#blueprint

402296 messages Β· Page 651 of 403

untold rose
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Questions about pausing. It seems that not everything can be set to ignore pause properly:

  • anything physics based still pauses (i assume because the whole physics engine is paused)
  • particles and animations don't have an option
  • i suspect there's more but those mentioned above would be enough of a dealbreaker for me
    are there any ways to go around this? Not actually pausing the game and instead disabling ticking of things that need to be paused is an option, i just want to see if there are other ones
mighty fable
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How would I make it so when the player steps into a certain part of the level it would change what camera is active?

spark steppe
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you can create an actor with a collision box component, there you can handle the onActorBeginOverlap event and do a bind camera call

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or sphere collision component, whatever your prefer

crimson sage
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how do I constraint the rotation axis in blueprint?

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I mean inside the visual scripting thing

gusty karma
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see how they use the beats of the audio to affect sprites and stuff happening in the world

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so basically what I'm thinking is a function that takes in audio channel as an input, and you can then use that to trigger events

gusty karma
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ooh awesome, yea will do! I found amplitude but wanted to see if i can do it for audio channels and such

umbral shard
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When I spawn a skelatal mesh is it's animation blueprint set automatically or do I need to set it manually?

copper vector
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Hi guys. I'm new to UE4 and I'm having a problem with my world terrain generation. I created a minecraft style block terrain, which spawns in fine, but the blocks go right through my static mesh building, making it impossible to access the bottom floor. Does anyone know how I can generate my terrain so that it goes around my static meshes rather than through them? The dungeons randomly spawn in the world, so I need any terrain blocks to be removed when they collide with the spawned static mesh buildings.

earnest tangle
copper vector
earnest tangle
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I don't know, it depends on how you've implemented it

earnest swan
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I don't mean to interrupt, but I'm new to UE4 as well, and I think my problem would be pretty quick to solve. I'm just fooling around and trying to get used to everything. I'm trying to start and stop a moving platform when specific things hit it, but for some reason it doesn't activate after deactivating it. Activating once works, deactivating works, but then activation again doesn't do anything.

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I can also see the flow going to the node every time

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I also tried "set active" that didn't work

earnest swan
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is it because I'm deactivating the component, so I can't turn it on anymore?

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because I even try other things, but it still doesn't work

rocky flicker
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hey guys I am a character rigger working on a small game thing with a coder and I was matching character poses with different weapons and was wondering whats the best way to handel this. should I create an actor blueprint with the mesh inside so the coder can reference it later for damage or equipping the item item. also if I made the weapon bigger in the 3rd person blueprint view port how do I show that change is scale in the preview assets when I am matching the hand in the aniamtion editor, when I do the preview items in socket its the same size of when I first imported it not it sized up. I was gonna post on unreal forms for any tips but those are locked until they finish the data migration

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can you preview assets in a socket thats a blueprint?

lucid hearth
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I have a tiny issue with my projectile:

  • I spawn the projectile with a certain rotation, but with the projectile movement component not activated
  • My player holds the projectile in their hand, and when they click, it fires
  • I set the rotation etc.. properly
  • When I activate the projectile movement component, it goes back to the spawn rotation and fires off in the wrong direction (if I don't activate the movement, the projectile is standing still at the correct rotation)
final orbit
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Hi all quick question is the distance cull unit different for standalone and pie? I set my cull value to 900, in PIE the meshes dont cull until ur decently far away as opposed to package where if im not zoomed all the way in the mesh is culled

hardy summit
hardy summit
hardy summit
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I think it's done though velocity

topaz lynx
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So i'm doing a tutorial for Hour of Code by DevAddict on Youtube. Everything is working fine but if I kill myself while I have the jump boost power up it stays lit up in my ui. I have a function under the jumpboost that fades it if I do not have the power up but i'm having trouble calling that function from the respawn from the game mode. Attached are the two blueprints.

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I need to call the on overlap function when I respawn so it dims everything when it realizes I don't have the power up but I can't figure out how to accomplish this

zealous moth
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quick question: if tick is enabled but NOT linked to any functions, does it cause performance issues?

tawdry surge
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Simplest way I can think is to get a reference to the respawn event and add it the same execution pin as the on overlap node. So the same functionality is called when on overlap and respawn @topaz lynx

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@zealous moth if you don't need it you should turn it off

zealous moth
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but that's not the question. I agree with you.
My question is: if the tick is enabled without anything to tick, does it actually affect performance? I'd think not

tawdry surge
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One thing.. pry not

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Everything in your project.. maybe

sharp sigil
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Is it possible to add a button into a widget during runtime? I can't find any function to do it.

sullen needle
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So I refactored some of my cpp classes and the blueprints that reference them as children got messed up. How do I reparent these?

dawn gazelle
zealous moth
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now the practical answer: by how much...

tawdry surge
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@sullen needle you can set a BP parent class in the class details panel inside the target BP

zealous moth
dawn gazelle
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Rule of thumb is generally disable tick if it isn't needed. If you have something that doesn't need to tick, then disable it. If you happen to need it to turn on at run time, then there is a node to turn it on so it can be used.

sharp sigil
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I'd like to add several during runtime

sullen needle
tawdry surge
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@zealous moth depends on how many objects you have ticking.. it isn't a big impact if there is no functionality but it's still ticking. So the cumulative effect could cost you a significant amount of performance.. but it's hard to say if you'll ever notice

zealous moth
tawdry surge
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Its a big enough deal that alot of studios alter the engine set up and turn tick off by default

zealous moth
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alright, brb gonna benchmark it

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technical doesn't always mean practical

trim matrix
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hi, I keep receiving this error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 4 from an array of size 4
i cannot solve this, ive been stuck on it for awhile now.
I'm creating random character model generation, and I have a set of arrays for each slot - ie an array of heads, shirts, pants

I'm getting the length of the array, subtracting it by 1 and then getting a random number inbetween 0 and length-1
but for some reason it's still grabbing an invalid number that's out of range? does anyone know why this is happening? its driving me crazy lol

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i dont know how it can say 4 from an array of 4 when im subtracting 1 from the array length to get that integer

dawn gazelle
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But I doubt it may fix the issue 😦

trim matrix
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I could give it a shot

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yep same crash

earnest swan
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The movement was ping pong, but I wanted it to stop and start depending on what interacts with it

zealous moth
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on 100 actors, tick enabled with no function has no change in threads, CPU or FPS compared to tick disabled. @tawdry surge @dawn gazelle

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no difference either on 200 actors

tawdry surge
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Ok so theoretically alot more wouldn't make a meaningful difference.. wonder why they cry about it so much then

zealous moth
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I think back in 2015 this was the case but I do recall reading awhile back that the tick function without anything attached to it is simply not called

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I wanted to confirm it

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god knows i might be delusional

tawdry surge
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Ok so they optimized it for us.. I never really cared. Always found it a good practice to avoid tick on unnecessary things but good to know if I forget to click it off on an actor they do it for me

dawn gazelle
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Yeah that's some good info. Thanks for testing Zanet.

zealous moth
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πŸ‘

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@trim matrix just checked, made no difference either. As long as nothing comes out of that white arrow, it doesn't do anything

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I will say however that 200 actors does impact performance πŸ˜„ but the tick doesn't add to it in any way

dry valley
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any idea why cast to thirdpersoncharacter is not showing?

dawn gazelle
# dry valley

Does your game have a Third Person Character blueprint?

dry valley
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Hey guys, in today's video I'm going to be showing you how to create an animation blueprint and blendspace to smoothly transition between your animations in your game, such as idle, walk, run and jump.

Previous Video - Creating The Character And Animations: https://youtu.be/Ht0ekszftsA
More In-Depth Explanation: https://youtu.be/A6L_8vAx-M0

Un...

β–Ά Play video
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yea

trim matrix
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you're typing third, not 3rd

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your blueprint name is 3rd

dry valley
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oh...

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thank you

sharp sigil
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@zealous moth I messed around with the List widget, and still couldn't figure it out, but then I found out I need to make a vertical box and make my widget a child of it. Previously I was trying to do a scroll box. Now my question is why would I use the list over the vertical box?

zealous moth
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@sharp sigil lists can be dynamically edited.

sharp sigil
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Ah, so you mean you can reorder lists and such?

zealous moth
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like, it gets built and can add/remove items

sharp sigil
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I see. But you can still remove and add children from a vertical box right? In any case, I see that there's additional functions set for the list so I'll go ahead and stick with lists. Thanks for the help

uncut lark
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Im having the weirdest issue. Im trying to make an ammo system, and sometimes it works just fine, and other times it doesnt work and goes over. Im sorta at a loss. I think it has to do with that last set, but any other ideas?

dawn gazelle
uncut lark
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Trying to implement this into my current blueprint

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sorta not working

zealous moth
uncut lark
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The magazine count

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Like itll reset back to ten, and Im feeling like its that last set function

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Because its set to 10.

I need it to set to whatever is left to the pistol reserve, but if I try that, it doesnt work properly

zealous moth
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why dont you modulo it?

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%10

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and if %10 = 0, set to 10

uncut lark
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Hmmm

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thats blueprint isnt it

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*not in

dawn gazelle
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If you create that function I gave you, this is what you would do to get the inputs and outputs how you want them:

mental sail
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Hello, I'm using a timeline float output as an "alpha" to lerp a platform between two locations, however, I'm having issues figuring out how to best set the timeline data when saving and loading data. I am saving the current alpha value of the timeline, however I'm not sure how to load that saved alpha value as a starting point for the timeline itself, after loading my level from a save file...

dawn gazelle
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Plug in your start time into "new time"

mental sail
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Oh, lol, that's what that pin is for πŸ˜‰

uncut lark
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Nah damn @dawn gazelle its not working 😦

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Perhaps its how Im counting my ammo in the mag weird

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Oh shit Im dumb

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Probably would help If I actually put the logic in it

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I have this in my fire function to count shots though, is this okay?

dawn gazelle
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Sure, so long as you're validating that you have a bullet to subtract first πŸ˜›

uncut lark
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Yep, I have that on a branch to make sure that there is a bullet in the mag

uncut lark
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@dawn gazelle Yeah so my pistol mag ammo is set to 10, the reserve is set to 20, but itll only give me 10 in the gun and 10 in reserve

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any ideas?

