#blueprint

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dawn gazelle
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Or you're saying that the name one is not working at all?

river wigeon
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yeah

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no idea why nothing happens, when i use that, level ref. works fine

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even when i copy out the name

void cobalt
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question, how could i make a pool of names and pick one out at random?

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like a raffle

dawn gazelle
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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.

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If you don't want the name used again, remove it from the array.

void cobalt
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how do i make an array?

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oh nvm haha

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i typo'd "make array"

dawn gazelle
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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.

void cobalt
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i see that there is a node called "shuffle"

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that sounds like something i should use

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but idk how

flint vector
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just use get random

dawn gazelle
mortal cradle
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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.

โ–ถ Play video
void cobalt
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how do i find that RANDOM node

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nvm

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lmao this keeps happening

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i typo'd again

bitter ingot
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hey guys im trying to implement this c# function into a bp function, is there anything i did wrong i dont see the error?

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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;
earnest tangle
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I don't think it's implemented correctly

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You assign to PointX and PointY only once

dawn gazelle
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In your loop you're setting J's value to the index -1.

brittle sky
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does anyone know why this isnt affecting my material?

void cobalt
dawn gazelle
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You're referencing an undefined variable.

bitter ingot
void cobalt
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this is what im doing

dawn gazelle
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WeaponRef is not defined.

void cobalt
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how do i make it defined

dawn gazelle
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You have to set its value

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To whatever it is you're trying to reference.

void cobalt
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well im trying to reference a vector

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which is set in another blueprint

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and im calling it with the ref variable

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ive done it before and it worked fine so

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idk what to do

dawn gazelle
earnest tangle
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That's actually not true... it uses j as some kind of weird secondary counter

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it's just super confusing because it sets it up in the for header

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instead of doing the sensible thing and setting it up as a separate variable

bitter ingot
earnest tangle
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yeah in C++ you could pretty much copy it one to one :P

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just int32 instead of int

dawn gazelle
earnest tangle
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Yeah but it doesn't use j for that

dawn gazelle
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Sure it does. The third part of the loop says j = i++, so J then becomes i + 1.

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and because it has ++ there, I imagine that I is also being incremented.

earnest tangle
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Look more carefully :) It uses the rarely used syntax where it allows defining multiple variables in the first part

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the loop condition is actually i < polygon.length that's after it

dawn gazelle
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wow, I am blind

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XD

earnest tangle
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that's why I said it's super confusing because that syntax is very rarely used and just makes the loop hard to read

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lol

dawn gazelle
# void cobalt and im calling it with the ref variable

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.

severe geyser
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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?

dawn gazelle
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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.

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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"?

severe geyser
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found it. Searched "Resize" in the project settings. Unchecked Allow Window Resize.

dawn gazelle
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Ok, and where are you setting "Weapon Ref"?

void cobalt
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its a variable

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set as object ref

dawn gazelle
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That's not setting it. That is declaring it.

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You're saying "This variable is of this type".

void cobalt
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oh would i have to cast it?

dawn gazelle
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Not "This variable is this particular thing"

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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.

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Getting a reference to something requires it to exist.

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If it exists, and you want to reference it in another character, than that thing must somehow be interacting with that other character, no?

void cobalt
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idk, up until now this and casting bp's was the only way i needed to reference stuff lol

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it works usually

dawn gazelle
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Casting is not referencing. Casting is only getting more specific.

void cobalt
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then how would i get this variable from my weapon to the enemy?

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the "velocity direction" vector

dawn gazelle
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How did you detect that the enemy was hit in the first place?

void cobalt
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a linetrace

dawn gazelle
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Ok, so then with that linetrace, you probably executed some kind of function on the enemy?

void cobalt
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yeah, lots

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apply point damage, spawn damage numbers

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actually thats only 2 lol

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i thought i had more

dawn gazelle
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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.

void cobalt
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how would i do that then?

dawn gazelle
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If you've done it for all those other things, then you can do it for this. It's the same thing.

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You're passing a value from one actor to another.

void cobalt
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velocity direction is set here

dawn gazelle
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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)

void cobalt
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yeah im using default ue4 damage nodes i think

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like this one?

dawn gazelle
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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.

void cobalt
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but then how do i feed the same data into that variable

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if i dont have access to that data in this bp?

dawn gazelle
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Are you doing any casts from your Hit Result's "Hit Actor" pin?

void cobalt
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this event any damage is inside of my enemy

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yes i think

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yes

dawn gazelle
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Ok, so create the vector variable in your enemy.

