#blueprint

402296 messages Β· Page 647 of 403

formal wren
#

Somebody has a clue if it is possible to convert a UV space coordinate to world space?

obtuse herald
#

You can up the delay to 5 seconds or so to wait until the texture streaming is done.
You could also deactivate texture streaming all together, but i don't recommend that

crimson saffron
#

cant I wait for texture streaming?

earnest tangle
#

^I've been wondering about this as well, but never found a solution to it

#

It seems kind of weird that wouldn't be possible because the pop in is very obvious sometimes, and waiting five seconds for no reason (if they loaded faster) seems kind of a waste

crimson saffron
#

exactly

kindred laurel
#

Anyone has an idea why the "On Mouse Button Down" override function in my widget has a delay to it? If i click on the widget very fast it only sends an impuls once instead of every time i click

silent vortex
#

also there is some serious jittering when i packaged it

#

how do I fix these?

obtuse herald
crimson saffron
#

doesnt really matter

indigo bough
#

My main concern is I would need to do this relatively regularly for multiple actors

obtuse herald
indigo bough
#

It's used for material work as well, wind direction vector, speed, etc. which is also 'painted' into at runtime by other actors.

#

Storing a grid of vector information in an array I guess would be the other option?

obtuse herald
#

Yepp

indigo bough
#

Could a material read that though?

#

Or would I need to do both, and only use the RT in the material

obtuse herald
#

you can draw the grid onto the rendertarget everytime you update the grid

indigo bough
#

Ahh okay, need to wrap my head around that but it makes sense. Thanks! πŸ™‚

split dagger
#

anyone know about rendering text to an object using json and VaREST?

#

my blueprint compiles but doesn't change the text

livid vessel
#

So my Problem is that what you see I add 200 local to the y of the next Spline. What I want is that they are all the time in the same line If you know what I mean.πŸ€—

astral estuary
#

Any idea why my scene capture 2d refuses to capture shadows? The ball should be half dark 😦

obtuse herald
obtuse herald
astral estuary
#

tried some at random, not sure what should I choose

obtuse herald
#

Ok, you have raytracing enabled?

astral estuary
#

nope

#

(if means something, ball is movable, light is stationary, level is static)

wary tinsel
#

Hey guys! I need to record a ghost player for my car, store the data and put it on a sequencer so that I can be able to work on the animation. Can someone tell me if it's possible?

obtuse herald
obtuse herald
livid vessel
#

So I cant get the forward Vector of an splinepoint

astral estuary
livid vessel
#

ok thx

obtuse herald
astral estuary
#

fixed it

#

if the rendertexture is too small the shadows are ignored

#

for some reason

livid vessel
obtuse herald
livid vessel
astral estuary
#

that's why I started with a super small rt DogeKek

obtuse herald
#

something like that

obtuse herald
livid vessel
#

ok lets try

twilit scarab
#

What node goes into target to make a ref call to static mesh object? THX! πŸ™‚

#

When I try and destroy a static mesh actor it asks for a target and I was wondering does anyone what node I need to plug in to target for a static mesh? Is it simply something like get mesh?

#

Any help would be appreciated! πŸ™‚

#

Sorta stuck at this point

obtuse herald
#

The target is the thing you want to destory, in this case, your static mesh actor.

livid vessel
#

Nothing changed to the beginning. Tested every combination

twilit scarab
#

yeah but it's spawned it so I cannot just simply get a ref to it 4 level blueprint. I was wondering if there is a ref node like get static mesh pawn or something?

obtuse herald
twilit scarab
#

@livid vessel Are you talking about the get actor of class node m8?

livid vessel
#

yea or you use a tag

twilit scarab
#

@livid vessel Ok! got it. Thx BTW! πŸ™‚

livid vessel
obtuse herald
livid vessel
livid vessel
obtuse herald
#

Oh now i know what you're doing

livid vessel
obtuse herald
indigo bough
#

is it possible to find a key and set the associated variable in a map? Can't find any node that lets me modify the map information other than adding new ones.

obtuse herald
onyx palm
#

Is there a way to set it up so that my drill body on the left can follow the spline path on the right and keep the contours of the shape to match the spline as it travels down it... looking for a video or help or even what this would be called... Thank you

onyx palm
#

@obtuse herald Hi, thank you , i did tutorial few nights ago... what i am trying to achieve is more like this tutorial but i want my solid mesh to folow the spline from top to bottom and shape itself as it followes .... https://www.youtube.com/watch?v=bWXI91FdMtk&t=51s... i want to set it so when i press play the drill follows the path

In this video, we show you how to make an object move along a set path using Splines. We also show you how to control the speed of the object, it’s starting position and looping options.

β–Ά Play video
dusty oxide
#

Hi, I have a problem. During load game I would like to know when all the sublevels are loaded in the are.
We are using Level Streaming Volumes for loading sublevels.
Who should I proceed that problem?
I know there is a "Is Level Loaded" node, but I do not know what levels should I check in that case. May I check somehow what Volumes are in that area and from that get the names of the sublevels?

frank nest
#

Is it possible to use Randomize the rotating movement for each static mesh?

wild moth
#

Hello everyone,
About animations, should single non looping animations be a State in the animation BP's state machine? Or should they be played in some other way?

crystal coral
#

Hi all. If I destroy an actor does it automatically clear and invalidate any timers running under that actor or do I need to do that before I destroy it?

tired cypress
#

They do the same thing. Validated Get is the most compact, but depending on your use case, you can use either.

tired cypress
#

Buuut, I'd probably test that to be sure

crystal coral
#

I will just clear them manually to be safe. Thanks!

keen raven
#

guys, theres branches with multiple conditions? like || and &&

#

or i have to concatenate more than 1 branch to get the same result?

burnt edge
#

hi everyone. wanted to ask if the bp int divide node forces float conversion for the input. do you have to convert to floats beforehand or does it do it automatically?

onyx palm
split dagger
#

Can someone help me with this error? Accessed None trying to read property CallFunc_Array_Get_Item"

dawn gazelle
#

Most likely the latter.

split dagger
#

can I show u my blueprint?

dawn gazelle
#

You can post whatever you like here.

split dagger
#

uh I already see one problem. field not named

#

it still gives me the error though

dawn gazelle
#

It's likely that the GetArrayField isn't returning any values.

split dagger
#

Hmm. I wonder why.

#

and gives a json file

#

it looks like: {"data":{"base":"BTC","currency":"USD","amount":"54846.79"}}

dawn gazelle
#

This is from the VARest documentation. Beyond that, I'm not sure how VARest handles it.

#

I use VARest myself, but I just directly use the string output and feed it into a node that converts the string to a structure. I've never really had success using VARest's own nodes for navigating through the structure of JSON.

split dagger
#

oh really

#

it's my first day using it so I don't know much about it

quick lance
#

anyone with nav mesh and streaming level experience?

lime quiver
#

Hello, I was wondering if I could get some help with rotating my object. So my goal is to get this object to spin on it's Y and Z axis without having the result you see at the end of the video. Would anyone know how to do that?

dawn gazelle
#

I think the problem is you're using World Rotation on the axes. Have you tried local rotation?

keen terrace
#

I am trying to change my camera when a UI button is pressed. So when I click "Head" my camera shows my head and when I click "Body" it changes to a different camera. How would I go about that? I cant seem to work out how to get reference to my cameras into my Widget Blueprint or WB into LevelBlueprint

lime quiver
novel kelp
obtuse herald
keen terrace
#

@novel kelp Thanks, when you say "store a reference" what do you mean sorry?

novel kelp
#

Create a variable of your character class or create an actor variable and cast it to your character class

lime quiver
lime quiver
dawn gazelle
#

This will do it:

novel kelp
#

The horizontal axis turn is world rotation, the vertical rotation is local rotation

plush storm
#

Oh hey theo

lime quiver
#

Awesome! Thanks guy's, much appreciated!

plush storm
#

@novel kelp

#

Im here too lamo

novel kelp
#

Oh wow lol

plush storm
#

What other servers are you in?

