#blueprint

402296 messages · Page 645 of 403

wise mantle
#

sorry because im so new at this lol.

#

nono wait

#

nope, still dont work

split spoke
#

Good day, guys I have a question since im new to blueprints. I'm trying to get the AI to stop attacking/ disable any movement when the player dies so I've tried different things and searched for long but to no avail. These are my nodes in the base of the ai. So what should I do here or in the ai-controller blueprint to prevent the ai from doing anything when the player's health reaches 0?

midnight ravine
#

GOAL: make a mesh rotate based on camera direction

It bugs out and everything spasms like crazy though. I've been debugging this for 2 hours now with no advancements.

here's the code

tawny jackal
#

What collision preset would I need for a pole that a pole vaulter would use? I would like the character to not be able to push the pole through anything OR continue to look down once their pole hits the ground.

lime ridge
lime ridge
gusty shuttle
#

Hey guys, quick one, when I jump using this system (off the Left Right axis) when I fall from a jump, I SLOWLY descend. What gives?

#

I'm using Jump and StopJumping too

#

The jump works fine, however it's like gravity is turned off once I get in the air but I slowly fall back down over time

#

My gravity is at 4 when landed and 6 when falling

#

Anyone?

midnight ravine
smoky rivet
#

this is my ik setup

midnight ravine
#

I can't get my Player Camera Manager to "possess" the camera inside whatever pawn is being possessed right now. Has anyone ever gotten the Player Camera Manager working? Documentation is laking in regards to implementation.

I want to use it so that I can comfortably limit values like Pitch and Yaw without any low-level work.

Right now I can either make the manager work and have the camera not work or vice versa. I can't figure out how to make the manager actually manage the camera of the pawn.

lime ridge
midnight ravine
void cobalt
#

question, how could i add impulse onto an actor that isnt a static body with simulate physics ticked?

#

i have enemies in my game that run at you, and i want the players weapons to knock them back when hit

#

but it doesnt work unless they have simulate physics enabled

smoky rivet
#

im no expert but wouldnt you just add an impulse to a bone

void cobalt
#

but when thats enabled, they turn into ragdolls

#

to a bone?

#

i can do that? lol

smoky rivet
#

well id assume so

#

try playing around with that

#

do you want the enemies to ragdoll or just simulate getting hit

void cobalt
#

i want the enemies to ragdoll after dying, which i already have that

#

but

#

i also want them to just move back a little bit when hit

smoky rivet
#

youd need an animation for that

#

im pretty sure

void cobalt
#

aaaaaaaa

smoky rivet
#

you can check for a collision and if its true then play an animation

void cobalt
#

that doesnt make sense tho why do i need an animation for a physics thing

#

its like needing a reload animation to get a reload function to work

smoky rivet
#

id wait for someone else's help regardless, but simulating physics means ragdoll

#

so im pretty sure you need an animation

earnest tangle
#

@void cobalt you could try changing the hit character's velocity into the opposite direction... iirc CharacterMovementController might have some functions you can also call to add impulses

void cobalt
#

so should i do that in the character controller?

#

or in the enemy bp

#

@earnest tangle

earnest tangle
#

Whichever works. It may be simpler to do in the enemy BP

void cobalt
#

ok

zenith pond
#

I'm trying to add an offset to each spline point, but I'm having issues getting the location of a spline point and adding a local offset to that point. Instead I'm offsetting the entire spline

faint pasture
#

@void cobalt are you talking about knocking the entire character back or making the skeleton respond to an impulse? Like should the character capsule move or no?

zenith pond
#

Figured it out

gusty cypress
#

would it be a sin to use a empty level with a delay as a loading screen, the level streaming process seems overly complicated for no reason

void cobalt
#

@faint pasture sry i went to walk my dogs

#

the entire thing

#

i want to move

#

not just a visible hit

#

i want the whole capsule to move back

blissful gull
#

whats up with the wrap function

maiden wadi
#

@blissful gull Hard to say without seeing the function. Looks like you're inputting min+1 and Max-1 somehow.

blissful gull
#

if i add 1 to max and subtract 1 from min it messes it up going the other way

maiden wadi
#

Can only throw random guesses without seeing logic.

blissful gull
#

okay i think i understand, 6 wraps back to 1 instead of 0

#

for the X

maiden wadi
#

Is that a default node, or? It's not in 4.25.4

blissful gull
#

it should be

#

im in uh

#

4.26

gentle urchin
#

thats pretty odd

blissful gull
#

right?

gentle urchin
#

How about just doing the wrap yourself?

blissful gull
#

yeah thats what im doing now

#

its really ugly but it works

#

😦

gentle urchin
#

oh waow thats ugly xD

#

i'd just put it in select nodes

#

but i guess the result is the same

#

i dont like sequences at all i'll admit

#

Mostly because im not 100% sure how they'd execute

#

like, are they guaranteed to move along the same executionline untill it ends or it encounters a ..... not instant node (Forgot the word),

maiden wadi
#

They'll follow logical order if there's nothing else on the line, but they're still a bit ehh.

zenith pond
#

It's either that, giant mazes, or lots of nested blueprints

meager spade
#

There's no automated way to get all subclasses of a class right?

trim matrix
#

I feel a general slowness in the editor in my project. Such a thing does not happen in a project I just opened. As if FPS was a little low in the editor

#

Has anyone encountered with this?

earnest tangle
#

the word you're looking for is also probably latent or asychronous

gentle urchin
#

yes, latent indeed

#

Thanks

earnest tangle
gentle urchin
#

They've just always had this feeling of being a perfect setup for a race condition issue ...

#

but if they are fixed like that, then it should be ok i suppose

earnest tangle
#

You can do some cheeky things with them such as running a do once node and then immediately resetting it

#

:D

gusty shuttle
#

Is there a way to set the terminal velocity via bp node?

maiden wadi
#

@trim matrix Depends. Usually that'll happen if you open badly optimized maps, or if you open a bunch of different windows all at once.

midnight ravine
#

Does the Floating Pawn Movement come with a geteable velocity value? I can't seem to find it... (trying to display current speed of a pawn)

maiden wadi
#

I only ever notice that when I have like twenty windows open.

gentle urchin
#

@blissful gull I think you've found a bug

dawn gazelle
#

Fairly certain editor lag can happen too if you have too many open blueprints like this

gentle urchin
#

atleast according to the doc center and how it should work (inclusive)

#

custom wrap function is just this

#

works as expected

zenith pond
#

I'm sloppy with blueprints, but damn, that's horrid

dawn gazelle
#

No that wouldn't work right either... if I you had a value of 7, with a Min of 0 and a Max of 5, you would get 0 instead of 1

gentle urchin
#

0 is what i expect

#

not 1

gentle urchin
#

when it says inclusive, i read it to be inclusive the 0 and 5

#

or do you mean you'd expect to reach the amount of overflow that occurs?

gusty shuttle
#

Hey, do you guys happen to know a sweet way to get to the Terminal Velocity via bp? The only way to access it is through a physics volume and I need to switch it on the fly

gentle urchin
#

in this case 7-5 = 2, so 1 since thats the second number relative to the overflow...

dawn gazelle
#

Min of 0, Max of 5 = 6 values total

#

if I input 7, i would expect 1 to be the output.

gentle urchin
#

dunno how wrappers normally work, but i wouldnt expect overflow like that, but i could be wrong 😛

#

any number above 5 would become 0 (min) with the function i did

#

any number below 0 would become 5 (max)

#

For the usecase of going + or - 1 like this tho, it would work like a charm

dawn gazelle
#

True, but that's not the intention of the disfunctional wrap function that's included with UE4. It's supposed to take any input and wrap to the appropriate place within it. You may not be adding or subtracting by one at a time always. If you ever say wanted to skip 5 days on a 7 week calendar and it's Saturday, you don't want to end up on Sunday.

gentle urchin
#

But even when you do, its wrong ..

#

Even when you go +1

#

When you reach 5 and go +1 with unreals function, it returns 1,

#

which is min +1

dawn gazelle
#

That's why I said the intention of the disfunctional wrap function.

#

I understand it's not working 😛

gentle urchin
#

Ah

#

well one could store the overflow and go that amount forward, for sure

#

and repeat this until there's no overflow

#

Its a fair point with the calendar example etc tho ^^ Makes more sense for it to work like that

unkempt quarry
#

Can I get someone's help?
I've have a multiplayer game where players can change their character colour and name tag, (this happens in the lobby level). I want to carry those variables to the next level (game level) then replicate them, how would I go about doing that?

zenith pond
#

Couldn't you detect overflow (#>B), divide by the difference, add remainder to base number?

