#blueprint
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definitely would suggest not using it in any looping macros
you could load a limited number per tick, that would prevent it from freezing
Is it possible to do something along the lines of storing all files in an array, and then triggering loading each individually, one after another...for example, load file 1, once its loaded, fire off an event to load second in the array
Or would that behave the same as foreach?
It depends on whether the loading itself is asynchronous
if it is, then it could alleviate the problem
do you need all the files at once?
No i dont
bakterhaz you could create a buffer array, and then fire an event which always works off index 0, removes index 0 when done, then fires the event again as long as entries exist
Lazy loading? Sorry pretty new to this ๐
basically just load it until you need it
Ok great, let me take some of these suggestions and try to implement. Thanks for the input.
Hey everyone, I'm very new to blueprinting in UE4 and I'm trying to learn how to pick up a box (attached to socket) on collision, and then drop the box straight down on a button press somewhere else in my level. Very basic I know, but I'm struggling quite a lot. The pickup collision works however I can't get the object to drop on key press. Here's what I have so far. Any help/direction would be much appreciated. Thanks everyone ๐
Not 100% sure, but I think you may want to store a reference to the carried box on your character, (Your Equip Box message call should have the reference to it) and then move the DropBox event to your character, while making the rest of the code (below) as part of an event or function on your box item that you call from DropBox which is now present on your character.
hey i have an issue with sounds getting quieter after another sound is played?
does anyone know how to fix it?
I am trying to get a looping Ambient audio track to play in the background and I want it to stay consistent. However, when any other sound plays, it
the same issue was spoken about here but i couldnt find a solution
basically when i shoot a gun in my game, it sounds fine, at the right volume
but after i reload, which plays another sound
the gunshots after that become rly quiet
I need help please , the node "findPathToActorSynchronously" always return an invalid object , even if this ennemi can moveTo his location
I have tried to print the last index of the points array , its always 0,0,0 because the path returned is invalid So the function getPathLength returns always -1
Anyone here who can help me out with a replication issue regarding a child mesh on a character?
Do this in #multiplayer not here
does no one know how to fix my issue?
it's 2d or 3d sound?
Hi, can anyone help me out to call overridden run function of editor utility blueprint on a specific time or event?
I have made a Editor utility object to call it on editor startup but I need to call it at a specific time when I want
Hello guys, I've created a material to get a blur effect (thanks to a tutorial). But the blur effect depend on these 3 selected values and I want to set it over time (from 0 to 4 in like 10 seconds) after a trigger, and I really don't know how do that :/
@dark crow i managed to get it to work on the emissive material like this. but now i need to do it for a light blueprint, how do i replicate the same soft blinking?
(second one is my failed blueprint attempt)
Well, you can just use the material and create a dynamic material instance and set parameter values if you wanna have some logic with it
hmm, will have to google that. never used a dynamic material instance
Basically it just reads a Material slot and enables you to edit the Parameter values inside it with its reference
In your case you could modify Param from a Blueprint
And if you made the 3Vectors parameters too, you could modify Color from a Blueprint the same way
You reference them by their name from the BP
basically, the material is for an emissive material, and now i need to do the same blinking on a point light
Oh so you wanna do that
Just use a timeline with light intensity
Dynamic Material Instance is only useful on Meshes
Yeah, you can do it 2 ways here
Or directly provide the values from the Timeline depending on the Time
Or use a Lerp from starting value to Target value with Alpha from the Timeline
ah, okay. should i use the lerp to get a soft fade?
You can achieve soft directly too
does anyone know why my sounds get quieter everytime another sound plays?
what should i plug where?
Lemme show
amazing, thanks!
If i want in 5 seconds to go from 0 intensity to 500 then go back to 0
I create 3 keys
This would not be smooth tho so select all Keys
Right click and select Auto
ahh, ive never keyframed a blueprint like this
is it a vector track you add?
I added a Float track
Other way is value min 0 max 1
And you can Lerp like this for example
You could even just have A as 0
If you want it to just be off
Still better to use a Variable for it tho for clarity
amazing! it works!!!! thank you so much!!
now just to sync it with my material
now the light is in the bottom right and i need to sync it with the emission of the torus
Usually they would be in the same blueprint and use a shared value, or you can eye it and edit the timeline length to match the emissive one
alright, yeah maybe i could just make another blueprint but with the emissive torus instead?
or which do you think would be easier?
so just replace the light with the torus?
Time in Material is equivalent to Get real time in seconds in BPs
Basically you want the Timeline to drive the PointLight and EmissiveMat too with Dynamic Material Instance
You can drive the intensity of the Material the same way as the PointLight
You can decide how to do it really, same BP or different BPs, one for ring and one for light or both in the same
alright!
i cant seem to get it to work this dynamic material instance, but ill read up a bit more on it
thanks for the help!
Hi! Does anyone know of any blueprint fuzzy string search functionality? or a plugin that does that?
can anyone help me please with editor utility object?
Hey, thanks for the reply. I've never created a curve asset, and having tried to following your suggestion I couldn't see anything about inputs or outputs.
In the end I resolved it with math... I need to pass the scale ratio through the entire equation and multiply it at the end.. so I think its resolved now, but would still be interested to know how to make the curve asset work as per your suggestion.
From overcomplicating it, I meant, I just wanted to know what I was missing from the formula/math to make it work, as opposed to creating assets and learning how to configure/use those too, despite it invariably being a better solution than my own.
Hi guys, i'm trying to make an aim system by shooting a sphere trace from the camera ->forward X distance.
for some reason it's not hiting the target, only when it's on the "tip" of the sphere at the end or start it hits
maybe i need to use a diferent trace type?
Hey all, random issue...
I've popped a DrawDebugBox into my level to see a specific area. Whats kinda weird is despite the sizes for this being calculated correctly, it is both wider and taller than the sizes set in the Extents.
I removed the calculations and just hard coded in a 100, 0, 100 for the extents and when I measure that I'm getting approximately 120x120?!
The project is using a tilemap and such, anyone know if its likely to be the "pixels per unit" thing affecting this, because from memory, I think they were close to this value... seems a bit of a stretch though...
maybe scaling at some point?
Yeah, thought maybe so, just not entirely sure where to look for that...
If I want to get a 100x100 square in photoshop, setting the extents to about 83x83 seems to work... but not sure where to look for the issue...
What is a possible explanation for having an actor that is centered in the blueprint editor, but when I drop it in the scene, the mesh and all of it's colliders are far away from the manipulator?
If you've moved the components within the blueprint actor, you'd create an "off-set", that would cause that potentially.
I have move some component around, let me see. I am trying to set everything up in c++ ultimately, but am not there yet.
Is there a way to reset position?
In Blueprint you'd just set the transform to be 0,0,0 for the sub-components where necessary etc. If you've done this in C++, then presumably you've "set" the transform of those components somewhere, so, removing/changing that would resolve it I guess?
They haven't been touched in code yet.
My transforms only show scale.
hmmm... not entirely sure...
Do you have anything that is "moving" the main object, and perhaps a reference to a sub-component has been added instead of the root object?
Looking
Check on the blueprint where you create the object if any component is not off-set on the transform.
Check also on the world object that you created is there's not relative-absolute modifications to the transform position
This appears to be the nature of the problem.
