#blueprint

402296 messages Β· Page 644 of 403

thorn trellis
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Anyone know why I can't set visibility on one actor from another actor? I've tried casting to actor and executing function on the one I want to set invis, I've tried setting the parent actor invis, tried getting the object from a shared parent actor and setting it invis, the list goes on

unkempt quarry
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I'm trying to connect to my client server using my local ip but it just returns me to the main menu, I try the same command in the console and it works fine, where have I gone wrong?

astral estuary
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do you have an space after open? πŸ€”

unkempt quarry
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Yup, made sure it did with the print

astral estuary
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then I have no idea 😬

unkempt quarry
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Would I need a find session node? I've used that for the serverlist

astral estuary
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You can use one if you want

unkempt quarry
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but then that defines the whole point of a direct connect function

astral estuary
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kinda 🀣

unkempt quarry
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Sorry, I meant join session

astral estuary
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to use joinsession you need a found session

unkempt quarry
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Wish there was a text field on the join session for ips

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Another question, when opening a level do I need listen or ?listen

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Managed to get it working, some reason UE decided it only accepts console commands in packaged versions

manic knot
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Hey so if my Character is Possessing a vehicle when driving it, how can my player be dealt damage when im not possessing it?

dusky harness
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How can i get and set the transform of my actor's component? Not like world location, but the one inside Actor's viewport

trim matrix
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relative transform

dusky harness
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That did the job. Thank you

trim matrix
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does anyone know how to make falling scream like gta 5 ? thx

edgy sable
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Hi quick question, I have a "Projectile" actor that I spawn more than 100 of it at a time, and my question is where should I put the projectile logic exp: Enable/Disable projectile, manage projectile animations , spawn particles when the projectile Hit or Bounce ..etc other than Setters and Getters, should I put the logic in the actor himself or should I put it in a "Projectile Manager" ? is there a difference ? will the logic, put in the 100 projectiles, have some duplicate stuff or would take more memory ?

tawny helm
trim matrix
tawny helm
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there is a blueprint for fading the screen to gray

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and then you use UMG to display the death words

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and there is also a blueprint for slowing down time if you want that in too

round basin
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Hi, when I crouch I want to rescale the capsule component with the sprite, but I don't want to rescale the "fond actor" (it's a background), how can I have a component that is not attached to the capsule component please ?

spark steppe
round basin
spark steppe
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you could also sort them in different scene components, which dont inherit each other, but that might raise other issues and put unnecessary overhead into that actor

round basin
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It still inherit from the capsule component

spark steppe
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the radius can be maximum the height of the capsule

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maybe that was your issue?!

round basin
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I'll try that

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but it's a sphere so the values are the same

spark steppe
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did you use the the value that you would have used for the scale?

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because that's probably too small, what you want to do is multiply your base capsule size with the scale value

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e.g: if it's usually 50, and you want to scale it to 1.5, then it's 50*1.5 = 75

round basin
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@spark steppe I just realized I was setting the scale (for the sprite) to the capsule component instead of just the sprite...

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Thank you for your help!

runic parrot
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Hi guys! anyone familiar with projectile movement? i'm trying to set the speed/direction of the projectile after spawning it and it just doesn't work. Only works if i set it on the default class and leave it like that :/

trim matrix
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@runic parrot do you spawn the particle from your player character bp ? If you want to set the direction of the projectile, I would suggest using an arrow from which you spawn the projectile, and place this arrow in the "spring arm" component, so that the projectile go in the direction of your camera view. Also for the speed set something like 600 for a quite fast projectile.

spark bridge
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Hello extra smexy people!

A question if I may. I was wondering, is there any node in blueprints that tells "Unreal is currently loading asnyc at least one asset right now" ?

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or a boolean that states "Async Load Asset" is working or not ^-^

runic parrot
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the projectile actor does have a particle system on it and i'm currently trying to set the initial / max speed on the construction of the actor and later set the velocity in the direction that i want it to go (it just doesn't care about the change on velocity : ( )

trim matrix
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Well, sorry but I think I won't be able to help you on this projectile system. I have made a basic projectile for my player when you go in fps mode, but it seems to be completely different from what you try to do.

runic parrot
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no problem, i found something that may work

runic parrot
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got it working, just in case anyone needs it.
Setup initial/max speed to 0.
Setup velocity to 0,0,0.
If you want to change the direction and speed, go to projectileMovement, set "velocity" to the desired rotation and multiply that value by your desired speed.

IE Go in the direction of the camera:

Set velocity (not local velocity) = camera forward vector x 1000 -> goes to the center of the camera at 1000 units of speed (not sure about the units of speed)

stray wagon
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Hello ! I have an issue where this function does not get called when changing level and my game crashes because of that

runic parrot
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on wich actor is that event?

stray wagon
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An actor that I just put in my level

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IT's definitly there when I change level

vapid ibex
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Does anybody knows if it's possible to influence actor's position with a texture? Like, I have an animated noise texture, and I want a field of instanced actors to shift up and down based on the noise texture.

proven mason
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I have a ball actor that is supposed to print out a boolean value on whether it hits on a flipper.

I've managed to get the print statement to print out "false" before the ball hits the flipper and "true" when it rolls along flipper.

However, when the ball leaves the flipper I still get a boolean value of "true" when I expect it to be "false".

Here is my blueprint of the ball the actor.

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How do I get the boolean value (BallonFlipper) to be set to false when it leaves the flipper?

boreal tusk
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Working with simple test materials. so far using only vector color node to set object colors.
Now I want to add an "Optional" Base color texture node. If provided use that instead of the base color.

I find my way around normal blueprints just fine. But the material editor I can't seem to find nodes to use for this.

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Or how can I convert a float 3 color so a "Texture Sample" accepts it as default value.

mental sail
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You want a way to switch between simple color and a texture?

boreal tusk
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Yea, right now in the actual actors I set the colors. But now I want to add the option for textures on the master material.

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but if not provided I want the material to still use the colors on the float 3 parameter.

mental sail
runic parrot
boreal tusk
# mental sail

But ther is not a way to get the "base color" node into the "tex" input of the texture sample?

mental sail
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So you don't want to switch? You want to apply a color to a texture?

boreal tusk
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Right now all object are just one solid color. using a parameter to set the color via blueprints.

Now I want to add a texture to some of the material instances. When providing an actual texture use that. if not keep using that solid color fill.

void cobalt
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anyone know how i can make a progress bar fill up in a time set by a float variable?

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by a certain action, like reloading

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i have a widget for a progress bar

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and when i reload a gun, i want the progress bar to fill in the time it takes to reload

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how could i do that?

hollow cape
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timeline, timer, (less preferably) tick

void cobalt
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soooo

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how would i go about doing it tho

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i know i need to do things in my character bp and the widget bp

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but idk what

hollow cape
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easiest way would be to have a var on your character BP that you update during reload (map it to a range of 0 -> 1), and in your widget bind the progress bar value to that var

boreal tusk
# mental sail

I set it up like in your example works fine. Would have been nice if the material could do this automatically when the texture value is null/none.

So thanks for the help πŸ˜‰

void cobalt
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that makes sense, but how would i set a variable of "2" into a rang of 0 -> 1 ?

hollow cape
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map range clamped

void cobalt
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that a node?

hollow cape
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easy way to find out lol

void cobalt
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oh damn it is

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ok ill see what i can do with this then

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thanks

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so, would this work?

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@hollow cape

hollow cape
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well that's going to output 0 all the time so, no

void cobalt
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oh

hollow cape
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what is reload speed. What are the potential values

void cobalt
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2

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reload speed is 2.0

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as in 2 seconds

hollow cape
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ok no, that's not going to work

void cobalt
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right

hollow cape
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the progress bar won't just "update" on it's own. You have to update the value of it over time

void cobalt
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because its just a value, and not an actual time right?

hollow cape
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yes, you need to update it over time. Easiest way in this case would be to use a timeline

void cobalt
hollow cape
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Yes. Right now you are probably going to just hard code a 2 second timeline, which will work, but it isn't going to work for you when you have a reload anim that takes say .7 seconds, or 1.3 seconds etc. But it will work

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make a timeline float track that is 0 at 0 seconds, and 1 at 2 seconds

void cobalt
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uhhhhhhhh

hollow cape
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If you don't understand how to make a timeline track, I would recommend you hit up some tutorial vids and such. Matt Wadstein has some great ones on youtube.

void cobalt
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@hollow cape ok i made this

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its a functional timeline i think

hollow cape
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no....not at all

void cobalt
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lol

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thats what a tutorial told me xd

hollow cape
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go check out matthew wadsteins channel. Not all tutorials are made equal

dawn gazelle
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What I did on my project was make an animation in the widget that just scales the progress bar from 0 to 1 in 1 second.
Then when the progress bar needs to play back, I take in an input time, say like 3 seconds, and I set the playback speed on the animation to 1/Time, giving you the appropriate playback length on the animation (it'll fill up in the specified time)

sand shore
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that's bad tutorials

void cobalt
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oh

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i got it lol

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it works

sand shore
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every tutorial should understand the basics of how BP works

void cobalt
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i watched matthew wadsteins tut on timelines

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and it instantly worked

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haha

sand shore
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Well there you go

gritty plover
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Has anyone here used DoN's 3D Navigation plugin? I'm running into a little issue with that.

void cobalt
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so, how would i set the timeline to be from my reload speed variable?

