#blueprint

402296 messages ยท Page 659 of 403

soft peak
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not quite sure but maybe i have to use this node? (to "react" on user input?)

coarse forge
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ug.. k let me re read what you said and try again

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thx!

soft peak
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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)

maiden wadi
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@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.

soft peak
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@maiden wadi yes, indeed ๐Ÿ˜„ 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)

native ice
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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

coarse forge
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Are you looking for this?

maiden wadi
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@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.

soft peak
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i actually just did that, it turns straight into a direction (but without any "interpolation"-feeling ๐Ÿ™‚ )

coarse forge
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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?

maiden wadi
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Mess with the Interp speed a bit then. InterpToConstant might also serve a little better for more consistent rotation speeds.

burnt nest
soft peak
trim matrix
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I Have some "arrows objects" that just spawn, I don't know how to make them spawn with some kind of physical animation.

maiden wadi
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@soft peak That's odd.. I wonder if it would cooperate better by moving the clamp to the other side of the interp.

sand shore
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How's it goin?

maiden wadi
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@soft peak How about something like this?

soft peak
keen pendant
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@burnt nest shoutout - the MID works like a charm. Thanks mate!

glad coral
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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?

gentle urchin
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Get forward vector * distance

restive needle
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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.

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Am I doing this wrong?

limber seal
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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

elfin hazel
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So this is in a behaviour tree. Be sure that the "launcher ref" has been set.

limber seal
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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

elfin hazel
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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.

ember plinth
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blueprint guides?

elfin hazel
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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.

glad coral
# gentle urchin Get forward vector * distance

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.

keen pendant
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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?

limber seal
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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

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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

earnest tangle
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It most likely does not allow you to put refernces to objects in the level into it

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since there's no guarantee it'd exist when the BT runs

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you would need to assign it into the blackboard and read it from there

burnt nest
strange stream
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Hey guys, tips for adding a simple knockback in a 2d game?

earnest tangle
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calculate direction from source to target being knocked back, then apply force or movement into that direction on the target

late marsh
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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.

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Any ideas on how to fix this, happy to send screenshots

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It effects limbs and makes them bug out but theyre rooted to my pelvis

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ie the pelvis is not effected by the radial force thus making he character unable to move

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Bone variable set to "pelvis"

late marsh
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My pelvis has to have simulate physics enabled but this will ruin my physical animaions

charred latch
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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?

twilit heath
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because both GameMode and GameState have to be Base, or neither can be Base

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can't mix and match them

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your output log did print some warnings about that, too

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your BeginPlay never got called on the World because you did

earnest pendant
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Is there any reason an OnHit and OnBeginOverlap won't trigger during a Montage?

native ice
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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)

faint pasture
native ice
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rn ive got a left mouse click input set up but im really just looking for anything thats efficient

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@faint pasture

coarse forge
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well that didn't work at all

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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

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I tried set visibility of the mesh.. it didn't work at all

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so went back to this, but I don't understand why the actor doesn't move

faint pasture
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it should return the actor

faint pasture
coarse forge
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is the second screenshot check box supposed to be true?

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the mesh is simulating physics

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the root component doesn't seem to have any settings for it

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lol..

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so

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if i remove physics on the mesh

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it works

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so physics doesn't allow you to relocate a hidden actor

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interesting...

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thx @faint pasture

flint vector
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how would i spawn/fade in a particle effect on the character

earnest pendant
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Literally none of these will fire during my Montage

flint vector
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uhh

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that's a lot

worthy frost
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why would they ?

earnest pendant
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They are intercepting my enemy with this collission

flint vector
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wait but doesn't the collision stay the same during montages

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or am i just crazy

worthy frost
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if its a sword should you not be doing overlaps rather than blocks?

earnest pendant
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hrm, weird overlap wasnt working earlier, but now it is. well, thanks

pseudo tusk
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hi im experiencing this error whenever 2 of my custom events come into picture in the blueprint view

flint vector
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how would i spawn/fade in a particle effect on the character

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i want a trail to appear when a button is pressed and disappear when pressed again

north hedge
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@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

pseudo tusk
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this is not a runtime error

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this is an in editor error

north hedge
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Does it crash the editor on launch?

pseudo tusk
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no just when i open the containing graph

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or if i expand the graph when i move the blueprint window towards it

north hedge
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Sounds like its invalid or corrupt

north hedge
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Im answering you now

pseudo tusk
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older version of it works fine though and ive had some success moving over the older functionality with is identical i guess

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it crashed earlier when i tried that again

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unsure of exactly what is causing it

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corruption i'd assume or faulty wiring of blueprints

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i use blueprint assist and it can sometimes make some weird wiring decisions

flint vector
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were you replying to me every time?

north hedge
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Yeah

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I was trying to reply to you and fucked up

pseudo tusk
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im currently rebuilding the engine to see if i can disable that check that crashes the engine

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other than that a temporary solution at the moment is me just using an older version of the functionality

flint vector
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ohhh i thought i was going crazy because discord kept giving me notifs

north hedge
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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

pseudo tusk
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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

north hedge
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What are you doing that requires you to build engine from source?

