#blueprint
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yeah
no idea why nothing happens, when i use that, level ref. works fine
even when i copy out the name
question, how could i make a pool of names and pick one out at random?
like a raffle
Create an array of names, then you can get a random int in range from 0 to last index of the array from the array.
If you don't want the name used again, remove it from the array.
You can also predefine it in a variable if you want to reference it. Click on the little bar beside a variable type and click on the object that looks like a rubix cube.
so i made an array with names of bones, and i want force to be applied to one of the bones at random when the func is called
i see that there is a node called "shuffle"
that sounds like something i should use
but idk how
just use get random
Was this debugging system ever created? https://www.youtube.com/watch?v=RwbkvUEgCls&t=2727s
Wes Bunn, Nick Whiting and Alexander Paschall discuss Blueprints and how to get the best performance out of them. The team goes in-depth with the do's and don'ts for getting your Blueprints optimized. Ever wonder if there was a better way to do something? Want to not be so dependent on Tick? Timers, Interfaces and Casting are demystified.
hey guys im trying to implement this c# function into a bp function, is there anything i did wrong i dont see the error?
bool inside = false;
for ( int i = 0, j = polygon.Length - 1 ; i < polygon.Length ; j = i++ )
{
if ( ( polygon[ i ].Y > p.Y ) != ( polygon[ j ].Y > p.Y ) &&
p.X < ( polygon[ j ].X - polygon[ i ].X ) * ( p.Y - polygon[ i ].Y ) / ( polygon[ j ].Y - polygon[ i ].Y ) + polygon[ i ].X )
{
inside = !inside;
}
}
return inside;
I don't think it's implemented correctly
You assign to PointX and PointY only once
In your loop you're setting J's value to the index -1.
do u know why i could be getting this error?
You're referencing an undefined variable.
But isn't that done too in the original loop?
this is what im doing
WeaponRef is not defined.
how do i make it defined
well im trying to reference a vector
which is set in another blueprint
and im calling it with the ref variable
ive done it before and it worked fine so
idk what to do
there is nothing in the code you posted that indicates J should be the index -1. The only part that says J = polygon.length -1 is indicative of what is required to exit the loop, so the loop will end when J = polygon.Length -1.
That's actually not true... it uses j as some kind of weird secondary counter
it's just super confusing because it sets it up in the for header
instead of doing the sensible thing and setting it up as a separate variable
I guess I will replicate it in cpp to avoid those errors
yeah in C++ you could pretty much copy it one to one :P
just int32 instead of int
Yes, it uses J as a secondary reference, nothign wrong with that, but the second argument in a for loop is always the exit condition of the loop.
Yeah but it doesn't use j for that
Sure it does. The third part of the loop says j = i++, so J then becomes i + 1.
and because it has ++ there, I imagine that I is also being incremented.
Look more carefully :) It uses the rarely used syntax where it allows defining multiple variables in the first part
the loop condition is actually i < polygon.length that's after it
that's why I said it's super confusing because that syntax is very rarely used and just makes the loop hard to read
lol
How are you calling it?
When you define a variable of a different blueprint object, all you're doing is saying that the variable can contain an object of the class of blueprint. It does not mean you can reference the variables within the blueprint without first creating said object and setting its reference.
fixed so much today, thanks to everyone who put in a word of advice. Last question for me, more of just a clean up. I notice that sometimes when I start my game in Standalone as I am playing and clicking it sometimes grabs the side of the window and tries to resize it. The cursor is disabled but I guess it's position sometimes lines up with the outside window and when I click to attack, it grabs and drags the window, pulling me out of fullscreen. Any suggestions on stopping this?
Example: You can create a character blueprint, called "BP_Character". Inside of the blueprint you have a boolean called "Alive" which is by defalut set to true. I can spawn 5 different "BP_Character" in the level, each with their own "Alive" variable. I need to reference a specific BP_Character if I want to check and see if "Alive" == true.
I can also create a BP_Character reference within the BP_Character blueprint which I could name "Enemy Target". Unless I specifically set that reference, how would the engine know which one I would want to set as the "Enemy Target"?
found it. Searched "Resize" in the project settings. Unchecked Allow Window Resize.
well im calling it like this
Ok, and where are you setting "Weapon Ref"?
That's not setting it. That is declaring it.
You're saying "This variable is of this type".
oh would i have to cast it?
Not "This variable is this particular thing"
No, casting is only a means of taking a generic reference of an object and getting a more specific reference so you can access its variables and functions. For example, I can have an "Actor" type object reference but it doesn't let me access the "Alive" variable I set on the BP_Character I mentioned above. I can cast the Actor reference to BP_Character, and then I can access the variable, but only if that Actor reference contains a reference to an object that inherits from BP_Character.
Getting a reference to something requires it to exist.
If it exists, and you want to reference it in another character, than that thing must somehow be interacting with that other character, no?
idk, up until now this and casting bp's was the only way i needed to reference stuff lol
it works usually
Casting is not referencing. Casting is only getting more specific.
then how would i get this variable from my weapon to the enemy?
the "velocity direction" vector
How did you detect that the enemy was hit in the first place?
a linetrace
Ok, so then with that linetrace, you probably executed some kind of function on the enemy?
yeah, lots
apply point damage, spawn damage numbers
actually thats only 2 lol
i thought i had more
Ok - so that's the thing, you can pass a reference of your weapon to the enemy at that point, or better yet, just the impact direction, the enemy doesn't need specifically your weapons reference.
how would i do that then?
If you've done it for all those other things, then you can do it for this. It's the same thing.
You're passing a value from one actor to another.
velocity direction is set here
So instead of setting it on your weapon you either:
A) Want to have a vector variable created on your target enemy blueprint (ie. where you're doing your ragdoll check) and set the value on them, then you can get that variable and plug it into the impulse node directly.
B) Have a damage dealing function or event (not sure if you're using the default UE4 damage nodes) and one of its inputs should be a vector. On your hit result, you would call this function or event and feed in the vector and then the function or event on your enemy can use the value can be used as you like (you can pass this along to where you may need it, like in your Ragdoll Death function)
Yeah, so you probably don't want to have to recreate the damage system, and that's fine. So just create a variable on the enemy.
but then how do i feed the same data into that variable
if i dont have access to that data in this bp?
Are you doing any casts from your Hit Result's "Hit Actor" pin?
Ok, so create the vector variable in your enemy.