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Hit the compile button after you do (it's important to compile so you can actully use said variable)

void cobalt
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ye

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i know that much :p

dawn gazelle
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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>"

void cobalt
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ooooooo

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that makes so much fucking sense

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i didnt even think of doing it this way

flint vector
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does the add impulse node work without simulate physics on

void cobalt
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yes

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oh

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no

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it only works without simulate physics

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what are you trying to do panda?

flint vector
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make knock back

void cobalt
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ok its ez pz

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i was struggling with this for months

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but all u need is a launch character node

flint vector
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didn't realize that was a thing

void cobalt
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me neither

zealous moth
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300 messages since last time, what the heck went on here

void cobalt
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everytime i asked someone to help me with knockback they all said i had to use animations

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which is bs

dawn gazelle
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lol

void cobalt
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it didnt make any sense at all

dawn gazelle
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No it doesn't.

void cobalt
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but every one of them said it

flint vector
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i knew i shouldn't use animations but didn't realize that launch player was a thing

void cobalt
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well now u know :p

zealous moth
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"knockback" in some games means a slight interruption using an animation. What you mean is "launch" and you know it

void cobalt
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when i say knockback i mean physically knocking the player back

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not just nudging them

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that would be flinch

flint vector
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yea

zealous moth
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the literal only game i ever heard of flinching is pokemon and it skips a turn

flint vector
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i'm trying to make a wall that launches you back so animations just wouldn't make sense

void cobalt
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literally every first person shooter has a form of flinch

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which is aimflinch

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u know, when u get hit, ur character reacts to the hit with an animation

zealous moth
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you mean wincing?

runic urchin
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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.

void cobalt
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wut

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anyway i gotta brb for a sec

zealous moth
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@flint vector btw based on what you wrote, you want "launch" node

flint vector
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yea someone else told me that

fallow bloom
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What's the closest one can have for an octree in blueprints?

zealous moth
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for... graphics?

sick temple
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Hey everyone! Is there any way to recreate WarpZoneInfo in Blueprints ala Unreal Engine 1/2?

fallow bloom
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Iterating a grid would be unfeasible

zealous moth
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yeah just read up on it. Apparently this has been reused in other fields

fallow bloom
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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

zealous moth
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๐Ÿคทโ€โ™‚๏ธ maybe...

flint vector
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this is the first time i've ever seen this channel not have a message for over an hour

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oh no

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i sent it 4 minutes early ๐Ÿ˜ณ

outer sparrow
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Excuse me, I need help

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I need to program two guns (9MM submachine gun and a 5.56 assault rifle)

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So each one will shoot bullets in different force and kinematic energy

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How can I do that?

neon forge
trim matrix
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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.?

stable smelt
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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.

trim matrix
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thank you so much ^^

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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

spark steppe
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store a reference of them in your main character

lofty vessel
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Is anyone know how to do random loading screen in widget blueprint?

sick temple
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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.

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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

maiden wadi
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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.

sick temple
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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)

maiden wadi
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@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.

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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.

torn sundial
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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?

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This is to make a Performance Auto Capture basically.

stray wagon
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Doing this makes the game run at a ridiculously low FPS ? (like...From 90 to 5)

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Is there another way to do this ?

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same issue @trim matrix

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Yes there are hundreds

dense tulip
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Is there a version of UE4 that has good support for 2D

stray wagon
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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

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So I guess I'll keep it like that, I'm very surprised this is causing an issue though

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yep

dense tulip
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I guess i mean about making things .. i been trying a tutorial and there are always artefact .. seems like its not usable

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i get those artefacts all the time !

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I guess what i mean is using tiling to make large maps

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ok, i'll try a few things

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Oh, i guess i was not using Paper2D the right way, found a video from Epic that seems to work properly

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Join Cardboard Swordโ€™s 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...
โ–ถ Play video
elder gulch
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How can i fix this?

trim matrix
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@elder gulch can u be specific with your problem?

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also hook player controller to owning player

elder gulch
trim matrix
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u already set the z-order there to -1

elder gulch
elder gulch
trim matrix
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the crosshair

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is there a specific problem you are facing? is the z-order not working for you?

elder gulch
trim matrix
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If you already set iti as a variiable

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then u can just call it using the variable

elder gulch
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owh

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lemme try

trim matrix
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I haven't seen u setting variable for the widget tho

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u get a crosshair target as a variable, but that's most likely an empty variable

elder gulch
trim matrix
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was that variable inteded for the newly created widget?

