#blueprint
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maybe there is a misunderstanding @maiden wadi the mesh isnt actually running forward, it just "pretends" it (it just plays the run animation)
(sorry maybe i didnt said that)
@soft peak Why is MoveRight unhooked? Tick if the node you want. It runs at the same frequency as Axis events. Once per frame drawn to the screen.
@maiden wadi yes, indeed ๐ the mesh moving again left/right
but still without any rotation (i am so sorry for asking so much, i find it really hard to digest all that blueprint stuff)
question whats the best way to go about getting what my player clicked on? What i mean is i need to be able to tell if they clicked on a location of if the clicked on a unit and then i need to get said location or object reference
Are you looking for this?
@soft peak Hmm. Bump InterpSpeed up to something like 100. Should be overkill, but if that doesn't turn at all. I might have to revisit that. Seems like it should work.
i actually just did that, it turns straight into a direction (but without any "interpolation"-feeling ๐ )
Okay so hiding and showing actor seems to work.. minus.. it doesn't update the actor location when it un hides.. I've tried reversing the set actor hidden and set actor location nodes. I've tried the get actor location of my character vs get world location of my character mesh.. what am I missing here?
Mess with the Interp speed a bit then. InterpToConstant might also serve a little better for more consistent rotation speeds.
Try setting the mesh visibility to false instead. If the location doesn't update, I imagine that Hidden In Game is not what you want.
InterpToConstant didnt worked at all (also not with increasing the interp speed),
also increasing the interpSpeed for "FInterpTo" isnt quite working
the higher the interpSpeed the "lower" the rotation-radius the mesh is doing
I Have some "arrows objects" that just spawn, I don't know how to make them spawn with some kind of physical animation.
@soft peak That's odd.. I wonder if it would cooperate better by moving the clamp to the other side of the interp.
How's it goin?
@soft peak How about something like this?
works much better now!
thanks so much!
https://i.gyazo.com/32c24a7c52618c43806818a3b90d9b19.gif
@burnt nest shoutout - the MID works like a charm. Thanks mate!
Hey guys i need some help. I want to spawn fire based on the character's location and rotation..But if i just get his rotation and connect it,also location(x,y) and make some vec+vec to get a little distance forward ,when the character is rotated the fire is spawned on my side not straight.I want to only spawn the fire in front of me and little bit distanced forward from the current position.Has somebody any idea how i can make that(to spawn the fire always in front of me and a little bit distanced forward?
Get forward vector * distance
My child actor component has public vector as a 3D widget. It doesn't appear when I drop the actor that creates it in the level.
Am I doing this wrong?
hoping somebody can help me, I am trying to make a very basic missile launcher that simply spawns a missile actor every second which then flies over to the player. The missile works separately without the launcher as intended, but this blueprint for the launcher is causing issues. Im trying to have it spawn a missile above the launcher, which is the "MissileSpawnPoint" sphere component I have added to the LauncherBP. When I press play it gives the following error and nothing ever spawns:
blueprint runtime error: accessed none. blueprint: spawnmissile Function: execute ubergraph spawnmissile
So this is in a behaviour tree. Be sure that the "launcher ref" has been set.
When I try to select the actor in the world to represent the Launcher on the tree it doesnt select it and it just stays set to None. Probably a beginner mistake so I apologize
I'm not sure what to suggest. If the variable clears to none, then it's going to be none when you try it. But why would it do that? I'm not sure.
blueprint guides?
How are you trying to set the variable though That's what I don't get. How you're trying to add an instanced actor directly to a BB value.
I've fixed it on easier and different way.It wasn't working with the forward vector idk why but i fixed it getting the world transform of a arrow component which i made distanced,i've breaked it in location and rotation and plugged in.Anyways thanks a lot.
My skeletal mesh seems to just fall over whenever I click the simulate physics box. How can he remain in his idle pose until something bumps him?
I create a new variable in the BT task and set it to type Launcher Object Reference, which is my missile launcher object that has the sphere component on it representing where I want my missiles to spawn. That sphere is called MissileSpawPoint which I then get the location within the world of
but on this screen at the top right that drop down has Launcher as the only option which is what I want but if i choose it, it just styas as none. it makes no sense
It most likely does not allow you to put refernces to objects in the level into it
since there's no guarantee it'd exist when the BT runs
you would need to assign it into the blackboard and read it from there
Simulating physics is mainly for ragdoll, not for your typical walking person. If you need something more in between sort of like Fall Guys or some other physics game, look for some tutorials on constraints and such or ask around in #legacy-physics ๐
Hey guys, tips for adding a simple knockback in a 2d game?
calculate direction from source to target being knocked back, then apply force or movement into that direction on the target
Hey guys, been messing about with physical animations which are working fine. Only issue is when the character is meant to interact with forces such as the radial impulse on my bomb it doesnt "move" the player.
Any ideas on how to fix this, happy to send screenshots
It effects limbs and makes them bug out but theyre rooted to my pelvis
ie the pelvis is not effected by the radial force thus making he character unable to move
Bone variable set to "pelvis"
My pelvis has to have simulate physics enabled but this will ruin my physical animaions
Why do I lose the ability to input anything and even lose my hud widgets when switching from GameStateBase to just GameState in project settings?
because both GameMode and GameState have to be Base, or neither can be Base
can't mix and match them
your output log did print some warnings about that, too
your BeginPlay never got called on the World because you did
Is there any reason an OnHit and OnBeginOverlap won't trigger during a Montage?
is there a way to tell if a player has clicked on an actor/pawn or if they just clicked on the ground? (im working in top down)
You trying to use the actual click interface or just get what's under cursor when button is pressed?
rn ive got a left mouse click input set up but im really just looking for anything thats efficient
@faint pasture
thx trying now
well that didn't work at all
still confused why this doesn't work.. when I go to drop my axe bp actor.. the new location is correct to the new location of my player character.. but the axe bp character never moves to that location.. its always back at the original location
I tried set visibility of the mesh.. it didn't work at all
so went back to this, but I don't understand why the actor doesn't move
Get Hit Result Under Cursor
it should return the actor
Is the root component of your grabbed actors the part that's simulating physics?
is the second screenshot check box supposed to be true?
the mesh is simulating physics
the root component doesn't seem to have any settings for it
lol..
so
if i remove physics on the mesh
it works
so physics doesn't allow you to relocate a hidden actor
interesting...
thx @faint pasture
how would i spawn/fade in a particle effect on the character
Literally none of these will fire during my Montage
why would they ?
They are intercepting my enemy with this collission
if its a sword should you not be doing overlaps rather than blocks?
hrm, weird overlap wasnt working earlier, but now it is. well, thanks
hi im experiencing this error whenever 2 of my custom events come into picture in the blueprint view
how would i spawn/fade in a particle effect on the character
i want a trail to appear when a button is pressed and disappear when pressed again
@pseudo tusk Open the log file inb the Click Here To View Your Directory" and throw it in here/read through it. Also use breakpoints to see any issues beforehand
Does it crash the editor on launch?
no just when i open the containing graph
or if i expand the graph when i move the blueprint window towards it
Sounds like its invalid or corrupt
sorry Panda
Im answering you now
older version of it works fine though and ive had some success moving over the older functionality with is identical i guess
it crashed earlier when i tried that again
unsure of exactly what is causing it
corruption i'd assume or faulty wiring of blueprints
i use blueprint assist and it can sometimes make some weird wiring decisions
were you replying to me every time?
im currently rebuilding the engine to see if i can disable that check that crashes the engine
other than that a temporary solution at the moment is me just using an older version of the functionality
ohhh i thought i was going crazy because discord kept giving me notifs
To spawn a particle effect system just add an On Hit > if ParticleEmitterActive is False > spawn particle emitter, then set a boolean to true for your ParticleEmitterActive bool
On False just destroy the reference to the particle emitter
but i dont believe this strictly to be my fault and it might be an internal engine bug, ive seen someone else on the forum with the same issue
What are you doing that requires you to build engine from source?