Hit the compile button after you do (it's important to compile so you can actully use said variable)
Then on your hit result, after your cast, drag off from the blue output pin on the cast and then go to create a node by right-clicking and start typing "Set <your variable name on your enemy here>"
does the add impulse node work without simulate physics on
yes
oh
no
it only works without simulate physics
what are you trying to do panda?
make knock back
ok its ez pz
i was struggling with this for months
but all u need is a launch character node
didn't realize that was a thing
me neither
300 messages since last time, what the heck went on here
everytime i asked someone to help me with knockback they all said i had to use animations
which is bs
lol
it didnt make any sense at all
No it doesn't.
but every one of them said it
i knew i shouldn't use animations but didn't realize that launch player was a thing
well now u know :p
"knockback" in some games means a slight interruption using an animation. What you mean is "launch" and you know it
when i say knockback i mean physically knocking the player back
not just nudging them
that would be flinch
yea
the literal only game i ever heard of flinching is pokemon and it skips a turn
i'm trying to make a wall that launches you back so animations just wouldn't make sense
literally every first person shooter has a form of flinch
which is aimflinch
u know, when u get hit, ur character reacts to the hit with an animation
you mean wincing?
has anyone taken a dive into the car configurator? Looking to get something similar setup for my own camera system but without the ui component.
@flint vector btw based on what you wrote, you want "launch" node
yea someone else told me that
What's the closest one can have for an octree in blueprints?
for... graphics?
Hey everyone! Is there any way to recreate WarpZoneInfo in Blueprints ala Unreal Engine 1/2?
for actors placed in the world
Iterating a grid would be unfeasible
yeah just read up on it. Apparently this has been reused in other fields
I wonder if there's anything that one can use purely with blueprints, got an idea for something and don't wanna use C++ for that experiment
๐คทโโ๏ธ maybe...
this is the first time i've ever seen this channel not have a message for over an hour
oh no
i sent it 4 minutes early ๐ณ
Excuse me, I need help
I need to program two guns (9MM submachine gun and a 5.56 assault rifle)
So each one will shoot bullets in different force and kinematic energy
How can I do that?
I'm trying to figure out a way to use sockets for a puzzle game where I move a ball to a place on a wall, and it snaps in place. Is that using a socket? Or is there a better way? I'm looking to do something like what this can do, so that I'm clear what I'm looking for: https://www.unrealengine.com/marketplace/en-US/product/modular-snap-system-runtime
if i have an animated character from blender that i have madea animation bp and blenderspace for, and the 3d model creator changed an existing animation or adds new one, can i add that with out redoing the animaton bp / blenderspace.?
If you want to change an animation, just rght clic the animation in question like "idle69" idk xD hit reimport with new file, and select your new fbx or anim file and it will replace it over all your abp
If you have another character with the same skeleton and you don't want to redo the whole bp, you can setup animation retargeting https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimationRetargeting/index.html right clic the animation blueprint, hit retarget and it will retarget the whole blueprint and copy all the animations you used to the other character.
Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.
thank you so much ^^
I have my character able to spawn a 3d actor to stand on , to get over a long jump more easy for example, I wonder how to go about making it to after i used it 2 times and have two of those actors spawned, when i spawn a 3rd one, the last actor gets destroyed so there is never more then 2 actors out at a time and it cant be spammed
store a reference of them in your main character
Is anyone know how to do random loading screen in widget blueprint?
Any way to implement a see-the-other-side type of portal through blueprints (kind of like WarpZone from UE1 through 3)? I've tried a number of iterations and there's always some way the scene capture camera breaks/ruins the immersion if an object is nearby on the other side.
I have the UnrealScript for Unreal Engine 1's version of WarpZone on hand if that would help, but I have little idea on how to convert the viewport/camera logic behind it into blueprint form
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@sick temple Most likely this is going to be render target area. I haven't personally done this, so all I can give is generalized advise, but you more or less just need to make a portal from a material that is being updated from a render target camera that is the view on the other side.
If I'm understanding correctly, I believe I tried that. The problem mainly comes in with having the render target camera align with the player camera to give the illusion of depth, which breaks easily and ends up causing problems if anything is nearby and breaking the illusion.
I saw earlier in this channel that "making the capture component camera an absolute-transform thing that's set by logic in worldspace each frame" would be cleaner than having it be done through pawn-relative rotation, but I have no idea what that even means to be able to implement it into blueprints (no further explanation was given on it)
@sick temple Presumably your portal is an actor, with it's own camera for the render target. If it is, all you really need to do is get the local camera manager, get the camera's world location and rotation. And then you can affect the portal's look no matter which camera you're looking through because the camera manager's camera should be whatever your current view target is.
So.. simplest math is likely to get the portal location. Get a look at rotation from the CameraManager CameraLocation, to the portal location. And set the portal's camera to that rotation.
Hey Everyone!
Does anyone know if it's possible to make a Screenshot from Console Command (or other method in Blueprint) in which I can capture the screen including the Stat Info ?
Per example, I want to take a screenshot that includes the FPS or UNIT values, so it looks like the one I took manually.
Is there a way?
This is to make a Performance Auto Capture basically.
Doing this makes the game run at a ridiculously low FPS ? (like...From 90 to 5)
Is there another way to do this ?
same issue @trim matrix
C
Yes there are hundreds
Is there a version of UE4 that has good support for 2D
Actually if I simply move boxFake to not be a child of the static mesh but add a scene root instead as parent, I dont need to call setAbsolte and it solves the issue
So I guess I'll keep it like that, I'm very surprised this is causing an issue though
yep
I guess i mean about making things .. i been trying a tutorial and there are always artefact .. seems like its not usable
i get those artefacts all the time !
I guess what i mean is using tiling to make large maps
ok, i'll try a few things
Oh, i guess i was not using Paper2D the right way, found a video from Epic that seems to work properly
Join Cardboard Swordโs lead designer, Chris Wilson, as he takes you from the Paper 2D starter project towards making your own game.
With examples from their upcoming game, The Siege and the Sandfox, this stream covers:
- Using light sources in Paper 2D
- Best practice for importing 2D assets
- Creation of Tilesets, Tilemaps, and Flipbooks
- Bui...
How can i fix this?
@elder gulch can u be specific with your problem?
also hook player controller to owning player
The thing is im trying to set the zorder of the crosshair's zorder from the blueprint but i dont know how to
u already set the z-order there to -1
done
the target?
the crosshair
is there a specific problem you are facing? is the z-order not working for you?
i promoted to variable but now how am i gonna get the target am i gonna get crosshair and plug?
I haven't seen u setting variable for the widget tho
u get a crosshair target as a variable, but that's most likely an empty variable
was that variable inteded for the newly created widget?
Yea I knew it
u haven't set it
right click set Cross hair target
then u want to plug the return value from the wiidget
to the variable
then u can call and change the z-orrder
like this?
owhh
easy way to make it the same varriable is by draggiing the return value and click on promote to variable
anyway what I see from your screen is, you are trying to hook different variable
Don't call it canvas target imo
ok xD
it's crosshaiir
done :D

Hi, I would like to know, if you had any tips to move one arm based on the mouse cursor ? with events like InputAxis LookUp/ InputAxis Turn ?
What should I search for ? IK looks a bit too complex and not necessary
Im using 'Draw Material To Render Target' on tick. Is it then possible to get the texture from the render target during that same tick?