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Yea I knew it

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u haven't set it

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right click set Cross hair target

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then u want to plug the return value from the wiidget

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to the variable

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then u can call and change the z-orrder

elder gulch
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like this?

trim matrix
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Just connect to cross haiir target firrst

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then u can call it

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Let me show u

elder gulch
trim matrix
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this way u can call the variablee in any place

elder gulch
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owhh

trim matrix
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easy way to make it the same varriable is by draggiing the return value and click on promote to variable

elder gulch
# trim matrix

yea i did promote to variable w,th right clicking on the node

trim matrix
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anyway what I see from your screen is, you are trying to hook different variable

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Don't call it canvas target imo

elder gulch
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ok xD

trim matrix
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it's crosshaiir

elder gulch
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done :D

trim matrix
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u will be confused laterr

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just sayiing

elder gulch
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aight

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tysm :)

trim matrix
thorn sleet
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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 ?

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What should I search for ? IK looks a bit too complex and not necessary

lament trail
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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?

sturdy verge
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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.

maiden wadi
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@sturdy verge What is the use case to spawn an actor in the construction script?

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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.

night zinc
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hey guys i need some help

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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

maiden wadi
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@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.

night zinc
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i edited FirstPersonGameMode if that's what you mean

sturdy verge
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@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

maiden wadi
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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.

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@night zinc And is your game mode set in the level or the project settings?

night zinc
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project

maiden wadi
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If you go to the main editor window, and open the WorldSettings tab, your level should have this in there somewhere.

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Make sure GameModeOverride is set to the one you want, and that the selectedgamemode settings are correct.

sturdy verge
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@maiden wadi I tried the workaround in 2.6, but it seems not to work anymore

night zinc
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those are both correct :/

maiden wadi
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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.

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@sturdy verge In 4.26 you mean?

sturdy verge
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yeah

maiden wadi
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I'll check, but it should still work the same.

low marsh
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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?

maiden wadi
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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?

low marsh
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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

maiden wadi
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@sturdy verge Oh snap. They downright killed that functionality. ๐Ÿ˜„

sturdy verge
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thx! well seems i need another solution :U

cyan iris
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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?

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Ok, nevermind I made it by myself XD

upper linden
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what's the possible max length of a linetrace ?

stray rain
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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?

rich axle
shadow sedge
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i fixed it me silly

brittle mortar
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How to get the maximum value from the array (float)

stray rain
rich axle
rich axle
atomic salmon
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@brittle mortar there is a node called Max of Float Array

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that's what you are looking for

brittle mortar
atomic salmon
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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

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@upper linden max float, but I doubt you want to trace to that distance.

upper linden
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maximum i can get is 20000 units

barren salmon
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hello i am having an issue where i cant fix this perspective change from set target view blend

atomic salmon
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@upper linden how do you set your Start and End locations?

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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

upper linden
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i'm well within the bound distance

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1sec

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@atomic salmon

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hit result start showing at 20000

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but i take the Distance pin from BreakHitResult, is it wrong ?

azure bolt
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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?

astral estuary
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that error says that your array is empty

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so when you try to get an element, you get an invalid object

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(i think)

rich axle
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you could do a check if the array length is > 0

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and then combine it with the branch with an OR

trim matrix
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seems like there is no mining panel existed

rich axle
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or AND depending on your logic

azure bolt
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I'm not sure if I did this correctly but it didn't seem to work

rich axle
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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

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put a branch before your current branch.

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If it is 0 it is empty and wont do anything. You get rid of the message.

azure bolt
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Thank you very much. that fixed my error

rich axle
elder gulch
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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?

last abyss
elder gulch
rich axle
elder gulch
rich axle
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on the right side where it says "consume input"

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can you check the box and try again?

elder gulch
#

aight

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nope nothing changes

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when i change e to l it works

stray wagon
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What si the correct way to have a map of arrays in BP?

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This code always return a length of 1 for the array

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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

last abyss
dense isle
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Why does Unreal Insights not profile Blueprint code? How can I force it to include metrics from the BP layer?

elder gulch
dawn gazelle
# stray wagon

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.

stray wagon
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Thanks Datura ended up creating a higher order function lib storing the local var

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a bit similar ๐Ÿ™‚

royal kraken
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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

last abyss
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what do u mean by "turn them off" ?

jaunty solstice
lost schooner
#

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.

royal kraken
dawn gazelle
stray rain
lost schooner
#

now I try setting it to block againa nd it magically works this time lol...