#

Sounds more elegant than any of the solutions so far

#

Guess that only works when you go over

gentle urchin
#

Hmm yeah that should work!

gusty shuttle
#

Between wall slide and landing, sometimes I randomly gather momentum and can launch into space

zenith pond
#

Could cap momentum.

gusty shuttle
#

I tried, but I don't think I found the right method

#

It's something to do with the Default Terminal Velocity but I can't reach it via bp

zenith pond
#

Or print out the states to see when it's being added

gusty shuttle
#

Yeah...but I mean, from what? I have been studying it for hours ahah

#

Velocity just tells me my speed

#

Or where I am in the world

zenith pond
#

Could be something like jumps are repeating when colliding with the wall sometimes

gusty shuttle
#

Vould be

#

Could be...but I have bools in place to prevent that

carmine quest
unkempt quarry
carmine quest
#

Gameinstance exists only on server

#

Also its type is set in project settings

unkempt quarry
#

So the host can send info to the gameinstance but how would the server (host) get the other players info?

carmine quest
#

Rpc

#

Client->server communication is done only through RPC

#

I highly recommend reading the network compendium (pinned in #multiplayer )

unkempt quarry
#

Will do

flat raft
#

How would I go about exporting capsule motion to 3ds max?

sturdy galleon
#

Hello, im trying to add a sphere trace to my weapon animation but the animation is too fast so there are gaps in the sphere trace. Does anyone know a way to reduce this gap? something similar to the image below. (I would just but this but my project is for mobile)

#

attack animation*

upbeat otter
#

so I made a basic car follow a spline path but for some reason it only follows the first spline I put down instead of multiple splines, I assume it has something to do with this array but I'm not sure any suggestions would be very much appreciated

frozen nimbus
#

Is there a way to get the Character's movement direction? I need to compare the direction I'm moving vs the direction I'm holding with the left control stick. It is a 2D game so I need to trigger different animations based on the angle I am moving. I was able to find something for the control input (see pic), but not movement direction. Thanks.

worthy frost
#

get the X rotator of the acceleration

#

err velocity

#

CharacterMovement -> Velocity -> RotationFromXVector

gusty cypress
#

Can I ask a widget bp question in here

worthy frost
#

@frozen nimbus

#

@gusty cypress you already asked in #umg just wait for an answer

gusty cypress
#

got it

worthy frost
#

i know its a bit dead in there atm, but people do come by from time to time

upbeat otter
#

here's the event graph part of the car spline, I thought getting all actors of class would do the trick but i fear it may be more complicated then that

flat raft
#

@frozen nimbus there is also a CalculateDirection node.

round edge
#

If I have an item in my inventory, can I do something like this? Will the soft object / instance in the inventory now have a modified ammo amount?

#

or would I have to keep an array of structs instead?

sand shore
#

@round edge the instance will until it is unloaded.

#

it would not retain the new value unless you serialize it

round edge
#

right I figured I'd have to save somewhere

round edge
# sand shore it would not retain the new value unless you serialize it

trying to make as generic an inventory system as possible. Hopefully all from one kind of struct. I doubt I would need to modify stuff like this very often. It's more likely I'll save out an item instance from an actual object into my array. Just making sure on the off chance I needed to change something that isn't actually spawn that I could.

sand shore
#

what you could do is some kind of delta serialization.

#

Eg, you only save an asset reference, property names, and the new value.

round edge
#

this is a new concept for me, but sounds like I would want this

sand shore
#

it would require you only ever load assets through one path, and part of that is applying the delta serialization.

#

You can do this in BP. It would be easier with some C++, but not worth your time to learn & get good with C++ just for this.

round edge
#

I could probably manage some c++

sand shore
#

And I would suggest that you don't do this for every property.

#

Only the ones that you cannot reconstruct

#

(because when you modify them, you also have to track that!!)

round edge
#

I figure I can use one struct for everything aside from these cases

sand shore
#

What most people in BP do is the save game API

#

Each BP can be in charge of serializing itself to JSON

#

and everything has a GUID

#

it saves to disk as TMap<FGuid, FString> where the value is the JSON node

#

you can do that in BP as well!

#

might be eaiser.

round edge
#

which part? the json method?

#

my thinking prior to your suggestions was to have an array of strings or something I could read in to change specific properties

sand shore
#

what I just suggested is a more robust method

sand shore
sand shore
#

it also is better for save size

sand shore
round edge
#

more or less my goal was to use the same storage component for player inventory, chests that don't have a physical object inside, lockers that leave a physical object inside, and things like magazines

sand shore
#

Anyway, see if you can piece together everything I just suggested

#

its a lot, but there's solutions in there

round edge
#

I think I get what you were saying, just making sure we're on the same page

#

thank you

frozen nimbus
zenith pond
#

Is there a way with blutilites to spawn an actor at current selection with a button?

earnest shard
#

Can you have a montage with root motion going, and still allow for input movement/rotation? Is that even a thing?

round edge
viscid arrow
#

Hi, im new here, i got a question about a issue with the game im making so in which channel do i ask?

runic path
#

anyone had experience settings up the listener for an RTS style camera, where the camera is offset from map ?

modest compass
#

Is there a way to get the Oculus Quest button mappings as events into blueprints without setting up an axis or action map? Im seeing all of the buttons when going through the axis mappings but they dont all show up in the BP input section

bitter lance
#

I can't find what it means my "create a new transform variable and name it spawn transform" there's a lot of stuff coming up when I look for transform but none of it gives me this

#

Please ping if you reply!

modest compass
bitter lance
#

Thank you!

#

Sorry for the trivial question, really new to UE4.

#

gotta start somewhere 😅

viscid arrow
viscid arrow
# viscid arrow

i have set up this code for a death/respawn command, it works, however, each time i respawn the actor it just tposes, let me know if theres a fix to it

trim matrix
#

Is there a way to move my blue prints from side scroller to third person?

sand shore
sand shore
still trellis
#

im not really sure what's going on here, but I'm trying to expose a TMap of an enum to a TSubclassOf variable to the editor in my custom GameState. I have it UPROPERTY(EditDefaultsOnly, Category = "Movement") but any blueprint classes I make of that game state class do not have the map variable in class defaults for me to edit. am i missing something simple? I've made tons of classes with exposed variables this way and never had this issue

trim matrix
sand shore
#

@still trellis the other possibility is hot reload

#

if you use that, swap to LiveCoding if you can

still trellis
#

i've restarted the editor a few times, it doesn't appear to be hotreload

protected:
  UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Movement")
  TMap<ECustomMovementType, TSubclassOf<UCustomMovement>> MovementMap;
sand shore
#

on the grey nodes

#

also you might need to make the same types.

#

Good luck if you have a type in each project named the same but with different layouts

still trellis
#

update, i copy pasted this EXACT code for exposing the property into a random other class, and i can see it just fine. its only gamestate subclasses that dont seem to let me see exposed properties in the editor

sand shore
#

try changing the category

#

it might be a hideCategories

still trellis
#

sec ill put it back with a different category

trim matrix
sand shore
#

Well I can't sit on your shoulder

#

Try building up to the cool thing you wanna take. Get practiced with smaller concepts

#

there isn't a mapping or any kind of tool for what you want

trim matrix
#

Ok

sand shore
#

Not to push you away, sorry if my tone reads like that

#

Good luck, this should deepen your understanding and you'll have an easier time of things

still trellis
#

changing the category fixed it, no idea why

trim matrix
sand shore
still trellis
#

is that something in the gamestate class?

sand shore
#

showOnlyCategories

#

they're UCLASS markup

still trellis
#

i didnt have anything besides Blueprintable in the UCLASS macro

#

wonder if AGameState does?

sand shore
#

the base class can do it

#

Or it may just be some unreal thing

still trellis
#

maybe i shouldn't use the generic word "Movement" as a category i guess

sand shore
#

sometimes things just are the way they are

sand shore
still trellis
#

"Custom Movement"

sand shore
#

it wasn't an unreasonable pick.

#

Well, you can't use it so custom movement is probably next best thing anyway

still trellis
sand shore
#

to be young and free 😂

still trellis
#

while im on the topic, and this is more of a general question than a blueprints one or a cpp one, where am i supposed to be putting something like this? its just a global, universal dictionary that tells me "this enum translates to this class," and it should never ever be changed at runtime or accessed outside of cpp getters

#

but i want the ability to use blueprint classes, so i can't just hardcode it as static in cpp

tight schooner
#

Maybe a data asset? I can't say if this is the Best™ approach but it is an approach

sand shore
#

DeveloperSettings

#

or a Da, ye

#

could also do a config

#

can do all 3 in conjunction

proud sky
#

I would personally choose a UDeveloperSettings subclass for that, it'll be saved with the game's config and be automatically available by the time StartupModule is called. No need to worry about whether or not the DataAsset is loaded, keeping it loaded, and finding ways of efficiently accessing it if you need to access it a lot.

You can technically still modify it with GetMutableDefault<UMyDeveloperSettings>()->Foo = Bar; or const_cast

chilly jetty
#

Hi I ran into a problem

#

for some reason my game is not spawning the player character and the camera is stuck at the origin poijnt of the world at 000

#

I'm not exactly sure what could cause this

#

I checked the gamemode settings and its all exactly what i put in

#

It was working a few minutes ago and i didnt change anything regarding the player character

chilly jetty
#

okay I fixed it but its got something to do with a model that is somehow messing up every single model in the game world as well

polar vine
#

Can u guys help me... To make curved material like endless runner games

minor pagoda
#

Hi, can someone help me with this error?

