#blueprint

402296 messages ยท Page 649 of 403

trim matrix
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in which widget?

obtuse herald
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connect that

trim matrix
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I have enabled cursor when I open the crafting menu, the problem is that when I want to scrol it does,'t work

dapper cradle
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@dark crow

trim matrix
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or if I want to move it manually, the cursor dissapears

dry valley
obtuse herald
dark crow
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And how does it know about Crouching

worthy frost
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@dry valley a proper solution would be check if Axis Value is not nearly Zero

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before running your AddInput

dark crow
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Plus in case there is a IsCrouching from Nav Component if you need

dapper cradle
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This is in the Anim BP @dark crow

trim matrix
dark crow
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Did you run basic Debugs in the first place to check if they are actually set in the first place before diving into more complicated things?

forest sable
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Can someone help me, why this isn't working

obtuse herald
forest sable
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is this answer for me ?

trim matrix
trim matrix
obtuse herald
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both should work

dapper cradle
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@dark crow Depends what you mean by basic, I am guessing that I would have more problems if what I already had in place did not work, I can try some print strings to see if my bools are being set ?

dark crow
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Yeas

obtuse herald
dark crow
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Print them, best way to start debugging

dark crow
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In the AnimBP, and if they don't work in AnimBP go back one step to Character

dapper cradle
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tyvm @dark crow

forest sable
dark crow
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If they work as intended it may be something related to the State Machine
If they don't then ofc they're not getting set properly

obtuse herald
meager spade
forest sable
meager spade
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Collision settings

obtuse herald
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^

dapper cradle
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@dark crow Crouching is being set but apparently is falling is not being set

forest sable
forest sable
dark crow
obtuse herald
dapper cradle
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CMC = Character movement component right ? XD

forest sable
forest sable
obtuse herald
forest sable
obtuse herald
forest sable
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1 sec let me check

olive sedge
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hello! Any help on passing on keyboard events? I have an event that I want handled by a UI element and have it handled by the player controller if the UI element is not hovered (hope that makes sense)

forest sable
obtuse herald
forest sable
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it doesn't have one

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is that why

obtuse herald
forest sable
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how do i create one

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man i feel stupid

obtuse herald
forest sable
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thanks โค๏ธ

olive sedge
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can I check if any UI elements are hovered in a player controller keyboard event?

meager spade
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Do you know the class of the widget of could it be of mixed classes?

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Otherwise you could use a get all widgets of class and check if it is hovered

spark steppe
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you could also not do that

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what are you trying to archive?

meager spade
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Does get all widgets of class get widgets that are not in the viewport or what would be wrong with it?

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I haven't done too much UI related stuff so I don't know a whole lot about best ways to do stuff

spark steppe
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get all XY of class is something you can avoid in most cases

olive sedge
spark steppe
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doing that in an input event could, depending on what kind of input event we are talking about, lead to unnecessary overhead

olive sedge
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@spark steppe ofc. If you have a better plan I'm all ears!

spark steppe
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if you would tell what your goal is?!

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beside of getting the hovered widget when an input event fires...

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if you are talking about a specific widget, you could also implement the input event check in the widget

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so what kind of input event is it?

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a mouse click? a key stroke? axis event?

olive sedge
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well, I have a key press event and I want to fire an event on a certain type of widget if it is hovered and otherwise do something else (line trace etc)

spark steppe
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well, key press can be tricky with UEs famous focus handling, but its wort a shot to add the keydown event handler in your widget

olive sedge
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the PlayerController will catch that event

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it won't trigger

spark steppe
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shouldn't if the widget handles it before

olive sedge
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I'm pretty sure the player controller is earlier in the stack

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plus: it behaved that way when I tried it earlier

spark steppe
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did you try to increase the input priority for the widget?

dapper cradle
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@dark crow sorry to pester, I do not quite understand what I need to do with the is falling, I have tried a few different ways but I seem to do more harm then good.

olive sedge
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@spark steppe no, I didn't know that was a thing, sounds good!

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What should I set it to if I want it to supercede the player controller?

spark steppe
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good question, which i dont know the answer for

dapper cradle
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what I do not understand is that, some of my animations (Like walking off an edge) works and gets me into my falling animation, and they are also driven by the is falling condition that I cant seem to make work from crouch

meager spade
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Couldn't the widget have an event that the player controller listens for so you are sure it gets it first?

obtuse herald
olive sedge
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that could have loads of unintended consequences

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I think I'll just go with get all widgets ๐Ÿ˜†

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it's not like it runs on Tick

dapper cradle
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it is mostly unchanged from the template, specifically what/where would you like a screen shot from @dark crow ?

spark steppe
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it's more likely that the widget doesnt have focus when you tried earlier

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which is sometimes problematic

dapper cradle
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ok

dark crow
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What am confused about is that you said Falling is not getting Set properly

dapper cradle
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@dark crow My experiments so far have been connecting crouch moving to jump start

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Falling works when I walk off a ledge so it must be working and maybe I am using the branch/print incorrectly

dark crow
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Oh, of course it works :p

dapper cradle
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I would have thought that the same logic would make me fall when crouch walking them ?

dark crow
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Cause your Idle Run is connected to the Jump Loop

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But not the Crouch, it has no way to enter the actual Jump Transition directly

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Or am getting misled by the Pins

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Does Idle/Run contain just the Idle or the Run too?
Since you have a separate Run node

dry valley
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how can i lower the speed of my character gradually

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after sprinting?

dapper cradle
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Ok yes, Thats confusing to look at,
Basically I removed run from the blend so I can run by pressing the right trigger

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that explains why when I am sprinting al also do not go into the fall animation...

dark crow
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Lemme show you logic i mean

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Let's say you're idle and falling, this happens

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But if you're running then you fall

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You may want to set priorities or interlink them together

dapper cradle
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I can see that it looks wrong now you have explained it, but I am not sure how to fix it

dark crow
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You can fix 2 ways i think

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this is one way, iirc you can create transation rules so they share the same rules

spark steppe
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yes but no

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that should go run => fall => jump end

dark crow
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woops

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xD

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I just noticed

spark steppe
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so a fall state between jump loop => jump end

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which can also be entered from run, when exiting falling

dark crow
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Jump Start is indeed the starting animation of the jump, my bad

dapper cradle
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So do you mean the run should connect to the jump loop ?

spark steppe
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basically you want to exit from every movement state with 2 conditions, one is falling which leads to fall => jump end

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the other one is not falling, which leads to idle

dapper cradle
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Sorry I am a lesser evolved human here

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I do not currently have a node called falling so should I assume you mean the jump loop ?

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since that is a falling state

spark steppe
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im not so much into state machines, but i guess its better to make one

dark crow
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Basically, when you fall, you want it to play the Fall animation and when it's done Falling aka Not Falling it plays the Jump End then goes back to Idle

spark steppe
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and im not entirely sure how your animations are mapped with those

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is jump loop using the same animation as your fall loop?

dapper cradle
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yeah the falling animation is actually named jump loop here

spark steppe
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ok, then yea, what i mean would be jump loop

dry valley
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how can i lower character speed gradually?

spark steppe
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@dry valley interpolate the speed to the target speed

dry valley
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i want it to slowly go down to 300

spark steppe
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it could be done with a timeline, but im not entirely sure if theres nicer solution for that

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if your speed is a color yes, if not you should use the one for float

dry valley
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wait what how can speed be a color

dark crow
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I think CMC has Break and Friction built in, myself i used a Timeline tho

obtuse herald
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I always run red fast

spark steppe
dry valley
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sorry im new i dont even know how to use this interpolate

obtuse herald
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You need to call it aslong as it changing

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which means every tick or timeline

dapper cradle
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thank you @dark crow and @spark steppe I now enter the falling animation when I run or crouchwalk off a ledge

obtuse herald
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so timeline would be the better soloutin anyways

dry valley
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theres only 1 interpolate thats why i picked it

spark steppe
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but anyways, go with the timeline

obtuse herald
spark steppe
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forget about interp, your run/walk logic is so simple that a timeline suits better

dapper cradle
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I am VERY grateful for your tim and patience guys!

dry valley
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this one right?

spark steppe
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yes

dark crow
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ye

obtuse herald
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yeah

spark steppe
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now... do you also want to increase the speed smooth when starting to run?

dry valley
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yes

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both increase and decrease

spark steppe
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then plugin the pressed thing in play, and released in reverse

dry valley
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oke then?