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okay, w/e thanks for the help lol

stray rain
#

cool ๐Ÿ˜„

jaunty solstice
#

@dawn gazelle Thanks!

lost schooner
# stray rain cool ๐Ÿ˜„

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.

stray rain
#

nooice ๐Ÿ‘Œ looking good

surreal shore
#

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)

sturdy herald
#

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.

gusty cypress
#

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???

shadow sedge
#

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?

surreal shore
#

Wow, such empty ๐Ÿ˜…

azure bolt
#

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

atomic salmon
azure bolt
#

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

rich axle
#

Has anyone ever used the "Merge" function within blueprints when working with Perforce? Got some questions about it!

azure bolt
atomic salmon
#

@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

azure bolt
#

Basically this

frank nest
#

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

atomic salmon
frank nest
#

I thought a loop might work here but I dont know how to set it up I guess

left niche
atomic salmon
frank nest
atomic salmon
#

@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.

atomic salmon
#

@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.

maiden wadi
#

Should also consider a macro for the montage thing if nothing else is affecting that counter. One less property in the class variables list.

frank nest
frank nest
maiden wadi
#

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.

frank nest
#

Ahh okay so as long as I have a counter variable leading into the macro then it will work

maiden wadi
#

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.

frank nest
marble echo
#

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

worthy frost
#

that reload looks weird

#

also weird you have a sequence player

marble echo
#

the sequence player is for a really simple reload animation

atomic salmon
maiden wadi
#

@marble echo You could try something like this. Less branchy.

marble echo
maiden wadi
#

Oh, whoops. Best not to have two different trains of thought when making something.

marble echo
#

with the rest the same?

#

seems to add entire ammo pool into the mag

maiden wadi
#

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.

marble echo
#

ahh i see what you mean

#

Thanks for the help!

#

hmm wait no i dont, think I need to rethink this lol

maiden wadi
#

What is that first branch on the bottom?

marble echo
#

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

void cobalt
#

does anyone know why decals dont spawn after a certain distance away from the camera?

maiden wadi
#

@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.

marble echo
#

so this is all I need?

dawn gazelle
strange stream
#

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

marble echo
dawn gazelle
#

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.

sand shore
#

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

marble echo
#

so intead of this

#

its this?

dawn gazelle
#

Don't set anything in the function

#

The function itself will return values, you can set from them.

marble echo
#

oh I see

sand shore
#

okay this is two things.

marble echo
#

so in the BP after I set the new values to the current things?

sand shore
#

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

gusty cypress
#

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
#

like this?

sand shore
heady marlin
#

guys anyone know how i can obtain the wolrd context object reference in my UW?

sand shore
#

Me and Datura are suggesting slightly different solves, try Dat's solution first

marble echo
#

this is what happens with it set up like that

sand shore
#

show the new graphs

#

everything, even if we've already seen it

sand shore
sand shore
#

if you C++ you can just do a loading screen no matter what

marble echo
dawn gazelle
# marble echo like this?

You need to feed in the values in the inputs... So your current Ammo, your expected magazine size, and the spare ammo

marble echo
dawn gazelle
#

And connect mag size in the function to where you have -7

marble echo
#

its always 7 though?

dawn gazelle
#

Doesn't matter. It's a function. It could be reused.

marble echo
#

still getting weird numbers with that stuff hooked up

sand shore
#

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

heady marlin
marble echo
#

alright. thanks for the help everyone

sand shore
#

@marble echo did you fix it?

marble echo
hoary gazelle
#

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.

sand shore
#

typically will fix nodes that were strange

heady marlin
#

already done few moment ago but nothing has changed

dawn gazelle
dawn gazelle
#

The UI i have is just bound to the values being set in the character. No other math involved anywhere else.

marble echo
#

yeah im not sure why it doesnt on mine. maybe i have an older version

daring vapor
#

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?

marble echo
#

ive set everything up the same lol

dawn gazelle
#

~~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.

marble echo
#

is this correct?

dawn gazelle
#

The left-most subtraction needs to be Magazine Size - Current Ammo

#

You have it opposite currently.

