#blueprint

402296 messages · Page 652 of 403

steady orbit
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Is there a synonym for derivatives

zealous moth
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@inland cargo aesthetic or will it be used?

inland cargo
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be used hhopefully

zealous moth
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@steady orbit no. It is calculus math.

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@inland cargo i would recommend an hism actor with a construction logic to create the islands you want. You will need to use grid logic and vector math

steady orbit
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Well thanks I guess

zealous moth
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This assumes the islands are no more than surfaces

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Np

inland cargo
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arh that sounds like a plan u think having a center point island and say 2-3 parcels around it could work with that. not used one off them actors before will have to do some research around it. dont think I have used that one but will give it a look

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They will most likely be handcrafted islands with a few child pieces in them

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atm

trim matrix
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I've been trying so solve this for an hour now hahaha

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I don't think it's possible to get the exact center in blueprints because the formula for finding medians changes based on whether the number of observations are even or odd, and I can't find a node that tells you whether the population of numbers is even or odd...

fresh sinew
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Has anyone here had issues where Find In Blueprints returns no results?

trim matrix
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Ok I forgot exactly what nodes to place, but i want to make a "press a key a certain number of times" and if done too slow, it resets

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How would i do that again?

fresh sinew
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It magically started working

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🙃

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Does the editor just need ages to index everything?

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It didn't tell me it was indexing anything

trim matrix
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@trim matrix simplest way is to set a variable (intenger), and everytime the button is pressed then add 1 to the variable you just made, then add a retriggerable delay to the end of your line. If that retriggerable delay ever hits 0 then set the variable back to 0

trim matrix
fierce cargo
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any way to "un destroy" an audio component after it's faded out

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i keep getting this

trim matrix
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so you destroyed it and then tried to access it again?

fierce cargo
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yeah

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but i kinda need it to work infinitely

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it works fine, exactly how i want it to, but it gives me that error after stopping the level

trim matrix
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Is valid usually works, if it's not valid then maybe recreate it

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but why destroy it if you need it?

fierce cargo
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well i made it so if the character starts moving, the emote audio fades out

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i'll try out isvalid, i remembr that fixing an issue like this on another project

trim matrix
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I get fading it out, but why are you destroying it ?

fierce cargo
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yup that fixed it

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i'm not

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sorry if my wording was kinda odd

trim matrix
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oh alright

fierce cargo
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tysm for the help :)

trim matrix
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np

steady orbit
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Is there an easy way to calculate movement direction of a pawn?

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velocity * actor location then normalize?

trim matrix
steady orbit
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@trim matrix Yes, but not from the forward vector cause the ship is in space and doesn't change its direction immediately when turning.

trim matrix
steady orbit
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Yeah the logic i provided earlier did that but its referencing from the world origin

trim matrix
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and what's the result

severe folio
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Anyway to quickly convert components in a blueprint to a different child type? I want to convert all these static mesh components to a "MyMeshComponent"

steady orbit
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@trim matrix

If I'm flying in the positive X direction then its positive 1.0

If i turn around and fly in the negative X direction then its -1.0 as you would expect.

But as soon as i pass the world origin it reverts back to positive 1.0

trim matrix
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modern problems require modern solutions xd

steady orbit
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All i'm trying to do is setup a gforce system. I'm trying to get my acceleration. This guy earler was telling me what i needed to do but he assumed i new calculus and all that.

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Moving the world origin would be a help at all.

trim matrix
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he told you how to get acceleration

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get movement component get acceleration

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That's exactly how you get it

steady orbit
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I'm using a pawn, not a character. So i don't have the character movement component.

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I gotta do the math manually

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Im struggling with the math

trim matrix
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@steady orbit do you need to get the current acceleration or just the acceleration?

spiral egret
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For folks who work on blueprint collaboratively with others: how do you "code review" your BPs? Screen shots? Over the shoulder/screen share? Something else?

steady orbit
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Whats the difference?

trim matrix
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Because there is a specific blueprint for moving no-gravity, flying style pawns... Maybe it's a good idea to use your current pawn as a parent

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and then make the other blueprint the child, and do what you need to do there

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The blueprint is called default pawn and it's purpose is for moving pawns, it has an acceleration node that you can get or set

steady orbit
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The only difference with the default pawn and the regular one is the movement component

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I could just add the movement component

gusty cypress
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Need help making a filter system for my level select, I have a bunch of levels all as template UI with instance editable variables. I can get the filter to work but I have no idea how to stack filters (ex. check the filter for unbeaten levels AND Favorited levels) and once

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The pic above shows what I just tried, its far from working

trim matrix
gusty cypress
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I use an AND because I check if the checkbox is clicked AND if the level is true or not

steady orbit
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Wish i could just do the math myself

trim matrix
steady orbit
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lol

zealous moth
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@steady orbit calculus aint that hard.
Get position 1 and position 2 every other frame and then calculate the difference between them and that's your speed.
then get the speed at a later position and find the difference and that's your acceleration.

steady orbit
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i have the first part of this setup

steady orbit
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i have the velocity and then i have the velocity * delta seconds

zealous moth
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Ok but velocoty is m/s and if you multuply by seconds you get distance

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You need to divide by time to get m/s^2

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Argh cannot type on a phone

trim matrix
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@zealous moth I respect your ability to understand it this well. I have no idea what you're saying hahaha

steady orbit
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position 1 =?

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Position 2=?

zealous moth
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Get actor location at t1 and then t2

steady orbit
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would time 2 be the actor location * delta seconds

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or /

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Sorry man

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or actor location - delta seconds

zealous moth
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@spiral egret an old practice was to push and pull and not work on the same bps.
The other person would do a quick overview and a test. When done push the qa back with feedback if any.

smoky rivet
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i have an array of checkboxes. How do i only allow 1 to be checked at a time

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is there a way to activate/deactivate a checkstatechanged of one checkbox from another checkstatechanged of a different checkbox?

zealous moth
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@smoky rivet you can make an array, retain the new checked one's index, do a foreach and uncheck all, and then check again that retained index?

smoky rivet
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or is that visual only

zealous moth
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erm, I would think maybe get state?

smoky rivet
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no i mean to set it

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i think this is the right onee

zealous moth
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you'd have to play with it, I don't have my editor opened :/

smoky rivet
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no worries bro

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thanks for the idea tho

smoky rivet
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ignore the errors

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theyre unrelated

zealous moth
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hm might be the enum then

spiral egret
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Yeah I use the diffing tool locally a lot to sanity check my changes. Workflow with a fully remote distributed team is another thing though. Sometimes I present the diff over a video call via screen share. Not ideal, as most folks need to work through a diff at their own pace to understand things and provide feedback.

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Yeah agreed

smoky rivet
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@zealous moth isChecked always returns false.

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why would that be

zealous moth
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thinking

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is "isChecked" your own function?

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loading up editor

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@smoky rivet remove your boolean, you won't need it

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just straight up uncheck all

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so far both nodes to set works for me, it may be your loop is incorrect

dense tulip
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is there a way to get rid on of the white ball (Scene component) with 4.26.1 ? Its annoying having to see those balls !

smoky rivet
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no isChecked is the unreal function

trim matrix
dense tulip
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Lemme look !

trim matrix
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there should be a checkbox for visible ingame and visible rendering or something

dense tulip
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Ah, its Editor Billboard Scale !!

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Thanks @trim matrix

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Hmmm .. been a while since i last used UE4, wasnt there a way to hit END key and have the mesh be dropped to the floor ? Maybe the hotkey changed ?

steady orbit
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its still end

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im on 4.26.1

dense tulip
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strange, does not want to work for me !!!

steady orbit
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Ive had that problem too

dense tulip
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does it work on Blueprints ?

steady orbit
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ahh

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idk

dense tulip
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ok, must be where i am wrong, thanks

hushed pewter
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Ive found my self abusing gates and custom events too trigger there open and close a bit much. Is there a better alternatives (for seeing if a movement effect is active)

vale pine
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Anyone know how to find the closest edge of a cube from a specified point?

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Like mathematically

lusty elk
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hello people, i have a small question

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this is a widget blueprint, to count HP of my character

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the string conected to "failed cast"

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is printing but idk why, can someone help pls

dawn gazelle
# lusty elk

If the pawn that your player is controlling is not of the class BP_jugador, the cast will fail.

lusty elk
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it is, cause i have another blueprint widget that counts Pick Ups

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with the exact same cast

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and that one doesnt give error

dawn gazelle
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put a print string before the cast, then plug in the controlled pawn return into into the print string, then you can see the name of the class that is going into the cast --- it could be returning none somehow.

lusty elk
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like this?

dawn gazelle
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yep

lusty elk
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ok so this is happening

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but...

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cant find that cast

sonic pine
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Maybe untick context sensetiv?

lusty elk
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it doesnt show too

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from what i know there is no blueprint with that name

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so idk why it says its casting to something it does not exist

sonic pine
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Hiho, I'm trying to get some server settings.

So the time that passes on a map is set on the map and can be changed and accessed via the server.

If I want different things to start at a certain time, for example:

10 am: spawn server message: "Good Morning", respawn all bosses, reset all daily quests

Where exactly do I enter something like this?

  1. Do I have to build this into every boss and daily quest?

  2. I have to include this in an extra file like Serversettings_BP and include it in the bosses and daily quests?

  3. I have to build it into the game mode?

Thanks for your help ^^

violet wagon
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The stock of my gun gets cut off when its too close to the camera, is there any way I could stop that from happening?

sonic pine
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Appendix to my question

In my opinion, it should be similar to a global function.

