trim matrix foliage placing uses instanced meshes if im not wrong, so foliage should be preferred

trim matrix
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yes @faint pasture

spark steppe
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Static Meshes placed with Foliage Edit Mode are automatically grouped together into batches that are rendered using hardware instancing where many instances can be rendered with only a single draw call

trim matrix
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and that means?

spark steppe
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cheaper to render

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unless you add instanced mesh logic to your BP generation

trim matrix
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Also I see your Bendy profile picture, you know a new game is coming right?

spark steppe
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well, the story was better than the actual game 😄

trim matrix
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lets move to lounge

mortal wharf
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So i want to make a system so when you stand in a box trigger a widget appears and on that widget there are two images (which i want to be random) is it possible for them to be randomly generated each time you enter the level? And add events if you click on the image?

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For example when i enter the level a sword is there the other time a bow is there

faint pasture
mortal wharf
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UI

spark steppe
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wouldn't it be sufficient to randomize when the UI opens?

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or should it be the same image if you run into the trigger twice

mortal wharf
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It should be the same image if i run into the trigger twice in the same run yes

faint pasture
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You'll want to make a widget that spawns the item selection window, and maybe another widget for each item selection card. have this all be data driven so when you enter the box, it calls a function on your player controller telling it what the options are and the player controller can forward it to the widget

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So something like Event Show Selection (ItemArray)

spark steppe
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then a pseudo-rng would be your best bet i guess

mortal wharf
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Seems really complex but i'll try anyways

spark steppe
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something like (systemtime - gamerunningtime) % numberOfOptions

faint pasture
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If you're trying to make a generic take item from box system, they'll take a bit more designing than a one-off widget that just gives you two random selections.

mortal wharf
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I am making a game where there are 4 players that spawn on each side and 5 chests the inventory of the chest should be random for everytime i enter the level

faint pasture
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So what you should do is make a chest actor that is given its items at spawn, make the UI system to show what is in the chest and handle spawning the item when you select one, and then just at begin play, have the game mode tell the chests what items they have

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Just make sure to keep things modular and simple. UI shows what it is told, chest contains what it is told, game mode tells chest what it has

mortal wharf
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I don't know if i will be good enough to make this kinda system cause i am kinda new

spark steppe
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or let the chest decide on spawn what it contains

faint pasture
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You could also just add begin play, have the chest give itself items but you got to make sure that it only happens on the server

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If your new, start with a chest with one item that spits it out when you walk up to it, no UI at all. Make sure you got that working 100% perfect and understand how something like this would work in a multiplayer setting

flat raft
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Anyone have thoughts on setting up Paragon style Distance Matching, and Speed Warping to prevent foot slip? (the animation channel here is a ghost town) 😂 The livesteams leave out these features in their HowTo.

mortal wharf
faint pasture
mortal wharf
faint pasture
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Dont worry bout that yet, 1 thing at a time.

mortal wharf
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But the animation blueprint is the item

mortal wharf
slender wolf
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Hello all. Having a problem with a character blueprint that involves rInterp'ing the camera based on a root scene component that the First Person Mesh gets parented to.
I did not encounter this issue at high framerates but , after importing to a level with scenery that tanks my FPS, i am noticing the issues in my approach.

The issue is that I get this really choppy/jittery effect at low framerates. Obviously, one expects this to some degree but pay close attention to the arm in the following video. You can see it jerking left/right very quickly as I rotate. I did not get this effect at high framerates.

Been banging my head on the wall for this for the past couple days, any insight would be super helpful!!! (A video and pics are incoming in my next message)

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Notice the jittery movement on the arms. It is hard to see in the video, unfortunately, but it's clear as day while playing. It feels like little micro jitters.