#

Rest looks ok.

marble echo
#

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

dawn gazelle
#

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 +

marble echo
#

perfect, seems to be working fine

#

thanks so much

dawn gazelle
#

Thanks for finding that bug ๐Ÿ˜›

marble echo
#

lol it was the least i could do

zenith pond
daring vapor
zenith pond
#

No just getting the material and matching the material with a RGB value from a premade list

zealous moth
#

working in a team and my partner added a widget somewhere... anyway to trace it?

last abyss
river wigeon
#

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."?

north hedge
#

What call is causing that?

river wigeon
#

open level

north hedge
#

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

river wigeon
#

i made a asset referance for the levelm and took it from that reference

north hedge
#

Try just using a text reference?
Not sure why a direct reference in PIE would cause that

river wigeon
#

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?

north hedge
#

Try that shrugg

river wigeon
#

when i use path reference still open level by name?

north hedge
#

Failed To Load Package usually means you're referencing a package or uasset that isn't available

river wigeon
#

and there the path? i mean open level by name dont work at all for me

north hedge
#

If Open Level By Name doesn't work then that means theres an issue referencing the level you're trying to load

river wigeon
#

when i build the game, and play it not in editor, all works fine

#

so weird

north hedge
#

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

river wigeon
#

thank you really much for trying to help! I appretiate it!

#

i try that

river wigeon
#

i would have to remake the maps right?

#

actors and systems i can reuse?

sleek pecan
#

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.

supple dome
#

its probably debugging the editor

#

use TryGetPawnOwner, it will work in game, just not in persona

dawn gazelle
sleek pecan
#

@supple dome I've tried it in game. Doesn't work there :/

supple dome
#

then its something else, like not actually having it assigned to the mesh component

#

the function does work

north hedge
sleek pecan
#

@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

vapid ibex
#

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"?

dawn gazelle
#

Modulo gives you the remainder of trying to divide the number. So 7%5 = 2.

#

10%5 = 0.

north hedge
#

So the 2nd one lol

vapid ibex
#

And with the negative values? is it -2%5 = 3?

dawn gazelle
#

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.

vapid ibex
dawn gazelle
#

oops that was %5

vapid ibex
dawn gazelle
vapid ibex
#

Oh

dawn gazelle
#

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.

vapid ibex
#

Wait I don't have an "wrap" node

dawn gazelle
#

Do it without dragging out from an integer.

#

and each time above the max, it adds another... so 201 results in 2

vapid ibex
#

Same thing, doesn't shows

dawn gazelle
#

Mebbe it's the wrong type of blueprint? It's part ofthe base engine.

vapid ibex
#

Well, it doesn't shows in BP for player character either

#

Which inherits from default pawn

dawn gazelle
#

Regardless, it's broken anyway XD

vapid ibex
#

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.

north hedge
#

Yep

#

I see that at least once a week at this point ๐Ÿ™‚

dawn gazelle
#

... I've never seen that one <_<;;;;;

north hedge
#

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

dawn gazelle
#

else if(val -100053 < 0)
val = Max + 100054

#

?

north hedge
#

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

vapid ibex
north hedge
#

I was explaining it to Datura lol

sand shore
#

ue4 bp [topic] -unity3d bam

vapid ibex
fiery ridge
#

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

north hedge
north hedge
north hedge
#

You can, its an Actor

#

Search for Actor

fiery ridge
#

oh just "Actor"?

north hedge
#

Yeah

fiery ridge
#

This one

#

Tyvm โค๏ธ

dawn gazelle
#

This one properly increments and decrements and doesn't skip 0.

spark steppe
#

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?

north hedge
spark steppe
#

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?!

north hedge
#

I believe it does

#

because the character will move with the objects its standing on if they aren't static

left niche
#

In this case (b[i] equals a[i] % 4)

north hedge
#

Thats what they were trying to do lol

left niche
#

umm

#

i didnt see๐Ÿ˜

north hedge
#

Your answer helped but their original question was how to do it via modulo

left niche
#

Can't seem to find what the problem is. Is it that modulo doesn't work with negatives in BP

spark steppe
#

oh dear... the modulo thing... even my OS calculator does return 2 for -4%3

dawn gazelle
#

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.

spark steppe
#

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.

left niche
spark steppe
#

๐Ÿ˜›

#

rule of thumb is to expect the unexpected when working with negative values in modulo divisions

left niche
#

but it works for wrapping around though

thin hedge
#

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.

spark steppe
#

you can get the parent actor and cast it to access the variable nvm misinterpreted your question

thin hedge
#

But how can I access those same variables over here:

spark steppe
#

all you can do is click the component in the tree view above

#

there you should be able to access it

thin hedge
#

Thnx Ben! Such a noob ๐Ÿ˜†

uneven geode
#

Does somebody know how can i automate migrate assets (dataprep, bluetilites, python) anything? Thanks

trim matrix
#

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?