I know it's not good practice, though is it still possible to spawn an actor in construction script? The old way with Custom Script (calling SpawnActorFromClass there) doesn't seem to work anymore.
@sturdy verge What is the use case to spawn an actor in the construction script?
It's not just bad practice, it's literally disabled for a reason. Construction scripts are called often in the editor, and dragging something around will spawn a ton of new actors.
hey guys i need some help
i have changed the Player Control Class and the Default Pawn Class to my own, not the default ones, but when i play, i still spawn with the default Control Class and the default Pawn
@night zinc Where did you change them? If no game mode is specified in the Level, it will default to the project's default game mode.
i edited FirstPersonGameMode if that's what you mean
@maiden wadi Generally I could do it by hand, setting references to other actors, yet it seems more practical to spawn necessary actors, so other team members don't forget placing
If there's no other way, I'd recommend disabling the construction script while dragging at least, and also keep a local pointer to the actor, and make sure destroy is called on it before spawning and setting a new one. But I remember there being a work around where you can create a function do the spawning logic in the function and call that from the construction script. Because the script only checks the direct function call, not what the function itself calls.
@night zinc And is your game mode set in the level or the project settings?
project
If you go to the main editor window, and open the WorldSettings tab, your level should have this in there somewhere.
Make sure GameModeOverride is set to the one you want, and that the selectedgamemode settings are correct.
@maiden wadi I tried the workaround in 2.6, but it seems not to work anymore
those are both correct :/
Hard to say then. The level settings should override project settings. Only other thing that usually affects default behavior is if there's a pawn in the level set to be the default possessed pawn, or if the GameMode's spawning functions have been overridden.
@sturdy verge In 4.26 you mean?
yeah
I'll check, but it should still work the same.
hi don't know if i can ask this in here but does anyone know why i can't set a parent socket on a niagara system that i have only just made and placed into my character blueprint it says it's an inherited component but i haven't made i that way so i don't know why thats happening?
If you placed the component into that blueprint, it shouldn't be inherited unless you then move to a child of that blueprint. What is the error?
it says can't change socket on inherited components so i just made random test niagara systems to see if i had done something wrong on the previous ones but it just does the same thing everytime won't let me add in a socket
@sturdy verge Oh snap. They downright killed that functionality. ๐
thx! well seems i need another solution :U
Good afternoon, I decided to create a 2D top-down game in UE4. I created a paper character, that use flaying move mode, and I wanted it to changing direction immidietly. I mean, while I holding W, tapping D makes a character to change move direction smoothly and this isn't what I want. Is there any way to fix that?
Ok, nevermind I made it by myself XD
what's the possible max length of a linetrace ?
Hei guys, I have a bomb, when the bomb explodes, 4 projectiles shoot out. what can I do so that the projectiles destroy other bombs but dont collide with the bomb they originate from?
you could ether use collission channels, or check on collision, if the bomb is the "originBomb" (a variable that you pass each projectile when it spawns)
i fixed it me silly
How to get the maximum value from the array (float)
mmmh okay, I dont know how to pass individual variables yet, I will try to deactivate the collision on the bomb itself just before exploding I guess?
Not that hard. In the projectile blueprint create a variable of type Bomb. Then when you spawn the projectile make a new node and say "set originBomb"
Could lead to unforseen bugs later on.
@brittle mortar there is a node called Max of Float Array
that's what you are looking for
Yes thanks I just found it on the wiki
otherwise you need to loop through each element and store the maximum value in a variable by comparing the value of the current element with the maximum value found until that point
@upper linden max float, but I doubt you want to trace to that distance.
maximum i can get is 20000 units
hello i am having an issue where i cant fix this perspective change from set target view blend
@upper linden how do you set your Start and End locations?
Also consider that the further away from the origin the less accurate the physics is, so if you need to trace at such large distances you may consider a different approach
i'm well within the bound distance
1sec
@atomic salmon
hit result start showing at 20000
but i take the Distance pin from BreakHitResult, is it wrong ?
The code is doing what I want it to do but it keeps throwing me this error. Does anyone know how to get rid of it?
that error says that your array is empty
so when you try to get an element, you get an invalid object
(i think)
you could do a check if the array length is > 0
and then combine it with the branch with an OR
seems like there is no mining panel existed
or AND depending on your logic
I'm not sure if I did this correctly but it didn't seem to work
You did not do it correctly. From the array output of the "Get Widget..." get the length and check if it is bigger then 0
put a branch before your current branch.
If it is 0 it is empty and wont do anything. You get rid of the message.
Thank you very much. that fixed my error
happy to Help ๐
Hello everyone for some reason when i press the e key its not printing at the same time im not seeing the linetracesbychannel so is the "E" Key not working or did i made something wrong?
did you bind E to the inputaction interact
Sorry for the question, but are you sure you are spawning the correct "ThirdPersonCharacter" class?
i think i am spawning the correct one bcs after i added variables it was open to edit from world outliner
What si the correct way to have a map of arrays in BP?
This code always return a length of 1 for the array
Even thought I am adding things to it, which i am assuming is an issue with the FIND sending a copy and not a ref
does your controller have something that consumes the E input?
Why does Unreal Insights not profile Blueprint code? How can I force it to include metrics from the BP layer?
hmm lemme think
So what you're doing here is having a structure that has an array within it, and then you have that structure as part of a map. When you're doing a "Find" on the Map you're only getting a copy, not a reference to the structure that contains the array, so adding things to it does not manipulate the structure, nor the map.
What you would need to do, is store the array in a temp variable (best if this was done in a function so you can use a local variable), add what you want to the array, then add the value (your struct, containing the array) back into the map - so long as the key is the same, in your case the vector, then it'll overwrite the previous entry.
Thanks Datura ended up creating a higher order function lib storing the local var
a bit similar ๐
Hi All, how can I turn off a range of actors with a keyboard button? I made a blueprint and added an object but having trouble adding that function in the player character to turn them off
what do u mean by "turn them off" ?
Any blueprints gurus able to tell me how you might load and parse an external web absed API? In this case the api in question is
anyone know why my projectiles wouldnt collide with anything other then pawns, even tho they are set to overlap all, also bounce doesnt work, my collider is set as my root component which seemed to be the most common cause of this.