spark steppe
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then doubleclick the timeline, a new window opens, theres a button with a small f, which says something about create float curve, there you add 2 values, 0 at position 0, 1 at position 1

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after that the timeline node gets an float output which you connect to the value of your set max walk speed node

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and the update pin of the timeline also to the set max walk speed node

obtuse herald
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that wont really work

spark steppe
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then show a screenshot, because we add one thing more

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unless you want walk speed of 1

dry valley
dark crow
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Remember, Timeline has a Time, and the 2 Values need to have the Walk Values in there

dry valley
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i click it thats the f youre saying right?

obtuse herald
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yes

spark steppe
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yea

dark crow
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That's right

spark steppe
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but use 300 as value at position 0

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and 1500 at position 1

dry valley
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after that im not sure about the float curve

spark steppe
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rightclick on the curve window, add value

obtuse herald
dry valley
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click this?

spark steppe
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no, not external curve

dark crow
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Or dat yeh

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But perhaps before that it's best to decide in how much time you want it to happen

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Like from 0 to 1 in 5 seconds or how much

spark steppe
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rightclick or middlemouse button in the gray area with the grid, that should add an value

dry valley
spark steppe
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yea thats worth watching anyways

dark crow
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You may wanna edit Length based on your preference, it means that it takes 5 seconds to go from 0 to 1 in this case, up to you there

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Or wait, was it seconds?

spark steppe
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yes it's seconds

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still watch the video anyways

dry valley
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thank you very much sir, but i dont understand 1 thing in there rn so ill comeback lol

spark steppe
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the screenshots from lannis show how it should look like, while it's still good to know how it's used in general

dry valley
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also how did you make it like this?

dark crow
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Wdym?

obtuse herald
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he means your theme i guess

dark crow
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Oh, it's Darker Nodes + Electronic Nodes on the Marketplace

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Free alternative would be the GitHub UE4Minimal

earnest tangle
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that darker nodes looks kinda wonky unless you have brightness all over the place

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both my IPS monitors the contrast between the background and the nodes is not very good

desert idol
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Hi guys, is anyone familiar with pawn sensing ai? I have a material that when I equip it I want the ai to stop chasing me. I tried a boolean and it didnt work?

earnest tangle
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only on my TN monitor which doesn't reproduce colors so accurately it's decent.. :D

dry valley
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ic i thought that was a built it in

dark crow
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I have TN so am fine :p

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If only it was built in, haha

spark steppe
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the connectors look neat tho

dark crow
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They help visualize blueprint flow, personally like it as a visual assist

spark steppe
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so that stuff is always animated as if it was running in debug mode?

dark crow
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Yeas

dry blaze
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hey I'm trying to figure out doing resolutions and screen sizes for all different monitors? How do I make sure my game looks the same on all those different resolutions?

dry valley
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its working now guys thanks

uncut lark
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If my shooting logic is all in my player character blueprint, I can still associate weapon animations with arns into my project right?

stray island
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I have an empty static mesh inside my blueprint , and when i build lighting it says my bp has null static mesh property , can i fix that while keeping my static mesh empty

obtuse herald
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set it to moveable

stray island
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It is

obtuse herald
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turn cast shadows off

stray island
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I did

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Its off

obtuse herald
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does it change something anyways?

stray island
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Nope

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But i will publish in market place

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So people wont like that

obtuse herald
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ok yeah i can see that

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put a mesh in and set the visibility to false

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or do you really really need it to be empty?

stray island
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I do need it to be empty

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Maybe i did smth else wrong causing this

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Um no its forcing me to have a static mesh i dont want to

gusty osprey
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I am trying to add a boolean into an array in the game instance, but it doesn't realy happen, what am I missing?

surreal peak
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You are missing that you aren't getting a reference there.

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Try to use a normal for loop and use GetRef from the Array.
Then you can call SetMember on that struct pin.

gusty osprey
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This is the GetDBFInstance node

surreal peak
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Most likely need to save that original array, modify and set it again

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No, it's the struct

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You are expecting the array to be modified

gusty osprey
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ah ๐Ÿ™‚

surreal peak
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Which is not the original array. BPs copy a lot of stuff by value

gusty osprey
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Wow, cool ๐Ÿ™‚ will look into it this way thank you very much!

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should this work? ๐Ÿ™‚

obtuse herald
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yes

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that is a thing btw

gusty osprey
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๐Ÿ™‚

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it really works ๐Ÿ™‚ thank you ๐Ÿ™‚ also for the last index tip lol me ๐Ÿ™‚

dapper cradle
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Is it ok to put a large kill volume under your map for players who fall off or is it more performant to have several small volumes at locations players can fall ?

obtuse herald
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one large is fine

lime root
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How would I blueprint a field of gravity to pull my unreal character to an object

gusty osprey
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I probably would do it with a timeline and lerp actor location, or Vinterp but that i never managed properly ๐Ÿ™‚

obtuse herald
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in fact, i did

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just for you

lime root
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Thanks @obtuse herald

obtuse herald
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You're welcome

runic parrot
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Hi everybody! i'm getting some problem with this addExp method, my Buffer won't change its value after i set it for some reason (picture below)

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the second buffer set has an input value of 0 and it outputs 1 if i print it inmediatly after :/

runic parrot
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i just found that one returns a 0 -.-

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Just did a big print to check all the values and the "CurrentXp" is throwing 1 despite it being at 0 o.O

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if i change CurrentXp to 25, it shows 25. if i change it to 0, it shows 1 O.O

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i found out that if the value is 0 or less, it adds 1 to exp, if it's greater than 0, it just shows up the same

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i'm not changing that value in any place before that method, really weird.

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found the error, i'm using the same nodes to set up buffer and Xp, but after the first set, the values change and the second set gets wacky values

knotty sequoia
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i need help, i want to create script for cube that would follow the player but for some reason it doesn't work ๐Ÿ˜ฆ

knotty sequoia
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what should i put here?

sleek pecan
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@knotty sequoia You may not want "move component to" at all. You probably want SetActorLocation

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and you want to provide your cube as the argument

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you can give "move component to" a try though, and supply the Cube component itself

knotty sequoia
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ok i will try it

runic parrot
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or if your cube is going to be a more complex actor, you can add AI component and use Move To

fervent temple
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what do i put in transform?

obtuse herald
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Where your Actor does spawn

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Transform holds Location, Rotation and Scale

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you can drag it and then create a 'Make Transform' node

gusty shuttle
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Easy question for someone, how can I set my array element number 9 to true?

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I know I'm doing this wrong, but any tips?

white lynx
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@gusty shuttle in blueprint concept if (MyArray.IsValidIndex(YourIndex)) { SetArrayElem(MyArray, YourIndex, YourValue /*which is true*/) }

dawn gazelle
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Don't rely on whether or not the save slot exists. If you need to store specifics about different levels, then you'll need to create variables to keep track of what it is you want from that level and read it from your save game (like booleans etc.). So you could have your second level check a "has entered second level" boolean in your save game, and if it's not set to true, then spawn them at the start point, otherwise, spawn them at "second level checkpoint location".

gusty shuttle
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Turns out this worked haha

white lynx
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@gusty shuttle yes, but what you have wastes performance

gusty shuttle
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Oh?

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Tis only called once though @white lynx

white lynx
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The loop. there's no need to loop

obtuse herald
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yeah just plug 'Next Level to Unlock' in index

obtuse herald
gusty shuttle
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Fair enough @white lynx Thanks for answering man!

barren belfry
dawn gazelle
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I couldn't really tell you where you need to put it. I use OnPostLogin in game mode but I manually handle the spawning of the character and all that, and I don't know if it's even the best place to do it.

dawn gazelle
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After the controller has, yes. But I have no default pawn set, so no pawn is spawned for them.

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Yep, but you could do it a bit more dynamically... Like, you don't need to manually create all the bools to begin with. You could instead use a "Map" variable type that takes in possibly the level name and then can store the boolean - you can add more values to the map as the player goes through your game.

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I'm just illustrating what you can do. I use the event "Save Game" there as a means to convey you would do this whenever you are wanting to save progress.