Function: Controll Timeofday -> @ 10AM Branch True -> do xy and Event = success, False -> dont do xy

and this function is then called up by all relevant things

If Event = success -> Change xy

or am I wrong? ^^

dawn gazelle
# sonic pine Appendix to my question In my opinion, it should be similar to a global functio...

What you probably would want to do, is create an event dispatcher in your game mode, it could have parameters if you want to pass along to any other actors. Call the event dispatcher in your game mode whenever you want to trigger the signal that a time of day event should be triggered.

On the begin play of all things that require the time info, have them bind to the event dispatcher in the game mode, and then on the return event they can do whatever function they need to do when the time is changed -- if you pass through parameters, then you can use just one event dispatcher to control multiple execution paths, like have a "Time of Day" value that is passed and you can then check in the actors that need to do certain things at certain times.

dense tulip
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@hushed pewter Use a bool that you set to true when starting, then when things are done, set it to false. Would that work for you?

white crypt
smoky rivet
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im using isChecked to see if my checkbox is true or false

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it only returns true for 1 tick then returns to false

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why?

dense tulip
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See if there is an "auto-reset" feature ?

surreal peak
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Or if you are binding/setting it on tick

sonic pine
meager rain
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Im having an issue with trying to display damage numbers above the enemies head, I am able to display the numbers on their heads but if i copy the enemy, it displays the number widget animation on top of both enemies heads

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here it shows the dmg numbers on both enemies even though i only hit the one on the left

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I am using a widget component in the enemys BP to display the numbers

trim matrix
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How can I move any object align with the another object, like train and railroad

vagrant dawn
verbal jungle
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vs

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in terms of the efficiency of the compiled code
Is there any difference?

cyan hornet
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I would like to create a list of weapons for everyone in the game can access. Should I do this in the gamemode?

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Imagine it as just an list of ints that gets randomized every match

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and every client must be able to access it and it must have the same list

violet wagon
cyan hornet
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Thanks, I'm using a map with a struct and an int key

autumn shard
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For whatever reason, the blueprint event is not being called.

Here is Blueprints

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Here is my code.

FluidNarratorController.cpp

unique scaffold
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I have custom event with parameters and containing delay to trigger async. I want to have more of these event to play "parallel", but it looks that only one "instance" of event can live in game thread. Is it true that new call will "replace" old state (or something like that)?

maiden wadi
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@autumn shard What you have looks correct. Have you tried getting a world context object for that print?

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If Invoker is valid, you can use that to let Print get the world object.

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@verbal jungle In terms of blueprint stuff, not really. Both of those will be the same. You would need hundreds of thousands of this call in the same frame to notice the difference between the two and even then I don't think it'll change in Blueprint. Can't speak for potential nativization changes on that matter, never bothered with it. Just learned C++ when I became worried about performance bottlenecks.

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@vagrant dawn If you're running 4.26, it may be intentional or it could be a bug. 4.25.4 can see PrimitiveComponent in the list just fine. 4.26 also had quite a few major issues with stuff not correctly appearing in blueprint lists. C++ based interfaces being a major one until the first patch. So if you're using the latest version of 4.26 it might be bug reportable. If you're using 4.25.4, I'd recommend an engine file check.

boreal tusk
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Hi, is there a way to set a select drop down input in the details panel of an actor?
When placing the actor in the editor view I would like to use a select drop down based on an array to adjust settings for the actor.

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lol yep

earnest tangle
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You could probably do that using some kinda custom details panel for it

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Alternatively, you could perhaps use a data asset - have the data asset actually contain the settings for the actor that you want to adjust. Then, you can create instances of that data asset, and if you have a variable for it in the actor, it'll offer those as the options

meager spade
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Am I dumb or shouldn't two collision boxes that have the response of block/overlap to each other make them appear in an get overlapping actors call?

earnest tangle
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They should but they might not have "generate overlap events" enabled which iirc affects that

meager spade
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They should be since they generate overlap events to other actors but I'll check just to be sure

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I was just thinking if I made some dumb assumption and they have to overlap actual actors or static meshes

earnest tangle
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static meshes in the world are also actors, their type is StaticMeshActor (which is basically just a simple actor that contains a static mesh component)

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oh - and BSP brushes also might not overlap, I forget but I had some issues with them and getting overlaps

meager spade
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The collision boxes are the exact same, just different instances

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but they do not want to generate an overlap event towards each other, both have generate overlap events set to true

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Wait, changing the response to overlap from block fixed it 🤔

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The documentation says that if both are block there should have been a response as well

round basin
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Hi, I was wondering, what a default pin in "switch on" does ??

opaque blade
meager spade
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Imagine you switch(int) 0-10 and the actual value is 0 < or > 10, then default will be hit since no other option was implemented

round basin
brittle sky
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whats causing my widget to not disapear when you leave the collison box?

river seal
brittle sky
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what node would i plug into owning player to fix that?

hexed tiger
river seal
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Not 100% sure but you could try to store the created widget in a variable and use this as a target for the "remove from parent"

brittle sky
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its incompatible with the cast reference

hexed tiger
brittle sky
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ok ok ty

river seal
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right now the lower cast reference doesnt to anything... Just executing but doesn't give any reference

brittle sky
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oh i fixed it by just using a remove all widgets since theres only gonna be one

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that was easier

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and it works

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but thanks anyway

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but i get why it wasnt working

tawdry ore
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is there a way to disable speicific player inputs?

river seal
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You could check the input with a boolean

brittle sky
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yeah thats what i did

tawdry ore
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ok ty

void cobalt
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hey i have a question, i have 2 projects

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1 is my main game project, and the other is kind of a test

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where i followed a very long tutorial to make an inventory system

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and i did it in a different project rather than my main one to make sure it will even work

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now i want to move all the blueprints into my main project

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is there a relatively easy way to do that?

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bcuz i cant copy and paste whole bp's into another project

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and if i copy whats inside the blueprints ill still have to recreate all the functions/variables and whatnot

tulip canyon
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i'm trying to draw a white triangle into a render target texture at runtime but it draws a black triangle instead, does anyone know why that is or how to fix that?

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here's the blueprint setup

gilded pebble
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How do you spawn a "WaterBodyCustom" from BP during runtime?

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when I try to spawn it or any BP that's the child of it during Runtime (PIE) with "Spawn actor from class" it creates the actor, but the "Water Mesh Override" doesn't render, only the spline

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If I chance any option by hand it pops into existence, even very unrelated options, like adding 1 to X, Y or Z translation

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But if I change any values with a BP it doesn't fix it, only if I do it by hand

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This only happens if a PIE or Simulation is running, if its not runtime it spawns the actor with the mesh working and it continues to work even in PIE

graceful jacinth
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Can someone help me, I am learning blueprints and I do not why it is not working.

dawn gazelle
warm summit
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I dont get how the Branch is firing both True and False?

earnest tangle
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This depends on where you're running it, if it runs on tick or something where it repeats multiple times, it's possible it could toggle between the two

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It will not run them both in the same point of execution

sand shore
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If both paths are entered in the same frame, it can look like they're both executing

zealous moth
zealous moth
warm summit
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@earnest tangle @sand shore its running on input from a midi controller

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CC change

tulip canyon
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@zealous moth it was zero then i tried with one but nothing changed

earnest tangle
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Yeah so it's probably just getting called multiple times as ImmutableLambda said, where if one call causes it to take a separate path than the other, then it'd look like that

warm summit
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but i am only turning one knob at a time, every knob sends its own CC#

earnest tangle
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add a print or something before the branch and see how many times it triggers

sand shore
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Yeah, analog input might not be buffered

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and maybe it shouldn't be buffered at all, depends on your use case

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but you can manually buffer the input

warm summit
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yea I am working on a simplified version to clarify, I was wondering about manual buffering, cause sometimes it seems the data comes too fast

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so how do I do that?

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count how many times I get the message and just grab ever "n" one?

sand shore
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keep a value that you update every single time it is called, otherwise track the time since the previous event and only run the heavy logic every so often. You can also have a lightweight update that always runs

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dont hack it together with a timer, you need to manually track the time

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easier to set this up in C++, but you can make it reusable in BP via structs and a function library (maybe a macro library as well).

mortal nacelle
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what is the best way to create a bundle of level assets to spawn programmatically? The equivalent of a prefab in Unity?

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Should I be using sub-levels?

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For example, I have a main level and a dungeon room which you can enter through a door. Different levels may use different dungeon rooms

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Or for procedural generation, a level may be composed of smaller prefabs

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Using a single actor BP seems limiting.

sand shore
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You can make a top-level level, so that it is used as a persistent level when you are authoring your content. That level can have many sublevels within it.

You can stream that level in dynamically into other levels.

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Basically a level is already a prefab (though you can't spawn an instance of it as an actor)

keen terrace
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is the second "Branch" redundant here? Will I just use the False to go straight to next Exec?

mortal nacelle
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I'll have to research more on the level streaming APIs. Is it possible to use this approach for procedural generation as well? e.g. something like re-using a sublevel multiple times in different positions, programmatically?