#

I´m trying to call the widgets of all PCs to update on UserData RepNotify

#

But i keep getting an error like the server is trying to read the widget, but i call the event on OwningClient

#

i create the widget client side

hushed pewter
#

I got my box collision set as my root component and both it and my projectile are set too block all but it still falls through for some reason

ruby surge
minor pagoda
#

I have set it but only clientside, so i think it´s trying to read it serverside

#

But i don´t know why, cause on RepNotify i´m checking if the PC is local PC

dawn gazelle
zinc portal
#

Not specific to Blueprints but I use them so writing here.
I have built a notification / caption system for my game. These use "text" as the data so should be good to localize.
I also want to store all caption lines that have come up into and array so the player can open a log and go back.
My question is, is it better to store this log as text variables or strings?The lines will not need to be translated anymore as they already have been and are in the correct language.

proven mason
#

are there physical material presets for Steel, Wood and Rubber?
or do I have customize physical materials for each of the three in the best possible way.

zenith pond
#

I'm confused, why do my spline points not match up with the locations being referenced?

zenith pond
#

Derp, had the second spline attached to the main spline, shouldn't have done that

proven mason
#

are there physical material presets for Steel, Wood and Rubber?
or do I have customize physical materials for each of the three in the best possible way.

earnest tangle
#

If you can't find them in the physical materials lists then chances are the answer is "no"

pine ledge
#

Hi, I got this weird isse with Structure. I made a "Actor Action Utility " and a function to do something. But when I used that function, this Array Structure can't be expanse to edit 2 variable in it ?
Is this a bug or I missing something ? I use 4.26 btw

karmic kernel
viscid arrow
#

Is there anyway to make a animation blueprint play after re spawning a actor

faint pasture
#

I would make an event called just respond or whatever and have that event play the respawning montage on itself. Then whenever you spawn the actor from wherever you spot it from, just call the event

viscid arrow
#

Not sure if what i said makes sense but its the best i can do

faint pasture
#

Do you have the animation blueprint assigned as default?

#

Like why would it use the animation blueprint the first time it is spawned but not the second?

#

What do you have set for the animation instance in the skeletal mesh component in the blueprint?

faint pasture
#

Are you sure that you are just spawning the thing again? That doesn't make any sense that it wouldn't use it. Is that the only place you ever set the animation instance?

viscid arrow
#

Im trying to find the animation instance ( new to unreal)

faint pasture
#

It's a property of the skeletal mesh component. you can either have it just continuously playing animation or use an animation blueprint.

viscid arrow
#

I don’t even have it set up

#

Thank you

#

It worked

#

That was the issue

silent vortex
#

I'm currently building my first game in unreal using the blueprint system, and I have a bit of a problem. When my character jumps on an enemy's head, if it fall off of the enemy, it goes through the platform. I'm sure it may be a small issue, but Idk what it may be..

south merlin
#

I have a switch that when activated, I want to change the base color. Is it better to change what material is on the mesh, or to just change the base color texture within the same material?

covert kestrel
#

Hi all, can anyone help me with this? I have a number of actors that share the same blueprint, and I'm trying to make them default to a hidden state when the level they are on is loaded, so that they can be un-hidden with a button toggle on my ui. This doesn't work, the actors are still visible when the level loads.

dawn gazelle
covert kestrel
sleek pecan
#

@south merlin I would say neither. Swapping out textures is or materials is more expensive and complicated than it needs to be. Instead of change the base color texture, just multiply the texture by some color. So if you want to change to blue, multiply the texture being piped into the Albedo channel by a Color set to a blue color. You can have this Color be a parameter that is just set to white by default, which when multiplied by another texture will result in no change to the texture.

#

@covert kestrel What are you trying to do?

#

Also, if you're uncertain why things are happening in a particular way, I would recommend setting breakpoints in your BP and just stepping through it node by node

gusty shuttle
#

I'm getting some screen tearing, is there any techniques to alleviate it? 60fps

covert kestrel
#

Unless I ditch the branch and double up on blueprint nodes, not very tidy.

sleek pecan
#

@covert kestrel You don't need a flip flop node. Just use a Branch (aka if) node

dawn gazelle
sleek pecan
#

actually yeah, yuo don't need that either

#

yeah, exactly as Datura said ☝️

#

but @covert kestrel , you're also running into an architectural issue here. You've created this concept of "hiding all of these actors of a certain class", but you're actually repeating your logic in two separate places. Once when the level starts (I assume in the level blueprint?) and then also on your UI element

#

Repeating logic is a great way to run into bugs later down the road since you have to manage two separate places that perform the same logic. A great programming maxim is DRY (Don't Repeat Yourself). It keeps your code neater, easier to understand, and more bug free.

#

If you want to keep your code "dry" in this case, you should extract that Hidden variable and all that logic from Datura's blue print example into some function or event that can be access by both the Level Blueprint as well as the UI element

covert kestrel
# sleek pecan actually yeah, yuo don't need that either

Lol, sorry, I'm way down the pecking order when it comes to blueprint and coding abilities, it's not my 'forte'. I'm just trying to get things to work as a proof of concept to my company first and foremost, and trying to pick up as much as I can on the way. When I do get something to finally work I'm buzzing my tits off. I've picked up a bit of knowledge on custom events, and interfacing between blueprints for example, but then I go weeks without touching unreal and have to try to remember all that logic again. Stressful. Thanks, I'll consider what you've said, and look to implement an event, I guess in the game instance.

covert kestrel
dawn gazelle
# covert kestrel So much simpler, the NOT node is the key there?

Essentially. You're not really needing to check what the value of Hidden is using a branch as you're following the same path regardless, and a flipflop doesn't suit the situation either as you don't have different operations that need to happen with each press of the button.

#

So just using a logical NOT makes it simple, whatever its value is currently, you want the opposite of it and then apply its value to the hide actor node 🙂

covert kestrel
dawn gazelle
#

The default value of hidden may need to be reversed.

covert kestrel
#

I've just had a lightbulb moment re the NOT.

dawn gazelle
#

It's a logic node, like AND, OR, XOR, NAND, etc.

#

So if you feed in a value that is true, it returns false.
If you feed in a value that is false, it returns true.

covert kestrel
smoky rivet
#

why is this happening?

#

ive tried multiple setups and this is my current one

gusty shuttle
#

Hey guys, when exiting/quitting my game, it's still in the task manager using resources. Any tips or keywords?

river wigeon
dawn gazelle
#

The "Target" pin is indicating that the object to be updated is the "Active Child"

river wigeon
#

yeah i know, but i dont know how he has a target on that second blue node

#

and how can i do that?

dawn gazelle
#

You drag a pin off of an object's reference and do a set <varaible name>

river wigeon
#

when i do that from active child, it give me one without a "target" pin

dawn gazelle
#

Then you're selecting the wrong "Root" variable in the list.

flat nebula
river wigeon
flat nebula
#

im getting htis weird error when i open a blueprint and it gives me a blank screen

river wigeon
#

see? when i click root now, it just places the same as above

dawn gazelle
#

If the "Root" variable is not of the appropriate class, it will also not have access to the variables you're expecting.

river wigeon
#

aah, okay now i see! Thanks!

rocky basin
#

Guys I having a bit of a problem here, I using fixed cameras. Now i want to make it so when i press up it moves up, press down it moves down left and move left and right move right. But instead I press left to move up and right to move down for example. Sounds like a simple problem I cant figure out. Please anyone can advice on this????

valid widget
#

anyone good with Advanced Locomotion System V4

#

willing to pay to fix a bug

#

with a fresh import

thick geyser
#

Hi! I tried to find an answer in previous discussions without success. My pawn has a box collider that fires other collider BeginOverlap and EndOverlap same time constantly and creates infinite loop. Does it have anything to do with UpdateOverlaps? I have tried different kind of collision settings for both and collisions should be enabled. Any idea where to start to find what is causing the problem?

narrow kelp
#

@thick geyser are they both set to overlap each other, not block?

thick geyser
#

Yes, they overlap and I checked that it is the right collider which is triggering overlaps.

narrow kelp
#

hmm, could they be doing something during the event that could trigger end overlap?

#

like moving or disabling collision

thick geyser
#

I haven’t set disable collision at any point. First both of actors moved but I set the another one to not move and it is still firing more than once but dont create infinite loop anymore. 😄

narrow kelp
#

One thing you could try, delay the movement to tick

#

rather than during the event

thick geyser
#

Okey I will try that.

smoky rivet
#

does ik modify a current animation?

thick geyser
#

@narrow kelp actually it wouldn't work or I just don't understand how to do that. I can't change how the pawn moves.

narrow kelp
#

Could try having both behaviors start from just one of the events

rocky basin
#

So no one in here knows where to start with my problem? lol

narrow kelp
#

for example your pawn gets the overlap event, then it does its behavior plus whatever the other actor needs

rocky basin
#

Right gonna try official ue4 forums.

thick geyser
#

In fact the pawn doesn't have to do anything when overlap. It has "big" box collider and when it overlaps with another actors collider, this another actor should move only.

narrow kelp
#

maybe just have the overlap event on the other actor

mellow folio
#

I'm streaming levels in like this. Problem is I want to unload the level by tracing to one of its actors (a landscape).

How does an actor get a reference to which streaming level it is in?

warm summit
#

I have made a Function Library, But I can't seem to watch the logic flow through it in simulation mode..... I can do this with a macro, very helpful. Is there a way to get a view of the function insides?

thick geyser
#

@narrow kelp Sorry, I explained incorrectly. Overlap event is on the other actor not in pawn.

warm summit
#

is it becuase its in a library that is the issue?

mellow folio
warm summit
#

@mellow folio yea that is what I suspected, so I guess the next best is to test it as a local fuction and then move that to a lib when it actually works?

