#blueprint

402296 messages ยท Page 643 of 403

earnest tangle
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delay in a foreach would behave rather erraticly I suspect...

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definitely would suggest not using it in any looping macros

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you could load a limited number per tick, that would prevent it from freezing

patent ermine
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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

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Or would that behave the same as foreach?

earnest tangle
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It depends on whether the loading itself is asynchronous

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if it is, then it could alleviate the problem

cerulean venture
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do you need all the files at once?

patent ermine
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No i dont

cerulean venture
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you could do lazy loading aswell

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load them until you need them i guess

spark steppe
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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

patent ermine
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Lazy loading? Sorry pretty new to this ๐Ÿ™‚

cerulean venture
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basically just load it until you need it

patent ermine
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Ok great, let me take some of these suggestions and try to implement. Thanks for the input.

prime cape
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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 ๐Ÿ™‚

dawn gazelle
glad moat
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hey, how do i change color on this blinking material?

dark crow
# glad moat

Before the Emissive, Multiply the Output with a 3Vector

void cobalt
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hey i have an issue with sounds getting quieter after another sound is played?

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does anyone know how to fix it?

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the same issue was spoken about here but i couldnt find a solution

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basically when i shoot a gun in my game, it sounds fine, at the right volume

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but after i reload, which plays another sound

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the gunshots after that become rly quiet

jaunty stirrup
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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

ruby surge
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Anyone here who can help me out with a replication issue regarding a child mesh on a character?

wind sequoia
void cobalt
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does no one know how to fix my issue?

jaunty stirrup
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it's 2d or 3d sound?

void cobalt
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3d sound i believe

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all of my sounds are

chrome fractal
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Hi, can anyone help me out to call overridden run function of editor utility blueprint on a specific time or event?

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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

inland arrow
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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 :/

glad moat
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@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?

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(second one is my failed blueprint attempt)

dark crow
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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

glad moat
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hmm, will have to google that. never used a dynamic material instance

dark crow
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Basically it just reads a Material slot and enables you to edit the Parameter values inside it with its reference

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In your case you could modify Param from a Blueprint

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And if you made the 3Vectors parameters too, you could modify Color from a Blueprint the same way

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You reference them by their name from the BP

glad moat
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hmm haha im totally lost

dark crow
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You gotta call it on the Mesh

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Lemme show an example

glad moat
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basically, the material is for an emissive material, and now i need to do the same blinking on a point light

dark crow
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Oh so you wanna do that

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Just use a timeline with light intensity

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Dynamic Material Instance is only useful on Meshes

glad moat
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ahh okay

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so something like this?

dark crow
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Yeah, you can do it 2 ways here

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Or directly provide the values from the Timeline depending on the Time

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Or use a Lerp from starting value to Target value with Alpha from the Timeline

glad moat
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ah, okay. should i use the lerp to get a soft fade?

dark crow
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You can achieve soft directly too

void cobalt
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does anyone know why my sounds get quieter everytime another sound plays?

glad moat
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what should i plug where?

dark crow
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Lemme show

glad moat
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amazing, thanks!

dark crow
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If i want in 5 seconds to go from 0 intensity to 500 then go back to 0

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I create 3 keys

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This would not be smooth tho so select all Keys

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Right click and select Auto

glad moat
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ahh, ive never keyframed a blueprint like this

dark crow
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Other way would be like

glad moat
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is it a vector track you add?

dark crow
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I added a Float track

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Other way is value min 0 max 1

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And you can Lerp like this for example

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You could even just have A as 0

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If you want it to just be off

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Still better to use a Variable for it tho for clarity

glad moat
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amazing! it works!!!! thank you so much!!

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now just to sync it with my material

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now the light is in the bottom right and i need to sync it with the emission of the torus

dark crow
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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

glad moat
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alright, yeah maybe i could just make another blueprint but with the emissive torus instead?

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or which do you think would be easier?

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so just replace the light with the torus?

dark crow
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Time in Material is equivalent to Get real time in seconds in BPs

glad moat
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how do i get "get real time" in here?

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i cant seem to replace "event being play"?

dark crow
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Basically you want the Timeline to drive the PointLight and EmissiveMat too with Dynamic Material Instance

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You can drive the intensity of the Material the same way as the PointLight

glad moat
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hmm

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so i put a dynamic material instance in the blueprint?

dark crow
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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

glad moat
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alright!