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And that map would need to be stored within your save game object naturally ๐Ÿ˜›

obtuse herald
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it is

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if it exists to be exactly

barren belfry
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@dawn gazelle That worked, however, my blueprint still doesn't do what it is supposed to do, even though its a replica of the tutorial. Pretty strange that official documentation doesn't give a working thing. Well, thanks regardless, now I know about that too! โค๏ธ

obtuse herald
trim matrix
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this?\

obtuse herald
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no

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drag this

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'Self'

trim matrix
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a ok

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bruh

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same

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๐Ÿ˜ฆ

obtuse herald
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hoenstly then

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idk

trim matrix
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eh

#

bruh

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ok

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๐Ÿ˜ฆ

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so when I open the widget, I have enabled the mouse cursor

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if I hover left or right mouse button, the cursor disapears, then it appears

sterile apex
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can someone help me with smth

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i wanna calculate time

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witht his day/night cycle system i made

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it just uses a variable(0.1) that is the rotation speed and it adds that to the current rotation every frame

livid vessel
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Hey there. Any ideas how to force the actor to Update because I use a custom event with Call in Editor activated but the meshes dont update the splines intstead get updated

fervent temple
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I have a money HUD that shows the money. It works fine by showing the money. However it doesn't update when the value is changed. It only changes when I reload the game. Its constructed in a custom event that is called during begin play. What should I do to get it change the value of the money every time it changes? (Already have it using a binding that gets the money)

upbeat copper
#

I forgot how to do jumping like so the character jumps higher when you hold down the key until you release it or JumpMaxHoldTime is reached

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I tried to remember how to do it, but this doesnt work

fringe flame
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wtf my text variable is an bool variable

obtuse herald
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compile

fringe flame
#

oooo

gritty elm
#

@livid vessel do stuff in you constructor or call the events or functions from constructor, so it always get updated each time, try to print string in constructor and update the object, you will see print hello each time when you edit your actor in world ( i.e, move actor, change it's position, add splines or whatever you do with your actor it will called each time)

gaunt kayak
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question...
what kind of node is the one at the very bottom?

dawn gazelle
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Equal (String)

gritty elm
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equal to operator or comparison operator, used to compare two variables, it will return true if both values are true, otherwise false

gaunt kayak
#

thank you thonkhappy

fervent temple
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I have a money HUD that shows the money. It works fine by showing the money. However it doesn't update when the value is changed. It only changes when I reload the game. Its constructed in a custom event that is called during begin play. What should I do to get it change the value of the money every time it changes? (Already have it using a binding that gets the money)

fervent temple
dawn gazelle
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ok, and whenever you are wanting to increase the player's money, you're setting "Game Currency" on your "BP_Survival Character"?

fervent temple
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and ive synced the identical variable in the save game object and to one in my character bp

dark crow
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Show how you add currency

dusky thicket
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Is there a way to hide World Context pins on Blueprint Function Library functions if they're unnecessary?

gaunt heron
#

hey guys, im trying to play a sequencer on "2" key press indefinitely, and have it break when I press "1" but so far its not working. this is what the bp looks like at the moment if anyone has any advice:

dusky thicket
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Is the blueprint setup to receive player input?

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@gaunt heron

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Also the return node from create level sequencer player going into Play doesn't work like that.

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You'll want to save it as a variable on the beginplay route, and access the variable on the button route.

gaunt heron
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Auto receive input was set to disabled, I just changed it to "player 0" like yours, compiled and saved and tried it but its still messing up
Forgive me I'm incredibly new to this, would you be able to explain the last sentence in very newbie terms?
I don't understand what you mean by saving something as a variable, nor how to access that variable on a "button" route

dusky thicket
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You are trying to access Play from the Red Pen Arrow route, but use a variable from the Blue Pen Arrow route.

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The Blue Pen Arrow route happens first... so you need to store the result... somewhere... and access it on the red arrow route.

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I'm pretty sure you're doing this in an Actor of some sort... so you'll probably want to add a variable down where this blue pen arrow is pointing. There's multiple other ways depending on what you're actually doing, though.

gaunt heron
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Alright I think I understand the logic
I need to store the information of the blue line with a variable, then call that variable with the red line
I made a variable, dragged it in but im unsure how to connect it to the blue line, incompatible

dusky thicket
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It needs to be of the type of a Movie Scene Sequencer Player reference.

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Also, the top route will "get" but the bottom route will "set".

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Variable type is in the top right of your screenshot

gaunt heron
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Alright, changed the type, there is movie scene sequencer player but then 4 subcategories, do iselect object?

barren salmon
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hello i am trying to make it so my enemy will follow the player yet nothing happens even if i have it in pawn or destanation

dusky thicket
#

@gaunt heron Object reference

barren salmon
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it keeps saying aborted meaning it is failing though i dont get why i am pretty sure i have navmeshes in this map

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as its the same default starter the map

hexed tiger
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Is there a way to check if a BehaviorTree is simulated in Blueprints?

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I want something to happen only if a specific behavior tree is running

true valve
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How to register a tick function using collection manually in BP?

narrow kelp
#

@hexed tiger I guess you could make a task or a service that registers itself

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there might be a better way of going about it tho, depending on what you're doing

hexed tiger
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I'm calling a Blackboard value in another blueprint and I don't want null values being passed

brazen thorn
#

Hey nerds, can I get some help? I have a third person game where my character is mostly in a house. I am trying to implement an ability to go into a edit mode and edit the furniture; I.e. change a rug color. Iโ€™ve only seen this in ArchViz demos, never a 3rd person. Any advice or sense of direction would be awesome. Thanks

valid prairie
#

This might be a dumb question, but does anyone have any idea how I can start creating a second person character?

Basically for the most part, sits in one position with menu selections, but then every now I can hit a button on the menu which then switches to a camera thats following around an NPC dog thats running around.

somber galleon
#

And I'll give you a hint

valid prairie
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Have a link to a tutorial? I've been looking for one

somber galleon
#

Use set view target blend

lusty badger
#

Is there a way to switch on the build type (development, shipping) in BP? I know you can do it with a macro in C++. Basically like the Print String node shows it's "Development Only".

sterile apex
#

Okay dumb question but uh i'm trying to get the yaw rotation of a object and see if it's in range but i can't because it returns -90 0 90 etc so when it should be 360 it turns that into smth like +90 how do i turn that into degrees?

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The goal is to see if that objects current rotation is in range between 180 and 360

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But when i get the actorworldrotation it says -90 and +90 that's it it just counts up from 0 to +90 then turns into -90 and counts to +90 again

livid vessel
violet wagon
#

is there a tool that will help me determine what BPs are taking up the most performance?

dusky harness
#

Is there any rotator - rotator nodes?

stray island
#

Why set location from location A to location B , have a glitch where it moves too quick to B instead of teleporting ?

#

Nvm i think I figured it out

olive sedge
#

Is there a good way to test level changes and such in the PIE or at least faster than compiling and actually starting the game and playing through it?

late cave
#

Do I need a separate AnimBP in order to just play some simple animations on a skeletal mesh component in an actor blueprint?

olive sedge
#

@late cave there are several play animation /montage nodes

late cave
olive sedge
#

@obtuse herald yes but I can't server travel with PIE

obtuse herald
#

even with standalone?

olive sedge
#

@obtuse herald standalone doesn't work at all for me for some reason

vagrant linden
#

I am having also problems in implementing AdMob in Unreal

tawny hedge
#

what's the best way to get the closest location between 2 points in a 500radius from one of the actors?

gaunt kayak
#

is this a BP problem?
When I resize the area and then move it [snapped or not] it goes back to a smaller size thonk_hmm

maiden wadi
#

@tawny hedge Do you mean 500 units away from one actor, in the direction of another actor?

tawny hedge
#

not closer

maiden wadi
#

What are you using for movement? Movement components, or your own set location code?

tawny hedge
#

At the moment this but the radius returns a random point so the npc goes haywire

#

So I need to change that

agile jungle
#

is function of 'Vector relative location of skeletal mesh component'? (something like that) I replaced from First shooter template the gun weapon on my mesh, from Niagara system I setup bullet (staticMesh) and inside niagara this bullet fly in one direction. Then inside my fps blueprint from input action on left mouse my weapon it rotate my minigun weapon, and of course I connected Spawn Sytem at location (of niagara) So it should shot this bullet from minigun weapon when I press my key while minigun is rotate but the problem is I need specify Vector of this bullet location that belongs to niagara fx system using simple X,Y,Z axis but I looking for easier way to make Vector relative location of skeletal mesh component, in this case my minigun weapon. For now when I trying to debug game or just start from editor it execute by default but this vector of bullet has not specified value, and it's wrong because when I press my key to shot this bullet from my weapon it shot bullet Away of weapon, so that's the real problem, I still trying to find function something like Relative location of vector for skeletalmesh component that my Player character use it, but I only see Vector relative location for Skeletal Sockets that can be found inside skeletalmesh view but anyway you have any idea to help me?

maiden wadi
#

@tawny hedge Something like this might work for your use.

tawny hedge
maiden wadi
#

Er. Forgot to add the target world location back.