novel kelp
#

Check mutual servers on my profile

keen terrace
#

@novel kelp Where have I went wrong? "Body Camera" is not compatible with "Set View Target with Blend". My Body Camera is currently a second camera on my characterBP

novel kelp
#

The view target is an actor and the target is the player controller

#

Use self

#

Probably set the camera active first before it goes to that method

keen terrace
#

@novel kelp Thanks for the help but my lack of knowledge is hindering me here. If I change where my cameras are, lets say they are now in the world and within LevelBlueprint, do you know the best way to access the cameras from WidgetBP?

faint pasture
novel kelp
faint pasture
#

So the widget itself looks at the world, accumulates all the camera actors, reads data off of them like their name or whatever, and saves references to them

novel kelp
#

In the character BP create a new variable for he camera you want to reference, in the level BP , on begin play get player pawn at index 0 , cast it to your character class and set that variable you creates to the camera reference in the blueprint and just do as it is done in the picture above but get the camera from the character pawn

keen terrace
#

@faint pasture @novel kelp Thanks guys, I will go and study both your helpful comments :)!

novel kelp
#

Welcome

lavish mortar
#

Anyone got a minute to help with my current replication struggle, been stuck for most of the week? I can screen share, voice chat, whatever is required to get the job done.

novel kelp
#

What is the nature of the issue

silent comet
#

Hey Guys. This one might be easy- Question: How can i change between Specific Colors ? ( Like a RAINBOW effect )This is a blink material, very simple. Thanks for any help

lavish mortar
#

All using the player controller:
Execute on server: Set Replicated array variable then call Execute on Owning Client
Execute on owning client: Do X with data.
Each time I runt his loop I get the prior loops data set. The replication lags behind the execute on client.

I can pass the array as a new param but that ruins the point of a replicated variable.
I can do Rep notify but what if the variable doesn't change? and this will not be a good catch all on all functions.
I can do a delay, but that will not always account for high latency.

#

I tried the force netupdate function as well but I don't think that works with the player controller

faint pasture
surreal swallow
lavish mortar
#

In this case, it's loading the data for a widget to use on a character select screen. If I log in to pull it, then logout. then immediately log back in the data set would not have chaged but the event on the server that chacks and obtains the data from my database would still run.. if the part that tells the widget that it's go time rests on the repnotify it will not fire

silent comet
#

Like switching between them

loud hatch
#

Anyone know how I can array to the location node top right?

novel kelp
lavish mortar
#

What can I elaborate on to clarify?

novel kelp
#

Did you replicate the variable itself?

lavish mortar
#

Yes. Ill give a couple screen shots of the logic that's failing

novel kelp
#

Ok

lavish mortar
#

I read that force net update usually fixes this sort of issue, but because this is in the player controller I am not sure it counts as an "actor" to be forced

faint pasture
novel kelp
#

I see

faint pasture
#

Or if you want it to be continuous just plug a moving float into an HSV node

#

It'll cycle thru the rainbow

lavish mortar
novel kelp
silent comet
lavish mortar
#

Thanks for trying, I have read that documentation more time then I thought I would need, Seen many others post this kind of situation usually left unanswered as well. I have a workaround but as it stands it seems replication can not be trusted and I will need to manually simulate replication using new parameters and local variables tied to functions as to try and avoid memory bloat.

novel kelp
onyx palm
#

Here is a better example of what I am looking for...maybe you can point me in the direction of a tutorial i can use.... I want a spline that curves ..i will use this spline as a track....on this track i want to use a cylinder object to be attached to the center over this spline.... as the cylinder moves along this track I want it will conform to the tracks bends and curves .... basically i want the cylinder to snake along the path....

maiden wadi
#

@lavish mortar In general, replication will always be slightly slower than RPCs. RPC says send this now in this instant. Replication says set this variable. Now wait til next frame and Maaaaybe it'll be evaluated based on priority and sent. If you need to so something with Data in an RPC, send it through the RPC.

lavish mortar
# maiden wadi <@!210598092301402112> In general, replication will always be slightly slower th...

That's kind of where I have settled so far ( in my screenshot the new param array was me doing this) I just can't think of many instances where you don't want to immediately do something with a replicated variable. maybe storing values like (was this chest looted?) but then I think .. what if 5 players open the chest at the same time? Seems like most of the time you want immediate updates before triggering the RPC.

vale solstice
#

Could someone help me figure out how to resize a player playing in VR?

#

Here's an event I've made that causes the player to change size over time. It works well, but the problem is that the actor scales around the center of the playspace (VRRootReference) rather than the center of the player within that playspace (ParentRelativeAttachment), so the player slides around when they scale up or down.

#

I believe I can fix this by countertranslating the actor so that the player stays in the same place as they scale up and down, but I don't know how to set up the vector math for it.

solemn agate
#

Hey all I feel like this is a simple problem but i cant figure out how to hide a actor locally. works on the server but not for the clients.

faint pasture
vale solstice
#

I can conceptualize what I have to do: get the angle between the headset and the center of the playspace and find a point along that line scaled by the target scale and then lerp to that point, but I don't know which nodes to wire up exactly to get that result.

solemn agate
#

@faint pasture so i tried this and it still wont work on the client side.

#

its very odd because i used a similar method to hide emitters and it worked for both clients and server

proven mason
#

so I have a Pong paddle set up. And I'm trying to get it to move left and right but couldn't.
All I did was import my static mesh set its mobility to movable and add a local offset during the event tick event as illustrated here

#

the problem is now when I move my mouse up and down the paddle doesn't move left and right at all. Instead, it just stood there.

vale solstice
proven mason
#

no doesn't work

#

I am confused atm

solemn agate
#

Update - this works but its not a great solution i feel like. the actor briefly appears before disappearing.

floral carbon
#

Hey i've a weird problem . i try to give the ability to open a menu when the player is in the trigger box it work when the host is alone. but if someone join the game the host have to be in the box and then the client can open the menu (the host can't) and vice versa if the client enter in the area the host can open the menu

#

That is my blueprint in the trigger box

dawn gazelle
proven mason
solemn agate
#

Hey @dawn gazelle this is the whole thing here.

haughty temple
#

im trying to just make a target dummy fall over, then pop back up after random time. i want it to fall slowly rather than just snap and not really sure howto make it happen ive seen others do it off event tick to interpolate something and use the delta seconds from there not sure if its the get world delta seconds causing it to snap or what but cant seem to get it to rotate over a set time, any help would be greatly appreciated and sorry its probably a noob question xD

surreal swallow
#

Sure thing, lerp 0..0.5 between the first two and 0.5..1 between the second two then use an if node to select between the lerps. Flexibility here though in code means the result won’t look as nice because you have less control over the curves than picking a painted gradient.

still sage
#

So pretty basic question: What is the best place to load a main menu from? I set up a new project, created and set my default gameInstance and gameMode (GI_FinalProject, GM_Menu). In my default level blueprint, I kick everything off. I have done the following in my GameInstance, GameMode, and PlayerController, without noticing any difference: I have put a function called ShowMainMenu in whichever respective class I was testing at the time, and created the MainMenuWidget, added it to viewport, and setShowMouseCursor. I then call this function from the DefaultLevelBlueprint. It works in any of the mentioned places, and I dont see any difference. I also assume I could do it all directly from my LevelBlueprint.

So it looks like I could do this from just about anywhere, but what class is meant for something like this? From what I have read, GameInstance is meant for persisting runtime variables across levels and gamemodes, the gamemodes are for "rulesets" whatever that means, and the playercontrollers are meant for "directing the will of the player", again, whatever that means. It just seems there are a lot of classes that can all do the same stuff, is there a good resource for finding when to use what class? The official docs haven't been able to clear it up for me quite yet, so wondering if someone here can EILI5 for me

haughty temple
#

just want to say thanks for the reply edit: got it tyvm πŸ˜„

jovial dirge
#

How would I attach a component to a procedural foliage volume?

haughty temple
#

yea thats what i ended up doing timeline into a lerp, thanks :]

vale solstice
haughty temple
#

or even move the root

vale solstice
vale solstice
#

The problem with scaling the player comes from the fact that the playspace is always scaled around the center, not around where the player currently is, so it pushes the player toward and away from the center of the playspace.

haughty temple
#

ahh i see, well hopefully that will help you or you can get some help soon wish i knew more to help

vale solstice
# obtuse herald Use the 'Set World to Meters Scale' node

That doesn't change the player's height. It just changes the distance between their eyes so they perceive things at a different scale. I feel like just changing that and somehow fudging the player's height would cause problems down the line.