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From the tutorials I've skimmed over, it seems good at breaking up a big level into multiple sub-levels in a hand-created level workflow. But that is something slightly different than what I'm doing.

glossy bane
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Can somebody explain why the -- node sets the new value to 0 instead of the initial value -1 (which is what I though it should do)?

maiden wadi
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If the value of that int is 0 after execution runs on the -- node, then your variable was 1. If your variable was 0, and did not decrement to -1, the node likely didn't get ran.

glossy bane
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@maiden wadi Its decrementing 2 instead of 1 for some reason. When it gets called with a value of 2 it goes to 0, then to -2, when it should have gone 2->1->0

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And im getting the same issue by manually using minus 1 aswell, I think ive messed up somewhere else

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Managed to "fix" it by using a do once node and resetting it after each decrement

dry blaze
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Does anyone know how to make it so when my character walks off a box collider so it drops straight down and not slowly go down like steps for a bit then drop because that is what keeps happening at the moment when I walk off the box collider (it is set to block all)

earnest tangle
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try adjusting the perch settings in the character movement component (they're hidden by default, under character movement: walking)

dry blaze
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Okay thank you, I will check that now 🙂

gritty elm
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when i try to add socket to my character, why it's scale is too large?

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even the scale already set to 1,1,1

earnest tangle
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No idea tbh, haven't had that issue... but you could always scale it down

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(it might just be a preview scene settings issue as well)

mystic lantern
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Could be possible the character might not be the right scale. But yea might as well just scale down the socket

gritty elm
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the scale is also big during gameplay

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when attach to socket

earnest tangle
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Yeah if the skeletal mesh's scale is wrong that'd probably cause it, but at least it looks like it's about 150 units tall which seems reasonably correct

brittle sky
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does anyone have a clue why this isnt working

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it prints the string

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i have the exact same setup in a different project and it works perfectly

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they are identical

mystic lantern
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Check the outliner. The object you spawned is probably at the world location you specified if it printed the string

brittle sky
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yeah it is sadly no camera shake

mystic lantern
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I'm not particularly familiar with the camera shake node there, but should both of those radius values be 0?

peak plaza
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That was my first thought.

brittle sky
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ahh

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you were correct!

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this discord is class

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so helpful

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ty ty

lean epoch
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There's some way to jump to an interface implementation? Double click opens the definition but there isn't a simple way to open the implementation?

mystic lantern
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Implementation would be whatever class you implemented it to. Iirc I think there's a way to check what blueprint it has been implemented in

lean epoch
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Visual Studio has a simple "jump to implementation". If there's one it jumps there, if there's more, you select the class in a list. There must be some way because I can't believe there isn't any way.

mystic lantern
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Right click the interface and click "reference viewer"

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That should show every object that currently implements the interface.

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Then it's a matter of opening up that object and checking the interface function

lean epoch
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I know the object that has the implementation, I just need to quickly jump there, so quicky as you open a macro or function. Thanks for your time anyway.

mystic lantern
lean epoch
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Thanks, I already know how to search in any/all blueprints, I just wanted to know if something so simple as "jump to implementation" it's in UE4, but I don't think so.

mystic lantern
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I can't say if there is really. The method I mentioned is basically the quickest way to jump to it though that I know of in particular. It automatically opens the blueprint and navigates to the function right away

lean epoch
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Faster than open the BP and go to the implementation sure, but not so fast as go directly. I guess i'm so used to this option that it's Visual Studio's fault.

pliant frigate
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I have a working popup that becomes visible on my Begin Cursor Over event and becomes hidden when the On End Cursor Over event is triggered. Both work great.

HOWEVER, if i left click on an object (firing the On Click event) -- it seems to be causing the On End Cursor Over event to fire, making the popup go away. Is this standard for On Click?

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(This is in regards to a single object with all 3 events. The mouse cursor never leaves being over said object)

wary tinsel
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Best way to make a system where you finish the level and unlock new items? Data table and structures?

keen terrace
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I have a Map of morphtarget names, this is fed into a Slider which adjusts my morphtargets for my character creator. 99% work how I want but I need one slider to effect the value of another. I have a Muscle slider, I need that to decrease "Fat" as the "Muscle" increases. I'm not sure how to do that as currently have all my morphs in the relevant Map Variables. Which I break to Min and Max values. Any ideas how I can pull the Muscle value out and basically say "if this increases, decrease that"?

spark steppe
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when i move an actor in editor, does the whole actor reset with all its variables? or will it just reexecute the construction script?

gusty cypress
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Need help making a filter system for my level select, I have a bunch of levels all as template UI with instance editable variables. I can get the filter to work but I have no idea how to stack filters (ex. check the filter for unbeaten levels AND Favorited levels) and once

The pic below shows what I just tried, its far from working

dawn gazelle
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I take it this code exists within a widget, and there are multiple instances of said widget. That said, "Current Level Completed" from the game mode doesn't seem like a valid check, as each level should have its own unique boolean.

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Same goes for the "Surf Menu" boolean.

smoky belfry
#

Hello everyone. How do i fix this firing twice? I mean The widgets are added twice.

#

Does anyone know a fix? Im currently testing it on 2 players. One as listen server and one as client

smoky belfry
#

On the character blueprint

dawn gazelle
#

So what that means in multiplayer:
Player 1 starts the game, he gets a character for himself, the character creates a widget for Player 1 and puts it on screen.
Player 2 joins the game, he gets a character for himself, the character creates a widget for Player 2 and puts it on screen.
As Player 2 has joined, the character is created on Player 1's instance of the game as well (multiplayer!) and the begin play starts, creating another widget for Player 1.
As Player 1 already existed, it spawns into Player 2's instance of the game as well and the begin play starts, creating another widget for Player 2.

#

You're better off putting the widget creation in the player controller as they exist on server and owning client only so other clients don't know about them.

smoky belfry
#

Thank you!

dawn gazelle
#

And since you're doing multiplayer, you'll want to have the widget creation done after a "has authority" node connected to remote, as the server will also attempt any widget creation which can result in errors or duplication in the case of a listen server.

gusty cypress
#

problem is when applying to filters everything goes bad, also have no idea how to unclick 1 filter without showing ALL subwidgets

wintry grove
#

Can anyone help me setup this loop ? I am new

uncut condor
#

Hello everyone, when I make a damage to an actor(enemy), the other actors of the same class get damage too.

uncut condor
dawn gazelle
uncut condor
#

How can I subtract damage to a single actor without affecting the other actors of the same class?

dawn gazelle
# wintry grove Can anyone help me setup this loop ? I am new

Loops are automatic. Whenever the end of the loop body is reached, it'll go to the next iteration of the loop. For loops take a starting and ending index, and will iterate through them eg. (FirstIndex = 0, FirstIndex <= LastIndex, FirstIndex++) --- in your case, you have a first and last of 0, so it'll only do the loop once.

wintry grove
#

I just want to know when my character is gonna hit the ground

#

and set it to keep the current gravity if he is not

#

switch it if he is

#

can't manage to get it to work

dawn gazelle
#

If you're using a character you can use these events to know when a player has landed on the ground, or, you can detect the movement mode itself --- walking typically denotes they are on the ground.

wintry grove
#

big thanks

#

but unfortunally

#

I am using a custom actor

#

I am not in the character

dawn gazelle
#

Not sure about other options as I'm not familiar with Nav Movement Components, but, you could do it on Tick.

dawn gazelle
uncut condor
#

Hi, I'm on my phone, I'll try explain it as possible. Subtracting "damage" node from "health" node and adding the result back to "health" node again. The problem is when I put multiple enemies of the same class in the world and when I make a damage to one of them, all of them get damage too

#

I hope it makes sense

severe geyser
#

quick question, folks! I am working a little wave game. I want a health pick-up to spawn at certain waves. It currently works when spawning on the 5th wave but I also want it to spawn on the 8th wave. Here is how I currently have it setup. I think the "Do Once" is the problem, but without it it's popping a health at every spawn point on the 5th wave. Any suggestions? I've tried the "Or" and "And" but neither worked

dawn gazelle
severe geyser
#

yeah I knew setting it to tick was not very efficient

#

but I'm new! 😢

dawn gazelle
violet wagon
#

Ive been using BPs for a while and to communicate from 1 bp to another I use custom events and event dispatchers. Ive known about BPIs but whats the advantage of using them over custom events?

mellow stump
#

Is there a way to fire a Line Trace downward and get the TEXTURE im standing on, from the single Material full of textures that ill be standing on?

dawn gazelle
# violet wagon Ive been using BPs for a while and to communicate from 1 bp to another I use cus...

You don't need to cast, and multiple BP classes can react to an interface and do so in their own way.

Example:
Enemy1 implements an interface "Take Damage" > It does so and directly reduces its health.
Enemy 2 implements the same interface, but it reduces all damage by 10% before reducing its health.

When the player fires (in this case, using a hit-scan type weapon) they get a generic actor reference from the hit result, but then the interface message can take that actor reference and pass it along to the actual object if it implements the interface.

severe geyser
#

I'm still struggling with trying to get my health spawned

#

I'm trying to create to custom event

#

here's my function for Wave 5 and Wave 8 (where I want the health to spawn)

#

I just don't know how to make it get called by the custom event

dawn gazelle
#

Can you show the code where you are setting the "Current Wave" variable?

severe geyser
#

I think it's here

#

this is the blueprint from my UI

dawn gazelle
#

That's not the setting of it, that looks like it is a UI binding.

severe geyser
#

?

dawn gazelle
#

Yep, ok so from there, you should be able to call to your "HealthSpawnWave" function.
In your "Health Spawn Wave" function, make it do the checks there and perform the spawn of the health.

#

Use a set variable for even more ease of use 😛

severe geyser
#

I think it's working

#

you angel

#

I just don't know how to have both wave 5 and 8 in the Heath Spawn Wave function. Am I able to?

dawn gazelle
#

Create a set variable like I did in the picture above.