There'd be an easier way but today is chaos, so I'm not going to try (Pandahero)
ok
in the internal C++ code for the blueprint connection drawing policy theres a "check" thats crashing the engine
Did you throw a breakpoint on it and run through the call stack to see where it leads to?
nah i shouldve
If you can fix it absolutely PR it on the Github
all i did was comment it to see if that fixes it
that check() function is whats crashing it
That looks like a coor bit of BP
Yeah, check isn't crashing it
Check is checking its == 1
and its not
What's probably happened is that there's an execution pin somewhere connected to more than 1 other pin when it's not supposed to. Sure sign of BP corruption.
nah its corruption or something i'd assume
because i have an older version of the project with the exact same functionality
no crash
Did you upgrade the project?
nah but i tested it on 4.24 and 4.26 because i have 2 versions of the same project
same thing
the only thing that fixed it was going back to an archive from february i have and taking the functionality from there
nothings been changed with the functionality since february though
so its most likely corruption
im unsure if disabling the check will fix it
probably not
worth a try tho
for the meantime using the older functionality works fine i guess
since its identical but its a bit scary if its gonna happen again
Do you have custom nodes made in C++?
no
Use function libraries at all?
not in this situation
it has to be project specific corruption
because its only happening on versions of our project post march
february version isnt experiencing the issue in that blueprint region despite the functionality not changing
I've come across this problem myself before and I think it boiled down to I modified a node that was connected already in a blueprint, and after the change, the exec pins were no longer valid so the blueprint attempted to reconnect the pins and failed at doing so correctly :/
hmmm
i copied over the older functionality tho and it works
the copy paste might've refreshed it i guess
most of these are just internal nodes though in these 2 specific functions
Yeah so probably not exactly the same problem I had. Real PITA when a BP goes rogue.
theyre both about a year old though and quite poorly programmed
prototype functionality that never got replaced
example of one of the 2 crashing sequences
the common trait between the 2 crashing blueprint sequences is that they both use reroute nodes heavily
@pseudo tusk you might be able to dodge that check, but are likely to get issues with bytecode gen
To fix this you wanna audit everything to do with knot connections (even things like the post paste function, among other funcs I can't remember the name of)
the problem is whatever caused the corruption, so unless you wanna resolve the many linked pin by dropping one of the connections and marking it dirty ...
Is there a way to make UMG run on object without opening on screen?
ie. my UMG is shown on TV screen
Hey guys, i am having a little issue with a sphere trace. I am using it to check if my attack has hit enemy and then apply a specific amount of damage, the problem is that during the animation the trace overlaps multiple times with the enemy and it applies the damage for each of the overlaps, is there a way to apply it only once?
regardless of the times it overlaped*
Oh I might actually know this one. Are you using a Sphere Trace by Channel node?
yeah
So at the very bottom, what is your draw time set at?
5.0
So let me re-open my old project to double check but I think you have to set that really low, maybe even zero
I should probably still double check because Im not sure Im right about that but I definitely had a similar problem before.
draw time 0 still got me 4 hit results back
Oh you know what, I apologize, I actually ended up solving that by setting up a delay and a boolean after it was hit so it would only be able to register the first hit and have a second or so where the remaining hits wouldn't register, and that seems incredibly messy
I apologize, I thought I had an actual answer for once but it appears I jumped the gun
Still its a solution, ill give that a go for now
thanks mate
question I know how making widget but I don't know how to add icon material to my list
Of course. Something with a gate might be a slightly cleaner option if you try that out. Somebody else said a "do once" node might also be cleaner
i tried the do once, it didnt work for some weird reason
Thats odd, Ive never actually used do once myself but I feel like thats how that should work lol
from what i can tell from the results i am getting back, it reports all successful hits at the same time and applies the damage that X amount of times once regardless of the do once node. Ill keep looking into it ๐
Do you have the "do once" node set up in your sphere trace or in the code registering the hit?
Like " Phasmophobia " ?
i had it right before the apply damage node
Oh thats really weird then
i got the trace to keep firing when i play the anim montage but only trigger the damage once
Phasmophobia have that system
" When you talk, the ghost come to you "
Yeah the best I can think is to have a gate that closes when hit and reopens at the end of yyour anim-montage or something to that effect
I might have just explained that backwards but
I havent thought of gate.. could work
I feel like it would at least be cleaner than delays and booleans lol so maybe that would do the trick
Hey everyone! I have a problem here, i already take off the shadows off my all " Foliage " and is all the time the same problem
My understanding is that warning basically just means that whatever you painted with the foliage brush will only support lightmaps for the base LOD, and not any lower LODs. If I'm correct, this basically just means that the static lighting wont be great at lower LODs when you get further away but I dont think it's anything that would cripple your game. The last warning is just for light importance volumes.
If Im correct, basically the shadows just wont look great when you're further away, but if youre further away I doubt you'd see shadows anyways
is there some way to force unload an asset in editor (which seems to stay cached for editor purposes)
as currently my grooms keep eating my vram when testing around ๐ญ
Wow i see now, i was thinking " resolve " this because when i build my lights my project crash all the time, i already try find help on forums and i already did what they said
And appears the same problem
Its possible adding your importance volume will help with lighting crashes
But as far as I can tell these warnings alone wouldn't cause crashes when building lighting
I dont think at least
PostProcessVolume is not the same thing?
I have one in my all map because of the light
Hi all! I have a problem. I have a cut scene, where one of the objects is just moved a few meters away, but when the playback of the levelsequence ends, the object goes back into place. Is there any way to make it so that after playing levelsequence all objects stay in their new places and not go back to the beginning?
Nah, theres a thing called something like "Light Importance Volume," youll wanna just scale that to fit your scene
Wow ok, i will try that then, thanks @stuck fossil
By the way, you are portuguese?
nah Im from the US, Im just a night owl lol. Hopefully that will help you out some
I have LevelSequence on my project and i mark all the time the " Pause at the end "
If the levelsequence have the same think try to mark and see what happens @ancient topaz
I was asking because of your name aha
haha that makes sense. Nah I was just trying to combine "Bear" and "Turtle" in different languages lol
Thank you!
German
Ok then, nice idea ๐
hey this should be and easy thing but i can't find how to do it how can i update the size over time and not instantly?
You could try a timeline node
Hmm. I dont have it loaded up in front of me but is there a different node called "Set Actor Relative Scale 3D" Instead of just a "Set Actor Scale 3d?" That might be part of it
Oh wait maybe Im thinking of Set World Scale 3D, hold on let me open it up real quick
Oh okay I think I know what's going on.
Yeah
I dont exactly know what this discords policy is on posting youtube videos but I think I found something that would help soooooo....
#ue4 #beginner #blueprint #shrink #gun
How to create a gun that will miniaturize anything you want in your world!
tysm โค๏ธ
This guy set up a shrink ray type thing but the last section of code he does there I think is about what you're looking for
yes i could use this to reverse it and enlarge the items ๐
Yeah, exactly. I hope that helps some
you can post videolinks when they are relevant to a problem
great
Ah okay cool, thanks for the clarification
I didnt want to get in trouble but still lol
Is there a way to have media widget play only once when the game opens and not every time i go to that level
Hi! I am trying to make a continuous 3D widget where you place multiple instances of the same 3d widget in the level and they sync
Currently not working
So I actually do have a kinda solution for that but it might be a bit messy. If you store a variable in the game state, you can call that game state in your widget and check that variable, so like if you made a simple Boolean for "Is this the first time this level is loaded?" and you tick it after that media finishes the first time, then you can check that variable when the widget is created and tell it not to play the media again if you're coming back to the level.
Thats how I did mine at least. It works but there might be cleaner solutions for it
im sorry Game Instance not game state
Heya! What are some gotchas when refactoring blueprint based projects?
i.e, when renaming events
Thanks
i tried to learn blueprint via tutorial + trial&error
yesterday with the help of a user i achieved that the player can move via keyboard only within a limited rotation-angle....yeyy ๐
today i want to make that:
my mesh (player) is centered in the middle of the screen (and "running-anim is playing by its own),
now when the user is looking in a direction (only need the y-axis (like left-right)), i want the mesh to
- change its location based on the mouse-direction (left-right, or +y/-y)
should i fake the mouse direction as "get mouse position"?
and "max-y" == screenWidth
and center-y == screenWidth/2
and min-y == 0
what would be your approach to this?