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bcuz rn, i have to manually set the keyframes from 0-1

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and its 2 seconds long

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how can i make it that the 0-1 timeline is determined by a float?

dawn gazelle
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Set the timeline so it's only 1 second long, then use the below node before starting the timeline, feeding in 1/Play Length for the new rate, then it'll play it for the desired Play Length.

mystic lantern
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^ I did this for all of my reloads in a game once. Even fire rates. It was a relatively small game and this set play rate works well

grim ridge
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Hey guys, does anyone know why my tracks keep disappearing after I change the blueprint? I'm going through a cource and I create new C++ class based on StaticMeshComponent, add it in blueprint, assign a static mesh to it in the blueprint, compile the blueprint, build the solution in UE4(4.26) and then when I press play my tank is without the track:

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I fixed it: first add TankTrack class and not change the name on the left, assign the mesh and socket, compile the blueprint, compile the solution. Now I can change the name in the blueprint. I also changed the name to LeftTrack and not Left Track.
Is it a bug? Is it something known? Not sure what exactly helps: not changing the name right after adding the class to the blueprint, not adding spaces to the name, or maybe compiling after I add the class without changing the name.

void cobalt
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when i set the reload speed to 2 seconds

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it takes like 5

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its like it grows exponentially from what i set the float to

dawn gazelle
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Did you set the timeline to 1 second?

void cobalt
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when it gets divided

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yes

prisma stag
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Hello, Im trying to clean up code and add the end of some events I reset variables or set set some and do that for multiple variables in multiple places. Is there way I could something and in that "something" set then to what I want for that event?

void cobalt
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wait

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no i didnt

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it has to be 1 second?

dawn gazelle
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yep

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1/1 second = 1 play rate, so 1 second playback.
1/2 seconds = 0.5 play rate, so 2 second plaback.
1/0.5 second = 2 play rate, so 0.5 seconds playabck.

void cobalt
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didnt work

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now it lasts that long, but the reload progress bar finishes halfway thru

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by timeline to 1 second u mean the timeline length right? @dawn gazelle

dawn gazelle
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yep

void cobalt
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yeah it doesnt work

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the progress bar doesnt even finish

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it goes halfway thru and then dissapears

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unless

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yeah ok it works now

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i had the last keyframe set past the 1 second timeline length

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but guess what! i have ANOTHER problem!

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not related to the timeline thing now, unless maybe it is, im not sure

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in my parent weapon blueprint

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i have a struct feeding variables into the weapon that is being used

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example firerate, reload speed, damage

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and traces used

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which if 0 means it only shoots 1 bullet at a time

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anything past that, it shoots +1 on each shot

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like a shotgun

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but for some reason, that now has stopped working

unborn maple
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what the best way of registering an enemy death to start a new wave? trying to make a wave base game, but my array are saying it out of scope when built in a function and won't start a new wave. if i do it out of function then it show that there is 2 enemies alive when there are 0 in the level. i need help!

void cobalt
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no matter how many traces i use, the shotgun only shoots out one

unborn maple
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all the other function work it just that it not registering the deaths correctly.

dawn gazelle
# unborn maple what the best way of registering an enemy death to start a new wave? trying to m...

There is no point in removing actors from the "Get All Actors of Class" return value. It is giving you a fresh array that is referencing all the actors of the particular class, removing the actors from said array doesn't do anything.

Your game mode should keep track of the enemies it spawns in its own array. As an enemy is defeated, you remove the reference from that array, and check the length of the array after doing so to see if there are any enemies left.

unborn maple
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i am doing that.

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let me take a screen shot

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is that all i need?

dawn gazelle
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That should be it for checking if complete, sure, but the "Get All Actors of Class" you have in "Register Enemy Death" isn't doing anything to help you here.
When spawning an enemy, you add to "Ships Spawn". When one of them is defeated, you remove the reference to that enemy from "Ships Spawn".

unborn maple
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yes i did it that way but it said out of scope as well

dawn gazelle
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This is bad.

unborn maple
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ohh im still new lol this is the first game im trying make with out tutorial. butt i am googling stuff.' should i just remove that part

dawn gazelle
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yeah everything afterwards is ok.

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what that would do is basically clear the Ships Spawn each time you spawn an enemy and populate it with the actor you've just spawned.

unborn maple
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yeap. just having a issue on where i should place this registerdeath function to start the end wave check.

proven mason
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and I'm not getting any print outs

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the ball I used a simplified sphere collision and the flipper I used my own custom collision.

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also here's the collision settings for the flipper

unborn maple
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thanks the new wave system work now. it just that it taking way to long to register that all the enemies are gone from the area even tho im removing them after they die

void cobalt
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how can i spawn an actor for every linetrace?

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i have a shotgun weapon

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which the amount of traces is determined by an integer

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a forloop spawns the amount

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then i have a spawn actor which is the bullet trace effect ingame

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it used to work, but idk what i did to break it

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right now it only spawns 1 trace

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i want it to spawn on every trace

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how could i do that?

sand shore
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@void cobalt is there a particular reason you're sharing snippets of the graph instead of the larger function?

sand shore
dawn gazelle
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I was explaining that what they had was when they were spawning an enemy, they were setting their array that keeps track of all enemies with only the enemy they spawned, so it'd be like clearing it with each spawned enemy which is not what they were looking to do.

sand shore
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Oh.

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misread that as you for some reason, but yes that's correct.

digital terrace
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hi is anyone who could help me please?
i created a 2d platformer game on ue4 and I did a shitty trick that made me no longer control my blueprint placed on my map but made me spawn one in the place of my cam when I run the game
if someone can help me please

void cobalt
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i fixed it now

hollow zephyr
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So, there's a Set Physics Max Angular Velocity, but there's no Set Physics Max Linear Velocity?
Or am I simply using the wrong term to find it?

summer bolt
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Is it possible to make a save file with just an actor and save game object

trim matrix
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Hi guys, I think it's the good channel to ask this question. I made a teleporter with an emitter appearing once triggered, and the player goes to a new level after a loading screen. As the vfx is appearing in the persistent level, I can't delete it as the new level is loaded in the persistent level. So each time that I go to another level, the particle is in the new level, still played. I think that the way to avoid this would be to spawn the emitter in my player character blueprint, so that I set it visible only when "is teleporting" variable is set to 1. Would that work ?

unkempt quarry
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I'm using sliders on a widget to get RGB values but when i cast those values to the character to change the colour, it doesn't work, any suggestions?
Widget:

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Character BP:

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Solution: I had to add the parameter name πŸ‘

hollow zephyr
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I was going to say, I don't see any mention of which parameter it's changing

dawn gazelle
hollow zephyr
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Well that's neat to learn

zinc pebble
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Hey guys, longtime environment artist, trying to learn BPs for a personal project. Super new to this so I have kind of a 'fundamentals' question.

Making a basic horror game, where you can open doors, pick up a few items, and maybe interact with light switches and the like.

Currently all I have is the door opening, and I'm starting onto the item pickup system next. My door is set up through the player BP, (pretty basic, pictured below)

Is it better practice to have the interactions set up like this in the character BP? So a setup like this for each thing I'm interacting with.

Or would it be better to have the cast call an 'interact' event, and somehow determine which BP it's pointing at and interacting with, so that it has less stuff in the character BP?

Does it matter? Or am I overthinking this.
Also, hoping to add multiplayer at some point, so would that have an effect on how I should set this up?

odd roost
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Running into an issue packaging the game, I get this error but even if I move the include it just regenerates it and adds it at the bottom

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Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header

sand shore
sand shore
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You seem to have figured out your problem with ease, do you mind helping to foster a culture where we have precise language around casts?

dawn gazelle
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So the "Event Player Interact" event can be implemented on any blueprints you want the player to be able to interact with. If the target actor doesn't implement the the particular interface, then nothing happens, no errors thrown etc.

zinc pebble
sand shore
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i cast those values to the character versus I cast to character and then set those values

unkempt quarry
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Oh, my bad

sand shore
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quite often, beginners seem to have some conceptual holdups around how to find what to cast

earnest tangle
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Anyone have any clue what this means πŸ€” Type mismatch: Expected BP_CustomProcWall_C, Found REINST_BP_CustomProcWall_C_393

Occurred when I tried to spawn an actor, restarting editor fixed it... but never seen this before so kind of wondering what is a REINST_...

sand shore
sand shore
earnest tangle
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No on both

sand shore
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hm

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ah that uses HOTRELOAD or something, doesn't it

earnest tangle
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Yeah hotreload should be HOTRELOADED_....

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or something like that

unkempt quarry
sand shore
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it isn't something I see super often, but it has something to do with reinstancing

sand shore
unkempt quarry
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Oh haha

sand shore
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I'd prefer the node have the label Cast As

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but that's a big hill to explain

unkempt quarry
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I bet

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I've now solved that problem but now replication...