#

You can then add whatever values to the set you want similar to an array, but only unique values can be added.

#

This way, you can define all of the waves that should provide health.

#

And in your function, you can check if the current wave is in the set, and if so, spawn the health.

severe geyser
#

I am so sorry for not knowing, but I have set it up the same way. How to input the waves into the no new set variable now?

dawn gazelle
#

Compile the blueprint and then you can add values to it under the default value section by clicking the + sign to add more values.

severe geyser
#

it worked. You really are a good person. Thank you

tacit lake
#

Need help. What would be the object in this instance? Projectile_Laser is an actor blueprint

dawn gazelle
#

Casting is a means of converting a generic reference (such as an Actor) to a more specific reference (like a Projectile_Laser) so as to be able to access functions and variables available to the more specific reference's class, it is not a means of getting the reference. You need to somehow get the reference to the Projectile_Laser you're wanting to use.

long fulcrum
#

Ok so i'm new to Blueprints and for some reason i can't find out how to add movement to a cube when i put WASD

grave breach
#

I have 2 projects which both have different gamemodes and i want to merge them into one project and want to have only one game mode....can anyone help me with that?

dawn gazelle
#

You can merge the project files so you have both game modes in one project, but having only one game mode, you'd have to copy what you want from one to the other / basically merge the two game modes manually.

sand shore
forest canyon
#

I want to setup a keypress, where when I press a button twice, the animation montage plays! How do I setup that

#

sorry to ask such a siky doubt

#

silly*

mental pike
#

Can anyone recommend / know a tutorial for a first person sprint with animations

long fulcrum
#

@sand shore thank you

fiery swallow
mental pike
#

Not 100% but pretty much

fiery swallow
mental pike
#

oh

#

wait

#

ok

#

thanks

fiery swallow
#

It's really that easy, setting an animation for it is just as easy. Let me know when you're ready

tacit lake
#

Okay gonna be difficult to get screenshots for this I think but I have a problem with my variable not updating.

#

It never goes over 1.

#

Here's the second part, I'm trying to make a kill counter

#

I couldn't figure out how to cast to the projectile so I just set a variable on the third person character and referenced it from there

summer bolt
#

Why are the lines so rough 🤔

keen terrace
summer bolt
#

Yeah I saw this plugin just dont remeber them looking bumpy af

keen terrace
#

can adjust bubble size

summer bolt
#

👍

untold rose
#

How can i directly get an array of these ? GetComponentsByClass with "Actor Components" returns everything in the blueprint (since they're all children of Actor Component) .

dry blaze
#

Use get name then see if those match to the name of those components

#

Then add to the array if so

uncut condor
#

How the enemies of the same class can have their own health bar? If I duplicate them in the world and attack one of them all get same damage 😕

sand fable
#

hello anybody

#

i have problem with get fft data sound

keen terrace
#

How would I go about saving my MorphTarget values? Currently I am only saving the last entered value. Any ideas?

mental pike
#

while trying to add an action mapping i accidentally deleted all the default ones is there any way to reset the action mapping to default?

earnest tangle
#

Not unless you were using version control

keen terrace
#

@mental pike DefaultInput.ini in your Config Folder, this is where the input mappings are stored. If you were to copy and paste from a new default project it would give you the original defaults.

earnest tangle
#

^this would work too

#

(but if you're not using version control you'd save yourself some trouble by learning how to use it now)

mental pike
#

Ok thanks alot

gloomy linden
#

You could aways check the <project>\Saved\Backup directory to see if UE4 made a backup file that you want to restore

maiden wadi
gloomy linden
#

That is just a confusing awnser

#

@uncut condor how do you update the health of the enemies?

maiden wadi
#

Not really sure what part of that confused you.

gloomy linden
#

from Y to the last .

uncut condor
#

Do I have to bring all actors of the same class to begin with?

gloomy linden
#

Are you casting from the player to the enemy object or are you updating the health from a trigger box inside the enemy object?

maiden wadi
#

Are you using widget components?

uncut condor
#

no i don't

#

simple subtracting node from health node and print the result on screen

maiden wadi
#

And hitting one lowers from the default value, and then hitting another lowers it even more? Is that how you're testing?

uncut condor
gloomy linden
#

can you show the blueprint?

uncut condor
#

sure , but it's bit messy, i will clean it up a bit

proud mauve
#

Anyone can explain why timeline functions are running faster in a packaged build? I understand why tick functions do... But why timeline? Are they also dependant on tick?

maiden wadi
uncut condor
gloomy linden
#

is that inside the enemy @uncut condor ?

uncut condor
#

yes]

#

Name"sign"

gloomy linden
#

why are you casting to AllActorsOfClass?

maiden wadi
uncut condor
#

it was a failure attempt lol

gloomy linden
#

it should just update it self, so taking its own health float should be enough

uncut condor
#

i did that without casting

#

isn't index 0 means the first actor has been placed in the world?

proud mauve
#

@maiden wadi I see, thank you 😀 Then, i guess smooth framerate isn't so great for a project with timeline functions... idk.. there has to be a way to ensure stuff runs in the same speed at different frame rates.. right?

#

i'm sure there's something obvious i oversee... pls point me in the right direction 😅

gloomy linden
#

@uncut condor this should do it

#

inside the enemy bp you dont need to care about duplicate placements of that actor object in the world

uncut condor
gloomy linden
#

yes, it only runs inside it own instance

uncut condor
#

ok i will try it

gloomy linden
#

if you want to do it from the player object and influence the right enemy object, you could do it like this @uncut condor

uncut condor
#

the hit doesn't get overlape for some reason

gloomy linden
#

probably colision detection settings that are wrong

keen terrace
#

Would anyone be able to help me with saving several values at once? I have a character customisation menu, I need to save all entered values

uncut condor
#

but "on component begin overlap" works

gloomy linden
#

@keen terrace structures are your friend

gloomy linden
keen terrace
#

@gloomy linden I have them, not set up correctly though and I am just guessing now and after several crashes its getting old

gloomy linden
#

then set it up correctly? add the structures to the the save bp and update them accordingly, or you just want to add all variables one by one in the savegame bp

keen terrace
#

Its not like I have purposely set it up wrong.

uncut condor
#

@gloomy linden damn, it worked ... but I have no idea why it worked , the instances thing maybe?

#

thanks man , i appreciate

gloomy linden
#

@uncut condor hehe magic 😛

azure fractal
#

What would be the best way to add pitch and roll to a flying character?

gloomy linden
#

@azure fractal

#

@uncut condor Check this video, https://www.youtube.com/watch?v=EM_HYqQdToE, it will help you understanding the ways to communicate between actor objects

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
uncut condor
#

i have seen this video but I didn't watch it all because it's too long

maiden wadi
#

@proud mauve Generally for anything that is updated often, you'll modify it via deltaseconds. For instance. Deltaseconds are just the time spent between the times that the gamethread is ran. If you're running at 60 fps, your delta seconds will be 0.01666. If you're running at 30FPS. Your deltaseconds will be 0.033 So if you want to move an object exactly 100 units over the course of one second. You would do (100 * Deltaseconds) This would move your object 1.6 units per frame at 60fps, or 3.3 units at 30fps. The slower the framerate, the more the object will move each frame.

gloomy linden
#

invest the 2,5 hours, it will save you hours by not getting stuck 😄 @uncut condor

keen terrace
#

Anyone else have any advice for my issue of how to get all my morph target names and values into a save file?

sand shore
maiden wadi
#

@proud mauve It's also worth noting that you rarely use Delta on timelines. Usually you'll have a start point and a stop point, and use a 0-1 alpha inside of the timeline, and use the alpha to drive linear interpolation.

azure fractal
sand shore
dry valley
sand shore
# sand shore also, not necessarily.

it could mean the first actor in the world. It might even be that, experimentally, but there is no strong promise that it will be the first actor in the world.

if you need to know the first spawned, for game rules things, you should either search for the highest current life span or store the reference as it spawns.

gloomy linden
#

@dry valley where is the forward vector? :3

dry valley
#

bullet is spawning below body

gloomy linden
#

is the pivot of the bullet set properly? since you changed its scale things might get funky

dry valley
gloomy linden
#

yes, its the thingy that tells where it should rotate around

dry valley
#

ill fix that after this

#

i think the problem why its spawning from the bottom

#

is because of this

#

i thought the position of the skeleton when in play mode

gloomy linden
#

nah it takes the xyz location from the socket transform

dry valley
#

how can i fix it?

gloomy linden
#

first check the pivot location of the bullet, just select it and see where the arrows are set, thats the pivot location

dry valley
#

this?

neat prairie
#

what is this node called? doesn't look like vec * vec or cross product

maiden wadi
#

@dry valley Plug the rotation in. You're telling it where to spawn, but not where to face.

dry valley
#

how about the spawn location any idea?

gloomy linden
#

Set the scale to 1 and see if it goes well then

dry valley
#

this?

#

ive tried it

maiden wadi
#

It's also worth noting that most times you will want a simple shape component like a SphereComponent as the root of your bullet. collision calculations are cheaper, and it also allows you better control over the visuals.