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There'd be an easier way but today is chaos, so I'm not going to try (Pandahero)

flint vector
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ok

pseudo tusk
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in the internal C++ code for the blueprint connection drawing policy theres a "check" thats crashing the engine

north hedge
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Did you throw a breakpoint on it and run through the call stack to see where it leads to?

pseudo tusk
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nah i shouldve

north hedge
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If you can fix it absolutely PR it on the Github

pseudo tusk
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all i did was comment it to see if that fixes it

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that check() function is whats crashing it

north hedge
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That looks like a coor bit of BP

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Yeah, check isn't crashing it

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Check is checking its == 1

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and its not

pseudo tusk
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i know

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then it crashes

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because its not equal to 1

north hedge
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Yep

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Which I've found based on my own crashes is usually down to user error

dawn gazelle
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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.

pseudo tusk
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nah its corruption or something i'd assume

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because i have an older version of the project with the exact same functionality

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no crash

north hedge
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Did you upgrade the project?

pseudo tusk
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nah but i tested it on 4.24 and 4.26 because i have 2 versions of the same project

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same thing

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the only thing that fixed it was going back to an archive from february i have and taking the functionality from there

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nothings been changed with the functionality since february though

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so its most likely corruption

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im unsure if disabling the check will fix it

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probably not

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worth a try tho

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for the meantime using the older functionality works fine i guess

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since its identical but its a bit scary if its gonna happen again

dawn gazelle
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Do you have custom nodes made in C++?

pseudo tusk
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no

dawn gazelle
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Use function libraries at all?

pseudo tusk
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not in this situation

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it has to be project specific corruption

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because its only happening on versions of our project post march

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february version isnt experiencing the issue in that blueprint region despite the functionality not changing

dawn gazelle
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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 :/

pseudo tusk
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hmmm

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i copied over the older functionality tho and it works

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the copy paste might've refreshed it i guess

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most of these are just internal nodes though in these 2 specific functions

dawn gazelle
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Yeah so probably not exactly the same problem I had. Real PITA when a BP goes rogue.

pseudo tusk
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theyre both about a year old though and quite poorly programmed

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prototype functionality that never got replaced

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example of one of the 2 crashing sequences

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the common trait between the 2 crashing blueprint sequences is that they both use reroute nodes heavily

sand shore
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@pseudo tusk you might be able to dodge that check, but are likely to get issues with bytecode gen

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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)

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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 ...

little cosmos
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Is there a way to make UMG run on object without opening on screen?

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ie. my UMG is shown on TV screen

trim matrix
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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?

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regardless of the times it overlaped*

stuck fossil
trim matrix
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yeah

stuck fossil
trim matrix
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5.0

stuck fossil
# trim matrix 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

trim matrix
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ill give that a go now i got it open dont go into so much trouble mate ๐Ÿ™‚

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one sec

stuck fossil
# trim matrix one sec

I should probably still double check because Im not sure Im right about that but I definitely had a similar problem before.

trim matrix
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draw time 0 still got me 4 hit results back

stuck fossil
# trim matrix 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

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I apologize, I thought I had an actual answer for once but it appears I jumped the gun

trim matrix
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Still its a solution, ill give that a go for now

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thanks mate

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question I know how making widget but I don't know how to add icon material to my list

stuck fossil
trim matrix
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i tried the do once, it didnt work for some weird reason

stuck fossil
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Thats odd, Ive never actually used do once myself but I feel like thats how that should work lol

trim matrix
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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 ๐Ÿ˜›

stuck fossil
young stratus
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Like " Phasmophobia " ?

trim matrix
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i had it right before the apply damage node

stuck fossil
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Oh thats really weird then

trim matrix
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i got the trace to keep firing when i play the anim montage but only trigger the damage once

young stratus
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Phasmophobia have that system
" When you talk, the ghost come to you "

stuck fossil
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I might have just explained that backwards but

trim matrix
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I havent thought of gate.. could work

stuck fossil
young stratus
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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

stuck fossil
# young stratus Hey everyone! I have a problem here, i already take off the shadows off my all "...

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.