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I've copied the layout i have used to replicate nametags, probably not correct

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Okay, scrap that. It's decided to work

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I'll try and keep that in mind

dawn gazelle
eager peak
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im trying to create a text log that updates as you go through my level by setting a bool in one blueprint to true when you collide with it, then when that bool is true in the widget blueprint it sets a label as visible but im having problems... im not sure if i havent casted it to my widget blueprint right but its not recognising that the bool is updating

leaden isle
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Hey there. Is SET methods in BP by reference or by deference when you set a variable as input ?
And if it's as deference can you set is as reference with BP ?

warm summit
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I made a function in a BP FuncLib that has a Branch in it that Should stop any further action inside the function.
And thus I would assume, an event being sent allong the output Pin of the Function node in my Event Graph. But this does not seem to be the case. The function does nothing, as it should, but still pulses on the output pen and cuases other things down the line to fire. Is there a setting? Is this for a reason I need to understand?

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I have resorted to putting my Branch outside the function in front of it, this works.

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but Id like it to be built into the function, I am just checking to see if the Midi CC number is the one I want to listen too for this part of the BP.

coral raven
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Hey so im trying to add a projectile path for when i throw things, and it seems as the object im holding is colliding with the trace or somthing, is there a way to fix this?

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it was working fine until i changed the start location to the same location as the socket that holds the object

summer bolt
coral raven
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@summer bolt i dont 100% understand the question, but at the same time i might not be the best person to ask

summer bolt
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πŸ‘ k lemme rephrase it

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I wanna make a ue4 save file

coral raven
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ok

summer bolt
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Can I do it using just an actor bp and a save game object bp

coral raven
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are u trying to just save a blueprint as its own file? or am i missunderstanding

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or do u just need to make an unreal save file

summer bolt
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I'm trying to save a variable

summer bolt
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Like that I need to make one

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Without using controller, gamemode, character, game instance etc

coral raven
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so it will depend on the contents of the blueprint from my understanding. i may be wrong but if u have a reference in ur BP from another asset on ur game file then u will not be able to use the BP elswhere. if ur trying to move one blueprint from one game project to another - i can show u that. and if u just need the BP file u can access it through your project folder aswell w/ your file browser

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if im missing the mark on this and thats not what u need, maybe i can help if u show me what ur trying to do

summer bolt
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I know how to move bps to another project, just the reason is a little complicated, I would send screenshots but had to get off and won't be at my pc for another 10 hours or so

coral raven
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is okay. im sorry that i cant help right this second but if u want to send me some screenshots when ur available, i may be able to help you. i cant promise anything tho as i am far from a pro myself haha

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but ill do my best to help u

summer bolt
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πŸ‘

coral raven
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i lied, i got it working but the collisions are fked, any help would be apreciated haha

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my objects dont collide with the ground now

spark steppe
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is there some way to get the bounds of a skeletal mesh, the get bounds method seems to only exist for static ones, and get bounding box has it's origin at the meshs origin, which doesnt help much in my case 😭

karmic zealot
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I've had to use it recently actually for some random thing I was doing with bosses

spark steppe
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you sure you didnt use Get Bounding Box?

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which might work for some use cases

runic parrot
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Hi everybody! i'm having some troubles with my projectile not hitting the floor, but interacting as expected with everything else. Anyone had a problem like this before?

spark steppe
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hm, might have a workaround with boxTrace against the skeletal mesh

karmic zealot
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If that doesn't work (it's what I used), then yeah, you'll have to do some math

spark steppe
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guess it worked for you because your mesh is probably close to the origin, while in my case the geometry can be like 1m away from its origin

karmic zealot
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?

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What do you mean the geo is away from origin?

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Like, you aren't using root motion?

spark steppe
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its clothes where the origin is always at the "foots", so if i got an tshirt the geometry is 1m above the origin

karmic zealot
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Also, there is one for SK

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But Actor one sufficed for me I guess when I did it

spark steppe
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ohhhhhh thank you

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i was pulling from the skeletal mesh component, which didnt show skeletal mesh nodes....

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yea getbounds on the mesh works fine, thanks a lot victor

coral raven
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@karmic zealot can i ask u somthing? i have a static mesh being used on my spline to show where my projectile is going to land, but it is colliding with the projectile im holding. if i turn off collision on the projectile then it jsut falsl through everything, is there a fix to this?

runic parrot
coral raven
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ok thank u, i will try this

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much apreciated

runic parrot
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no problem, i just had that same issue a few hours ago

runic parrot
coral raven
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its the same issue lol i can change it from one or the other, if i have collision the flight path doesn show cause it hits the object, and if i turn it off the object just flys forever lol

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im trying to do the trace channel now

runic parrot
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oh i didn't saw the flying path part, you are making a projectile and also predicting the path with a trace?

coral raven
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yeah so my alien has telekenesis and can hold objects away from his body. i was trying to set up a predicted flight path so the player can anticipate where the object will end up

runic parrot
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somethig like this?

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oh wait, that feature is broken at the moment jaja

coral raven
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lol

runic parrot
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but a ray trace should do it, let me give you a video for the ray trace

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In this series we will be explaining how to add a building mechanic to your game as seen in such games as Fortnite and Rust. In our series we will be using it to build automation machines and a factory as seen in games such as Satisfactory and Factorio.

In Part 1 we build the functionality to click and add a block to the world, snapping it to a...

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#

the end is a litle diferent, but the ray trace to get a path and object projection should work

coral raven
#

ok. ill try that, it sucks i literally just need the trace to ignore the object im holding lol

runic parrot
#

on shot trace you have a list of actors to ignore

coral raven
#

so i have this

#

how would i add my currently held object tho

#

this is my object, if this helps

runic parrot
#

what trace are you using?

#

this is my trace, for example. it will ignore self and ignore character actor

#

also, let me fix my building feature so i can show you, you may be trying to do exactly the same from what you are telling me

fathom cobalt
#

Can certain controllers be finicky? I booted up a project for the first time in a while and also using a different Xbox controller and it did something I’ve never seen before: whenever i go straight the character sometimes slows down and then gradually speeds up. Sometimes it happens and sometimes it doesn’t. It’s especially evident when I make a sharp turn. Has anyone else seen this?

(I’d post a video but I’m away rn)

runic parrot
coral raven
#

yeah i think so

#

mine gets thrown like a grenade tho

#

but same concept i think

runic parrot
coral raven
#

ok thanks il check out that video

#

i hate that i gotta restart when im so clsoe but welcome to unreal lol

dusky harness
#

Any ideas on why my player Character can't move forward or backward while looking down?

runic parrot
#

probably your character is setup to move on the forward vector of the camera

dusky harness
#

Maybe it is. But how can i check if that is true?

runic parrot
#

check wich controller you are using, go into that controller and check for action inputs

#

and go where those input go, if they are not in the controller, probably they are on the character itself

#

are you using a template?

dusky harness
#

I don't fully understand you

#

Well i started from First Person template but i am far away from it now

runic parrot
#

hard to know what may be the problems without knowing your setup

#

try checking on this to get more into the topic

dusky harness
#

That did not solved my problem. The only thing i can say that it all started when i attached the player camera to the arms head socket. (Before it was the arms attached to the camera and there wasn't any movement problems)

coral raven
#

anyone know why a decal would not update? i keep getting this green box

tranquil tundra
valid prairie
#

ok ive been at this for 2 hours
On Begin Component Overlap isn't firing. Except using a third person pawn. then it works. But the first person pawn won't trigger it.

Collisions is on on both the box and the pawn.

dusky harness
#

I found that Add controller Pitch Input rotates the capsule component. I doubt that this is alright

zealous moth
#

@valid prairie is your actor that receives the overlap set to a placeholder default root? if so remove root

valid prairie
#

ummm huh?

runic parrot
#

Anyone know why i may be getting this right and bottom padding on the progress bar?

#

i already removed lal the paddings / margins except that one on the picture wich breaks the progress bar if i remove it

zealous moth
#

show me your root @valid prairie

valid prairie
#

Would the Root be the pawn?

zealous moth
#

what are you overlapping with?

#

another pawn?

runic parrot
#

what are you trying to collide with what?

valid prairie
#

I'm trying to collide a player with a box

coral raven
#

if anyone can hop in a DM and help me with my decal id truly appreciate it. i dont wana interupt the help neko is getting

zealous moth
#

right, the box

#

what's in the box!

runic parrot
#

show the box herarchy on the editor and the colission presets on the details panels

#

same for your player character

valid prairie
#

oh ok

zealous moth
#

@coral raven you problem with the decal can either be that your PPE is emissive or that your decal is not set. This is the default pattern so i'd expect it to be null

coral raven
#

@zealous moth ive switched it to the decal i want but its still green :

#

should be a purple ring. i think im just missing a small step

zealous moth
#

Can someone using UE4 4.26 create a new character blueprint from scratch without anything in it and show me the hierarchy?

#

@coral raven if you change it to any other decal does it show?

#

how do you make the decal appear?

zealous moth
#

if you put in a blank decal actor in the level and put the material, does it show?

coral raven
#

let me try

zealous moth
#

@dawn gazelle wtf... was it always charactermesh0????

#

i cannot seem to hold a mesh when i play on a new pawn. The pawn exists and is controlled but the mesh is null

valid prairie
#

this is the box. it works with the Third Person Character BP.

coral raven
#

@zealous moth no it still shows green when i apply it to a decal in the scene:

valid prairie
runic parrot
#

get the pawn characters and than get the mesh

runic parrot
# valid prairie

try checking the "generate overlap events" on the colissions box on the details

coral raven
#

to show its applied

zealous moth
#

@coral raven create a brand new level, no post process effect and see if you can load it

valid prairie
coral raven
#

ok

zealous moth
#

@coral raven if you cannot see it in a brand new level, it means your decal setup is incorrect. if you can see it, in your previous level it's your post processing

valid prairie
tranquil tundra
coral raven
#

ok, if its my post processing - what would that mean? is there a fix? or is this a whole nother rabbit hole?