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This is where I set up the scene component that's the root for my FP mesh:

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This is the actual code where I am doing the rotation interpolation. I feel like something is wrong here even though it looks fine to me and operates exactly as expected at high framerates... :

iron lodge
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Does anyone know how to make it when a specific item is destroyed, the player gets a point? I want to make it so that whenever one of the boxes that are part of the default shooting game is deleted (most likely due to the box being deleted by the destroy-plane outside of the room) but not the enemies attacking the player, the player gets a point, and the goal of the game is to shoot the boxes out of the arena before the enemies kill you.

faint pasture
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It'll be a lot easier to have the point logic be a triggered thing then trying to figure out when the box gets destroyed. That would be actually pretty hard unless there's some sort of event for pending destroy that I don't know about

iron lodge
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Alright, then is there something that detects when the item is destroyed, or would that have to be a custom event?

faint pasture
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Surely the item itself can just make that call right? What's the condition for being destroyed, just knocked off a platform? Or health?

iron lodge
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the trigger that destroys the blocks is the "killbox" that is found by default in the Shooter Game start-up. you can create one right now and shoot a box out of the ring to see what I mean

iron lodge
warm summit
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I have a BP that spawns niagara systems into an array. I call the Niagara Systems Rings in this example, the BP that makes an array of Rings is called a Stack.

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I then have BP called ROOT that Spawns Actor of Class BP_Stack instances to an Array. I want to then access the individual "Ring" niagara systems held in any of the Stack instances I wish. I am not certain how to write that. This is what I am asking for help with thank you !

dawn gazelle
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Use a for each loop?

static charm
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always use a loop

iron lodge
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Is there any way to, from inside an object that is being destroyed, have a blueprint command that does something when it is destroyed?

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(ex. when the item is destroyed by going out-of-bounds, the player gets a point)

static charm
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Event Destroyed

warm summit
sly sonnet
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Hello guys, a beginner here, tried to do a camera that center itself on a character while I do right click on the said character, I don't want it to "teleport" instantely on the character. So basically what I've done is a Lerp, but the camera goes "berserk" and go...far far away. Could someone tell me where I did errors in my BP ?

flat raft
sly sonnet
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The position of the camera is taken with the sphere (we're inside the pawn here, that is done with a camera attached to a spring arm attached to a sphere. There is the reference to the sphere in the bottom of the BP). Maybe do you have a better option than what I've done ?

flat raft
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Ohhh sphere...ok

stray island
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@dawn gazelle i bet your project has many for loops going on

flat raft
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@sly sonnet looks good to me.. ur sphere should be moving there

stray island
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I have a simple question , couldn’t find an answer

How can i make a touch gesture based photo viewer (zoom in/out /pan) swipe to change

Should i use widgets or 3d mesh

sly sonnet
flat raft
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Check your object parenting @sly sonnet

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What's in ur timeline?

sly sonnet
flat raft
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Lerp is 0-1

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Also set ur sphere to move to location

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Not ur pawn

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U have pawn (self)

sly sonnet
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Ok so that's working for the sphere, but now, only the sphere is going there, not the spring arm and the camera...Hmmmm 😄

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Ok it was not properly attached.

flat raft
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Lemme see ur parenting

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Ok

sly sonnet
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Now it does like before, camera goes berserk etc

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I think, maybe it's a thing with collision ?

flat raft
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Move the entire charactermaster ?

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Why only moving just the sphere?

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Turn off Physic and Collisin. See if it wigs out

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Check out Interpolate instead of Lerp also.

sly sonnet
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Tried with ease, does exactly the same thing

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have this error also

flat raft
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Ur hit returned none

sly sonnet
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thing that is weird is that it does go on the right place, and if I move slightly the camera while it's in "berserk mode" it appears magically at the right place.

flat raft
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lemme try it

dense tulip
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hey guys, quick question ... is the Water System in 4.26 allow to make falling water ?

zealous moth
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what are good values for FinterpTo for a smooth transition between F 50 to F 100?

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it either snaps or it never goes through

mossy bronze
#

So I have ALS, and I'm trying to create a system that disables mantling on certain objects.

I have a static mesh object reference array containing the objects I don't want people climbing on, how would I go about "rejecting" the player to climb on said object if he tried?

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This returns the object that the trace hit, but I can't use the data type (hit result structure) with my static mesh object reference array to find said object within the array to then disallow the character from mantling.