#

@tawny hedge

tawny hedge
maiden wadi
#

Basically it should get a 1.0 length directional vector from your target towards the AI. It'll extend that vector's length to 500 distance. And then you can add that back to the target's world location to get a world location 500 units in that direction from the target. Then you use that world point to project it onto your navmesh as close as you can. If the projection fails, you'll use the AI's current location so they don't go running off to the 0,0,0 center of the map.

tawny hedge
#

I don't get the querry extent tho

#

nvm got it xD

#

had to climb something

#

and the npc started going dumb

#

Thanks a lot! ๐Ÿ˜„

wise plinth
#

Going through a course. Adding hearing perception to AIController in blueprint in an FPS C++ Template project.
In the AIController in the AIPerception component we have this:

#

It just prints which actor perceives which actor and the sense name.
Then in the first person character class teacher does this to make noise:

#

And then he gets hearing events printed:

#

Teacher is on UE 4.13.1 and I'm on 4.26.
But when I do it, I don't get any hearing events on the AIController class and no print statements are executed for hearing, only for sight.

I had to do add PawnNoiseEmitter component and make noise with it, and also set the noise maker parameter to start getting hearing events:

#

I wonder why. And is it any good and/or better than teacher's method?

#

After teacher set Instigator in his blueprint and I did the same, it started to print the strings using the first method. I guess blueprint function started requiring the Instigator parameter in order to print and before it would just print None if Instigator wasn't provided.

trim matrix
#

How can I get object under my cursor

sand shore
#

start with "get hit result under cursor" from player controller

#

watch the blueprint communication video from the channel pins

sand shore
#

also pepe ButWhy

dim kiln
#

I cant get my character creation level to load. I just simply changed the name in the 'level' name

#

but the screen stays black

#

any ideas?

#

I have checked the names 10 times

barren salmon
stray island
#

Can i set the order of float tracks in a timeline ?

#

I am not able to move it

maiden wadi
#

@barren salmon You're spawning it at the location of the static mesh. It's quite likely that the bullet is spawning inside of the static mesh and either running it's hit event immediately on that, or being pushed out of the mesh elsewhere like under it. If you want to quick test, just add like 3-500 on the Z value of the spawn location. It should spawn above the car.

barren salmon
#

so changed it to always spawn ingore collisons

#

and it works etc.

maiden wadi
#

It's usually good to make sockets, or some form of invisible actor component to use their location from to spawn stuff like this. Easy designer fixes.

vagrant linden
#

@trim matrix Did you manage to get AdMob working?
I followed all instructions but never worked.

#

@trim matrix It was because of you post from 13 March that I asked. Cheers

#

AdMob ads are not working in Unreal at all. Cheers

fresh sand
#

Why doesn't it detect 5 wood in my inventory

#

I tried Breakign and re making the slot structure but nothing

maiden wadi
#

@fresh sand Are you talking about the Contains node?

#

Contains will search for an exact match. So if your inventory has a struct that has quantity of 25, it won't find your struct of 5 wood.

#

Things like this are best done with small helper functions. In your inventory, you should have a function where you can pass in a type and an amount. In this case, likely your Item's name and an integer. Iterate over the inventory item's names. If name == the input name, then ask if quantity in the inventory is greater than or equal to the input number and return that.

#

Then you can drag off the inventory and call that function with the name and quantity input and use that for the branch.

#

Inventory systems are a lovely thing to work on. And by lovely, I don't mean lovely. They seem all nice and simple at first.

#

Course I suppose they're infinitely easier in singleplayer. Abstracting to optimize for networking adds some serious complexity. ๐Ÿ˜„

blazing kite
#

Hey there, are some of you familiar with a multi weapons system ? (character can switch between multiple weapons and play animation accordingly). I was thinking of using an Enum, stored on the weapon class, and use a "BlendByEnum" in anim blueprint to play the idle, run etc and play an anim montage for the attack still based on that Enum. What are your thoughs on this?

lean epoch
#

@blazing kite you too can create one AnimBP per style, mainly because that way it'll be easy to use with an enemy.

fringe flame
#

how can i make a slider to control the metalic and the other stuff

fringe flame
#

thanks

tawny hedge
#

np

gritty elm
#

what mean by these nodes functions

#

are these are new nodes in unreal new version?, and what these nodes does

#

any example to understand this?

blazing kite
fervent temple
#

why do none of my widgets work lol

dawn gazelle
# gritty elm what mean by these nodes functions

I can't test right now as I'm compiling, but I believe the output is based on the average between the current and previous sample values, with the weight (set between 0 and 1) controlling which of the two values should apply more heavily.

So I think if you had a "Previous Sample" of 0 and a "Current Sample" of 1, with the weight set at 0.5, the output would be 0.5. If the weight was set to 1, then the output would be 2. If the weight was set to 0, then output would be 0.

gritty elm
#

in which kind of situation should i use these nodes, can explain in other words for better explanation

#

@fervent temple are you testing widgets in multiplayer( server and client) ?

fervent temple
#

...

#

yeah i was playing as client and all the problems are gone now

gritty elm
#

sure, you can also use "isvalid" node before adding widget to viewport and you can also use switch has authority to add widget proper in client and server

fervent temple
#

ok thx

dark oracle
#

hello
im new to blueprints and just wanted to ask how can i do
if(bool == true)
{
float/2
}

i just dont know how to connect the float/float with the branch

fringe flame
#

why in the editor looks fine but on level is way off

gritty elm
#

check relative location of collider box, make sure, it is set to 0,0,0 in blueprint editor, also make sure the root component ( which is static mesh), make sure it's relative location also set to 0,00 @fringe flame

dawn gazelle
dark oracle
#

ah yes thx didnt think of that

fringe flame
#

i can only scale

gritty elm
#

do same for sphere colliders

fringe flame
#

they are at 0

#

when using the drag tool i have them at 0

gritty elm
#

are you using C++ components and exposed a blueprint from C++ Actor?

fringe flame
#

yes

gritty elm
#

you need to do a thing in your constructor

fringe flame
#

i don't move them in cpp

trim matrix
#

I am working on a tp game, and for some reason my camera is only moving when I hold either left click or right click. Its like its not in focus all though my mouse is not able to be seen or leave the game window? any ideas?

#

when you see me rotate that is me pressing my mouse in

blazing kite
gritty elm
#

@fringe flame RootComonent = staticmesh; ChildActor->SetupAttachment(RootComponent); ChildActor->SetRelativeTransform(FinalTransform);
you need to use SetupAttachment node attach your child components to it's parent ( #cpp for more info )

#

where child component is your sphere colliders

trim matrix
blazing kite
#

yes there is a little tab with "Default viewport mouse capture mode"

trim matrix
#

those are what I have setup

#

and this is whats happening with ui

blazing kite
#

its fine, maybe you have a node "SetInputModeGameAndUI" somewhere

trim matrix
#

when I load into the next scene it works perfectly fine

blazing kite
#

try to replace the SetInputModeGameAndUI at top with a SetInputModeGameOnly

dry blaze
#

Hey so does anyone know I can make it so with bigger resolutions, my character stays the same size but just more of the level can be seen around it because at the moment my character scales with the resolution but I don't want that, I want it to always be the same size no matter the resolution and to have the window be expanded around it, which only happens a slight bit on the y axis not the x. Please can someone help, thanks!

trim matrix
blazing kite
#

ahah no problem

dry blaze
#

hey widzo do you know how to solve my problem you seem smart

blazing kite
#

I'm not sure I understood, you want that when you resize your game windows it zoom out ?

dry blaze
#

no so when i increase the size of my game window, my characters and everything with it scale up and get bigger. I don't want that, I want the characters to always stay the same resolution and just have more view shown around the level when the game window is scaled up if that makes sense?

trim matrix
#

so you are trying to eliminate streched resolution from having a advantage?

dry blaze
#

yeah I'm pretty sure that's it

#

No stretching please

trim matrix
#

@blazing kite what would be the best way to stop people from being able to rotate camera and move, but still allow for them to press the key to hide the ui. UI Opened bool?

blazing kite
trim matrix
dry blaze
#

Oh no I don't mean the viewport, do you know how I can make the script to do it?

blazing kite
dry blaze
blazing kite
trim matrix
#

do I override that from the UI?

blazing kite
# dry blaze k thanks friend

It works but be careful, it can be expensive to do this on tick, it should be called when the viewport size changes

blazing kite
royal kraken
#

How do you place a widget icon in game that stays in the same place and always faces the camera? I've tried googling it but can't find anything

dry blaze
dry blaze
lean epoch
blazing kite
dry blaze
blazing kite
#

I don't know you should do some test to see the correct values but try with Out Range A = 90 and tweak Out Range B

dry blaze
#

okay thank you!

blazing kite
keen goblet
#

@royal kraken I think you could use a WidgetComponent in a BP and use a Tick script to update the comp's rotation to always face the camera, perhaps using GetLookAtRotation with a reference to your camera

dry blaze
river pasture
#

I was following some older sequencer tutorials on event tracking. It seems that this has changed quiet a bit and i'm quiet confused how to have a event track communicate to and from the level blueprint. When I add an event it now makes this level sequence director. How would I go about getting this to work? First pic is my level blueprint and my custom events

#

here is the sequencer director. This is where i'm having an issue. I cannot call the level blueprint function for my custom events from the first pic.