#

omg let me check

zealous moth
#

ah could be that also

#

i forget you have to tell your material it's a decal

runic parrot
# valid prairie mesh

it's only going to block, not overlap. Change that colission presets to "custom" and see if you find the object type of your other piece you want to overlap with. check that one to overlap instead of block

coral raven
#

now it doesnt even show up in the editor

tranquil tundra
#

that's expected

coral raven
#

and still green in scene

runic parrot
#

one you get the config you need to make them overlap, i suggest to create a new colission preset / tag and customize it for that specific type of object

tranquil tundra
zealous moth
#

@dawn gazelle can you possess a character from that setup with a mesh? for some reason in 4,26 specifically my mesh disappears and that "CharacterMesh0" used to be (Mesh)

tranquil tundra
# coral raven

wait do you also set the material blend mode to translucent? Deferred decals need that

coral raven
#

i dunno what ive done now but ive completely ruined the whole decal entirely 😒

valid prairie
#

still nothing.

coral raven
#

ffs lol

autumn crane
#

Is there a way to wait until a button is pressed to repeat the action again. As in, once I press L Click to attack, I cannot start the animation over until it has completed?

dawn gazelle
autumn crane
#

Assuming it has to do with play montage -> On interrupt

zealous moth
#

@dawn gazelle ah, my bad, can you add a spring arm and camera? I will try to recompile to see if it fixes it

valid prairie
#

ooooook so new possible fix of the issue

runic parrot
#

the easier would be a boolean for "canBeUsed" and when you cast the animation, set that boolean to false

dawn gazelle
runic parrot
#

than, on animation interrupt or complete, or event by timer, you setup that bool to true

autumn crane
#

Ah ok perfect. I will try something like that. Figured it would be an IsReady, or something

#

Didnt know if there was a way to change On Interrupt to continue animation or something

runic parrot
#

i'm currently using a timer handler and checking if "time remaining" is > 0, works like a charm

zealous moth
#

right but is it possessed? If i do not possess it, i can see the mesh and it works and all that. If I go in the character and set it to auto possess and auto receive input to player0 the mesh disappears

autumn crane
#

perfect. ill play with it. ty!

zealous moth
#

what the heck...............

valid prairie
#

is it possible that the third person view is what is allowing the popup to show up?

#

because as long as i have generate colissions on, on the box and I'm using the third person character, the HUD has the pop ups

#

even if im not touching it

runic parrot
#

not sure what you are trying to do jajaja

#

pm me, we can check that one quickly

ocean bluff
#

Hello! a quick question, is there any tutorial for a simple sliding system for a 3d platforming game? I wanted to achieve something like this in the video "it's timestamped". Just wanted to know if it's easy enough to implement one in my level.

https://youtu.be/m8pXupNvwzA?t=67

This is a demonstration of a basic 3D platformer I made. Specifically, it's meant to show basic moves like jumping, double jump, high jump, long jump (which I think I forgot to record), ground pound, air dash, wall bounce, bounce pads, and rail grinding. The main inspirations were Super Mario 64 and Banjo-Kazooie. The potentially annoying rail g...

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runic parrot
#

it doesn't look complex, but it looks like a lot of work : P

#

Starting to make our 3D Platformer game in Unreal Engine 4 by importing a new character, animations and coding them into the game! Please Like and Subscribe so that you can see the next part where we add the jumping. Patrons will have earlier access to the upcoming parts.

Support the channel on Patreon:
https://www.patreon.com/AstrumSensei

Joi...

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ocean bluff
unkempt quarry
#

I've made a lobby system that requires players to "ready up" then the host launches the game, the host opens the new level, but the players do not follow, does anyone know how I get the players to "reconnect" to the host?

runic parrot
runic parrot
#

No problem, it's just more likely you get help in there, i'm sure if anyone in here knows they will pop up

pine idol
#

I'm using this function i made to try and do a capsule test to detect other nearby hierarchical instances. However, over time, instances are still spawned near to each other, with the current radius is set to 5000.0, so obviously, they should not be near each other at all. This is the bp, and current problem pic: https://blueprintue.com/blueprint/mksslqff/

thorn trellis
#

No matter what I do I get two overlap events per overlap with oculus hands
LogBlueprintUserMessages: [Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_0] Other Actor is: BP_MotionController and Component is: BP_MotionController_C_0.CapsuleComponent_9: LogBlueprintUserMessages: [Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_1] Other Actor is: BP_MotionController and Component is: BP_MotionController_C_0.CapsuleComponent_9
Is there a way to find out why this box collider is executing two times every overlap?

thorn trellis
unkempt quarry
thorn trellis
#

This always causes two overlap events even with the other actor check and do once node

#

Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_0 Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_1
Seems to be where the problem is, but there's only one collider box, why does it generate itself twice when the actor/component are the same?

severe anvil
#

so I'm having an issue where normalize is giving me two extremely different values in two different projects that otherwise have almost identical code

#

can someone tell me what I'm doing wrong?

runic parrot
severe anvil
#

floats and vectors all around

#

trying to see if my inputs are screwed up somehow

thorn trellis
#

My UI is a child actor component, so I thought spawning the actor directly to my bp would be better, I get this log instead:
LogBlueprintUserMessages: [Arm_Party_Button_C_3] Other Actor is: BP_MotionController and parent is: and owner is: MotionControllerPawn LogBlueprintUserMessages: [Arm_Party_Button_C_1] Other Actor is: BP_MotionController and parent is: and owner is: MotionControllerPawn

#

does anyone know why it would be making two instances of Arm_Party_Button per overlap?

severe anvil
#

well I got the normalize working, now I'm wrestling with getting rotators to work

last abyss
#

hey guys i got a math question, how do i make 600 = 300 and 300 = 600, and everything in between be the opposite (e.g. 350 = 550)

thorn trellis
#

sounds like an absolute value problem: abs(x-y)+z?

#

then clamp it at whatever starting value

severe anvil
#

do 900 – X (X being between 300 and 600)

#

alright, I have a desperation request, will probably stop working for the day after this, so hopefully someone can help me out

#

so I'm trying to make a lever in VR

#

I have a system that projects a debug line along the angle that I want the lever to be rotated to

#

I cannot for the life of me get the lever to rotate along that line

#

has anyone done this before?

last abyss
severe anvil
#

if you are clamping the value between 300 and 600, then just subtract the final clamped value from 900

last abyss
#

oh youre right i see it

#

thanks pal

severe anvil
#

πŸ‘

#

now I just need to see if anyone has my back on this dumb rotation shit

thorn trellis
#

You should be able to create a triangle between where you want it to go and where it is with two straight lines

#

then do some trig to get how much to radially adjust the lever

#

can you do inverse tan(theta) and stuff like that in unreal? just realized I never have lol

#

I'm still dyin over this double overlap issue if any smart person can help isolate it. Not a lot of other ways to do VR UI
#blueprint message

haughty egret
#

If I bind to an event dispatcher on many instances of an actor, is there anyway to know which actor it is when the event dispatcher fires?

scenic scroll
#

How is this possible?

#

like i'm just amused more than annoyed since i meant to place the second thing on the "true" too

#

but... what?

tight schooner
#

It must be firing multiple times and doing both?

#

Try putting a breakpoint on that node

#

And doing some investigation

scenic scroll
#

that could make sense since it's on tick

#

i guess it's just constantly shifting between true and false really fast? cause darn, it doesnt stop xD

trim matrix
#

I'm following a simple tutorial but I can't figure out what that "Select" node actually is, when I search for "Select" none of the "Select" nodes that show up allow me to do what this guy is doing.. Any ideas? πŸ˜…

tight schooner
#

Select totally exists. Try dragging a data input pin out and typing Select @trim matrix

#

There's a bunch of type-specific select nodes (int, etc) but there's a generic wildcard-driven one that is identifiable by its yellow icon in the search list, IIRC

trim matrix
weary prism
#

Anyone know why this collision i have set up on the zombies hands only applies damage to me sometimes and not on every hit

#

im assuming its a matter of just placement or the speed of the attack animation mainly because it only works if im on the lower ground or very close to it

teal dove
#

Hey guy, does anyone here know how to spawn actors inside custom objects, e.g. inside rings? Using volume bounds obviously spawns the actors outside of the ring.

trim matrix
#

It's so dirty

dawn gazelle
#

random bool with weight?

trim matrix
#

I just realized I could use that here. I originally Planned for more then just 2 though. Weighted with bool won't work for that 😦

#

Any other ideas though? @dawn gazelle

dawn gazelle
#

Another way to do it would be a randomized choice based on weight but it is a bit more complicated. This loot table tutorial is basically what you'd want to do if you have multiple choices, and though it's for loot, it can work for any other choices that need to be made.

trim matrix
#

Thanks man, i'll check it out. Hate this disgusting switch on Int method

dawn gazelle
#

Instead of using a string map like he does, you can use your enum for the map instead.

west ferry
#

how do you guys deal with blueprint conflicts?