#

Does your weapon actually have a Muzzle_01 socket?

maiden wadi
#

The mesh of it. Cause the one you were showing the orientation on is named SMG_Barrel

dry valley
#

i dont have a weapon

gloomy linden
#

The weapon is at its feet

#

Should be attached to a socket on its hand

dry valley
#

sorry i thought like this one

dry valley
#

this one?

gloomy linden
#

or the left hand 😛

dry valley
#

theres nothing on it

gloomy linden
dry valley
#

ok it works now

#

my mistake was adding new skeletal mesh then getting its socket

#

instead of the socket of my one mesh

light garnet
#

create advance session and find advance session node is not showing.

neat prairie
burnt berry
#

Hey guys, what is the preferred way of creating destructible meshes in 4.26?

neat prairie
#

how come the + node looks like this as well?

gloomy linden
#

maybe a older version

crude hornet
#

hey guys I just want my win screen to delay before going to the main menu why doesnt this work?

left niche
burnt berry
#

Apex destruction is disabled by default, so I thought maybe they did something else

#

I guess we just wait till chaos

proud mauve
#

@maiden wadi Wow, thanks, that's a great explanation. A lot to take in 😅

burnt berry
crude hornet
#

oh maybe, its on a bullet blueprint

#

ok ill have to use a variable or something then i guess

burnt berry
#

It is a guess but yeah give it a try

maiden wadi
#

@crude hornet Alternatively, just move that call to someplace that isn't randomly destroyed through gameplay logic.

#

Put an Event somewhere like the player controller or HUD, and either GetPlayerController0, or GetPlayerController0->GetHUD, and call it there. Then the one that called the event in something else can die, and the one you called it in that will still exist in a second can play it just fine.

proud mauve
#

@maiden wadi I changed the tick function to one on the right, it works but it's not smooth. What else am i missing?

crude hornet
#

oh good idea, thanks guys

#

i just moved it to the players bp and it works perfectly now

maiden wadi
#

@proud mauve Your tick function was better. What is Z rotation? How fast do you want this thing to rotate?

proud mauve
#

Just at a constant rate, on and off

maiden wadi
#

But how fast? Such as degrees to rotate per second.

proud mauve
#

Right now i have it at random 2,4 or -2,4

gloomy linden
#

use FInterp

maiden wadi
#

@proud mauve Ignore the widget stuff. But this is the general idea when working with delta time for framerate independence.

gloomy linden
#

FInterp is better to use to code animations, it makes things smooth

proud mauve
#

@maiden wadi That's great thanks 😀 👍

worthy frost
#

also multiplying by delta time makes things smooth

maiden wadi
#

FInterp will not work with his case. It doesn't really work for a smoothly rotating object in the same manner.

worthy frost
#

FInterp is to interp to a target point

#

for continous rotation, it will not work

maiden wadi
#

You'd have to constantly update Current and Target.

gloomy linden
#

nah only when the highest number is reached, just reset it :d

worthy frost
#

but what would be the point?

maiden wadi
#

@proud mauve Also I messed up, that should be AddActorRotation, not Set.

worthy frost
#

Tick -> GetActors CurrentRotation -> Get Yaw -> Add Current Yaw to (Rate * DeltaTime) -> SetActorRotation yaw

twilit heath
#

or for continuous rotation just use RotatingMovementComponent

#

its simpler

worthy frost
#

also an additional tick call, unless you disable the actor from ticking

#

so if you have many, it could end up costing more

twilit heath
#

shhhhh Kaos, no optimization talk for people who can't get object to rotate properly

#

just confuses them 😄

worthy frost
#

😄

spark steppe
#

is there some way to get multiple float curves in an object, like it's possible in the timeline editor?

latent arch
#

hey guys, wonder if anyone can see where im going wrong, im trying to calculate if an object is getting closer or farther away from the player - so far this "works" but only if the object is facing the player as well.

spark steppe
#

just get both locations and use vector distance node

latent arch
#

a simple yet elegent solution! hehe

#

just wondering how id then convert that to "true" or "False"

spark steppe
#

same as above, the distance node returns a float?! (while i'm not sure if its absolute, so check the tooltip, otherwise add an abs node on the result)
and you have to store the distance in some temp variable, so can compare to it against in the next frame/tick

sand shore
# neat prairie how come the + node looks like this as well?

Until you get more familiar with the engine, you should use a similar engine version to the resource you're learning from. If they don't list a version, it might not be a good educational resource (but some good resources don't reference specific versions).

If you're unsure of an engine version, I think 4.16 or so is probably a sweet spot in terms of age.

tip for the compact nodes though - type in the literal argument types and the symbol shown in the old tutorial. "vector x vector" should yield "vector * vector" which is the node in question. You can also try "vector times vector" or what have you.

sand shore
#

direction vector isn't forward vector - if you do it correctly the direction doesn't change as the object rotates.

latent arch
#

ahh ok thanks

#

that makes sense

spark steppe
#

that sounds like a solution which works without temp variable^^

sand shore
#

If the dot product is positive, the object is moving at least partially towards the player

latent arch
#

would you mind showing me what that might look like in node form? 🙂

sand shore
#

If I have the engine installed ig

latent arch
#

thats exctly what im trying to achieve yea

#

ahh ok well dont worry if you havent 🙂

sand shore
#

Nah I do

#

I normally don't put nodework together in this way, but your question was well framed and included a concise example.

spark steppe
#

i'm also curious now 🙂

latent arch
#

thankyou very much! 🙂

sand shore
latent arch
#

thankyou so much for your hlps thats fantstic! 🙂

#

so to double check, this should work? 🙂

marble echo
#

hello, can anyone think of a way to have a mesh rotate towards an angle in blueprinting?

maiden wadi
#

@marble echo Plenty, but what is the use case?

marble echo
maiden wadi
#

Like a first person equip animation?

marble echo
#

yeah, a bit like goldeneye

scarlet timber
#

animate it

maiden wadi
#

I recommend actor sequences. I mean you can do it in code with math if you want, but sequences are going to be much easier to edit designer wise.

marble echo
#

that sounds great, im more familiar with sequences

#

where would i find that option? not heard of it before

maiden wadi
#

A simple timeline with a 0-1 alpha track and a lerp from -90 - 0 on the pitch for instance is an easy way to do it in math. But it looks very... programmed. Not very smooth or "human".

#

Well, it's smooth, but not human.

marble echo
#

yeah, ideally i wouldn't use maths to 'animate' it but i wasnt sure about how else to do it

maiden wadi
#

It's just a component. ActorSequence. Can add it on the actor's component tab.

marble echo
maiden wadi
#

@swift pewter Hard to say. A ton of games get away with just randomly selecting an animation to play. Make a few and select one at random.

forest canyon
#

can anyone tell me how to switch blendspace! I want to change animations when weapon is not in hand and when its in hand

maiden wadi
#

You'd be surprised. I'm not very graphically oriented, but animations are incredibly easy to pull off if you spend an evening messing with them. Even a free program like Blender can do it pretty easy. On the other hand, weapons do only really recoil in one way. It's fair to say that either one animation with some simple offset changes, or even just mathing out the recoil might have similar effects. Bonus of animations though is that they don't affect your gamethread as much.

marble echo
maiden wadi
#

@marble echo This should be the play call.

marble echo
#

ah, thank you!

spark robin
#

Does anyone here have any experience with landscapes?

torn oriole
#

Can i ask really basic things i'm so new and need help ?

maiden wadi
#

@torn oriole Sure. Worst that'll happen is you'll get directed to a tutorial or something usually. People around the discord are usually pretty helpful.

torn oriole
#

Well i just when i hit play i'm moving around the camera , i want is to move this mesh cube

maiden wadi
#

@torn oriole Force is used on Physics Simulating components. So make sure that StaticMeshComponent is set to SimulatePhysics. Also you're going to need a LOT more force than that.

#

If you just want to move it without physics. Use something like AddWorldOffset

sharp sigil
#

I want to draw a line from a point on screenspace to where ever the cursor is. What's the best way of going about this?

#

I should mention that I want it to update every tick (so, follow the cursor)

torn oriole
#

Thanks Authaer

maiden wadi
#

@sharp sigil Is this for testing, or?

#

HUD actor has a very easy to use screen space drawing function. You use EventReceiveDrawHUD, and call GetMousePositionOnViewport, and DrawLine.

sharp sigil
#

No, not for testing

#

I tried that but it said it can't be called outside of draw hud

maiden wadi
#

You have to use HUD's ReceiveDrawHUD event.

#

But the only two ways I know of to draw screen space lines is either that on HUD, or through Widgets. In Widgets you can either use their OnPaint function, or you can do some fun math with an image widget by setting it's location between the two points, and setting it's width/height well enough and then rotating it to face one of the points.

autumn shard
maiden wadi
#

I meant in the blueprint you were testing in. Your print has no context object.

#

I don't think UObjects can get world by default. Could be mistaken.

#

Was just saying since your Invoker is an actor, you could use it as the context to display the print.

earnest tangle
#

Yeah UObjects don't implement GetWorld in any useful way by default

#

this is also why you can't do stuff like spawn actor in UObject based Blueprints - unless you manually implement GetWorld in the C++ base class

tawny perch
#

Hey everyone, anyone know how to clamp the rotation when you use the first person template blueprint?

maiden wadi
#

@tawny perch What rotation? The ability to look too far up or down?

tawny perch
#

Yeah just looking around with the camera.

maiden wadi
#

These are generally useful for that in first person. Alternatively, you're stuck correcting it on the character's tick.

tawny perch
#

bear with me but whats it called the set node?

maiden wadi
#

Just Set. You can get any of those by dragging off of the ReturnValue from the GetCameraManager and typing SetView

tawny perch
#

Ahh gotcha let me try that

maiden wadi
#

Using Set View Min, or Set View Max, or Set View Pitch will be a little easier.

tawny perch
#

and this goes in the even graph of the main bp right?