#

my sequencer event track setup

pliant frigate
#

Hi.
A) I have an On Begin Cursor event that makes a tooltip widget visible and an On End Cursor over event that sets the widget back to hidden. Works great.
B) If i have multiple objects close together and move the mouse across them, the becoming visible/hidden causes the tool tip window to flicker in and out of existence (which is correct behavior).
C) I would like some manner of delay on making the tool tip window become hidden .. so that if the user quickly mouse overs multiple objects, the tool tip doesn't pop in and out but sticks around, displaying info properly.

Does this make enough sense such that someone might point me in the direction on how to do this? Thanks much.

pliant frigate
#

I did give the delay node a try... it did not deliver the functionality I wanted. .. the widget did go hidden once the delay ticked down.. but if the delay ends while the user has the cursor over another actor the On Begin Cursor event doesn't fire, causing it to miss displaying the tool tip. The timing is proving to be a challenge.

I have fixed it by removing the spacing between my hexes for the time being.

maiden wadi
#

@pliant frigate This might be one of those things where tracing from cursor location to trace a hex might work better. The trace would ignore UI since it's a trace in the world. The hit hex could be sent to the UI through something like HUD that spawns the tooltip if it doesn't exist or updates it if it does and just pass the currently hit hex in. If an invalid hex pointer is sent in, start a small timer, or a widget animation that will fade out the widget slowly. On either the animation or timer end, remove the tooltip from screen. Best case would likely be through an interface if you have multiple things that need tooltips of varying types. These objects can run their own logic to add a tooltip to screen when a trace hits them. Making them call something central like hud to add their own widget would keep multiple widgets from displaying at once and similar actors can reuse the same widget, etc.

true valve
#

When you convert some static meshes into a blueprint actor, is there anyway to prevent it to create child actors instead of just placing static meshes in the BP.

spice valley
#

how do I get functions from the steamworks SDK in blueprint? I'm trying to implement leaderboards and I thought it'd be simple to do but I can't find any documentation or help whatsoever, just that even in C++ people can't get leaderboards to work

trim matrix
#

anyone know why steam dosent't load for me when using standalone?

#

I thought steam loads on standalone?

dark crow
#

I don't think it currently loads in the Editor

frozen spear
# blazing kite Just tested, you can use this

What you're doing on tick you can do far cheaper if you start a timer event on a .1 or even less frequency instead. That way it's not happening every frame but still in a fraction of a sec so you can't tell, just create the timer on beginplay

trim matrix
#

So I have an actor A which takes as input: a skeletal mesh, an animation and an instance of an actor B. Actor B is just a default scene root and a spline mesh, as well as some very simple code. In UE 4.23 I could place down my spline actors in the world and edit them as I wanted, then put down an instance of actor A and assign the spline as input so the character walked along my chosen path. In 4.26, the splines I have previously placed and edited are in their correct, each very different orientations. But when I try an add a new spline to the world I can't edit the control points. I can't even edit the control points of the base spline in actor B either. It just goes purple like this

#

and when I try and click on individual spline points, it just deselects the whole thing.

frozen spear
#

Click the actor, click the spline component in the details section, you should see an array of points

#

In the world not in the actor bp btw

trim matrix
#

had to click that

#

but thanks

frozen spear
#

Ah yeah that would do it ๐Ÿ˜Š

vale solstice
#

Is there a node similar to this but it just outputs an int for the index of the matching case instead of execution pins?

#

Basically I want to take a string and if it equals "stringA" then I output 0, "stringB" outputs 1, "stringC" outputs 2, and so on.

wooden sequoia
#

MakeArray + Find?

vale solstice
#

Ah, I think that'll work! Thanks!

#

If the Find function doesn't find an element, what does it return? 0, or -1?

wooden sequoia
#

-1

vale solstice
#

Gotcha. Thanks again!

smoky rivet
#

how come false never executes?

smoky rivet
#

why is this always invalid when checked in the widget, but it works fine in the character bp?

#

this also doesn't work

#

ive tried this and it wont work either

#

how come all my checks in my widget bp always return not valid or false?

dawn gazelle
smoky rivet
#

in my character bp

#

i have a character object reference which gets the variable

#

in the widget bp

#

the weirdest part is isValid() returns not valid every time

#

even though it should return valid in the widget bp since the object is actually valid

#

holy shit i got it to work.

#

I used cast instead of an object reference

#

how come using a character object reference doesn't work while casting to my character does?

leaden dock
#

can i "fake" moving an actor? i have an actor with a procedural mesh and it only updates the navmesh when i actually move the actor, like it ignores the new geometry unless it moves. weird

thorny narwhal
#

Is there a config setting or command line argument to prevent a blueprint only project from compiling shaders during the first time loading the editor?

leaden dock
#

ok i got it ๐Ÿ˜›

royal kraken
blazing kite
pastel garnet
#

Just right click on As ThirdPersonCharacter and promote it to a variable so it is easier to reference later on, glad you got it working though!

dapper cradle
#

Hey guys,
Any idea why the released part of this event is not firing off ?

pastel garnet
#

Is it supposed to be false?

dapper cradle
#

YES!

#

@thank you @pastel garnet that is what it was

pastel garnet
#

No problem :)

dapper cradle
#

I have this set up with the above BP testing wether I can make a sound when I am dragging an object but it is not making any sound

pastel garnet
#

Where is the air vent large sound being created?

dapper cradle
#

I was assuming if I didnt give it a location it would be ambient world sound

#

I can give it location anyway

pastel garnet
#

Try giving it a location and see if it works

#

I barely played with sound lol

dapper cradle
#

Me too

#

It does not work

earnest tangle
#

fwiw if the node takes a location, not giving it one usually will just do the action at the 0,0,0 coordinate

dapper cradle
#

These do not print so I guess it is a problem with the cast

earnest tangle
#

Have you verified the sound nodes are actually being ran at the correct time? eg. by adding a print or such?

#

ah well there we go :)

dapper cradle
#

It does not print ๐Ÿ˜„

maiden wadi
#

@dapper cradle What about before the cast? Does a print run there? If so it's the cast, if not, your event isn't getting called.

pastel garnet
#

I mightโ€™ve had a problem with this before, are you sure it is the Character BP class and not just the mannequin?

maiden wadi
#

Also if the character is the one initiating this event, you should ditch the GetPlayerCharacter, and the cast, and just have the character send Self through the event as a parameter.

pastel garnet
#

I thought it would be Cast to ThirdPersonCharacter_BP

dapper cradle
#

@maiden wadi thats it! I am not calling the event, I am not sure why I did not notice that...
I am casting to the third person character from the Actor being dragged.... to get the 'Can pull object?' Bool

I would also have to cast TO the actor being dragged from the third person character to set off this event wouldnt I ?

maiden wadi
#

It really depends. What is this for? Is this like, character runs over to and looks at an object and an interaction key is pressed?

dapper cradle
#

Yes, I am basically trying to give sound to an object being pulled in a third person project

maiden wadi
#

Realistically, I'd make an interface for this if you do this to multiple different objects. If you game is really simple and you only ever interact with everything in it by moving it, then you can likely cast.

#

If you're not adept with casting and interfaces, they're largely the same thing. They're just two different ways to call events on a low level pointer.

dapper cradle
#

I am happy to learn to use an interface if needs be, there will be a few different objects to push and pull, but if casting is good enough I also do not mind doing that

maiden wadi
#

Well, the point was just that if everything is draggable/pushable. You can make all of these objects from the same base class and put the logic there, and then subclass these to change their look or whatever. Then you can cast to the base class. In this regard, casting is perfectly fine.