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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

spark steppe
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is there some way to force unload an asset in editor (which seems to stay cached for editor purposes)

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as currently my grooms keep eating my vram when testing around ๐Ÿ˜ญ

young stratus
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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

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And appears the same problem

stuck fossil
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But as far as I can tell these warnings alone wouldn't cause crashes when building lighting

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I dont think at least

young stratus
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PostProcessVolume is not the same thing?

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I have one in my all map because of the light

ancient topaz
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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?

stuck fossil
young stratus
stuck fossil
young stratus
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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

young stratus
stuck fossil
young stratus
tropic oracle
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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?

tropic oracle
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i tried that but it updates instant too

stuck fossil
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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

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Oh wait maybe Im thinking of Set World Scale 3D, hold on let me open it up real quick

tropic oracle
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alright ty very much!

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i think i need to use vectors

stuck fossil
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Yeah

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I dont exactly know what this discords policy is on posting youtube videos but I think I found something that would help soooooo....

tropic oracle
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tysm โค๏ธ

stuck fossil
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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

tropic oracle
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yes i could use this to reverse it and enlarge the items ๐Ÿ™‚

stuck fossil
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Yeah, exactly. I hope that helps some

spark steppe
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you can post videolinks when they are relevant to a problem

tropic oracle
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great

stuck fossil
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Ah okay cool, thanks for the clarification

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I didnt want to get in trouble but still lol

torpid iron
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Is there a way to have media widget play only once when the game opens and not every time i go to that level

little cosmos
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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

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Currently not working

stuck fossil
# torpid iron Is there a way to have media widget play only once when the game opens and not e...

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.

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Thats how I did mine at least. It works but there might be cleaner solutions for it

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im sorry Game Instance not game state

dense bough
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Heya! What are some gotchas when refactoring blueprint based projects?

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i.e, when renaming events

soft peak
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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 ๐Ÿ™‚

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?

young stratus
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@stuck fossil I was thinking that this was going to work, but crashed again. Sad moment aha

trim matrix
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Is there a way to pause a linetrace after the initial overlap or set it to ignore an actor after the initial overlap?

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adding a branch with a bool between the tick and the trace would work as a "stop" kind of thing though?

young stratus
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You are talking about the files?

trim matrix
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Thanks

young stratus
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ok, give-me 1 minut

worn nebula
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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?

young stratus
icy dragon
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If your engine folder is huge, chances are it has PDB files.

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Oh right.

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My stripped engine build has similar vague callstacks.

young stratus
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I already tried take off all the shadows of the " Foliage " to see what happens. I have a GTX 1060 6G @trim matrix

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Iยดm building the light again to get the file
I cant find the file to send

young stratus
zenith pond
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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

young stratus
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Thanks, soory for the ping.

pale pecan
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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.

pale pecan
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@trim matrix thanks. Didn't even cross my mind to check settings! ๐Ÿ˜ซ

cursive brook
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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.

burnt nest
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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.

cursive brook
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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?

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The input event overrides parent bindings and executes when paused

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It's only related to this project, so yeah

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Editor related inputs still work, like ~ ; and '

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Well I've localized the problem to my player controller cpp class, so I have a lead!

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Thanks for your help!

fiery ridge
pale pecan
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@trim matrix I'm looking at settings and I can't see anything obvious that I need to change

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character

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they were exactly what I looked at and it all looks good to me

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ok, thanks

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I can't find any matching settings in the controller though

dark prism
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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

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Oh my god. Thank you so much

lapis lynx
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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).

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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)

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The problem Iโ€™m 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'.)

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Here is the code for the focus (the same on both normal response and shop response). Is there something iโ€™m missing?

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Any help would be greatly appreciated!!! โค๏ธ

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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.

white radish
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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?

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stupid gimbals :p

white radish
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I guess I can use Quats

icy dragon
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Average rotator enjoyer: ๐Ÿ˜ฒ
Average quaternion enjoyer: ๐Ÿ’ช

lapis lynx
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Hmm any idea what might be going on with the foucs issue? @trim matrix

vapid ibex
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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?

sharp sigil
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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?

ancient topaz
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@vapid ibex Maybe if your speed >= X, And distantion to ground = Y, then damage = Z?