#

or maybe use a local macro the same way you think?

mellow folio
#

there are lots of other ways to debug

#

if it's not working the way you want just do a bunch of print strings to see what the values are at each step

warm summit
#

yea, in side the Function

#

good point

#

thanks 🙂

uncut lark
#

Do input objects involve children of the parent object?

dawn gazelle
uncut lark
#

@dawn gazelle For reference I have a Weapon Base that I was going to derive children from. Can I set an isvalid to check if the input object is "WeaponBase" and have it also take into account the children?

dawn gazelle
warm summit
#

@mellow folio Well, I suppose its the best fail in the world when you realize your code is smarter than you.

#

it was doing exactly as it should, I just didn't realize I what was telling it

uncut lark
#

Gotcha, thanks

prisma stag
#

Hello, I have a linetrace that happens when you left click and I would like to do something based on what the linetrace hits. I know I can use branches until it returns true and then it will execute the code. But is there a way to have a node that has all the code and the ActorHit gets inputted into said node, and it finds which actor is equal to the hit actor then executes that code?

earnest tangle
#

Sure, you can create a custom function that takes a HitResult as its parameter

prisma stag
#

I didn't know if there was a way in which almost like a select node where the code is predetermined and when the index equals one of the indexes on the select node, it would then execute that code.

earnest tangle
#

hmm yeah not sure if that exists 🤔

prisma stag
earnest tangle
#

yeah that should be fine

prisma stag
dawn gazelle
#

This is from the "low entry extended library" free on the marketplace.

#

Just realized it won't really work well at runtime tho 😛

dawn gazelle
#

Because spawned actors don't exist until the game is running... So trying to say "is the hit actor this particular actor" doesn't work. Not sure if this is checking the class of the objects

earnest tangle
#

That'd work as long as you assigned the actors into variables at runtime and connected those variables into the pins

#

it's probably not a whole lot better than using a couple of branches though :P

prisma stag
earnest tangle
#

at that point I'd start wondering if it's worth it

#

you're just making the code more complicated and harder to understand

#

vs. a regular equals comparison and a branch

narrow kelp
#

you could try a base class or an interface

dawn gazelle
#

I like the interface idea

sharp jungle
#

hi everyone, im having some trouble with collision settings. I attached an actor (has a skeletal mesh + sphere collision for interaction) to the mesh of a character, and then I want to trace for attached actor, but it does not return. I created a custom trace channel and tracing along that returns the actor's "intractable area" but not its skeletal mesh. Im not sure how this is possible unless attaching causes the character mesh to "eat" the actor mesh

prisma stag
narrow kelp
#

could do something like a multi line trace, going through each actor asking if they can respond

#

have a general query on the base class and override it on child classes as you need

#

so for example you have a function TryInteract that returns a boolean

dawn gazelle
#

Or just have the function on the object handle the hit is an option too.

#

Again, this is why I like the interface idea... Then you don't have to cast and just pass the actor reference through.

prisma stag
# dawn gazelle Again, this is why I like the interface idea... Then you don't have to cast and ...

Ok so for the interface idea your saying when I left click and do the trace, it will do the interface for that object that was hit? That might work, however other checks will have to be done as I need to check what tool I am holding (my game has a tree/stone harvesting system), and then check if the item hit is of type harvestable. I also have a placement system where you can place machinery so I have to do a branch to make sure that a bool isnt true which is fine.

narrow kelp
#

pass the player or whatever in as an argument

#

and return a bool

prisma stag
narrow kelp
#

as an argument for the interface

#

then the objects can decide what to do

#

by looking at the player, or whatever args you pass

prisma stag
#

Oh, so your saying to have some of the checking code to be handled by whatever actor was hit in the interface?

narrow kelp
#

generally thats how I'd do it

prisma stag
#

I see. Yea, I have tools like a stone hatchet/pickaxe, and a metal hatchet/pickaxe so I guess I could a float on the player that holds the damage that they will do as for the harvesting system I use apply damage.

narrow kelp
#

Yeah if thats the case you can just pass the damage value

prisma stag
nova hare
#

Anyone knows why this cast only works for singleplayer

#

and not multiplayer

noble sentinel
#

Does anyone know the limitations of setting a blackboard value to an actor?
I'm able to set one value to an actor component but i can't set another value to a regular actor?

narrow kelp
#

@noble sentinel not 100% sure, but i believe only controllers or AI controllers or something have blackboards

#

if thats what you're talking about

noble sentinel
#

I'm setting it within the AIController

#

During run time the SenseList gets set but the PatrolPath doesn't

#

I've debugged it and during the set call the patrol path exist perfectly fine

#

The first image you see is the AI Controller

narrow kelp
#

From the looks of it, the only thing that could be wrong is your string or if the patrol path is actually null at that time

noble sentinel
#

😦 that's what i keep thinking too but during debug it is definitely correct and as for typo, i've copied pasted the literal string to double check too

narrow kelp
#

Only things I can think of are things you've probably tried.. see if it ever gets overwritten, see if it gets destroyed..

summer bolt
vestal apex
#

Hi everyone, have started fiddling about with Unreal 4.26 and started working with blueprints, so please bare with me.

I've created a simple blueprint that contains some logic and a mesh representing the boat.
When placed in the environment, I'd like to have the boat travel in the direction it's facing
when I press a key. The main goal is to place a bunch of these objects in the scene, then have
them all start traveling in their respective directions on key press.

My blueprint seems to work when I place the object in the scene, but only for that most recently
added one. None of the other ships will start traveling.

I guess I assumed the logic would run on keypress for every instance of the blueprint in the scene,
but I guess I might have a fundamental misunderstanding on how blueprints work.

Any advice to help me get going in the right direction on this?

#

My blueprint in question

#

The timeline is just increasing the x value of the vector more and more over 60 seconds

#

note, they all do start moving if I just hook it up to eventBeginPlay node

#

so maybe it's input?

narrow kelp
#

Could be that the player controller is possessing a single pawn

#

also be aware that input is "consumed"

#

so you have to turn that off to allow other things to receive it

odd plume
#

Quick question. I am trying to get this function (The UI Warning) to only run once. I tried this, but this did not work

vestal apex
#

Aha, and with that it works just fine 👍

#

Thank you @narrow kelp

noble sentinel
#

@narrow kelp thanks for the help!
I was just being an idiot, I didn't set a default value for the Variable Name, I assumed it would just take the variable name ...

silent vortex
#

Is there a way to fix the little bit of choppiness with animation state machines?

noble basin
#

if anyone could help me with this it would be awesome, im using level streaming between my different levels so i can incorporate loading screens, but when i load a streamed level, my player doesnt spawn in the player start location, i even tried setting my actor transform to the same location as my start upon the level finish loading, but still doesnt work, does anyone have any wisdom they could impart perhaps?

noble sentinel
#

@silent vortex that is super vague

noble sentinel
silent vortex
#

Ok. Currently I'm not near my computer, but for example when my character is walking and I press the attack key, they slide on the floor and continue attacking. Jumping interrupts attacking though

#

I can show the blueprint tomorrow of where the problem may be

noble sentinel
#

it sounds like you need alot of stuff setup

  1. make sure the animation is being fired off once (DO not let it interrupt while the animation is in progress) unless you are intentionally allowing it to animation cancelling
  2. if you want to move & attack at the same time you either need an animation to do that OR do animation blending (preferred)
silent vortex
#

Oh ok, so like a boolean to check whether the character is moving or not and have an animation for both?

noble sentinel
#

so

#

you can programatically code it to have a boolean when you can and can't cancel/use animation but

#

i would suggest do it within your animation blueprint

#

^ this is an example from my project

#

this example though only covers movement^

silent vortex
#

Oh I think I'm probably using the budget state machine, this looks so much less chaotic than the one I'm using

#

The one I'm using is the enumeration way

#

Wait would this work for a 2D side scroller

noble sentinel
#

are your models 3d?

#

or is it 2d art/pixel

silent vortex
#

It's 2D pixel

noble sentinel
#

then this would be over kill

#

mm though it probably would be advised for "proper" placing of the logic but i haven't worked on 2d game before so I can't speak for 2d game

silent vortex
#

Idk, I think I'll give it a try tomorrow, tbh it's a minor problem compared to my enemy character lol. I got him to attack and to die, but movement is a different story

noble sentinel
#

the trick is to keep the state in which your character is in

#

"on land/air", "can attack, can't attack" etc.

#

so when you hit the "attack" button it checks first if it can

silent vortex
#

Oh ok! Well I'll see if I can tweak it a bit, it may be just the transitions then

#

Because it attacks when it can, and moves fine, just the small bugs

#

Thank you for your advice!

summer bolt
#

It sounds pathetic but how can I like tidy up my nodes in blueprints, they are way too messy, does anyone know of some good free organisation plugins

noble sentinel
summer bolt
#

Thanks I will try to use more of those reroute nodes

weary prism
#

just curious im trying to add a emote system to my game but im running into a issue with overlapping audio since i spawn a sound in the world attached to the player each time someone does a emote how would i go about fading out everyone else thats doing emotes and only prioritizing the user based on diffrent clients

vapid ibex
#

Is there a way to do sort of inverse primitive collision trace? Trace being blocked if most of it being obstructed by the geometry?

earnest tangle
#

you'd probably need to do several linetraces and see how many of them got blocked or something

narrow kelp
#

@summer bolt I had a similar issue, I ended up making a voice manager component on my player that handles fading out old sounds and fading in new sounds.

#

oops i mean @weary prism

copper pendant
#

heyo - does anyone know if its possible to hide master BPs from others. Such as exporting out abstract classes that maintain master functionality but are empty to the end user?

