#blueprint

402296 messages · Page 660 of 403

maiden wadi
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Could check based on that, but that'll get convoluted really quick.

supple dome
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you should be using the physics asset

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you can set the bodies to the correct bones

fossil crystal
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how can I add more into here. reference viewer

spark steppe
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reference the asset at more places 😛

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why would you want to add more?

fossil crystal
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my friend who migrated this duplicated the pawns so half the stuff is referencing the wrong pawn

spark steppe
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delete the wrong duplicated pawn, and in the dialogue set your correct pawn as replacement

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that should replace all of them with the correct one

pale orbit
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why can't i make this sphere smaller?

elder gulch
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brimstone!?!?!?!

fossil crystal
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Thanks @spark steppe

warm remnant
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Hey everyone. I'm working on a side scrolling shmup type game. The player has free movement across the horizontal and vertical plane but I'd like them to be able to shift planes between three lanes when it comes to depth (far, center, near). I'd like the lane shift on key press, right now I have the input set to Q and E.

I will have enemies spawning inside the three lanes so I want to make sure the lanes are set jumps and not free movement between them otherwise the player may not line up with the enemies. I can't seem to convert my free movement blueprints from the other two axis to fit this need, attaching what I have for depth movement so far below.

I've done a lot of research to try to answer this question on my own but most help I've seen out there from people who've done something similar are doing it for an endless runner and their solutions break my free horizontal and vertical movement. Can anyone make any suggestions on how to tackle this differently to achieve the desired effect? Thanks!

Blueprints related to "plane shifting" so far:

PS: This works right now but as "free movement" described as before. I want the ship to move 40 units away from or towards the player and in it's current configuration it's acting more like a speed setting but the ship can move to any point on the depth axis.

brittle sky
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what would be the best way to setup 6 lights in a scene that when you press x they all slowly dim at the same time?

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i cant think the best way to do it

dark crow
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What you don't know in particular, all of it or just one step in particular?

brittle sky
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best way to approach it efficently

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i know i can just put the lights in a bp and reference each of them seperate and reduce their intensity using a timeline

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but thats seems not the best way to do it

keen goblet
brittle sky
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can you control the intensity in the material @keen goblet

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like is there a value

keen goblet
spark steppe
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idk what should be wrong with a timeline in that scenario

dark crow
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Timeline should be fine

brittle sky
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once i added a timeline to this

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it simply didnt work at all

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how would i incorporate a timeline into that?

spark steppe
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you would need to add a float value to the timeline which is your intensity and connect it to the node, actually you are just turning all off

brittle sky
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surely i cant just lerp between two values and just ignore the timeline

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if you get what i mean

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wouldnt that be simpler

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but i dont have a clue how to actually create that

spark steppe
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well, it's the same, up to you what you prefer

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you will still need to add a float track to the timeline which goes from 1 to 0

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or 0 to 1

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whatever your brain can handle

dark crow
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Wouldn't this work too instead of making an Array and looping?

spark steppe
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perhaps

brittle sky
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how did you combne the inputs into one

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for the point lights

spark steppe
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just drag them all on the target pin, might also work to connect an array there

sand shore
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it does

brittle sky
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ohhhhhhhhhhhhhh

eager thicket
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Hey, does anyone know the easiest and maybe best way to create an allied AI team and an enemy AI team?

sand shore
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but only individual pins OR an array

eager thicket
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basically a foundation so they fight each other etc

spark steppe
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you would add a team variable to your actor class, which could be a name, integer, float, enum, vector, whatever and decide in the AI logic if it should attack it or not?!

eager thicket
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Hmmm, I suppose that's the easiest way

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I wonder if it's the most optimized way though

spark steppe
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you can also create different child classes of your actor, TeamPotatoActor and TeamPizzaActor

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but i think that would create more overhead from the class instance + class checks than what an enum (which is bytes) would do

sand shore
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just do what you know how to make

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technically this isn't even per-se the best way perf wise if you had to make something uber fast

mint turtle
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Perfect ❤️

sand shore
# sand shore this is a non starter

I say this, not that perf can be discarded in BP, but because a team check is a rare event (usually) and so it doesn't have to be fast (it just cannot be slow)

mint turtle
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How i resolve that?

fallen glade
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any way to do this in a library?

dark crow
modest gulch
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when creating dynamic material, how to set static boolean? SetScalarParameterValue does not work and I cannot find any other relevant function

fallen glade
modest gulch
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what do you mean by "replace"?

fallen glade
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I think you can only lerp in realtime

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i'm not 100% sure though

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I think so

modest gulch
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sounds like I can't set static bool in dynamic instance, even during creation ;/

trim matrix
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I need to change color material in the white clouds to pink clouds of "Volumetric Clouds" any idea how to do it?(edited)

fallen glade
modest gulch
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I do have static bool as parameter

fallen glade
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wait

modest gulch
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but no way to set it with dynamic instance

fallen glade
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this works for me

modest gulch
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yes, I have that