#

i havent been able to find a good workflow at all, conflict resolution in blueprints always ends up being just redoing everything on the latest revision - huge time killer

errant snow
#

@west ferry What sort of source control do you use? With Perforce the best option is to make them exclusive checkout, that prevents conflicts entirely.

runic parrot
vapid ibex
#

How would one go about creating a blueprint that has segments (or a long skeletal mesh) that are supposed to follow an arbitrary path of the heading segment? Sort of almost exactly like these enemies from an old game:
https://youtu.be/dJop8l6emb8?t=760
I wonder if there's any easy way to do this, keeping everything in 1 actor and without the need to convert locations from worldspace to localspace every tick (since my first hunch was "use splines").

My walkthrough (longplay) of the Contra Hard Corps (Sega / Genesis). It's no death and contains all endings of the Contra Hard Corps. There are six different endings in this game and I showed all of them.

If you've enjoyed my walkthrough like it please, leave your comment and subscribe to my channel! https://www.youtube.com/user/Sancha0211

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trim matrix
#

Some kind of array of vectors with length equal to number of segments

#

Each time interval array element k has entry set to old entry at k-1 and array element 0 is set to some random point near old entry n, not intersecting itself mind (where n is array length, k is arbitrary 0<k<n+1)

#

And each element corresponds to position of a segment

vapid ibex
#

But I would need to remap those vectors to localspace every frame still? Or... It wouldn't be bad for performance or visuals or something if the actual actor's root remains static, or would update it's position only every, say, second?

#

So that I only move the actor's components

trim matrix
#

You can use world space. Also it depends what kind of movement you want and whether you need replication.

bronze hull
#

It does not replicate, why?

"does replicate: check"
"sv event" > "mc event "

however the mc "print string" only prints on the server, not client.

vapid ibex
west ferry
errant snow
#

Yeah, that is something that you have to contend with in that case. However, the interruption from preventing two people from working on the same blueprint is less than someone losing work because of a conflict. Also, if there's such high contention for specific blueprints it probably means that blueprint is doing too much and your overall architecture might be improved by splitting that up into multiple blueprints (or sublevels in the case of maps) to allow everyone to edit what they need simultaneously.

#

It's generally not a huge problem for us at my work (we use Perforce and exclusive checkouts FWIW). 75+ team members.

dull gale
#

I'm probably just very tired today but does anyone know how I can do this just once and change which colour variable is used for the lerps based on a condition? edit: oops, the top 2 variables are supposed to be different, forgot to change them

vapid ibex
west ferry
timber cloak
#

is there a way to get Array without using "Get" node? the "Get" node requires integer value

vapid ibex
west ferry
timber cloak
#

so, how do i get the whole array then?

#

not using loop here

#

i have the array variable set, but to get the whole thing to connect to a single variable node, i can't find any nodes to do this

#

feels like blueprint is very limited?

vapid ibex
# west ferry what do you mean? the repository size does grow by the asset size with each new ...

Well I don't know how exactly do they work or when they backup the project. Is it for each time you hit save or compile, or is it per editor session, or constantly every x minutes? Blueprints maybe weight not that much, but the textures, sounds, and other contend does, my folder for one game project is 3 gb, another clocking in at a 10 (which is ironic and actually weird, since it uses LESS textures, sounds and the models than the first one, and they're in much lower resolution as well).

west ferry
#

i dont have any problems with my repository size right now

#

revisions of big files are pretty rare

trim matrix
#

Replication is for multiplayer.

west ferry
#

in my case anyways

vapid ibex
# timber cloak feels like blueprint is very limited?

re-: so, how do i get the whole array then?
[5:49 PM] re-: not using loop here
[5:50 PM] re-: i have the array variable set, but to get the whole thing to connect to a single variable node, i can't find any nodes to do this
[5:50 PM] re-: feels like blueprint is very limited?
Show what you're trying to do. Usually the only things you do to an array as a whole is either replace it with another via "set" node, or empty it out via the "empty" node.

thorn trellis
#

This always causes two overlap events even with the other actor check and do once node
Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_0 Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_1
Seems to be where the problem is, but there's only one collider box, why does it generate itself twice when the actor/component are the same?

vapid ibex
bronze hull
timber cloak
#

need an alternative of "Get" node

#

sounds like a blueprint issue being limited?

dawn gazelle
#

No. An array is a list of objects. That particular node only takes in a single reference of an object. If you want to move all the references, then you would need to use a foreach loop.

timber cloak
#

i do not want to loop

#

is there other way?

dawn gazelle
#

You want to have each of the objects in the array move right?

timber cloak
#

yes

dawn gazelle
#

So then you need to go through each item in the array and tell them to move.

#

Which is what the loop would accomplish.

timber cloak
#

hmm i see

#

looks like i better resort to C++ since it is lagging with that BP loop

#

_>

#

thanks btw

#

really, if only there's a way to get whole array at once without loop

bronze hull
#

Can someone help me out with this nugget?
Why is it not replicating...:(

thorn trellis
#

There shouldn't be any real difference between c++ and a loop in bp. If it's lagging then it's something in the loop that's causing it

timber cloak
#

doubt so, c++'s loop should be faster

dawn gazelle
thorn trellis
#

they are, but not in a way that would cause you to see lag in one loop

thorn trellis
bronze hull
#

@thorn trellis Actor in the level should spawn another actor on beginplay.

timber cloak
#

it is being called very often, not once

dawn gazelle
#

How often, and how are you populating the array?

timber cloak
#

i populate it right after "Spawn" node, with "Add Array" node

#

like every seconds, i am thinking of using event tick too

thorn trellis
dawn gazelle
#

How many actors are you trying to move?

bronze hull
timber cloak
#

about 70-90, depending on situation

thorn trellis
bronze hull
thorn trellis
#

is your multicast set to reliable? And are your actors net relevant to the servers MC?

bronze hull
#

yes, reliable

bronze hull
thorn trellis
bronze hull
bitter iron
#

So Im trying to create a light occlusion map for a farming system.

2 ideas, generate a few lightmaps of 3 angles of sun and combine them, might be really intensive if it needs to get updated every 30-45 minutes of game time

or

mask off areas occluded by trees and structures, stretch and fade them slightly east to west, call it a day?

#

lightmap thing would be cool tho

bronze hull
#

@thorn trellis Okay i fixed it by making the spawnable actors "replicated", however the string not showing confuses me though...

#

It now spawns and replicates properly however i dont know why i dont see the printstring on the client.

thorn trellis
#

So I just tested this setup, and it only multicasts to the actors that contain the event:

#

so for me I only see the print string on the one client that owns the actor, if your server owns the actor that you MC on, you probably only see it there

bronze hull
#

aaaah

bronze hull
dawn gazelle
# timber cloak about 70-90, depending on situation

Ok, so here's the thing.. If you could call this AI Move To node 70-90 times without a loop, you would probably still notice the exact same performance drop. It is not specifically because of the loop, it is more likely because of either:
A) AI Move To is more computationally hungry than your average node (I myself am not sure it is)
B) You have more going on after the AI Move To that is also being looped through (perhaps unintentionally)
C) Your calculations feeding into the destination pin may be difficult/slow to process (if you're using any calculations at all)

I can literally create a loop that has 125000 iterations that execute immediately just doing a print screen node, and it hitches for about a second - it's not specifically the loop that is slow, it's because I'm printing 125000 times.

So this actor that is trying to move the AI, it's not the AI actors themselves is it? Like it's just some controller actor you have placed in the level (and it's the only one)?

thorn trellis
#

I've tried every collision setting known to man, and the only ones that work fire twice no matter what

bronze hull
#

@thorn trellis is the controller spawning inside the box?
did you replicate this?

thorn trellis
#

No, it's a collider box attached to my finger tip, I move it over the collider box with the overlap event shown above

wispy star
#

@thorn trellis what does the print name says for overlapped actor?

bronze hull
#

@thorn trellis its likely your collision on your finger.
There probably 2 objects with collisions enabled.

thorn trellis
#

both the "other actors" and the "other components" are the same for each fired event, and the "overlapped components" report different values:
LogBlueprintUserMessages: [Arm_Party_Button_C_3] Other Actor is: BP_MotionController and parent is: and owner is: MotionControllerPawn LogBlueprintUserMessages: [Arm_Party_Button_C_1] Other Actor is: BP_MotionController and parent is: and owner is: MotionControllerPawn

thorn trellis
bronze hull
#

@thorn trellis print out the compontents aswell...

thorn trellis
#

[Arm_Party_Button_C_3] is the component

bronze hull
#

x2?

#

thats triggered twice?

thorn trellis
#

that's the weird thing, its like it creates a new component

#

[Arm_Party_Button_C_1] and [Arm_Party_Button_C_3] are the overlap box

bronze hull
#

there you go

#

C1 or C3 should be triggered, not both, is that correct?

#

or those are the buttons

#

What is the overlapped component>?

thorn trellis
#

I would assume there would only be 1 C instance, as far as I can tell from google, it's what the editor creates in response to an overlap event and in doing so it is creating two of them at the same time

#

it's a simple collision box

bronze hull
#

What is the debug result of "overlapped components".