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Or If your Flying speed >= X, then Damage = 50
If your Flying speed >= Y, then Damage = 100

vapid ibex
ancient topaz
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Do you have a flying speed variable?

dawn gazelle
vapid ibex
dawn gazelle
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Then velocity shouldn't really factor into it? If you have a maximum height, just define the damage delt by a curve.

vapid ibex
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I don't care about damage

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It should be a bool that feeds into "if" that defines if path is traversible or no

dawn gazelle
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"I have height of the ledge".... If height of the ledge >= "Minimum height for damage"

upper adder
#

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?

vapid ibex
upper adder
burnt nest
vapid ibex
upper adder
burnt nest
#

Then I challenge you to try and outrun a thrown axe. ๐Ÿ˜†

upper adder
#

Yeah that's the thing

#

in real life it wouldn't work

#

but in my project it does

dawn gazelle
#

What happens then if you throw the axe while running backwards?

upper adder
#

i't feels double the speed

#

it's not interacting with the character velocity

vapid ibex
dawn gazelle
#

sqrt(2 * g * height)

#

This will tell you the velocity of something at impact falling at gravity g from a certain height.

formal wren
#

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?

crimson sage
winged totem
#

Anyone knows how to let gamepad joystick be more that 8 directions locked?

spark steppe
#

when you select your actor in the world, check the dropdown menue in the details panel where it says "edit blueprint"

formal wren
trim matrix
#

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

icy dragon
winged totem
icy dragon
#

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

main lake
#

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

outer sparrow
#

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.

maiden wadi
#

@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.

faint pasture
outer sparrow
#

in a straight line

faint pasture
#

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.

main lake
#

@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

maiden wadi
#

Where is the integer?

main lake
#

CurrentPlayer is an integer, and it's in GestionVariable wich is an actor

maiden wadi
#

@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.

outer sparrow
#

thanks

maiden wadi
#

@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.

main lake
#

@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.

marble oak
#

Does anyone know what's going on here? The lighting looks really shitty and a lot of models have these black ridges / fuzzy spots:

zenith pond
#

Looks like DFAO is acting up

#

Resolution might be too low or details too thin

main lake
#

@maiden wadi I tried using casting but it gives me a note at the bottom about being useless

maiden wadi
#

@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?

main lake
#

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

marble oak
#

@zenith pond hmm yes apparently it was, I set my skylight to stationairy and that 'fixed' it for now

main lake
#

@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

maiden wadi
#

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.

main lake
#

Could you show me how to do that then please ?

main lake
#

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

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.

main lake
#

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 ๐Ÿ™‚ But still can't find the solution for what's above @maiden wadi

white radish
#

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)

queen urchin
#

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

pine trellis
#

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

white radish
#

@pine trellis Did you move the actual file of just the things in visual studio?

maiden wadi
#

@pine trellis Quite likely you need to change some includes, and possibly the API name in the blueprint class.

severe geyser
#

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

earnest tangle
#

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

boreal tundra
#

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

faint pasture
boreal tundra
#

so I can get the player to fire when he undresses the sprint key

faint pasture
#

so if he unpresses sprint while fire is held down, fire?

boreal tundra
#

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

faint pasture
#

You need the sprint key to also enter that logic then

#

the event that fires it off is SprintKeyReleased

boreal tundra
#

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

faint pasture
#

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?

boreal tundra
#

what is that, and if I add a delay will it work?

boreal tundra
faint pasture
#

Don't do it that way, it's bad

#

so if you're sprinting and press fire, what should happen?

boreal tundra
#

it disables sprinting and fires

faint pasture
#

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.

boreal tundra
#

I'll try that, thank you

faint pasture
#

semi auto guns fire on FireStart

#

auto guns have the looping logic

dawn gazelle
royal badger
#

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?

flat quartz
#

I need help: My pawn spawns stuck in the air when I spawn it

ashen snow
#

How do I scale selected keys in a Blueprint Timeline?

dim stump
#

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

ashen snow
#

I keep seeing Control M on the internet but it does nothing. Right click menu only has tangent stuff

maiden wadi
#

@dim stump Sounds like you are trying to access an invalid pointer.

dawn gazelle
#

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.

olive ingot
#

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?

sand shore
#

you could try a select node, not sure if that works with containers

olive ingot
sand shore
#

np

austere copper
vapid ibex
haughty temple
#

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

trim matrix
#

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

summer bolt
#

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

haughty temple
#

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

gentle urchin
#

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

trim matrix
#

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

gentle urchin
#

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

trim matrix
#

ah ok, so this should be cast on the world, not the 2d HUD right ?