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i cant seem to get it to work this dynamic material instance, but ill read up a bit more on it

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thanks for the help!

crude cradle
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Hi! Does anyone know of any blueprint fuzzy string search functionality? or a plugin that does that?

chrome fractal
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can anyone help me please with editor utility object?

keen wedge
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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.

sand shore
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oh sure

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I see what you mean in that context

runic parrot
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Hi guys, i'm trying to make an aim system by shooting a sphere trace from the camera ->forward X distance.

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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

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maybe i need to use a diferent trace type?

keen wedge
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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...

runic parrot
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maybe scaling at some point?

keen wedge
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Yeah, thought maybe so, just not entirely sure where to look for that...

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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...

tawny jackal
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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?

keen wedge
tawny jackal
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Is there a way to reset position?

keen wedge
# tawny jackal 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?

tawny jackal
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They haven't been touched in code yet.

keen wedge
keen wedge
# tawny jackal

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?

runic parrot
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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

tawny jackal
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I am not attachto(depracated) or attachToComponent.

runic parrot
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that could be the problem, there's a few extra steps when using c++ ๐Ÿ˜ซ

tawny jackal
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And you get to shovel through forum posts to figure it out!

keen wedge
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sorry ๐Ÿ˜ฆ

summer bolt
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so how can i cast to an actor i keep trying many things including this but keep failing

runic parrot
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are you getting anything on the array?

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check out Actor Array Length of "Get all actors of class" node

summer bolt
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wait

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Im dumb

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i messed up the array ๐Ÿ˜„

livid vessel
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I have the problem that I cant fire my left mouse button every other button works fine.

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ps I dont use EnableInput atm so this message is also wired

obtuse herald
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do you use more than one left mouse button event?

livid vessel
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no

runic parrot
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where are you trying to check for the event?

livid vessel
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in the character

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so that's basically all

dawn gazelle
summer bolt
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dw its fine i got it now

gusty shuttle
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Gotcha, I'll give that a shot

obtuse herald
# livid vessel so that's basically all

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.

keen wedge
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anyone know if any camera settings would affect how a DrawDebugBox might end up being rendered?

gusty shuttle
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@trim matrix This did the trick! Thanks man

gusty shuttle
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@trim matrix I mean, JumpPressRemember on the jump, not JumpPressRememberTime. Either way, thanks a bunch man!

livid vessel
hushed pewter
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Yo so, im having an issue where im trying too adjust the amount of force applied too a projectile based off a shooters rotation

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And it dosent matter where i aim its always the same speed in the same direction

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Not too sure what im missing

obtuse herald
livid vessel
livid vessel
obtuse herald
livid vessel
obtuse herald
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yeah, your mouse probably only fired touch events then

livid vessel
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jea probably confused of this switching between platforms i think XD

obtuse herald
livid vessel
obtuse herald
keen wedge
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anyone know if camera settings might affect how a DrawDebugBox is rendered?

hushed pewter
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Shits still coming out sidewways

obtuse herald
hushed pewter
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mb

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Thanks man lol

keen wedge
# obtuse herald PostProcess stuff

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.. ๐Ÿ˜ฆ

obtuse herald
frigid ether
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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?

keen wedge
obtuse herald
hushed pewter
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One more thing sorry.

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When i shoot, despite my ball being constrained too the y axis

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It goes infront of

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Or behind

keen wedge
hushed pewter
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Although when shot down it still interacts wtih the objects

obtuse herald
keen wedge
obtuse herald
keen wedge
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to get a 100px x 100px square when taking a screenshot I have to set the extents to 83 x 83 etc... really weird...

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yet the newly created project is utterly fine...

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๐Ÿ˜ฆ

runic parrot
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still with the 120x120 problem? most likely you are scalling it by 1.2 at some point

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check from blueprint and go down from there

keen wedge
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not code I've kinda written anyway.

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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...

obtuse herald
keen wedge
obtuse herald
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actually, are you using a orthographic camera?

keen wedge
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There's a "SideViewCameraComponent" on a CameraBoom in the PlayerCharacter BP... that's set to orthographic...