#

Here's a mockup in Maya of what I need to have happen. I need to give the illusion of the playspace scaling around the player by translating it so that the player does not move around in worldspace.

#

What I've been trying is the following setup:

  1. Calculate the worldspace distance between the Playspace and the Player Headset by subtracting the latter from the former
  2. Multiply that distance vector by the desired relative scale (i.e. going from 1 to 0.5 is 0.5, 3 to 6 is a scale of 2, etc.)
  3. Add that vector to the Playspace's position
    And 4) Strip the Z coordinate from that vector since I don't have to worry about offsetting the vertical position.
obtuse herald
vale solstice
desert flame
#

Suuuuuper quick question, whats that node again that you can attach to a branch and it changes what variable it looks at based on an int you give it??? If im thinking of it correctly

vale solstice
desert flame
#

Yeah i am! Thanks!

vale solstice
obtuse herald
#

You're welcome πŸ˜„

desert flame
#

Is there a way to set booleans with some kind of select?

Like if i got a function for each clumps with every variable on a select node how do i set specific variables rather than just get?

obtuse herald
#

Target is your reference

#

And Value is the value you want to set it to

onyx token
#

is there a way to use a construction script on an UMG widget?
I got an NPC, and when the player walks by, and interacts with the NPC, i want there to be a little comment like "hello!"

  • Every NPC should of course say something different - so i made a UMG widget above their heads, and i have a variable for each NPC instance - but this will always take the value from the first NPC and put it to all of them:
#

(same with the name of every NPC)

#

i could use a 3d Text to display it - but if i got more text, the polygon count is gonna be insane after a while...

#

and the text renderer tool is kinda crappy... can't make shadows and stuff...

obtuse herald
onyx token
#

you mean i should cast the variable from the widget to the NPC instead like i'm doing it right now - from NPC to widget?

obtuse herald
onyx token
#

okay

obtuse herald
#

You're creating the widget in the NPC BP, right?

onyx token
#

"cube" is the NPC object placeholder

#

"NpcText" is the text, and "LabelWidget" is the name

obtuse herald
onyx token
#

wait- how would i get "NPCText String" from the NPC Blueprint without casting it to the widget tho?

#

like this?

obtuse herald
#

First, remove the cast node

onyx token
#

k no more cast node

obtuse herald
#

And 'NPC Actor reference' should be an npc actor reference, not a string

onyx token
#

ooh lol

obtuse herald
onyx token
#

wait do we? This is how my NPC BP looks:

#

right now it just takes care of all the visibilities & rotations...

#

i thought i was gonna use the widget, to take these variables

obtuse herald
#

In the NPC BP, put this at the start of Begin Play

#

with your variable names etc. instead ofc

onyx token
#

first of all, your nodes look neat and flat
second of all - thanks for taking the time to explain that stuff to me πŸ˜„

indigo bough
#

Does anyone know of a plugin that can allow you to edit the Sun Directional Lights source angle from blueprints? Seems to be C++ only. Was hoping to increase my sun size towards sunrise/sunset.

obtuse herald
indigo bough
#

Sorry, I mean this property "source angle"

obtuse herald
#

Ohhh

indigo bough
#

controls the size of the sun disc in the sky atmosphere πŸ™‚

#

But it's not accessible in blueprints, apparently 😦

onyx token
#

okay so what does this do?

obtuse herald
indigo bough
#

Seems really unusual not to expose it πŸ˜„

onyx token
#

ok wait, this one works without error

#

so i take the NPC text reference from my widget - i get the User of that widget object - i cast it to the NPC text widget - and i set it as the widget? πŸ€”

obtuse herald
obtuse herald
indigo bough
obtuse herald
onyx token
#

sure

#

but so far i haven't seen any string that we use to fill it with

obtuse herald
onyx token
#

wait i thought i should delete the cast and stuff...
Now my stuff looks like this:
NPC:

#

Widget

obtuse herald
#

oh we didn't

#

sorry

#

it should look like this

#

We just get the text from our NPC reference

onyx token
#

what is that node? O_o

#

i don't have that πŸ˜„

#

i have this

obtuse herald
#

Yeah that's not right

#

You get it like that

onyx token
#

what is "cool text" ? is it from the NPC, or is it from the widget?

obtuse herald
#

(Npc Text String instead of Cool text)

onyx token
#

well- i made it in both, but either way - i got nothin

obtuse herald
onyx token
#

sure

obtuse herald
#

it needs to be an 'NPC Object Reference'

onyx token
#

oooh

#

that's like a special unreal npc thingy

#

i see

obtuse herald
onyx token
#

wut i can just do that? O_o
referencing and calling and blueprint communicating is weird...

obtuse herald
#

When you create a new Blueprint with the name 'MyCoolNewBlueprint' you can create a variable of type 'MyCoolNewBlueprint Object Reference'

onyx token
#

i come from unity... where you literally just go "lmao xd get GameObject" πŸ˜…

obtuse herald
#

Ahh, i see

#

In UE4 you need to work a lot with referencing

onyx token
#

ok now it looks better

obtuse herald
onyx token
#

So this takes the actor reference (the copy of my NPC) - and references whatever i put into the string there - and puts it as the string of this widget, not all widgets πŸ€”

#

right?

onyx token
obtuse herald
#

hmmm bad

#

Ah, i know why

#

You've used this node in your NPC BP

onyx token
#

sure

obtuse herald
#

But you need to set the value of a variable in you widget, not replace the widget object

#

like this

onyx token
#

i only got these 3

obtuse herald
onyx token
#

good point.

#

it's NpcText

#

lol

uncut lark
#

How would I get these to continually repeat?

obtuse herald
onyx token
#

well that doesn't work, but the "npc text" node would work

dawn gazelle
uncut lark
#

Because I want the engine to continually check the weapon state

obtuse herald
dawn gazelle
onyx token
#

that - i don't have

uncut lark
#

@dawn gazelle if I try to switch back, it wont switch back to the other weapon logic

obtuse herald
#

i mean that node

onyx token
#

i only got the NPC Text variable

#

oh

dawn gazelle
onyx token
#

i only got "set widget" not "set actor"

uncut lark
#

Gotcha. I will do that then

#

Figured a boolean would be enough but I suppose not

obtuse herald
onyx token
#

yeah

#

that only makes the widget happen

dawn gazelle
uncut lark
#

Okay tighjt

#

Thanks

obtuse herald
# onyx token

In the function in your widget, is the variable we've created a local variable?

onyx token
#

fuck

obtuse herald
#

yeah we can't access a local variable ofc xd.
make it global

onyx token
#

yeeeah that makes alot of sense πŸ˜…

obtuse herald
# onyx token

You've used 'Get Npc Actor Reference', but you need to use 'Set Npc Actor Reference'

onyx token
#

oh right

#

ok here we go

obtuse herald
#

Yepp

onyx token
#

omg it's beautiful!

obtuse herald
#

that should work now

onyx token
#

ok -
Thank you very much-
I'll spend the next 2 hours trying to make it work for the name too, without looking at the code you basically made for me πŸ˜„

#

otherwise i'll never learn ^^

obtuse herald
#

Yeah, do that

obtuse herald
#

Knowing how to reference stuff is a key component in ue

onyx token
#

yeeah I thought it'd be way easier, but i gotta do more beginner tutorials

#

i went through the first couple of official unreal4 videos, and thought to myself "oh! most of this seems kinda familiar! let's goooo!"