Hide from camera, so when I press a keyboard input the object in thr blueprint hides then press it again and they re appear
VARest plugin (free) at least can get you the data. From there you kind of need to use the nodes it has to break apart JSON requests like that.
if you want them to collide then you would have to set them to block I guess
yea, I tried that and it had no effect, from what I understand it shouldnt need block because the projectilemovement component should hijack it and use the fake physics it has
now I try setting it to block againa nd it magically works this time lol...
okay, w/e thanks for the help lol
cool ๐
@dawn gazelle Thanks!
got no idea why, but it all just works now, thanks for the suggestion, I guess something else was off/on that made it not work.
nooice ๐ looking good
Hey, I am pretty newbie when it comes to unreal engine and I am struggling to learn from youtube however most things either change or not work with my project. Could I find a master here or can someone point me to the right direction? I am trying to make a moba and I have issues either with character selection (not displaying certain things on the other screen) or trying to add stamina + life and when I found a good tutorial on turrets, I get only half way before something not matching to op. (I get the dev message but not all and the projectile not shooting)
Hello! There is a way to create folders in the game library? Im making an application with UE for university event with a quiz, which can be completed only once. I thinked maybe if i create a file, folder anything with blueprint, when they completed the the quiz and i check from blueprints in the beginning, if exist that files, i can avoid that, users complete the quiz at every launch. Just i dont know how to do it in Unreal Engine.
Is it recommended to use level streaming for creating a loading screen? If so am I expected to have 50 levels all being streamed with the parent level being my menu???
I have my play button set to start at a certain camera which can switch to other cameras with the keyboard (the nodes require begin play event) but then my UI widget which was also on a begin play event dissapears, or if i try to connect them differently the keyboard shortcuts will stop working, is there a way to get the UI to show without a begin event node or should I do something different?
Wow, such empty ๐
Hey does anyone know how to get the default BP_sky_sphere material to change from night to dawn a little later? I know its something to do with the sun angle but I don't know what value to change
Rotate the directional light in the level
Sorry I should have explained a bit better. I have a system that rotates the sun around in a day night cycle. When my clock is at 18pm my sun sets, which is about right. but when my clock is at 1 am it becomes dawn which isn't quite right
Has anyone ever used the "Merge" function within blueprints when working with Perforce? Got some questions about it!
@azure bolt are you doing that by manipulating the sky sphere and the directional light? You may need to map the angle of the directional light to time of the day differently
Depending on how you are doing it you can use Map Range Clamped to do that
Basically this
This should be pretty simple but its not clicking in my head haha. I have an array with two montages. I have been able to use random integer to play them randomly but I want to play the first one then the second one and then reset. A the moment incrementing it just plays the second one over and over again
If you want a fine control from time of the day to angle, the best option is to use a float curve for that.
I thought a loop might work here but I dont know how to set it up I guess
Increment it then modulo with the length of your montage array.
Where can I implement this?
Create a new asset in the asset browser or type float curve
Awesome! do you have a screen shot per chance of this set up? If not no worries ๐
@azure bolt then set the horizontal axis from 0 to 24, that is your time of the day. The vertical axis is the corresponding rotation of the sun. Set the key values of the curve to establish the relation between time of the day and rotation of the sun.
@azure bolt Then in code use Get Float Value to pass the current time of the day to the curve and get the corresponding sun angle as output.
Should also consider a macro for the montage thing if nothing else is affecting that counter. One less property in the class variables list.
Amazing! Works perfectly
Macro? Is that So I can use the same counter for all attack stuff like this?
Sort of. Macros exist inline. Meaning that if you copy a macro, it's local variables can differ depending on the execution flow fed into them.
Ahh okay so as long as I have a counter variable leading into the macro then it will work
Meaning that if you do this.
You don't have another variable here.
However.
If you do this. And you press Z twice and V once. Then Z will return back to 0 if your array length is 2. While pressing V again will play the second animation because it has a different local integer than Z
It's just a way to keep your blueprints from becoming exceptionally populated with unnecessary variables. But like I said, don't do it if you need to affect that integer elsewhere, like a timer reset.
So something like this?
Okay thank you for the high level advice this is a good thing for me to learn! I will look more into it so I can understand it better ๐
can anyone see what might be going wrong with my reloading system? sometimes it counts the first branch as true, even though ammo in the mag is not more than the ammo pool
the sequence player is for a really simple reload animation
Yes looks good. The vertical axis of the curve should be degrees, so from 0 to 360.
Thanks, this is what I get when I try it out however
Yeah. This will change it to select either the rest of the pool if it's less than the max you can load into the clip. Else use the max you can fit into the clip.
ahh i see what you mean
Thanks for the help!
hmm wait no i dont, think I need to rethink this lol
What is that first branch on the bottom?
its checking if the current mag size is more than your pool, and should add accordingly
do i need another branch before the first one with the original stuff in?
like before the brown part?
maybe i just need to scrap it and start agin
does anyone know why decals dont spawn after a certain distance away from the camera?
@marble echo Oh. My bad again. Man I am apparently very slow today.
= needs to be reversed to <=
If the Max-Current is less than or equal to the ammo pool.
If ammo pool > 0, you have ammo to reload. So check how much ammo the magazineneeds to reload to full with Maxsize-Currentsize. Check if that's <= the currrent ammo pool. If yes use that if not use the ammo pool. Max just clamps that at above 0 just incase. After that, remove that amount from the pool and add it to the magazine.
so this is all I need?
Hi, I'm noticing now that my inputs don't feel responsive - i know its because I subconsciously press the input before another action is done.
What is this effect called? Input queues?
Example:
Press L Mouse to attack - it does an animation and can't be pressed again untill the animation is done, but I want to be able to press L Mouse again and queue up another attack a couple of microseconds before the first one is done.
Does any of this make sense, hah
Just seems to result in this for me
Can't be used how you're using it.
Nodes execute backwards. When you set Tiki Mag Ammo the first time, it changes the result for the Ammo Pool Pistol set. Place it into a function and feed the values into the function, then you'll get the right results.
there's a proto video I made in the channel pins about how node evaluation works
it is information dense, designed to be watched until you get it, but short if you get it the first time
Don't set anything in the function
The function itself will return values, you can set from them.
oh I see
okay this is two things.
so in the BP after I set the new values to the current things?
you are computing the amount to remove, then you are mutating the values.
make a function that returns the amount of ammo involved
Use the return value to increase the ammo loaded and decease the ammo pool
Is it recommended to use level streaming for creating a loading screen? If so am I expected to have 50 levels all being streamed with the parent level being my menu???
@marble echo the blue area and any nodes to the left are computing the value to reload
guys anyone know how i can obtain the wolrd context object reference in my UW?
Me and Datura are suggesting slightly different solves, try Dat's solution first
#umg but owning player is a world context
That's the easiest way in BP
if you C++ you can just do a loading screen no matter what
You need to feed in the values in the inputs... So your current Ammo, your expected magazine size, and the spare ammo
And connect mag size in the function to where you have -7
its always 7 though?
Doesn't matter. It's a function. It could be reused.
still getting weird numbers with that stuff hooked up
you're still using a lot of impure nodes @marble echo
make use of more local variables in your function
name intermediate values in the function, stuff like CurrentAmmoMinusChangeAmount
it won't matter how much you dress it up, if you keep using chains of impure nodes you're unlikely to make headway on this issue
oh really you're right....
But I don't understand why that pin appeared .. it's the first time we meet on uw
alright. thanks for the help everyone
@marble echo did you fix it?
nah, im a first year designer, not a developer, im not sure how to use all these values and get them to play right (with hud etc)
Hey im having a bit of an issue if anyone could help.