dull tree
#

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?

azure hazel
# dull tree i am doing this (spawning thirdperson rifle)

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.

quiet iron
tepid marlin
#

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...

tepid marlin
#

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

dull tree
#

any combination

#

ooo

#

i know why is not working

#

im dump xD

azure hazel
#

ah, good, because i was out of ideas

dull tree
#

rifle wasnt child of tprifle so it doesnt have owner no see

#

right now its normally works

azure hazel
#

sweet

dull tree
#

๐Ÿ˜„

elder gulch
#

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

jade zinc
#

Hi, anyone knows where to get the 'other' parameters for OnActorBeginOverlap?

#

implementing it in c++ has 'the other' params, highlighted in yellow

elder gulch
#

you can ask it at #cpp

#

i think

azure hazel
#

what was the prolem?

#

cantfind?

maiden wadi
#

@jade zinc You're binding the wrong function.

#

OnActorBeginOverlap != OnMyActorBeginOverlap

slate hare
#

i want to group this together, and give it a name, but i dont know how...any solutions?

fiery swallow
#

Well I mean yeah, attach a branch to Is Player Controlled, And Then connect the Radial Damage node to true

slate hare
#

how do i make a graph?

fiery swallow
#

how does the bullet detect the actor

#

@swift pewter

slate hare
#

forgive me if its right in front of me, but i dont see that

fiery swallow
#

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

slate hare
#

gotcha, thanks

fiery swallow
#

It's not expensive to get only the overlapping actors

#

yup

slate hare
#

it was apparently COMMENTING i wanted. thanks for the help regardless, however ๐Ÿ™‚

faint pasture
#

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

charred breach
#

Hello! Please help! How can I make my resuscitation responsive? Like to work on different viewport sizes?

faint pasture
#

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

charred breach
charred breach
#

@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 ๐Ÿ˜ฆ

#

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

hushed pewter
#

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

sturdy herald
#

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?

surreal shore
#

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?

subtle nova
round bloom
#

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.

serene kiln
#

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 ๐Ÿ™„ thanks!

surreal shore
#

I guess nobody can assist me here at all

tired vigil
#

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

summer bolt
#

So

summer bolt
# tired vigil

The executable at set needs to be plugged to return node

summer bolt
#

It's getting the speedometer velocity

tired vigil
#

i completely missed that

#

thank you!!! ๐Ÿ˜„

summer bolt
#

๐Ÿ™‚ ๐Ÿ‘

tired vigil
#

have a good day!!

summer bolt
#

Glad I could help

tired vigil
#

o7

summer bolt
mental snow
#

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

fluid rover
#

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.)

void oyster
fluid rover
#

@void oyster via the same GetActorLocation, just with a specified target? Or via a different BP node?

void oyster
#

Because target won't be Actor but Scene Component this time

fluid rover
#

Okay, I'll give it a go, thanks. I've got Collision, MeshComponent, VRCameraRoot, and the VRCamera object itself as far as components go.

void oyster
#

MeshComponent probably is the best one

fluid rover
#

Roger. Since I want it facing me, I'm guessing Forward Vector would be a good option?

void oyster
#

Yeah, or just the local coordinate (X by default but can be different depending on your default rotation values)

sonic pine
#

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.

maiden wadi
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@sonic pine Are you developing for a dedicated server?

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Because Dedicated Servers will not create widgets. The return from that will be null.

sonic pine
#

Ah thanks that problem again ...

tardy prawn
#

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 ?

maiden wadi
#

@tardy prawn To understand casting. Do you first understand class inheritance? How classes inherit from other classes and inherit variables and functions, etc?

sturdy herald
# surreal shore I guess nobody can assist me here at all

@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.

tardy prawn
faint pasture
#

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.

celest yacht
#

Hey guys I'm stuck. I can't seem to get my actor's material to change.

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I have the car windows (element #2) selected under the set material node

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OMFG I DIDN'T CHANGE THE PARENT CLASS OF MY ACTOR...

zenith pond
#

Ha, I've been playing with that car model as well. Was going to use it for background animations

cobalt gulch
#

Hello

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I've ran into an error message whenever i run my project

celest yacht
#

Fixed it, it wasn't that I had to reparent it. Reparenting it made it movable - which I didn't want to happen.

cobalt gulch
#

Can someone help please

celest yacht
#

The class filter from Get Overlapping actors needed to be set to none.

celest yacht
cobalt gulch
celest yacht
#

Are you on the same PC?

cobalt gulch
#

Yes

celest yacht
#

hmmm

cobalt gulch
#

When I try to rebuild i get this error

celest yacht
#

toggle antivirus off?

celest yacht
cobalt gulch
flint field
#

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?

cobalt gulch
#

Like this?