#

debug this

thorn trellis
#

two sec, oculus hands crash the editor frequently and I had to undo changes to test your MC

bronze hull
#

okay

thorn trellis
#

LogBlueprintUserMessages: [Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_0] Overlapped components is: Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_0.PartyMenu_Overlap_Box LogBlueprintUserMessages: [Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_1] Overlapped components is: Party Actor_GEN_VARIABLE_Arm_Party_Button_C_CAT_1.PartyMenu_Overlap_Box

sand shore
#

it seems you might have two instances of your menu? @bronze hull is getting at that

bronze hull
#

@thorn trellis Okay, so there are 2 actors colliding

sand shore
#

Stumpy do you intend to have a listen server?

thorn trellis
#

I rock a dedicated server setup, but all this is local non-replicated stuff

sand shore
#

nvm, but this felt like a typical issue with listen servers and the use of GetPlayerController/Pawn (0)

thorn trellis
thorn trellis
sand shore
timber cloak
bronze hull
#

@thorn trellis Try changing your collision to this:
But clear all the "overlap", and work your way up untill it works.

thorn trellis
#

... I found it

#

under my child actor's replication setting: Net Load on Client was causing this

bronze hull
#

hmmm

thorn trellis
#

even when running standalone

#

non-dedicated non-listen

#

...

#

wut

bronze hull
#

did you enable or disable it? to fix it.

thorn trellis
#

disable

bitter iron
#

how did you figure it out

#

just trial and error?

thorn trellis
#

and now it fires twice while I'm connected to a server?

#

_>

bitter iron
#

could you try it in cpp to see if it works properly?

thorn trellis
#

I could, but I have a lot of stuff already built in blueprints that I'd prefer not to redo

bitter iron
#

whenever I have serious logic problems I just start sending every bit of output to debug and line break it like code

#

i mean just to test it out

#

like just the single node, because it might make more sense that way

#

idk, sometimes in blueprint im misunderstanding what its actually doing, whereas in code things are a bit more easy to see wtf is going on

thorn trellis
#

yeah, the line by line print essentially returns two times for every overlap even with the do once node

#

I dig what you're saying

thorn trellis
bitter iron
#

maybe someone on the forums might know more, sometimes you get epic responses

#

thats really fkin weird

sand shore
#

It would be immensely concerning, were the overlap to truly be occurring twice without a corresponding end overlap.

thorn trellis
# sand shore Are you absolutely certain that only one instance is present in the relevant cli...

I think I am, but I'll walk through it all:
On Pawn begin play I spawn and attach BP_Motion_Controller actor to the pawn, dictating left and right hands (lmao this might be the problem)
The BP Motion controller Actor has a left and right motion controller, under each is a left or right oculus hand, under each respective hand different ui attachements

I think technically it might be spawning two left hand attachments, even when I dictate the spawn to be either left or right handed so I'm now gonna check that out.

sand shore
#

Isolated node images rarely provide the context required for a useful response. I would recommend blueprintue if you are comfortable with sharing the graph at large

thorn trellis
#

No need, ya'll done fixed it

#

On Pawn begin play I spawn and attach BP_Motion_Controller actor to the pawn, dictating left and right hands (lmao this might be the problem)

#

Even though the actor selector dictates a left or right hand, for some reason even if the right hand actor spawned, it was spawning children of the left hand actor and attaching them to the left hand

#

so I just disable collision for that one

twilit mantle
#

Does anyone know something about this error?
LogOutputDevice: Error: [Callstack] 0x00007ffd6bdcf6c4 UE4Editor-CoreUObject.dll!UnknownFunction []

thorn trellis
sand shore
#

But godspeed!

thorn trellis
vapid ibex
# timber cloak like every seconds, i am thinking of using event tick too

AIMoveTo is a timed function, you don't need to execute it every frame (also it requires AI controller to work, I think?). Better would be to place it in an event inside the actor you're trying to move actually, and then in the forloop part of the system to just tell it to execute that event in the actor.

thorn trellis
#

Thank you guys for your help @sand shore @bitter iron @bronze hull

sand shore
#

Although this is LogOutputDevice, so this is likely an ensure rather than a hard crash

twilit mantle
#

oh okay, I found this:
utDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names

peak helm
#

Hey all i want to give every player a camera after post login but it seems like i cannot pass the camera to clients? (the camera is always not valid on client side) i've tried to set it in playerstate / gamestate as well but nothing works :/ anyone got and idea what i'ma missing?
thx Maff

sand shore
#

Herein lies your issue, described in plain language

vapid ibex
#

@timber cloak
Also as a rule of thumb, try to stay the hell away from the tick for anything that absolutely does not requires being updated constantly. Trying to call MoveTo every second is ridiculously wasteful

sand shore
# peak helm Hey all i want to give every player a camera after post login but it seems like ...

The class RTSCameraPawn (or whatever the actual name may be) may not be marked for replication, or the reference to that spawned actor (stored within your player after you invoke SetCam) may not be marked for replication.

You will tell the difference by whether you can see these actors in the world outliner of a client world from within a PIE session. It may also be both issues simultaneously.

thorn trellis
vapid ibex
sand shore
twilit mantle
#

oh thanks @sand shore
and what about this one : "LogAudio: Error: Submix buffer listener only works with the audio mixer. Please run with audio mixer enabled"

sand shore
#

I am not familiar with those systems, try #audio

thorn trellis
peak helm
sand shore
sand shore
sand shore
#

Therefore, one must replicate both the spawned type as well as the property which is used to reference it

sand shore
#

You generally should use a timer when you would otherwise manually process elapsed time for your own periodic actions.

#

This is to further explain why timers do not always beat tick (although they certainly can)

median crater
#

anyone know of any good books on blueprinting?

thorn trellis
#

Huh, that's interesting to know

sand shore
thorn trellis
#

Try and figure out something to make, and then checkout the WTF Is Blueprint youtube stuff

#

dude does an awesome job at explaining each

sand shore
median crater
#

just be nice to have something for those times you're offline you know xD

sand shore
#

The Unreal Engine twitch channel also has loads and loads of training seminars.

sand shore
#

Udemy videos can be utilized offline, IIRC, though.

peak helm
sand shore
sand shore
thorn trellis
sand shore
#

I would encourage you to become familiar with other channels in this server, and the pinned messages within each.

dawn gazelle
# peak helm Well now the camera pawn is replicated on both GameMode and PlayerController. Th...

If it's a replicated variable then you don't want to be setting the variable on the clients. Set the variable on server, and if you want to do something after the client receives the replicated variable, change it to a RepNotify replication and you'll get a function that you can use to do whatever logic you need to once the value has been set on server and is replicated to the client.

peak helm
peak helm
maiden wadi
#

Why not just put the input in the camera pawn class?

#

By putting Pawn required input in the Pawn, you'll be saving yourself a lot of complexity in the controller.

sand shore
thorn trellis
# thorn trellis But I'm laaaaaaazy

On spawn I call a destroy component function on my BP_Motion Controller Actor to kill all opposite hand components. Still allows me to handle functionality in the BP_MotionController Actor without tearing apart all the child things and manually attaching them.

In case any other poor soul does the same thing as me in the future

hushed pewter
#

Im applying force too a ball in an X and Z state and locking its movement in the Y axis, but it keeps on moving in that y axis depending on my shooters location?

dawn gazelle
# peak helm mh but how can i get the player input to the camera in that case? the player con...

No. If you possess the camera with the player controller, then the player's inputs can be fed into the pawn - Authaer just pointed this out as well. You can put the input style nodes into pawns/characters and they can be controlled directly. The player controller if it ever needs to get a reference to what it is possessing can do a "Get Controlled Pawn" node and be cast or fed into a BPI or whatever you need to do.

hushed pewter
#

When i apply the force is it pushing it based on the balls rotation, if not why is it doing this.

thorn trellis
sand shore
#

Either you are using a constraint in local space, or you are applying your custom code which should clamp the axis value within local space.

#

The solution is to do all of your calculations except for constraints in local space, and then just constrain the world space transform

hushed pewter
#

Im using the constrants feature i assumed that was world

#

is there an alternative option?

sand shore
#

You could still reference identity bases and then use the xform to convert it automatically into the local space coordinates

sand shore
#

It has been some time.

peak helm
timber cloak
vapid ibex
# timber cloak thanks for the advice. But it requires to follow something constantly, so hence,...

Nope, unless the thing you follow is capable of traversing hundreds of unreal units in a single frame.
If you need for object to JUST follow something, with nothing else, then it's better to use vlerp node, that lerps between current object position and target object position with an optional branch before it that checks when your object is at the desired distance from target to stop (and\or start) moving.

sand shore
#

if you only want to associate the camera with the controller, but the controller have another pawn, you shouldn't possess the camera

peak helm
timber cloak
void cobalt
#

how can i make an object fade out of the scene?

#

like dead bodies fading away after they die

#

ive looked at so many tutorials but no of them worked

#

do i make a whole new material for it? or should i do it in the already existing material for the object i want to fade out?

pastel garnet
#

@dawn gazelle I think the problem is with this blueprint:

#

Get player controller

#

I think it might be creating two UIs, one for the client and one which has values of the other client.