I am not attachto(depracated) or attachToComponent.
that could be the problem, there's a few extra steps when using c++ ๐ซ
And you get to shovel through forum posts to figure it out!
sorry ๐ฆ
so how can i cast to an actor i keep trying many things including this but keep failing
are you getting anything on the array?
check out Actor Array Length of "Get all actors of class" node
I have the problem that I cant fire my left mouse button every other button works fine.
ps I dont use EnableInput atm so this message is also wired
do you use more than one left mouse button event?
no
where are you trying to check for the event?
Doing a Get All Actors of Class and specifying the class gets you a specific reference to that class, you wouldn't need to cast to BP_SkillPoints as the reference you have is already of class BP_SkillPoints.
dw its fine i got it now
Gotcha, I'll give that a shot
Try and create a new empty map, set it up so your character will spawn and see if the event works.
If it does then you have probably some other actor in your original map that consumes the left mouse button input.
anyone know if any camera settings would affect how a DrawDebugBox might end up being rendered?
@trim matrix This did the trick! Thanks man
Also do not work
@trim matrix I mean, JumpPressRemember on the jump, not JumpPressRememberTime. Either way, thanks a bunch man!
Maybe it is because of this. It workes before but now it will not fire on Windows
Yo so, im having an issue where im trying too adjust the amount of force applied too a projectile based off a shooters rotation
And it dosent matter where i aim its always the same speed in the same direction
Not too sure what im missing
Try touch events instead of mouse events
sorry im stupid it knows that im on windows
you mean disable use mouse as touch?
no, but actually try that first
wow thats it
yeah, your mouse probably only fired touch events then
jea probably confused of this switching between platforms i think XD
GetForwardVector (of your character) * Force(as Vector3) is what you're looking for i guess?
thx man for showing me the right direction ๐ค
happy to help
anyone know if camera settings might affect how a DrawDebugBox is rendered?
PostProcess stuff
InRot should be the rotation of your player
I've had a look-see through that and can't find anything that stands out. my project started off as a 2DSideScroller template which I've updated... if I used the DrawDebugBox in mine, it appears larger than the extents I set it at... if I open a new project for the 2D Side scroller template, add the same code for the box... it appears correctly... just dont know where to look to resolve the issue.. ๐ฆ
did you change the unit scale in your project?
Hey guys, my "Cast to" to my save game object all of the sudden stopped working.
It's returning true that a save game exists, loads it but then the cast fails. Why?
I dont think so... although I'm not sure... where can I check?
I added tilemaps and some of the sprites had a pixels per unit set to 128 etc, which is remarkably close to how much it appears to be out... but i think its coincidence...
In Project Settings > Editor > Appearance
One more thing sorry.
When i shoot, despite my ball being constrained too the y axis
It goes infront of
Or behind
Dont think I've ever changed any of those... no yellow arrows next to anything to indicate its different from default... will compare to the newly created default project too...
Although when shot down it still interacts wtih the objects
It sure is a weird problem tho
same in both projects... doesnt look changed..
yeah then i hoenstly don't know
to get a 100px x 100px square when taking a screenshot I have to set the extents to 83 x 83 etc... really weird...
yet the newly created project is utterly fine...
๐ฆ
still with the 120x120 problem? most likely you are scalling it by 1.2 at some point
check from blueprint and go down from there
yeah, still the same problem... cant get anywhere with it... no idea whats going on or where to look... nothing being scaled in blueprint...
not code I've kinda written anyway.
the viewport stuff was because I had hoped to use that, halve it and draw the box based on those sizes... but it didnt look right, and thats when this merry dance began...
You can try to migrate everything from your project to the template and pray that the problem wont appear again, but that's probably a bit too time-expensive
literally EVERYTHING I do in UE4 seems time-expensive... I did consider that but then I dont know if there's things I've set along the way that I might need and will then run in to more problems when those settings aren't in the new project...
actually, are you using a orthographic camera?
There's a "SideViewCameraComponent" on a CameraBoom in the PlayerCharacter BP... that's set to orthographic...
but from what I can see... its settings are hte same as the one in the template project..
is this your main camera? Because if you change the OrthoWidth then the object's appear as they've changed in scale but you're actually just "zooming"
I think its the main camera yeah, I dont have one in the level itself... if I run the game.. there is a separate camera actor in the scene, one that comes with hte game mode stuff I guess...
When I click on it, I just get a black window in the preview... dont think thats in use..
the ortho width of the sideviewcameara component is 2048 in both my version and the template project...
hmm
that one gets added like all the other dross I dont need, gamenetworkmanager and gamestatebase and so on... stuff I've not touched etc...
try simulate instead of play and see if the extend is still messed up, if not then it's a problem with your camera
Awesome. I was waiting for a good moment to ask my question.
How would i get the velocity of an actor on a spline. Get velocity doesn't work.
The size when I select it from the screenshot in photoshop is 103x105 (ish) when I run it in simulate mode... for the 100x100 extents (so closer)...
103x105ish is probably the fov of the editor cam, so i would say it's a camera problem
kinda losing my mind here now... was conscious I had the window open on a different monitor.,. brought it back to the main one... used run instead of simulate and now I'm getting the same size as simulate, e.g. 103x105 for the 100x100 square...
I've been a bit rough and ready with the select... but earlier it was like 120x120 for a 100x100 extents...
wth
all I want is a box half the size of the viewport in the middle of the screen ๐ฆ
everytime I try to do the most simple thing with UE4 its like pins in my eyes...
Try that with umg
are you setting the position of the actor on your spline every tick(or so)? because then you need to manually calculate the velocity
its not something I want to see permanently... its part of another problem I was having yesterday.. lol..
I am using eye tracking for moving the character... but I discovered that to get the -1 / +1 axis range (like you would on a gamepad) you had to look all the way to the left, or all the way to the right... because the player was then not really looking at their character it made playing the game really difficult. So I changed some code to make a smaller "detecton zone" which was supposed to be half the size of the viewport and in the centre... but obviously I couldn't "see" it ... so I thought if I put this bloody box in the same place I'd be able to look at the edges of that and then see if my values were -1 / +1 etc.... before my eyes get to the very edges of the screen...
I've just run everything I had originally, about 2 hours ago... taken a screenshot and selecting the debug box is about 10 px out vertically and horizontally, which I have to put down to the 5px thickness of the line...
this is utter nuts..
thats half the width, half the height, and just slightly lower down than the centre of the viewport as its focused on the player character etc.... and is fine!??!
/hot pins at the ready
it's not centerd to viewport, its centerd to the player
yeah, I take the viewport size though, and halve it... the camera centers on the player from what I can tell...
it just slightly lower than the actual centre of the viewport...
but thats ok...
the box is the right size...
by spending two hours talking about it... changing nothing... and going insane..
The box just wanted some special attention xd
๐
I honestly have no idea what changed/happening/going on...makes no sense at all... almost like clicking on something or viewing a setting has "refreshed" something and its gone "ok, go on then, I've made you suffer long enough, I'll display it properly now.... entire 4.25.5!!!!" ๐
UE4 hates me
Just a little shout to everyone who's tried helping...I really do appreciate it... this project will be the end of me!...