#

and then "splat"

sullen needle
#

Im confused on why my vector is not letting me get the length?

obtuse herald
sullen needle
#

Even under context menu its not showing up

#

Oh wait I must be blind

#

thanks mate

uneven charm
#

Hello everyone. I need some assistance please... I am attempting to package my game with the new updated Android requirements and after packaging (is successful) I go to launch and receive the following error... Any help or guidance for how to fix this would be great. I'm in 4.26.1

uneven charm
brave inlet
#

Each of the squares you see are individual pieces spawned using AddStaticMeshComponent, and added to an actor's scene. I am experiencing an extreme FPS drop when looking at all of them (like in the picture). Why? When I place similar cubes individually in the world directly with this pattern, there are no frame drops.

dusky harness
#

Is it possible to make Weapon Sway system with your camera attached to arms?

round basin
#

Hello, I have a macro that choose sprites textures, but it doesn't work as a macro: when I have the exact same script in a blueprint it works perfectly, but in a macro it doesn't... Could you help me?

#

blueprint

#

error message: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_AddComponent_ReturnValue". Blueprint: dΓ©but_level Function: Execute Ubergraph DΓ©but Level Graph: set sprite macro Node: Set Sprite / Blueprint Runtime Error: "Accessed None". Blueprint: dΓ©but_level Function: Execute Ubergraph DΓ©but Level Graph: set sprite macro Node: Set Sprite

obtuse herald
#

What's this node doing?

#

@round basin

round basin
#

It gets array from an actor component

#

@obtuse herald

obtuse herald
#

like this

round basin
obtuse herald
#

You probably need to reference an actor-component here

#

for this function

round basin
#

Maybe

#

but how?

light glen
#

I am trying to check if an int is null

#

isvalid doesn't seem to be what i am looking for

round basin
#

is = 0 maybe ? @light glen

obtuse herald
obtuse herald
# round basin but how?

When you use a function from an actor component, then you need to plug a said actor component reference into the target

obtuse herald
round basin
obtuse herald
round basin
#

Okay I have an idea I'll try it and if it still doesn't work I'll ask you again, thanks @obtuse herald

#

I called the actor component outside of the macro and it works

#

but I will need to to that before each macro and it's not what I wanted...

#

@obtuse herald

obtuse herald
#

Are you doing the macros inside the actor component?

round basin
round merlin
#

quick way of setting up touch controls to work in unreal?

round basin
#

maybe this has to do with my issue?

light glen
#

my web service fills the datatable, but some values are null, i was going to test for null on experience

obtuse herald
light glen
#

oh null is 0 when i print it

#

that i didn't expect

obtuse herald
round basin
#

don't know if it's what you said but it doesn't work

obtuse herald
#

wth.

#

then i don't know, sorry

#

you can try using functions instead of macros

round basin
#

This works

#

so I'll use that

round basin
trim matrix
#

How can I spawn my player pawn at another actor

obtuse herald
#

You mean spawn when starting the Level or teleport later in the Level?

trim matrix
#

I want to attach my player pawn with another actor

obtuse herald
#

The Player will spawn where the 'Player Start' actor is

#

However, you can teleport your player at the start of the game elsewhere

#

best place to do this would be probably in the level blueprint

trim matrix
#

Do you have any advice about that

obtuse herald
#

use this node

trim matrix
#

Thanks

obtuse herald
#

you're welcome

wispy star
#

Greeting. I'm having an issue with Anim Motify. It's not reliable. Is there any way to make it trigger in any conditions? Run notify timeline on a separate thread maybe?

tawny hedge
#

Hello. Why does Set Static Mesh returns a boolean pin not the New Mesh value?

trim matrix
#

My skeletal mesh object is not triggering Get Hit Result? Why could it be

#

When I click it directly captures the landscape

obtuse herald
#

Have you activated 'Enable Simultation generates hit events' in the skeletal mesh component?

trim matrix
#

Where is it?

obtuse herald
#

I belive you need to activate that for every physicsbody in the physics asset of that skeletal mesh aswell

trim matrix
#

Still not working

obtuse herald
trim matrix
trim matrix
#

@obtuse herald Invalid Simulate Options: Body (BP_Wagon_Standart_C_1.Shell Module S_StandartWagon_1) is set to simulate physics but Collision Enabled is incompatible

#

My error message, I just saw it

obtuse herald
trim matrix
#

No,

obtuse herald
# trim matrix

You're checking in the 'Visibility' channel, but skeletal meshes are ignoring that channel by default. You can change that in the collisions tab of you SK Mesh. Or you change the channel from 'Visibility' to 'Camera', because that's enabled by default.

obtuse herald
obtuse herald
trim matrix
#

Thank you so much

#

You are lifesaver dude

obtuse herald
#

Glad i could help

wary tinsel
#

Is it possible to import Location and Rotation coordinates into a sequencer from a Text file???

left cosmos
#

hi does anyone know why I am getting axis locked traces from this code

#

this is how the traces come out (view angle was not changed)

#

with this code it should have the trace coming from the centre of the screen and hitting where the crosshair would be

#

so is this a bug with unreal, it was working fine before but I had a crash so something has broken it I guess :/

obtuse herald
#

remove this

left cosmos
#

oops wtf

obtuse herald
#

you're welcome

left cosmos
#

sneaky bastard node

#

haha thank you

#

nope

#

still having the same issue

#

:v

obtuse herald
#

what

left cosmos
#

fucking unreal

#

wtf is broken with it

#

I have just forward vector from camera hooked up and it's broken still

obtuse herald
#

Works for me

left cosmos
#

it should work

#

wtf

#

unreal pls die

#

:/

marsh adder
#

Maybe different unreal versions?

#

thats why it didn't worked

#

idk

obtuse herald
#

but that's just vector math

#

it should always work

marsh adder
#

oh yeah i just saw that pic

left cosmos
#

it should always work yeah

#

wtf

#

ummm

#

unreal is bein stupid I've tried remaking the pawn and it still is broken

#

so it's not a glitch that only effects one blueprint

obtuse herald
#

try removing the nodes and do it agai--

left cosmos
#

:/

#

nop

#

doesn't help

#

lol

obtuse herald
#

did you change some projectsettings?

#

maybe resetting the project configs will help, but you'll need to redo the input mapping afterwards

left cosmos
#

remaiking nodes didn't wirj

#

work

#

ok I will try doing that but I have to go for my covid jab now so afk

#

I will try when I'm back home

plush garden
#

Hello! I've been trying to make a moving enemy and have been successful using the "Move Component To" node. However, there's some obvious issues such as a the health bar of the enemies staying behind, if I only move a certain component of the enemy. I've been trying to find something like "Move Actor To" or an equivalent, but haven't really had any success. Does this exist or is it called completely differently?

obtuse herald
plush garden
#

Potentially! However, I am currently using simple cubes, would it work with that?

#

My AIs aren't advanced or pawns yet. In the current state, they are basically targets in a shooting gallery

obtuse herald
#

When you want to do some Advanced AI stuff I recommend Behaviour Trees tho

obtuse herald
plush garden
#

I see

obtuse herald
#

Also you need to set up a NavMesh

#

because It'll actively look for an valid path

plush garden
#

Okay, going to look into this. So there's no simple way to make my whole cube + health bar widget move somewhere?

obtuse herald
#

You can use the 'Move Component To' node and select the Scene Root as component.