@stuck fossil I was thinking that this was going to work, but crashed again. Sad moment aha
Is there a way to pause a linetrace after the initial overlap or set it to ignore an actor after the initial overlap?
adding a branch with a bool between the tick and the trace would work as a "stop" kind of thing though?
You are talking about the files?
Thanks
ok, give-me 1 minut
Hey guys, I have a Event AnyDamage, what's the best way to get the hit location from it? I tried using point damage but that doesn't really seem to work, it doesn't deal any damage so I was wondering if there was a way to do it with AnyDamage?
I think this can help
If your engine folder is huge, chances are it has PDB files.
Oh right.
My stripped engine build has similar vague callstacks.
I already tried take off all the shadows of the " Foliage " to see what happens. I have a GTX 1060 6G @trim matrix
Iยดm building the light again to get the file
I cant find the file to send
@trim matrix This contain all the files of the error
I feel like I'm over thinking this, I want to animate a car along a spline while avoiding sliding, so using a somewhat realistic center of rotation. Pointing the front wheels are easy enough, look a bit ahead and point to where you want to go, and the rear wheels are just following behind, but how do I realistically rotate the car for a moving pivot point that exists far outside the path? I feel like there's some averaging to do or some delayed straighting out of something that should work
Thanks, soory for the ping.
Hey guys, I'm struggling rotating an actor.
So in an RTS style game I want to move a unit with a right mouse click, all works fine. Now, I also want to hold right mouse and drag in order to make the unit face a desired direction once it has moved.
I am able to get the mouse position on click as well as on release and get a rotation using those, however I can't for the life of me get the actor to turn! Trying to input the rotation into rotate actor in various places in my code and its just not happening.
@trim matrix thanks. Didn't even cross my mind to check settings! ๐ซ
Got a bit of a problem so I was hoping someone here could help me out
So imagine your project no longer responds to any keyboard/gamepad input. What are all the things you would double check? I'm basically out of ideas at this point.
Also make sure input mode in the player controller is set to Game, or Game and UI. And that you are possessing the player pawn/character.
So I'm trying an empty actor BP with only an input event. Made it auto receive input from player 0 and dropped it in the scene. Nothing happens. Isn't that just weird in itself?
The input event overrides parent bindings and executes when paused
It's only related to this project, so yeah
Editor related inputs still work, like ~ ; and '
Well I've localized the problem to my player controller cpp class, so I have a lead!
Thanks for your help!
https://gyazo.com/8c70c22e7ffaf35a653c6771012a333f
I'm using orthographic camera but there are black bars on the sides. How do I remove them?
@trim matrix I'm looking at settings and I can't see anything obvious that I need to change
character
they were exactly what I looked at and it all looks good to me
ok, thanks
I can't find any matching settings in the controller though
Can someone please help me with blueprints? I am at my wits end here. I have this movement blueprint, and it works fine, but it's a bit slow. I figure that, just like unity, multiplying the axis value by a speed variable will speed it up. First I just do a really simple Float * Float, where I'm taking the axis value and multiplying it by 5 (fourth pic), that doesn't work, so I set up a speed float (third pic), and then multiply axis value by speed (second pic), and it still doesn't work. No matter what I do with float times float, the character's speed NEVER changes. I'm assuming that the issue is it's not taking float times float, it's just taking the axis value, and spitting it out without bothering to multiply it by the speed value. How would I fix this?
Edit: sorry, they uploaded out of order
Oh my god. Thank you so much
Hi guys, wondering if anyone can help me with this issue, totally stumped.
In my game the player talks to NPC's and can sometimes select from a list of response boxs. These boxs have 2 forms, the normal one (on the left) and a shop variant (on the right).
What makes a normal VS a shop response box depends on if something is typed into the secondary field for a response. (the Shop Line will be recognised as a shop response, due to the 1 inside the subtext)
The problem Iโm having is controller support. Normal response boxes work great and the player can focus on each and select between them as normal.
But if there are response boxes that have the shop variant, i cant move the focus between the responses. (in this screenshot im STUCK on the bottom shop line, i cant move up to 'normal line'.)
Here is the code for the focus (the same on both normal response and shop response). Is there something iโm missing?
Any help would be greatly appreciated!!! โค๏ธ
The weird thing is, on this example where its a combo of 3 shop varients and one normal, I can ONLY focus between "Pimp" and "Cog". I cant focus on Nevermind or Puzzle Piece.
strange (probably simple) issue I'm having. Rotating my spring arm is adding roll even though I add 0 roll to it. Anyone know why this might be happening?
stupid gimbals :p
Use quaternions instead
I guess I can use Quats
Average rotator enjoyer: ๐ฒ
Average quaternion enjoyer: ๐ช
Hmm any idea what might be going on with the foucs issue? @trim matrix
My head isn't quite working correctly lately, can somebody say how to find if fall will damage the player?
I have height of the ledge (so distance of the fall) and player's velocity threshold float variable beyond which they'll start getting damage.
So to find player velocity at the end of the fall to compare it with the threshold I need to just multiply fall distance by gravity strength, right?
Hi, I'm setting color based on coordinates in a blueprint in its construction script. The coordinate is set by another actor (lets call it actorspawner) in its construction script. For some reason the coordinate is returning the default, even though actorspawner is supposed to already have set the coordinate. Can someone let me know what to do?
@vapid ibex Maybe if your speed >= X, And distantion to ground = Y, then damage = Z?
Or If your Flying speed >= X, then Damage = 50
If your Flying speed >= Y, then Damage = 100
No, I need to see if the speed will exceed threshold in advance.
Do you have a flying speed variable?
There's a variable in the character movement component called "Get Last Update Velocity" which you'll probably need as you'd need to detect the player when they are landing in which case their velocity will already be 0 in the Z direction and the last update should be the frame before the landing.
It's evaluated before player jumps off. Player's character not directly controllable, so I need to set up it so that they aborted pathfinding if ledge is too tall to jump off safely.
Then velocity shouldn't really factor into it? If you have a maximum height, just define the damage delt by a curve.
I don't care about damage
It should be a bool that feeds into "if" that defines if path is traversible or no
"I have height of the ledge".... If height of the ledge >= "Minimum height for damage"
If i shoot my projectile it's always just exactly as fast as the initial velocity, but I'd like to have it add up with the character speed or you just run into the projectile.. how can i do that?
Because here is no "Add Force" or "Add impulse" for a projectile..
Just make the projectile faster than the player. Otherwise you could shoot when standing still, and then start running to overtake it anyway.
The problem is that my fall damage model is velocity-based, not height-based
but it's a axe you throw so it needs to be slow
Then I challenge you to try and outrun a thrown axe. ๐
What happens then if you throw the axe while running backwards?
Basically what I need is "if pawns enters freefall, what velocity will it have after falling [x] distance" equation
sqrt(2 * g * height)
This will tell you the velocity of something at impact falling at gravity g from a certain height.
Is it possible to create a template from a blueprint instance? For example I have dropped character blueprint into the world and set a lot of parameters on it... like size, health, armor, colors.... and I want to add that character variation in another map without setting all the parameters agein
Or do I have to create a child BP all the time?
I think you can copy paste it into your other level
Anyone knows how to let gamepad joystick be more that 8 directions locked?
you can specify the settings as default, maybe also as new instance, not sure
when you select your actor in the world, check the dropdown menue in the details panel where it says "edit blueprint"
https://alessandrofama.de/wp-content/uploads/fmod-ue4-event-details.png the blue button on the top right in this screenshot
Ah okay! Will try! Thanks ๐
Hello, I have an issue with the Get Actors in Selection Rectangle: My coordinates seem correct but no pawn is returned. Is there something I'm missing ? Thanks a lot for the help !
Coordinates are top left
Aren't thumbsticks not locked to binary 8 locations already? It's not like fake analog sticks in ancient controllers.
Yes but i dont know why in Unreal for me is working as locked in 8 directions...
I assume it's your gamepad drivers or mappers (if you use non Xbox controller mapped to XInput in software) being weird or misconfigured.
Although there's also a possibility that you misconfigure the input mappings in Unreal, by assigning binary thumbstick directions in Action Mapping...
...instead of the usual Axis Mapping
Could someone help me with my problem that's a mis between a blueprint problem and a UMG problem please ? Check #umg and ping me if any answer
How can I make an object to be movable just by being hit by a bullet?