Ive never actually used paper 2d in unreal, at least for long and im trying to figure out how i can stop the character sprite from rotating while im aiming with the mouse cursor.
you can right click and refresh nodes, might help in a few cases
typically will fix nodes that were strange
already done few moment ago but nothing has changed
Works on my end...
The UI i have is just bound to the values being set in the character. No other math involved anywhere else.
yeah im not sure why it doesnt on mine. maybe i have an older version
I'm looking for a way to get the base color, or the vector values of the base color from a line trace that hits a material. Is there a way to do this?
~~You must be changing some of the variables somewhere else, or they aren't set correctly in the first place.
Try with some simple numbers first - use a mag size of 10, current ammo of 10, and spare ammo of 100. Use up 10 bullets and reload. You'd expect it to go back to 10 ammo, and have 90 in reserve. If not, what were the current ammo and reserve ammo values set to after reloading?~~
I see the issue.
You have the MIN at the top plugged into Spare ammo.
The bottom pin of the MIN is supposed to be connected to the Mag Size.
is this correct?
The left-most subtraction needs to be Magazine Size - Current Ammo
You have it opposite currently.
Rest looks ok.
ah yes that's a lot more functional
although for example if I have a max mag size of 10, have 3 in the magazine and 1 remaining, it puts me up to 10 when i reload
Ok that is a bug with the function.
There needs to be another MIN after the first one. This one takes the MIN of the first MIN or spare ammo and that goes into the +
lol it was the least i could do
I did this by cheating, made an atlas of averaged base colors for each material
Worked well enough for this demo https://youtu.be/sHHXiFQJZ-k
Interesting, thanx for sharing. So what do you mean by "atlas" Are you creating a texture atlas? Also are you getting the direct RGB values from the line trace?
No just getting the material and matching the material with a RGB value from a premade list
working in a team and my partner added a widget somewhere... anyway to trace it?
๐ took me until now to understand, but love it thanks for this!
heya someone know why this happens? "TravelFailure: ClientTravelFailure, Reason for Failure: 'Failed to load package '/Game/Bearman/Maps/Lobbay/UEDPIE_0_Lobby_M''. Shutting down PIE."?
What call is causing that?
open level
Because its failing to load your Lobby Map package
Have you included a direct path to your map in the Open level or just the map name?
Try a full path if you havent
i made a asset referance for the levelm and took it from that reference
Try just using a text reference?
Not sure why a direct reference in PIE would cause that
i made it that the actor i place in the world where i safe, i can choose the map asset reference because public variable maybe because i should open level first and then set variables?
Try that 
when i use path reference still open level by name?
Failed To Load Package usually means you're referencing a package or uasset that isn't available
and there the path? i mean open level by name dont work at all for me
If Open Level By Name doesn't work then that means theres an issue referencing the level you're trying to load
Hit File > Cook Content For Windows and see if that does anything, if that doesn't work then probably worth deleting your Binaries, Build, DerivedDataCache, Intermediate, Plugins and Saved folders and relauncing your project
Anyone have an idea about why all three of these functions would be returning null in this context? I have modified the third person template and created this new anim blue print but don't know why I can't access / find the player pawn or controller.
its probably debugging the editor
use TryGetPawnOwner, it will work in game, just not in persona
You have to make sure you're selecting the appropriate debug object. The animBP always has a default that never returns these values.
@supple dome I've tried it in game. Doesn't work there :/
then its something else, like not actually having it assigned to the mesh component
the function does work
If you're only deleting the generated folders then no you should be fine. If it fails to find it then try remake it and see if it gives you any issues
@supple dome Figured it out finally. Since I was messing around with various examples (Third Person, Control Rig) I ended up with multiple mannequins and skeletons with the same name
that didn't end up going well, nor did an error get thrown when I had various parts of the asset chain referencing incompatible assets
Can somebody refresh me on Modulo (%) node for integers? If I input series of integers in A "0123456789" and "6" in B, result would be "0123456 012", right? Or it will be "012345 0123"?
Modulo gives you the remainder of trying to divide the number. So 7%5 = 2.
10%5 = 0.
So the 2nd one lol
And with the negative values? is it -2%5 = 3?
The result I received was 3. So however many times 6 divides into 123456789, 3 is the remainder.
-2 is the answer. -2 cannot be evenly divided by 5.
Sorry, that should be read as "0,1,2,3,4,5,6,7,8,9", it's ten different ints
I wanna make a function that always keeps the incoming int between 0 and Max value and "wraps" it around if it's bigger or smaller. So if Max is 5 and input is 6 then it should output 0, if input is 7 then it should output 1, and if input is -2 it should output 4.
Oh
That's what this is supposed to do.
But if I recall correctly, it doesn't work right.
yeah, when it goes above the max, it goes to Min+1 for some reason.
negatives work ok.
Do it without dragging out from an integer.
and each time above the max, it adds another... so 201 results in 2
Same thing, doesn't shows
Mebbe it's the wrong type of blueprint? It's part ofthe base engine.
Well, it doesn't shows in BP for player character either
Which inherits from default pawn
Regardless, it's broken anyway XD
Only God can comprehend how much do I hate this thread. It shows up in my EVERY search about some solution for a problem for UE.
... I've never seen that one <_<;;;;;
Its just Unity devs back in 2014 being like "DONT JUMP TO UNREAL!"
Also do the lazy shit I do
if(val + 1 > max)
val = 0
else if(val -1 < 0)
val = Max
but if there's an actual node for it, use that
perfect
I made a random generator after we joked about that terrible BP the other day
It just randomized an int, used its result to seed and then generated another one and compared them
I also called it lazy shit for a reason lol
I know. But this threads most often floats up in searches where I cannot find any solution, so it angers me. X)
I was explaining it to Datura lol
ue4 bp [topic] -unity3d bam
Well I need something that turns sequence A to sequence B, it's for turning linear array selection into 2d array selection:
Width = 4
A:
-8,-7,-6,-5,
-4,-3,-2,-1,
0,1,2,3,
4,5,6,7,
8,9,...
B:
0,1,2,3,
0,1,2,3,
0,1,2,3,
0,1,2,3,
0,1,...
Does anyone know what INPUT is for "other actor" for overlapping event?
in a custom function
Can I add that "other actor" in a custom function?
as a pin
You'll need a Sort function, not sure if they have those in BP but google "Unreal 4 BP Sort array int"
Ignore this, reread your comment
Not 100% sure what you're asking here but the OtherActor is just an AActor reference, so you can cast it to whatever you want and pass it through a custom function as an Actor reference
I can't find it here
oh just "Actor"?
Yeah
Here ya go.https://blueprintue.com/blueprint/sj39sb83/
This one properly increments and decrements and doesn't skip 0.
any ideas why my character would fall into void when i teleport my elevator around on the z-axis while the player is attached to a scene component of the Elevator Actor
shouldn't it just move with the elevator actor in that case?