#

But don't use that if you actually want to make an AI

plush garden
#

Alright, thank you very much! Makes a lot of sense. For simplicity purposes I am going to use this now, when I attempt to do a real AI system later, I am making a note to look into NavMeshes

left cosmos
#

well whatever I do it won't work

#

I've made it use pawn control rotation now

#

buuut

#

it's starting the trace above the camera even though I'm using camera world location as the trace origin

#

so wtf

#

unreal is broke

#

I think it's nvidia branch bug

#

I'll switch to main 4.26

novel kelp
#

It's doing that after someone leaves the bounds

left cosmos
#

this is what I have had to do to get it working, the normal get forward vector on camera component is broken for me in 4.26 retail

#

somehow the location of the capsule component is the same as camera even tho the camera's world location is +30 on the z of the capsule parent

#

:/

novel kelp
#

Use camera get world location

left cosmos
#

no it's broken scroll up

#

lol

#

fuck knows how it's broken

novel kelp
#

It's not

left cosmos
#

but for me on this project it is fucked

#

:/

#

yes it is

#

for me it's broken

obtuse herald
#

it is actually

#

pretty weird

left cosmos
#

I tried it already it locks the direction on the node

#

:/

#

is it broke for you toyb on 4.26?

novel kelp
left cosmos
#

uh why would that matter it's a trace it can go wherever you tell it to go

#

:/

obtuse herald
left cosmos
#

camera forward is not working

#

ah ok

#

try on 4.26 for me if you don't mind? see if it works with the same exact setup as mine

#

:/

novel kelp
#

I use that for my weapons and it works

left cosmos
#

just a character based class with camera and basic movement the traces are broken when using camera forward vector

#

fuck knows then weird shit unreal I guess

#

my workaround works so it's fine

#

πŸ™‚

obtuse herald
#

you can try to create a new porject and test it in there

novel kelp
#

Don't multiply by 200

left cosmos
#

well it can't be a bug in my project can it, how would it change how the code works

#

uhhh * 200 is just extending the vector

#

it's not doing anything to clamp it

#

to the z plane only

#

stupid bug with something idk why it's happened but I could try a new project and migrate assets over

meager rune
#

I need some help with networking. I am trying to spawn a projectile from a gun. The projectile replicates from the server to the clients, but not the other way around. ill send screenshots.

obtuse herald
meager rune
dawn gazelle
#

"Executes on All" can only be executed on the server. You would have to create an event that your shoot action calls that "Runs on Server" which then calls the "Replicated to All" nodes.

obtuse herald
#

try not using a class filter

meager rune
#

@dawn gazelle I think I was just messing around with trying out different things to get it to work with the press and release fire events. Ill try that out and see if it works

left cosmos
#

anyone know the rotation math I should be doing to have an object be picked up in its same angles using attach to actor and setting rotation with tick

#

I tried combinerotators but no bueno

#

it' slike physgun from gmod type of rotation combine shit

#

so the angles of the model rotates with the camera rotation

#

:/

#

ugh

#

buggy

#

the var init rotation is set as actor rotation of the picked up prop

#

:/

#

I have tried about 10 times to get physgun rotation logic to work and I could never do it

#

it's kinda out of my realm of knowledge

meager rune
trim matrix
#

why my projectile hits a mesh when its not even near it? Ive checked collisions on the hitted mesh and the projectile

dawn gazelle
# meager rune

If you spawn a projectile on server, and your projectile actor is set to replicate, then it will automatically spawn on all other clients. "Executing on all" also executes on the server, so you're effectively asking the server to spawn two projectiles with the code you have.

meager rune
#

@dawn gazelle Even if I turn off replication on the projectile the results are excactly the same (except that the projectile now never replicates because I turned it off)

#

does the press fire event need to be replicated?

#

because I call it from the player, which has a child actor that is the weapon

#

one thing worth noting is that the muzzle flash is replicating fine

#

I first spawn one on the 1st person weapon, then spawn one on the 3rd person model

#

then the 1st person one is hidden when it isnt the actual player and the 3rd person one is hidden when it is the actual player

#

does the weapon itself need to be replicated for the function to work?

#

because replicating the weapon screws up the 1st person models and stuff

dawn gazelle
# meager rune <@!218956378654507008> Even if I turn off replication on the projectile the resu...

Projectile replication is something that's fairly advanced as things won't line up on the firing client or the action won't be responsive on the firing client.

To get a very basic projectile system working (that will have the downside of the firing client not being very responsive)
Client presses fire button > Sends notice to server that they want to fire
Server spawns the projectile and it moves as the server sees fit.

Nothing else.

You don't want to turn off replication of your projectile as the server should be controlling said projectile.
You don't want every client (including the server) to spawn another projectile. Remove that multicast.

A more advanced (and technically, I'm not even sure how one does this) and more responsive version is:
Client presses the fire button, which locally spawns a projectile which moves slower than the actual desired speed of the projectile and sends the notice to the server that they want to fire.
The server spawns its replicated projectile that moves at the expected speed and notifies the firing client of the reference to the replicated projectile.
The client receives the notification, makes the replicated projectile hidden until it "catches up" to the locally spawned one at which point the locally spawned one is destroyed and the replicated one unhidden.

meager rune
#

this kinda works

#

the server and the client both shoot projectiles and can see eachothers

#

but some of the visual type stuff controlled in the weapon class for the client is gone

#

like theres no recoil, and the shots all fire horizontally

#

i will try to fix it myself

#

you could make another float and set it equal to the first float, then compare them every tick

#

ill try to show you

#

@swift pewter something like this could work ig

#

but theres probrably a better way to do it with a notify or something

#

i dont really know any other way to but there probrably is an easier solution

#

Anyone how how to replicate a camera's vertical rotation? It seems like the replicated rotation is only horizontal

#

well i seemed to figure it out

eager peak
#

Has anyone done advanced dialogue systems before? can anyone recommend any tutorials for projects using custom first person characters / npcs instead of the default

maiden wadi
#

@nova vapor #graphics will have better answers to material related questions. That may even be a question for #level-design Unsure.

nova vapor
#

Moved to graphics tyvm πŸ™‚

north kelp
#

Has anyone seen an issue when you try to reference a macro library macro from a function in a function library? I'm unable to save the function and receive "graph is linked to private object(s) in an external package" and it asks if I want to try and find the chain of references to that object and if I say yes it won't find anything

#

this is with pure blueprint coding in the macro/function libraries

dawn gazelle
#

Macro libraries are meant for a specific object type. Eg. You can make a macro library for the "Character" class but you can't use it in other blueprints other that those that are of class "Character" and I think its children. You're not supposed to be able to use them globally.

north kelp
#

ohhhh... all this time.... lol

#

so the macro library's parent is "Object" but I guess since the function library doesn't get assigned to a specific class that's why I can't reference it?

left cosmos
#

ok it turns out that the map is whast caused my traces to break, the same code works in a blank map and now I've made a new level with my meshes in and it's fixed πŸ˜„

dawn gazelle
vivid fog
north kelp
#

right, but a function library is not an "object" I'm guessing

#

but anything else that I create that is in the world such as an actor is an object, hence why I've never run into this before

vivid fog
#

Ahh, I read right over that part, sorry. Yeah, I think you've got it right.

north kelp
#

ok thanks guys πŸ™‚

hearty lintel
#

hey guys i have a little problem:
i record transform from my vehicle while playing, i would like then to take that recording and plug it into the sequencer so i can manipulate some keys and stuff. Does anyone know what's the workflow for such a thing? thank you in advance!

summer bolt
#

So im loading pak files into a preexisting game whenever I use any 3d model or material it spits out a serialztion error but anything else works, Can meshes have some sort of class I need to replicate or?

hearty lintel
prime snow
runic parrot
#

Hi! does anyone know a workaroud for printing the full length of Float or Int64 max value into the editor?

prime snow
#

I don't think unreal supports infinity

#

Can use ToText though to set decimals

runic parrot
#

it's weird, because if i change the values while in-game i can only go up to 1.073.741.824 wich is really small, but if i set it up on the editor, i can go waaaay higher than that

spark steppe
#

is there some way to drag select components in blueprint viewport?

#

legends say that ALT + LMB in orthographic view should work, but not for me

dire loom
#

Guys Sorry for bad English. I have a question. Is BluePrint enough to make great games or do I need to learn c++. Im currently learning unity and UE's graphics looking cool for me now.

mellow folio
#

Blueprint is fine

#

Most of fortnite is built in blueprints, they just use c++ for optimized systems

spark steppe
#

nativized blueprint is most of the times as fast as pure c++

#

i have to get rid of around 1000 static mesh components from a blueprint, any ideas how to solve that?

#

there seems to be no way to select them with drag selection, so i would have to select each item and delete it by hand

#

and destroying the components in the construct script doesn't affect the blueprint, only the "instance"

agile hinge
#

My camera freezes once I press play, any idea how to keep it working?

#

the camera actor on the bottom right to be precise

mellow folio
spark steppe
#

well, that way i would also select some that i want to keep

#

i would need a selection tool for the viewport

#

or is there some way to spawn blueprint meshs back as normal meshs in the level

#

then i could select what i want and combine it to a new BP

spark steppe
#

nvm, found a solution

mortal dagger
#

What's the most optimal way to get references to a bunch of different arbitrary actors from within a single separate actor ("manager")? The actual logic of propagating data from the manager to the other actors I can handle fine with event dispatchers, but what I was doing previously was just running GetAllActorsOfClass and it seems kind of inefficient. Is there a better method besides that or stringing them together within the Level Blueprint, since I'll have to do it for multiple maps?