#

think: modding - allowing access to asset library while restricting access to master classes and their scipting

#

not sure if this is the right channel to ask this

flat raft
#

you mean in the editor ? or are you building a sandbox type game ?

#

try CPP

copper pendant
#

Yeah, in the Editor.

#

Distributing a custom dev kit and hoped I could protect a few BP classes from the public

#

If it’s currently not doable, someone with some expertise here - there’s a plugin idea lol expose some form of BP protection agency

#

Private classes that are functional but inaccessible to the public and public that are exposed as per the norm.

#

I wonder if it would be as simple as some sort of graph modification where you could make each of the master class graphs display as blank graphs, and hide all functions from the Functions tab, but allow them to be accessible as callers only

#

Yeah not simple lol

leaden dock
#

is there a way to visualize the normals of a procedural mesh i generated?

#

(as arrows/lines)

queen walrus
#

Trying to do what I think is probably a simple task; replicate the paper2d flipbook state so that a client's change in direction changes the animation across all clients. Should I be replicating the direction? or the flipbook state? also not entirely sure how to actually play it. Do I use repnotify on those variables? or call a custom event to multicast it in the event graph?

narrow kelp
#

Is there any way to hide all the junk detail categories on character instances in the editor

#

for some wonderful reason adding things like Tags, Rendering, and many others to the hide categories list doesn't do anything

broken coral
#

I cannot use liveLink because I don't own iPhone. Luckily there is this app that makes it possible to send facial mocap data from android device to UE 4 project https://www.youtube.com/watch?v=RTn3qus_V5I anyone can provide some resources or at least any clues how should I go about implementation of feature so that I can use received facial mocap data on metahuman / other custom 3D character

New and free Android "Face Mocap" app to track faces with the phone, im publishing the app in google play, the unreal engine 4 project and the executable (links below).
You can use the app with ue4 to record movement and animation.

App:
https://play.google.com/store/apps/details?id=mx.motion.ar.facemocap
UE4 executable :
http://motion.mx/ue4/An...

▶ Play video
narrow kelp
#

Wow, okay for future reference: You can hide useless detail categories by adding the category of the component itself

#

Example, Character Movement: Flying, is part of character movement, which is under Character

agile needle
#

Need some help with landscape displacement :/

vocal urchin
#

I have scoured the whole thing. It ain't there

agile needle
#

Is there a way to get the individual rocks to be less flat..? It seems like the displacement isnt really giving me bumpiness off the rocks

steep robin
#

Does the heightmap not match the rocks?

agile needle
#

Yeah I feel like it doesn'

#

doesnt

#

it's the heightmap off from the material

noble sentinel
#

I copied my entire content folder into a new project (upgrading BP to CPP project)
Any clue as to why it is causing my character to be shifted upward?

agile needle
bitter lance
#

Having a small issue with respawner-- it's only letting me respawn once.

#

WHat am I missing here?

midnight kiln
#

@bitter lance the only thing I can think of is that you are calling Respawn at the end, but your event is called Respawn1

queen walrus
#

siiick I got the replication to work finally.

Question -- is it bad to put flipbook state determination on Event tick? I had it set to key presses (wasd) and it was causing a lot of weird behavior

trim matrix
#

@bitter lance i dont think you need 'respawn1' or 'respawn' unless 'respawn' is just to set some variables in your character

trim matrix
#

How do I know what object to use when casting to a non-Player blueprint?

#

I know what do use if I’m casting to a player character or player controller but right now I’m trying to casts to and enemy character and I have no idea what object to use and I just keep trying things and nothing is really working

#

I am quite stumped

plush garden
#

Your question might be similar to mine, @trim matrix. I ran into some trouble since yesterday when I am trying to create a power up for the player character, which makes the player shoot slower projectiles. My problem is, that the projectiles aren't an actor that exist in the scene yet, but rather their own blueprint. I am having trouble "communicating" to this blueprint, and tried various different ways of casting to, unfortunately unsuccessfully.

trim matrix
plush garden
#

I think I might actually be able to help you out, unless I missunderstand. I started 2 days ago, so my knowledge is very limited, but I'll send you a private message.

languid lion
#

Would anyone know of a good resource on how first-person games handle interactables in the environment?

tulip lichen
#

Hello, I'm just trying to learn the engine

#

How do I get the local location data of a component and put it in there?

#

to be exact, InnerDoorPiece's component local location

trim matrix
left niche
#

The split it, put Z into the product and x and y as is

tulip lichen
#

@left niche thanks for answering

#

Is this the right way?

#

I'm not getting the value 50 so I don't think it is

left niche
tulip lichen
#

I'm following a tutorial that's making a door slide down and up. I finished the tutorial and decide to make some tweak on my own to learn

left niche
#

Oh

tulip lichen
#

The tutorial just simply put a constant value like this but I want the blueprint just take the Z location value of that component

#

so I don't have to change this value everytime I change the component size

left niche
tulip lichen
#

Is that a right mindset?

left niche
#

Although im confused by the product instead of adding Z👀

tulip lichen
#

the product?

#

The door is now bugged and my guess is

left niche
tulip lichen
#

I need to save the location Z as a constant value at the start

left niche
#

To open add Z and subtract the same to close

tulip lichen
left niche
thin token
#

Hey I am facing an issue while streaming level
So When I Load Stream Level
I am keeping Make Visible After Load false
As I don't want show Map until Player do certain task.
Problem is even after manually changing visibility of map after level is loaded using shouldbevisible bool on level stream object reference
I am not finding Actors in map. GetAllActorsOfClass doesnt return actors on new map
But turning make visible after load to true
GetAllActorsOfClass returns actors correctly.
Is there any other way to Make Map visible?

tulip lichen
#

I guess something like that but couldn't find onw

#

one*

left niche
tulip lichen
#

@left niche

#

Thank you very much! I've made it work 🙂

#

Nice first day of Unreal Engine.

loud quest
#

hey folks

i'm building a TP character controller and having fine control over walk speeds in different directions is real important for game feel

is there an easy way to adjust walk speeds in cardinal and ordinal directions?

loud quest
#

currently im using a bunch of branches to achieve this but i was wondering if there's a cleaner way

dapper cradle
#

Any Idea how I could use BP to Loop a rotating fan blade to speed up and slow back down every 2 seconds ?

split cliff
languid lion
dapper cradle
#

@languid lion with AddActorLocalRotation but I cant figure out how to make it speed up and slow down.
I am trying to set it up so that the player has to run through it when it slows down...
hopefully if they misstime it I can make it kill the player character

obtuse rampart
#

Has anyone had any success in generating **procedural meshes **at runtime?
I can make it work in the construction script of my actor, but if I link the code to either the "event begin play" or a custom function I created (and call after the game starts), it doesn't work.

dapper cradle
#

@languid lion Talking to you just gave me an Idea XD
I could probably do it using a time line. If I learn to use a time line first XD

languid lion
#

I was gonna suggest a timeline since it'll look smoother

#

You also have this component

#

You can bump the rate up or down using a function or event that you've set on a timer

#

You can take a similar approach with AddActorLocalRotation as well

left niche
dapper cradle
#

I will also try that ! tyvm

primal smelt
#

Just noticed something curious. I have an input/axis event for left and right mouse buttons. With the debug filter on in bp editor I can see that if I just click either button once the axis event execution line permanently stays lit up even after I have released the button. For the most part everything is working as planned although I am troubleshooting something that could potentially be related to this. Anyway, is it normal for an axis event output to stay active?

split cliff
left niche
#

axis event is the same as tick, it gets executed every frame. what you actually need to check is if the axis value is != 0

primal smelt
#

Yeah everything seems to be working correctly as the only things happening on that execution line are setting float values based on axis. I knew it ran on tick but I just assumed it would "activate" or "deactivate" depending on whether it was pressed or not. The more you know!

left niche
primal smelt
#

Thanks I understood the difference in functions between the two but just didn't understand the underlying mechanisms of how tick works with respect to input axis

#

Up until fairly recently I had been changing booleans based on input pressed and released. I just noticed this for the first time regarding a button press input axis event. I'm curious to kjnow why an axis event for mouselook for example does not stay lit up on the debug filter

#

Oh wait no, maybe it does. Maybe I'm just going crazy!

nova hare
keen terrace
#

I have morph targets that I want to add to a UI slider. I have a morph for the smallest the body part can go and a seperate morph for the largest it can go. How do I join both so that the left of the slider is the Minimum/Smallest value and the right handside is the Largest/Max value on the one slider?

dawn gazelle
devout lodge
#

help! please! i decided to do a behavour tree task that spawns a widget when e pressed

#

but apparently it doesnt work

#

why

#

(the thing behind it is a dialogue box. its not necessary)

#

executed ai

#

(works out as an npc logic controller(npc's brain))

nova hare
#

@dawn gazelle Yeah it used to work without the cast but it suddenly stopped working

summer bolt
#

So when I'm calling a text bind on a editable text box on a widget I try to edit the text in game and it goes back to the text bind number can I make it so the text bind only runs once?

dawn gazelle
# summer bolt So when I'm calling a text bind on a editable text box on a widget I try to edit...

The idea of binding a widget value is so that the displayed value is always updated based on what the bind tells it to set it to. If you want to use a bind, then you must update whatever variables it uses in the bind rather than setting the text within the box directly.