Thanks!
Its an individual physics object so no, as far as I know it won't. You'll have to teleport the character as well while keeping the offset
just figured it out thanks to google, had to disable the movement component before the teleport, and turn it back on after the teleport
but who knows why, maybe it calculates velocity from the movement and applies it to the character?!
I believe it does
because the character will move with the objects its standing on if they aren't static
Use modulo
In this case (b[i] equals a[i] % 4)
Thats what they were trying to do lol
Your answer helped but their original question was how to do it via modulo
Can't seem to find what the problem is. Is it that modulo doesn't work with negatives in BP
oh dear... the modulo thing... even my OS calculator does return 2 for -4%3
Yes, that was part of the issue.
The built in wrap function doesn't work correctly either which is more along the lines of what he wanted. I sent him a function that does the math correctly.
from wikipedia When exactly one of a or n (a%n) is negative, the naive definition breaks down, and programming languages differ in how these values are defined.
-2 % 5 = ((-2 + 5) % 5) = 3 % 5 = 3 (-2 actually, edited)
๐
rule of thumb is to expect the unexpected when working with negative values in modulo divisions
yes
but it works for wrapping around though
Hi, I was wondering, is it possible to access a blueprint actor component variable from the details panel of the blueprint the actor component is placed in?
When in the blueprint, in which the actor is placed, I can access the variables.
you can get the parent actor and cast it to access the variable nvm misinterpreted your question
But how can I access those same variables over here:
all you can do is click the component in the tree view above
there you should be able to access it
Thnx Ben! Such a noob ๐
Does somebody know how can i automate migrate assets (dataprep, bluetilites, python) anything? Thanks
Is there any way to get all data table rows right away instead of having to first get the row names and then loop over to get the full row?
i am doing this (spawning thirdperson rifle)
on rifle blueprint i have owner no see checked
but still can see it in game
why is that?
well, i'm a newbie, but i had this problem before, what i do is strip down bp to bare essentials, make sure rifle is spawning in the first place without attaching it to character. make sure it's not a weird spawning problem, then add the other nodes one at a time. make attaching to socket last thing u do. IMHO. again, newbie.
this code how convert blueprint
Does anyone know how to set the draw distance of a spline mesh component? its for fencing that uses posts poles and a bar, the posts and poles are culled but the bar which follows the spline itself wont go... id have thought it would have been as easy as this https://gyazo.com/0ea62c0c1e5cb29e1e36e5e1fb185bfe but it just doesnt have the same effect as the hierarchical instances used for the posts...
never mind, it works, its just not live and only works in play mode... just one of them strange inconsitences of unreal where a cull distance is live but a draw distance is only in play mode
still dont work
any combination
ooo
i know why is not working
im dump xD
ah, good, because i was out of ideas
rifle wasnt child of tprifle so it doesnt have owner no see
right now its normally works
sweet
๐
Idk why this happening but the white sphere is where i shoot and the rope gets placed to another place
so i want to find a way to get the rope on top of the sphere
Hi, anyone knows where to get the 'other' parameters for OnActorBeginOverlap?
implementing it in c++ has 'the other' params, highlighted in yellow
ok i fixed it
@jade zinc You're binding the wrong function.
OnActorBeginOverlap != OnMyActorBeginOverlap
i want to group this together, and give it a name, but i dont know how...any solutions?
Well I mean yeah, attach a branch to Is Player Controlled, And Then connect the Radial Damage node to true
how do i make a graph?
forgive me if its right in front of me, but i dont see that
Oh Radial damage damages all actors in the area
So in that case you need to filter out the bots using Ignore Actors
A way to do this is to first get all in the bots that are are in the area and then add them to an array, then connect that array to the "ignore actors" slot
gotcha, thanks
it was apparently COMMENTING i wanted. thanks for the help regardless, however ๐
You can also just do a multi sphere trace when explosion happens and that'll return the overlapped actors
then filter by class or whatever and apply dmg
Hello! Please help! How can I make my resuscitation responsive? Like to work on different viewport sizes?
OR in your damage interface you can have the concept of teams so AI vs AI doesn't have friendly fire and same for Players or friendly AI
Sorry for spamming but anyone knows hot to fix this ๐ฆ And sorry again!
@trim matrix Sorry! I meant responsive like when I change the viewport size ingame to stay ok and not mess up everything!
no it's not ๐ฆ
sorry
And please @trim matrix do you know how to change something in the level from UI
I made it to stay as a variable in the Game Mode
And how should I check it? I don't want to use tick because it will be memory! Or at least how to stop it?
after like 30 seconds? @trim matrix
the tick
how?
And how to not use tick? What should I use? @trim matrix
Im casting too an event that destroys the ball
But it keeps randomly destroying the ball despite not having it as an overlap refrence
Any help
These are the collision boxes too destroy at the bottom
They dont overlap anything (atleast i dont think so
Hello!
My charachter with the mouse movement, but the problem is if i check "Show mouse cursor", then this rotation stop and only working if im holding down a mouse button. How can i rotate with mouse while the cursor is showed?
Hi guys, in a multiplayer project, i am trying to set player names on the screen following a tutorial and I am facing a situation. I am adding the player state and there should be a variable called get player name which is not appearing. Is there a workaround?
Does anyone know a workaround for this? Trying to get Vector variables in Actor Components to show the 3D widget in the scene.
https://answers.unrealengine.com/questions/274567/transformvector-variables-in-components-dont-show.html
Hi all, I'm using pixel streaming for a multiplayer game with VOIP but since the game is hosted in the cloud, the mic is inaccessible and VOIP doesn't work. Does anybody have some experience fixing this? If you do and can share some info, that would be appreciated. Also, happy to pay for a solution as a freelance job.
Hey, silly question but does anyone know the equivalent of a Houdini fit range in UE blueprints? essentially remapping a 0-1 float to 1-0
why didnt my bran think of that ๐ thanks!
I guess nobody can assist me here at all
can anyone tell me how i screwed up here ;_;
im making a speedometer
and the text isn't changing
when i drive car
oh yeah this also
So
The executable at set needs to be plugged to return node
mhm yeah u were right
i completely missed that
thank you!!! ๐
๐ ๐
have a good day!!
Glad I could help
o7
You 2
hi, there is someone who could help me with an AI problem?I followed the tutorial but my AI controlled charachter is not moving. I've found out that it's asked to reach a point with is very far away (34028234663852885981170413848516925440.000, ....) as show in the visual logger, but in the points passed by GetRandomReachablePointRadius are rights
If someone has a moment, could they help me discover what I'm doing wrong?
I'm attempting to spawn a widget blueprint in front of my VR player pawn, however the resulting spawn is being affected by a double transform for some reason (i.e. the higher in the air I am, the further it is vertically from me, the further from Origin I am, the further it is away in that direction). Am I calling the wrong nodes to obtain this info?