#

I think I saw UE4 introduced a tagging system at some point? Dunno if it might be worth looking into that for it? Otherwise I don't know of any alternatives besides straddling them all with a dedicated component or something

dawn gazelle
#

Have the actors themselves report into the manager.

spark steppe
#

that^^ and maybe store a reference to the manager in the game instance, so that the actors don't have to rely on GetAllActorsOfClass

mild anvil
#

Hey smart people, anyone have an idea how I can reference this behavior tree's variable properly inside this component? It keeps giving me a "trying to access none" error but I cant see anything to set the default value to... My blueprinting knowledge is fairly limited fyi.

worthy frost
#

that is now how bt's work

runic parrot
#

Hi guys! anyone have any idea of a workaround for this?
I'm trying to make a
Structure(A) with a variable (B)
and another structure(B) with a variable (A)

#

i can't reference each other, only one to the other one, i guess that it's because of recursivity

outer fossil
#

So I have a pawn that is a sphere that rolls around, I added a moveable camera by rotating the pawn (which is labeled 'Camera Rotation' in the image.) But when I turn my camera in another direction, the controls get inverted. So I am trying to use the axis value of the camera move X and Y and multiply it to change the input axis of the vertical and horizontal. If this makes any sense, help would be appreciated!

faint pasture
#

So scale CameraRightVector by RightInputAxis, and same thing for CameraForwardVector

#

although that'll break down when the camera is looking straight down but it'll get you started

outer fossil
#

@faint pasture, I know but force doesn't work and I call the Add Impulse twice on purpose so I can use both inputs at the same time. Where can I change world relative to camera relative too?

faint pasture
#

Force absolutely does work. Is your ball simulating physics? turn the numbers up or check Acceleration.

outer fossil
#

Yes, physics is checked

faint pasture
#

The reason why Impulse is working and Force is not right now is because for whatever number you're scaling by, AddForce is gonna be like 60x weaker

#

you'll need a big number

#

but your current setup will behave differently at different framerates while AddForce will not

outer fossil
#

Okay, so what numbers do I turn up

true valve
#

So I'm trying to create boat riding system. I added physics to the boat when I try to sit on it, the boat jumps or moves from its location 'cause of physics. How can I stabilize that?

faint pasture
#

In your instance, what you're calling "Roll Speed"

#

it should be around 1000-2000 if you have acceleration checked

#

otherwise it'll depend on ball mass

plush garden
#

Maybe this could help you?

#

It's something I've found and used myself. Though, that doesn't directly answer your question. Maybe someone else has more info πŸ™‚

#

I have another question from my side: is there a type of node, which checks the value of a certain variable, and then executes something if that variable has a certain value? I feel there has to be a cleaner solution than a bunch of branches in a row, and a bunch of bool checks.

#

So for example: the cube can be Yellow/Blue/Red/Green, and based on which color the cube is, I would want to execute different behavior

#

I think Ticks should generally be avoided. However, if you want to check it only at the moment of spawning, maybe that's when you can execute it once?

#

I see

#

Going to look into what an Enum is, thank you

plush garden
#

Ah, Switch on seems to be exactly what I am looking for

#

thank you both!

obtuse herald
#

Put this in your Actor which should check for the Overlap

obtuse herald
#

It teleports the Actor away and teleports it back 1 frame later, so the player technically entered the Actor again, and thus it fires the 'BeginOverlap' Event

latent arch
#

Hi guys, so im trying to do a calculation on whether an object is traveling towards the player camera within a certain angle. How can i get it so its not just based on world XYZ?

#

at the moment it works fine provided you are "infront" of the objects X axis

#

but i want to try and have it so it works from any direction

#

any help appreciated! πŸ™‚

wooden adder
#

He anyone here, would like to set acceleration in a gravity zone

#

anyone has some blueprinting knowledge join the general if you would like to help

trim matrix
#

Hi there! Do you have any idea on what is the best workflow if I have my rigged character and I want to add a skeletal mesh (hair) with its own physics to him? Character and Hair have different skeletons. I just want to make a character editor where you can choose between different hairstyles with different physics

trim matrix
#

Can I change PlayerController in runtime?

dark crow
#

Why would you want to do that

obtuse herald
#

You can't

trim matrix
trim matrix
spark steppe
#

i would rather look into how to store/restore different keymappings

#

which should be possible

spark steppe
trim matrix
#

Nice @spark steppe, so I can attach a socket to the head bone in APose and then apply the animation BP, do you know if theres any way to get the exact location of the socket? So I can attach the hair in that exactly position?

dark crow
spark steppe
#

you don't really need to add an extra socket, you can attach an actor directly to the head bone

#

GetSocketLocation iirc, which takes a bone name and gives you the world location

#

but i wouldn't count on that, you are better off making the hairs rig root so that its in the spot of the bone that you attach to

trim matrix
#

So, my best option would be matching both characters and hair's root and place the hair in that same spot

obtuse herald
spark steppe
#

no, not matching the root of both, the root of the hair should be where the headbone of the actor rig is

trim matrix
#

I will try to do that in max, Im really a noob with rigging and all that stuff πŸ˜…

spark steppe
#

well, better get used to it if you want to get into character creation πŸ˜„

trim matrix
#

I will investigate that then, root of the hair in the same spot of the head bone

#

And no need for an extra socket

spark steppe
#

yea, if i dont remember anything wrong πŸ˜„

#

but that should do the trick

trim matrix
#

Thanks!

olive ingot
#

How do I dynamically add a UI widget to a UI widget in game?

It's essentially a UI widget that represents a list of abilities and I progressively add more abilties (ui widgets) to it.

#

I just needed to Add To Viewport it seems πŸ˜‰

obtuse herald
olive ingot
pulsar valley
#

Hey guys, quick question, is there a shortcut for the 'back' and 'forward' button in the blueprint editor?

#

I couldn't find it, but it seems weird that it's not present...

obtuse herald
#

(These 2 extra buttons on the left side of the mouse)

pulsar valley
#

Oh, awesome! It works πŸ˜„

#

Is there a way to also use a keyboard shortcut? (I would prefer it)

obtuse herald
pulsar valley
#

yeah, I was looking through there but couldn't find it, that's why I was asking here 😦

#

thanks for the help! πŸ™‚

obtuse herald
#

you're welcome

neat prairie
#

simplest way to get the vector (position) halfway between 2 vectors?
just in case theres a function for it, otherwise i know how to do it manually

dawn gazelle
#

(v1 + v2) / 2?

#

(not sure)

obtuse herald
#

^

earnest tangle
#

Does that actually work πŸ€” I think I wrote some much more elaborate method of calculating it lol

#

I wonder if there's any website that could plot these kinds of things in a nice way...

#

often the mathematical plotting things don't quite produce anything useful because they don't treat vectors as positions like you often do in gamedev so the results are significantly confusing lol

hazy mauve
#

Hey guys,

I was wondering if someone could point me in the right direction, i'm currently trying to fix a small BluePrint bug, while learning from a youtube tutorial.

The current situation i'm having is that the the particles are showing before the game starts, and when the game first starts, right up to the part when I use the Dash feature. I was wondering if someone could help me.

I tried a couple of things, including the particles to niagra and that didn't go well lol.

Current BP:

#

Before the Character even moves.

obtuse herald
hazy mauve
#

Bless you!

#

Cause i'm turning it on for that brief moment in the blueprint, it was already rendering it for having that check box on? <- just want to learn from my mistake here.

hazy mauve
#

Much appreciated.

obtuse herald
#

you're welcome

wet adder
#

Hey guys, probably a really easy question for you guys. I'm trying to set a value in my AI class in my character BP class but idk what to put in the object node. Any ideas?

obtuse herald
#

You need a reference to your AI Actor

faint pasture
obtuse herald
#

Also this is pretty redundant

wet adder
#

whoops

wet adder
#

updated version

#

should i do get player character?