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I know I'm bad at explaining, sorry

quick imp
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Hey, I have a pretty simple question I hope lol... Well I was wondering about transitional levels and how the built in transitioning works? it has a place for transitional levels within the project settings... what does that mean?

magic oak
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With persistent travel, the current level is unloaded, then the new map is loaded, skipping the transition level

quick imp
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Interesting

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So it will take the currently level, load transitional level, unload currently level, then load new level, unload transitional level

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?

magic oak
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Yep

quick imp
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And it does then when I open new level

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?

magic oak
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Everything you need to know is there

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OpenLevel is persistent travel

quick imp
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Thank you, I appreciate it 😄

magic oak
magic oak
mossy bronze
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Unfortunately

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So it's a bit more complicated. Which is really annoying

magic oak
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Can you clarify owner appears?

spark steppe
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what i did for now is destroying the childs in the main actor in the onDestroyed event

#

the weird part is that sometimes the childs get destroyed by the owner, sometimes they don't

magic oak
#

Generally this is something handled by the engine automatically. If you want to have one actor be destroyed when another does then you could do that in the “owner” actors EndPlay

dapper cradle
#

Hey Guys, Is there an obvious reason this does not work ?

1 Lives on the Actor BP and 2 Lives in the ThirdPersonCharacter BP

#

1 works.
But 2 does not make the Object visible as I was hoping it would.

dawn gazelle
#

If it's a function/event native to the parent BP (or any of its parents) then override the function/event in the child and have it do nothing, or, if you want to have event tick set up differently for the child, override it and include only what you want in it.

muted dawn
#

does anyone know any good guides for procedural island generation?

dusk flame
#

Hello ! Sort of small question today. Is it possible to set the "normals" (like UP vector) of a UUserWidget?

#

Right now the UP (blue, in editor) is pointing along the surface of the widget, instead of sticking out. This is causing difficulties for handling certain things.

#

Is it possible to adjust the tilt of the Widget in relation to its normals, instead of just rotating the entire package?

#

I have the widget placed/rotated where I want it, but the normal is all wrong.

split spoke
#

guys do you have any idea why this is giving me problems?

#

I changed the mesh from the uk-mannequin to a character that i imported from the marketplace

#

I need to input new values in there or what? if anyone has any idea what the problem might be, please help me out

dawn gazelle
split spoke
#

thanks a lot, I fixed it

fallen glade
#

any ways to steam components from another bp?

#

tried this but it's not working because it's reparenting the root of the child bp

#

even simply detaching them from that actor would be enough

faint pasture
#

Are those all child actor components?

fallen glade
faint pasture
#

Yeah, child actor components are trash. They are not the actors, they are just a component that spawns the actor. What exactly are you trying to do here?

fallen glade
#

so basically that gets spawned instead and then I want to delete it and keep the children @faint pasture

faint pasture
#

There might be a setting in child actor component to not destroy the spawned actor when the component is destroyed. so you have an actor that spawns all the child actor components, they each spawn their child actor, and then you destroy the first actor, destroying the child actor components, and hopefully there's a setting to where they don't destroy their spawned actors.

fallen glade
#

I think you just gave me a stroke

#

haha

faint pasture
#

Sounds really f****** to me, I don't know why your debris isn't just a part of the original non-broken actor.

#

I'm guessing this is for something like you have a barrel, and then the barrel gets destroyed and you have barrel pieces? I would just have a barrel mesh, and then the barrel piece meshes, in the same blueprint. By default, the barrel mesh is visible in the piece meshes are hidden. When you destroy it, hide the barrel mesh, unhide the piece meshes, let them simulate physics.

fallen glade
#

that would be easy to do for one asset but time consuming to make lots of them...

spark steppe
#

or destroy the childs, which got destroyed...

fallen glade
#

I guess it's the easy way out though

faint pasture
#

@fallen glade aren't you having to hand make all these debris assets anyway?or have you already made tons of these blueprints that have piles of child actor components? And why are they child actor components, why are they not just mesh components

spark steppe
#

well, you can despawn parts of a blueprint

fallen glade
faint pasture
fallen glade
#

ah nevermind

spark steppe
#

you can also call DetachFromActor if you want them to be autonomous

north igloo
#

Hi friends, I'm having some difficulty setting up a camera function to move the camera in the opposite direction the mouse is travelling when a key is held down, a drag or pan. This is what I have so far, but the function isn't updating the velocity based on the mouse movement after the first press

mortal wharf
faint pasture
mortal wharf
mortal wharf
dapper cradle
#

Hey all,

Anyone know why button presses with print string only work for me when they are in the third person character and do NOT work when I place them in an actor bp ?