#

I'll try it, thank you ๐Ÿ™‚

gentle urchin
#

Yeah, this is relative to the world

#

you can use the Draw Debux Box to help you debug the locations/z values

trim matrix
#

Guys, sorry for stupid question, is it possible to store object link at savegame blueprint?

gentle urchin
#

as an object/actor reference ?

queen urchin
#

Still looking for how to make arrows stuck into character. Any1 knows it?

trim matrix
#

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

gentle urchin
#

If its with actor, maybe using a socket on the related bone with offset to hit location and attach it that way?

queen urchin
#

Nvm, I just noticed that "SocketName" in "AttachActorToComponent" can take "HitBoneName". So now Im just attaching it to bone

queen urchin
little cosmos
#

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

gentle urchin
#

@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 ๐Ÿ™‚

queen urchin
soft peak
#

how can this be? is this somewhere defined inside the blueprint?

queen urchin
#

I think its cause of blend time

soft peak
#

(i just noticed it plays the "jumpLoop" instead)

queen urchin
#

Not 100% sure

#

Jump start its just first frames

#

Then goes loop

#

Then end

soft peak
#

yes, it looks like jump start is skipped

queen urchin
#

Jump start is here, but seems like its too short to recognize ๐Ÿ˜„

soft peak
#

(^^, where is that hidden?)

wary fern
#

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

soft peak
#

thanks for the explanaition, still courious where this is located ๐Ÿ™‚

wary fern
#

go into the state machine

#

animation blueprint > state machine > it's probably in like "jumping"

soft peak
#

it looks like those "rules" (bettwen the states, next to the arrows
but all i got is that:

wary fern
#

it looks like, in that picture, you're immediately going into the falling animation lol

#

i don't even see the jumping animation

boreal tusk
#

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?

soft peak
wary fern
#

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

dawn gazelle
wary fern
#

maybe it's this crazy robot string plugin you all seem to use haha

trim matrix
#

yeee it is working fine now @dawn gazelle just i did not saw the changes on shadows XD

soft peak
#

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)

wary fern
#

@trim matrix u can't give me a shoutout did my DM help? im kidding glad it works

trim matrix
#

o sorry i did not notice your dm's sorry โค๏ธ

wary fern
#

we're still friends for now

trim matrix
#

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 ?

gentle urchin
#

Didnt the box method work ?

#

@trim matrix

trim matrix
#

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

gentle urchin
#

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?

little cosmos
#

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

gentle urchin
#

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

little cosmos
#

Ok ill look into that

gentle urchin
#

@trim matrix Tested here and it works as expected for me atleast.. 4.26

little cosmos
#

@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

gentle urchin
#

You used a triggerbox?

little cosmos
#

ye

gentle urchin
#

triggerbox has actor input, being the player pawn in your case

little cosmos
#

a trigger volume i mean

gentle urchin
#

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

little cosmos
#

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

gentle urchin
#

avoid lvl bp for sure

little cosmos
#

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

gentle urchin
#

give me a minute, opening a project

#

where do you store your widgets?

#

pawn or pc?

little cosmos
#

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

gentle urchin
#

You're saying its a 3d widget, but it does sound more like an interactable actor (button)

little cosmos
#

I don't store them

gentle urchin
#

Right, my bad. The widget is in the BP you're trying to interact with

little cosmos
#

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

gentle urchin
#

understood

latent junco
#

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)

trim matrix
# gentle urchin

Ah ok, I need to call it in the draw rect ! Damn thank you so much

#

thanks a lot @gentle urchin ๐Ÿ˜„

gentle urchin
#

@little cosmos There's probably 100 things wrong with this setup, im no delegate master ๐Ÿ˜‚ 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

little cosmos
#

I'll look into it soon after lunch, thanks

boreal tusk
#

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?

gentle urchin
#

Doing a gate with a bool on the value could help you out

#

Like Lorash said

boreal tusk
#

oh ok I see. Yea was using a do once right now.

#

wanted to double check if I missed a setting ๐Ÿ™‚

gentle urchin
#

A gate will still allow it to run on tick once it's passed the treshold, just fyi

boreal tusk
#

thanks for the tip ๐Ÿ˜‰

gentle urchin
boreal tusk
#

@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 =/

gentle urchin
#

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

dawn gazelle
#

You are trying to set up a double tap on an input axis?

gentle urchin
#

Then you let the action event handle the double tap registration/handling

boreal tusk
#

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.

dawn gazelle
boreal tusk
#

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 ๐Ÿ˜‰

gentle urchin
#

No problem

fringe lagoon
#

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.

little cosmos
#

@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

gentle urchin
#

The same thing can be done anyways

#

just make sure to update the buttonActor with the triggervolumeref manually

little cosmos
#

oh right

#

sec

main lake
#

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

little cosmos
#

@gentle urchin What kind of event is this? input?

gentle urchin
#

Just a custom event
with a target reference input (pawn or playercontroller)

latent junco
#

@main lake store the actor in the WBP when the WBP gets created

spark steppe
main lake
#

@spark steppe Inside a level blueprint when the game starts

spark steppe
#

is it some kind of HUD?