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Wait, now it works but itll still go over on the last magazine?

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Im so confused

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WAIT NOW ITS WORKING? IM SO CONFUSED RIGHT NOW

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No wait, wait, I lied, its still 10 under the reserved ammo value

dawn gazelle
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Are you setting Pistol Reserve anywhere else?

uncut lark
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nope

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Its set to 30 within the integer variable itself

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So the Reserve is set to 30, pistol max is 10, pistol magazine is set to 10, and they are all integers

dawn gazelle
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and when you start the game, it's showing 20 for reserve and 10 for loaded?

uncut lark
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Well lets see

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Lemme see how i can check that

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ok how would I check that lmao

tawdry surge
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Print statement after you set the mag and reserve variables

sharp sigil
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Ok, this is driving me up a wall. How come I can't set text on a widget? I tried calling set text from another blueprint, I tried setting a bound text variable, I tried creating an event from within my widget to set text. None work from another blueprint, but when I call it from within the widget, it works. I have no reason to believe its because my reference is incorrect

uncut lark
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it LOOKS LIKE it IS Set to 30 and 10?

tawdry surge
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@sharp sigil well definitely sounds like a BP communication issue if it works internally but thru reference.

uncut lark
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Okay so

I looked at it @datj

sharp sigil
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Hmm how would I go about figuring out the correct reference..?

uncut lark
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@dawn gazelle and something is wrong with it

Itll reset it to ten but not take it away from the reserve ammo

sharp sigil
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Should I post the blueprint

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Here's where I'm trying to call the Set Text event

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this is in the widget itself.

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Maybe I can't change it cause its part of the list..?

tawdry surge
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No lists are mutable

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They can be changed

uncut lark
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Yeah @dawn gazelle It looks like on the last 10 rounds, itll just skip and not reload

tawdry surge
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Is the set text node what your talking about?

sharp sigil
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What do you mean? I'm having trouble with it yes

tawdry surge
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No I mean "set button text" node in the top image. thats the one you are expecting to call the "set button text event" in the bottom?

sharp sigil
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Yes

tawdry surge
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I can't see the symbol on that node clearly.. it's an event dispatcher right? Not a macro

sharp sigil
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Event yes, I don't have any macros.

dawn gazelle
tawdry surge
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Hmm.. it's late here and I gtg.
But hit play and preview the graphs during runtime. If the BP your calling the set text event in is firing properly, then it's definitely that you widget BP isn't hearing the event call

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Why idk

uncut lark
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No, it doesnt refill the magazine

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It just leaves the value at 0

sharp sigil
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No worries, thanks for helping out. I'll check out graphs. Btw I put a print statement and the event actually called the print statement, but still refused to set text lol

uncut lark
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it sets the ammo reserve to zero but it also sets the magazine value to zero, and its just on the last ten rounds

sharp sigil
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Maybe its a bug

tawdry surge
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Well if it is calling the widget BP and the event fires, then its something to do with the rendering of the text

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But it helps narrow down your problem

dawn gazelle
uncut lark
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Kk bud

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Im just as stumped as you

sonic pine
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Hiho, I have a little question, I was already in the appropriate area, but nobody there knows what exactly that could be. I get the following error message with the package. Maybe somone know what blueprint or which file I need to change. I myself mean by source file either the game mode, game instance or maybe also the settings ...

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Or does the term source file mean the entire project?

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Thanks for help ^^

north hedge
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Can you paste the build log into a new pastebin and link it here?

candid marlin
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Any of you fine people very familiar with SGK?

forest basin
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Why is it this logic works sometimes but fails other times?

dawn gazelle
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If they are supposed to be the same value, then set the random value to a variable and plug the variable in where you need it.

forest basin
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the == is only to find if its 5 or not and if so then it changes the variable for another area

dawn gazelle
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Doesn't matter. This here means it is getting a random value between 0 and 5 for each.

zealous moth
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He is right ^

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you have to save your random value to a var and pass it

dawn gazelle
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Pure nodes (the green ones) always re-execute their code.

zealous moth
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each time it is called, it's a completely new random var

forest basin
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yes its supposed to get that value each time you click the yes button. Then pass the text from the struct to the screen

zealous moth
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there isn't a "that value"

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it's a new value

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what your BP says is "get random var between 0 and 5 and get in my array" and then "get another new random var between 0 and 5 and do a boolean check"

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it may or may not be the same value

forest basin
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but when I pull the random integer in range, the value will be 0-5 but if 5 it sets a variable state

zealous moth
north hedge
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You want RandResult = Random Int In Range and then use that var to check.
Because what Zanet is saying is its going
"Give me a random number for this array.. ok now give me a new random number and compare that new number against 5"

dawn gazelle
zealous moth
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^ this and ^ that

forest basin
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why isn't the "return value" be the same value and just being read twice

north hedge
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because thats how code works

forest basin
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defies logic

dawn gazelle
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Because it is a pure node and pure nodes always re-execute their code.

north hedge
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It doesn't defy logic

zealous moth
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read what @dawn gazelle said earlier, pure nodes behave this way

north hedge
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Imagine a list of events
its going to call
TextStructs(Get(Rand(0,5))
if(Rand(0,5) == 5)

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You need to store it as a variable

forest basin
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so can you see what I am trying to do here? and how to get this to work?

north hedge
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Yes

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and we've all given you an answer

zealous moth
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just pull off the int and promote to variable

north hedge
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^

zealous moth
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just do it

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DOOOOOOO ITTTTTTTT

forest basin
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ok so making it a variable makes sense

north hedge
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Yes

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because it stores the result

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and then call the variable in place of the Random in your code

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Literally make an int called RandResult and set it to RandomIntInRange and then get RandResult and use it for the Array Get and equals comparison

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That way they are 100% the same number

dawn gazelle
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Also... Save yourself the branch and an extra set. This will do the same thing without.

zealous moth
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You can even do a proof of concept: put 3 "print string" nodes in a row on tick linked to the same random int node. You will not get the same numbers

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yeah ^ haha

forest basin
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still needed a Bool for another button press

zealous moth
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no he is saying your boolean check == returns true or false and you just need to set your var to that result. you don't need a branch

dawn gazelle
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^

north hedge
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Basically what Datura did

zealous moth
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it's like saying "is this true or false? ok, if true, set to true if false set to false" <-- you're doing this
instead do what he says "whatever the result it, set that to the variable directly"

north hedge
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Print String that IsFive bool

forest basin
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let me test this

north hedge
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IsFive = (RandInt == 5)

forest basin
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I was doing this on stream and just broke my brain and needed more brains to get me straight

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worked that time, but the torture of testing it is the nature of what the game is lol

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Quit Game Simulator. it keeps asking you if you want to exit the game, and has random ways of asking. But answer 5 when it shows up means the opposite and actually lets you exit the game if you say no instead of yes

zealous moth
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we've all been there

forest basin
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the game is meant as a joke for a fellow twitch streamer to play on stream since he gets aggitated easy and is funny when he gets mad

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this works fine

north hedge
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Yeah, you can improve it by setting the variable directly like we mentioned

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It removes the need for an if check

forest basin
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was sick since november and need crap game projects to get my brain working again

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just need to swap background randomly for the exit game popup and will package this turd. Thanks yall.

dawn gazelle
uncut lark
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Same blueprint?

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Lets take a look

dawn gazelle
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yeah you can copy this into the reload function

uncut lark
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I could kiss you on the mouth @dawn gazelle Thank you

dawn gazelle
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Glad it works for ya.

uncut lark
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Are you okay if I use it for my project?

dawn gazelle
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Wouldn't have posted it if it wasn't to be shared πŸ˜›

uncut lark
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Thank you a ton

languid lion
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Could anyone explain the difference between these two nodes?

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I think I found it

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(in case anyone else has ever been confused like me)

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Because GRRPIR just wasn't giving me the result I wanted

orchid hare
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I can't plug Get Brush Resource into Target, and I don't know why. It should work.

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Wait I think I've got it

turbid shard
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Hi guys, I have a custom Player state where I set the names of the players through a textbox on my menu. When I join a new game I change the map and that name variable is empty. However If I don't change the map I can get the right value. Anyone know whats going on? Maybe the engine is changing my game mode? Thanks

hardy summit
turbid shard
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I can acces that name if I dont change between maps but when I do its just an empty value

fallen glade
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I'm trying and failing to stick this into a function or macro for reusing, can someone help pleasE?

lean epoch
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@turbid shard where are you storing the name? Save it in the game mode, it'll be fine

turbid shard
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I was storing the name on the player state, but i Just tried to do it on the game instance and its working, thanks anyways @lean epoch

trim matrix
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Hello, guys do you know why action event doesn't work at character blueprint

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Okok

worthy frost
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that missing key tho πŸ˜„

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would trigger my OCD

haughty crypt
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how do we set the collision object type of an asset instead of an actor

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in blueprints

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I'm using blueprint editor utilities

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that seems to only work for primitive component object

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no idea how to get that from a static mesh

boreal ether
trim matrix
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Input action doesnt wish to work, parent class for it is character

fallen glade
boreal ether
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You can't have a custom event in a function. You need to select your event in the create event node. But then you can't connect them to the same code. I'd split that into a separate function. Also can't have delay in a function but you can in a macro.

fallen glade
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can it be done or do I have to copy and paste each time I need it?