#

But if you start branching out with the same interaction button, like lighting fires, turning on lights, opening crafting menus from crafting tables, entering vehicles/mounts, NPC dialogue, etc. It'll be easier in the end to turn that interaction cast into an interface.

dapper cradle
#

In this case If I am casting to this object (an actor BP with a static mesh component) what would go into the object pin of the cast ?

#

I think I will need an interface for a different button but in this case, the button for pushing and pulling will only be for that.

maiden wadi
#

Depends on how you're getting the object. Object references can be obtained a lot of different ways. LineTraces or SphereTraces are most common.

dapper cradle
#

I am using a line trace to grab it

maiden wadi
#

Should be as easy as casting the hit actor to whatever class has that event. On the other side of this function, where ever you're calling it, put a branch. Run that on the Hit bool. Do nothing if the trace hit nothing. Then break the hit results and get the hit actor. Cast that to the object that has that event for the sound in it.

#

If cast succeeds, run the event.

dapper cradle
#

That worked nicely!

cold raft
#

I am having a lot of trouble identifying the landscape layer - I want to only spawn some things that are painted grass on the landscape layer. I can get objects ok, but not the landscape material. Does anyone know if this works in Blueprints?

crimson sage
#

is there a way to disable a section of blueprint code like in c++ when you comment something?

#

I am just cutting the execution flow white thing

earnest tangle
marble tusk
#

Huh, never knew about that. Neat

harsh zephyr
#

Hi i make a random going system

#

So

#

My ai must go to items randomly

#

But my ai is going only graphiccart

maiden wadi
#

@harsh zephyr That's the last thing you told it to go to. So that call overwrites the last two.

harsh zephyr
#

I know its not tidy ๐Ÿ™‚

maiden wadi
#

It's also illogical. You're setting an array from three blank references that haven't been run yet. Then getting a random invalid pointer from that array, then getting the pointers that were previously invalid.

#

Disconnect what you have there from Beginplay, move it asside and try this. RandomIntInRange, SelectClass, GetActorOfClass, AIMoveTo, in that order.

#

Randomint should be from 0 to 2. Select by int, populate that with your three classes. Feed that into GetActorOfClass, and then use the return from that for the AIMoveTo

trim matrix
#

How can I create any C++ defined UObject in blueprint

#

UPROPERTY(EditAnywhere, BlueprintReadWrite)
UWheelControlUnit* wheelControlUnit;

#

I defined object in this way but when I try to call it in Blueprint I am getting an error

#

Blueprint Runtime Error: "Accessed None trying to read property wheelControlUnit". Blueprint: BP_PlayerController Function: Execute Ubergraph BP Player Controller Graph: P_INNER_WHEEL_UP Node: P INNER Wheel Up

earnest tangle
#

That's a pointer to an instance of the object

earnest tangle
#

If you want to create a new object, you'd want to store a class, eg. TSubclassOf<UObject>

harsh zephyr
#

I cant feed that into GetActorOfClass

earnest tangle
#

(plus you'd still need to assign a value into it somewhere)

sharp sigil
#

Hi everyone. I'm trying to set up a damage over time handling component on my actor, but I can't figure out one thing. Once I get info about the DoT from the custom event, how do I store this information? For example if I wanted to stack multiple DoTs, or remove them?
For reference, I'm trying to call damage on the tick function of this component.

trim matrix
earnest tangle
#

if you make it EditAnywhere or such, you can just assign a value into it in your BP

trim matrix
#

I guess I need to create object from this reference

maiden wadi
#

@harsh zephyr Try this instead. Then input the classes.

left niche
left niche
maiden wadi
#

@sharp sigil A lot of that really depends on your use case. Some games simply reapply the same DoT. Some games add stacks to the same dot and refresh it. Some do both. But your DoTs should likely be an array of some kind, probably structs. Structs would have a timer float, and an AmountOfTimesToDamage. Timer float will get lowered on the component's tick with a for each loop over the array of structs. If the timer is less than zero, run the damage function and lower AmountOfTimesToDamage by one. If AmountOfTimesToDamage is less than or equal to zero, remove the dot entirely from the array. Else move to next array iteration. Then to apply a DoT, all you need to do is make a function that iterates over the array, and if no DoT of that type exists, add it to the end. Keeping your DoTs in an array of structs like this will allow you to create simple helper functions that can remove all DoTs of some type, remove all DoTs by clearing the array, add or refresh DoTs easily, etc.

#

Of course this changes if your game is something like turn based. Then you can move the logic off of tick and run it on event for when the turns change, etc.

sharp sigil
maiden wadi
#

You can create them in Blueprint. But if you have a grasp on C++, it'd be better there. Then the struct itself can have the helper functions to modify itself or return information about itself. It'd be cleaner. But you can manage the same thing in blueprint by making a blueprint struct and using the component itself for the helper functions.

sharp sigil
#

I see, thanks. I haven't started C++ coding yet, so I'll look into it.

maiden wadi
#

It's a fun hill to climb. Very worth it in the end though.

harsh zephyr
#

I cant feed target actor

sharp sigil
#

Also one more question. Would it be less efficient to do it this way: for each buff/DoT create a new component on the actor which is destroyed when the buff/DoT duration ends? Or is it better to just have one

left niche
harsh zephyr
#

No i want to my ai choose the actor randomly

maiden wadi
#

@harsh zephyr

harsh zephyr
#

But if i dont feed the target actor my ai is going to there

maiden wadi
harsh zephyr
#

Its working

#

Thanksss

#

Really thanks !!

maiden wadi
#

@sharp sigil You'll be better with one component on the character that handles it's logic about buff/debuffs from base data like structs. Unreal tends to run a lot of things this way and it'll stay in the general design flow. It's a lot cheaper to create a new struct into an array than it is to create a new component and add it and remove it. Also going to end up easier on replication once you realize that you're probably going to use delta serialized FastArrays in C++ for this at some later point as an overhaul.

sharp sigil
#

Gotcha, thanks! Yeah definitely need to think about replication as well since I plan to implement multiplayer.

meager spade
#

Could anyone point me in a direction for setting the decal size for a decal actor during runtime? Am I forced to set the scale instead?

maiden wadi
#

Scale is the only way. I remember looking up why at some point, but I cannot remember anymore.

#

I started making any decals multiples of 100 for that reason. Easier to affect size by scale.

meager spade
#

Yeah mine are that as well

#

I guess I'll just create 3-4 separate decal materials depending on how much I need to scale then, or is there a way I can make the material repeat depending on scale of the decal?

maiden wadi
#

I'm not adept enough to know why, but the size only seems to get set in the Constructor of the component. I assume this might have something to do with streamlining them for spawning. Scale is easier to resize than vectors.

pastel garnet
#

This might be in #graphics , but using blueprints to create a perlin noise material. Can you use the material for heightmaps?

#

Or is it only pngs

tidal venture
#

When I add a UFUNCTION as non-const like this:
UFUNCTION(BlueprintPure, Category="Encounter") void CollectRandomItemFromLocation(UEncounterEffect*& InEffect);
It will show up without self-reference:

#

However once i add const to this function it will show up with a reference to self input parameter

#

Why is that?

#

(the UFUNCTION lives in private scope)

#

Is this a bug?

#

UFUNCTION(BlueprintPure, Category="Encounter") void CollectRandomItemFromLocation(UEncounterEffect*& InEffect) const;

sand shore
#

it isn't a bug, per se; the difference is visual unless you want to maybe call it on another Encounter object from within an Encounter class

tidal venture
#

unless you want to maybe call it on another Encounter object from within an Encounter class
Isnt that what the private scope should prevent?

sand shore
#

in which case, you would have to drag from the other Encounter object, then you can Invoke the non const version

#

either of them still do have a self param, but for whatever reason the const styling doesn't hide it

#

But BP isn't doing anything particular shady or weird, aside from not hiding the pin on both

sand shore
tidal venture
#

I guess the scope does nothing, I need to add "BlueprintProtected" anyway dont I?

sand shore
#

kind of not relevant to the minutiae at hand

#

hmmm, possibly?