(The "self actor" in question is the VR pawn's own blueprint.)
Try to get transforms from the pawn component directly
@void oyster via the same GetActorLocation, just with a specified target? Or via a different BP node?
I'd drag the component onto the BP grid, then extend the BP pin and get the nodes from there
Because target won't be Actor but Scene Component this time
Okay, I'll give it a go, thanks. I've got Collision, MeshComponent, VRCameraRoot, and the VRCamera object itself as far as components go.
MeshComponent probably is the best one
Roger. Since I want it facing me, I'm guessing Forward Vector would be a good option?
Yeah, or just the local coordinate (X by default but can be different depending on your default rotation values)
Hiho, I keep getting an error for a few days while texting my game in the UE. The error says, a function is called in the ThirdPersonCharacter BP at AddViewport ... but which function?
I do not have a function with information and I do not know which function should be used.
@sonic pine Are you developing for a dedicated server?
Because Dedicated Servers will not create widgets. The return from that will be null.
Ah thanks that problem again ...
Hey, all !
I have an issue
I need activate boolean variable in another blueprint (my gun), when I clicked a fire button from a my character
I try do it from cast, but i dont understand what object needs to be in cast....
What i do incorrect ?
@tardy prawn To understand casting. Do you first understand class inheritance? How classes inherit from other classes and inherit variables and functions, etc?
@surreal shore
It matter from which node u extract the pin, if the "Context Sensitive" its checked. Try to right click close to nodes ( not on the node) to appear the menu, and uncheck context sensitive and check if there is the node what u need or not. After this dont forget to turn back context sensitive, because it can be confused sometimes if u dont use it.
yeah, i understand oop, i resolve this issue just now, just make "get child actor" from my bio gun
thanks )
Where would I want to put logic to make a player use a camera in world as view target? This would be for the main title screen, the player pawn will be spawned and possessed later.
Hey guys I'm stuck. I can't seem to get my actor's material to change.
I have the car windows (element #2) selected under the set material node
OMFG I DIDN'T CHANGE THE PARENT CLASS OF MY ACTOR...
Ha, I've been playing with that car model as well. Was going to use it for background animations
Fixed it, it wasn't that I had to reparent it. Reparenting it made it movable - which I didn't want to happen.
Can someone help please
The class filter from Get Overlapping actors needed to be set to none.
Are you using the same engine version?
Yes
Are you on the same PC?
Yes
hmmm
When I try to rebuild i get this error
toggle antivirus off?
I grabbed it from this months free marketplace assets
Hey, I'm new to Unreal and am a having a little issue regarding framerate and timers. At least I think that is the issue. I spawn an actor and kill its velocity after a specified time, but the time to kill velocity takes slightly longer when the framerate is lower, making the actor fly farther. I've looked into delta time and substepping stuff, but I don't really get it. Any help?
Such as setting a specific distance from the player?
guys, I want to rotate my character on the character creator preview. what I wanted is to make the rotation faster based on the drag distance and direction, but I was not able to do that. anyone can help me? This is my bp right now:
Ive implemented a save/load system to my game which does work fine at the moment except i cant figure out why my character data (which are variables being stored in a struct), not load game from slot, wont load after i load into a new level.
I have the data loading tied to begin play on the player actor which does trigger again, as it should, when the level opens, it just doesnt load the saved values.
thanks for the reply
I change to lerp but I didn't notice any changes
but my bp is not doing what I want
it's just how I manage to do something close
I can click anywhere and it will rotate based on the click position. what I would like is click in the mesh and calculate the drag and drop distance and direction to move the mesh, but I'm not sure what nodes to use to do that
actually, after a little tweak to the alpha, it is working better with lerp
thanks for the suggestion
@sturdy herald that didn't work either...
is there a fancy way to detect if player is on side or back of another character
@jade rampart Dunno about fancy, but usually you just test their look at rotation's yaw.
you got quick example
you can just do a dot product between players forward vector and normalized vector from player to other character
Ok thanks
Is it possible to make a vehicle with just an actor and no player controllers or characters
Are you looking to have a controllable vehicle or one that just drives around on its own, or just stays put?
Who do you know - anyone - who could help me figure out how to set up a COD Zombies style window barrier?
I'm trying to make it so an AI can walk up, tear down slats, and then climb through the window before attacking the player.
Quick one: Is using data tables for dialogue in a 2D game efficiant?
It seems like they run through a for loop, and if there is a metric ton of dialogue, wouldn't that be a slow operation?
Thank you!
after i entering and exiting the collision sphere i still take damage can anyone help?
Make sure OtherActor really is the player with a cast for example (or you can store a reference), for now you'll get damaged everytime your barrel hits an actor
yh i have just changed that but my exploding barrel still deals damage when i'm outside the area
i want to make it so the barrel will deal damage if i am inside the blast radius
When the player overlaps, you should store that they are in range. You may want to implement the end overlap function as well and then you can remove the reference to being in range. When going to apply damage, you check to see if the player is still in range, and only if so, apply the damage to them.
im not sure how to do all that
@void oyster
When its collides with the middle one when at the top of the V
(Size and overlapping of other boxes dosent do anything)
But when like this it does fuck all
The middle is a copy paste of the side ones
And just has a seperate custom event at the end
(and that dosent change anything cus i tried setting it to x1 instead of x2 the different events)
What's the code?
Very basic way is to use a boolean variable. Set it true in the on overlap function, set it to false on the "End Overlap" function. You were able to get the overlap function, getting the end overlap function is the same thing. Then on the overlap function before applying damage, check to see if the boolean is true and only then apply damage.
For both of them
Its not even them speficially
As soon as i move one of them into the middle
So the collider is touching the middle
it just DOSENT work
And destroys the ball near the top
What does that custom event do?
Just takes a score storedin the ball then either x2 or x1 based off whitch box it hits
But i tried changing it to x1 and tried moving the side ones
Either way when it interacts with the middle section it starts colliding with the balls far up
Is that ball inside the box BP as well or is that just the SceneComponent sprite?
Is it possible to detect the type of gamepad? SONY vs XBOX either C++ or BP
hey guys, do maybe someone know a good source to learn how to make a timed voting /poll system with blueprints
What happens if you disable those projectiles? Are they supposed to be in there in the first place? The ball on top bounces down right?
The shooter spawns a projectile ball whitch is its own actor
The ball uses simulate physics and projectile physics too bounce down hitting pegs and walls. the pegs use an on hit and delay event and are then destroyed
Just hope it doesn't return something like "Jeff".
Wont that output xinput tho
I'd try disabling the projectiles from the boxes first
Other than that it's probably code from the ball or other that's causing it
So that in the middle of those is just the SceneComponent sprite then?