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ok I'm copy pasting this all over the place, annoying but it works

boreal ether
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@fallen glade Hard to say without the full context. If you want a perfect solution you'd have to use C++. You could do something like this with an enum? But it depends on the context

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Wouldn't work if you call that function multiple times before it's finished though

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In that case you could make a queue of things to do when it finishes

fallen glade
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I should learn that pesky C++

charred breach
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Hello guys please tell me how I can store a boolean variable in a Save Game? I want it to be empty when the game is FIRST run on a phone and then when you do action like click a button it make the variable false?

boreal ether
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In C++ you could make an async node like this. I personally wouldn't bother unless you need to use it often

charred breach
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I am really sorry but I need it now πŸ™‚ 😦

maiden wadi
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@fallen glade Alternatively. You should only need one line for that. False line should run the binding that binds the same event you already called. Then it runs it again when the branch would be true and passes, unbinds, and does what you need. Much less branching.

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I don't have your exact bindings, but more or less this.

boreal ether
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Yes that would be cleaner πŸ‘

maiden wadi
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Or I guess backwards on the first branch check. But close enough. πŸ˜„

mental sail
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Is there a way to place/teleport an actor over a trigger, but not trigger "OnComponentBeginOverlap" if the the actor was teleported, vs if they "walked" into the trigger? (I'm using "SetActorLocation" with "Teleport ON") -- Usecase, loading a quicksave (resets player position over trigger, but the trigger gets called again, if actor is teleported onto it, from a quickload)

boreal ether
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@mental sail hacky solution would be to set a wasRecentlyTeleported bool and check that on the overlap event

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Not sure if you can disable the overlap

mental sail
boreal ether
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Ah good to know πŸ™‚

mental sail
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"from sweep" can be used distinguish between teleport or sweep overlaps, which I can make us of....

mental sail
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A proper "load and save" in BP is not the most trivial, (depends on usecase). I'm working on one now, for a fairly complex situation. Wish UE4 just let us serialize objects for save in BP instead of requiring extra plugins or C++.

minor pagoda
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hi, can someone help me?

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iΒ΄m using a cable component

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But, i canΒ΄t attach the endpoint of the cable to my plug2 component

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I tried setting it in constructor script, but it does not work in runtime

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When i press play, both point attach to the origin

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GOT IT! but when i move the plugs, the cable doesnΒ΄t follow them :C

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Ticking is very expensive, or it this the only way i got to make it work?

glacial eagle
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Ticking isn't that expensive, it's what you do with it that might be expensive.

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For moving stuff, you rarely have a better choice than using tick

minor pagoda
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The cable component does not stuck on the attached parent?

mossy robin
mossy robin
glacial eagle
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You don't need to attach on tick no

mossy robin
minor pagoda
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Yeah, i want the cable to be stuck on the boxes

mossy robin
minor pagoda
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so when i move the boxes it follow them

mossy robin
mossy robin
minor pagoda
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But in my project it does not work :C

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I donΒ΄t know what iΒ΄m missing

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look, thatΒ΄s my setup

mossy robin
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Check it out maybe you may understand it better @minor pagoda

minor pagoda
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but when i move my cubes it does not stuck :C

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Ok, i will check that

sharp sigil
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Does anyone have a few minutes to help me with my Set Text problem? Blueprint is not setting text in a widget, and its very frustrating.

fallen glade
faint pasture
sharp sigil
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I haven't. Let me try it and get back to you.

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So SetText is being called in the widget

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I can't perform other operations on it, such as set visibility. Also when I add it directly to viewport, it works. So its something about it being stored in the List.
But if I get the objects in the list, and get the reference that way, it doesn't work either.

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Truly a headscratcher

winged holly
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is there any tools, ... to pre load assets who are shared between N levels ?

mental sail
mental sail
glacial eagle
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Timelines are ticking components, that's more expensive than using an inbuilt tick

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They're just there for convenience

#

RE the cable component, internally it ticks the position anyway based on what you've "attached" it to - it's not an attachment in the same sense as attaching two components together.

mental sail
#

Timelines don't "block" your actor, and use various event triggers that you can hook into. It's not the same as using a tick on your actor.

dawn gazelle
# sharp sigil Truly a headscratcher

Your widget blueprint may be corrupted. I've experienced odd behaviours in widgets before, seeming perfect code that should run just fine doesn't, but when I recreate the same code in another widget blueprint, it works perfectly. You can try recreating parts of the widget, like maybe it's just the text box you're trying to change that is borked somehow, or perhaps even the list component, it could even be the events or functions that you're trying to trigger - try recreating any parts of your widget blueprint with different names. If it's still failing after this, you can try recreating the entire blueprint again.

south merlin
#

What would be the best way to determine what my line trace FPS gun hits so I play the right effect on impact? Example: I hit a robot I want spanks and a metalhit.wav to play, I hit a human I want redblood and fleshimpact.wav and an alien greenblood and alienfleshimpact. Is there a smarter way than a whole lot of branches?

#

Like is there a way to send the impact location over to the enemy BP so it plays with any damage?

obtuse herald
south merlin
#

ok, time to read up on them

#

thanks

sharp sigil
earnest tangle
#

you could probably use a custom material that can show a two color bar with some maths. I don't know if it's worth trying to come up with some fancy method for it when overlaying two bars would probably work just fine and be a lot simpler

spark steppe
#

is there any builtin thing to copy/paste into the system clipboard? (nvm, found out that i have to make my own BP nodes)

elfin hazel
#

@sharp sigil The listview generates a widget (the widget class with the entry widget interface) for the Item. If you're passing a created widget in as an item, sure it works because it's an object, but you're getting the wrong idea.
Try passing in an actor or UObject as an item, and in the entry widget class, on the "Item object set" event, grab some propery from the object to update the text. That should give you a starting point.

sharp sigil
#

Thanks Robin. I'm going to do that now.

thorny narwhal
#

You could basically do what zomg was saying using a mask in the material, another option is a custom paint function

south merlin
#

Awesome

thorny narwhal
untold fossil
#

Hello. I have a problem with spheretraces. There seems to be a (flaw?) in the spheretrace system which makes so it ignored actors still consume the hit result. When a player for example is within a big collision which is actually added to the "Ignore actors" array for the sphere trace, the player is never detected as the big collider the player is standing in consumes the hit result. Is there a workaround for this?

sharp sigil
#

Holy shit it finally works...

zealous moth
untold fossil
#

What seems to happen is that the spheretrace detects the big ignored collision and is like "aight ignoring this" and because the player is within this collision, the first thing the spheretrace always detects is the big collision. The player is co-ignored it seems.

stark canopy
#

Guys, I'm doing a voice push to talk chat using a VoIP talker and I need to change the talker settings at runtime. But the settings can be applied only after chat reactivation...

Are there any ways to force the settings to be applied? How to apply settings at the moment of talking?

south merlin
#

Thanks guys, this Phys Mat is exactly what I wanted. It's a nice Enum.

vale pine
#

What is the difference between Project Vector on to Vector and Vector Project on to Normal?

#

Aside from one of them expecting a unit vector?

twilit heath
#

none really

#

but

#

if you want a vector reflected of a surface it hit

#

then its OriginalVector - 2 * ORiginalVector.ProjectToNormal(ImpactNormal) for example

#

makes things more readable

vale pine
#

Ah I see.

trim matrix
#

Hi, I'm trying to do a drone mob, the movement pattern is fine but I want to make a "introduction" for when the player go in the trigger box. I have made a platform and I want him to start flying and go upward when the box is triggered. I find no way to do that online, is that possible ?

south merlin
#

This is purly a question of aesthetics, but is there like a "passthrough" option for nodes?

#

Is there a way to just have Location be an output of the spawn system that I can put right back into play sound?

earnest tangle
#

Nope

south merlin
#

dang

earnest tangle
#

you'd usually just have to drag the line around it with some reroute nodes to make it cleaner

south merlin
#

yeah, I just have several

#

but this will work

azure lion
#

Hi guys, hope you can help me. I'm currently doing the UR Blueprint course. I'm on Mars Marine > Mouse Aiming (if you know that course) but when I test the mouse movement, it seems to move the camera too and it looks like the player is inverted aswell? Any suggestions are appreciated

south merlin
#

is there a trick with setting a Physical Material on the Mannequin? Everything is working for other objects, but I wanted to do some tests using him, but he always registers as "Default" for the physical material.

barren belfry
#

ue4 has a floatingpawnmovement bug? That when replicating the other pawns (so the other clients) don't get replicated at all?

stray island
#

Can i move a bone / change its location inside bp?

wind sequoia
charred breach
#

Hello guys please tell me how I can store a boolean variable in a Save Game? I want it to be empty when the game is FIRST run on a phone and then when you do action like click a button it make the variable false?

charred breach
#

ok

sharp sigil
#

Is it possible to set the landscape material at runtime to a dynamic material? There's no Set Material function for a landscape, only the landscape material variable (which doesn't work if I set it during runtime)

charred breach
#

@trim matrix BTW thanks very match I made it πŸ™‚

sharp sigil
#

Or, alternatively, can I just change a param on a landscape at runtime?

#

As you can see, the documentation is very helpful

fluid rover
#

At this point, is there still no way to alter a Pawn's parent class? Looking to add Flight to my VR pawn, and it seems like I needed a special type of pawn (character or default) from the very start.

#

Hm, I might be misunderstanding here then.

round edge
#

how do I convert a relative location to a world location. The forums said to add the relative and the world locations of an object together to get the world space, but this changes incorrectly as I rotate the actor

trim matrix
#

Anyone know why the built in crouch function isnt working? The print string fires off so the input works, but the player doesnt crouch.

fluid rover
#

@trim matrix My current pawn has no native Movement component (I don't think so anyhow), and so won't accept movement such as this:

#

Ahhh, okay. VS using Character?

#

I guess question is, can I alter my Pawn to become a DefaultPawn, or otherwise modify to acquire the Movement component?