#

hmm camera still moves around in a 360 manner. If it helps I did swap out the camera they had with a cinecamera. Copies all the values to make sure it matches unless there is anything else

maiden wadi
#

Those sets should lock any view the player has in those directions. A camera using UseControlRotation, which most FPS setups do, won't be able to look any further because control rotation won't be allowed to go that far.

tawny perch
#

So I have the use pawn control rotation enabled and just tried disabling it but those values still dont make a difference

maiden wadi
#

Where are you setting them?

tawny perch
#

Event graph

maiden wadi
#

Beginplay?

tawny perch
#

FirstPersonCharacter BP

#

hmm nope, not in begin play

keen terrace
#

Can someone please tell me how to put the MorphName and MorphValue into something that can be saved and loaded later. I just need my Morph Target values to be saved. Spent all day going round in circles

maiden wadi
#

They won't do anything just being in the graph. If they have white triangles, they require execution input to run. If you right click anywhere in the graph and do BeginPlay, you should see this. Should either take you to the current beginplay or add one to the graph. Connect those nodes to that.

sharp sigil
maiden wadi
#

Beginplay will run shortly after the actor spawns. Since this is the pawn, it'll run long after camera manager is valid.

#

@keen terrace Saved in what way? To load between maps, or survive closing and reopening the application?

tawny perch
#

Ohhh, why cant I plug all the set nodes to the same begin play? Only one will connect

maiden wadi
#

Just chain them along one after the other.

keen terrace
#

@maiden wadi Survive closing and re-opening. It is for my character creation morphs

tawny perch
#

Okay its doing something but now the camera get locked in a random angle

#

oh wait nvm

#

I had both min and max same value

maiden wadi
#

@keen terrace Generally you'd utilize SaveGame objects for that. You can create a subclass of SaveGame with your struct type in it.

keen terrace
#

@maiden wadi I dont know how to update several values. I currently am only able to save my last altered morph target

#

I dont know how to get the name and value of the morph and update a struct with that information

#

crashed editor again

dawn gazelle
brisk tide
#

Hey everyone! I'm working on a ski game project and I'm using 4 line traces around the character to determine where the slope is oriented (blue arrow). It works well however I tried to add a much bigger mountain today and I have a problem when the skier is above approx 190000 units. When above the line traces are not working properly anymore and give me weird results.

#

bellow 190000 units

keen terrace
#

@dawn gazelle Hey, it was yourself that heavily helped me with the Sliders 🙂

#

That was how I was getting the names and populating the Min/Max values for the sliders

maiden wadi
#

@brisk tide Technically you can get away with three traces. But that is irrelevant optimization. It's the exact same function on both? Oddly it doesn't look like it's messing up, but inverting it for some reason. Can I see the triangulation?

keen terrace
#

Then the top image of course setting the morphs for the relevant slider that is being adjusted. I am having a really hard time picturing what the Map would look like

brisk tide
#

yes everything is the same even the same terrain i just moved it up

keen terrace
#

Just cant get my head round it

maiden wadi
#

@brisk tide Actually. Just show the arrow draw.

brisk tide
#

@maiden wadi do you mean how im setting the arrow rotation? sure ill screenshot it

maiden wadi
#

First major note is that in the messing up one, you've also added a second snow to make it look like deep snow. Could that be getting hit by the traces and causing problems?

brisk tide
#

oh its the same i jsut forgot to move the bounding box of the texture bp

#

i have a virtual texture volume

#

so im getting the longest vector

#

and then setting the dot product between the pink and blue arrow

#

and the blue arrow is the longest vector of the 4

maiden wadi
#

Is your world center in that first video back and to the left of the character?

trim matrix
#

Hey there folks, i am hoping someone can point me to the right direction. I have an enemy NPC that plays an animation if his weapon overlaps with the player character, that part works great. Now if i ALT+drag to copy the npc, or drop another into the level, even a child of the npc, it doesnt work as long as the first NPC i added on the level is not destroyed. If i delete the first npc from the level the second one (that didnt work before) starts working.. Any ideas?

brisk tide
#

@maiden wadi its right behind the character, could be to the left hard to tell

#

yea it could be jumping to 000

maiden wadi
#

Might be worth turning trace draws on. Make sure all traces are hitting correctly.

spark steppe
#

i need something that holds multiple float curves (like a timespan is able to), does that exist?

#

i want to edit them in the same view, so an array isn't optimal

brisk tide
dawn gazelle
# keen terrace Just cant get my head round it

You basically do the reverse of what already exists for creating the sliders. You would have a Map of Names (this will contain the body morph names) to a structure that contains a map of Names to floats (this will be the slider value Min & Max names and values). OR... You just skip the first map, and just use the map of names to floats, as that is all that is really required if you hook up the outputs of it to your mesh appropriately.

brisk tide
#

@maiden wadi im wondering if there is some sort of optimization happening for stuff on event tick when you get really far from the center of the world

dawn gazelle
#

or, you just use a structure that stores all the values you want, regardless of the name all depends on how "automated" you want the recreation of the character.

maiden wadi
#

Unlikely. At worst you'd run into float precision issues from the trace vectors individual floats, but nothing that'll cause that. They would still be accurate enough to get a directional normal.

keen terrace
#

@dawn gazelle I'm not really sure how to reverse the process. I have my Names to Floats map, how do I set the value?

#

I have picked the 3 quickest morphs to check, I of course have more

dawn gazelle
spark steppe
brisk tide
#

yea seems like im getting inverted values when the arrow rotates

#

but not always

maiden wadi
#

I dunno. Personally I'd have just used a capsule trace the size of the character capsule and used it's normal. Converting that into a rotator and grabbing Yaw will give you the world direction. And the normal itself from the capsule trace can get the steepness.

brisk tide
#

oh cool ill try that out. That should simplify things. thanks!

keen terrace
#

@dawn gazelle Thanks very much for all the advice, I feel like I am making progress however need to ask if this makes sense. Would the MorphValue (values) be written to the SavedMorphs within the Savefile if I do this? it doesn't seem to work

languid lion
#

Could anyone guide me on how to use a physics handle?

valid kelp
#

Making an editor bp utility, what's the easiest way to get a world context object for the currently open level inside the bp utility? Or any way, since i currently haven't found one.

dawn gazelle
rough jay
#

how does "Launch Character" work without physics being enabled, is it done by adding to your up vector or whatever?

keen terrace
#

@dawn gazelle Unfortunately isnt working, the names are the same. I just updated the name to be 100% sure, Within the SaveGame Class it is set to "Test" and that is what it is set to on the Load execution too

#

If I manually change the values of the SavedMorphs (savefil) variable, the morphs are applied correctly when I load

#

so its something to do with the transfer of MorphValue to SaveMorphs :/

royal kraken
#

Does anyone know how to add different camera positions to a mini map, so when you click on the positions on the mini it goes to those cameras?

dawn gazelle
trim matrix
#

Hi, I just want to know if it's good to save in the "persistent level" blueprint ? As this level is constantly here when you play. So I would load the save file from the level blueprint and end up saving always in this blueprint tab.

keen terrace
#

@dawn gazelle I believe so, the slider is added for every morph target I have. So it is reused over and over for all Morphs, then added to a scroll box. I have this function for all my Morphs, they are split up into groups, Body, Skull,Brow, Eye etc

#

So the slider looks like so

dawn gazelle
trim matrix
#

Any idea why the "deflect" only works on 1 of the enemies? its the same enemy just placed twice.

keen terrace
#

@dawn gazelle That is my "Main" BP, that is where I currently have my SaveButton

white crypt
#

hard to say without seeing any code

dawn gazelle
trim matrix
#

Yes, i am getting all actors of class and checking which one is the closest to the player, if the conditions are correct and the closest enemy is playing RootMotionAnimation it supposed to deflect

valid kelp
keen terrace
#

@dawn gazelle No values are being saved at the moment, shouldn't "MorphValue" be capturing each sliders input and storing it regardless? Or am I missing something? This is at the end of the FeatureSlider BP

trim matrix
#

I am using an Interface call to trigger the AnimMontage, and it works on only one enemy. If i use a custom event with a timer all enemies on the map play it at the same time though.

trim matrix
#

Interface messages only affect the parent class?

dawn gazelle
white crypt
#

@trim matrix print string your nearest target and see if it changes, seems like its not being updated

dawn gazelle
#

Like, what is WB CC Feature Slider in this instance? I understand that you have a widget BP called that and it is the widget of the sliders, but this "WB CC Feature Slider" specifically... What is it set to?

white crypt
#

show how you determine which is the closer enemy

trim matrix
#

one sec

white crypt
#

because the get all actors of class + for each loop doesnt seem needed if you already have nearest target reference

dawn gazelle
trim matrix
white crypt
#

from what you posted dont see anything major that could break stuff, really hard to tell just from those images where the logic breaks

trim matrix
white crypt
#

wouldnt it make more sense to have the deflect logic inside character?

trim matrix
#

i do, its inside the player character

white crypt
#

when character gets hit, you check if the hit actor = nearest enemy

#

you are calling deflect event inside nearest enemy

trim matrix
#

so i should try to do the entire thing from the player character? even trigger the enemy montages?

white crypt
#

you could try applying damage(inside enemy) despite if the character is blocking or not

#

and then inside the character use the event on any damage

#

to check if the character was blocking, if so you check if he was blocking the targeted enemy. true = block, false = update health

keen terrace
#

@dawn gazelle, so WB_CC_FeatureSlider is a WBP, it is a UI Slider and Text, both populated by this. Both added to the viewport as "WB_CC_FeatureSlider". This is a function within my WW_CC_Main. "Main" is where I trying to save the morphs.

trim matrix
#

the health part i got working like you said, but moving all the logic inside the character sounds like a good idea, ill do that. Thanks mate.

dawn gazelle
white crypt
#

no worries, sorry couldnt be more of a help

trim matrix
#

Its ok it might be it 🙂

white crypt
#

you dont really need an interface as well

#

because then you would be checking the deflect inside character

trim matrix
#

I was using a custom event, before the interface but when the conditions were true to deflect all enemies did the animation at the same time. Interface seemed to fix that

white crypt
#

to make it easier you can check distance inside character as well

#

instead doing that for every enemy

river wigeon
#

short question, why do i have 2 meshes inside of eachother when i add a third spline point?

keen terrace
#

@dawn gazelle That is WB_CC_FeatureSlider. It is a variable of WB_CC_Main as I pulled it from "UserCreated" in Designer of Widget. I have tested the save file, if I manually put values, and then load it applies the morphs.