I just followed a tutorial to mae an interact button but it doesnt work because of this reason what ever it is, I believe.

faint pasture
faint pasture
#

Well you definitely should not need the lower blueprint for that at all. What's your desired effect when the chest is activated, does it just spit something out on the ground?

dapper cradle
#

In a third person template, is it possible to have a button press executed in an actors BP ?

faint pasture
#

I'm not sure if the player needs to own the actor or not.

dapper cradle
#

Sorry to be a pain but how would I do that ?

faint pasture
#

Just dig around in the after settings and look for enable input or receive input or something mentioning input.

#

If it's a button press that is also used in your player controller or pawn, you need to disable consume input on those. Input is basically sent down a chain, and if it is consumed somewhere then it is not forwarded to the next actor in The chain

dapper cradle
#

@faint pasture thank you! you are a hero, I had to enable input in the actor setting.

scarlet pumice
#

I have a Chest Open animation which I can play to open the chest, but is there a way I can play it backwards to close?
I'm writing in BP here at the moment...
Should I maybe create a montage? or an anim BP?
I'm a noob at this if anyone can point me in the right direction I'd be grateful 🙏

tired saddle
dapper cradle
#

Thank you @tired saddle !

dapper cradle
#

How Can I make 3 loop back to 1 ?

The goal being that when the player closes the NoteWidget, The ExamineWidget opens back up.

faint pasture
#

@dapper cradle how many different states is your ui? This might be a good use case for a simple State machine using an enum.

spark steppe
#

anyone got an idea how to get a bones rotation in actor space within normal bp logic?

faint pasture
#

Basically a transition is setting the enum to a value, and then based on the value, you hide all widgets and show one

faint pasture
spark steppe
#

yea but the bone rotation is relative to its parent

#

or uhm, what i need is the yaw/pitch with z axis up, while the bone has another upvector

#

which is my main problem, which my small head cant work around now 😄

faint pasture
#

I don't know what's available to get from a bone, are you sure the only rotation is relative to its parent? If it is, you might need to traverse the chain of parents until you get to the root

spark steppe
#

well the relative to parent was a wrong claim

faint pasture
#

Wait a second, you might be able to use a socket function on a bone. I know you can use a bone as a target for attached to socket so maybe if there's a get socket rotation function, you can give it a bone

spark steppe
#

my problem is the upvector

#

you can get socket rotation in world space, but thats all i figured out

mortal wharf
faint pasture
#

You should be able to pretty easily calculate the bone direction then there should be some function to generate a rotation assuming Z up

#

I think rotation from x-axis is the node you're looking for

spark steppe
#

oh wait, get socket transform gives the option to define the space

dapper cradle
#

@faint pasture I do not currently have a UI as such, just a widget which pops up with an overlap event asking the player to press X to interact.

That opens up another widget where the player can read a note.
I just wanted the previous widget to be added to the view port again when the player closes the Notewidget (in case they didn't mean to close it, as an example).

so they don't have to actually run back out of the collision box and back in.

#

Though I am happy to learn about enums and state machines if I need to.

mortal wharf
dapper cradle
#

Essentially I would like to do this but I do not know how I would create this loop

dapper cradle
#

I need it to check that the character is still overlapping and display the ExamineWWidget prompt as many times as the player goes back and fourth, until the player is no longer overlapping the collision box

if that makes sense @swift pewter ?

#

yes

#

I can try your idea though to see if it works

#

Thank you @swift pewter for the 'get' tip.
It looks much tidier now.

trim matrix
#

Can anyone know apex destruction? Because I have a problem setting up object destruction with gun fire

#

nothing happens when shooting at an object

#

where i can find it, it comes about the BP of the bullet

lapis leaf
#

Are blueprints capable of creating a child blueprint class in the same way that you would when you right-click on a blueprint and say 'create child blueprint class' ? Or is the only way using an 'asset factory' ?