#

Ahhh, bless, thank you! I'm basically a rookie playing around in a VR sandbox here, trying to get flight to work within a standalone headset's template & plugin.

#

They've set up their own pawn with various functions, but I don't think they originally intended flight

#

Gotcha. Is there an "established practice" resource for recreating movement input via tick somewhere?

#

I can just google that if you think it's out there lol

#

gotcha

severe geyser
#

Hey folks, quick question from a newbie. I currently have my character moving with WASD. When I come moving, the character snaps back to facing forward. Any suggestions on a quick fix for this?

#

sorry, when I *stop moving

#

I just want to maintain the direction I am looking when not pressing anything

tawdry surge
#

@severe geyser are saying that the character snaps to the camera's rotation when you stop moving?

severe geyser
#

The camera is fine. The actual orientation of the character snaps back to facing forward

#

if I stop moving while looking left for example, I'd like the character to remain looking left

tawdry surge
#

Right.. your character is snapping to the forward rotation of the camera.. so they are both facing the same direction

severe geyser
#

that's right

maiden wadi
#

@round edge Side note. There's set of functions for that. If you have an object's Transform. You can use it to transform a direction, location, or rotation from that transform's local to world, or world to local state.

tawdry surge
#

I'm not at me pc, but I think that might be handled in c++.
if not, then somewhere in you character BP is the rotation update script. Just disconnect it

#

Maybe someone else here can confirm that

maiden wadi
#

Sounds like an animation issue initially with the way you described it.

severe geyser
#

I don't have any rotation setup. I removed it all to make it simple. Move with the WASD, attack with left mouse button - fixed camera

#

I think so too @maiden wadi I created a blendspace for idle/run. The running directions work fine, when I stop it snaps back to the idle position facing forward

#

Would I need to update the blendpsace with idle animations for each running direction?

maiden wadi
#

What control scheme are you using? Third person, spring arm rotating around the character?

severe geyser
#

third person, camera spring arm with rotation set to world

maiden wadi
#

WASD just adds movement direction in the direction relative to the camera facing? So pressing A always runs to the left direction of the way the camera is facing? W runs away from the camera, etc?

severe geyser
#

Yes that's right

#

and when I release A or W or whatever, the character snaps back to looking straight

maiden wadi
#

Are you currently using OrientRotationToMovement set to true?

severe geyser
#

Yes

maiden wadi
#

And disabling that stops any and all rotation?

severe geyser
#

on or off, it makes no difference

maiden wadi
#

Is your blendspace just driven by speed? Simple Idle to running animation?

severe geyser
#

Speed and Direction

#

originally it so the character would look and attack in the direction the mouse was aiming

#

but I got ride of it

#

but the blendspace is still driven by both

#

do I need to change to 1d?

maiden wadi
#

In general that control setup just uses a simple speed animation that runs or idles, and the character's rotation gets updated via OrientRotationToMovement. ControlRotation needs to be off for that as well.

severe geyser
#

where would I switch ControlRotation to off?

#

this seems like it should be so simple. I broke my game by trying to make it easier to control.

#

I edited the run animation into 10 different angles so when I run it smoothly transitions into each angle at 30 degrees. The blendspace uses the same Idle animation though. Is that the reason it keeps facing forward with the speed is 0?

trim matrix
#

Is there a way to check if the actor you are line tracing to has an interface, then call the function in said interface?

severe geyser
#

I guess I'm screwed

tawdry surge
#

@trim matrix using the line trace hit result to get a reference to the actor you should be able to access anything inside that actor.

trim matrix
#

I got it thanks

severe geyser
#

damn. I saw you typing and I thought you were going to say something to me

#

I was like "This is it! This dude is going to save the day!"

tawdry surge
#

@severe geyser are you using the cmc that comes with the player class, or did you build movement on a pawn from scratch?

severe geyser
#

from scratch

tawdry surge
#

Damn.. yeah idk.
But check the ALSv4 project they have multiple camera set ups. One is like what you wanna do i think

severe geyser
#

Here is my basic movement input

#

anywhere in there I can add something to keep the character rotation?

tawdry surge
#

It might be inherited from the camera or a setting in the animBP.. I'm not sure. But you could try to save the Character rotation in a variable

severe geyser
#

and then set it before or after the add movement input?

faint pasture
#

@severe geyser first of all, what is the component hierarchy for your character? Is the root component a capsule?

severe geyser
#

Yes

faint pasture
#

Have you confirmed that the capsule itself is rotating and not just the mesh inside of it?

#

You said you have custom movement, are you using character for your base class or pawn?

severe geyser
#

Character

tawdry surge
#

Oh.. thought you said pawn earlier

faint pasture
#

Why do that if you are using custom movement? It would be a lot cleaner to start from pawn. But anyway, there are typically two ways that the capsule is oriented. Either the CMC oriented using Orient rotation to movement, or it is driven by control rotation. The control rotation setting will either be on the capsule properties or on the character class properties

#

Although if you are not using the cmc, I would just inherit from Pawn. There's a lot of character specific stuff that can potentially throw a monkey wrench in your setup

severe geyser
#

Sorry, I am using the CMC

faint pasture
#

All right well check those two places.

severe geyser
#

Orient Rotation to movement is in CharMoveComp but true or false, it doesn't change the issue

#

and I'm sorry again. I believe the class is a pawn

tawdry surge
#

It might be in the capsule like he said. If the capsule orientation changes, your mesh will follow

round edge
stray island
#

Can i move / set transformation of character bones in blueprint instead of of animbp

faint pasture
#

Show a screenshot of your blueprint editor

#

@severe geyser show a screenshot of your blueprint editor

mystic lantern
# round edge

Kinda curious. How do your blueprint lines look like that?

round edge
#

super useful

mystic lantern
#

Gotta admit that looks very neat

mental sail
#

How can I better handle resetting position of actors to prevent issues with player overlapping moving platform, when it's supposed to be placed above the platform? I have a video of what is happening. Basically I save transform of mesh and timeline position of moving platform animation and player transform (player is on top of moving platform) then I have a gameinstance blueprint that loads and sets these values from a saved file when I press a button (quickload), the level is not reloaded. I just can't seem to avoid sometimes having the physics act weird and try to move the character under the moving platform or bounce off it... any tips would be appreciated. https://www.youtube.com/watch?v=3FfJ3Y7NhJI

Load save player placement issue on moving platforms after teleporting and resetting position of platform and player

β–Ά Play video
smoky belfry
#

Hi everyone. Whats the easiest way to attach widget into actor so for example i can see the goal from far away?

#

I couldnt figure this out for a week now. so please help

north hedge
mental sail
#

Well, I am, however I think they are happening asynchronously, and so sometimes the platform or the player might be moved to the proper position before the other, causing overlaps, between frame updates. The one hack I used that seems work is use a "delay:0" node which skips a frame, when loading the player, thus making the player be the last to be placed in position. However this causes trigger overlaps to be triggered, which they should not in my cause, because they will cause other issues pottentialy...

north hedge
#

You could set a GameInstance bool "FromSaveGame" and on load set it to true, when the player overlaps just check if its from save, then run a delay that will always happen for 1 - 2 seconds that will then set the bool to false.
Its jank as hell but it'll work, or you could just create "Save State Positions" that are like checkpoints and reset the player and the elevator shrugg

orchid hare
#

So I have multiple Material Instance Dynamic variables that don't have a default
So it fails to cook

#

How do I give it a default? What can they default to?

mental sail
fresh sinew
#

Does anyone know why an input would work on release, but not on press?

north hedge
#

Do you have the input in any other actors that may be overwriting that actors input?

fresh sinew
#

Let me see if there are other actors really quick

#

There aren't any usages of Hotbar2/Answer2 outside of my PlayerController blueprint

orchid hare
north hedge
#

Error: Cannot create SoftObjectPath with short package name 'NoneNone'! You must pass in fully qualified package names

#

Give that a quick google

orchid hare
#

I got this solution from another discussion but I'll reproduce it here. Get the software, "Notepad++". Use the feature, "Search --> Find in Files". Search all the files in your project's content directory for NoneNone and the BPs that appear are the problem. Try re-setting the variables in those BPs that point to assets.
I used this to find which Blueprint it was in. I re-set all the variables, but no dice.

tight schooner
#

Yup that's literally the thing I wrote on UE4Answers

#

Beyond that idk, sorry

orchid hare
#

I can't read the words in the rest of these answers but I assume it's got to do with an unset variable
But I literally can't set the variable I'm working with

#

Or rather
I can set it during the construction (This is a widget) but not give it a default

#

It's a Material Instance Dynamic variable

tight schooner
#

Yeah.... Try either deleting and remaking the variable, or changing its type from and back to a Material Instance Dynamic

#

I probably did one of those two things to un-curse it

orchid hare
#

Ooooh yeah the issue is I have like 10 of these Material Instance Dynamic variables ;u;

fresh sinew
#

Update: Even if I try to add a print string to the 2 key, I still have the same issue. Pressed doesn't work, but Released works.

fresh sinew
#

My other inputs also work, just not the 1-6 inputs

#

One other weird issue now

#

If I try to rebind the key in Unreal Engine

#

It doesn't register my key press of 2 for rebinding

#

I think I must have imported an editor plugin that is consuming the hotkey

steep parcel
#

Would this be a proper channel to ask for help with collision boxes?

fresh sinew
#

Found it! NerveNet DevTools

unkempt valley
#

could someone help me with a way to have my ALS character switch to first person once they enter a building, then back to third once they leave

north hedge
peak cipher
#

Guys is there a solution for being overlap not triggering when actor is spawned?

frosty hamlet
#

So, is it actually possible to make a functioning game without code using blueprint?