Yeah, i'm just having a hard time putting it into bps.
So you want an actor to follow a specific path on a spline but you not sure how to do it?
No. I already have an actor following a spline. but i'm tracking the speed of the player and the vehicle (actor) and it using get velocity works fine. but not on the vehicle. Because i know it's tracking the velocity of the vehicle. But the vehicle isn't really moving. It's just moving on the spline. How would i get the velocity of the vehicle using distance/time in the actor's bp?
can you show me how you've implemented the spline follow?
https://www.youtube.com/watch?v=bWXI91FdMtk&t=1s&ab_channel=DoubleCrossGames It's actually this video.
In this video, we show you how to make an object move along a set path using Splines. We also show you how to control the speed of the object, itโs starting position and looping options.
Another issue is i'm trying to not only get the velocity of the actor, but the elevation.
Subtract the new location from the current location and divide it by DeltaTime
Question does anyone know why my FPS character would sink through planes that have collision, has a capsule too this is after setting up a crouch function in the event graph
On my HUD widget I created a progress bar to show ability charge. I bound the percent variable to my players ability charge variable and the bar is filling up fine, but I wanted to also display the charge % as text over top. However when I Get Percent it returns 0.
Are you not able to bind the ProgressBar Percent variable to a textbox if the Percent itself is bound to something else?
If I have an array of structs composed of various arrays - how would I add a value to one of those arrays inside the struct? Using the basic "add" or "add unique" doesnt seem to work.
for reference
This seems to have worked thanks.
well, one is text the other one is float, so i guess it wont even work if the textbox wasn't bound to something
Not sure what you mean? the float value can be converted to text quite easily.
But the fact remains that the Get Percent function is returning 0, when the bar is clearly filled. I watched the bar go from 0 to 100
sorry i was on goose chase, somehow thought that the bar wont fill
do you use get(a copy) or get(a ref)?
I wish lol
It sits there filling, mocking me ๐ฆ
get a copy
You are basically only modifying a copy of your struct and not modifying the struct directly. Use get a ref to achieve that
Thank you! - that is going to prove to be very useful
Might be missing something obvious, but why can't I destroy an actor (self) using replication?
(Actor is replicating)
The only way I can seemingly get it to vanish (although not replicated) is just destroying the actor with replication turned off. Every other combination of replication events seems to fall flat on it's face
Quick one, is there a decent clever way to reset a DoOnce inside a function?
make a custom event which connects to the reset pin and call it from your function
yeah, you can do that in the event graph, but not inside a function (which is where this is)
It's running on a axis event so I need to only call something once if the linetrace hit
Can you put the DoOnce outside of the function?
You can't put a custom event inside a Function zomg
@indigo bough it's not inside the function, the function just calls it which is perfectly valid
The function only 'does' as often as it's called, can you not call the function once Chris?
Put the Do-Once inside StickyWall
Ohh sorry you have the do once inside the function? hm well that makes it more difficult
I don't think you can reset a do once inside a function outside of calling the function itself
Already did something simular, I've been at it all day boys, you'know that feeling where there's work to do but the brain is mush haha
Yeah, same here
so you'd need to have some method with just the function call to reset it
Why isn't the Sticky Wall doOnce working?
It technically is, however I have a line trace that, once toughing the wall, allows my character to do a wall jump
if you must be able to have it inside the function and reset it from outside the function, use a boolean with a branch
Indeed
it's not as "simple" as a Do Once but it would work and you can just flip the boolean from where ever
Indeed. I have to picture this in my dumb head haha
Yeah you could replace the DoOnce in Sticky Wall with a Branch
And pass a bool through the Function
Ah, true
or a class variable
since you can then just reset it from some other event or function if needed
I'll give it a shot! Thanks gents!
Can anyone help me figure out why I cannot join my hosted game, I've followed this tutorial but when I get to the end the server isn't listed, I can send more BP screenshots if needed
https://www.youtube.com/watch?v=9qrjmwJBKiY
update: got the session to appear, just wont let me join it, update again: fixed it
How do you guys usually explain to people what a blueprint is? First thing comes to mind is "oh, the little nodes and wires that do code" but then the scene and the settings of that scene is part of the blueprint ๐
or am I missing a term?
I usually go with "it's the unreal word for <<prefab>>" 
I mean you can define those things in C++ too and you don't explain C++ in some elaborate way either
blueprint is just visual programming I'd say
yup
how do i solve this error when packaging: error LNK2019: unresolved external symbol
How can I find the vector 3D widget? This is in the level blueprint
hello there,i have a question about a combination of input on vr (one button pushed and one axis moved at at least certain range for make the action) (and the same thing reversed for another action)i have started something like this but im stuck to find a ways to do it ,any idea ?
Are there no conditional breakpoints in BPs?
you can make your own conditions and then break after their met
yeah i agree but eh, its blueprints, lots of missing stuff
@oak gorge your logic seems to be pretty messy there. Your check for the YAxis just doesn't make any sense. In the Greater Than Or Equal To operator you've created, you're comparing the Axis Value to (Axis Value + 1.0). That will always evaluate to false (it can never be bigger than itself + 1)
besides that it's hard to tell even what is happening with your Sequence and Gate
yeah the logic is not right ive just started to put what i trough
at term i want to have the combinaison of two button (grip+ a certain movement of the controller axe) which can activate an action
have the button pressed set a specific boolean on pressed and on released
I believe you can set it up so that when you press the Grip button, you then query for the Axis Turn value
the same boolean will then branch open/close the input axis
Instead of listening for the InputAxis Turn event, just call "Get Turn" and compare that value to whatever threshold you want the value to have to go over
It might also be "Get Look Up" instead of "Get Turn" depending on direction
That should work unless you need to check for the player pressing them "at the same time". What I described should work if you are checking for "Did the player press the button while moving on the axis" but that's not the same thing as "Did the player press the button and start moving on the axis at the same time"
is more like did the player press the button and move the axis afterward
hmmm can be something like when the button pressed,the axis value is saved and when the saved value + a certain rotation make a branch
If that's the case I think you have a slightly harder engineering task to do
give it a shot!
either methods just described to you will work
Can someone tell me what Disable Input actually does? It seems to do...nothing
It blocks all input events for that player controller
what class is the blueprint? by default generic actors have input disabled already.
Can you please be a little more specific about your proposed solution ?
you can print string the values and move the controller to see what it is. it probably is like the mouse, not moved = 1.0. move a lot 1.xxx, move a lot other way -1.xxxx
That will definitely work but if you need it to be a check for when they do them at the same time and ONLY at the same time, that's quite a bit more complex
i assumed he meant just same general time, as in holding the button down
yeah otherwise he'd need a timer added to give a few ms window for the player to catch both
sorry but that not at the same exact time is push the button and after if the movement is done the action is set
was just to clarifying that not the two input action at the same time but one after the other
here the player can press button once, and code will work for 2 seconds before self turning off.
or make it 0.1 seconds for more of what you want
sorry lots of ways to make it work lol
Does anyone know if it's possible to attach a Ragdoll to a moving object?
For instance, an invisible ball that bounces and has a ragdoll attached to it, that would in effect follows the ball's location.