#

duplicate asset here will make a copy of the blueprint rather than a child, meaning if i update my parent (template bp) then i'll need to re-generate every copy that was made from it to maintain equivalence...

#

example use-case, Im making a utility widget that I want to be able to grab all the actors in my scene and wrap them in a blueprint template I have made previously to consolidate control over them. For sake of discussion, its pretty much just a blueprint with a skeletal mesh slot, so my goal is to make a child of the template bp, assign an actor from the scene, kill the actor and replace with the bp (that now has the actor assigned). Ideally I'd have this actually created as an asset in the content browser and not just a spawnable instance in the world

sand shore
#

@lapis leaf kinda like a dynamic wrapper? like the replaced actor is effectively a managed child, similar to Child actor component?

lapis leaf
#

aye effectively, but I don't want them all to get added to a single blueprint, I wanted to wrap them each independently and *hope to be able to save them to the content browser as well, but if I've hit a limitation of blueprints then 🤷‍♂️ so be it

#

I started going down the road of just using SpawnActor from Class which works but those are instances of the original bp existing in the editor/game world and not saved-children bps based on the original bp

coarse obsidian
#

Hi there, I have an issue with texture in the content folder. I'm using those texture as dynamic parameter for material, and it seems that they aren't packaged when I use standalone game ... Only fix I found was to create a dumb texture parameter in my material a reference the textures ...

tight falcon
#

Does anyone know how to transfer a second player to a different map? I have the listen server host/join all working fine but I would like to carry the host and joined client to another level. Basically create a lobby and transfer all joined players.

#

Im using Steam advanced sessions

dapper cradle
#

Fun problem to solve...

1 is in the ThirdPersonCharacter.
2 is in an actor I have named NpcActor.

I want to use the NpcActor with a box collision to pass a animation (or anim instance) onto the player character.

Making it so that with a button press (and while remaining still) the player can imitate the NpcActor animation "Blending in" as a kind of stealth gameplay mechanic...

I am slowly working on it. Am I far off ?

faint pasture
#

You want to cast the overlapping actor to the character to check if it is the character, and then proceed

#

But I wouldn't do it that way at all. I would handle it all in the player character, the NPC doesn't even need to know the player character exists

#

If you need to be notified prior to pressing the button and whether or not you can mimic someone, then you would do it with overlaps. Otherwise, when you press the button, just do a sphere trace, and select which actor, if any, you want to mimic

dapper cradle
#

Hmm very interesting. I will see what I can do with that information

#

Thats a cool idea! If a sphere trace was used instead it would would be a one shot, work with all the different npc types situation right ?

and I would have to make a BP for this action with every npc I make..

sand shore
#

@lapis leaf there is a prefab plugin, closest thing to what you seem to want

dapper cradle
#

@sand shore Still learning, not intentionally making a mess XD

sand shore
#

The reason why is that the input is already that type.

#

You see the assignment node just to the right?

#

You can put the literal class in that node - the set variable node will not allow you to put in a class that doesn't derive from the type

#

So if that's a YourSpecificActorType Class Reference, you don't need the cast whatsoever

#

Doubly so, the use of a literal class shouldn't be casted, it won't change at runtime whether it's a derived type

#

I think you confused which screenshot gets what number as well

dapper cradle
#

Hmm, thank you for the knowledge @sand shore Im going to take a moment to try and suss out what your saying as I do not totally understand some of it

sand shore
#

What you'll want to do here, likely, is not swap out the entire animation BP

#

You could just swap out the base idle sequence/montage/blendspace

#

If the player starts moving around too quickly, they shouldn't sprint like an NPC

#

they might be able to stand around, or perhaps walk like NPCs, but sprinting should "break cover"

dapper cradle
#

in this case the actor is just a skeletal mesh with an anim instance, the goal is to have my ThirdPersonCharacter copy its anim instance with a button press.

sand shore
#

You aren't exactly far off though - the overlap volume should "push state" onto the character so it can blend in

#

And the agency to choose to mimic (your input action) is good too - instead of automatic mimicing

dapper cradle
#

I think it might make for a fun mechanic 😋

sand shore
#

I'd make a new collision channel for stuff like this - an interactables layer. Either have an overlap component on the pawn dedicated to interactables, or just do a sphere overlap check every N frames along that channel.