#

Wait

burnt edge
#

anyone know why this isnt calling my function?

#

i have a breakpoint set on my function and its never tripping

dawn gazelle
# keen terrace <@!218956378654507008> That is WB_CC_FeatureSlider. It is a variable of WB_CC_Ma...

I don't think you're understanding what I'm getting at.
WB_CC_Feature_Slider is a widget BP.
You are creating multiple widgets of WB_CC_Feature_Slider for each of your morphs.
Each of those widgets are going to have that "MorphValue" map in them.

If you have a single variable of class WB_CC_FeatureSlider, named WB_CC_FeatureSlider, then it contains only 1 widget, therefore, only 1 morph value and the map stored in it would only have the 1 morph value.

#

What you want, is to have only 1 map, that should exist in whatever is creating the widgets, and when the values change in the widgets, you get them to change the map in whatever is creating the widgets. Doing it this way you will have a map that contains all the values that get changed. And this is the map you want to save in your save game object.

trim matrix
#

Anyway, thanks again m8

burnt edge
#

bruh can you not call a timer on a function that has an input

bold charm
#

So i have this system set up for sprinting , how would i go around for making the default unreal sprint animation work for this one and a walk one i have be used instead of the one now for walking

keen terrace
#

@dawn gazelle I get what you mean regarding the 1 morph value etc. How would I go about getting the Name/Value from the WB_CC_FeatureSlider and feeding that into the WB_CC_Main? I would imagine that I would be ADDING, those values to my Map within WB_CC_Main?

dawn gazelle
# keen terrace <@!218956378654507008> I get what you mean regarding the 1 morph value etc. How ...

You'd probably want to pass in a reference to self (the menu widget where the map is going to reside), to an exposed on spawn variable on your slider widget, then you can drop the reference in to the widget's BP, drag off of it, and do a set MorphValue, which should then let you set the values in the map.

Alternatively, you could create an event dispatcher within the widgets that pass back the morph target and the value and call said dispatcher whenever the value changes. Then when you're creating the widget, from the main widget, you bind an event to the dispatcher from the reference you get when creating the widget, and on that event, you add the morph target name and value to the map.

#

Example (I have a map stored in a component that I'm getting a reference to, and I can add values to the map like so):

keen terrace
#

@dawn gazelle Thanks very much again. I'm trying what you said. I'm honestly hopeless at this😫

#

30 minutes of trying to make sense of it, not that you don't make sense. Just I'm horrid at this.

#

Would this be correct to get the value into WB_CC_Main? This screenshot is of WB_CC_FeatureSlider

keen terrace
#

@bold charm That would be handled in your AnimBP

#

Statemachine would be able to check what current pace is and adjust the animation

#

You feed it information such as CurrentSpeed, the have logic in AnimBP that says "if < 300 then play walk animation" "if > 300 play run animation"

bold charm
#

its my first time working with animations i dont really get where i choose the animation

#

i do the bp code in the event graph right?

#

and than how do i hook up an animation

keen terrace
#

That is your characterBP it wouldn't handle animation. There would need to be another BP. which would be an AnimBP.

bold charm
#

is it this?

keen terrace
#

Yes

bold charm
#

so do i just do it here or do i need to add new?

keen terrace
#

At the top you see the "Jump Loop" tab, that is a TransitionRule

#

have a look at it

#

you need to make a rule for your speed

#

Or you would have a blendspace

#

that does it all in one

#

AnimationBlendspace, here you can have your Walk and Run animations plotted on a graph, it will blend them according to speed.

bold charm
#

where would i click to find this blendspace?

keen terrace
#

You create a new Blendspace, Rightclick in ContentBrowser

bold charm
#

oh ok

#

ill take a look thanks

keen terrace
bold charm
#

Thanks!

marble echo
#

nvm got it :)

dawn gazelle
# keen terrace Would this be correct to get the value into WB_CC_Main? This screenshot is of WB...

Not correct... Now that I have a better understanding of what is going on....

  1. Create a new variable in your WB_CC_FeatureSlider, call it "Main_Widget".
  2. Check that the newly created "Main_Widget" is set to "Expose on spawn" and "Instance Editable".
  3. Get rid of the two casts you have in the screenshot above and connect the map "Add" node back up to the Set Morph Target node.
  4. Get your newly created "Main_Widget" variable and plug it into the target "NEWMORPH" node (screenshot below)
  5. Compile the WB_CC_FeatureSlider blueprint.
  6. Go into "WB_CC_Main" and right click on the "Create Widget" node that is creating your sliders, and select "Refresh Node" option.
  7. You should now see a "Main Widget" pin appear. Get a reference to self and plug it in.
  8. Run it. It should now work.
keen terrace
#

@dawn gazelle You've done it again. Honestly my hero. An amazing teacher, do you teach or do tutorials or anything?

keen terrace
#

Patience of a saint! 🙂 Thanks very much

#

@dawn gazelle

uncut condor
#

hi, what is the difference between "GetActorLocation" and "GetWorldLocation"?

white crypt
#

getworldlocation returns location of a component

crystal mural
#

Hi all! I have a weird problem. I've got a child character. All works well with it. I duplicate it, give it a new name, give it a new material. But when I spawn it, the anim blueprint won't play the idle state. It functions otherwise.

white crypt
#

look at your code where you are casting to character

#

maybe you are casting to a different class

spark steppe
#

did you set the animation blueprint in the actual actor object, or in the actor in world?

crystal mural
#

Both children are calling the same animation blueprint. The one child works but the other doesn't.

#

Literally duplicated a functioning character. Spawned the duplicate, but now the idle is broken.

white crypt
#

but if you had some logic where you casting to ratonio it wont work with ratonio2

crystal mural
#

This is on the mesh settings in the character.

#

The casting and all that happens in the parent blueprint.

smoky rivet
#

im trying to get a variable depending on which one is chosen

#

they all have the same name

#

but i cant actually get it because its not compatible

#

how wouldi get that variable

crystal mural
#

These guys all function. Ignore the rhino (he's new).

river wigeon
#

how do i put a mesh on the end of my spline?

crystal mural
#

Am I pressing Ctrl+W funny? LOL!

white crypt
#

try creating a child from the parent instead of duplicating, maybe unreal is playing some tricks on you 😄

crystal mural
#

Ah. Let's try that.

white crypt
#

or sometimes even a simple editor restart even helps, otherwise not rlly sure

#

same applies with deleting actors from level and adding them again, sometimes it just breaks for no reason

crystal mural
#

Damn that didn't work.

white crypt
#

worth a try, other than debugging not sure what else you could try

crystal mural
#

Weird! Now the parent character does exactly the same behaviour. The original children are functioning correctly though. Been a while since I opened this project, I must have done something to the children to get them to function. Thanks for helping me think anyway 🙂

#

Bloody hell. I must apologise, there was in fact a cast going on in the child anim blueprint!!

iron lodge
#

So, I have a program that spawns enemies, and when the player dies, it deletes all enemies and respawns the player. However, there is a second enemy type that can spawn in the game, and when I try to make a second loop to delete the other enemy type (or for that matter, set the Actor class value of the first loop to LITERALLY ANYTHING ELSE), the program freaks out and makes multiple errors. Does anyone know how I could fix this problem?

#

example of freak-out

#

Errors made from said freak-out

river wigeon
#

nvm found it out

dark crow
#

Get All Actors may have contained another class before and you changed it, breaking the For Each ref

iron lodge
dark crow
#

No

dark crow
frank nest
#

Hey everyone I am possessing this board and it moves very similar to the third person actor but I don't want it to turn on a dime like how you can swing the camera around and turn around quickly with the third person character. How could I force it to turn slowly even if they drag the mouse over alot

iron lodge
#

one final problem, I' trying to make it so that when the player dies, it only revives them if they have enough points. then after the points are deducted, the point cost requirement would double. However, it does not seem to be doubling, costing the same every death. Is there anything wrong with the way I'm changing the value?

#

(the circled portion is the part where the multiplier is doubled)

north hedge
#

These exist in the pawn as a good kick off point

frank nest
#

How would that look in blueprints? If it’s to much to show that all good I can try to figure it out 🙂 so I should change the camera lag speed and camera arm or something like that?

north hedge
#

I'd experiment with them a bit but the camera lag will actually delay the camera input, its more designed for smooth rotation

#

I'll try throw something together quickly using the Third Person Template, give me a few

long fulcrum
#

Hey so I'm trying to get the max movement speed of my character but i can't find it

north hedge
#

Character Movement in your Character Controller

#

It should be called Max Walk Speed @long fulcrum

trim matrix
#

yo quick question, what is this type of node thing?