I mean, when the character touches it, the object must stay static, but when the bullet touches it, it must move.
@outer sparrow Sounds like a good use for the damage interface.
@main lake Your issue is that you likely created an empty variable and have not set it to anything. Try GetPlayerPawn cast to your type, if it's the player's controlled pawn.
Well, how do you want it to move when it gets hit?
in a straight line
Is that it? No collision, no gravity, just move in a straight line for X distance? You need to think about the SPECIFICS of how you want it to move and decide on your approach.
@maiden wadi I created a variable in the wich is an integer, and gave it a default value of 1, to access it I created a variable inside my Widget BP actor and called it GestionVariableRef and set it to BP_GestionVariable, and used that in there to access to "CurrentPlayer" variable, but it looks like it's not like that that I'm supposed to do. I can't cast it to my GetPlayerPawn thing because the variable isn't on the playerpawn class
Where is the integer?
CurrentPlayer is an integer, and it's in GestionVariable wich is an actor
@outer sparrow For real though. Just make the bullet apply point damage, and in the things you want to move, handle it on EventPointDamage. You have all of the variables you need in that event to apply force in a direction. And for anything else, you can use EventAnyDamage for simpler cases.
thanks
@main lake Your widget needs a way to get the GestionVariable. You usually do this by setting that somewhere when you spawn the actor and getting it from there. The Blueprint Communication videos are a pretty good source for this stuff.
@maiden wadi Already watched multiple of them but it doesn't help me, at first I wanted to just call a function inside my widget BP called SetText and send to it a string as parameter and use the binding functionality to change the text inside my textbox UI thing, but look like binding functions refuse to get parameters.
Does anyone know what's going on here? The lighting looks really shitty and a lot of models have these black ridges / fuzzy spots:
@maiden wadi I tried using casting but it gives me a note at the bottom about being useless
@main lake I'm not really sure what to say besides to try those videos. The sky blue variables in blueprint are called memory pointers. They point to a specific type of object. Like your GestionVariableRef. You've created a pointer named BPGestionVariable. It starts empty. You have not told it WHICH BPGestionVariable to point to. So right now it's pointing at nothing. These pointers point to specific locations in your RAM. If you try to get access to them before setting them, or after you've destroyed them, they will return null or invalid. You have to get a reference to your BPGestionVariable that you've spawned somewhere or placed in the level.
For instance. Where are you creating this Gestion thing? Is it being spawned from another class, or is it placed in level?
At first I needed to track wich player is playing (it's a local multiplayer game where 1 player plays after another "on the same computer") so I created a variable called "Current Player" in my Level blueprint, but looks like my Widget BP (and any actors) can't access variables inside the Level BP, so I asked my teacher and he told me that I could create an actor just to save variables to access them from other actors, that what I did but it causes me problems as you can see. So I created a variable called "CurrentPlayer" inside GestionVariable
@zenith pond hmm yes apparently it was, I set my skylight to stationairy and that 'fixed' it for now
@maiden wadi Maybe this is the problem, I can't change the default value in the bottom of my BP_GestionVariables inside my UMG BP
You're not supposed to. You need to get an instance of it and set it there at runtime.
Populating pointers like that only works if stuff is dropped in the level, and you can't drop your widget in the level.
Could you show me how to do that then please ?
I solved half of the problem, but putting the "CurrentPlayer" variable inside the PlayerCharacter, and just have to cast to the player character and access the variable
but now I still have this @maiden wadi
Realistically, the variable should probably go in the GameState. Since it's the value of the current player that is supposed to be playing. GameState is meant to hold information about the state of the game.
Not to mention it's easily accessible with GetGameState->CastToYourGameStateSubclass.
I don't have a gamestate yet, as it's a small project for school that I have to submit by next Tuesday, so I'm in a learning phase and didn't see someone using the GameState yet on video tutorials, so I think I'm gonna put it there for this project ๐ But still can't find the solution for what's above @maiden wadi
I'm now rotating my spring arm with a quaternion to prevent gimbal lock. How would I go about preventing the pitch from going beyond Vertical (so it does not go upside down)
Hi guys. How can I attach actor (bow arrow) to actor so that arrow will move along with actor?
Rn Im attaching it to mesh and for some reason its not moving and just stuck in the air
can someone help? I have a blue print function in C++ and I am trying to move it over from one project to another but its not showing up in the new project
is there anything else I need to do
@pine trellis Did you move the actual file of just the things in visual studio?
@pine trellis Quite likely you need to change some includes, and possibly the API name in the blueprint class.
hey folks, I purchased Force Shields pack from the marketplace (good sale). The shields are like energy bubbles that I want to surround my character when the button is pressed. There wasn't any documentation so I've just been poking around with it. Looks like they are actors. Any advice on the best way to have this shield activate around my character when the shift key is pressed? I've been toying with attach actor to actor but I haven't figured it out
having not used it it's a bit hard to say, but perhaps you can spawn the shield actor and then just attached it as you said
I have a problem, whenever I try to recheck if the player is sprinting or not so I can let him fire again, I get infinite loop detected, although the automatic firing loop is working fine
Why are you checking if sprinting twice?
so I can get the player to fire when he undresses the sprint key
so if he unpresses sprint while fire is held down, fire?
lets say the player was pressing both the sprint and the fire button, he can't fire while he is sprinting, but I want him to be able to right away if he undresses the sprint key
yes
You need the sprint key to also enter that logic then
the event that fires it off is SprintKeyReleased
but that way I have to do the same loop but instead of checking if he is sprinting I'd have to check if he is firing, and than I'd run to the same infinite loop
I just don't understand why the loop is infinite I just want it to check if SprintTrue is actually true
because it'll loop continuously until you release sprint. You can't just have a loop like that, it'll have to check over time OR be event driven
I would make it event driven
Do you want sprinting to block firing or firing to stop sprinting?
what is that, and if I add a delay will it work?
both, and I have it that way
Don't do it that way, it's bad
so if you're sprinting and press fire, what should happen?
it disables sprinting and fires
I would make seperate events FireStart and FireStop
When you press Fire, set bSprinting to false, call FireStart
When you release Fire, check if sprint key is held down, if so, set bSprinting to true, call FireStop
When you press Sprint, call FireStop, set bSprinting to true
When you release Sprint, check if firing key is held down, if so, call FireStart, set bSprinting to false.
I'll try that, thank you
Hi, im trying to use the "set static mesh" node to change one model from the other, but the static mesh being changed has a physics constraint added to it, which stops working once the mesh has been changed out. Any ideas?
I need help: My pawn spawns stuck in the air when I spawn it
Lord have mercy on the person who created the "Cannot read property from __"
Like I just want to reference hp
But nope
most useless runtime error
I keep seeing Control M on the internet but it does nothing. Right click menu only has tangent stuff
@dim stump Sounds like you are trying to access an invalid pointer.
The CTRL+M thing is only for when dealing with an animation timeline in the widget editor. Not for timelines within a blueprint. The closest thing I can see to scaling keys is selecting a single key, then performing math with the value (so if you have 3 as say the value, you could have 3*3 which would then make the value 9)
You could make it use an external curve which will convert what you have currently in the timeline into a curve at which point you can open the curve and use CTRL+M to get the scaling tool.
From what I have tested, this function only returns a copy of the array. I can't actually change the variable directly from the return value. Is there a way to do that?
you could try a select node, not sure if that works with containers
I'll try it out
It works ๐ Thanks a lot
np
Anyone know if its possible to send a function message from the first-person character to the level blueprint? I followed this tutorial (https://cybereality.com/tutorial-how-to-make-a-cube-roll-on-a-grid-in-unreal-engine-4/) but instead of using keys to drive the movement Id like it to work off of a line trace by the Fpc. Custom events, nor a bpi seem to work
Awesome, thanks!
i feel so dumb.. i can never figure out what to use as wildcard, i understand how it works with player character n whatnot but since i dont fully understand it i have no idea what to use in random cases. im just trying to dynamically adjust text on widget to say the damage of the gun it found(for one not even sure if itll work on the base yet, might have to be to actual gun. then i wouldnt be able to dynamically change with different guns so i hope not) anyway any help would be greatly appreciated
Hello, I have an issue with the Get Actors in Selection Rectangle: My coordinates seem correct but no pawn is returned. Is there something I'm missing ? Thanks a lot for the help !