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but from what I can see... its settings are hte same as the one in the template project..

obtuse herald
keen wedge
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the ortho width of the sideviewcameara component is 2048 in both my version and the template project...

keen wedge
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that one gets added like all the other dross I dont need, gamenetworkmanager and gamestatebase and so on... stuff I've not touched etc...

obtuse herald
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try simulate instead of play and see if the extend is still messed up, if not then it's a problem with your camera

trim matrix
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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.

keen wedge
obtuse herald
keen wedge
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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...

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I've been a bit rough and ready with the select... but earlier it was like 120x120 for a 100x100 extents...

keen wedge
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all I want is a box half the size of the viewport in the middle of the screen ๐Ÿ˜ฆ

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everytime I try to do the most simple thing with UE4 its like pins in my eyes...

obtuse herald
keen wedge
# obtuse herald Try that with umg

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...

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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...

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this is utter nuts..

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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!??!

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/hot pins at the ready

obtuse herald
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it's not centerd to viewport, its centerd to the player

keen wedge
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yeah, I take the viewport size though, and halve it... the camera centers on the player from what I can tell...

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it just slightly lower than the actual centre of the viewport...

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but thats ok...

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the box is the right size...

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by spending two hours talking about it... changing nothing... and going insane..

obtuse herald
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The box just wanted some special attention xd

keen wedge
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๐Ÿ˜„

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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!!!!" ๐Ÿ˜„

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UE4 hates me

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Just a little shout to everyone who's tried helping...I really do appreciate it... this project will be the end of me!...

trim matrix
obtuse herald
trim matrix
obtuse herald
trim matrix
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Another issue is i'm trying to not only get the velocity of the actor, but the elevation.

obtuse herald
inland cargo
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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

hollow zephyr
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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?

rough blade
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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.

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for reference

prisma stag
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This seems to have worked thanks.

spark steppe
hollow zephyr
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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

spark steppe
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sorry i was on goose chase, somehow thought that the bar wont fill

obtuse herald
hollow zephyr
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It sits there filling, mocking me ๐Ÿ˜ฆ

rough blade
obtuse herald
# rough blade 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

rough blade
indigo bough
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Might be missing something obvious, but why can't I destroy an actor (self) using replication?

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(Actor is replicating)

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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

gusty shuttle
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Quick one, is there a decent clever way to reset a DoOnce inside a function?

earnest tangle
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make a custom event which connects to the reset pin and call it from your function

gusty shuttle
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yeah, you can do that in the event graph, but not inside a function (which is where this is)

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It's running on a axis event so I need to only call something once if the linetrace hit

indigo bough
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Can you put the DoOnce outside of the function?

earnest tangle
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it works just fine this way

gusty shuttle
indigo bough
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You can't put a custom event inside a Function zomg

gusty shuttle
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Top right is where the Do Once is haha

earnest tangle
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@indigo bough it's not inside the function, the function just calls it which is perfectly valid

indigo bough
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The function only 'does' as often as it's called, can you not call the function once Chris?

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Put the Do-Once inside StickyWall

earnest tangle
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Ohh sorry you have the do once inside the function? hm well that makes it more difficult

gusty shuttle
earnest tangle
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I don't think you can reset a do once inside a function outside of calling the function itself

gusty shuttle
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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

indigo bough
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Yeah, same here

earnest tangle
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so you'd need to have some method with just the function call to reset it

indigo bough
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Why isn't the Sticky Wall doOnce working?

gusty shuttle
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It technically is, however I have a line trace that, once toughing the wall, allows my character to do a wall jump

earnest tangle
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if you must be able to have it inside the function and reset it from outside the function, use a boolean with a branch

gusty shuttle
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Indeed

earnest tangle
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it's not as "simple" as a Do Once but it would work and you can just flip the boolean from where ever

gusty shuttle
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Indeed. I have to picture this in my dumb head haha

indigo bough
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Yeah you could replace the DoOnce in Sticky Wall with a Branch

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And pass a bool through the Function

gusty shuttle
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Ah, true

earnest tangle
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or a class variable

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since you can then just reset it from some other event or function if needed

gusty shuttle
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I'll give it a shot! Thanks gents!

unkempt quarry
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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

unkempt quarry
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update: got the session to appear, just wont let me join it, update again: fixed it

astral estuary
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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 ๐Ÿ˜

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or am I missing a term?