#

It's from a blueprint I'm referencing

north hedge
#

It converts Type A to Type B

trim matrix
#

Thank you

long fulcrum
#

so lets say I was adding a sprint function to my game how would i do that

frank nest
north hedge
#

@long fulcrum

north hedge
#

Oh wait...

#

Lol

frank nest
#

@long fulcrumRatchet got it exactly the speeds there should be feeding into your blueprint animation

north hedge
#

I was overthinking that lol

frank nest
north hedge
#

@long fulcrum You can also put a bool in and toggle it on Press

long fulcrum
#

ok so im paying a cube game would all this work with cubes as well

north hedge
#

If they are Character Controllers, yeah it should work

long fulcrum
#

Making*

#

it's a character

north hedge
# frank nest That works really well for the third person CH thank you! Unfortunately that opt...

Yeah its a part of the Character Controller 😐
I don't have much time left at the moment so I can't really help sorry but when I get a few I'll try whip something up that shows Lerp a bit better, but basically what you're doing is saying "I want to smoothly interpolate from A to B over X time", in this case being from where your pawn is rotated to where they want to rotate too. Easiest way I can think of doing this is adding/removing from a rotation variable on the Z axis and then lerping from their rotation to that rotation angle

north hedge
long fulcrum
#

ok thank you

north hedge
#

This is a basic version but it should suffice

#

I didn't test it and its based on an Actor

#

so it'll need to be modified heavily @frank nest

#

Tick is also terrible for Lerp because when you get to .00000 level decimal points the character starts very slowly rotating, so it might be good to write a proper system for handling 0 to 1 lerp

dawn gazelle
north hedge
#

There you go lol

#

Cheers Datura

iron lodge
#

I have this set as the way to double a value every time the event is called, but the value is remaining the same every time. What's the fix for this?

north hedge
#

Click it, hit F9, play and let that event run then when it hits the breakpoint hover over it and see what the value is and if its being set anywhere else

dry valley
#

does anyone know what this app called it looks like the blueprint comment\

iron lodge
#

so if it stopped there, why didn't it update?

north hedge
dry valley
#

nice thank you so much

north hedge
# iron lodge *so if it stopped there, why didn't it update?*

Not sure, you'll have to run through the process and make sure you aren't resetting it or it isn't being set elsewhere/overwritten. Just right click it and go Find References and go over all of them to make sure it isn't some accidental reset

iron lodge
north hedge
#

If its an Int make it a float?

#

or just multiply it by a float and floor the return value

#

The only explanation I have (assuming its an int) is that its doing some funky stuff, because I had a var in C++ that was Int a, b, c
a = b*c
which would just return a
so I had to typecast to float to fix it
a = (float)b * (float)c
@iron lodge

tacit lake
#

I have it hooked up to show on both the server and the client... And yet the client can only see the ragdoll effect, as well as they can still move around.

#

In Multiplayer btw

dawn gazelle
# tacit lake

May not entirely fix the issue, but disconnect whatever you have in the target on the ragdoll call in the top left of your screenshot. If this is the object that should be ragdolling then a reference to self should be sufficient.

tacit lake
#

Just another reference to self, just know UE is weird so it might fix the issue but it did not

#

I will remove it anyways tho no reason to have it

#

I've got a whole bunch of issues on this project that I have had no luck in fixing if someone wants to send me a DM. Seems like I fix one problem and generate another, which I guess is how game dev works lol

frank nest
north hedge
#

Thank Datura not me lol, but all good 😃

dawn gazelle
# tacit lake

The other issue I see is the branch you have there. What is feeding into it? Normally something like this you would probably want to verify on server before having the client do it, and it probably needs to be done through a multicast to let all clients know what to do.

tacit lake
#

The branch is there checking whether or not health is less than or equal to zero.

#

Also, it is running on a sequence off of event tick

frank nest
#

Well thank you as well @dawn gazelle 🙂

sharp sigil
#

How can I check if I am hovering over a widget (or my mouse is over a widget) if I'm already holding down click?

dawn gazelle
# tacit lake Also, it is running on a sequence off of event tick

If you're setting the health value somehow, then you should be able to do a check if it's <= 0 when you're setting it and then calling the event to ragdoll the character without relying on tick.

So as this is health related, you definitely do not want the client automatically executing the ragdoll, nor should it even be telling the server to do the ragdoll. The server should already know when the health falls below 0 then it would multicast to all clients to perform the ragdoll and whatever else you're looking to do.

#

If you let the client tell the server to do things, that'll open up avenues for players to exploit.

#

You can have the client request the server to do something, but then you should always have the server validate it before letting the client do it.

tacit lake
#

@dawn gazelle Set it to multicast and to check if the health is zero after the health is lowered. Then, it will call the ragdoll event. Still the same outcome.

dawn gazelle
tacit lake
#

Sorry, I'm a bit new to multiplayer so I don't exactly understand. How would I do so? If you don't want to explain you could link me a tutorial or tell me what to search up

#

Might be the root of my other issues. Usually, call the event (set to run on server) and then route the call into the same one that the event is ran into

north hedge
#

Custom event

tacit lake
#

You are amazing. Sorry for asking so many questions. I'll try and remember that in the future. @dawn gazelle @north hedge

#

Do I need to do so for most things I'm trying to execute in multiplayer?

dawn gazelle
#

Eg. Spawning a projectile you'd think you may want to do on a multicast, but if the projectile's actor is marked to replicate to begin with it'll end up being spawned twice on all (the server also runs on multicast events, so it'll spawn one that will replicate to everyone, then the multicast itself will tell all clients to spawn one but these ones only exist locally on each client)

tacit lake
#

FYI using that also fixed my issue with my ammo not depleting! Thank you both so much!

dawn gazelle
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Now, I can't say I've followed any strict multiplayer tutorials -- I'm very much more hands on trying to figure things out, but after quickly looking through this guy's videos, he seems to go at a good pace, speaks fairly clearly and looks like he gives really good examples and tries to explain very clearly what is going on. https://www.youtube.com/watch?v=Gb1zoSZUFdI

Hello guys and welcome back to another tutorial! Today I will teach you guys the basics of Multiplayer. The absolute fundamentals that you need to understand such as Unreal Engine 4's server framework, the two types of servers, and more. In our next tutorials, I will teach you guys replication, RPCs, multicast, repnotify and more!

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north hedge
tacit lake
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You are all wonderful. I will give it a read. Thank you all so much.

faint pasture
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Is it better practice to put the show/hide menu stuff in PlayerController or GameInstance?

north hedge
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We run ours through the GameInstance because we need it to load through streaming levels without being destroyed by our Pre-Scene Loading code, so I think its really down to what you need it for.
I'm also writing a SP/MP game that has two char controllers for SP and MP so we write the UI code in each Character for that.

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I think its down to what you need it to do?

smoky rivet
faint pasture
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It's just a main menu and options menu, everything else in the game is diegetic. Just feels a bit more natural putting it on the PlayerController due to turning on/off the cursor etc.

north hedge
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If its a main menu and its based on a specific level then you can put it in the Level BP code

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Level not scene, god danm I need to stop going back to Unity lol

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Hit Blueprints > Open level Blueprint

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the way I used to do it, and maybe someone has a better way to do it
You can run Create Widget + Add To Viewport in level BP and then disable User Input and set active camera to an in-level camera using Set View Target With Blend

wanton kite
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Hi
Can someone help me. I'm new to ue4
i have a archviz scene
it has a lot of UI blueprint
i want to migrate to import it to another level to interact
Bu
I watched this https://www.youtube.com/watch?v=xJQybMSaODc
but when i try to find the blueprint in all the levels present i find nothing
i'm so confused
how did they set the UI up for it to be functioning without the blueprint begin trigger box?

Hello guys welcome back to another video in the Unreal Engine 4 Complete Begginers Guide. In this video we will focus on UMG or Unreal Motion Graphics. UMG is Unreal Engine's user interface system that allows you to create user interface for your game. You can create a wide variety of UI, all with blueprint!

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Here when i hit play it still present

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Here when i try to run 1 of those UI with blueprint

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The blueprint i used to trigger

north hedge
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That is if you want your Widgets to pop up when the game/project starts

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You can create an actor called UIHandler in BP that just handles the Widgets and showing/hiding them in the levels you want them to be used in. Then you can just put it in each level, otherwise if you want it in every level then you can attach it to the player and run it on BeginPlay @wanton kite

wanton kite
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I still don't understand

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wait i have a video to show

north hedge
wanton kite
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Yes i do

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It's in the room there

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we can press F to turn up and off the ui

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But in the while we can still move and rotate camera

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I;m having trouble cause in all the blueprints of all the levels none has any nodes to trigger those UI up

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I can only find tutorials like that one above that guide me to use blueprint to trigger the UI

north hedge
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If you YouTube something like "Unreal 4 Blueprint Pause Menu" you'll probably get what you need

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basically you just want to create blueprint that allows you to toggle the UI on/off, you'll need to put those in the player controller

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Wish I could explain it a bit more but I don't have any time, but the best example is a games pause menu from what I've seen

gusty cypress
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Hello, Ive been trying for days to figure out a filter system for my level select, the level select uses 3 filters and they can be stacked for instance you can have all 3 ABC or just AB or just B. This has been a headache and this is the only solution I could make

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above is the paste bin for my level select filter