#

I did a IsValid check but still is wrong

#

and yes I tried Is Locally Controlled with the update UI

dawn gazelle
# pastel garnet

You would be correct, if this is in your character, than each time a character is created, it's trying to create a new widget on the local player controller.

pastel garnet
#

Or this variable is being used by each client.

pastel garnet
#

Or it could be the Hunger UI reference problem

dawn gazelle
pastel garnet
#

Shall I make a player controller bp and create it there?

#

or level bp

dawn gazelle
#

controller BP would probably be best.

pastel garnet
#

Alright

#

Do I have to move anything there?

#

My movement input?

#

Never used a player controller bp before

dawn gazelle
#

No, movement input can stay on the character.

pastel garnet
#

Alright

#

This is a strange thing

void cobalt
#

does anyone know how to help me

#

i want to make an object fade out after a function is called

void cobalt
#

can i reference material opacity in a blueprint?

tight schooner
drifting socket
#

Hi im new here, im having a lot of trouble making an iventory screen ui that can be controlled with keybinds

#

My current setup looks like this, the problem is the game still responds to inputs for jump and attacks

dawn gazelle
charred dock
drifting socket
#

Ok i added your suggestion but now how would i make it so that when pressing tab it would close the inventory

#

since there is no key pressed event in the ui event graph

dawn gazelle
#

You can override the "On Key Down" event in the widget, and do something like this:

drifting socket
#

Thank you very much, although this seems it would get a bit complicated if i want to add other keybind actions to the inventory such as deleting etc... is this the best way to do this?

#

oh nevermind i see how this works its brillant thank you!

charred dock
#

Can someone help me?

drifting socket
#

i can try

charred dock
drifting socket
#

sorry i dont think ill be able to help

#

but what exaclty are you trying to do?

runic parrot
#

i would suggest to check some tutorials about character movement on youtube

drifting socket
#

I've been trying to implement Datura's solution to my ui problem but i think im missing something

#

And this is in the player controller

runic parrot
#

what are you trying to do?

#

change the input mode when opening or closing the inventory?

drifting socket
#

Make an inventory screen that can be interacted with by the keyboard

#

mainly to close it right now

runic parrot
#

i would suggest to not put action input like that on the inventory, but rather on the player controller.

#

and from there, when the input action is triggered, you call the HUD -> inventory UI and tell it to turn visible / invisible.

#

and after that you can change the input depending if it was visible or invisible

drifting socket
#

the problem for me is that i want it to be a fullscreen inventory and thus have to disable input which is where my problems are coming from

runic parrot
#

you have a third option, gamemode UI + game

drifting socket
#

sorry im not sure i understand

valid prairie
#

Really weird issue here. I have a main menu and a blueprint that opens the next level. When it opens the next level, it doesn't change the game mode and pawn/hud class. The absolute boolean is set to let it to, but it's not doing it.

My game jam submission is due super soon and its not working and I'm honestly thinking I wont get it in on time due to this.

runic parrot
drifting socket
#

Wont that still allow me to control the player behind the ui?

runic parrot
#

yeah, unless your features are setup to work only on "game only" input mode.

#

i just disabled most of the annoying features when using "game + ui"

#

probably there's another way around, this is the easier way i found and works well, you mean need to do something diferent depending on what you want to do

drifting socket
#

ok so then im guessing i just have to make a boolean to prevent the player from doing anything in game while in the inventory?

valid prairie
#

Wait, can that node switch a players game mode and pawn class once a level is loaded?

#

I have a main menu and a blueprint that opens the next level. When it opens the next level, it doesn't change the game mode and pawn/hud class. The absolute boolean is set to let it to, but it's not doing it.

runic parrot
#

i'm not that familiar with level changes yet u.u

valid prairie
#

oof

valid prairie
#

can you help me with magic then

runic parrot
drifting socket
#

shroom and magic

lost wolf
valid prairie
#

Yeah.

lost wolf
#

what happens if you do it manually with that node

valid prairie
#

I dont know how with that node

lost wolf
#

oh wait that node is not for changing game modes

#

it's for changing input mode

dawn gazelle
#

I'm fairly certain that the default pawn and game mode are set by the level and can't be changed while in the game.

valid prairie
#

Thats what I thought but its... not setting with the level

void shuttle
#

I have a floor that have lots of same room. What kind of technique should i use

#

I mean when i open doors. I load to another room. Instead of using a big model like this

#

Sorry for my english. Im new to UE

pine idol
#

I'm using this function i made to try and do a capsule test to detect other nearby hierarchical instances. However, over time, instances are still spawned near to each other, with the current radius is set to 5000.0, so obviously, they should not be near each other at all. This is the bp, and current problem pic: https://blueprintue.com/blueprint/mksslqff/

vapid ibex
#

I wonder if there's a better way to do that, or if this is fine... "control" function has another three bool parameters check that are universal to all my input events.

cursive kindle
#

Still having a hell of a time at getting my tv to function correctly. It works except I want when u cycle through the channels I want the channels to advance the time that they have been cycling so ultimately appear like a normal tv. any help on a bp reference I am 2 weeks into this and I have made no progress.

vapid ibex
cursive kindle
#

Yep they are media textures to media materials

#

Movies and tv shows

#

I also have this as a bp on its own as I would like to be able to use it anywhere

vapid ibex
# cursive kindle Yep they are media textures to media materials

Media Player assets by default are set to Play on Open which is why the video automatically starts playing when calling the Open Source function. There are additional commands you can issue to the Media Player asset such as pausing, rewinding or stopping the video once it has begun playing which can be found under the Media Player section when dragging off the Media Player Reference. - Unreal Documentation
So I think that the simplest way would be to create a float param that increments by tick to represent time passed, and that wraps around to zero at the length of your video files (in this case I'm assuming they're all the same length). Then when you change the channel, you tell the media player to rewind the movie of the new channel to the float's value (or normalized value, if the media players works like this). If they're different lengths it would be trickier a bit, requiring of you to make a separate float for each channel (preferably in array)

#

Wrapping around is easy - just check if your float parameter is greater than the length value, and if yes - set it to 0 instead of incrementing with delta.

cursive kindle
#

Any reference to this in a bp

quartz fossil
#

But media players have a count of the current second they are playing

#

Why not just get that?

vapid ibex
#

That could work, but only if all lengths are the same

cursive kindle
#

Lengths are not the same... but could I use separate media players?

dawn gazelle
#

Does it matter if they start at a certain time when they are first activated? Like, maybe you want the player to turn on the TV and it immediately has what you playing at that moment they turn on the TV?

cursive kindle
#

It does not matter when they start. I wouldn’t mind it that was random as right now all the movies start at the beginning

dawn gazelle
#

So with this... I was thinking like, if you can get the video's length, then you can get the # of seconds that should be elapsed using this, and then you'd set your media player to load that video and play it from the time specified from this.

#

So if you have a 30 second clip, and you're at 45 seconds since the actor was created, that return should be 15.

#

If you had a 15 second clip, and you're at 45 seconds, then the return would be 0.
If you had a 1 minute clip, then the return would be 45.

#

How you pipe that info into a media player... I dunno ^^;

vapid ibex
#

Only it's better to use GetTimeSeconds, I think, it accounts for game time dilation and pausing (so like menus)

dawn gazelle
#

good call XD

vapid ibex
#

On a related note, I wanted to emulate a handy and ingenious timer helper I saw in one of Unity marketplace asset, that was an object that just stored time since object's creation and checked it against actual time when a function was called in it (so no constant per tick updates, the thing is totally inert and doesn't consume CPU while working as a timer-on-demand!), but... These GetTime nodes are unavailable in the UObject blueprints. T_T

cursive kindle
#

I will try some of this stuff... any way to print a string of it counting ? I have done so much but have had little outcome so trying to make sure it’s working

magic parcel
#

Has anybody had any problem with attaching a Niagara system to a BP?

#

when i attach a ribbon system, it doesnt work, but when I move the ribbon system in the level (not in the bp) it works

#

it only does not work when in the BP

#

i have tried to create the niagara as a child

#

the even odder part is.... spawn rate works

#

but spawn per unit does not

#

do i need to change anything? or is there something I am doing wrong

#

working like a charm for the system

trim matrix
#

How are you attaching

#

Could be your spawn per unit is in local space so is always 0

magic parcel
#

yeah, its something different, somehow it magically started to work

#

no clue why

#

now backtracking to find out what i changed

#

got it now

magic parcel
#

so the problem was I was using spawn by unit, but max threshold was set to 5000, when the projectile is moving at 10000.

#

fun times πŸ˜›

magic parcel
#

attach the AI to a socket during the montage

#

add a notify to hook into

#

something like this? probably

#

or this

#

cool

#

well done

#

if you watch the video i linked, it will show you that

noble sentinel
#

Is there any reason as to why specific objects can be set as "Object" within the AI Black Board Key's but not other types of object?
I'm setting two variable, SenseList and PatrolPath
SenseList gets populated which is a character component, while
PatrolPath does not get set and is an actor attached onto the character

I've double check and the variables exist and are populated within the character (Grunt) but the Blackboard keys never get updated for patrolpath

charred dock
#

does anyone know how to make your character not rotate when using WASD keys for moving? I want him to just run backwards and sideways, not turn around. I have the camera parented to the character's head and I'm in Third Person Template doing an FPS.

noble sentinel
#

I would suggest using an animation blend space

#

^ @charred dock

charred dock
#

i fixed it with controller yaw thing

gusty cypress
#

If im making an ingame level editor (planning to implement steam workshop) how would the saving actors transforms work with loading?