Balls code has nothing to do with it
They both have the same lines
that have the same end
What do you mean with infinite portal anyway? Does the box in the middle keep rising as soon as it's zeroed?
i am still confuse on what i should do?
Instantly on BeginPlay()?
Yo anyone know how i can destroy a Actor by pressing E as a Character?
Yes
Keybind Actions in Project Settings (Input), then Event On Keypress E -> DestroyActor()
It suppose to only destroy a specific Actor
just on e press on your player controlled guy
Then destroy actor
And link the actor you wantto destroy
Only on zeroed coordinates? Are physics for those disabled?
that would destroy the Character
A cast could do
If i pick up the item the axe is suppose to disappear
Then do a trace and detect collision that way, you'll get hit actors as a return reference
But basically only when it's in the middle, not on the sides or somewhere else?
ill be honest with u i do not know what a "trace" is. Could you demonstrate it in a Blueprint please?
Pretty sure it's those walls
Scale won't matter?
How to make UE4 to update the blueprint? I updated the class Gun:
https://i.imgur.com/HIpCNIJ.png
Recompiled in UE4 Editor. Restarted the UE4 Editor but blueprint doesn't have properties FireAnimation1P and FireAnimation3P instead of previous single property FireAnimation:
https://i.imgur.com/Veq8sF4.png
Maybe scale the other boxes on the sides
can anyone help me with my blueprint
Search for trace in BP or look up the docs, it's in detail there
I'd delete Build, Binaries & Intermediate folders, re-generate VS files and recompile
Thanks, I'm on git I'll try that now with git clean
I
Ugh
I scaled it far down
And it seems too lwoer the threshold for death by a bit
So it seems too be expanding vertically
But only in that area
and ONLy the invisible component
Yep made the static mesh a child of it
Still invisible
so its not actually expanding properly
Instead of Play, Simulate, select the Actor and watch it's behaviour
Really check that physics for that are disabled or move the walls temporarily, maybe it's those
Scale dosent even change
Something else is causing your ball death then :p
But it cant be
since when i make the middle ones ouytput too be Sound effect 2
*2d
It plays the sound effect on collision
What Object am i suppose to add?
Get actor of class or add that actor as a variabl
you can search for them in variables tab
It worked, thanks. It's not the first time it happened. The reason I asked is because I think one time in the past I did delete all the temporary folders I know I can delete and it still was wrong
I wonder which folder exactly causes this
Or maybe even a file
Gun.generated.h and Gun.generated.cpp in intermediate maybe? Or something?
It's compiles in Build/Binaries, don't worry, welcome to the Unreal club
Glad it works :]
This wont work ffs. The item does not disappear
As I said, take the time and read through the tracing documentation, will save you the headaches
where do i find this
Google is the best friend (Unreal Docs)
but can u tell why the way i did it wont work?
It wouldn't rely on collision sound, I'd still trace
ยฏ_(ใ)_/ยฏ
Ill have a look tommorow
This shit si way too complex and cursed fo rme
Is it better to use "event pre-construct or event construct"
Casting is a whole thing of itself, you can read up on it too if you want
okay using "Actor of Class" worked perfectly fine
Fair enough - you'll get it! And then you can shove it in your classmates' faces ;D
thank you
and thank you too
That won't work as soon as you have more than one axe though (and the node can be expensive, so watch out)
huh okay for now its working i gotta read trought that Tracing Docs u mention earlier
Depends on the use case, the nodes descriptions/docs explain what gets called when and before what
It's easier than you think tbh, so dw!
you mind sending me a link to it? Dont find the exact thing i think
Can I just think of "pre-con" as pre-loading? or will other problems come from converting my "event constructs" with "pre-constructs"
As I said, depends on your use case - you need to look up the description(s) and evaluate, that way you can be 100% sure
I never had to use Pre-Construct though, at least in UMG
noted
Pre constructs basically can update the appearance of the widget within the editor, but it should never be populated with values that are only going to appear once the game is actually running - so like trying to grab values off a character that won't exist until runtime may cause problems.
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How can i change the material of a spline?
HI GUYS
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oh got this loks weird
did i do anything wrong here?
im trying to make a drifting system
when it reached the allocated condition to set off the particles, it didn't expell out any particles
if you need close-ups let me know
Well done!!!
oh wait
while you're here
if you can
is there a way to disable hitboxses?
what do you mean exactly?
the spheres im using to emit the particles is making the car fly
dance*
like a ballerina
do you simulate physics?
np
well then
then particle system doesn't work anymore
[aom
pain
off to the answerhub
did they relay on the Collision
You could set the Collison so that its only ignoring the Actor (Car)
np
hello guys, is the blueprints documentation complete? Is there no missing info there?
I'm curious because when I search about how to learn blueprints, most of them redirect beginners to udemy/pluralsight course, etc. and not the documentations
documents don't teach you anything. they are mostly just a "dictionary", with only some examples/tutorials that explain things.
UE4 does have learning courses, called Academy.
I see, thank you
Hi! The position of my cable attach end changes when I hit "Play". I create a bunch of cable components and connect Static Mesh Sockets with them in a construction script. They connect properly in the editor, but when I launch PIE, all the ends snap to the actor origin. Any idea what might be causing this?
so I'm having a bit of a weird issue; I have a skeletal mesh (the gun) with a couple of sockets on it. I'm trying to get the location of these sockets, and I'm drawing some debug spheres on them. It seems to be working ok, but for some reason the location of the debug spheres (and any other thing i tried visualizing them with) lags behind whenever i rotate the camera up and down. just rotating the camera side to side, things work perfectly. I suspect the pawn rotation or something might be causing this, but I have no idea why it would lead to socket world locations not being updated on a single axis.
also im using the "get all socket names" node with a for each loop, which is connected to a "get socket location" node.
so I'm trying to test split screen 4 player and running into an issue with one controller. I have a genuine xbox controller, a knock-off xbox controller that shows up in windows as an xbox 360 controller and then a very generic knock-off Playstation controller that shows up in windows as a "generic USB controller" but the properties responds to all the sticks and buttons and what not. However, unreal doesn't seem to respond to the gamepad at all. It responds to the other two, and I've verified that it's plugged in and working, but none of the button presses or sticks seem to do anything in unreal even if the other two are unplugged. Anyone run into this before?
as you can see, windows sees it and it seems to be working.
Is anyone know how to click and destroy mesh at the same time?
trace > hit actor > destroy actor
or click events in the player controller, destroy self on clicked object
Can you give me the example of the bp? Im actually new here
Controllable
You can create it as an actor or a pawn.
Hi guys, how can I get the closest point to a mesh's surface between an actor? I know about center of mass but I need to get the closest point from a mesh's actual collision surface to the actor. Thank you!
I think the line trace hits might help but im unsure how to utilize it
nvm Im dumb I just figured out theres a getClosestPointonCollision function lol
sometimes typing out the problem helps ^^ thanks ! ๐
Does anyone know how to add an audio limiter to the master sound class?