#

I've made a prototype in Unity and I'm considering switching to Unreal, but I have zero C++ experience and I already spent 6 months getting to this point with C#

#

The idea of potentially hitting a complete brick wall in UE4 with C++ is kind of...discouraging

steep parcel
#

I honestly don't know any C++ yet and so far it seems like you don't need C++ knowledge

north hedge
#

You dont

#

There are even plugins that add some of the obscure only C++ stuff to Blueprints

frosty hamlet
#

Like, I could literally ship a completed commercial product using only BP?

north hedge
#

Yes

steep parcel
#

I made a 2d platformer following videos by a guy named Wazzatuts on youtube, then I started following his 2d fighter series, but he never finished it so I'm trying to figure out how to continue that now on my own.

north hedge
#

Hatred is entirely Blueprint

frosty hamlet
#

This isn't just a, "you can prototype some stuff" sort of thing?

#

Hmmm

north hedge
#

No

#

This is a you can release a full AAA quality game using entirely blueprint

frosty hamlet
#

Interesting, thank you

#

That's a lot less intimidating

north hedge
#

and there are a ton of tutorials πŸ˜„

#

Yeah if you understand the basics of C# then BP will be easy

#

Its just getting used to Unreal 4's naming vs Unitys

frosty hamlet
#

Yeah I haven't ever touched visual scripting, my prototype is all code

#

So if it's just a matter of figuring out how to replicate those results in BP I think I can handle it

north hedge
#

Yep

#

If you need a hand just jump in here and ask, there are a lot of people here with years of experience in UE4 happy to help

frosty hamlet
#

Sure thing, is there a good tutorial series I should start with as far as learning where everything is in UE4? Certain things are really... weird to me

#

Like is there a good comprehensive tutorial showing off the layout of the editor and how to access certain bread-and-butter features?

north hedge
#

is a nice start for understanding the UI layout

frosty hamlet
#

Ahhhh very good, thank you

north hedge
#
Compare and contrast Unreal Engine and Unity project set up, file structures, elements and processes used, and workflows.
Navigate the Unreal Engine user interface.
Navigate, create, and modify Blueprints with Unreal Engine Blueprint Editor.
Package projects with Unreal Engine to be shared and launched on multiple platforms.```
frosty hamlet
#

That sounds extremely promising, thank you very much

#

Because looking at the editor some things are obvious and others are like alternate universe moonware to me

#

I really appreciate it, thank you!

north hedge
#

All good

glossy bane
#

Anyone have any clue why this is throwing infinite loop error whenever i walk into the trigger

north hedge
#

What does SpawnPlatform do?

glossy bane
#

And the same for the other SpawnPlatform just with different values

north hedge
#

Confused Got me stumped

#

I expected an accidental "for" or something

glossy bane
#

The error also points to the event beginplay which isnt even connected to anything

north hedge
#

Hmm

#

Any other code in that component?

#

Might be something in the gamemode, UE4 isn't always 100% accurate with its error accusations

#

I had a C++ memory issue yesterday that was randomly pointing at the Widget Post Process system lol

glossy bane
#

Nothing else in the first blueprint, bp_gamemode has

#

in addition to the two functions

mystic lantern
#

why do you have that extra cast in there?

glossy bane
#

I though I need it in order to point which actor has started overlap

mystic lantern
#

only reason i ask is cause it doesn't seem to be doing anything

glossy bane
#

your talking about me casting bp_character twice right?

mystic lantern
#

yea right after the event overlap. the bp character cast before the game mode cast

glossy bane
#

I just thought i needed it in order to connect to other actor in event overlap

north hedge
#

You're just checking the overlapping actor is the player right?

glossy bane
#

yeah

mystic lantern
#

in that case you should probably use a tag

glossy bane
#

hmm ok

#

you think the reason for the error is because im casting twice?

mystic lantern
#

whenever i cast something, to my understanding, it's because im trying to access something in the thing im casting to. so i'd try to call an event in the blueprint or something.

north hedge
#

The 2x cast shouldn't cause a loop

glossy bane
#

yeah when I disconnected the 2nd ever overlap and just tested the first it didnt throw the error

mystic lantern
#

yea i dont think thats a cause in particular, but i generally pick stuff apart until i find the bug

north hedge
#

True

#

Try breakpointing the overlaps and see if it tries to loop it and where

glossy bane
#

running them individually doesnt throw the error

steep parcel
#

Hey ratchet could you take a look at my code and see if you can see my issue? cus' I'm stumped.

north hedge
steep parcel
#

yes

#

I'll show the actual problem though

mystic lantern
steep parcel
#

You can see both players hitboxes and hurtboxes and the falses on the side of the screen that show player 1s hitbox isn't touching player 2s hurtbox

#

If player 1 is on the right side it's true

#

If player 1 is on the left side it's false

#

But it works for player 2 and they're both coded the same, here's the code for player 1.

glossy bane
#

@mystic lantern found a new bug tho that I think makes this way of spawning impossible, if i try to just have 1 event running, when i start running that way it starts spawning an insane amount of platforms

steep parcel
north hedge
#

What happens if you change the Cast from 2DSideScrollerCharacter3 to PaperCharacter and re-run it?

#

I'm not sure if you can successfully cast to a parent class but that would clear up any issues

glossy bane
#

@mystic lantern I was just trying to follow https://www.youtube.com/watch?v=dzqpLosAID4&t=2s but since I need to be able to spawn from both locations I dont think this way will work

Here we take a look at how we can use blueprint code to spawn the floor tiles into the game. We do this by triggering a spawn tile function when the player overlaps the end of the tile.

β–ΊResources: https://virtushub.co.uk/runner-course/

β–ΊRecommended Playlists
UE4 Level Design
http://bit.ly/UE4LevelDesignEsssentials

UE4 Blueprints
http://bit.l...

β–Ά Play video
steep parcel
#

idk what that means but I tried paper character and I received the same result

#

It's just so weird that it works for player 2 and not player 1

north hedge
#

Basically your Characters are a child of the parent class PaperCharacter, which just means that everything paper character has, you have.
I assume that you've made sure the left/right sides are correctly lined up and that their positions are identical across both players?

steep parcel
#

Yeah they should both be on 0 within the Y axis

#

They collide with each other, and it registers for both players, just not player 1 on the left side.

#

But I can't figure out why there's a difference, because the hitbox should just be registering if it's overlapping the hurtbox.

#

It works if I disconnect the on component end overlap, but obviously then it never turns back to false.

north hedge
#

Based on that code there it should be registering if its overlapping the other character

#

Ok so that means there's a good chance its got something going on with OnEndOverlap

steep parcel
#

but it works for player 2

north hedge
#

Could it be overlapping itself?

steep parcel
#

it should be casting to player 2

mystic lantern
steep parcel
#

and both players are separate BPs

glossy bane
#

@mystic lantern im getting the infinite loop when both begin overlap events are connected, but if I just run one of them, and run in the direction of the overlap, as im running it starts spawning hundreds of platforms

north hedge
#

Based on the screenshots you sent the boxes infront of their faces only face one direction, unless you're flipping them?

steep parcel
#

yes

#

the characters flip when they switch sides

#

like street fighter

#

Here's how I set that up

#

for both players, essentially player 2 is a copy of player 1

mystic lantern
#

i could be wrong, but im gonna take a guess on what happening. i think what's happening is that everytime you spawn in a new actor, you could be spawning right inside of the other platforms negative overlap box. and that negative overlap box spawns one behind you, and you immediately overlap with the positive overlap box. which could basically be an endless loop of spawning them inside of you.

steep parcel
#

for my issue?

mystic lantern
#

no for @glossy bane sorry. should've specified

steep parcel
#

you're good

glossy bane
#

@mystic lantern yea could be something like that, perhaps using triggers as ways of spawning is not the right method when I want to do it in both x-directions, that being said I also have tried spawning them purely based off of the player x-location relative to the spawned platform but I ended up with a simmiliar issue of it spawning an insane amount as I run

mystic lantern
#

maybe use a do once node to prevent hundreds of spawns. you only need one spawned for a single platform. so might as well pop that in there since the next one will also have it's own do once node

north hedge
#

I've got nothing unfortunately 420, I would probably throw a print string on the begin and end overlap and see what its colliding with so you can see if/when it stops overlapping because it could just be a bug

glossy bane
#

I have actually been using do once for the solution I just mentioned, but wierdly enough it actually doesnt work because each new platform gets a new pass on the do once, if that makes sense

steep parcel
#

I accidentally said right side twice earlier, sorry if there was any confusion there, I meant to say it works on the right side not the left.

#

I've tried sadly

#

It just says it's not colliding with player 2s hitbox when on the left side.

north hedge
#

What does it say it hits?

steep parcel
#

It always says it's colliding with player 1s hurtbox, and player 2s hitbox says it's always colliding with player 2s hurtbox. I use the cast so the players hitboxes ignore their own hurtboxes.

mystic lantern
mental sail
#

Put a breackpoint somewhere and follow the logical flow

glossy bane
#

@mystic lantern ok, I can also show you the bp for the solution I worked longest with where I was using the player location relative to platform location as conditional instead of actual triggers, but im not sure if its the right way to go

mystic lantern
#

yea let me see that relative condition

steep parcel
#

Like I said earlier as well, it's weird because if I disconnect the on component end overlap it works on the left side, but like I said it doesn't turn false when player 1 steps away.

wispy barn
#

uh

glossy bane
#

@mystic lantern

wispy barn
#

is this the channel where you ask for help

#

nvm

glossy bane
#

It's just so wierd that I get pretty much the same issue - it starts spawning like 20 platforms a second as soon as the condition is met, and if I dont exit within a few seconds of that it will freeze my editor

#

and thats with a do once node right before the spawn actor node aswell

steep parcel
#

I really don't understand this, the boolean triggers to true when the on component end overlap is disconnected, but the on component begin overlap doesn't say that it overlapped any hitbox, what the hell?