main lake
#

Yeah it's just a text saying who's the winner between player 1 & 2

spark steppe
#

so you spawn it on level start, but only display it when the round is done?

latent junco
#

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

main lake
#

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))

spark steppe
main lake
#

that's not really possible in my case as alot of my logic thing is inside a BP_Actor

spark steppe
#

however you could store a reference to the widget in the gameinstance

latent junco
#

^ yeah, something like that

main lake
#

never used a gameinstance

spark steppe
#

is that BP_Actor kinda the game manager, and decides when the round is won?

latent junco
#

or GameMode

main lake
#

nope

#

Let me show you what I'm trying to do

spark steppe
#

i would add something like that

main lake
#

Do you know this game ?

spark steppe
#

or use the game instance/game mode

little cosmos
#

@gentle urchin God im so confused

spark steppe
#

yea

latent junco
#

Yeah, handle that logic on a GameMode, not on the BP_Actor

little cosmos
#

I don't have these 2 inputs

#

just 1

spark steppe
#

is the crocodile a actor?

main lake
#

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

spark steppe
#

or whatever it is in your game ๐Ÿ˜„

main lake
#

nope I don't have a crocodile actor

gentle urchin
# little cosmos I don't have these 2 inputs

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

main lake
#

I have a BP_Tooth actor, A Widget BP actor for the UI, a BP_character and a BP_PlayerController

spark steppe
#

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

little cosmos
#

right I noticed but still not working

gentle urchin
#

Your events aren't the same as i made (even with different names as far as i can tell)

main lake
#

But I already did that part inside the BP_Tooth as each tooth has to be checked on its own

little cosmos
#

ofc diff names for my context

spark steppe
#

well, the tooth could also spawn your widget

little cosmos
#

wait still tryina wrap my head around it it is so confusing

spark steppe
#

instead of spawning it on game start

dark crow
#

Lil question Diversity, is the game local, multiplayer or what?

main lake
#

but how do I make sure to not spawn it 13 times (as there are 13 teeth) ?

spark steppe
#

only the magic tooth would spawn it once, when it gets clicked

gentle urchin
spark steppe
#

any other tooth should never spawn it

main lake
#

the magic tooth is chosen when the game starts not when the player clicks

#

Here it is in the Level BP

spark steppe
#

yea, but once a player clicks it the game is over, that's when you need the widget to create and show

main lake
#

oh that's smart

#

I'm gonna try that, thank you ๐Ÿ™‚

little cosmos
#

I made it work. Cast failed, Need to plug Get Player Controller and not Other Actor to the cast node

gentle urchin
#

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

little cosmos
#

It's the player controller (PC) im dealing with not Pawn

gentle urchin
#

Right, but the pawn is the player representation, thus thats what you'd wanna check if entered the area

little cosmos
#

No other options so I guess it works for me

gentle urchin
#

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

main lake
#

@spark steppe It works perfectly, Thank you so much ๐Ÿ˜„

gentle urchin
#

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

little cosmos
#

I see

#

Okay, you've been very helpful thank you so much

#

I'll take it from here

simple dragon
#

someone know how to create a instance of asset data for run time

sand thicket
#

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?

simple dragon
#

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 ๐Ÿ˜‰

sand thicket
#

I ended up using "RotationFromXVector" node.

sand thicket
simple dragon
#

a,b in input for dot product ๐Ÿ˜„

sand thicket
#

:/ ok

fiery ridge
#

So if I want a variable to be subtracted by 1 each tick, how do I use delta seconds to make it frame independent?

gentle urchin
#

each "tick" ?

#

Each frame? tick fires once per frame

fiery ridge
#

yeah, each frame rendered

gentle urchin
#

What is tick in your case then

fiery ridge
#

just a variable, -1 each frame rendered

gentle urchin
#

then you dont need deltaseconds involved at all

fiery ridge
#

okay, how do i make it frame independed then

gentle urchin
#

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

fiery ridge
#

oh right, i need seconds

#

so say i wanted -100 in each 2 seconds?

gentle urchin
#

floatvariable = floatvaribale + deltaSeconds
IF Floatvariable > 2 THEN

fiery ridge
#

thanks dude

fiery ridge
#

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

spark steppe
#

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

soft peak
#

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

gentle urchin
#

sounds like a linear interpolation of the walkspeed

little cosmos
#

Is there a console command to disable all collisions in lvl?

faint pasture
#

Input is Cam_Rot, output is walk speed

soft peak
#

oh also thnks @faint pasture

#

i will give that a try

faint pasture
soft peak
#

oh yeah that sounds like what i need

#

oh that ends in a "predefined" value as it looks?

faint pasture
#

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.