Alternatively, you can remove the bind, then you have to manually update the text box any time the displayed value needs to change.

summer bolt
#

So would I manually update the text box then

summer bolt
keen terrace
#

How do I have two morph targets on one UI Slider? Min and Max values

dawn gazelle
summer bolt
#

alright so i want to have a variable setting a number

#

then i want to be able to edit the number

summer bolt
#

wait

#

i could change the variable value

#

im dumb

uneven geode
#

Hi is there a way to restart packaged game? Quit game and open it again

languid lion
#

Hi, I've got a weird issue

#

I'm checking if the object implements the interface

#

and it seems to work on the parent class

#

but not on the child class

worthy frost
#

well does that hit actor actually have the interface?

#

if you open its BP and check?

languid lion
#

Yeah

#

It's a child, it inherits it

worthy frost
#

but you verified your hitting the correct actor?

#

that you expect

languid lion
#

Working on that now, it should be, but I'm gonna debug just to be sure

dawn gazelle
#

Interesting... I'm getting the same behaviour.

worthy frost
#

well 4.26 had a few issues with interfaces in BP

#

but they should have been fixed in the new version

languid lion
#

Does it somehow consider inheritance =/= implement?

worthy frost
#

it shouldnt

#

if a parent has interface, child should have it

dawn gazelle
#

Wait... I messed up. It didn't have the interface, and it's not listed as being inherited either.

#

Meanwhile, it's showing in the interfaces on the left.

languid lion
#

Mine's inheriting just fine

worthy frost
#

and you verified the hit actor is the actor that implements that interface?

languid lion
#

The hit's not even generating xD

#

Gonna check what's up with it

dawn gazelle
#

XD

gusty shuttle
#

Hey folks, how do you guys go about your level order? Splash screens to Persistent, then on persistent to load up main menu?

winter garnet
#

hello slackers! question - is there a way to set a sub level to be the default one?

#

i have one level without persistent level but with two sub levels - i want that when one gets to this level, it automatically loads one specific sub level

winter garnet
#

But you can use level streaming to embed multiple levels into one

#

That said you can have like the Main Menu and the Gameplay level into the same thing, ‘saving’ you from two real loading screens. I’m not sure about memory etc. but you definitely can approach it like that

gusty shuttle
#

@winter garnet Aye, thanks for your answer!

undone nebula
#

Hi, im in the middle of making a grappling hook but once I attach to something I get flung up into the sky. anyone know a fix?

#

im a beginner to UE4 with like under 5 hours of exp.

dawn gazelle
undone nebula
#

so what should i do instead? @dawn gazelle

near glen
#

If I want to rotate character to mouse cursor, which function I should use to tell CharMovement component where to rotate?

weary python
#

I'm not sure if this is the right chat, but I'm new to unreal and I'm trying to get the drawers on a filling cabinet to open individually upon command(Once clicked upon) but I've only managed 1 drawer, and my thirdpersoncharacter blueprint is casting to the entire filing cabinet, so it opens upon clicking the cabinet itself and not just the drawer, preventing me from adding multiple drawers to the code.

keen terrace
#

I have the logic for my slider set so that it knows if the value is > or < 0.5. How do I set it so that IF over 0.5 then X morph target is applied and under 0.5 another morph target is applied? I basically need one slider to manipulate my two morph targets, Small Nose to Big Nose etc...

dawn gazelle
#

Update both but just map the values that go to each morph target?

keen terrace
dawn gazelle
#

At 0 of the slider, I imagine you want both small nose and big nose to be 0, and you only want big nose to increase once 0.5 is reached.
At 0.5 of the slider, do you want the small nose to be at a value of 1?
At 1 of the slider, do you want the big nose to be at a value of 1?

keen terrace
#

@dawn gazelle Currently as default the slider is set to 0.5 as it is in the middle. I was hoping that as the slider goes to the left the nose becomes smaller and if it goes to the right the nose becomes bigger

dawn gazelle
#

At slider value 0, what value do you want Nose Small and Nose Large to be?
At slider value 0.5 what value do you want them to be?
At slider value 1, what value do you want them to be?

keen terrace
#

@dawn gazelle 0 would be Nose as small as possible. 0.5 would be neutral and what the base character is. 1 would be the Nose as large as possible.

dawn gazelle
#

You're not answering the questions. I do not know how the morphs are set up at all. I need to know what value you want the morph targets to be at the particular ranges. For example "Nose Small" could be smallest at a value of 0 or smallest at a value of 1.

keen terrace
#

@dawn gazelle Sorry, Nose small is smallest at value 1 on the morph target value Nose large is largest on value 1 on the morph target value

dawn gazelle
#

Ok that I can work with 😛

weary python
#

For my filing cabinet I figured out how to get the individual drawers to work, but since they start at different locations, some are not opening and closing at the right distances, is there a way to reset an an objects location to zero in a blueprint?

lime ridge
dawn gazelle
#

Slider 0 = Small 1, Big 0
Slider 0.5 = Small 0, Big 0
Slider 1 = Small 0, Big 1

weary python
#

@lime ridge as in a node for (set relative location)? and throw it in connecting it to each drawer? Sorry Im new to this.

lime ridge
silent vortex
#

I created a walking attack and it's fixed!

keen terrace
weary python
#

thanks @lime ridge

silent vortex
lime ridge
silent vortex
#

how do I fix the occasional delay in response to my input?

weary python
#

@lime ridge can we join a vc im still having issues. If your busy or don't wish to I understand.

agile needle
#

Is there a way to get the individual rocks to be less flat..? It seems like the displacement isnt really giving me bumpiness off the rock

#blueprint message

#

Because even when the landscape has alot of vertices, it still gives a jagged displacement and not off the individual rocks as expected

feral dagger
#

hey guys, does anybody know how to basically make an "event tick" so it runs inside of the viewport (without having to press play or simulate)?

#

i came across these 2 websites, but it seems im too stupid to implement either of them

near glen
#

I added "animation starter pack" but looks like it has it's own mannequin mesh and skeleton which is the same as default one, how can I apply animations also to default mannequin skeleton? Cause I can't use them

royal zealot
#

hello ppl! n00b question probably ... don't usually do much BP stuff 😅 how can I have an actor that contains other actors (like childactors) and still be able to access each of the child's public editable vars and events on editor?

near glen
#

@royal zealot you can just add "child actor" component and refer to it

sleek pecan
#

Anybody know how I can make a branch in BPs depending on if I'm in the Preview Window vs any other context?

#

I'm doing stuff with EQS and want to branch logic in an EQS Context so that it either selects my EQS Testing Pawn if it's in preview but otherwise selects my Player Character

royal zealot
#

@near glen in functions and scripts yees ... what I mean is

#

this is the BP that will be used as child, but isolated, directly on the level

#

this is an actor with said BP as childactor

#

how can I set it up so that when I click on teh child, in editor, I get access to the same stuff that the child, as a separate actor, has?

sonic frost
#

Does anyone know what the term is for free building in a game? What I’m looking for is kind of like modular building, but the building pieces can go anywhere.

Ex: I have 2 wood posts and i can drag/nail a plank between them

winter garnet
#

Hey, is there a way to create a 'Global Macro Library' in Blueprints?

#

That works for all objects.

dawn gazelle
#

Not for macros, no. You can create macro libraries but they are specific to an object class.
You can have global function libraries though.

winter garnet
#

Gotcha, thanks @dawn gazelle

#

I can't use function libraries b/c I have several async tasks and I'd like to reuse some of them

mighty fable
#

Anyone know how I could create a camera change depending on player location in a level?

silent vortex
#

How do I add a proper patrol movement for an enemy? So far I tried interp (they just pingpong between two points) and using a sphere to find the location of the player. I basically want the enemy to patrol a platform, and if he detects the player he stops patrolling and moves to the player. Anyone know how to do this?

languid lion
#

Is there a way to move other components with a simulated physics mesh?

#

(without attaching them to it)

#

I have it set up like this

#

but I don't want the others affected by the rotation of the mesh

#

I just want them to move with it

#

keeping their relative location

keen terrace
languid lion
silent vortex
#

ok...well I think i better do some research on that because I have no idea how to even start lol

gusty shuttle
#

How do you guys get around loading screens going away on level load?

mystic lantern
#

level stream it

gusty shuttle
#

Aye @mystic lantern I set it up so I can, I think I just have to move my character around eh

mystic lantern
#

i believe matthew wadstein on youtube had a level streaming tutorial. i like the idea of having individual levels i turn on and off with a big overall persistent level. so a loading screen level was something i used similar to his

#

yea i used a loading screen to hide my movement of the character to the most recent spawn point

gusty shuttle
#

Yeah, I have that. Just trying to figure out a way to cleverly move my player or camera accordingly hehe

#

I mean, let's say I want to reset a level, I'd have to take my camera out, then put it back in the level streaming volume right?

#

OR I guess I could use the level streaming nodes

#

LoadStreamedLevel or UnloadStreamedLevel

mystic lantern
#

yea thats what i used.