Attach componet to actor should work
Have you tried? It doesn't seem to work at all for me :/
did you attach the skletel mesh?
location rule should be snap to target
Okay you got me on my first step. This actually teleports the skeletal mesh to the location succesfully.
But it does not attach. I suppose I could just repeat this for every frame to make it attach.
Oh, btw I should mention. This is just a testing blueprint. There is only 1 "Test Object" on the map. I just set it up like this for testing purposes.
Update. I just tried to repeat it every 0.02 seconds and the mesh just falls to the ground. It only goes to the location initially.
yeah, because it's attached already but the ragdoll kinda does it's own thing
try to attach a bone to the actor
socket name = bone name
I have a math problem , i try to place the icone of my character in the right place in the map image of the game, I subtract the landscape position to the player position , but the icone is not exactly at the right place
oh I was just going to ask how to get it but you already answered ๐
the return value is a string. How do I apply this with blueprints?
*not string, its a name variable
Maybe there is something to calculate with the landscape bounds size x and y?
i don't find the calcul
actually, open the skeletal mesh, find a bone that fits your needs, copy that name and paste it in socket name
Or maybe there is something with DPI scale
It doesn't work. It only goes there initially :S
oh i made a mistake. This socket is for the object i want it to be attached to
How to apply DPI scale to my calcul
try to play around a bit with the transform rules and see if one is working
nvm. I was mistaken to be mistaken. The description asks which socket i want to have attached to my object. So this should be correct
I essentially just need a way to teleport a ragdoll.
I suppose Apply Force is technically a way ๐
i don't think the DPI scale is your problem there
Physics Handle will work for ragdolls but its a pain to quickly setup
@obtuse herald The icone is almost at the right place , just decaled
and applied to the movements
I take this back. The "issue" I'm trying to solve are replicated ragdolls. I just need them to end up in approximately the same location. So if I could attach a ragdoll to a moving object, that would solve my problem.
Normally ragdolls are very complicated to replicated accurately in UE4.
is your icone anchor set to center?
This actually works ๐
no but its more decaled than that , when i 'm in a place the icone in the forest ( where character can't go) but the calcul is not so bad because it follow the movements with the same decalage ( multiplied because i divide the vector 2d)
does it also work with the teleport node?
By using Set World Location?
yeah
i forgot that the teleport node only exits for actors
Oh wauw it does!
Strange... I seem to remember that setting location didn't work.
Thank you @obtuse herald !
Happy to help
Has anyone had struggles getting a startup movie to play ?
wont play
I look in my project
the .mp4 must be placed in Movies folder (windows in explorator)
done it
change the viewport size, if the offset is not the same then it's probably due to DPI scaling
how to change the viewport size?
change the window size
i try
indeed, that might be an issue as my standalone is a tiny square in 4k
icone is in the same place when window is resized so its not a dpi scaling problem
why are you diving by 400 actually?
It's the only value that place the icone at the right x position
@jaunty stirrup I have done all the stuff as per instructions and thats why i call it a struggle rather than not knowing how to do it
its just for test
normally i divide by 1000 because the map is 1000*1000
i think there is a think to divide or multiply with landscape bounds 2d
can you add a new icon at the landscape actor lcoation?
because i think the map center is not the same as the landscape center
@jaunty stirrup
i try
then set the old icon to the landscape position
ZOrder?
ok
i look z order
no its zorder 0
i place the old
not visible
my landscape is centered ...
its coordinate are -201600,0 -201600,0
yeah then the drawn map and the actual map locations are offcentered
i need to subtract the half of the bounds of the landcsape?
before dividing
the landscape is centered in its size
yeah try that
the size is -201600,0 -201600,0 * 2
ok
nothing
i try dividing by the bounds
the bounds are a radius or a diametre
because when i print the bounds its the half of the landscape
now i have this
there is no more weird "400"
the icone is at the same place than before
excentred
LF quick help, if anyone can: I'm trying to create a variable with a name array, although all that's available to me is a "name" variable with a single default value. Is there any way I can get a name array?
what I want
what I have
you click on the nugget right to the Variable type Name
tysm @jaunty stirrup
yw
hi, I have an event which applies a delta to the Z-value of a transform
basically its a slider which moves an object up and down
except, if I apply the delta, then set that as the new transform, the next time it is called it will add it again
whats the best way to do that without wasting memory?
hello there guys, have stupid not stupid question, how can i get number of items in array (total amount).. all the stuff works, it gives me right names etc... i just cant figure out how to get the total amount of items in array
Length node might be what you're looking for
@snow harness thx man but lenght node brings bag full list with names of meshes, i am trying to figure out how to get amount in number of items
the length node returns an int which == the amount of elements in the array
man i double check
Determines the number of entries in a provided Map.
correct concept but wrong node, that's a Map.length() node
If that's the wrong node, maybe I'm misunderstanding. I use it all the time.
yeagh but i am using instanced meshes in array
@snow harness The node that you linked takes a Map as an input. We are talking about an Array. it's the exact same node, just a different input
@haughty axle show code
Oh yeah as far as the documentation, 1 sec
Maybe it's not what you guys are referring to, but this is an example in my own project. Not hooked up in that case cause I was just getting the count.
@haughty axle so what's the issue then
At least the Length part looks good
the lenght node gives me names and list then i printstring, i need total count what is in array
no it doesn't
^
Look at the length nodes output, it's a single int
show how you are using the printstring
can you set up the printstring and show how you are using it
yeagh one sec
its now like this, and i trying to count how many are, or i am stupid and he will always gives me the amount of meshes i feed him in (right now two).
now then i stareted to think again i am doing this all wrong
ok I see the issu
what you want is "get instance count"
i thought i can do something like, put in for each loop and do counting how many meshes
so each Instanced Static Mesh component in that array itself has a number of instances
Ahh. I've never worked with ISM arrays, so that's never been an issue. Thank you for the info.
so what you want to do is pull off the output of the get, then Get Instance Count, then THAT is the number of instances tied to that specific Instanced Static Mesh Component
Anybody know how i can change where the cameras pivot point is? No matter where i move the camera it always pivots around 0,0,0
we talking editor camera? camera component?
camera component
You could attach it to a camera arm or a child actor, then rotate that
Like an fps character
yeah generally you would attach it to a spring arm or a scene component if you want to change the relative root/pivot
thank you
UseControllerRotationPitch
UseControllerRotationYaw
UseControllerRotationRoll
These are all disabled^^^
The issue is the camera rotates with the capsule and not by itself
I want it to rotate by itself
Keep the capsule stationary when pitching
uncheck use controller rotation pitch
I said they were all unchecked ^^
where did you say they were unchecked
Above the video
@hollow cape thx man, that does what it says, but i need to do some extra stuff in project, because now i spawn instace meshes and they check for collision before, and if hit result is false then it adds it but if its true then he does nothing... yeagh and now i have to get visible meshes count ๐
on your up/down, I'm pretty sure you want to be rotating the camera itself
I don't have access to unreal right now, but you can use the Set Relative Rotation node referencing the camera component. Then take that input float, mulitply it by a float variable you could call sensitivity, then input that into the pitch rotation of the set relative rotation node.