gentle urchin
#

^Indeed, thats the node! Made for the job ๐Ÿ˜„

faint pasture
#

Yeah I use that node all the time.

gentle urchin
#

For some reason i keep forgetting about it

soft peak
#

cool!
ok, dumb me does have to look out for a "map range" tutorial first ^^

faint pasture
storm vigil
soft peak
pulsar arrow
#

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?

soft peak
#

how would you avoid that "obvious floating" thing?

faint pasture
#

If your run and stand animations don't agree on the floor Z then that's a whole other problem.

ruby meadow
#

How to lock camera location?

faint pasture
#

@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.

soft peak
faint pasture
faint pasture
soft peak
pulsar arrow
#

@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.

faint pasture
pulsar arrow
#

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.

misty island
#

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 doesnโ€™t rotate

faint pasture
misty island
#

A throwing axe

faint pasture
#

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

misty island
#

Only the blade should stick in the wall

faint pasture
#

so what happens if the handle hits, just bounce off?

misty island
#

iโ€™m not sure yet but I would say yes

#

It looks weird when the handle stick in the wall but the blade doesnโ€™t

faint pasture
#

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

misty island
#

Ok I was hoping that I can just let the axe rotate while itโ€™s moving with the rotation movement component

faint pasture
#

that's pretty much all the rotation movement component does

misty island
#

Iโ€™m using Ramaโ€™s Melee Plugin. It works very good but it seems that the collision is detecting a bit to late when rotating via tick

#

*too

faint pasture
#

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

misty island
#

lol

faint pasture
#

just treat it as a projectile like a COD knife throw or any of 1000 other games do it

faint pasture
#

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

severe geyser
#

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?

rare gale
#

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.

severe geyser
#

here is the trace itself

dawn gazelle
# severe geyser

Using control rotation = camera. You want to get the actor's rotation.

severe geyser
#

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

summer bolt
#

uh

#

can someone tell me how to make a line trace out the player

#

because i forgot how and nothing online is working lol

severe geyser
#

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

crimson sage
#

Anyone know a way to convert the local location of the transform widget to world?

earnest tangle
#

"transform widget" being what exactly?

crimson sage
#

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

earnest tangle
#

Right

#

Get Actor Transform -> Transform Location

#

this converts a location from the actor's local coordinates into world coordinates

crimson sage
#

I did that but doesnt seem to work

#

Now I just have a scene component that I just get its world location

nova ledge
#

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?

crimson sage
earnest tangle
#

๐Ÿ‘

mint turtle
#

it's going good

faint pasture
#

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

fiery ridge
spark steppe
#

it probably also runs on event tick

mint turtle
gloomy cypress
mint turtle
gloomy cypress
#

right on brother

spark steppe
#

me neither, because it's all covered with wires

gloomy cypress
#

it honestly looks like an old telecom switchboard lmao

boreal tusk
#

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.

fiery ridge
mint turtle
fiery ridge
#

thx, this is amazing

faint pasture
#

Did you unroll your entire project into one graph? Lol

faint pasture
#

But ppl might hate that

faint pasture
#

@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

faint pasture
#

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

boreal tusk
#

@faint pasture The player drives on a highway. dodging civilians. shooting badys.

faint pasture
#

@boreal tusk do they have a crosshair in the world or just an aim direction?

#

Also is this for mouse or controller?

boreal tusk
#

only something similar to a laser line.

#

controller.

faint pasture
#

For example, does holding left aim left or does it rotate the aim towards the left?

boreal tusk
#

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.

faint pasture
#

How is camera rotation managed?

boreal tusk
#

right now it is just the left stick.

#

using buttons to rotate felt too slow. not quick enough.

faint pasture
#

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

boreal tusk
#

cam is for now fixed. will only be moved by the game to focus on stuff.

mint turtle
boreal tusk
#

jep

faint pasture
#

@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.

boreal tusk
#

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

faint pasture
#

Should make fine aiming feel good but not feel sluggish doing big aim changes

boreal tusk
#

yeah tried something like that. One sec

faint pasture
#

I think RinterpTo would work.

#

Not RinterpToConstant

boreal tusk
#

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 =/

faint pasture
#

@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

boreal tusk
#

mhhh, or maybe use a non linear curve...

#

thanks for the tip. will give that a go

faint pasture
#

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

boreal tusk
#

@faint pasture Will do. Thanks for the feedback & your time ๐Ÿ˜‰

teal nexus
#

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 ?

unreal token
#

is it called pedestrian splines, to have the people walk on the sidewalk?