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I usually go with "it's the unreal word for <<prefab>>" shrunk

earnest tangle
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I mean you can define those things in C++ too and you don't explain C++ in some elaborate way either

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blueprint is just visual programming I'd say

static charm
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yup

unkempt quarry
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how do i solve this error when packaging: error LNK2019: unresolved external symbol

rough wing
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How can I find the vector 3D widget? This is in the level blueprint

oak gorge
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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 ?

sleek pecan
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Are there no conditional breakpoints in BPs?

static charm
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you can make your own conditions and then break after their met

sleek pecan
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that seems like a weirdly obvious feature to not have

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but thank you for the answer

static charm
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yeah i agree but eh, its blueprints, lots of missing stuff

sleek pecan
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@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)

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besides that it's hard to tell even what is happening with your Sequence and Gate

oak gorge
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at term i want to have the combinaison of two button (grip+ a certain movement of the controller axe) which can activate an action

static charm
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have the button pressed set a specific boolean on pressed and on released

sleek pecan
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I believe you can set it up so that when you press the Grip button, you then query for the Axis Turn value

static charm
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the same boolean will then branch open/close the input axis

sleek pecan
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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

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It might also be "Get Look Up" instead of "Get Turn" depending on direction

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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"

oak gorge
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is more like did the player press the button and move the axis afterward

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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

sleek pecan
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If that's the case I think you have a slightly harder engineering task to do

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give it a shot!

static charm
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either methods just described to you will work

sleek pecan
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Can someone tell me what Disable Input actually does? It seems to do...nothing

obtuse herald
static charm
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what class is the blueprint? by default generic actors have input disabled already.

oak gorge
static charm
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the logic here can be re-made or changed etc

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but this shows whats going on.

oak gorge
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ok i see now

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but since is a vr controller the > state will be the same thing ?

static charm
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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

sleek pecan
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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

static charm
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i assumed he meant just same general time, as in holding the button down

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yeah otherwise he'd need a timer added to give a few ms window for the player to catch both

oak gorge
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sorry but that not at the same exact time is push the button and after if the movement is done the action is set

static charm
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not sure what you're asking

oak gorge
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was just to clarifying that not the two input action at the same time but one after the other

static charm
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here the player can press button once, and code will work for 2 seconds before self turning off.

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or make it 0.1 seconds for more of what you want

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sorry lots of ways to make it work lol

olive ingot
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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.

obtuse herald
olive ingot
obtuse herald
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location rule should be snap to target

olive ingot
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Okay you got me on my first step. This actually teleports the skeletal mesh to the location succesfully.

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But it does not attach. I suppose I could just repeat this for every frame to make it attach.

olive ingot
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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.

obtuse herald
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try to attach a bone to the actor

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socket name = bone name

jaunty stirrup
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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

olive ingot
#

oh I was just going to ask how to get it but you already answered ๐Ÿ˜‚

jaunty stirrup
olive ingot
#

*not string, its a name variable

jaunty stirrup
#

Maybe there is something to calculate with the landscape bounds size x and y?

#

i don't find the calcul

obtuse herald
jaunty stirrup
#

Or maybe there is something with DPI scale

olive ingot
#

oh i made a mistake. This socket is for the object i want it to be attached to

jaunty stirrup
#

How to apply DPI scale to my calcul

obtuse herald
olive ingot
olive ingot
#

I suppose Apply Force is technically a way ๐Ÿ˜‚

obtuse herald
static charm
#

Physics Handle will work for ragdolls but its a pain to quickly setup

jaunty stirrup
#

@obtuse herald The icone is almost at the right place , just decaled

#

and applied to the movements

olive ingot
# olive ingot I essentially just need a way to teleport a ragdoll.