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or this one?

flint field
#

Such as setting a specific distance from the player?

sullen turtle
#

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:

spring hollow
#

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.

sullen turtle
#

thanks for the reply

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I change to lerp but I didn't notice any changes

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but my bp is not doing what I want

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it's just how I manage to do something close

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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

surreal shore
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@sturdy herald that didn't work either...

jade rampart
#

is there a fancy way to detect if player is on side or back of another character

maiden wadi
#

@jade rampart Dunno about fancy, but usually you just test their look at rotation's yaw.

jade rampart
#

you got quick example

twilit heath
#

you can just do a dot product between players forward vector and normalized vector from player to other character

jade rampart
#

Ok thanks

summer bolt
#

Is it possible to make a vehicle with just an actor and no player controllers or characters

dawn gazelle
oak relic
#

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.

gusty shuttle
#

Quick one: Is using data tables for dialogue in a 2D game efficiant?

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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?

muted patrol
#

hey i am having trouble with my exploding barrel blue print

oak relic
#

Thank you!

muted patrol
#

after i entering and exiting the collision sphere i still take damage can anyone help?

void oyster
muted patrol
#

yh i have just changed that but my exploding barrel still deals damage when i'm outside the area

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i want to make it so the barrel will deal damage if i am inside the blast radius

dawn gazelle
#

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.

muted patrol
#

im not sure how to do all that

hushed pewter
#

@void oyster

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When its collides with the middle one when at the top of the V

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(Size and overlapping of other boxes dosent do anything)

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But when like this it does fuck all

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The middle is a copy paste of the side ones

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And just has a seperate custom event at the end

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(and that dosent change anything cus i tried setting it to x1 instead of x2 the different events)

void oyster
#

What's the code?

hushed pewter
#

That

dawn gazelle
# muted patrol im not sure how to do all that

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.

hushed pewter
#

For both of them

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Its not even them speficially

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As soon as i move one of them into the middle

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So the collider is touching the middle

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it just DOSENT work

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And destroys the ball near the top

void oyster
#

What does that custom event do?

hushed pewter
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Just takes a score storedin the ball then either x2 or x1 based off whitch box it hits

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But i tried changing it to x1 and tried moving the side ones

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Either way when it interacts with the middle section it starts colliding with the balls far up

void oyster
#

Is that ball inside the box BP as well or is that just the SceneComponent sprite?

hushed pewter
#

Its its own actor that uses projectile physics

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and simulated phjysics

elfin charm
#

Is it possible to detect the type of gamepad? SONY vs XBOX either C++ or BP

deep marlin
#

hey guys, do maybe someone know a good source to learn how to make a timed voting /poll system with blueprints

void oyster
hushed pewter
#

The shooter spawns a projectile ball whitch is its own actor

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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

dawn gazelle
#

Just hope it doesn't return something like "Jeff".

hushed pewter
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Wont that output xinput tho

void oyster
#

Other than that it's probably code from the ball or other that's causing it

hushed pewter
#

The boxes dont ahve projectiels

void oyster
#

So that in the middle of those is just the SceneComponent sprite then?

hushed pewter
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Balls code has nothing to do with it

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They both have the same lines

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that have the same end

void oyster
muted patrol
hushed pewter
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The box in the middle rises too about the start of the V segment

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about here

void oyster
manic osprey
#

Yo anyone know how i can destroy a Actor by pressing E as a Character?

hushed pewter
#

Yes

void oyster
manic osprey
#

It suppose to only destroy a specific Actor

hushed pewter
#

just on e press on your player controlled guy

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Then destroy actor

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And link the actor you wantto destroy

void oyster
manic osprey
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that would destroy the Character

void oyster
hushed pewter
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Its not even 0

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Its -198 as the middle

manic osprey
#

If i pick up the item the axe is suppose to disappear

void oyster
void oyster
hushed pewter
#

nopw

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Fine like this

manic osprey
hushed pewter
#

And this

void oyster
#

Pretty sure it's those walls

hushed pewter
#

but this

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Breaks

void oyster
#

Scale won't matter?