Coordinates are top left
The goal is to have an RTS like controller
If your casting to an actor
Get all actors of class
Chose the class to the actor your casting to
And plug the array into a get node
Leave the index at 0
And make sure your actor is in level
Take the get node
And plug it in the object/wildcard node
im using a hit marker widget and setting it up on that maybe its not the right way to do it? im new to all this so just trying to figure things out xD should i call to my player character get my equipped gun and do it that way? rather than trying to call the the gun base bp
Get all actors of class sounds abusive in that case imo
If you're interacting with the gun already you should already be able to pull the actor ref from there
Also, using a binding for a static text element is not the wisest idea
You'd be better of making a custom event in the widget updating it with the relevant info, either by passing along the actor reference directly, or passing along the necessary variables
the actor directly can cause unnecessary dependencies, so it could be preferable to just pass along the variables instead
Hello, is there a "best way" to get all actors under a HUD rectangle, RTS style ? I'm trying Get actors in Selection Range but it does not seems to do the trick
Box trace possibly ?
searching for the right project..
but box trace from hit location to drag location should be along the lines of what you could do
Z being set to levelbounds or whatever you seem necessary for min/max z
Start location is the hit under the cursor when the first click (and probably hold) is done, while End location is .. the end location, where the drag ends
ah ok, so this should be cast on the world, not the 2d HUD right ?
I'll try it, thank you ๐
Yeah, this is relative to the world
you can use the Draw Debux Box to help you debug the locations/z values
Guys, sorry for stupid question, is it possible to store object link at savegame blueprint?
as an object/actor reference ?
Still looking for how to make arrows stuck into character. Any1 knows it?
Hey guys, im working on my video settings like shadows with this node.
And in game and in build it does not work.
But it changes value correctly, and im using apply settings node at the end
If its with actor, maybe using a socket on the related bone with offset to hit location and attach it that way?
Nvm, I just noticed that "SocketName" in "AttachActorToComponent" can take "HitBoneName". So now Im just attaching it to bone
That would cause a lot of sockets needed to be created or bad looking moving, imho. Found better way
Hey, So I wanna make my 3D widgets take keyboard input. How can I do that?
More specifically my buttons be mapped to some keys
@queen urchin "a lot" , well.. 10 should get a long way. Wasn't sure if it could take bone name directly, but surely that's easier yes ๐
I was kinda surprised too ๐ Tried to do it all day before :/
i am playing around with "third person template" -> animation-blueprint:
the "jump start"-anim looks like that (notice the arms how they swing back a little):
https://i.gyazo.com/c7aafa700a7fb4a5ad8cf6c8a0f37bd8.gif
now in-game, when i jump it looks like it skipps alot of the first couple of frames:
https://i.gyazo.com/e548e88a6f351648f91ab0504fcb19fe.gif
how can this be? is this somewhere defined inside the blueprint?
I think its cause of blend time
(i just noticed it plays the "jumpLoop" instead)
yes, it looks like jump start is skipped
(^^, where is that hidden?)
That means that once the Jump_start has only .1 (10% or less) time remaining in the animation, it sets that boolean to allow another transition to occur
thanks for the explanaition, still courious where this is located ๐
go into the state machine
animation blueprint > state machine > it's probably in like "jumping"
it looks like those "rules" (bettwen the states, next to the arrows
but all i got is that:
it looks like, in that picture, you're immediately going into the falling animation lol
i don't even see the jumping animation
Tried action & axis mapping inputs to set up left thumbstick of xOne controller.
My issue. Despite setting the dead zone for the stick to 0.9. The axisMap input event will fire every tick. & the actionMap input will fire as soon as I touch the stick.
Am I missing something?
that is exactly what i was thinking, still there is no where defined that the "jump-start"-anim should only play "0.1"
do you know how to do all that your self? @soft peak
if not we can hop into a private chat and maybe i can help but tbh im not 100% on anims
Maybe requires apply and/or restarting?
maybe it's this crazy robot string plugin you all seem to use haha
yeee it is working fine now @dawn gazelle just i did not saw the changes on shadows XD
i have a little understanding of animation blueprint, and the rules, but its just that litte thing that bothers me XD
(also it is the template from unreal, so i guess they must have defined it somewhere)
@trim matrix u can't give me a shoutout did my DM help? im kidding glad it works
o sorry i did not notice your dm's sorry โค๏ธ
we're still friends for now
Hello, I have an issue with the Get Actors in Selection Rectangle: My coordinates seem correct but no pawn is returned. Is there something I'm missing ? Thanks a lot for the help !
Coordinates are top left. Is there a way to debut inside this method to see what is going on ?
It did, but I would like to understand why this one does not. It seems to be the "default" way so I would like to keep it if possible, to futurproof
Anyone?
you'd need to direct the input flow to the relevant widgets i suppose
What sort of 3d widgets are we talking about? Generic ones or just a main menu thing?
@trim matrix https://www.youtube.com/watch?v=faWyB-Vmk1w
Generic 3d widgets around my level. There are simple buttons that I want to control with key press rather than mouse. Once I stand in front of a widget (with trigger box) I wanna enable key presses for the buttons in that particular 3d widget
Not sure how to go about it
Dispatchers could be one
the buttons subscribing (and unsubscribing) to the specific input event
Could also do it directly (inform the char/playercontroller about the button by setting a button ref), with a branch on the input checking if said buttonref is valid, and if so, forward the input event to the buttonref
You could also enable input directly on said actor, but this could cause unwanted behavior
Ok ill look into that
@gentle urchin No idea how to do that man
I can't get the umg blueprint to know about the dispatcher I made in the lvl bp
You used a triggerbox?
ye
triggerbox has actor input, being the player pawn in your case
a trigger volume i mean
playerpawn either knows about the widget, or knows about the playercontroller who knows about the widget
not sure about triggervolume, but one would think it would be the same
ok and?
I don't know where to operate all this - should I use lvl bp? PC? where do I even create the dispatcher?
note this is about a 3d widget, that is, a widget component inside an actor BP
avoid lvl bp for sure
So I have a few of them at the level but instead of interacting with them via widget interaction component I need to use keyboard
but the trigger volumes must be created in the level dont they
and access with lvl bp
give me a minute, opening a project
where do you store your widgets?
pawn or pc?
So player enters trigger volume #1 - it lets him control widget #1 with keyboard, once he leaves the volume he no longer controls it and so on
You're saying its a 3d widget, but it does sound more like an interactable actor (button)
Right, my bad. The widget is in the BP you're trying to interact with
it's not a regular widget you add to viewport etc
right now i can interact with them using Widget Interaction Component on my player pawn
But it requires me to aim cursor and actually press it with mouse
I need to control those Next and Back buttons with keyboard events
understood
What is the best way of tracking a Characters state when multiple combination of states can be true at the same time (ex: running + shooting, or jumping + shooting)
Ah ok, I need to call it in the draw rect ! Damn thank you so much
thanks a lot @gentle urchin ๐
@little cosmos There's probably 100 things wrong with this setup, im no delegate master ๐ But this is what i'd do
^ this is in the actor that has the widget and the related buttons
Then, in whatever actor handles your input (pawn in this example case) Set up dispatchers , and call them during relevant action
then in the Widget itself we've just created 4 events for handling the bindings
Ofc you'd need to add logic in the widget to make them look pressed or whatever, but this would allow you to catch the input event from the playercontrolled actor
I'll look into it soon after lunch, thanks
Tried action & axis mapping inputs to set up left thumbstick of xOne controller.
My issue. Despite setting the dead zone for the stick to 0.9. The axisMap input event will fire every tick. & the actionMap input will fire as soon as I touch the stick.
Am I missing something? How do I get the mapped input to only fire once the threshold exceeds the dead-zone?
oh ok I see. Yea was using a do once right now.
wanted to double check if I missed a setting ๐
A gate will still allow it to run on tick once it's passed the treshold, just fyi
thanks for the tip ๐
@gentle urchin Yea had it setup like this.
The stick becomes a alt input for buttons. So trying to find a good way to have this working smoothly. User can now double tabb to que-up one movement action with fast inputs. (or cancel)
Using a action mapping instead of the axis would be ideal. But the return feels inconsistent =/
Not sure if im grasping it correctly, but can you not 'translate' the axis input to an action event yourself ?