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.

obtuse herald
olive ingot
#

This actually works ๐Ÿ˜‚

jaunty stirrup
#

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)

obtuse herald
olive ingot
obtuse herald
#

i forgot that the teleport node only exits for actors

olive ingot
#

Thank you @obtuse herald !

obtuse herald
#

Happy to help

jaunty stirrup
runic path
#

Has anyone had struggles getting a startup movie to play ?

jaunty stirrup
#

@runic path its simple

#

whats 's your problem

runic path
#

wont play

jaunty stirrup
#

I look in my project

#

the .mp4 must be placed in Movies folder (windows in explorator)

runic path
#

done it

jaunty stirrup
#

and in project setting do that

obtuse herald
jaunty stirrup
#

how to change the viewport size?

obtuse herald
jaunty stirrup
#

i try

runic path
#

indeed, that might be an issue as my standalone is a tiny square in 4k

jaunty stirrup
#

icone is in the same place when window is resized so its not a dpi scaling problem

obtuse herald
jaunty stirrup
#

It's the only value that place the icone at the right x position

runic path
#

@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

jaunty stirrup
#

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

obtuse herald
#

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

jaunty stirrup
#

i try

runic path
#

My settings

jaunty stirrup
#

i can't see the new icone

obtuse herald
obtuse herald
jaunty stirrup
#

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

obtuse herald
jaunty stirrup
#

i need to subtract the half of the bounds of the landcsape?

#

before dividing

#

the landscape is centered in its size

obtuse herald
jaunty stirrup
#

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

jaunty stirrup
#

now i have this

#

there is no more weird "400"

#

the icone is at the same place than before

#

excentred

rigid marsh
#

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

jaunty stirrup
#

you click on the nugget right to the Variable type Name

rigid marsh
#

tysm @jaunty stirrup

jaunty stirrup
#

yw

tiny meteor
#

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?

haughty axle
#

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

snow harness
haughty axle
#

@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

hollow cape
#

the length node returns an int which == the amount of elements in the array

haughty axle
#

man i double check

snow harness
hollow cape
#

correct concept but wrong node, that's a Map.length() node

snow harness
#

If that's the wrong node, maybe I'm misunderstanding. I use it all the time.

haughty axle
#

yeagh but i am using instanced meshes in array

hollow cape
#

@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

snow harness
#

Oh yeah as far as the documentation, 1 sec

haughty axle
#

wait thats the end of code

snow harness
#

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.

hollow cape
#

@haughty axle so what's the issue then

snow harness
#

At least the Length part looks good

haughty axle
#

the lenght node gives me names and list then i printstring, i need total count what is in array

hollow cape
#

no it doesn't

snow harness
hollow cape
#

Look at the length nodes output, it's a single int

#

show how you are using the printstring

haughty axle
#

man not the names

#

i just taking what lenght node give

hollow cape
#

can you set up the printstring and show how you are using it

haughty axle
#

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

hollow cape
#

ok I see the issu

snow harness
#

Deleted my message cause actually I don't see it lol

#

I missread

hollow cape
#

what you want is "get instance count"

haughty axle
#

i thought i can do something like, put in for each loop and do counting how many meshes

hollow cape
#

so each Instanced Static Mesh component in that array itself has a number of instances

snow harness
# hollow cape

Ahh. I've never worked with ISM arrays, so that's never been an issue. Thank you for the info.

hollow cape
#

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

steady orbit
#

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

hollow cape
#

we talking editor camera? camera component?

steady orbit
#

camera component

snow harness
steady orbit
#

Like an fps character

hollow cape
#

yeah generally you would attach it to a spring arm or a scene component if you want to change the relative root/pivot

steady orbit
#

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

hollow cape
#

uncheck use controller rotation pitch

steady orbit
#

I said they were all unchecked ^^

hollow cape
#

where did you say they were unchecked

steady orbit
#

Above the video

haughty axle
#

@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 ๐Ÿ˜„

hollow cape
#

I don't watch with audio

#

@steady orbit show code, how are you rotating the camera

steady orbit
#

okay

hollow cape
#

on your up/down, I'm pretty sure you want to be rotating the camera itself

steady orbit
#

i tried but couldnt figure out how

#

Any tips?

snow harness
#

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

chrome wigeon
#

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)

trim matrix
#

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

trim matrix
#

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!

turbid shard
#

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?

weary jackal
#

teleport with adjusted transform

turbid shard
dawn gazelle
#

Where's your logic that loads your player at the checkpoint?

gusty junco
#

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?

earnest tangle
#

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

nocturne sundial
#

Hey there got a quick question, is it possible to change gravity scale just for specific static mesh component in BP ?

gusty junco
dawn gazelle
#

Where are you loading your spawn location from your save game to the Spawn Transform variable?

earnest tangle
gusty junco
dawn gazelle
#

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.

dawn gazelle
#

Are you actually spawning in the player yourself at the start of the game?