#

BP supporting const and private/protected is kind of a joke

#

bless it, it tries

tidal venture
#

Trying is at least something

#

i do appreciate that i can keep my members private in C++ but accessible in blueprints publically though! thats huge

#

I m trying with const and BlueprintProtected now

#

the BlueprintProtected keyword works as expected, cant access from outside. The const vs not-const thing remains unchanged, and im still confused about it

#

I will just remove "const" ๐Ÿ˜›

tidal venture
#

I also tried to do HidePin ="Target" to no avail ๐Ÿ˜›

olive ingot
#

Suddenly I cant add parameters to my constructor for a projectile actor... Am I not supposed to be able to do that?

tidal venture
#

how did you add the parametr before?

olive ingot
#

I would just click on the constructor and add them. Like you would on a custom event

#

Am I making constructors wrong? ๐Ÿค”

#

ooooooooooooooooooooooooh it's because i need to make a variable and make it editable and expose on spawn

sand shore
sand shore
#

are you thinking of "expose on spawn"?

olive ingot
sand shore
#

oh you figured it out

olive ingot
obtuse herald
#

Nop

#

ValidatedGet is just more pleasing for the eye (imo)

trim matrix
#

how can i access post process volumes post process material settings in BP?

tacit lake
#

Not sure if this is the right place to ask, but I'm trying to make a health regen system that stops regenerating health every time damage is taken. It's very sloppy, sorry

#

A retriggerable delay seems like it would be the fix, but it never activates

dawn gazelle
# tacit lake

You would be better off using timers instead of using tick.

#

Whenever your character takes damage, call pause regen.

upper adder
# tacit lake

Looking at blueprint just makes me brain horny, sometimes im like: mhhh cute little blueprint, i want to snack it up

#

Those blocks and wires just trigger dopamine instantly for me

tacit lake
#

Sameeee

#

@dawn gazelle I probably (definitely) did something incorrectly but I cannot for the life of me figure out what that is.

narrow bear
#

If the above isn't the best demonstration of why Rule 34 exists, I don't know what is.

tacit lake
#

I called the Start Regen event on begin play and it still doesn't start the regeneration. Once again I'm sure it's my error, not yours

#

Found the issue, had the regen rate set too high!

#

Worked out all the kinks and it functions flawlessly! Thanks Datura!

pastel garnet
#

What if the player takes damage, and its regen was paused for 10 seconds, but the player took damage at 9 seconds, would the timer overlap the current one or would there be two timers?

tacit lake
#

Every time the player takes damage, the timer is reset, because it is called every time they take damage

ruby surge
#

When creating a tank (hovering / floating in my instance, so no difficult threads :P) would it be best to create a Pawn (and add a floatingpawnmovement and maybe more) or DefaultPawn to start with? Or is there even something else that would suit this better. I used to work of a character, but is build for humanoid bipods it seems.

languid lion
#

In a looping timer

#

if I plug in get world delta seconds, would it basically make it a custom tick event?

ruby surge
#

Could you elaborate on why that is? Is defaultpawn going to have a lot of stuff that is not being used?

tacit lake
#

Is there a way to take a value and sorta flip it? Not sure how to word it but basically, I want to increase the opacity of an image the lower the health is

ruby surge
#

Currently am using Pawn, but got some weird movement / collision issues. When adding floatingpawnMovement the pawn suddenly gets collision on other objects, but when I implement the movement myself it's not colliding. So the floatingmovecomponent is doing something with collision as well orso ๐Ÿ˜„

flint vector
#

how would i get the local linear velocity?

keen terrace
#

Any ideas why a Skeletal Mesh would not set in "Set Master Pose Component" I have a modular character (Head,Body,Hands,Legs and Feet) and only my body is refusing to follow the rest. It is stuck in T pose whilst the rest is following animation etc.

tacit lake
#

๐Ÿ˜‚

flint vector
#

how would i get the local linear velocity?

novel storm
rotund basalt
#

This is for BPs not Materials

flint vector
#

can someone answer my question

novel storm
marsh adder
#

yo i was watching some tutorial and i forgot what's this node name, the youtuber didn't say anything about it

#

can someone remind me whats the name

flint vector
#

that looks like avariable

worthy frost
#

scalar parm

#

param*

marsh adder
#

Thanks

dark crow
pastel garnet
#

Noobie question

#

Any reason why this isn't emitting blue and is turning white?

dark crow
#

Too bright = White

novel storm
pastel garnet
dark crow
pastel garnet
#

there isn't a glow

dark crow
#

What do you mean

#

That it doesn't light up the world?

flint vector
#

can someone please answer my question

#

how can i get the local linear velocity

pastel garnet
#

@dark crow I might be doing it wrong but I just want it to glow

#

not emit light sorry

dark crow
#

I mean, that makes it glow

pastel garnet
#

it doesn't for me for some reason

novel storm
dark crow
pastel garnet
#

nope

#

just connected to emissive colour

dark crow
#

Behaves the same even if placed into the world?

#

Like if you place a sphere and give it that material

pastel garnet
#

Let me see

#

Whatever I put it on

#

It just doesn't glow

#

I'll have another shot at it tomorrow, this one is odd

plucky copper
#

multiply it by a lot

#

and add post process volume with bloom around it

dark crow
#

40 should be enough to make it visible

But yeah, check Bloom and make the Material Unlit too, it's its own light

rough wing
#

What comes to mind is you can subtract the velocity of an object from it's parent's velocity

flint vector
#

convert the set physics linear velocity to local

#

like instead of a world vector its a local vector

maiden wadi
#

Transform Direction.

flint vector
#

ok

maiden wadi
#

I don't remember if transform will normalize it. You may need to multiply it by the old direction's length after transforming it.

#

@flint vector InverseTransformDirection, just to clarify. Normal transform node is from local to world. Inverse is the opposite.

smoky rivet
#

how do i manage multiple checkboxes in the event that i only want one or none to be checked at a time. can i use an array for that? or enum? which would be better

maiden wadi
#

You mean to make them work like a radiobutton list?

weak gulch
#

Is there a way to detect progress bars going to 100% to fire an event based off of that? Aside from checking every tick.
I'm trying to setup a multiplier system where the percentage bar switches after being filled. So from x1 to x2, etc every time the previous bar fills up.

rough wing
#

There are built in events that fire each time the progress bar changes

weak gulch
smoky rivet
#

sure i guess

#

i just want it so you can only select one at a time

#

and if another one is selected, the other one is deselected

#

or none at a time

smoky rivet
#

how can i make a specific number of buttons or checkboxes from an array

#

for each weapon i have a different set of attachments, so id like to get the array from the current weapon and then make a set of boxes based on how many items are in the array

flint vector
#

wait whats the transform input for?

#

on the inverse transform location

maiden wadi
#

For the radio button thing, it's likely easiest to create your own checkbox that calls a bind when you click it. Then you can expose some variables for styling too. Drop a few in your widget you're using them in and on Init, bind their click to a single event that also passes the widget through it as self when it's called. Then you can iterate over all of them, and uncheck any that aren't the one passed through. On the one that == the one that called the bind initially, just toggle it's state instead of directly setting it on.

#

@flint vector The transform is the transform of the object that you want to transform the direction into.

flint vector
#

oh

maiden wadi
#

If you have an object that is facing west, but you have a directional vector that is facing north, if you inverse transform the north vector by the object's transform, you'll end up with a vector that faces east. If that makes sense.

flint vector
#

but how would i do that with GetPhysicsLinearVelocity

maiden wadi
#

Not really sure why you need to? Most physics stuff is done in world space.

#

Probably need a use case.

smoky rivet
#

could i just assign each checkbox to an array index and if its true draw, if its false dont draw?

flint vector
#

by setting the y linear value to 0

smoky rivet
#

also, how would i stop the checkbox from being drawn

#

i cant find any functions or nodes that do that

maiden wadi
#

Set Visibility to hidden or collapsed, usually.

smoky rivet
#

doesn't work

#

hold up

#

does this look correct to you

maiden wadi
#

Possibly. At least assuming that get is returning a valid widget. Though you might also just do an IsValid on the Get and explicity set all of their visibility based on a switch.

#

If the array element is true, make it visible, if false, collapse.

smoky rivet
#

it doesnt lol

#

could it be possible that since im using get its modifying the copy instead of the original object?

maiden wadi
#

@flint vector That's fair. You should be able to transform the direction into the vehicle's local space with inverse transform, zero the Y value and then normal transform it back into world space. I'm not certain of that or projecting the point to a line would be programatically faster.