#

the nodes specifically to load and unload what i needed. i just used triggers to specify where i was doing the loading

gusty shuttle
#

Yeah, I might just go that route haha. Thanks for rubber ducking

quiet abyss
#

I think I figured out an alternative to my question mentioned earlier:https://answers.unrealengine.com/questions/1019956/view.html
Instead, I'm checking if the character if facing the direction I want to move. If so, they'll go ahead and move, otherwise, they should correct their rotation first. BUT with what I have at the moment, no rotation is happening.
I know what I'm doing wrong here- because my desired move vector is sometimes 0,0,0, my character always points that direction and if I do happen to get some rotation in, it'll snap back to 0,0,0 once I release the right/left input keys.
I just don't know how to go about fixing it. Any ideas? Here's my code: https://blueprintue.com/blueprint/3k3jbzrq/

dawn gazelle
maiden wadi
#

@quiet abyss I did that once based on velocity. Allowed turning while standing still and faster turning at lower movement speeds, but full running would require a bit of effort to turn. Is that what you're after, or are you looking to fully lock the turning based on camera view at all times?

keen terrace
#

@dawn gazelle Fair enough :), my current issue is that I am spawning two sliders. So I currently have two sliders for Nose. One Slider works 0.5 to 0 and makes the Nose smaller and the other slider 0.5 to 1 and makes it bigger. I just need to have that merged into the one slider :)! Any ideas where I am going wrong?

quiet abyss
# maiden wadi <@!772491965416603648> I did that once based on velocity. Allowed turning while ...

I think this describes pretty well what I'm after but I don't know if it's exact. I'm dealing with a quadruped character so ue4's default movement looks pretty funny. I'm just looking for a way to combine turning and moving so for example- if the character is facing left and you press the right input, the character turns before going forward OR moves forward WHILE turning whereas ue4's default movement will immediately start moving the character directly to the right

#

I say this because where I've never made a velocity based movement system, I'm not sure if the results of that are what I'm actually looking for

dawn gazelle
maiden wadi
#

@quiet abyss Ah! Horse movement. Similar mechanic. So it's a bit involved. I assume your WASD movement is based largely on your camera's facing? IE, you always want the movement to go in the camera's direction when pressing W, after the turning considerations of course?

keen terrace
#

@dawn gazelle Sorry I can't seem to think how to do it as your screenshot shows. This is the way I am controlling the morphs just now

#

And I am populating two sliders due to this screenshot here. I am aware that I am creating two editor boxes (sliders) but it is the only way I am able to move the slider atm, I dont know how to merge

maiden wadi
#

@quiet abyss What is generally wrong with them?

keen terrace
#

Here you can see that the last slider I adjust is what I want

#

@dawn gazelle I have made some adjustments and now getting a weird result. 4 sliders with all different behaviours. One is the exact behaviour I want though!!! The question is how do I repeat it

prisma stag
#

Hello, I imported a model with 2 different parts in it, the machine, and a lever I would like to interact with. When placing them in a bp they are placed fine however when rotating the lever in the bp, it rotates about the base of the mesh even though in Blender I set the levers origin so where I wanted it to rotate about. What could I do?

quiet abyss
# maiden wadi <@!772491965416603648> What is generally wrong with them?

Most solutions include rootmotion, which isn't an option as the project has to work with multiplayer networking. Others are simply showcases and don't show any code or include project downloads. Some include tweaking animation so that it closer resembles a correct turn but still ends up very foot-slidey which isn't ideal.

#

I've seen a few showcases with bipedal characters with the kind of movement I'm after, but no explanation for how it's done.

dawn gazelle
# keen terrace <@!218956378654507008> I have made some adjustments and now getting a weird resu...

I think the issue here is that you're using two sets of morph names with no real corellation between the two, and when looping through, you don't have the appropriate order. You may instead want to create a structure that contains two name variables, and then you can create a map of "Feature Name Text" objects to the structure of morph targets. Then you would do something similar to what you already have, looping through them, setting the array element out to the widget creation node, and then finding the element in the map, breaking the structure, and plugging the values into the widget creation node.

This would also require you to reconstruct the "Morph Target List" map I have in my example so that it contains the feature name and the appropriate morph targets.

#

Example of one such value in the target list.

keen terrace
#

@dawn gazelle Thanks a million again!! You have been a great help! 🙂 I will get to work on that

#

@dawn gazelle What would be the Variable Type for that Morph Target List? Name and then what would the map be?

dawn gazelle
#

The Map's keys are Name, the values you need to make a custom structure variable type, that contains two name variables.

#

Just in case I'm not being clear as I know sometimes I may not be XD

keen terrace
#

@dawn gazelle You are being crystal clear! Its my complete lack of knowledge that is the problem, not you 👍 Thanks, I'll have a play around with this

gentle urchin
#

How are people typically handling npc's finding closets actor of type x etc? Doesnt feel right using GetAllActors of class.. Any tips ?
Examplewise a woodchopper looking for a tree to cut down.

#

One could use sphere from the woodcutters hut and use that as a basis for range but .. idk

#

maybe im just overthinking it, and thats a perfectly valid solution

trim matrix
#

Hey guys!

#

i'll need help

gentle urchin
trim matrix
maiden wadi
#

@quiet abyss It would need a lot more work to feel "Ready to play", but this is the basic idea of that. Only actually allow movement forward or backwards, and rotate towards the camera direction based on the camera's facing direction in the pawn's local space.

#

Velocity drives the rotation, so it'll only happen while the actor is in forward or backward motion. Turn rate is the -90 to 90 degree clamp, multiplied by delta to keep it framerate independent.

#

For multiplayer, this could work. You'd just need to handle the rotation on the server as an authority, but also simulate the rotation client side, and onrep it to allow for overwrite that can either outright correct if it's too far, or gently interp it to the correct rotation if it's not too far off so as to not feel jerky.

hazy flare
#

does anyone know how i might make a suction effect? I want to pull the player towards an area while they still have control of their movement, so moving in the vacum radius would pull them but theyd be able to outrun it

gentle urchin
#

suction is just force in a direction, so I'd think you could use that ?

mellow folio
#

this is tricky because character movement component tends to enact friction inhibiting any force if you're touching the ground, but yeah you can try to add a force facing the suction event, or add velocity

ruby surge
#

Could someone tell me how i can fix this error? It only happens for the first frame i guess, because i can move my character. I know it has to do with the controlled pawn variable being empty, but I have no idea what I can do to solve this. I think beginplay is the first thing that's being called right? This is all in the playerController btw.

dawn gazelle
#

Trying to recreate Tanarus? 😛

ruby surge
#

You are very correct sir!

#

I miss it 😛

dawn gazelle
#

Loved that game.... Racked up a $300 internet bill on my dad's phoneline when you had to pay hourly for internet playing it.

mental sail
#

Does anyone have any potential insight into what is happening here? I am getting an empty result where I expect values from a hash variable. UPDATE: fixed by replacing variable and doing the same thing. Some buggy stuff with previous variable in blueprints? No change to data or logic, just deleted and re created the old variable

ruby surge
#

Ye I know the problems ;). Played so much

#

But trying to get a 1 v 1 Phoenix duel going on first. So 1 arena, only phoenix missiles and rocket boost. Should be doable, but replication is giving me headaches already

prisma stag
ruby surge
#

I seem to have fixed it with is valid nodes, but still seems strange that input axis events are getting called before the event beginplay is being called 🙂 But whatever \o/

earnest tangle
#

@prisma stag all the time until I started using the Blender For UE4 plugin, which fixes origins into the object origin point instead of using the world origin

#

if you're using the regular Blender FBX export option, you need to place the object so that it's at the world origin... but plugins like Blender for UE and the official Blender plugin from Epic can export with the object's own origin so it's much less of a hassle to deal with

valid widget
#

50usd if u can help me fix my problem with alsv4. i did not touch a thing

#

just standerd migrate worked fine then broke all the sudden

#

getting on my nerves

lapis violet
#

hey guys all im trying to do is be able to move a square shaped pawn with player input because the Charicter_Bp collision dose not work for me but everything i try the Pawn will not move ive been searching for days on how to fix and i would love some help!

ruby surge
#

Is your speed variable set to 0 by any chance?

#

I've made this mistake before 😛

lapis violet
#

naw its set to 140000.0

#

you can see im printing the new vector after ive added everything and the number is going up like it should but nooooo movement 😦

#

its like the Pawn is stuck for somereason

valid widget
#

will give up to 100

#

to get this fixed

lapis violet
#

whuuuu lol

#

oh lol

prisma stag
quiet abyss
prisma stag
earnest tangle
#

That's probably the official one from Epic

prisma stag
earnest tangle
#

The Epic plugin should export the object origin yeah... I can't really speak for the other features in it since I haven't used it myself

prisma stag
earnest tangle
prisma stag
#

Awesome thanks.

weary forum
#

Hey, I'm sure this is a beginner's question, but I'm looking to raycast out from my mouse's position, and return the location it hits. (As far as I could tell, Line trace by channel returned the object it hits, not exactly what I want.) So far I've got my mouse's XY position, which I can feed into whatever I need to. Does anybody know how to do this?

trim matrix
#

why in the fuck my dynamic material doesnt change? I can change the value and its ok but then when im interping it in bp nothign happens. print string shows ok.