#

Yep - Correct :p

#

Noice

ruby surge
#

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

tidal venture
#

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?

cerulean radish
#

how can i set properties before "beginplay" event when i use spawn actor?

urban jetty
cerulean radish
#

oh i see, thx

urban jetty
tidal venture
#

then the docu is wrong, i ll reporti t

gusty shuttle
#

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?

dawn gazelle
gusty shuttle
#

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

inland cargo
#

Anyone know How to remedy a crouch not uncrouching when released in an FPS

urban jetty
#

Doesn't look like your Lerp node is set up right...

inland cargo
#

Arhhh I'll have to check it over on debug the False doesn't seem to trigger on release in the middle branch

white crypt
#

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

blissful lake
#

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

white crypt
#

probably your movement curve = NULL

#

make sure it's set before you use it

blissful lake
#

not really sure how to do that, gonna try looking around and see what i can do

#

thank you !

dawn gazelle
blissful lake
#

=0 wher'es that option? on char movment?

dawn gazelle
#

nope on the ALS character

blissful lake
#

yeah but the mesh? skeleton?

white crypt
#

it's a current movement settings struct

blissful lake
#

i can't seem to find it

#

and i know i've seen it

dawn gazelle
#

In the class settings ๐Ÿ˜›

#

err class defaults

blissful lake
#

oh thank you, i've changed it to responsive an slugish but no change, it won't move at all

white crypt
#

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

blissful lake
#

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

white crypt
#

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

blissful lake
#

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

white crypt
#

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

blissful lake
#

the strings give me 0's , i will try breakpoints and see what i come up with

#

thank you for the advice

white crypt
#

if it's 0 then either its not being pressed or the scale value inside input settings is also 0

jaunty stirrup
#

Can someone show me how to draw a texture on CanevasRenderTarge2D?

#

It dosent work

blissful lake
#

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

tacit shard
#

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

white crypt
#

@trim matrix hover over it and see what it says

dawn gazelle
#

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.

tacit shard
#

i didnt see that, thanks:D

white crypt
timber cloak
#

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

earnest tangle
#

traces are just "queries", they query for collision information

timber cloak
#

i see. curious, how do those default actor or pawn block movement then?

earnest tangle
#

They have a capsule collision component

timber cloak
#

capsule is query too, right?

#

like traces

earnest tangle
#

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

timber cloak
#

meaning? Just don't get the simulated and not physic based etc

earnest tangle
#

objects that are simulating physics will collide and bounce off things based on what the physics engine says

timber cloak
#

i see

earnest tangle
#

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

timber cloak
#

but those you mentioned are not physic based, so how come?

earnest tangle
#

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

timber cloak
#

interesting

tacit shard
#

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?

earnest tangle
#

it gets automatically handled by the engine, you don't need to call anything

tacit shard
#

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

earnest tangle
#

iirc overlaps will only get called for the side which has its collision set to overlap

tacit shard
#

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

faint pasture
#

Using physics, the physics engine handles it. Using CMC, it handles it.

gusty shuttle
#

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

void cobalt
#

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

fossil linden
#

@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

void cobalt
#

what do u mean it should be in top as component

#

how would i do that

fossil linden
#

drag and drop it on the default scene root

void cobalt
#

default scene root..?

fossil linden
#

wait a sec, i open my engine

void cobalt
#

you mean this?

fossil linden
#

your collider should be on the top

#

thats what used for hit collision

void cobalt
#

yeah the sphere

#

right?

fossil linden
#

yes, its a sphere collision

void cobalt
#

yeah i have it

#

what do i do with it

fossil linden
#

drag it on the defaultsceneroot

#

it should ask then if you want to replace the defaultsceneroot

void cobalt
#

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

fossil linden
#

yes, now its should be working

#

if you collision channels are correct

void cobalt
#

its not working no

#

i dont even know what correct is anymore

#

ive tried so many combinations

#

you mean this right?