Should provide pretty consistent result
You are trying to set up a double tap on an input axis?
Oh yea using a custom event in that case deuuu XD.
Yea I was looking at the action mappings. But that works.
But I see what I need to do I think. Drop the delay. reset the do once once the axis is smaller than the valid value.
http://www.rioki.org/2014/04/13/axis-double-tap.html I'm using this way of doing a double-tap on an axis myself. Works very well,
that way I have a button like behavior
My Doubble move workse something like this.
I move the player. should there be a quick extra input during movment. execute a aditional move.
The thing that screwed me was that the axis running on tick would always trigger the double input. But thanks for the rubber ducking ๐
This is quite a basic question but i couldnt find any answer anywhere so...Ive put a character in and tried making a blueprint for the movement(using arrowkeys and space bar) but the character does not move.
Could someone please help me.
@gentle urchin So this is all nice, but the box trigger isn't part of the BP that contains the widget, I wanna place it in the level
The same thing can be done anyways
just make sure to update the buttonActor with the triggervolumeref manually
Does anyone know how can I access methods of a WidgetBlueprint from a simple BP_Actor please ? As I can't reference the widget blueprint in that actor as the WBP can't be placed in the world to get a reference for it
@gentle urchin What kind of event is this? input?
Just a custom event
with a target reference input (pawn or playercontroller)
@main lake store the actor in the WBP when the WBP gets created
how do you add the widget?
@spark steppe Inside a level blueprint when the game starts
is it some kind of HUD?
Yeah it's just a text saying who's the winner between player 1 & 2
so you spawn it on level start, but only display it when the round is done?
when the WBP is created, promote it to a variable, then later use that stored variable to call a method on it and feed it the winning player as a variable
display it only when one of the player wins (it's a game where you should click on the right object to win (randomely chosen))
you can't really get hands on variables in the level blueprint from outside
that's not really possible in my case as alot of my logic thing is inside a BP_Actor
however you could store a reference to the widget in the gameinstance
^ yeah, something like that
never used a gameinstance
is that BP_Actor kinda the game manager, and decides when the round is won?
or GameMode
i would add something like that
Do you know this game ?
or use the game instance/game mode
@gentle urchin God im so confused
yea
Yeah, handle that logic on a GameMode, not on the BP_Actor
is the crocodile a actor?
so I have an actor called BP_Tooth, that contains 2 boolean (selected and clicked), selected is if it's that one wich was selected randomely and that makes you loose, and clicked is to prevent people from clicking multiple time on the Tooth, so each Tooth has that
or whatever it is in your game ๐
Doesn't seem like you've created the same events as I did. The "Next slide" event is ment to be the binding event. Basically when you move inside the trigger it will register the events in the widget to the action events from the pawn
I have a BP_Tooth actor, A Widget BP actor for the UI, a BP_character and a BP_PlayerController
the actual logic way is to add the tooth to an actor (crocodile), so the tooth tell the crocodile who clicked which tooth, the crocodile then would check if it's the "magic" tooth, if so, it would spawn your widget which shows the winner
right I noticed but still not working
Your events aren't the same as i made (even with different names as far as i can tell)
But I already did that part inside the BP_Tooth as each tooth has to be checked on its own
ofc diff names for my context
well, the tooth could also spawn your widget
wait still tryina wrap my head around it it is so confusing
instead of spawning it on game start
Lil question Diversity, is the game local, multiplayer or what?
but how do I make sure to not spawn it 13 times (as there are 13 teeth) ?
only the magic tooth would spawn it once, when it gets clicked
In the Widget blueprint, this is what's setup. The Target reference is of the pawntype i'm using
any other tooth should never spawn it
the magic tooth is chosen when the game starts not when the player clicks
Here it is in the Level BP
yea, but once a player clicks it the game is over, that's when you need the widget to create and show
I made it work. Cast failed, Need to plug Get Player Controller and not Other Actor to the cast node
If the OtherActor is the pawn and you're looking for the playercotnroller, then you should get owning controller from the incoming pawn to make sure its the player
It's the player controller (PC) im dealing with not Pawn
Right, but the pawn is the player representation, thus thats what you'd wanna check if entered the area
No other options so I guess it works for me
So in the pawn i'd usually then set up a fixed variable for the controller to avoid casting twice everytime i need access to it from the pawn
@spark steppe It works perfectly, Thank you so much ๐
and then have the PC ref as an input to the widget
This would then be the button part
The issue with your setup is that you could have a case of some random actor moving inside the trigger , and triggering the overlap event
then the player inputs would bind up at some seemingly random location
This is solved by checking that the overlapping actor (Other Actor input-pin) is actually the players pawn
someone know how to create a instance of asset data for run time
How can I find out how much a normal points up? In the picture for some reason the dot product gives 0.7 even tho the up vector is 0,0,1.
I wanna know why its 0.7 coz that doesnt make any sense to me. It should be 0.75 right?
normal is a (hit location + collider face direction)
dot is returning angle/weight
for 45* is 0.707
when a is fixed x+ and b is moving
around z
if wont to cheek if is in angle use look at ๐
I ended up using "RotationFromXVector" node.
What do you mean by "a x+ and b"?
a,b in input for dot product ๐
:/ ok
So if I want a variable to be subtracted by 1 each tick, how do I use delta seconds to make it frame independent?
yeah, each frame rendered
What is tick in your case then
just a variable, -1 each frame rendered
then you dont need deltaseconds involved at all
okay, how do i make it frame independed then
deltaseconds tells you how long its been since the last tick,
So if you were counting seconds f.ex, you'd use deltaseconds to keep the seconds independent to the fps
floatvariable = floatvaribale + deltaSeconds
IF Floatvariable > 2 THEN
thanks dude
I found someone explaining it like this: When you multiply something with delta time that value becomes "units per second".
That put things into perspective
are you sure about that? if you get 30 ticks, you'll subtract 30 times with different fractions of a second, or not?
e.g. -0.9 * 50 and -0.95 * 50
so you would end up with more than -50 for a second
so it's the delta time from the last tick?
not from the current second
ah ok, gotcha
then it works, yea
this is more a Blueprint+Math problem:
what i try to make:
i have a variable i call "WALK_SPEED"
when user looks left/right, the camera is rotating into the direction, and that rotation i call now CAM_ROT
(CAM_ROT is alway a positive value since i convert it via "absolute-node")
now, the more the user is looking left/right, the lower the "WALK_SPEED" should be
so i somehow have to subtract "CAM_ROT" from "WALK_SPEED" somehow to slow down the player....
i just dont know how i should make a meaningfull calculation
sounds like a linear interpolation of the walkspeed
Is there a console command to disable all collisions in lvl?
Map range clamped is great for that.
Input is Cam_Rot, output is walk speed
sry for the late rsponse, i will have a look into it
oh also thnks @faint pasture
i will give that a try
With map range you just define what you want the output to be given the input. So maybe rot 0 = speed 400, and rot 90 = speed 200.
oh yeah that sounds like what i need
oh that ends in a "predefined" value as it looks?
You set the 2 value limits. So its a linear interp over that range. Map range unclamped extrapolates it out.
Basically, map range clamped would never output a speed under 200 with those values I gave earlier. Map range unclamped would output a value UNDER 200 if input was OVER 90.
^Indeed, thats the node! Made for the job ๐
Yeah I use that node all the time.
For some reason i keep forgetting about it
cool!
ok, dumb me does have to look out for a "map range" tutorial first ^^
Just mess with the pins. Basically it will output output high if the input is at input high. And correspondingly at the lows. In between, it'll interpolate. So for example, with the numbers I gave previously, it would output 300 if the input was 45
is this possible with the blueprints of unreal engine if someone will make a plugin similar to this one on blender?
https://blendermarket.com/products/node-preview
i am not sure if this fits in here, so i ask straight away:
my run animation looks like that (it looks like the foot is touching the ground (like in "real life") ):
https://i.gyazo.com/a24d17e6e0cc9e8d587d983c254f98c6.gif
as soon i am change direction you can clearly spot it that the steps are "floating above":
Hey, some of the line traces pass through the objects, it's rare but it's still happening. What could be the reason?