#

the thing is obvs its an ai not the player

obtuse herald
#

You probably have more than one AI in the level, so it depends on which AI you want to update

dawn gazelle
#

What you need is a reference to the AI in question's actor, from which you can get it's controller which you can then feed into the cast.

brittle reef
#

Hey guys! im getting a problem that i have no idea how to fix, i have this death blueprint which makes the enemy ragdoll, launch him and after that he switches the material so he can disable some emissives and right after that the whole enemy gets a dissolve effect, it works but only when i kill a single enemy, if two or more dies at the same time only one of the enemies (i think the first) gets the dissolve effect and the other ones just dissapear instantly, do anyone have a fix for this? maybe i need to reference the enemies? im an artist who doesnt have too much experience with blueprints, just materials and vfx, thanks πŸ™‚

obtuse herald
#

Also, remove the delay nodes and connected everything after it to 'Finished' respectively

meager rune
#

Having a bit of trouble with networking. I have a 1st person and 3rd person guns that need to have a loadout (set of attachments) applied to them. GI is the game instance, where the loadout is stored. "Dummy Gun" is the 3rd person gun. My problem is that everything looks fine on the server (the appearance of the weapons is accurate to the selected loadouts), but on the client, all of the players' guns have the visual appearance of what that specific client selected. Ill send a screenshot of in-game.

#

for the sake of testing, I unhid the 1st person and 3rd person gun on all characters

#

as you can see, the server (right) selected the compensator muzzle attachment and the client (left) selected the muzzle brake attachment

#

from the client's view, however, the server appears to have a muzzle brake as well

obtuse herald
#

GameInstance is not replicated

#

You probably want to store the Loadout variable in the Character

meager rune
#

it should need to if I am passing the loadout from each client through the function called on the server

#

so store it instead of passing it?

#

would I want to replicate the loadout variable then?

obtuse herald
#

Because on the client, all Character are currently referring to the same loadout variable in the GameInstance

meager rune
#

so like this, with the "gun loadout" variable replicated?

obtuse herald
#

yes

meager rune
#

that didnt seem to work

#

now they both have that problem

obtuse herald
#

i don't really know much about networking to be honest, but my guess would be that it now set's the variable for all characters based on the GameInstance

meager rune
#

I tried this, which only sets the variable if its the player character

obtuse herald
#

yeah

meager rune
#

but it doesnt seem to apply it on the server

obtuse herald
meager rune
#

yea lol

wild moth
#

Hello everyone,
About animations, should single non looping animations (ie Punch) be a State in the animation BP's state machine? Or should they be played in some other way?

#

I see, I'll look into montages

#

I should use the state machine then for setting up the major states of the character I assume? Idle/Movement/Crouching/Holding Weapons, etc?

tawny hedge
#

I do it with states

#

and play them based on the state

wild moth
#

hmm

primal smelt
#

Ok so I am building a blueprint for a wheelchair and I am trying to add force to it based on how steep a slope is. There are quite a lot of tips out there for adjusting character movement but this does not apply here. I am using a line trace and getting the impact normal of surface (due to complex geometry, getting rotation of ground object will not suffice, must be surface) which gives me the red arrow in my picture.

What I need to do is rotate that vertex to point downhill, or to the bottom of that face, taking to account the various directions these faces could be... facing. I currently have some ramshackle thing in place that divides wheelchair forward vector by impact normal and it works well enough to give me a good feel of how the mechanic could work, but it is not consistent. I won't share that here as it is very ramshackle, very spaghetti. Anybody got any ideas?

smoky ice
#

Hey guys I'm curious if anyone knows why an automated test would run twice?

#

I'm getting a failed test when I set my test to succeeded

#

You can see it runs twice in a row

#

This is all I'm selecting.

#

It seems to fail if I do anything with the world or subsystems

#

Or run twice I should say

faint pasture
#

@primal smelt are you using physics or no?

primal smelt
faint pasture
#

Why do you need to do any of this if you're using physics? How are you driving your vehicle, are you using rotating spherical colliders as wheels or are you basically doing a raycast wheel setup?

rocky aspen
#

Feel like I'm missing something here, how am I supposed to use this node when it doesn't have an output?

primal smelt
primal smelt
dawn gazelle
faint pasture
#

@primal smelt is being able to stop on a hill important? Like is braking performance important at all?

primal smelt
#

Tried also just applying a minus force to Z but this gets very unstable at higher speeds

primal smelt
faint pasture
#

@primal smelt what I mean is do you need static friction? does a player need to be able to hold still on a slope without slowly sliding down?

primal smelt
#

I don't have a set up that is much like most car tutorial documentation out there, I am not holding to accelerate and the brakes are pretty much "on" or "off"

primal smelt
faint pasture
#

Honestly for an Arcadia wheelchair game, I would recommend applying torque to the wheel and letting the physics engine run with it. The way you're doing it is some sort of weird hybrid where you're using physics but you're also fighting the physics engine of the same time.

proven mason
#

I got a question about the controller class bp

#

is it recommended one controller class per pawn?

faint pasture
proven mason
#

that's whats confusing me

faint pasture
#

Are you talking AI controller or player controller?

proven mason
#

player controller

primal smelt
summer bolt
#

So im loading pak files into a preexisting game whenever I use any 3d model or material it spits out a serialztion error but anything else works, Can meshes have some sort of class I need to replicate or?

faint pasture
#

@primal smelt don't you still have no suspension anyway?

proven mason
#

it's like why do I need a bp controller class when I could set up the controllers within the blueprint actor or pawn itself?

faint pasture
#

@proven mason you barely even need a player controller at all for a minimal playable project. I only use mine for the start menu

faint pasture
primal smelt
dawn gazelle
#

Player Controller is pretty useful for multiplayer where you have things that can be kept private to one player.

faint pasture
proven mason
#

@dawn gazelle I plan to have two players with one of the players switchable to AI

faint pasture
#

@proven mason that doesn't really tell us anything. Just go without a custom player controller for now.

primal smelt
#

Perhaps I could get the uppermost and lowermost vertices and work it out that way but I am not sure how

faint pasture
#

@primal smelt also you can 100% do a physics only suspension. Yeah the math is easy, but the way you're going about calculating your forces doesn't make any sense if you're having to do this.

proven mason
#

ok I'll lay my plan more further.

faint pasture
#

And you also don't need a line trace, you can just get the impact normal from the wheel collider

proven mason
#

I plan to release my game to a mobile platform.

#

the game is naturally a 2-player head to head like in Pong

primal smelt
proven mason
#

the player can optionally choose single player and fight against the AI

faint pasture
#

In the case where it's touching more than one component at a time, average the impact normals for the frame. But I would 100% recommend just using torque on rotating colliders, you are going to run into edge case after edge case after edge case doing it this way.

#

@primal smelt did did you look at the project I uploaded? That thing drove great, didn't have a suspension.

proven mason
#

also another option is online where the player fight against another online user.

primal smelt
faint pasture
#

It's not using any Unreal engine vehicle stuff, it's just a very simple blueprint with physics

primal smelt
#

And yeah I probably will move over to just letting the sphere colliders do the work. Right now I am using line traces because I have a very rudimentary wheelchair frame mesh and haven't properly implemented the collision for it so right now the colliders will graze walls and act liek it is a drivable surface without my line traces.

primal smelt
trim matrix
#

Hello, I have a question.
With a material (on the white boxes) I can change the lighting of the squares on a param "Intensity", so in BP I change it with Set Scalar Parameter etc...

The problem is that I'm going to put 50 of them all together in a BP) I would like it to light up like a caterpillar (the first one then the second one etc.) how can I proceed?