That left right input will go into the yaw rotation after the mentioned math
You can use Make Rotation to change floats into a rotation
Oh yeah, might need to Get relative rotation first, and then add what i mentioned above to it, then enter that into Set Relative Rotation
To be honest
Why now both UE and Unity attract people with little to no programming experience with visual scripting
Instead of clear text script language that is easy to understand (like something that takes only English and math bases)
Can you guys help me out please? I tried making a simple blueprint by following my udemy course but I keep getting errors even though I did exactly what he told
I managed to fix it somehow by redoing the whole blueprint but it's not executing the my function code
which is this right here
Wait no I got it!
I didnt put the actor in my world
silly me
I saw you type Datura, not sure if it was to help me but thank you!
Hello, I am having some troubles with the "Teleport" node, sometimes it fails even if I disable the collision of my dest location. The player sometimes is not teleporting, any idea / fix?
teleport with adjusted transform
I can't find any node like that, how should i do it?
Where's your logic that loads your player at the checkpoint?
I honestly have no idea where to ask this, sry for that.
We are using customized collision for most of our static meshes, but on almost every restart of the engine the collision disappears on some of the meshes. The fix is to open every affected mesh, untick and tick the box in the screenshot then save.
Any idea how we can make the collision persist?
I've used customs on a bunch and haven't ran into this - perhaps you could build the custom collisions into the mesh itself in whatever 3D program you've used to create the mesh? This way it shouldn't reset in any weird way
Hey there got a quick question, is it possible to change gravity scale just for specific static mesh component in BP ?
I can ask the 3d-modeler if he can do that, as long as it's possible in blender. Thanks for the input
It's so annoying, i just "fixed" every single collision and everything works well in PIE. I tried to package, and all the collisions are gone
Where are you loading your spawn location from your save game to the Spawn Transform variable?
@gusty junco Check the custom collision bit here for how to set it up in Blender https://docs.unrealengine.com/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/index.html
If you use the official blender ue4 plugin it also can do it for you
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
Thanks a lot, will give this a shot ๐
Your problem is:
"In the charatcerBP on beginplay, it calls an event that loads the data which contains this code and is supposed to set the player's spawnpoint"
Right now, your game mode starts up, but it doesn't have the spawn transform data until the character is created, but by that point, the character is already spawned, so it wouldn't load it at the position.
Your game mode should probably be handling the loading/saving of where the character is spawning, not the character itself.
You should be able to do it on begin play on game mode or game instance, but the character itself really shouldn't be handling it.
The overlap can still notify game mode or instance that the spawn location should be updated.
Are you actually spawning in the player yourself at the start of the game?
Yep - Correct :p
Noice
IS there a possibility to change the pivot point of a default static mesh like the 1M_Cube but only for 1 copy of it in the component tree of an actor? (I use it a lot for prototyping)
These all use the same box static mesh, but with different scaling
An overview of the Advanced Blueprints example level, example 2.5: Child Blueprints
if both the parent script and the child script each contain a ReceiveBeginPlay event, only the event in the parent script will fire. "
Shouldnt it be the child script that has it fire?
how can i set properties before "beginplay" event when i use spawn actor?
Tick "Expose on Spawn" on your variables, then you can set them before they're spawned/in the construction script
oh i see, thx
yeah as I understand it BeginPlay in a child will override the parent unless you call the Parent:BeginPlay
then the docu is wrong, i ll reporti t
What's the best way to add multiple keys into a GetInputKeyTimeDown. I know it's a struct, but it seems like I can only have one key at a time.
Now I'm getting this error
It says none, but there is default values, so obviously I'm not understanding this fully haha, anyone care to shed some light?
Try disconnecting the pins, compile, then reconnect them and compile again.
Already did that. Now I have a problem where my engine, in the event graph, when I right click my box menu does not show up...ultra annoying. If I move the engine window to my second monitor it works fine, but on my main monitor , after some dev time it won't show
Oddly, if I am doing a screen share, it shows on the screen share on the main monitor. But I can't see it on my physical monitor
Doesn't look like your Lerp node is set up right...
Arhhh I'll have to check it over on debug the False doesn't seem to trigger on release in the middle branch
you set your branch condition to be true, so it will always be true..
and as the other guy said, lerp is not set up properly. hover over it and it will explain what value will be used when alpha = 0
same as with vinterp , it will always return your current value instead of target over time
delta time and interp speed shouldnt be 0
Hello,
Does Anyone know why i get this error and the character can't move?
I can look around, jump in place and i can even crouch and do other stuff the ALS character can.
I recently started using ALS and imported him on a project i had and added a lot of the stuff my old character could do and the only problem so far is this one, the rest i solved them slowly but it compiles fine and it's supposed to work.
Any ideas? Please and thank you!
with strings i get spamming zeroes from all values, XYZ
not really sure how to do that, gonna try looking around and see what i can do
thank you !
=0 wher'es that option? on char movment?
nope on the ALS character
yeah but the mesh? skeleton?
it's a current movement settings struct
oh thank you, i've changed it to responsive an slugish but no change, it won't move at all
in your place i would have migrated the als character to my project and used it as a foundation to build
also double check the gamemode, see if you are using the same settings
i just recently learned about ALS and when i saw what it can do i loved it and wanted to use it on my project and learn while i'm at it
i will check game mode and see
another issue could be that you didn't set up any action inputs
in the als they probably have inputs like "walk", it could be that your project doesnt have any of those, thus why only the camera works
go to project settings - input and compare
yeah i did, it was working perfectly fine when i did
then i applied all the things from my old char and had problems compiling for obvious reasons but one by one i cleared all the problems and now it works
i mean, it compiles but not won't move
stangre is that it can jump crouch etc
gamemode uses the same settings
to the Z
try to see whats happening when you press a button to move, add print strings or breakpoints to see where it breaks
will need to debug it a bit
the strings give me 0's , i will try breakpoints and see what i come up with
thank you for the advice
if it's 0 then either its not being pressed or the scale value inside input settings is also 0
Can someone show me how to draw a texture on CanevasRenderTarge2D?
It dosent work
scale values are at 1 and i don't even need to press anything before i breaks and shows 0
very weird
it's spamming 0 and can't find the source
how do you pass arguments to an event dispatcher in blueprint?
i have event dispatchers to handle giving and taking damage, but i need to pass the damage amount
yeah but where do i set its inputs?
all i seem to be able to do is copy a signature
ohhhhhhhhhh
that was well hidding
hidden
@trim matrix hover over it and see what it says
If that's the decrement node (--) it takes the variable as a reference rather than the value of it, so yes, it should set the variable to the decremented value.
i didnt see that, thanks:D
how do you block moving with linetrace?
i have moving box mesh but they go through each other
i see. i was assuming linetrace has collision, thus, can behave as stopper
because volume like sphere etc appears to behave the same
traces are just "queries", they query for collision information
i see. curious, how do those default actor or pawn block movement then?