#

But you can put any potentials into an array (even with your current setup), then find the closest actor by distance from that array (pretty sure there's a function shipped with the engine to do so)

#

If the array is empty, you know you can't interact (mimic, in this case)

sand shore
dapper cradle
#

I am very grateful for your time though @sand shore I am going to go over what you said carefully and try to creat something with it.

sand shore
#

@dapper cradle you know about the channel pins, right?

#

Some good stuff up there

woeful dawn
#

Hi, I hope everyone is doing well 🙂 I was just wondering if someone could help/point me in the direction of how to make a headbobble like in this dev log. https://www.youtube.com/watch?v=iv_JXPEj8hk&t=308s Thanks :)))

Hey everyone! Welcome to the Game A Month Indie Devlog #3. The game is released, I'm very excited to hit the game a month deadline and have a finished game for you all to play.

In this video I go over some of the challenges of creating a game a month, changes I've made to the game and what I'm going to do differently next month. I hope you all...

▶ Play video
dapper cradle
#

@sand shore I actually haven't heard of that channel 😅

sand shore
#

Gotta love windows, being unable to keep up with it's own internal logic and lagging to such an extent that it put those green pixels all the way down there

#

Cheers msft!

dapper cradle
#

haha thank you, Looks like there is some gold in there, ill check it out!

near glen
#

How can I manually rotate character? GetWorldRotation returns nice values when I rotate character by mouse input but if I need to set it rotation in a function looks like it doesn't work, GetWorldRotation returns new value but in really connected first persion camera stay at previous angle

red token
#

I'm trying to predict the path of a physics pawn that has it's movement influenced by several objects along it's path (a spaceship moving around planets) can anyone point me to any resources or pointers in general?

I'm of course continuing my research but perhaps it's something other devs have tackled.

faint pasture
red token
#

predicting the result of the physics engine

#

I have a player pawn which I can move around the level, it's movement is influenced by the gravity of nearby planets (gravity being simulated by applying force over time towards the planet).

near glen
#

I have a value that may be negative or positive, after some math with it I need to clamp it to 0 as MIN value IF it is > 0 or to 0 as MAX value IF it is < 0, how can I do that?

sand shore
#

that just gives you 0 every time right?

if it's greater than zero ... pick the smallest value (0, X)

#

it'd the right set of nodes, just inverted

red token
#

Maybe I interpreted the problem differently? I came up with this for FunApple's question:

sand shore
#

I interpreted it as clamping the sign of the value, such that it cannot cross 0 as a result of the calculation - with no other clamping besides

#

Min and Max are the correct functions, but their names are easy to confuse

#

If you are enforcing a minimum boundary, you need Max (you pass the lower bound, and the value. You get back the larger number)

stray island
#

Can i deform , bend a static mesh in unreal?

#

I think this might be animation question

prisma stag
#

Hello, I exported this conveyor I made from blender into UE4 and I would like to animate it so that the pins all can roll as if its "pushing" the object on top. However the problem is, is when I rotate each one relatively, they rotate from the center of the model, how do I set it so it rotates among itself?

stray island
#

Ohh

#

Do u think material is better for performance than morphing

#

I am scratching head about how will i do it through material

#

Maybe using this texture as offset?

prisma stag
#

I right clicked one of the pins and selected set origin to geometry and imported but same result.

quartz osprey
#

Hi guys

#

Has anyone recently implemented ads using ue4?