wise plinth
#

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

void oyster
muted patrol
#

can anyone help me with my blueprint

void oyster
void oyster
wise plinth
#

Thanks, I'm on git I'll try that now with git clean

hushed pewter
#

I

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Ugh

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I scaled it far down

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And it seems too lwoer the threshold for death by a bit

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So it seems too be expanding vertically

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But only in that area

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and ONLy the invisible component

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Yep made the static mesh a child of it

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Still invisible

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so its not actually expanding properly

void oyster
#

Really check that physics for that are disabled or move the walls temporarily, maybe it's those

hushed pewter
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Scale dosent even change

void oyster
#

Something else is causing your ball death then :p

hushed pewter
#

But it cant be

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since when i make the middle ones ouytput too be Sound effect 2

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*2d

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It plays the sound effect on collision

manic osprey
#

What Object am i suppose to add?

hushed pewter
#

Get actor of class or add that actor as a variabl

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you can search for them in variables tab

wise plinth
#

I wonder which folder exactly causes this

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Or maybe even a file

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Gun.generated.h and Gun.generated.cpp in intermediate maybe? Or something?

void oyster
#

Glad it works :]

manic osprey
#

This wont work ffs. The item does not disappear

void oyster
manic osprey
#

where do i find this

void oyster
manic osprey
#

but can u tell why the way i did it wont work?

void oyster
hushed pewter
#

ยฏ_(ใƒ„)_/ยฏ

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Ill have a look tommorow

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This shit si way too complex and cursed fo rme

gusty cypress
#

Is it better to use "event pre-construct or event construct"

void oyster
manic osprey
#

okay using "Actor of Class" worked perfectly fine

void oyster
manic osprey
void oyster
manic osprey
#

huh okay for now its working i gotta read trought that Tracing Docs u mention earlier

void oyster
void oyster
manic osprey
#

you mind sending me a link to it? Dont find the exact thing i think

gusty cypress
void oyster
void oyster
gusty cypress
#

noted

dawn gazelle
#

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.

void oyster
torpid iron
#

How can i change the material of a spline?

tired vigil
#

HI GUYS

#

๐Ÿ˜„

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oh got this loks weird

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did i do anything wrong here?

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im trying to make a drifting system

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when it reached the allocated condition to set off the particles, it didn't expell out any particles

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if you need close-ups let me know

tired vigil
#

okay lads nvm i managed to cluctch up with a bit of logic, and luck

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wooo!!!

manic osprey
#

Well done!!!

tired vigil
#

while you're here

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if you can

#

is there a way to disable hitboxses?

manic osprey
#

what do you mean exactly?

tired vigil
#

the spheres im using to emit the particles is making the car fly

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dance*

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like a ballerina

manic osprey
#

Simple disable Collision

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haha

tired vigil
#

uhhhhhhhhhhhhhhh

#

where is that ๐Ÿ’”

manic osprey
#

do you simulate physics?

tired vigil
#

uh like

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the physics tab?

manic osprey
#

Just Disable Collision

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Collision Preset: None

tired vigil
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nvm found it

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ooo

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thank u ๐Ÿ˜„

manic osprey
#

np

tired vigil
#

well then

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then particle system doesn't work anymore

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[aom

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pain

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off to the answerhub

manic osprey
#

did they relay on the Collision

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You could set the Collison so that its only ignoring the Actor (Car)

tired vigil
#

yeah just did that

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thank u โค๏ธ

manic osprey
#

np

vale ruin
#

hello guys, is the blueprints documentation complete? Is there no missing info there?

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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

static charm
#

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.

vale ruin
#

I see, thank you

steady apex
#

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?

trim matrix
#

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.

stuck hedge
#

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?

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as you can see, windows sees it and it seems to be working.

lofty vessel
#

Is anyone know how to click and destroy mesh at the same time?

copper pendant
#

trace > hit actor > destroy actor

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or click events in the player controller, destroy self on clicked object

lofty vessel
#

Can you give me the example of the bp? Im actually new here

dawn gazelle
summer bolt
#

๐Ÿ‘

#

Ty

karmic remnant
#

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!

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I think the line trace hits might help but im unsure how to utilize it

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nvm Im dumb I just figured out theres a getClosestPointonCollision function lol

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sometimes typing out the problem helps ^^ thanks ! ๐Ÿ‘

short pawn
#

Does anyone know how to add an audio limiter to the master sound class?