They have a capsule collision component
collision components can be simulated
but with the characters the character movement component handles it if I remember correctly
since it's not physics based
meaning? Just don't get the simulated and not physic based etc
objects that are simulating physics will collide and bounce off things based on what the physics engine says
i see
those that aren't won't, but depending on whether their collision is set to "physics" or "query and physics", then they have a physical representation which the physics engine sees
but those you mentioned are not physic based, so how come?
characters aren't physics based because they have their own movement component that handles it, since having characters follow the physics engine rules can make them difficult to work with
basically the movement component queries the physics engine information using traces or collision information from the collision capsule
interesting
how exactly does actor overlap work? say i have a static actor and a character set to overlap, when the character walks over the static actor, should both the character and static actor call the overlap event?
or is it only the actor that is moving that calls it?
it gets automatically handled by the engine, you don't need to call anything
yeah i know, i want to know how the engine calls it, should it be called for both when one actor is static?
cos i have this setup now and the overlap appears to only be fired on one of the actors
the character
iirc overlaps will only get called for the side which has its collision set to overlap
they both have it set to overlap eachother
im creating a damage component, when the owning actor overlaps another, it checks if the other actor has a damage component, then if this damage component can take damage and the other can receieve it, deal damage to the other
so when 2 actors with damage components overlap, they should apply damage to eachother if they can both deal and receive damage
but it seems the overlap event is only fired on my character
Stopping is handled by whatever is doing the moving. A block doesn't stop something at a low level, just reports a block. If the thing doing the moving doesn't handle it, it's like it never happened.
Using physics, the physics engine handles it. Using CMC, it handles it.
I'm having a issue where if I use GetInputKeyDown, it records the keyboard fine, however, if I start using the controller, it continuously counts upwards, even if there is no input. Am I using the wrong method for finding out how long a thumbsticks been moved?
Any idea for a better formula to calculate player input for thumbstick?
Naw, I run a print and it's 0.0
I thought so too but noppers
Yeah, if switch on the fly between keyboard and controller, it counts the keyboard fine from 0 to however long I press. However, if I pick up the controller and press a direction, depending on how long I have been in the instance for, it gives me like 20 seconds instead of 0
Anyways, found a cheap solution for the fix
bhahaha I mean, based on frame rate and stuff, but it'll get the job done
can someone help me pls
i have had this issue for a very long time and i do not know how to fix it at all
i have a bullet tracer for my linetrace gun
and i want the tracer to dissapear on impact with something
and yes i tried the obvious
it didnt work
i really do not understand why this doesnt work
@void cobalt you mean a projectile?, if yes, your collision should be in top as component / replace the default scene root with your collision
and make sure to use the right collision channel
drag and drop it on the default scene root
default scene root..?
wait a sec, i open my engine
yes, its a sphere collision
drag it on the defaultsceneroot
it should ask then if you want to replace the defaultsceneroot
where is the default scene root lmao
you mean drop it into the event graph?
oh wait
thats what u mean
yeah ok i dragged it in
what now
now it looks like this
sorry im really tired brain very slow lol
its not working no
i dont even know what correct is anymore
ive tried so many combinations
you mean this right?
you need to enable collision query and physics
yeah because its overlaps, you should change the object type to projectile
or block on world static and dynamic
there is no projectile option
ill try world static
didnt work
ok wait
i blocked world static and dynamic
and it kinda worked
it destroys when it hits walls
but it doesnt destroy when i hit enemies
then check your enemys collision type
and if it blocks your bullet
the best thing would be to create a new collision channel
ok i think i got it
blocked physics body
and now it destroys on enemy hit too
thank you so much
no problem
you have no idea how much ive struggled with this for so long
no one could find a solution lol
and ive asked ALOT of people
well, thats some unreal stuff you learn only if you do stuff with the engine on a longterm period
if you have other question you can ask me anytime (if i have time to anwser :p)
well actually there is another problem now
when my enemies die, they ragdoll
but the bullets affect the ragdoll
and they shouldnt
so their bodies just end up flying across the map
yeah because i guess you block physic bodys?, the best thing you can do now or late to make a list, which collision channel react with each other
its a bit confusing first, but its just locial
oh i fixed it
when the enemy dies and turns into ragdoll, it changes collision type to pawn instead of staying as world static
which my bullets will only destroy after hitting world static or physics body
yeah you can do that, but you should create your own collision channels for some states, a good thing would be a player collision that you can damage only the player or only enemys and dont have to worry if both get damage
in that way you have more control what should be happen
or if someone cast area affects what should be only affecting your player etc
yeah ill probably do that in the future
How can I clone a component with all its properties in a blueprint construction script?
I want to create three Spot Light components with "Use Inverse Square Falloff" set false but there's no way to set that property in blueprints so I'm going to set it on a "template" component instance and just copy that three times.
Can you not use a "Add Spot Light Component" and then click the node to se the value there?
You can't set the "Use Inverse Square Falloff" property in blueprints for whatever reason. You can get, but you can't set.
...and ofc I can't use SpawnActor from some other custom spotlight blueprint for this, because I need to run it in the constructor ๐
Why the heck is "Use Inverse Square Falloff" hidden, this is so ๐คฌ annoying
It's set to blueprintreadonly, so you can only set it on the right. My guess is that it's not something that's supposed to get updated during runtime.
I don't quite get that because AFAIK it can be set in C++ at runtime with no issue. Maybe on certain platforms it's iffy... but there are so many ways to shoot yourself in the foot with Blueprints anyway, why remove this footgun...
thanks for the reply.
Hello,
does anyone know why this error is popping?
my character can't move
i just started using ALS and implemented some of the stuff from the old character and it compiles perfectly so far
but the char won't move , can jump and crouch and all that
also the camera works fine too
I tried strings and breakpoints, it comes as zeros spamming and i can switch between walking and running with a key you can see the switch if i hook up the string to the beginning.
It breaks at the beginning of these nodes "Update Dynamic Movement Settings", it seems like for some reason the character doesn't receive any movement data.
Please, any help with why could this be a problem... and thank you.
Hey again, sry for the ping.
We've been trying to get it to import the mesh with collision for ages now, with no luck. Can you see any immediate errors?
Tried with and without "auto generate collisions"
Naming convention: (Tried many variations)
MeshName
UCX_MeshName_01
Also tried with the send to unreal plugin, but it still auto generates the collision to something else. :((
That looks like it should work as long as the collision mesh is convex
keep in mind you need to export all the meshes in the file, in some cases it might not export everything into the fbx
very curious how does one mimic the block for the simple box's movement using linetrace only.
you'd have to keep linetracing on tick or something and if it hits something that you want to block, then you need to stop movement
We've already told you about the errors - that's because the Curve isn't being set. If you've put the curve in, have you checked what those values are being set to?
as in mimic the other class's move
i see, thank you
The curve should work fine cause it's the same as the ALS provides and it worked fine before i hooked up the things form my character, but now i can't resolve the why it won't work. The stuff i hooked up involves only picking up weapons, creating a vector to interact with line of sight, interact with F and not much more. Nothing involving movement cause i knew ALs char had already all the movement i needed.
I know some of you answered but after hours(it's been a few hours already) and i'm still stuck here, i'm out of ideas.
I also added firing
Have you checked to see what the values are being set to though? If they are being set as expected by what is in the curve, then the problem doesn't lie with the code you're showing.
Hmmm, when reimporting the FBX to blender/Maya we get both meshes, so that should be good.
Could it be that the collision mesh does not meet some criteria?