#

every other mesh but not this one i want behaves ok

#

what the fuck

prisma stag
earnest tangle
#

What do you mean it doesn't keep the location?

prisma stag
#

When I export as FBX normally through Blender, when I load all the meshes into a bp they all move to their corresponding location from when they were in Blender.

earnest tangle
#

Ahh, right so if you line up your two meshes in blender they all load up nicely in those positions?

prisma stag
#

Correct.

earnest tangle
#

yeah that's a side effect of the origin being moved.. they load up in the positions based on their origins

#

so you'll have to manually line them up.. or you can try creating a socket which might be easier since you could snap it directly into it

#

(the wireframe view from up/down/left/right perspectives is pretty helpful in lining things up in the BP editor)

prisma stag
faint pasture
prisma stag
faint pasture
covert stirrup
#

I am building a Master Shader that I use for a bulk of my work that has several gates that limit things like texture samples when they are not needed in an instance (as the example image shows)

The question I have is there any disadvantage to this method? Any hidden costs to performance that is now shown by the statistics in the corner?

trim matrix
#

so what the fuck is this bull shit

#

my material is changing because of i change camera?

faint pasture
trim matrix
#

its a water material

#

and when i view target blend to another camera that is not character camera the water goes transparent and sometimes not

#

i went to the same angles with my player camera and the water dont change

#

but when i view from the spectator camera set up in the level, the water is gone.

faint pasture
#

Does it do that when you just move the editor camera around?

trim matrix
#

no

#

editor camera and character camera is fine

#

but when i go in game and it triggers a cutscene for my another camera i get fucked up results

stray island
#

Attaching create dynamic material instance to a timeline update will keep creating it every tick right ?
Bad idea ? Or its fine

dawn gazelle
stray island
#

But it changes the dynamic parameters every time its at certain angle (space planets)

#

So if i do it before , it wont change

dawn gazelle
stray island
#

Oh

#

Then the update would run

dawn gazelle
#

Yeppers

stray island
#

Is that safe as the set scalar running every

#

Tick

#

As it would only change maybe one time every 1 minute or so

dawn gazelle
#

Is that how long your timeline is?

#

Because you could add an event track, which you can then specify when that particular output fires.

stray island
#

But event wont run if i set playback position after it (time of day) as its option too

#

i dont want to get u a headache so i will figure out maybe i should just make two separate meshes instead

trim matrix
#

fuck lighting, materials and distance fields and what not.

stray island
#

That’s rude

half sail
stray island
#

Its based on what position time in timeline

weary prism
#

hey guys im having a issue when switching items in my inventory hotbar im trying to figure out how to determin if the selected index is null or empty and if so dont spawn anything in the players hand

#

i have it setup so you can switch the selected index via num keys like 1 2 3 4 but im confused on how to test if the selected index contains no item

half sail
#

if that's about time of day task I'd better solve it with timer event and int variable which denotes current time

weary prism
#

i see nodes for testing if a slot contains a item but not for if it dosent contain a item

half sail
stray island
weary prism
#

@half sail its a struct

half sail
# weary prism <@!435846593334214656> its a struct

so when the item get's to player's hand it got some kind of mesh or icon. you can try to get this info from struct and check if it's valid, if not, there's nothing in hand. or you can add simple bool to your struct like "inHand" and check on validity based on this bool

weary prism
#

@half sail i basically test to to see if the item is valid and still in hand if it is valid detach and destroy the item in hand wait 0.5 seconds and spawn the new actor from class and and attach to the players hand if its not valid itll just spawn the actor directly my issue is im trying to determin if the item that the user has selected actually has a item class to put in the users hand if it dosent then detach and destroy and dont do anything

#

cause if i dont check that the mesh will just destroy itself and spawn another instance of the previous slot when it should just destroy and thats it if there is nothing in the selected slot that there switching too

#

one thing i have not tried yet is testing to see if the structs item class is null so ill try this and report back

#

ok so that seemed to work when switching back and fourth between slot 1 and 2 but after switching 3 times back and fourth itll say the actor is deleted in my world outliner but the mesh is still in my hand

half sail
weary prism
#

lemme test that

#

nope after 3 times back and fourth switching itll stay there @half sail

#

it will say its not there in my world outliner but the mesh is still there

#

hmmmm

#

nvm fixed it i had a 0.5 delay elsewhere as well

#

so yeah removing delays seem to fix it when i only put it there to avoid spamming the button and breaking it lol

half sail
#

if you 're using delay you should be sure, that you performing actions on the correct thing. like if you need to destroy actor, set it in a variable before

weary prism
#

true but i honestly thought the delay would prevent spamming it causing it to break cause of spam but turns out to be the complete opposite

half sail
#

yeah if you need a check to avoid spamming, just make it before everything else, on the stage of player input

weary prism
#

noted

weary forum
outer fossil
#

Hello, I have been using UE4 for a month now and I am creating a rolling ball game. I got all the movement down, WASD to move, space to jump, and Mouse Y to turn a 3D camera around my ball. But here is where I encounter a problem, the WASD controls get inverted when I turn my camera into another direction. So I am trying to rotate the ball (which is a pawn) with my camera. Anyone who knows how to do this?

half sail
outer fossil
#

I’ll try it.

#

Where can I find those settings though?

half sail
#

pawn does not have it, you need character blueprint

outer fossil
#

Ohh okay

#

I can try to make my ball a character instead

half sail
#

it'll be more logical then getting camera rotation and giving that rotation to the ball manually but you have this option too

outer fossil
#

I get you

#

I see a capsule component, do I delete it and put my ball and camera inside?

half sail
#

nope, capsule is a parent component, is a container of everything else including camera and mesh

outer fossil
#

Okay

faint pasture
#

You don't want a capsule for a rolling ball game lol

outer fossil
#

This is the movement bp

faint pasture
# outer fossil This is the movement bp

First of all use Add Force, not impulse. Unless you want framerate to dictate your acceleration.

2nd, this function is being called twice per frame (Once per axis). You want to either call it once or call it twice with the forward and sidewards components seperately.

3rd, your direction vector is only ever going to be in world space. What you need to do is to have it be relative to the camera. Instead of multiplying ForwardAxis by X, multiply it by the X projection of the camera's ForwardVector (get Camera's ForwardVector, multiply by 1,1,0, then normalize. RightAxis should be multiplied by Camera's RightVector.

outer fossil
#

I can try

#

I replaces impulse with force

#

replaced*

faint pasture
#

This will work

outer fossil
#

It's not that much, give me a couple minutes

faint pasture
#

as will this

#

as will this

#

I prefer the 3rd option when vector combining inputs but all 3 are equivelent

#

Do you understand how the direction is working now tho? Before, you were saying "Move in world X direction based on W/S", when you wanted "Move in Camera X direction based on W/S" etc...

outer fossil
#

Sorta yes, I am not that advanced in physics and UE4 overall

#

I forgot what thing is where is says add pin, what is it called?

outer fossil
#

Let me see,

#

I don't see a 'sequence'

chilly jetty
#

Hi I'm having an issue where in the editor my a hud element is appearing but when i run it on a standalone the hud element isnt appearing

half sail
outer fossil
#

It's not a sequence

chilly jetty
#

@half sail sorry what do you mean by that?

outer fossil
#

@faint pasture, where a function that says 'Add Pin', I don't know what that is. Could you tell me what is it?

faint pasture
outer fossil
half sail
#

this is multiply or *

outer fossil
#

Float * float? that pulled up something similar

half sail
#

yes

outer fossil
#

What about the one that is connected to Get Right Vector?

#

vector * vector?

#

I finished the third option and nothing works

#

I lost everything that I did, could I go back to another verison before everything got deleted?

#

This really sucks..

half sail
# chilly jetty

forget about what i said, your message appears only in case of valid cast to player character, if there's no message it means cast fails, don't know why

outer fossil
#

But is there a way to go back to another autosave in my project?

chilly jetty
#

its checking if the player is looking at an object then it will make it visible

#

but when i package the project and try it out it the widget doesnt appear

#

it works completely fine in the editor

outer fossil
#

I am literally trying to get my BP back because I couldn't load in a autosave

amber nova
#

hi there , i have no coding experience nor knowledge on programming but i wanted to try out ue4 . anyways i followed a dynamic weather tutorial on youtube and it works pretty well but i want to make the rain randomly activates in the in game time just like a random game event . you know how those open world games sometimes rain just activates randomly , yeah i wanna make that but i dunno how to make it into a random event . should i use a random boolean from stream or random integer or is there another method and how on earth do i make it loop randomly in the in game time

flat raft
#

Try Get Game Time in Seconds.

#

Basically every 15mins or so, make it rain.

#

You can also do something like generate a random number between -5 & 5, and add that to the 15 mins.

chilly jetty
#

yeah i need some help

#

that widget appears in the editor but not when packaged

#

I've check the game mode settings and I've checked to make sure it's added to viewport

#

is there a way to check within the build for the reason why the Widget isnt showing up?

faint pasture
amber nova
#

yep it works

#

thanks

pallid radish
#

I'm having a very basic problem right now. Get overlapping actors <type Actor> returns nothing but overlap events fire fine immidiately on a newly spawned actor. Any ideas?

#

The context is spawning a hurting volume for a second ^

#

I fixed it. Issue was calling get overlap too quickly after spawn...

languid lion
#

I'm not sure if this was answered before

#

But does anyone know of a way to keep relative location of other components on a physics object as it's moved around

#

without them being affected by its rotation?

faint pasture
languid lion
#

a collision volume (for overlap checks) and a text render for now

#

collision volume is fine if just attached to the mesh

#

text render will later be changed with proper UI

#

It's basically this right now

#

(also found another issue around picking it up when standing on it)

#

Is there a way to reliably check that?

#

(so you can't pick it up if you're on top of it --- top is relative as it can rotate)

fallow fox
#

Hello guys. I have some actors spawning under the floor and rising up. It looks like it's not working. I'm assuming because of occlusion culling, because if I change to wireframe the animation it's starting and it's working. If not, the animation is not happening. How can I solve this?