#

like gta people

faint pasture
zealous moth
#

I made a regular actor with a box collider and this. I cannot make it print string... any ideas?

lime ridge
#

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?

grand sinew
teal nexus
#

AI needs to stand still and aim with upper body. When it reaches 45 deg, turn legs in place to fully face player.

faint pasture
#

Any case, AI should just output the desired aim rotation. It's the pawns job to handle turn in place.

teal nexus
#

Where does AI get rotation from?

#

To output it

faint pasture
#

It would calculate it. it would look at the world and select a target and determine aim rotation from their position

proven mason
#

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?

robust cliff
#

is there a way to restrain the character to only being able to move in the z-axis(up and down)

torpid iron
#

How do I change the material of a spline with bp?

royal badger
#

Can these constraints in a static mesh component be accessed in blueprint?

visual echo
#

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

mental sail
#

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?)

proven mason
#

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.

trim matrix
#

My sky looking something like that.
I want to create pink clouds everywhere.
Someone help?

charred latch
#

Can I used a float from delay to display a timer for widgets, or do i need to use something else?

icy dragon
icy dragon
#

In that case, you could create your own skybox. There's a lot of ways to create one.

keen goblet
#

@royal badger SetConstraintMode sort of does that, but it's not as versatile. Not sure if there's another function that gives full access

royal badger
#

Damn that sucks, in the meantime i managed to fix my problem with physics constraints though

keen goblet
#

@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

sand bloom
#

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

dawn gazelle
#

Single player?

sand bloom
#

yes the game is single player

dawn gazelle
#

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.

sand bloom
#

hmm I'll try that, but i'm not quite sure how

dawn gazelle
#

there's a different isvalid node that has execution paths on it.

sand bloom
#

ohhh

#

huh

#

that fixed it thanks a lot dude ๐Ÿ˜„ 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

mortal nacelle
#

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.

gentle urchin
#

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

marble violet
#

I can't find AcknowledgePossession in blueprint, any idea?

#

UE documentation says it's in PlayerController

#

but I can't find it

gentle urchin
#

probably not exposed to bp

#

surely doesnt seem like it

#

c++ API reference .

marble violet
#

@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?

gentle urchin
#

could they mean OnPossesed ?

marble violet
#

cause currently I use delay, and it doesn't sound smart way of approaching/solving the problem

gentle urchin
marble violet
#

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

gentle urchin
#

What is the issue exactly

marble violet
#

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

gentle urchin
#

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

marble violet
#

does the HUD created on client from Server?

gentle urchin
#

yeah

marble violet
gentle urchin
#

im doing it via GS tho

marble violet
#

oh in GameState

#

ok

gentle urchin
#

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;

marble violet
#

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

gentle urchin
#

This has provided me with consistent results atleast

#

RepNotify calls the Create HUD event (Clinet_Update_HUD)

marble violet
#

I see... okay, that make sense, let me try that

gentle urchin
#

Dont quote me on it if it doesnt work tho, as mentioned, its probably a flawed way of doing it

#

๐Ÿ‘€

marble violet
#

yeah, but worth trying

gentle urchin
#

Best of luck!

marble violet
#

thanks for the help ๐Ÿ™๐Ÿฝ

worn nebula
#

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

trim matrix
#

Why does this not work, the bp_bomp object does not get destroyed on overlap

marble violet
#

@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

waxen rose
#

why when i try link btw reference and action not work@?>

marble violet
#

@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

waxen rose
#

gr8 i got it

#

but when i try get actor location not working for me

#

i want use get actor location and print it

dark crow
#

Use a Print String

Suggest looking into a blueprint tutorial to understand the flow beforehand

little cosmos
#

How can I reference a BP that's in my level inside my player controller BP?

#

It won't let me choose it

maiden wadi
#

You can't. PlayerController isn't instantiated inside of the level until later. What do you need to do to the TV?

little cosmos
#

turn it on with click

#

I am line tracing from PC

#

checking if actor hit is TV and if so, turn it on

smoky socket
#

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

spark steppe
#

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

pale orbit
#

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

pale orbit
#

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?

fossil crystal
#

Hello all. How can I add my motion controller pawn as a reference to my level?

pale orbit
#

Where can i find that

spark steppe
#

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

pale orbit
#

I fixed it by puting it collision as PhysicsActor ty @trim matrix

fossil crystal
#

is there a way to expand this to see whats in here

supple dome
#

its from the reference viewer, top left settings allows more nodes to show up

pale orbit
#

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

fossil crystal
#

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

maiden wadi
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@pale orbit AFAIK, that return will return based on the polygon hit, that has the highest weight on the hit poly.

pale orbit
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So how should i do headshots then? Physics? @maiden wadi

maiden wadi
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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.