This is how the collision mesh looks, in my mind it should work as a convex mesh
Yeah not sure. Try just making it a basic cube and see if it works then
Will do, thanks for all the help
Did you guys ever have the problem where when you jump, your second jump is higher for some reason? Or like you can have 3 proper jumps but the 4th launches you higher for no reason (there is a reason but I don't know why). Any keywords or tips?
It has something to do with velocity or acceleration I think?
Only happens when I wall slide
or rather, when I wall jump sorry
How do I NOT make a struct replicate?
Everybody in the game is taking after the last client who joined's hunger values.
I thought of making a copy for each person but how?
Give me a minute for dinner, sorry anybody wanted to help!
Where is it that you're storing and setting the hunger and thirst values? You can think of a struct as a "variable container". So if you store the structure in your character, then each character would have their own hunger and thirst values, much like they would have their own HP and the like. If this is a multiplayer game, then you definitely want these values replicated from the server to the specific character, otherwise players will be able to cheat. It's more likely that you're doing something that is setting the values on all characters rather than the character that is supposed to have their value changed.
Could someone help me figure out the math for orbiting an object around another moving object at a fixed distance? I've been trying to understand this but all the solutions I find only work on one axis and I need to rotate around all 3 using WASD input
Hello, I have a conveyor that uses get overlapping actors. However when I have the collision inside of the main static mesh, it moves by itself ingame ๐. I know the reason is because its colliding with itself and wants to move itself, but I have other objects in a class that I dont want to move either but they are of class BP_BasePickup as seen in the Class Filter. Is there a way I could get everything of BasePickup but phase out stuff of another class?
No collision on basemesh and a collisionbox in the conveyor. i cant remenber exactly it was a few years ago.
Making the flow and sorting visible in real-time rendering.
A interactive procedural 3d setup.
Hello I'm having this problem right now and I believe this is the right channel, so if anyone can explain to me exactly what are the mistakes there or what the problem in general is it would be great. I'm kinda new to blueprint so I'm not really sure from those messages alone. I'm trying to get the ai to deal damage to the player when a certain animation plays out, so what's the best approach?
Casting is a means of getting a more specific reference. For example if you had an "Actor" reference but wanted to be able to access functions within the "ThirdPersonCharacter" blueprint, you would cast that actor reference to ThirdPersonCharacter. You need to have a reference to something to feed into the cast's "Object" pin.
I would like to keep the collision for the basemesh on though. I would just like to have the filter class, not get a certain class.
I store the structure in my character, yes.
i have a single component that when i use on multiple blueprints i run into an issue where when i rebuild the component all versions of it become linked together. IE i edited a variable in one bp and it will effect the others. However if i delete the component form the bp and re-add it i can individually re-edit them all again. what is the solution?
sounds like you edit the default values of the struct?
you should use 2 structs, ones that holds the realtime data, and ones that define the max value
hmmm ok ill try it thank you
Sorry if this is a silly question, but it seems like there's a way to get a World Context Object automatically inside a blueprint library, is that true?
like if I just add it as an argument to function, does it get passed in automatically without changing the signatures?
@trail condor there's a Get World Context node
Hey guys, is there a way to chill the velocity acceleration down?! haha My dude get's bouncy fast if we call and jump (LaunchCharacter based on impact normal)
RIght but I think I've seen something where you add a parameter to the function, and unreal automatically gives you one, without changing the node at all
I must be imagining it, but it seems like UE4.26 blueprints don't work as well as 4.24/4.25. Breakpoints, variable values showing up, struct breakout info. It seems like the debug functionality of blueprint is going backwards
like in 4.25, if I have a blueprint on overlap execute a print, and I put a breakpoint there, it hits it, then I see the print. 4.26, I see the print, no breakpoint executed.
Like this will print false - never even pause at the breakpoint
something is wired with this code it will save and load during a game but when I close the game the array gets set to none ๐ค
wow did optimization passes get added?
oh no it's just the debugger being bad as usual
It's actually gone backwards, too - 4.24, you could get outputs from pins, then 4.25 you had to go all the way back to where they came from, then 4.26? You want values? Screw that
it's made catching stuff like typos sooooo much harder. Has anyone found a fix yet?
You can't save objects in save games.
You don't. You save the values that need to be saved and then reconstruct them when loading.
Yup
I did the collission for the conveyor in Modo and a separate collision (the belt) in Unreal. I cant startup that file anymore is was version 4.14
bruh thats a complete Buildingsytem. Will be funny
You save the data about the objects, then on your respawn you import the stuff you need
Good place to use structs and datatables and such, then you can just save the stuff you needed to create them in the first place, so you can shortcut it
I can save Datatables?
like "bob's wood pile" might be a struct for woodpile with size, mesh, how many logs it has, transform, etc - then on reload, you spawn those values
Nah, you save deltas for datatables
so that you don't have to overwrite every single value, you have a default
the problem with instanced meshes is that they do not give you data back
yes, understood, an ISM/HISM is built procedurally
but you have to store what you need to recreate it. The seed, etc
(if you intend to recreate it precisely - obviously not for stuff like leaves or whatever)
I cant save this part as a non Object๐ญ
What is modo? Yea the problem is I only want the collision to react to a parent class, but not to a certain child class.
I can barely see that, but it looks like you're just plugging in a transform?
yea but the problem ist that only the location wont tell me which block it is
so you need to store your block type and transform
when you make it in the first place
and also the block gets set by a Grid that can change
I have a deadline and I need quick assistance as to fix this launch velocity issue. The wall jump LaunchCharacter seems to be using some acceleration and it's being a pain in my neck. Any help would be much appreciated
okok yea I will try it XD ๐ค
Nobody said it was easy ๐
But yeah, that's the up/downside for arbitrary builders/spawners, you gotta really dissect and track everything
Modo is like Maya, Blender its a modeller. @prisma stag
Sometimes I really hate Ue for saying ha you cant save or ref objects before XD
I have no idea how people have the patience to code stuff like Valheim. My hat is off to them
You can always try some of the save game plugins, some do a good job of that
I found most were just more annoying than doing it myself
I think I will die on my way to make a simple save system XD
Do you have any specific in mind? Maybe for saving objects
Ok - so I'm guessing nobody has figured out how to fix the blueprint debugging issues yet?
The "new" ones, at least
I tried "easy save load" once, that might work for you
ok well seeya folks ๐
I have this one
but,has anyone had an issue with unreal when using a controller? (PS4,PS5,XBox one)
the issue is it seems to be constantly getting an input axis value which is incorrect.
if up is positive x and down is negative.
right is positive y and left is negative y.
it seems to be constantly receiving a value of (+1,-1) so keeps running diagonally
any ideas as to why it only occurs on certain machines and not others? already made sure the input setting are the exact same in the editor settings
and I hope it will do what I want it to do XD
Hopfully this worldsave will work would be nice and give me a lot more time for other things
Does anyone know how to edit the character movement so it's more responsive?