#

Or at least it doesn't show up on the overlapping actors array within the LPunchBox object.

north hedge
#

Are you running the print string in tick or in the Overlap?

steep parcel
#

tick

north hedge
#

Run it in the overlap and have it print the overlapped actors

steep parcel
#

so when it's on the left side it runs a stream of strings, on the right it only posts 1 string

#

left

mystic lantern
#

let me show you what i did

steep parcel
#

right

#

I'm gonna check what it does for player 2

glossy bane
#

@mystic lantern ok nice

north hedge
#

How about instead of flipping the actor, flip the sprite and then put a left and right trigger box on either side and just run the same code via that?
I can't actually figure out whats happening here, all I know is it ain't working and it could be anything at this point imo

mystic lantern
#

i used mostly what you were doing. here's my platform bp. has a forward box collision and a backward box collision. both have overlap events.

glossy bane
#

can you show the BP?

steep parcel
#

but then the hitbox would hit behind the character, and I am coding recovery frames so the characters can completely whiff. But player 2 is only getting single entries on both sides, it must be because player 1 is getting overloaded on the left side, I wonder why that might be happening.

north hedge
#

You would make it check the rotation of the character against the box you're using

steep parcel
#

I'm tempted to try erasing player 1 and copying player 2 then just re-doing all the connections

north hedge
#

Do that then

#

see if it fixes it

#

If it does then there was something wrong with Char1

#

That'd be the safest option

steep parcel
#

kk, what you're saying is interesting but yeah I'll try that first

mystic lantern
#

inside is where i deviated a little. to handle going forwards, i subtract the vectors of the forward box and actor location and see if it's positive. that way i know he's going "forward" through the box and it spawns a box forward. same way with backward except it's a less than to check if they are going "backward"

#

just as a check to make sure you are spawning something in the right direction

#

oh i forgot something. hold on

#

ah. now i got the infinite loop. interesting. as i was adding a direction to spawn a platform in.

glossy bane
#

I was going to ask how you are defining the spawn points

mystic lantern
#

yea i forgot to add the offset to the spawn so i went back to do that

#

essentially just took the relative offset of the x value and multiplied it times 2 in the function

#

oh those vectors are switched.

glossy bane
#

ok I think i kind of understand whats going on there

#

but its hitting you with the infinte loop too?

mystic lantern
#

i think i built the platform backwards lol. so instead of the relative location of the forward it's backward and vice versa

#

i hit it once when i tried to test it without a value plugged in. now it's fine

steep parcel
#

nope, didn't fix anything

mystic lantern
#

spawn stuff

#

so that basically works fine for me. i hit the infinite loop once and i think i can reproduce it hang on

stuck hedge
#

This is a new one for me. "Get game instance" is returning none.

mystic lantern
#

yea. im basically infinitely spawning platforms on top of the character and its infinitely spawning platforms

#

when i have no value plugged into the location offset float there in the function

glossy bane
#

ok its abit difficult for me to understand whats going on so i'll just have to dig into it abit more i think

mystic lantern
#

whats the part you are having a tough time understanding?

#

i cant try to help you understand.

#

@stuck hedge check the project settings and see if one is slotted.

stuck hedge
#

It is.

#

It seems like only the player controller can't access it.

#

my gamemode can.

glossy bane
#

At the start where you subtract the vectors in order to check if you should trigger forward or backwards, you could in theory do this if you check the character velocity is positive or negative too right?

#

if you would assume going forwards gives you a positive x-velocity and backwards negative

#

like this

mystic lantern
#

in theory i guess you could. let me check something real quick

#

so the way i have it, i'd have to flip the greater than less than on both, but that could work

stuck hedge
#

So... oddly it seems like on begin play an actor is making a call to the player controller before it's fully spawned or initialized in the level. I have no idea how that works. But a breakpoint in a function is called twice before the actor even starts ticking.

#

this gets hit twice.

#

and then this fires.

mystic lantern
#

if you switch them like that, it works the same way it seems

glossy bane
#

ok i see I was just wondering if I understood the purpose of it correctly

mystic lantern
#

although i would make sure the directions are set up properly. cause i think i set my triggers up backwards or something

#

yea the purpose is just to make sure to spawn them if they go in that direction

#

when i do stuff like that i like to try to think of how they could break. and a backwards spawn could break if walked through and vice versa

glossy bane
#

ok yeah makes sense

mystic lantern
#

@stuck hedge sounds like something might be spawning and triggering something to happen before it shouldn't i guess. maybe go through your code flow and make sure things are being set up properly would be my first instinct

stuck hedge
#

well actually it's weirder than that.

glossy bane
#

I managed to get it to work with the player relative location to the platform aswell but my method looks over-engineered compared to yours im not sure if its gonna have higher performance cost

stuck hedge
#

It seems like that function cannot get the game instance. if I let the game run and print the game instance on tick, it's printing the game instance. But if that function gets called again, "get game instance" is still returning none.

glossy bane
#

and I also get a small gap between platforms which i might be able to reduce to a centimeter

#

so I might just try to do what you did and see if it works better, im not sure how to measure the performance difference but its probably better

mystic lantern
#

the thing i realized though is that if it spawns on top of your head without a proper offset, itll infinitely spawn the platform and crash give you the error

glossy bane
#

yeah for me it seemed the issue was the platforms were partly spawning inside each other

#

making me trigger more spawns and it just doubled each time so it exponentially spawned more platforms

#

and after setting the spawns to do not spawn on collision and fine-tuning the values it worked

mystic lantern
#

@stuck hedge when does that function get called?

stuck hedge
#

After a level begins, the player controller is told to possess a pawn. After that another actor in the level is told to start by the game mode and it asks the player controller for it's player number (because we have both split screen and online multiplayer) so that it can set some stuff up. The player controller was using the game instance reference to check if the game is currently a local split screen or not. I'm just not clear why it continues to return "none" for get game instance inside that function when it can get the game instance on tick without issue.

glossy bane
#

@mystic lantern thanks alot for the help!

mystic lantern
#

@glossy bane np

#

hm are you sure your game mode isn't running from the world settings and you call things twice?

stuck hedge
#

I'm sure. I've solved it for now by having the actor in the level get the split screen settings from the game instance and passing that on as part of the function.

#

but I'm still confused as to why get game instance is returning none in the function

#

I was okay with the idea at the very beginning that maybe that actor was calling to the controller before it was done initializing, but each time the player passes a checkpoint that function gets called again and it was continuing to return none even several seconds into the level.

mystic lantern
#

im unsure as well. i'd have to follow the flow to see what was happening in sequence to really get into it. i know some funky stuff can happen because i used to try to have a game hud class set up my hud before, and trying to get a reference of it in the player character worked when i did play in editor. however when i built the game the hud just didnt appear at all because it never got the reference and the flow broke. had to set my flow up manually instead of relying on the engine to do certain things because i wasnt sure if it'd fire off the correct event in the correct order

stuck hedge
#

Anyway this seems to be working in all scenarios so I guess I can worry about that later.

mystic lantern
#

its good you got it working for a work around. sorry i couldnt help more

stuck hedge
#

That's okay. I get a lot of weird problems like this that seem to end in a workaround that still leave me with a lot of unanswered questions.

mystic lantern
#

i hear that. im still trying to figure out some weird math problems when trying to make a little tool thing i was working on

#

if the math is correct i shouldnt have to use random offsets to get what i need to work but i end up having to anyway. but that build issue was by far my weirdest problem ive had

lime quiver
#

Hello. I have an array for my scene components and am casting a line trace for 2 off of one node and I was wondering if it's possible to know which one has been hit instead of both firing as the same component? Or do I need to make a new line trace for the second component?

cinder laurel
#

How do I get the package with a specific asset to put into "Reload Package" node?

#

I don't want to "Get dirty content package" and filter out the one I want just for that

uncut lark
#

So Im trying to make footstep sounds and weapon sounds, can I just tie the sounds into the inputs on the character blueprint itself via play sound commands?

north hedge
uncut lark
#

Gotcha gotcha

#

Thanks.

white crypt
#

not necessarily, you can start a timer when your character starts moving and loop it with a delay

#

ofc it wont be as precise as you would manually add an anim notify

#

but if you have hundreds of anims, it might be a valid approach

#

or if you are making a first person game without full body, then it would make more sense to go it that way

north hedge
#

I wouldn't do it for hundreds of animations because if someone taps a button then taps another and the timer is off sync. But for FPS animations where players aren't going to see their body/feet and can't see that the timing is off entirely then its fine

steep parcel
#

I implemented what you were talking about ratchet, it works and I greatly appreciate your help. It's weird and I don't understand what was going on before, but I left player 2 alone and it looks good up front, ig I'll just let the code do its own janky crap in the background lol.

white crypt
#

yeah tapping would bring up this issue, but you can easily fix that by checking players mov speed or velocity

agile hinge
#

hey, im following some guide I found and my function that im calling is different than the one in the guide.. Any ideas why?

dawn gazelle
agile hinge
#

oh

#

thanks πŸ™‚

fiery swallow
#

It's getting so hard to understand with all these lines lol

north hedge
#

Thats why I moved to C++

#

and now our codebase is a fantastic mix of C++ functions called in BP to make designers lives easier

fiery swallow
#

I actually studied c++ for a good while. I got so spoiled by how easy and fun blueprints was that I completely stopped learning c++. I feel deceived lol

#

It's literally just as complicated but worse and slower

#

This is not okay

north hedge
#

It depends on how you write it

#

but yeah

#

that'd be why

wild crater
#

So my object got destroyed before the delay was over and I have an "Is Pending Kill" error. I thought the validity check would solve it, but it didn't. Can I still use a delay node somehow? or do I need a custom time measurement to prevent this error?

white crypt
#

what if you tried this one?