The hit object is Hierarchical Static Mesh. Is there any way to make sure nothing passes through the object?
how would you avoid that "obvious floating" thing?
Lower the mesh in the bp
If your run and stand animations don't agree on the floor Z then that's a whole other problem.
How to lock camera location?
@pulsar arrow do you think you have enough traces there? lol. The ones that go through are probably hitting a joint at some oblique angle or something.
just noticed i fu*ked up somewhere in BP, i "worked against" something wich was already working ^^
Just don't move the camera.
Check in the BP that your dude stands with his feet at Z = 0. I'm betting he doesn't, offset the mesh so that he does
like that maybe? i locked here the rotation
@faint pasture I can easily reduce the number of traces, I was debugging and noticed some of the traces missing the building model. What would you suggest? Collision is pretty simple by the way.
Make sure the collision shape is fully watertight and check if there's any thing in common between all the traces that go through the object.
Thank you for the answer. I just noticed sometimes the IK trace misses the floor building model. (Which I'm spawning every frame) I guess I have to carefully examine the situation.
Hi, is there a way to use the projectile movement component and the rotation movement component at the same time?
When the projectile shoots it doesnโt rotate
What are you trying to accomplish?
A throwing axe
I would use a sphere collider as root and then just manually rotate the axe model on tick
unless it's somehow important whether the blade or handle hits something
so logically it's a flying sphere, but visually it's a spinning axe mesh
Only the blade should stick in the wall
so what happens if the handle hits, just bounce off?
iโm not sure yet but I would say yes
It looks weird when the handle stick in the wall but the blade doesnโt
k then I'd just check mesh rotation on hit, if the mesh is rotated such that the blade is oriented right to stab in, stop movement and attach. Otherwise bounce.
Although if you're going this deep in simulation I'd just use physics
Ok I was hoping that I can just let the axe rotate while itโs moving with the rotation movement component
just add to local rotation on tick, not that hard.
that's pretty much all the rotation movement component does
Iโm using Ramaโs Melee Plugin. It works very good but it seems that the collision is detecting a bit to late when rotating via tick
*too
Trying to simulate a thrown axe as anything other than just a projectile sounds like a recipe for frustration
half the time the blade won't even hit something so it's like a 50% chance to not even do damage
lol
just treat it as a projectile like a COD knife throw or any of 1000 other games do it
completely top down or at a slight angle/
It depends on how you want to do things but the root of the approach is a masked material with alpha being driven by pixel distance from pawn location
3d distance would be a sphere mask
2d distance (X and Y) would give you a cylindrical mask
just check if PositionWS - PawnPosition is less than some cutoff
You'd want to write PawnPosition to a Material Parameter Collection so it's globally available
it does'nt get the objects, gets the pixels. Do you intend for the WHOLE object to fade or just mask them out where they're in the way?
then do the line trace approach
it'll look weird tho IMO
However you want to do it. Might look weird if you have a giant wall for example
In that case I would make an interface to tell the object to fade, and do a multi line trace from pawn to camera and call a msg on that interface for all actors hit
if they don't implement the interface, they'll do nothing
hey folks, I am having a small issue with my attack trace. I notice it's firing in the direction the camera is facing, not the direction the character is facing. This means my character is able to damage enemies that are behind him if the camera is pointing that way. Below are my Get Attack Trace Start and End functions. Anyone have some advice so that the trace only happens in the forward direction the mesh is facing?
Is it possible to re-point a data table to a different struct after creation? I made a copy of a struct to split my player data from enemy data. Same fields and setup, just a different BP reference.
here is the trace itself
Using control rotation = camera. You want to get the actor's rotation.
Datura to the rescue again.
that did it, you beauty
if I ever complete this thing, Dat is getting a big fat thank you in the credits
uh
can someone tell me how to make a line trace out the player
because i forgot how and nothing online is working lol
I've got one more for you @dawn gazelle Is there a simple way to have a collision ignore my third person character and not my enemies? I'm still troubleshooting this Force Shield I bought from the UE4 Marketplace. The only way I am able to get the shield to spawn around my character is to set to NoCollision. Obviously it looks beautiful, but there is no "shield" functionality without collision. When collision is on and it spawns, it sends my third person character soaring into the sky
maybe when the shield spawns, I disable my third person character's collision, and reenable when the shield disappears
Anyone know a way to convert the local location of the transform widget to world?
"transform widget" being what exactly?
the one where you can have a variable in an actor and when you select it shows a widget that you can move around
and set its value by that
Right
Get Actor Transform -> Transform Location
this converts a location from the actor's local coordinates into world coordinates
I did that but doesnt seem to work
Now I just have a scene component that I just get its world location
I'm trying to rotate my character's mesh with the camera (it's a flying character) to make the movement function like a griffon from ARK (make it tilt up and down but keep the flight movement the same as if the character was completely level). I tried experimenting on my own and looking up videos, but I can't figure it out. Does anyone know how to do this?
Nvm I messed up. Thx for the help appreciate it
๐
it's going good
Have the MESH copy the pitch and yaw from the control rotation
Assuming you're using control rotation
You might have better luck using an overlap shape.
Then you can call HideYourself on overlap and call UnhideYourself on EndOverlap
Please tell me that's only for memeing purposes
it probably also runs on event tick
Yes, do you know a page called "Blueprints from hell"?
i literally dont see anything wrong here
Me too
right on brother
me neither, because it's all covered with wires
it honestly looks like an old telecom switchboard lmao
Someone know a good way to smooth precise aiming for a 360 top-down setup?
Have the weapon rotation smoothly rotate towards stick axis rotation. But aiming at a faraway object still feels finicky.
Thought about some sort of auto-aim help. But don't think that would work well in a top-down setup where a lot can line up in any given axis rotation.
no, is that a subreddit :D?
Tumblr
thx, this is amazing
Buddy WTF
Did you unroll your entire project into one graph? Lol
Just Rinterp AimRotation towards DesiredAimRotation
But ppl might hate that
No???
@boreal tusk does your game have a concept of aiming down sights? Or otherwise have some sort of a precise aiming mode?
In our project we have an ADS mode which among other things changes the sensitivity
We also have a crosshair in the world and rotation sensitivity is constantly adjusted such that the crosshair moves in space with constant sensitivity instead of constant angle sensitivity
That is, a flick moves it x meters instead of x degrees
@faint pasture The player drives on a highway. dodging civilians. shooting badys.
@boreal tusk do they have a crosshair in the world or just an aim direction?
Also is this for mouse or controller?
For example, does holding left aim left or does it rotate the aim towards the left?
As far as I can see I have 2 options. limit look/rotation to set axises & make use of that as a game mechanic.
or something of a snap to nearest or hirarchy enemy.
How is camera rotation managed?
right now it is just the left stick.
using buttons to rotate felt too slow. not quick enough.
Then just have aim be relative to camera at all times. That is, if you press up on your right stick, it should aim toward the top of the screen
Just like a twin stick shooter
cam is for now fixed. will only be moved by the game to focus on stuff.
Yes, i said here
jep
@boreal tusk If you're already doing that, I'd suggest having AimRotation lerp towards DesiredAimRotation and have it move faster the further it is from it.
But I want one of the main mechanics to be to avoid civilians. So I cant have the player spam bullets in general directions XD
Should make fine aiming feel good but not feel sluggish doing big aim changes
yeah tried something like that. One sec
bottom portion is what I tried to change the smoothing value on the go. Maybe I have to play with the values but it felt off =/
@boreal tusk Rinterp to should be fine just as is
Just dial in the speed
It already is nonlinear
If you need more fine-grained control then just a static speed, then change the speed based on rotation delta.
And you'll probably want to just make a curve for it instead of trying to do math without being able to visualize it
Or use a map range clamped
I would start with finding speeds that feel good with small adjustments and big adjustments, and then make a curve between those two if they're drastically different
@faint pasture Will do. Thanks for the feedback & your time ๐
So, I am in a pickle here. Trying to get AI to use Aim Offset and getting yaw based on one of those aim offset tutorials for AI from youtube doesn't work.
basically I get AI's handbone, get player's camera and find rotator. Split it and get yaw.
the problem is that yaw comes up aligned to the word, so to speak and not to the AI's controller
my Aim Offset is -45 to +45 with 0 being aiming square at player (or rather target actor)
how can I get yaw angle for aim offset ?
is it called pedestrian splines, to have the people walk on the sidewalk?
like gta people
You should set up your pawns to be driven the exact same way whether driven by AI controller or player controller
I made a regular actor with a box collider and this. I cannot make it print string... any ideas?