I started with the First Person template and I find that the movement response isn't instant, like there's a small maybe 0.25 to 0.5 second ramp up period before the character moves at full speed. I want more of an arcade-like feel. Instant movement response when you press WASD
oh dude. I found it. It's on the end of the toolbar in the blueprint window: Set this to your current BP
then suddenly it begins to work as intended again
larger view to make it easier to find
yea of course you have to select every time because it wont remember๐คฆโโ๏ธ
Well OBVIOUSLY hahahaha ๐
Why have it work as it has for the last 15 versions? Silly us
yes you can, believe in yourself
the point of a breakpoint is to break at that point! regardless of what I say I am or am not debugging
you can tune acceleration values to be stupidly higher than your max speed
that's basically it
I'll give that a shot, thanks
So yeah
How would one solve velocity inertia
When I wall jump and have momentum, my dude springs into space
you could try removing it as soon as you touch another wall, set velocity to 0
I see.
I might suggest a straight "set velocity" on the movement component
So this is the normal that gets set, which then is supposed to nullify the velocity in the blue comment, yet it does not
I could get it a shot, set it to 0,0,0
@hollow zephyr There is definitely no bounce back now haha, now im just stuck on the wall and slowly move down. But it's something haha
So you're taking the rotator, and rotating, then multiplying the result by the jump magnitude, and then removing the current velocity from the rotator
actually, not from the rotator but from the result of the float-vectory multiplication
I'm feeling about half past stupid after hours of trying to figure this out
So that's not actually modifying the underlying velocity data members, unless I've misread that
Perhaps, So what do you think I should do? Deadline is at 4:30 haha
School project?
Personal, but I'm with a team and I promised results
Ah
Well setting the velocity to 0, stops the inertia sling back which is good, just need to find a home for it
if there's no input within X milliseconds after touching the wall, you probably want it to start falling at the speed of gravity
you could always get the velocity, modify the Y/Z component (which ever your project is using as "up") and then set the velocity
that should help with boucing up off the screen, but should keep the rest of your momentum and might give better results
You could modify it to 0, or dampen it by 50, 75, 90%, whichever feels best
I'll give that a shot! Thanks @hollow zephyr
Good luck!
Dude, it fixed it hehe
Thanks man, just had to make a new event/function to stop velocity once I touch the wall. I have NO clue why I didn't think that would work, but it did!
YW ๐
Glad it worked out just in time for your deadline haha
How do I NOT make a struct replicate?
Everybody in the game is taking after the last client who joined's hunger values.
I thought of making a copy for each person but how?
They are stored in the player character by the way.
it is a multiplayer games and each character should have their own value but shares one of the client's.
Replication is the process by which a value is transferred from the server to a client or vice versa. If you have the struct stored on your character then each character should have their own sets of values. You definitely want the struct to replicate from the server to the appropriate character, otherwise the players can end up cheating. You are probably setting the value incorrectly as each character should have their own copy of the values and the server should be handling the values.
Right.
These are the variables in my character
and none of the hunger variables are replicated
nor does the server handle them
How do I make each character have an own copy of the values?
They already do if those values are stored in your character blueprint.
That looks ok.
Strange
What is calling the "Hunger Struct Set" function?
From what I can see there, you have it running HungerStructSet every .1 seconds, so I imagine it would hit 0 fairly quickly.
Yeah
Debug purposes
And I think everytime it hits 0, the clients won't share the same values anymore and it'll be back to normal
The clients don't share any values if these variables are not being replicated from the server.
No they do not. It is impossible. Every time you spawn a character, it would receive a fresh copy of all default values. Clients cannot set values on other clients, and if you're not replicating the values, then other clients will not receive the values that the other characters have.
Right
My server inherits from the client's values
Everytime the client loads on the hunger values reset to the client's
That's probably happening as you have the Update UI function within the character.
So what is happening is:
Server is started.
Client 1 joins the game.
Client 1 has a character spawned with fresh values on the server which replicates to Client 1.
"Begin Play" for Character 1 is fired on the server.
"Begin Play" for Character 1 is fired on Client 1.
Character 1 begins to update their hunger value, thus updating the UI on the local machine (Client 1)
Client 2 joins the game
Client 2 has a character spawned with fresh values on the server which replicates to Client 1 and Client 2.
"Begin Play" for Character 2 is fired on the server.
"Begin Play" for Character 2 is fired on Client 1.
"Begin Play" for Character 1 is fired on Client 2.
"Begin Play" for Character 2 is fired on Client 2.
Character 1 begins to update their hunger value, thus updating the UI on the local machine (Client 1 + Client 2)
Character 2 begins to update their hunger value, thus updating the UI on the local machine (Client 1 + Client 2)
Woah
So every character that would be spawned is updating the local UI.
Ah right
So it's overwriting itself.
so they all share the same local UI but has different values?
No
Your character should not be driving UI updates.
As each character is then driving UI updates.
Haven't slept well the last few nights so my thinking is a bit slow... You should be able to do this instead.
So I have a question So for save files you need to edit the game instance, 1st question is there anyway to do it without one, second of all Can I use multiple game instances? Sorry if this dosent make sense
You don't need to edit the game instance for save games. The nodes for save games can be called in lots of places.
As far as that goes, there's only 1 Game Instance ever.
It all depends on what you're trying to load/save and when you need it. ie. Doesn't make sense to handle loading/saving on a character if you wanted to load that character's details first before spawning it, as you'd have to spawn it first before being able to access the saving and loading of it.
Save files are stored in <your project folder path>\Saved\SaveGames
yes, you're creating a widget on the server probably
How to make UE4 recognize the gamepad?
I assume that's because i created in the level blueprint?
Release builds are under C:\Users\<windowsusername>\AppData\Local<UE4 Project Name>\Saved\SaveGames
Trying to make a animation to blend with another animation? But I want the top half to play once and stop at the end, how would I do that?
and without a role check
also I misspoke you aren't creating anything, you're just trying to
it doesn't make a widget, that's actually what the problem is
The funny part is that it still creates the widget, but just gives me that error after
That's because your client is probably creating the widget. Begin Play fires on both Server and Client.
Should i create the widget in the character bp?
Personally I like to handle UI within the player controller. The real issue, as Lambda has pointed out, is that you're not doing a role check - you basically don't want the server to try and create the widget which it will basically try to do on any Begin Play that exists if that's where you're trying to create it (ie. doesn't matter if it's on begin play on a character, controller, or the level) - use a "has authority" node and connect the create widget node to the "remote" path.
hello can anyone help me
i want to make a progress bar widget
for a reload
but all the tutorials are overly complicated
all i want is for the progress bar to finish in the same time it takes to reload
ok
I see. Thanks a lot
hello! Im looking for some help with a "math problem"
I want to get the direction of a target considering the player rotation
basically I want to make a damage indicator. I found some answers on ue4 forums but then I saw a node, which I have never seen, so im stuck there.
this is the node that I cant find on ue4
dot product? 
2 vectors in, 1 float out, in layman terms, "How alike are two vectors"

If one has a Notify tick, but wants to execute it untill i get a hit from the trace inside How would you approach that ?
It seems play once and checking if the character is playing already an anim dont work
When two character collide (run into each other) how do you make something happen just once?
When a clash is triggered it's triggered on both characters (twice). How do you make something happen just once? and still make it repeatable
@olive ingot There might be a deeper collision issue, but to answer your direct question, one way is to use a Do Once node
and have some condition (e.g. a simple delay) that resets the gate
Thank you very much. I was also thinking about that one ๐