#

or theres this event

#

@wild crater

wild crater
#

Ah I was trying to look for nodes called "kill" and "pending"

#

but the error ended up coming from somewhere else and I got it solved. Thanks though!

trim matrix
#

Hey guys small question, I am working on a vehicle and I have a good rig for the suspension.. But now the question is, how can I make the wheel socket move up and down with the programming side of the suspension without animations?
Is there a way to just move a bone or socket up and down? Where should I do this? In a Anim BP, code or just BP? Thanks in advance! πŸ™‚

spark steppe
#

is there anything like JSON for BP within vanilla UE?

fallen glade
#

stupid question. you can have a function without an output...... when will the next node execute exactly?

cinder laurel
#

If I'm not wrong, if there's not an output node set up, it will still return some kind of null data

spark steppe
#

yea thanks

#

actually i only need something to hold a bunch of string <> string pairs

#

while a string value could containt also string <> string pairs

#

so i guess JSON is a good format for that?

#

well i need it as string

#

to allow copy/paste to/from system clipboard

#

but can JSON have nesting like described above? where a value is another set of string<>string key/value pairs?

#

i'm not so familiar with JSON as you might have noticed πŸ˜„

#

thanks πŸ™‚

#

guess it wont matter in the end, it's just ~1kb of data, and it's only for some "comfort" function where the user can copy settings from one thing to another

#

so rarely called

dark crow
#

There'a a free Blueprint JSON plugin in case

spark steppe
#

thanks, but installing plugins on linux is a pita, i got to download them on a windows engine, and move over the source because epic doesn't provide any way for linux users -.-

#

and in my case i think its easier to make a simple wrapper which takes a TMAP<FString, FString> and spits out a json string, and vice versa

dark crow
#

Aw damn, in case i think it states that it supports all platforms since it just uses UE4 C++ and just exposes things
Didn't test myself tho

But yeh, smaller scale in that case would be better :p

spark steppe
#

it probably does support linux, it's just not that easy to get hands on the source (we even have to use windows to download normal assets :P)

#

as theres no linux launcher

dark crow
#

That's sad :c

spark steppe
#

i'm nobody 😭

#

the only thing i'm missing as linux user as of now is rider for unreal

#

which should be available at some point, too

#

and a launcher from epic, yea πŸ˜„

#

not really necessary, i'm glad to have latest bugfixes available from source πŸ˜›

dark crow
#

I was about to switch my OS to Linux, didn't inform myself about UE4 tho, sounds like some pain, props to you for dealing with that

spark steppe
#

it's only the plugins really

#

for normal assets you can run the windows launcher in wine (which is a windows wrapper)

#

for plugins probably too, if you install the windows engine in the wine environment

#

just haven't dealt with it yet

#

and if you use c++ a lot, you might want to wait for a linux version of rider for unreal

dark crow
#

Best of luck to you then for when you'll have to deal with it ^^

spark steppe
#

well i use clion, but that doesn't support live code and such 😭

dark crow
#

Soonℒ️

spark steppe
#

so rider does use hotreloading too?

#

yea we got slightly OT

barren belfry
#

Folks, I am dipping my toes in replication, and now got a moving box that replicates its position correctly. I can change the direction the box is heading in by pressing the WASD keys, however, the box does not replicate it's rotation to the server for some reason. I can see the box rotating on my second client, but it does not appear to rotate on the server and its client.

covert kestrel
#

Hi all, is there anything wrong with this? I think I'm using the IsValid as it's supposed to be. I can see the spawn happening in my editor as I play through, but's it's not visible in my viewport and I'm getting the pending kill error.

slow wyvern
#

Hey, I got a problem with replicating velocity and transform on dedicated server. It works fine for listen server, but the velocity / transform on the dedicated server always defaults to the servers default velocity / transform. It’s for a grenade throw with projectile movement btw. Any tips?

earnest tangle
trim matrix
#

good evening everyone, hope someone can see the obvious. I hastily coded a playerstate sort (by kills) and expected it to work, but it isn't (and there are duplicates when printing to screen). What am I missing?

zenith pond
#

I have a static mesh car animated along a spline used for background animation, is it a practical idea to detect change in momentum to add a bit of roll, suspension bounce, and turn the wheels? Doesn't need to be 100% physically accurate, just want it to look less stiff and on wires. How should I look for change in momentum like that?

kind forge
#

hi. Anyone know how to merge two collision boxes and merge his overlap events too?

covert kestrel
earnest tangle
#

no, just fix it so it goes into the correct place after destroy

#

you've connected the destroy directly into the next destroy, you should connect it into the next is valid check instead

covert kestrel
#

ok thanks

covert kestrel
earnest tangle
#

Are you in the right location?

trim matrix
#

Hey guys, small question again.. I managed to move the suspension bones like I wanted using a poseable mesh.. But for some reason, the poseable mesh is not simulating physics anymore?? Can a poseable mesh not have physics?

covert kestrel
#

It's a very simple scene, one camera at 0,0,0 with four spheres also at 0,0,0 so it work's like a 360 panorama. When the level first loads you can see the first sphere/texture. When I click a button on the UI to go to the next, so basically destroying what is visible and spawning the next one, it spawns in the editor but my viewport becomes black. I still have control of the camera, cos if I rotate it, and kill the player, my camera has moved. So yes sure I'm in the right location.

earnest tangle
#

Try pressing the eject button while in play mode, and fly around to see if the object spawned

#

If your viewport turns black it sounds like it probably did, but perhaps in the wrong orientation or something

spark steppe
#

if you are within the sphere you wont see it's outer faces unless you defined the material as two sided or you use a sphere with inverted normals

covert kestrel
#

all works fine when accessed from another level and possessing into the camera pawn, just not within the level, where I'm already possessing the pawn and everything lives at 0,0,0

covert kestrel
#

I don;t believe a sequence is suitable for this as the inputs change

spark steppe
#

it is

#

and instead of passing 3 actors, you could change that to an array of actors

covert kestrel
#

I'm going to try with set visibility instead of destroy/spawn

fading fog
#

Hello, I want to make a roll similar to the one in Darksouls…so if I move left/right and I press the roll input key, my character should roll in that direction…and it does, but the camera follows, so it jumps behind the character as soon as I roll.

So far I tried to do:

  1. Turn UsePawnControlRotation off on the spring arm that the camera is attached to
  2. Turn Off inheritYaw
  3. Changing the input from controller to the character then repeating steps 1,2
  4. I created another object to attach the camera to, and set its rotation to absolute(world)
    All of this with no success…I want to thank you for your time and attention, I am sure that you can help me.
turbid shard
#

Hello, I have a player state name to set a textbox on top of the player, I am setting this textbox like this, but I am getting an error and don't know why. Anyone knows? Thanks

earnest tangle
#

It says the value you're trying to read from the cast node is None

#

so it means the value you tried to cast is not casting into that type - meaning either the value is none, or you're casting into the wrong type

wooden stump
#

Hello, my project broke in 4.26 because soft object references are no longer editable in the blueprint class. Epic says its by design, but I was using it to easily assign very specific objects for quest scripting in levels. Is there a replacement strategy for this? (also why was it removed in the first place, is there even much of a point to soft object refs now?)

tawdry surge
#

Wait what did they do? cuz I was just about to watch the "demystifying soft object references" video unreal just did in May last year.

royal kraken
#

Does anyone know how to add a camera positions to a minimap?

west pagoda
#

Could some kind person direct me to the logic to increase and decrease the space between these vertical columns without actually changing the width of the columns themselves, only changing the length of the horizontal bar?

faint pasture
#

@west pagoda it depends on what your conventions are, but the total width of that top piece is going to be horizontal bar plus two times vertical bar diameters.

wooden stump
faint pasture
#

So, if the pivot point of each rectangle is at its own center, the rectangles on the sides will each be offset by 1/2 of top rectangle with plus 1/2 of their own width

#

Relative to top rectangle

west pagoda
#

@faint pasture Thank you for your prompt response.

calm cargo
#

Is there any chance to have the anim blueprint do the assigning of the rifle reference itself rather than have the rifle set itself for it (as portrayed in this picture)?

twilit heath
#

TryGetPawn then Cast

#

in BlueprintUpdateAnimation

calm cargo
#

What is the pawn going to return? If rifle doesn't derive from pawn?

twilit heath
#

you can then dig in another way

#

GetOuter is the SkeletalMesh from UAnimInstance

fallen glade
#

I'm having some trouble compensating for height differences when finding if players are already close together, could someone help please?

twilit heath
#

GetOwner from there is the Actor its on

#

might need to Cast Outer to ActorComponent first

#

not 100% there

calm cargo
#

i'll have a go at it e: Worked! Grabbing the outer of the outer of self leads to the rifle actor ref

calm cargo
tawny jackal
#

What would be the ideal component for rendering flat text in a scene, like a street name sign, where it changes very frequently and there are many signs?

earnest tangle
#

You can use the text component, it should work pretty well

#

I'm not sure how it culls itself though - I had problems where it actually performed pretty poorly with hundreds of them visible at the same time

#

My solution at that point was to use a dynamically generated texture instead, so that's an option if the text component performance becomes a problem for you

tawny jackal
#

So the generated texture performed okay? I also considered, as a hail mary, having a huge alphabet texture atlas and keying into that for individual letters.

earnest tangle
#

Yeah it performs just fine, it just takes texture memory, but if you don't make them huge it should be fine

#

I'd start with the text component tho, if it performs okay for your usecase, it's much more straightforward to set up

fallen glade
maiden wadi
#

The only downside to using anything material based is a headache come time for localizations.

#

@fallen glade Not sure I followed, but can't you simply level out their Z values in the check? Basically Vector2D check their X and Y coordinate distance.

fallen glade
calm cargo
#

Closeness is usually defined by distance, what is your alternative definition of closeness then?

maiden wadi
#

Could tier the distance check. If range < like double or triple capsule halfheight, level Z and check again.

fallen glade
#

thanks!

maiden wadi
#

Cheaper check might just be if (Z - Z)ABS > (CapHalfHeight*1.5) then do distance check on XY.

languid lion
#

Will sequence node fire its second step

#

if first step has a delay node in it, or will it wait the delay timer?

maiden wadi
#

It won't wait.

brittle sky
#

is it better to use less blueprints?