#

My current thinking is when the level is saved, get actors and their transform and add that to an array, once the level is loaded it goes through the array replicating all the edits

loud scroll
#

Good day, i'm trying to get my client to see the text as the server is seeing in the HUD when i have character selection.
I cast to check the map index so it have different Briefing information on different maps. But the client don't see the information as the server. Thanks.

#

This is were i take the information of the index so the text is different for every map

dawn gazelle
# loud scroll Good day, i'm trying to get my client to see the text as the server is seeing in...

Game Instance is not something that is replicated. The server has its own game instance, and each client has their own game instance. You may want to store this value in the Game State as this is a class that replicates, is available to clients, and there is only 1 game state that exists at one time.

To set this up correctly, the Map Index variable should also be set to replicated, and on begin play of the gamestate do whatever logic it is you use to determine the map index

loud scroll
#

so will i need to cast to the gamestate to get the information ? sorry, i have been trying g to get this to work a long time now

trim matrix
#

lol i get so many issues by doing object comparison instead of class comparison xd

uncut lark
#

Whats a good way to implement a weapon system similar to Half Life? Would I want to steer towards Enum?

gusty cypress
#

Im attempting to make a level select screen where once an ui element is selected it has a glowing green box and when another is selected it removes that previous glowing box and makes it green for the new element. the problem is once selected it never registers as unselected

#

doesnt seem to be false once a new element is selected even though technically it would be false

#

second approach is the same and still doesnt work

gentle urchin
#

This doesnt show how the variable is updated

#

Like, is the levelselects individual sub widgets?

#

Or are this all done in the main widget

gusty cypress
#

let me clarify

#

I'm making a level select screen, the level elements are 1 template to be efficient. Each have an instance editable int that indicates what level they show (all working) when selected an overlayed image (the frame) switches from black to green indicating its been selected, but when trying to make it so once another verison of the template is selected I can't get it to recognize the new int isnt the same thus all stay selected

gentle urchin
#

So sub widgets then

#

And updating of currently selected index is done where ?

#

It looks like a local update, meaning whatever you use as comparison is local anyways

#

In the template it seems

gusty cypress
#

each sub widget has its own in own int so I do when button selected set current selected widget to the widgets unique level int which works using a print. This means the tick should see the new selected level does not match the level index and be false but never returns false

gentle urchin
#

Currently selected is a local variable in the template, being updated

gusty cypress
#

what do you mean local?

gentle urchin
#

It appears to exist inside the sub widget

gusty cypress
#

both variables are within 1 bp

gentle urchin
#

Not the main widget

gusty cypress
#

oh

gentle urchin
#

There are several ways to do this

#

I can make some example once i get home in about 30

#

Its a tad ... convoluted.. to explain from phone

gusty cypress
#

when you say its not local do and need to use the main bp are you referring to here

gentle urchin
#

Basically you need the main widget to be aware of currently selected , and let the sub widget inform the main widget about the updated selection

gusty cypress
gentle urchin
#

Yes

gusty cypress
#

ahh'

#

I think 5-10 mins I will have this working and lyk thanks!

#

so in general with widgets the top level must be where updates happen? then how does it still work turning them green when selected?

gentle urchin
#

Its not a must

#

But then youd need the sub widget to somehow know which other sub widget was selected

#

So its usually easiest to do in or via the main widget

#

The main widget could also make an array of sub widgets, and use currently selected index from main to deselected the last selected sub widget before updating to currently selected

#

Its all the same just done differently imo

gusty cypress
#

Since you seemed to know this alot better do you know key words I can search, I'm still stuck

#

for online help

chilly jetty
#

Hi is there a way i can edit the duration of a sound cue in BP?

tight schooner
#

@chilly jetty I think there are "stop with delay" and "fade out" nodes

#

Dunno about editing the asset via BP offhand (for a utility widget / editor function?)

flat raft
#

What's up with this

#

At full speed, you can see the foot slide. At .2 (slomo .2) the foot is planted to the ground

chilly jetty
#

I just opened audacity and edited the lenght of it

#

but thanks anyway

gentle urchin
#

@gusty cypress

#

a little example

tight schooner
#

@chilly jetty the sound cue node graph isn't Blueprint... You should ask #audio in the future about creating sound cues

steady orbit
#

How do i prevent a Timeline from being frame dependent?

fleet cosmos
#

Hi, Is it possible to attach a static mesh to the cable component's end in blueprint(not in the viewport via parenting mesh to cable), the doc has shown a way to achieve it in the scene itself.

pulsar valley
#

Guys, I have a question. I generally avoid working with multiple people on the same map, but this time I'm forced to. Any tricks to do it using git? I mean, if we do change the map on our separate branches, what happens when we merge?

atomic salmon
tight schooner
earnest tangle
#

Probably

sturdy marlin
lime ridge
#

@sturdy marlin Have you selected a player controller when you start the level? If you would like I can find a basic tutorial and link you to it?

eager peak
#

has anyone had their widgets appearing at the side of the screen for a split second then being put into place where they are meant to be?

earnest tangle
#

@eager peak I ran into that issue when rendering widgets to a texture. Basically had to render twice in order for them to layout correctly as for the first render they were in the wrong place. Don't really know how you'd solve it if you're just using them as display widgets - maybe hide them and then show?

eager peak
#

I did try that but it didn’t work they still flashed at the side for a split second

earnest tangle
#

yeah hiding it might toggle the layouting I guess πŸ€” what about if you fade it in using opacity instead? that should require it to actually do the layout but if it starts at 0 opacity it might not be noticeable

#

tbh it feels like there should be some actual solution to this but when I ran into it I spent quite a long time trying to figure out how to force it to layout it correctly immediately, but I didn't find any solution other than rendering it twice in my case

proven mason
#

ok so I got a question or so about vectors

#

let's say I have a plane laying flat on the x and y axis with the Z-axis sticking up 90 degrees on the plane.

#

Would the normal unit vector be 0,0,1?

#

I'm pretty sure it's a fundamental question but I'm a bit rusty on vectors

earnest tangle
#

the normal vector of the plane's face would be 0,0,1 in that case yeah

proven mason
#

let's say I rotate the plane 45 degrees on the x-axis. Is there a way in blueprint I can get the normal unit vector of that?

earnest tangle
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you'd probably get the correct one if you just get the forward vector of the actor

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assuming the plane is aligned so that it faces in the same direction as the actor's forward direction

proven mason
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reason why I ask is that in a pinball game where the ball is rolling

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there maybe cases where it may go airbourne

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so say on that planar surface the z-axis velocity maybe higher than 0

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so at that moment when it's about to go airbourne I want to set the physics velocity against it to push it back to the ground

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imagine a roller coaster rail with a lot of twists for the ball to glide on. I don't want the ball to go off rails so I want the ball to stick to the normals of them.

earnest tangle
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hmm

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yeah you could probably just look at the hit normal or something since it'd probably cause a hit event before it'd bounce

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but if it's a sort of a snaking track thingy it might be hard to get it to really roll/stick through it in a nice way - another alternative could be using a spline so when the ball enters it you just lock it into the spline

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I don't really know how pinball games generally handle something like that, maybe it behaves better by just adjusting the velocity than I'm expecing it to :D

proven mason
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okay I'll look up spline track in UE4

naive heron
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Hey guys I have a weird bug and I can not figure out where it is coming from. When I play the game in the editor I have a random camera actor that is being spawned in the center of the game. All of my companion AI seem to move to this random camera actor when I do a follow command. Any Ideas?

inland merlin
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I'm going crazy, I know there is a way somewhere (I think through .ini) to disable all construction script in the project. i want to know how i takes to open my maps without all my construction scripts but I can't remember how to do that ablobcry does anyone know this?

lofty hound
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Can anyone help, trying to implement an outer ledge climb around with sphere traces, however when the character gets to the destination he is rotated slightly on the x axis for some reason

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I have made rot from x on the sphere trace wall normal so i dont see why it would rotate wrong. Any ideas?

wise mantle
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my problem could be for the animation channel, but at the same time. i wouldnt say its about the animation itself. i have a skeletal mesh component, thats animated, in an actor. i wanna attach a normal object to the animated object, so it follows its animation. idk if thats possible tho.

inland merlin
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and have Z be 0,0,1

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that way the character up vector is always the same as the world up vector

lofty hound
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@inland merlin ah i see thanks! Would i implement it like this?

inland merlin
inland merlin
lofty hound
wise mantle
# inland merlin check this

hmm... doesnt seem to work. im wondering. when an object is animated in ue, does it actually change location. idk how to explain it but. isnt the object technically the same place, even when i play the animation? idk how ue works exactly. when i use 'move component to', the object follows along, but not when i use 'play animation'

tulip iris
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I've got a doozy of a question. Is it possible to convert a Blue Print from say, 4.25 down to 4.24? Anyone know of any methods to make this possible?

frail marlin
inland merlin
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parent is your skeletal mesh and target is the mesh component you want to attach

inland merlin
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montage and move component can work together if your montage doesn't have root motion in it

wise mantle
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like this?

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i typed the bone name, but it still doesnt seem to work. now the other mesh isnt even there lol.