surreal swallow
#

When you export the pin, move it to the origin. Ue4 uses the world origin as an object’s pivot

earnest tangle
quartz osprey
#

because I've been struggling for a week and I can't make them work

#

an ad which runs on a mobile game (android)

earnest tangle
#

ah :D sorry no idea on that, was just wondering

surreal swallow
quartz osprey
#

simple ad, I'm not talking about the ones with rewards, I don't think they are supported by the default blueprints in the engine

lapis leaf
#

@sand shore i'll check out that plugin, thanks 🙂 otherwise probably dipping into python for this bit, no time like the present eh? thanks for the response 👍

quartz osprey
#

displaying an ad using admob

#

that, is a joke, it doesn't work 😦

#

i've searched a lot, through documentation and on forum

fervent temple
#

does anyone know how to make sliders in widgets save their position when changed

#

right so how does this work
?

lapis leaf
#

I haven't done much with saving either but I believe you need a Utility widget that just contains empty variables for the data you want to save, and then you write values to it using a create save game object node and save game to slot node, then i think there's a load game from slot you can use to fish the values back out of it

#

the widget you can make by doing a new blueprint and searching 'save game', and using that as the parent

#

that's the one that would just have variables for the most part, sorta like this -

#

then your game mode or level bp can manipulate / store / read those values using the nodes mentioned above,

fervent temple
#

so i would make a new widget with these variables on like format setup?

lapis leaf
#

you'd make it in the editor

#

right click in the content browser, Blueprint Class, select 'SaveGame' from the list

fervent temple
#

ah ok

#

did it

#

and now i add it into my widget?

lapis leaf
#

your widget needs the nodes down in the third image, but with whatever values you're trying to save

fervent temple
#

i put them in the nodes in the event construct right

lapis leaf
#

and you'll then need a separate set of logic using the load game from slot to pull the saved value back out

#

you'll want the Load logic in the construct

fervent temple
#

ok

lapis leaf
#

and will probably want to have it branch, like, if game slot is valid / if variable has data, then use it, otherwise use some default value, sorta thing

#

probably where i'd start, but again, haven't done this much myself so hopefully it works for your purposes

weary prism
#

Im having a odd issue where When playing as a listen server when walking backwards my characters legs go from left to right but when playing standalone there perfectly fine any ideas?

fervent temple
#

Something like this?

restive token
#

Does anyone know if either teleport or move to location actually teleports de actor?

#

I'm using them to teleport across the map

#

But my actor is setting off overlap events throughout his teleport

#

which means it's not teleporting, it's moving it across the map really quickly

faint pasture
#

And are you 100% sure neither the start or end location are inside any of the overlap colliders youre talking about?

raven valley
#

I'm using the Steam Workshop Accessor plugin and one of the nodes here is asking me to "set it in query params". Not sure what that means? Does anyone know?

#

Ping me if anyone knows. I need to know the definition ❤️ 😂

royal hull
#

Hey I'm very new to unreal, is there a cleaner way to do something like this?

I'm trying to call a function on my gamemode with different parameters based on which button you click.

dawn gazelle
royal hull
#

That is true.
However, I would have a variable in my blueprint that isn't used by anything outside of this.
I can't see how to make a variable that's locally contained anyway.

dawn gazelle
#

And that function contains the cast & the call to input move.

#

Make it even more fancy by including the boolean on the input as well.

royal hull
#

I see, that seems like a decent idea, would keep it a lot cleaner. Thanks

dawn gazelle
#

I think even better would be to make a BPI function for the game mode. Then all that's needed is the message to it and the function being implemented in the game mode, no casting required.

royal hull
#

Well I would usually use a variable that is local to the function in this kind of case, but I think the event graph linking multiple events is throwing my brain for a loop since I'm used to scripting.

clear sierra
#

Hey guys, Is it possible to create something like in blueprints using struct, or i have to create an object to do this

dawn gazelle
#

Should be possible in Struct.

royal hull
#

Yeah that's what I'll do for now (function).

I also got some other takeaways so thanks for the help.

clear sierra
#

it same struct Array inside struct

#

cant seems to find the same struct in types

severe folio
#

Can maybe try wrap it inside another struct in BP. Not sure if that gets past this

#

ugly too, C++ way to go

lapis leaf
#

@fervent temple if that didn't do it, i think you're close, i think you just want to make sure the 'save game class' in your create save game object node is the same saveGame widget class you are casting to to get that value back after your load game from slot . So if 'Slider_Save' is the name of your saveGame widget class, then you should cast to Slider_Save to get your saved "Music" variable

proven mason
#

so I'm having a problem with Event component when it comes to physics object colliding with a certain collision mesh.