#

like try to include the most in one instead of multiple?

maiden wadi
#

@brittle sky Really depends on what you mean by better? Performance or in general? Performance won't change. But if you cannot drop the asset in a hole for six months and then come back and pick it back up within a couple minutes and understand what you've done, it likely needs simplified.

warm summit
#

@brittle sky @maiden wadi wow I was just coming here to ask the same question

#

So, if your able to handle it organization wise. If you did a whole project in 1 BP that would be ok?

maiden wadi
#

I mean, that's going to be an incredibly small project, but sure.

warm summit
#

I am making an Art Project more than a game. I am building the art out of arrays of Particle systems. I then access the systems by using the arrays to channel input. I am ending up with a lot of branches, but it does work.

#

I am using Functions and Macros to keep things more organized but its not like a game with independent actors running around that I need to interact with

maiden wadi
#

Most times a lot of branches can be cleaned up pretty easily with enums, interfaces, or generic parenting and slightly more complex subtypes.

warm summit
#

The branches I am using are to filter incomeing Midi data by CC#, so it goes to the desired targets variable

maiden wadi
#

What is the Midi data? Or how is it filtering?

warm summit
#

just by checking if the CC# matches the one chosen to control a particular Variable

#

if it matches the event triggers a increment/decrement function, if it fails it goes out a pass thrue exe pin

#

its kind of like a syntheszer with a whole lot of knobs and such so I am really just wiring up controls

#

its alot, but a lot of the same very simple thing.

#

the midi data is just a 1 or a 127 generated by a dial turn on my hardware

#

that represents turning a knob left or right, and the function takes a variable up when you turn right or down when you turn left

#

all the branching is just to channel to the specific value you want to edit

maiden wadi
#

Like turning the different dials? If was this dial, false, if was this dial, etc?

warm summit
#

yes, the CC# tells you which dial was turned, in the macro it checks if it was the CC you wanted, if not on to the next

#

this i the machine I am using

#

this is the graph recieving the inputs

#

so that covers the bottom 24 dials

#

this is what one zoomed in on is

#

this is the inside of the Macro

maiden wadi
#

I feel like you could dramatically simplify this with a single struct. Make an array of them, and some helper functions.

#

Basically, put all of the information you would need on the struct, and then add your Key. Which in your case would be an integer to compare with CCValueIN I think. And then you would end up doing exactly what you're doing now, except with a loop instead of chaining functions. Loop over the array of structs, and if the key in that struct == CCValueIN, change your values and do whatever updates you need, and break loop.

warm summit
#

I know what a Struct is from Vectors etc.... but am pretty new to BP so where do I learn more about this?

#

meaning I get the idea that a struct is a collection of values in a bundle.... but think you mean something else?

maiden wadi
#

Nah, that's exactly what I mean. For instance. Right now you have a ton of free variables like that CC85INTVAL, right? Like one for each dial?

warm summit
#

yep

#

so a Struct is an Array pretty much?

maiden wadi
#

Not quite. A struct is exactly what you called it, a bundle of information that stays together.

candid marlin
#

Noob question: why does the node I NEED look like the one on the right but the only one i can get the one of the left?

warm summit
#

ok I think i get it, found the documentation too so will read on that, but your saying I can check... much more quickly, vs chaining branches

maiden wadi
#

So if you wanted to say... have a float value associated with your CCnumbers, you'd make a struct of an integer and a float. And then make lookup functions based on the integer. Iterate over the array of struct, get the interger in the struct and if that integer == the CC number, alter the float in that same index of the array.

warm summit
#

ok cool, thank you. I do believe I am getting the idea, will go dig into it

summer bolt
candid marlin
#

So much love for you right now

spark steppe
#

well a map could also handle the integer <> float mapping

#

while it would be easier to get the values for a specific dial as you can just use find on the map

#

but yea, pretty much every pattern like that above can usually be simplified and will get a lot of more comfortable to handle

rapid forum
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Hi there,
I recently worked with Atoms Crowd Simluation Engine in Unreal and face some blueprint problems:
Attached you can find a blueprint where I managed to print out the position data of an agent to a textfile an overwrite it per frame. When I added agents to the agent group it was still only printing out the data of the initial agent.
But what I would like to do is to write the position data or any other metadata of every agent in an agent group to a textfile and also not to overwrite the file but get a list of all position datas or metadatas.

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any ideas how to get all the position data from all individual agents of a group instead of just one

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This is what they suggested me: Hello Georg,
your blueprint is wrong, you are writing the last agent position into your file.
You have to initialize your array before the for loop (ideally with the content of the file if it exists so you don't overwrite its content at each frame), add items to it during the for loop and write to the file when the for loop ends.

But i still could not figure it out maybe you guys can help me for clarification

dense tulip
#

Any of you know why i only have 4 choices for Water with 4.26.1 ? I see about 12 in that screenshot !

mild halo
#

does anyone know how to get a reference to a cinecamera from a level sequence reference?

dawn gazelle
uncut lark
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So how do I distinguish between Character, actor, and controllers? Im sorta at a loss as to what to use when?

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I like kinda understand where to use what, but I just want a bit more clarity

rapid forum
faint pasture
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A Pawn is an actor that can be possessed by a Controller

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A Character is a Pawn that has special bipedal character specific stuff.

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A Controller is like the mind behind a Pawn. It says WHAT to do, while the Pawn is more like the body. It defines HOW to do and what the capabilities are

uncut lark
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Gooootcha

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Okay that makes a bit more sense

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Thanks

faint pasture
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PlayerController is the controller a player interfaces through

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AIController is the bot version

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So if you think in terms of a race car, the race car would be a pawn, and the players race car would be possessed by a player controller, while bot race cars will be possessed by AIControllers

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Same capability, different brains

uncut lark
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Okay, thats making more sense now

faint pasture
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Just remember that character is just a specialized Pawn with a pretty robust movement system and some other details. There's nothing stopping you for making a "character" that is not based on the character class.

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Another thing, Actors are made up of Components. For example, Character is made up of a mesh (the visuals), a capsule (the collision) and a CharacterMovementComponent (does the walking and jumping etc)

stable dove
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quick dumb question is it a memory leak if i keep spawning endless actors without a way of deleting them?

earnest tangle
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I don't know if it's really a memory leak but you will eventually run out of memory if you do that

stable dove
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Yeah im just writing up a project i did on a blog for a school project and i said "Finally i added a way to destroy the actors so i dont cause a memory leak"

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but i dont know if thats the correct terminology

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just wanted to ask if it really was a memory leak

earnest tangle
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I think for it to be a memory leak it would have to be the result of incorrectly not cleaning up things you no longer need, thus not freeing up the memory that should have been freed up

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but if you're intentionally not clearing it up for some reason then it's not a leak, it just consumes a lot of memory lol

stable dove
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yeah ill just stick with avoid wasting memory on actors im not using anymore instead of calling it a memory leak

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thanks for the help i honestly didnt know if it would be described as a memory leak or not.

earnest tangle
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np

white crypt
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maybe you could call it recycling actors?

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πŸ€·β€β™‚οΈ

stable dove
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yeah idk tbh i think im overthinking such a minor detail

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literally none of my teachers will care what i call it just trying to make it make sense you know

white crypt
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or just say: actors now are being properly spawned/destroyed

stable dove
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yeah thats pretty much what i said

earnest tangle
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For it to be "recycling" then I think it would basically be same as object pooling and it doesn't sound like he's doing that :)

white crypt
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yeah would make more sense, just brainstorming πŸ˜„

prisma dawn
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Hi, could anyone explain me how giving a BP node the class parameter, it extends its parameters ?

earnest tangle
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I'm not quite sure what you mean... it's programmed to do so

trail wing
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Hi everyone, I have a trigonometry question, it's not my strong suit . I have 2 players, I have their location, I have the center of the vector between the two players, I want to find the location of where my camera should be knowing that the vector from my camera to the center of the two players and the vector between the two players should be orthogonal and that I also have the length of the vector between the camera and the center between the two players. I belive it could have 2 answers, a first location and an inversed one if I'm correct, but I have no clue on how to calcul in code, here's what I have so far :

prisma dawn
earnest tangle
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I'm fairly sure you need CustomThunk for it

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Probably better off asking in #cpp ^

royal kraken
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Does anyone know how to add set camera positions to a minimap? So the user can click on thr set locations and it switches camera?

prisma dawn
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Yes I'll do that, thanks

frank nest
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Hi guys I am having more trouble then I should be with something this simple but I want this Pawn class that I posses in game (its a surfboard) to move forward and this doesn't seem to work any tips?

narrow kelp
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@frank nest what is it printing?

frank nest
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1 or 0

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if I am holding W it is saying 1 every tick

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So i tried to multiply this instead

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but still no movement

steady orbit
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Anybody have an idea how I would calculate g-force while flying and performing maneuvers?

narrow kelp
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maybe try with only a single add movement input call

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maybe they're stomping over eachother somehow

frank nest
zealous moth
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@steady orbit get movement component get acceleration. Or get velocity and do dx/dy

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Get location and do double dx/dy. Derivatives

dense tulip
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I ended up figuring out my issue, i had to enabled some plugins / options

steady orbit
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What is dx and dy?

zealous moth
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All of those classes in college starting to pay off

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Derivatives

inland cargo
#

Hi friends I was wondering if anyone knows off a simple way to make islands/parcels randomly appear around one another. I was thinking of making a parcel a center point and wondering if that was a good idea!

steady orbit
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My math lingo isn’t very good

inland cargo
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like a procedural map