#

@smoky rivet You mean the array of widgets? Those aren't copies of the object.

smoky rivet
#

yeah but hovering over the get shows this

#

so i thought it makes a copy

#

shit

#

on e sec

trim matrix
#

idk if this is blueprint related but everytime i load up unreal engine, all of a sudden it crashes out of nowhere. how do i fix?

smoky rivet
#

either way it says it returns a temporary copy of that array index, and changes will not be propagated back to the array

maiden wadi
#

It's a copy of a pointer. Pointers, or blue blueprint variables of that color are nothing more than an ID basically. They hold a memory location of where the actual object is in memory so that functions can look up and get information or modify the object.

smoky rivet
#

ah i see

#

ive learned something new today

maiden wadi
#

Do check the validity of the pointers though. Make sure you're not calling stuff on invalid objects.

smoky rivet
#

so it seems the loop doesn't even execute

flint vector
#

this is what i have

smoky rivet
#

you were right, theyre invalid

#

but why?

#

this is exactly where it brought me

maiden wadi
#

@flint vector Drag off cube and get World transform.

flint vector
#

ohhhhh

#

welp now it just causes it to drift along the Y axis

maiden wadi
#

Haha. Don't forget to reverse the transform.

flint vector
#

yea i put it back into world space

#

if i didn't it would just go flying

maiden wadi
#

Ah. Direction, not position.

flint vector
#

oh

#

when i searched them up in the documentation it wasn't very explanatory

dense rock
#

Anyone have a moment to help out? I have a projectile sphere that's not generating overlap events with worldstaticmesh

#

Really confused

sharp nexus
#

Anyone met the same performance problem with blueprint editor on a high-end PC that nodes can not follow the cursor and you can see apparently lagging between selected node and cursor

sonic pine
#

Hiho i have two questions for my inventory sytem:

  1. Is there a way to blend out the + infront of the Item quantity in the inventory?
  2. I have an auto refresh after consume an item (like the berry) but the quantity will not be refreshed if im not reopen the inventory. Someone know these problems and know how to fix it? ^^
#

Thanks for help ^^

dawn gazelle
sonic pine
#

ah ok thanks ^^

#

yay its working ^^

magic fog
#

hello, is it ok to ask about material blueprint here?

#

ran into a bit of an issue with my material blueprint. I can see preview, but when i add instance to the landscape, it doesn't populate. (it's relatively simple automaterial)

worthy frost
magic fog
#

thanks

trim matrix
#

Hi guys, anyone know why Skeletal Mesh would only show the lowest LOD no matter the distance/screen size?

sharp wraith
#

There is no Break Hit Result option to select after selecting Out Hit . Currently I am using UE4 -4. 26

#

can some one help me in this situation

surreal peak
#

It's because the pin you have there is an array of hit results

#

You have to loop over it and then break each element

#

@sharp wraith

sharp wraith
#

@surreal peak Actually i am new to Bp can you tell me how to loop pin and break the element

surreal peak
#

In the context menu you have open in your screenshot. Type For Each Loop and use that.
It will have a LoopBody pin that calls for each element and an Element pin that gives you the current element. That one you can break

sharp wraith
#

@surreal peak thankyou ๐Ÿ™‚

#

@surreal peak Is that it ?

surreal peak
#

Yop but make sure you connect the white exec pins :D

sharp wraith
#

thyx bro

dapper cradle
#

Hey guys, How could I make this work, so that when the player is pushing, pulling or running into this block and causeing it to move, it fires off a sound ?

tropic frost
#

whenever i enable physics and tryint to posses an actor it removes me from the object and spins around, why?

what i'm trying to it is when the actor posses the new object it gets the square or rounded or flatten object physics

fresh sand
#

@maiden wadi @trim matrix It's a bit of a late reply but I'll try what you told me with the inventory system and let yall know if i manage

earnest tangle
#

It kinda depends on how you wanna do it I guess ๐Ÿค”

#

If you only have one sphere inside which you want to check it, you could keep a reference to it inside the actors that can die, and when they do, you'd check if it's within that sphere

fresh sand
#

You wanna check if a character died in a certain collision right?

earnest tangle
#

Yeah that's another approach but doing it in tick is not the right way to do it

fresh sand
#

Is the collision part of another actor?

earnest tangle
#

If you do it on tick, it'll just keep adding that event to actors that are within the sphere every tick

#

What you can do is do that on begin overlap - that way it'll only set the event when the overlap starts

fresh sand
#

You could do this

earnest tangle
#

Then, just remember to add a unbind event listener into end overlap

fresh sand
#

The Boolean = Dead? can be taken from the Player/Character

#

And can be turned true on chcrater death

earnest tangle
#

That only works if the character starts overlapping when it's already dead.. it won't work if the character is already overlapping before it dies

fresh sand
#

True

#

I guess this might work but will spam you with errors

#

This isn't the best solution but could work

#

I forgot something hold up

#

You might wanna add somethign to the completion

earnest tangle
#

@swift pewter you don't need the get overlapping actors - just add the event on the actor that you get from the overlap event. You also need to do it the same way on the end overlap, but use unbind event instead of unbind all

#

unbind all would clear the events from all actors that you have added it into, so it would stop listening to those events on actors which are still overlapping

#

so you'd only want to unbind it from the specific actor that stopped overlapping

#

Yep, that looks like it should work

pastel garnet
fresh sand
#

I swear inventories is a weird thing, some how I got it to work using this? somebody explain how and why it works

pastel garnet
#

Isnโ€™t it just technically remaking the struct?

#

nvm

fresh sand
#

All i was trying to do is check if the player has 5 Wood in their inventory

#

And somehow that worked

earnest tangle
#

Why would it not work?

fresh sand
#

Actually I spoke to soon it works with any number of wood item

earnest tangle
#

:D

fresh sand
#

Why was I born to feel nothing but pain

earnest tangle
#

Looking at the picture a bit more now... what you're doing is you're just getting a random item from your inventory effectively

#

and you're remaking the same inventory slow structure with the exact same values

#

and then comparing if that exact same value exists in the inventory... which of course would

fresh sand
#

So what I just did is totally not what I was actually trying to do

pastel garnet
#

Pretty much

fresh sand
#

How does one make it effective

#

I've been doing this for the past week lol

earnest tangle
#

can you have multiple inventory slots with the same item or no?

#

because how to do it depends on whether you want to count multiple slots of the same item, or just one slot

fresh sand
#

Well the inventory does have multiple slots and the stack size of the Item is 5

#

So yeah you can

earnest tangle
#

Right - so you'd need to count all the wood in the inventory using a for each loop, and then check if the value matches the value you want

fresh sand
#

I can follow everything but unsure about the for each loop, I'm gonna try what I got inmind with the loop and if it fails I'll let you know

earnest tangle
#

sure :)

fresh sand
#

@earnest tangle Yeah no I am completely stuck, I don't know how to count items in an inventory just yet

earnest tangle
#

Okay, so what you'd need is a variable first to contain the total

#

Then, in the loop, you can compare the Item Structure and your Wood Item Structure

#

If they match, the item in the slot should be wood (assuming I understood how your inventory works)

#

If so, add the number from the slot's quantity value into the variable you created to store the sum

fresh sand
earnest tangle
#

Ah right you can't do equality on structs with BP's...

#

you need to break both, then compare the individual values inside them

#

(or if not all the fields matter, compare only the ones that do, such as item name or whatever)

fresh sand
#

Would somethinglike this work?

earnest tangle
#

Yeah it should

fresh sand
#

Same for the quantity I'm guessing or do I do it from the for each loop beginning?

earnest tangle
#

You don't need to compare quantity, since you're trying to count how many of the item class exists in the inventory

#

You just add the quantity into the total found if the item classes match

fresh sand
#

Do i do it with set array elem or with something else

earnest tangle
#

just make a new variable of the same type what the quantity is (I'm assuming integer)

charred breach
#

Hello, I am having a widget that I want to modify variable in a Blueprint. I made a reference variable and then from it I set the other variable, but when I tested it the var in the BP never changed and if I try Print String it says "0"

earnest tangle
#

then you just add into it as you'd normally add into an integer using a + node

fresh sand
#

Like this?

earnest tangle
#

Almost... you want to add it to the existing total, not the value you're comparing against

fresh sand
#

The Array Index?

earnest tangle
#

no, just do a Get Wood Total

fresh sand
#

On thefor each loop

#

9oh

earnest tangle
#

array index is a number ranging from 0 to the last index on the array so that wouldn't produce correct results at all :)

fresh sand
#

I feel stupid

earnest tangle
#

That looks correct. You just need to put a branch before it so it only adds when the classes match