#

I called an On Event Hit so that when the ball collides with a certain part of the slingshot, it will give me the index number of that collision. What I keep getting no matter where the ball collides with the slingshot is a "-1"

proven mason
#

In order to verify if the collision meshes are existent in the slingshot I used a MultiBoxTracerForObjects node to draw a box around the slingshot to detect meshes of object type "WorldDynamic". It found 2 (also @atomic salmon this is an update to the prev 2 pics I've shown to you in dm).

#

I also debug the BoxTracer and hover over Hit and found elements with index 0 and 1

dark crow
fervent temple
#

yes to my audio widget

dark crow
#

Won't work

upbeat otter
#

any reason why my open level would be opening my starting level when clicking a button in widget? its spelt correctly and works fine in the editor but packaging just messes it all up.

dark crow
#

You need to cast to a SaveGame Object

lapis leaf
#

^ aye, you dont need to change the name of the save slots

#

the class you cast to needs to match the class of your saveGame widget

proven mason
#

Furthermore, I've enabled "Multi Body Overlap" but I still get "-1"

lapis leaf
#

now pull off that 'as slider save' to get your music variable

fervent temple
lapis leaf
#

open your sliderSave widget

dark crow
#

You need to have created the Variables first in it

#

If you haven't

lapis leaf
#

have you made the variable in there?

dark crow
#

Imagine it as a permanent container for a value

fervent temple
#

no no i created the music varaible

#

but it doesnt connect

dark crow
#

Oh

fervent temple
#

to the the as slider save

dark crow
#

Of coruse it doesn't

#

That one requires the Widget ref

#

Delete and use the SaveGame one

fervent temple
#

im working inside the widgets event graph

dark crow
#

Recreate basically

mortal wharf
#

If i use the disable input node, is there a way to disable everything apart from one key?

lapis leaf
#

you want to use

dark crow
#

You're basically trying to access the Widget Music with SaveGame Reference

lapis leaf
#

'music' from the saveGame to set CurrentMusicVolume in your contorl widget

dark crow
#

Ugliest drawing ever

fervent temple
#

idk why

lapis leaf
dark crow
#

Not really sure what's going on tbh

lapis leaf
#

you should have a 'CurrentMusicVolume' in your main widget, and a 'savedVolume' in your saveGame widget

fervent temple
lapis leaf
#

no i dont think so

dark crow
#

That does nothing tho

lapis leaf
#

you got it backwards

dark crow
#

You need to access the Variable to set from the SaveGame if you want it set in the Widget

lapis leaf
#

browse to your sliderSave widget and open it up and screenshot your variables from there

fervent temple
#

ive been working in the slider save widget the whole time. is that the problem?

lapis leaf
#

yeah

fervent temple
lapis leaf
#

you want the logic in the main widget

#

not there

dark crow
#

If you want to set a Widget Variable from a SaveGame process is

Load it, Cast to your custom class, Get the value you need from it and Set the corresponding value in the Widget

lapis leaf
#

the save widget should literally just have variables and nothing else

fervent temple
#

main widget? I only have a widget with the audio

lapis leaf
#

your UI bp

fervent temple
#

i dont have one?

lapis leaf
#

click on the spyglass there

fervent temple
#

o tht

#

so i put the code in there?

lapis leaf
#

no

#

that's the one that should just have a variable to contain the data you want to 'save'

#

ie, it should have a float and you should name it 'savedVolume' or something you'll be able to track easily

fervent temple
#

ight i made it

#

i put it in the audio settings widget

#

is that where it belongs?

lapis leaf
#

so now when you pull the wire off your cast node in the load line, you should be able to access that float

#

and use it to set your 'Current Music Volume' float in the audioSettings blueprint

#

you don't need a second float for 'music' in audioSettings