fossil linden
#

you need to enable collision query and physics

void cobalt
#

still doesnt work

fossil linden
#

yeah because its overlaps, you should change the object type to projectile

#

or block on world static and dynamic

void cobalt
#

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

fossil linden
#

then check your enemys collision type

#

and if it blocks your bullet

#

the best thing would be to create a new collision channel

void cobalt
#

ok i think i got it

#

blocked physics body

#

and now it destroys on enemy hit too

#

thank you so much

fossil linden
#

no problem

void cobalt
#

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

fossil linden
#

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)

void cobalt
#

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

fossil linden
#

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

void cobalt
#

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

fossil linden
#

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

void cobalt
#

yeah ill probably do that in the future

plain pewter
#

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.

earnest tangle
#

Can you not use a "Add Spot Light Component" and then click the node to se the value there?

plain pewter
#

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 ๐Ÿ™ƒ

Why the heck is "Use Inverse Square Falloff" hidden, this is so ๐Ÿคฌ annoying

dawn gazelle
plain pewter
#

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...

blissful lake
#

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.

gusty junco
earnest tangle
#

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

timber cloak
#

very curious how does one mimic the block for the simple box's movement using linetrace only.

earnest tangle
#

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

dawn gazelle
timber cloak
#

as in mimic the other class's move

blissful lake
# dawn gazelle We've already told you about the errors - that's because the Curve isn't being s...

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

dawn gazelle
#

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.

gusty junco
earnest tangle
#

Yeah not sure. Try just making it a basic cube and see if it works then

gusty junco
#

Will do, thanks for all the help

gusty shuttle
#

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

pastel garnet
#

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!

dawn gazelle
# pastel garnet How do I NOT make a struct replicate?

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.

dull sequoia
#

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

prisma stag
#

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 ๐Ÿ˜‚. 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?

trim matrix
#

No collision on basemesh and a collisionbox in the conveyor. i cant remenber exactly it was a few years ago.

split spoke
#

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?

dawn gazelle
prisma stag
pastel garnet
bright nacelle
#

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?

fossil linden
#

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

bright nacelle
#

hmmm ok ill try it thank you

trail condor
#

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?

tight schooner
#

@trail condor there's a Get World Context node

gusty shuttle
#

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)

trail condor
graceful hamlet
#

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

livid vessel
#

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 ๐Ÿค”

sand shore
#

wow did optimization passes get added?

graceful hamlet
#

Same here

#

On 4.25 this same super simple example will pause twice

sand shore
#

oh no it's just the debugger being bad as usual

graceful hamlet
#

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?

dawn gazelle
livid vessel
#

bruh

#

how do I save then my instanced static mesh components?

dawn gazelle
#

You don't. You save the values that need to be saved and then reconstruct them when loading.

graceful hamlet
#

Yup

trim matrix
livid vessel
graceful hamlet
#

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

graceful hamlet
#

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

livid vessel
graceful hamlet
#

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)

livid vessel
#

I cant save this part as a non Object๐Ÿ˜ญ

prisma stag
graceful hamlet
#

I can barely see that, but it looks like you're just plugging in a transform?

livid vessel
#

yea but the problem ist that only the location wont tell me which block it is

graceful hamlet
#

so you need to store your block type and transform

#

when you make it in the first place

livid vessel
#

and also the block gets set by a Grid that can change

gusty shuttle
#

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

livid vessel
graceful hamlet
#

Nobody said it was easy ๐Ÿ˜„

#

But yeah, that's the up/downside for arbitrary builders/spawners, you gotta really dissect and track everything

trim matrix
#

Modo is like Maya, Blender its a modeller. @prisma stag

livid vessel
#

Sometimes I really hate Ue for saying ha you cant save or ref objects before XD

graceful hamlet
#

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

livid vessel
livid vessel
graceful hamlet
#

Ok - so I'm guessing nobody has figured out how to fix the blueprint debugging issues yet?

#

The "new" ones, at least

graceful hamlet
dapper laurel
#

hello everyone

#

sorry to interrupt

graceful hamlet
#

ok well seeya folks ๐Ÿ™‚

livid vessel
dapper laurel
#

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

livid vessel
livid vessel
hollow zephyr
#

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

graceful hamlet
#

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

livid vessel
#

yea of course you have to select every time because it wont remember๐Ÿคฆโ€โ™‚๏ธ

graceful hamlet
#

Well OBVIOUSLY hahahaha ๐Ÿ˜„

#

Why have it work as it has for the last 15 versions? Silly us

sand shore
sand shore
sand shore
#

that's basically it

hollow zephyr
#

I'll give that a shot, thanks

gusty shuttle
#

So yeah

#

How would one solve velocity inertia

#

When I wall jump and have momentum, my dude springs into space

hollow zephyr
#

you could try removing it as soon as you touch another wall, set velocity to 0

gusty shuttle
#

Oh?