I am just trying to match two media players together using a Get Time and following that by a Seek node. It seems that seeking is not allowed for this media player, is there any way to allow this?
why is the scene ( socket ) in the air or not in the right location
Why would I do that?
AI needs to stand still and aim with upper body. When it reaches 45 deg, turn legs in place to fully face player.
They aren't characters that can move around, just like the player has?
Any case, AI should just output the desired aim rotation. It's the pawns job to handle turn in place.
It would calculate it. it would look at the world and select a target and determine aim rotation from their position
I'm trying to destroy an physics object whenever it begins to overlap a zone.
I've created a BP object with the following blue print and settings
Collision settings for the actor
and it's component
PROBLEM: when the ball overlaps it, it doesn't disappear. Why?
is there a way to restrain the character to only being able to move in the z-axis(up and down)
How do I change the material of a spline with bp?
Can these constraints in a static mesh component be accessed in blueprint?
Hey guys I am trying to create a main menu but i have a problem when I try to quit the game. So I press no to confirm to quit and then when I click on resume a new widget pops up and everything gets bugged. These are my two blueprints
Trying to understand how Level Streaming works: It seems that unless I add a level to this list, "Load Stream Level" doesn't work... (is this correct? Or am I missing something?)
k somehow when I switch from overlap to collision and called on Event Hit instead of EventActorBeginOverlap, the balls literally vanished which is what I want.
My sky looking something like that.
I want to create pink clouds everywhere.
Someone help?
Can I used a float from delay to display a timer for widgets, or do i need to use something else?
If you're in 4.26, you could just drop in a single Volumetric Cloud actor in the level
I'm in 4.25
In that case, you could create your own skybox. There's a lot of ways to create one.
@royal badger SetConstraintMode sort of does that, but it's not as versatile. Not sure if there's another function that gives full access
Damn that sucks, in the meantime i managed to fix my problem with physics constraints though
@robust cliff Definitely! Using the constraint drop-down menu to lock your character's X and Y location could work. A bad solution would be something like setting the actor's X,Y world location on Tick to a certain value
Can you help me with that?
hmm i'm confused, unreal is saying they can't access something but it works fine ingame lol. Here's the blueprint for changing my ui progress bar
as you can see it updates in game
and yet this endlessly happens
i'm not sure why because it works ingame
Single player?
yes the game is single player
You could be calling Hud Percentage event before the Waterhud exists. Try putting an IsValid node before the Set Percent and plug in the Water Hud reference to it.
hmm I'll try that, but i'm not quite sure how
there's a different isvalid node that has execution paths on it.
ohhh
huh
that fixed it thanks a lot dude ๐ So I guess it was calling hud percentage before waterhud exists somehow. Maybe I should have created the hud widget regardless instead of on overlap, and then just make the add to viewport node related to the begin overlap instead
Has anyone here found good resources on designing complex Behavior Trees? Everything I found so far is very intro level. But I'm looking to take it to a more complex level. For example, a boss who has multiple abilities and phases.
I think it would be useful to see talks / videos / articles that demonstrate real examples of more complex BTs out there in the wild.
Wouldnt that be a regular BT with abilities blocked by f.ex healthpercent ?
If hp >70 then avaliable abilities = A and B
If hp <70 and hp > 30 then avaliable abilities = C and D
Else
Avaliable Abilities = e f and g
I can't find AcknowledgePossession in blueprint, any idea?
UE documentation says it's in PlayerController
Returns true if input should be frozen (whether UnFreeze timer is active)
but I can't find it
@gentle urchin I see... okay, someone suggested me to create the HUD in AcknowledgePossession after possessed the character, so is there any Blueprint way for doing that?
could they mean OnPossesed ?
cause currently I use delay, and it doesn't sound smart way of approaching/solving the problem
yeah, but that happen on Server and since character is no possessed in client the pawn will be null
that's where i add delay
What is the issue exactly
which i'm trying to avoid usign delay
okay, what i'm doing is that spawning each players in GameMode and create HUD for them in Multiplayer mode
but it works nicely on Server side
but not on client side, cause Server creating the character and client haven't received it yet
so if I try to create HUD OnPossess it will return Null on client side
I then add delay for 0.5 and then create HUD
which is not a smart way and not using unreal workflow
I dont have a delay, and it works just fine afaik
probably some flaws in my setup (been a while since i fiddled with it)
Using the HandlestartingNewPlayer to create the pawn, and possess it for the playercontroller
Then i straight up initialize them
does the HUD created on client from Server?
yeah
im doing it via GS tho
dunno if its the right place to do it, but seing as this is a cooperative multiplayer, (and its my first multiplayer attempt) i figured it could work
thats the last part of the start new player;
i see.. I haven't try updating player HUD from GS yet
but where do you call the GS? when character possessed?
in character i mean
This has provided me with consistent results atleast
RepNotify calls the Create HUD event (Clinet_Update_HUD)
I see... okay, that make sense, let me try that
Dont quote me on it if it doesnt work tho, as mentioned, its probably a flawed way of doing it
๐
yeah, but worth trying
Best of luck!
thanks for the help ๐๐ฝ
Does anyone know why my animation isn't being replicated? I can see it client side but not on the server, I have a interface on the animbp setting "State"
Print strings show that the client and server is calling true on state, so not sure why the anims aren't showing
Why does this not work, the bp_bomp object does not get destroyed on overlap
@trim matrix it could happen only on client side and it doesn't have Authority to destroy it.
Server only has the authority to destroy it
why when i try link btw reference and action not work@?>
@waxen rose Cube is child of Static Mesh Component class and Actor is Actor
there is different between Component and Actor
if you want to set location of StaticMeshComponent use SetWorldLocation
and if you want to set location relative to where it is, use SetRelativeLocation
gr8 i got it
but when i try get actor location not working for me
i want use get actor location and print it
Use a Print String
Suggest looking into a blueprint tutorial to understand the flow beforehand
How can I reference a BP that's in my level inside my player controller BP?
It won't let me choose it
You can't. PlayerController isn't instantiated inside of the level until later. What do you need to do to the TV?
turn it on with click
I am line tracing from PC
checking if actor hit is TV and if so, turn it on
Hi, I want to make a tool that read skeletal mesh bone positions make some calculations and export data to json files. Can it be achieved with blueprints?
so it's not a runtime rather an in editor tool
also need a minimal UI to set some parameters
is there any way to get rid of the default ArrowComponent from the Character class? When i set it to invisible in construction script the engine complains that its a Editor Only element, and doing stuff with it will break a packaged build
How do i deal damage to a character? I was using my enemie BP as a "SkeletalMeshActor" and it was working, when i switched to Character it doesn't work anymore bullets go right thru him
Left "Character" right "SkeletalMeshActor
I'm only using traces for now
haven't added bullets @trim matrix
but as u can see everything can pass thru a "Character"
this helps?
should i change it?
Hello all. How can I add my motion controller pawn as a reference to my level?
Where can i find that
the problem is that the ArrowComponent doesn't have a details panel
unreal does it in c++, my character stuff is all blueprint, might just add a small extra layer between them to hide it
it just annoys me in the level sequencer to have the arrow there, small detail xD
I fixed it by puting it collision as PhysicsActor ty @trim matrix
is there a way to expand this to see whats in here
its from the reference viewer, top left settings allows more nodes to show up
so the character has a head bone but when i hit it the head it says i've hit Spine4 any idea why ?
or what i could do to fix
ty
so i made a game with a friend, worked great. he converted the project to VR and running into a ton of issues. im thinking the way he converted it over was incorrect
feels like he slapped a VR label on a regular map
@pale orbit AFAIK, that return will return based on the polygon hit, that has the highest weight on the hit poly.
So how should i do headshots then? Physics? @maiden wadi
Update it in the modelling program, usually. I don't know if there's a way around that easily. I mean Head is a child bone of Spine4 it looks like.