Thanks

primal smelt
#

@faint pasture So assuming I'm still using line tracing, if line trace hits the slope depicted. What do I need to do with the impact normal (red arrow) to get it pointing in the same direction as the blue arrow?

thick grotto
#

Hi guys, I'm having some problems with network sync. I used to custom events, one for the server (serversmoothrotationYaw) and one for the clients (clientssmoothRotationYaw), the server event runs on the server and it's replicated, while the clients events it's multicast and replicated. I call the server event on the event tick, but the rotation is replicated on only on the server. (the server event is connected with the clients with an execute node). The clients rotation yaw event only manage the rotation of the capsule component while aiming.
Can you help me?
I'll post some screenshot of the blueprints.

faint pasture
#

But you should just let the physics engine handle that IMO

twilit heath
#

there is not enough information there to pull the blue vector

#

you'd need a vector looking directly into you (from that picture) as well

faint pasture
shrewd summit
#

something I'm just dumb about and can't remember but how do you set your player character to an actor already in the world instead of player start, deleting player start made me just spawn wherever the camera is

faint pasture
shrewd summit
#

thanks

twilit heath
#

hmm, actually

primal smelt
faint pasture
primal smelt
twilit heath
#

the blue vector (with sign undetermined) is the trace vector projected to a plane with impact normal as normal

#

it doesn't work too well if you strike the surface at 90 degree angle tho

faint pasture
snow harness
#

After 4+ years, I've finally discovered macros, and they're great.

faint pasture
#

I'm sure there's a simpler way to do it in one step but that'll do it. the output of a cross product is always orthogonal to the two inputs.

twilit heath
#

i don't like the cross approach because it requires 2 of them

faint pasture
#

Well I'm sure if you were any better at vector algebra than me than you would figure out a way to do it in one. I know there is a way but I can't be assed to figure it out lol

twilit heath
#

TraceVector - TraceVector DOT ImpactNormal

primal smelt
twilit heath
#

is a vector parallel to the surface

#

which is also TraceVector.ProjectToPlane(ImpactNormal)

faint pasture
#

That is definitely internally doing a lot more than two cross products but it'll get you close. If you need just the downslope direction, project negative Z to the impact normal plane

#

Then normalize

primal smelt
#

@twilit heath @faint pasture Basically, this is what I am after

faint pasture
#

Yes that is cross(normal, cross(normal, z)) among others

primal smelt
#

Which is why I was thinking if it is possible somehow for me to get the two "highest" vectors and the two "lowest" vectors of any given surface then I could determine the direction of force to apply to wheelchair, irrespective of how the wheelchair is rotated

#

*highest/lowest vertices

#

Ok lemme try the cross solution you mentioned one sec

faint pasture
#

If you end up getting a vector that points uphill, just use negative Z

primal smelt
faint pasture
#

@primal smelt break hit result gives you the normal. The vector you're after is cross(normal, cross(normal, z))

#

Z being 0,0,1

regal venture
#

hello, can i ask about UE4 nodes here ?

faint pasture
#

Lol

#

Of course

regal venture
#

?

#

I just joined ther server

obtuse herald
#

Just ask

regal venture
#

what is the use of GETWORLDTRANSFROM and promote to variable

#

inthis

#

i'm new to unreal too ,, sorry if my ques is too newbie type

obtuse herald
#

GetWorldTransform gets the Transform (Location, Rotation and Scale) of the component in the World

#

When you right click the orange pin you can break it up

regal venture
#

okay got it

faint pasture
primal smelt
obtuse herald
primal smelt
#

Thanks @faint pasture and @twilit heath it's eating time for me now but once I'm fed I will try what you have suggested!

regal venture
#

so what is spawn transform is doing, after taking TRANsform value of cube ?

obtuse herald
#

Let's say your Cube is in Location(X: 100, Y:50, Z:0), then your Actor that you spawn gets placed in that exact same position

regal venture
#

oohhhhhhhh i seeeee

#

Arigato goziamus

obtuse herald
regal venture
#

okie

#

Thank you for your time

obtuse herald
#

You're welcome

scarlet lava
#

Hi! Is it possible to override a function in blueprint for an added component?

#

I'm trying to access the OnTalkingBegin

obtuse herald
# scarlet lava

Not for an added component, but you can create your own component with 'VOIPTalker' as parent

#

in there you can override the function

scarlet lava
#

ohhh nice I will try this! Thanks @obtuse herald

trim matrix
#

Hello, I foreach my array objects but the problem when it comes out the array it is not in the order, as you see, any idea how I could solve this?https://imgur.com/a/wruLpJ9

dawn gazelle
#

Nice effect πŸ™‚

trim matrix
dawn gazelle
#

How are you creating the array?

trim matrix
#

@dawn gazelle like this

dawn gazelle
#

Are you sure your components are in order themselves? Like, if you click on each in the list while looking at the ViewPort, as you select them do they appear in order?

trim matrix
#

Yes.

obtuse herald
trim matrix
#

You have the logs when its on

#

that fck weird

obtuse herald
#

And how are they orderd in the components view?

trim matrix
#

In orders

obtuse herald
#

show me

trim matrix
#

Sure

obtuse herald
#

try naming them a, b, c, ...

trim matrix
#

ok

#

no

obtuse herald
#

weird

#

then use the 'makearray' node and plug them manually in

trim matrix
#

brruhh, so need to implement 240 fucking squares manually ? hahaha

obtuse herald
#

240?!

#

wait a mom

trim matrix
#

Yeah i'm preparing someting...

#

big

#

i can show u the start

dark crow
#

Do you want them to fire one after another or all together

Like you have 15 there in that BP, do you plan on repeating that BP or adding 240 meshes int that one BP in particular?

trim matrix
#

go dm @obtuse herald

carmine sluice
#

hi there, I've made a physical UI and can't seem to "despawn" the blueprint static mesh once I pressed my keybinding. Does anyone know a way to do this?

pine ledge
midnight kiln
#

@trim matrix You may be able to get everything in order if you make an array and set each element by the name, just start your naming at 0.

proud mauve
#

I have a blinking material and i want to sync it with a sound. What's a accurate way to do that?

rancid quartz
#

Hello, I have a question about moving an actor along a spline.

I've successfully got my actor to travel along a spline by executing the following script on a timer. Does anyone know what I may need to plug into New Rotation in order to have my actor rotate to match the spline as well?

Any advice would be appreciated.

Cheers.

livid vessel
#

I dont know how to change the x tanget so that the rotation is like in the picture. Because there is no set rotation at spline point node

midnight kiln
#

@rancid quartz try Get Rotation at Distance Along Spline

livid vessel
#

Ok maybe this picture ist better I want to to close this gap

rancid quartz
ancient topaz
#

Hi guys, can anyone help correct the errors in the text I used to describe the game? English is not my first language.

#

or advise where you can find specialist translators in different languages, maybe there is some discord channel?

wooden adder
chilly sun
faint pasture
rancid quartz
#

Thanks, Adriel.

faint pasture
#

There's also some value that represents the roll or direction your right vector should be pointing, but I don't remember what it's called. Might be called roll

icy saddle
#

does anyone know why when I double click on a BP function to try to open it's corresponding cpp file, I just get this log instead?
LogSelectionDetails: Warning: NavigateToFunctionSource: Unable to find symbols for 'ACharacter::LaunchCharacter' []

#

happens when I double click this

primal smelt
#

Just a quick thanks @faint pasture and @twilit heath , your explanations for how I would go about doing my downhill velocity shenanigans helped a lot. I've implemented the code and it works a treat πŸ‘

primal smelt
indigo bough
#

Hey folks, strange question. Procedural Foliage Spawners can't randomise the mesh used for individual static mesh foliage, for example when you want to have random trees within each cluster.

However, my current tree models are all under 3k polygons. Wondering if I could get away with not using LODs, but somehow using the LOD system in HISMC and forced randomize a LOD value? Just a thought. Trying to think of any way around this issue at the stage.

icy saddle
primal smelt
#

But yeah says it has been fixed, if so it broke again pretty damn quickly!

icy saddle
primal smelt
#

Pre-compiled. I was going to try using something other than VS but if you're getting a log error then perhaps it hasn't got anything to do with VS

#

I've been experiencing lots of little oddities with windows updates lately so my knee jerk reaction to anything going wrong is to somehow blame microsoft :p

icy saddle
icy saddle
#

(btw, I think the version it used to work for me on was either 4.25.0 or 4.25.1)

halcyon grove
#

im trying to think of a good way to have rpg style stat calculation interaction between "accuracy" as the attacker and "evasion" as the defender... which is easy

#

but say I want the stats to go above 100