#

I kind of do that

hollow zephyr
#

I might suggest a straight "set velocity" on the movement component

gusty shuttle
#

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

hollow zephyr
#

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

gusty shuttle
#

I'm feeling about half past stupid after hours of trying to figure this out

hollow zephyr
#

So that's not actually modifying the underlying velocity data members, unless I've misread that

gusty shuttle
#

Perhaps, So what do you think I should do? Deadline is at 4:30 haha

hollow zephyr
#

School project?

gusty shuttle
#

Personal, but I'm with a team and I promised results

hollow zephyr
#

Ah

gusty shuttle
#

Well setting the velocity to 0, stops the inertia sling back which is good, just need to find a home for it

hollow zephyr
#

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

gusty shuttle
#

I'll give that a shot! Thanks @hollow zephyr

hollow zephyr
#

Good luck!

gusty shuttle
#

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!

hollow zephyr
#

YW ๐Ÿ™‚
Glad it worked out just in time for your deadline haha

pastel garnet
#

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.

dawn gazelle
# pastel garnet How do I NOT make a struct replicate? Everybody in the game is taking after the ...

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.

pastel garnet
#

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?

dawn gazelle
#

They already do if those values are stored in your character blueprint.

pastel garnet
#

Hmmm

#

howcome people are sharing the same values?

#

I must be setting it wrong

dawn gazelle
#

That looks ok.

pastel garnet
#

Strange

dawn gazelle
#

What is calling the "Hunger Struct Set" function?

pastel garnet
#

These are the structs

#

Hold on

#

It is StartFunctionTimers

dawn gazelle
#

From what I can see there, you have it running HungerStructSet every .1 seconds, so I imagine it would hit 0 fairly quickly.

pastel garnet
#

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

dawn gazelle
#

The clients don't share any values if these variables are not being replicated from the server.

pastel garnet
#

Oh

#

Weird

#

because mine do

dawn gazelle
#

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.

pastel garnet
#

Right

#

My server inherits from the client's values

#

Everytime the client loads on the hunger values reset to the client's

dawn gazelle
#

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)

pastel garnet
#

Woah

dawn gazelle
#

So every character that would be spawned is updating the local UI.

pastel garnet
#

Ah right

dawn gazelle
#

So it's overwriting itself.

pastel garnet
#

so they all share the same local UI but has different values?

dawn gazelle
#

No

#

Your character should not be driving UI updates.

#

As each character is then driving UI updates.

pastel garnet
#

Ah okay

#

do I drive UI updates in the widget itself?

dawn gazelle
#

Haven't slept well the last few nights so my thinking is a bit slow... You should be able to do this instead.

pastel garnet
#

Ah okay, I'll try that when I reload UE4, thank you!

#

Get some sleep too

summer bolt
#

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

dawn gazelle
summer bolt
#

Would an actor be OK?

#

Also where are the save files saved

dawn gazelle
#

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

summer bolt
#

What about when the project is compiled ๐Ÿค”

#

Into like an actual game

unkempt quarry
#

Should I be worried about this error?

sand shore
#

yes, you're creating a widget on the server probably

jaunty stirrup
#

How to make UE4 recognize the gamepad?

unkempt quarry
dawn gazelle
summer bolt
#

๐Ÿ‘

#

Thanks alot

fierce birch
#

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?

sand shore
#

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

unkempt quarry
#

The funny part is that it still creates the widget, but just gives me that error after

dawn gazelle
#

That's because your client is probably creating the widget. Begin Play fires on both Server and Client.

unkempt quarry
#

Should i create the widget in the character bp?

dawn gazelle
#

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.

void cobalt
#

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

void cobalt
#

ok

tidal abyss
#

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

astral estuary
#

dot product? thonk

#

2 vectors in, 1 float out, in layman terms, "How alike are two vectors"

tidal abyss
#

Ohh

#

it works!

#

Thank you!

#

I was a bit confused because of the "=" symbol there

astral estuary
unique fox
#

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

olive ingot
#

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

tight schooner
#

@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

olive ingot