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my problem is with setting it programmatically during creation of dynamic instance of that material in blueprint

fallen glade
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yeah, you can't do that

modest gulch
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though so

fallen glade
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I think

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but you can add a lerp

modest gulch
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shame, that makes static bool params half useless

fallen glade
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it's more expensive because both version will have to be calculated

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or you could have 2 materials

modest gulch
modest gulch
fallen glade
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if is even more expensive than a lerp

modest gulch
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anyway thanks for help, I will have to think on it.

fallen glade
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np

faint pasture
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@modest gulch there is a dynamic branch node but it's really only worth it if it is masking out some really heavy operations

modest gulch
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good to know anyway, what is that node?

faint pasture
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It's sort of equivalent to a CPU branch.

modest gulch
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I mean, how it is named

faint pasture
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Branching isn't really a thing you want to do on a GPU very much

modest gulch
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I know

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this is why I wanted to do static bools

faint pasture
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I think it's just called dynamic branch

modest gulch
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thanks

trim matrix
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Hello, i'm trying to craft a behavior tree reading the following: If unit into range, set isAttackeable to true, then if it's true do task Attack, otherwise do task MoveTo:

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Do you know how to use the value returned by the first task without creating a blackboard value ?

faint pasture
main lake
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Can someone tell me what node should I use to rotate an actor over time (1 sec) in my level please ? I tried AddActorLocalRotation but it goes directly to the final rotation instead of going slowly to that final rotation

narrow kelp
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multiply it by delta time

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if you have a target rotation, then you can use lerp or slerp

main lake
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Nope I'm using a timeline for that but I need to know the name of the node for the rotation because there are alot of them related to rotation

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Look how messed up it is

gusty shuttle
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Is it possible to SET variables from a Class without it being a object? Might be a silly question.

narrow kelp
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@gusty shuttle you can with an editor widget, but it changes the actual asset

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you wouldn't do it for gameplay stuff

gusty shuttle
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Fair enough. I'm just having a issue with my bad structure and I'm currently using a event dispatcher and it's calling to every NPC (as it's made to do but I don't need it in this situation)

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I mean, if it was a object class I can pull out the variable and SET it, but I can't with a Class variable

meager spade
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Is there a way to know when a FInterp is done besides comparing target value to return value?

narrow kelp
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@gusty shuttle objects are instances, but the class is the type, not an actual thing

gusty shuttle
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Yeah, well then I'll just use a object. Thanks mate!

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Wait

ashen stirrup
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I want to create a level where my game users can upload there own anime, blueprint, character , code of it's functionality and it is appplied to that particular user.

gusty shuttle
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I think I wanted to use the class because I need to tell the specific instanced object (character in level) that I need to switch a bool. Ideally I'd like my code where I don't have to search for the specific object. Hence why I wanted to use a class.

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As in, NPC Master (object variable) but I need to tell the NPC child 1 and 2 what that do in their instances

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@narrow kelp

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I mean, I could do GetAllActorsOfClass, but thats sloppy no?

narrow kelp
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you can have your NPCs bind to an event on your master object / game instance or whatever

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then call the event on the master when something changes

gusty shuttle
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Yeah bruh, that's what I was already doing haha

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But it calls weird

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Since it's a event dispatcher, it gets called on all instances and I don't need it to.

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So the conclusion is, to not use event dispatcher for this specific case

ashen stirrup
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I want to create a level where my game users can upload there own anime, blueprint, character , code of it's functionality and it is appplied to that particular user.

narrow kelp
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you can bind and unbind as needed

ashen stirrup
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Can anyone help with that

gusty shuttle
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Ayeeeee, true. Perhaps I should unbind it after use

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@narrow kelp Unbinding it worked! Thanks a bunch man!

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@ashen stirrup Can you be more specific?

ashen stirrup
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@gusty shuttle actually I am making a multiplayer game and I want that there is an upload option where the users can upload a character file with anim blueprint and character files and thay specific character is applies to the third person character of that specific user

gusty shuttle
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So by upload you mean from the internet to your game?

ashen stirrup
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Ya something like that

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Or from there local system

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@gusty shuttle

little flare
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hey, can someone help me? i was doing the loot pickup from enemy stuff but, when i kill the enemy, the pick up effect appears, but the loot at self does not.
i think the enemy is picking the loot, because he is a character's child
can i fix it?

ashen stirrup
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@little flare hey i dont know much but see if this works, promote a variable and in character child blueprint set value variable x to 1 and in kill animation or loot drop animation set the value of variable x to 0 which means when ever a player is killed value of x will change to 0 and them make a condition statent that if value of x is 0 then that character child can't pick up up loot and I think you need to make a tag for each player to work this

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And this is not perfect as I am currently new to this and currently learning

little flare
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ok, i will try, tnks

ashen stirrup
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Welcome. E

trim matrix
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I need some help here please!
There's an object that when my character take it will be immortal for about ten seconds. How could I do that?
can I use a timer on the death?

smoky socket
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hi, how can I get a skeletal mesh asset bone position in a editor widget blueprint?

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I tried this but it's not working 😕

golden cipher
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How hard do you think it would be to set an airplane to be controlled by moving the mouse to orientate the direction it flies towards? It sounds such an easy thing to program, and yet I find no tutorial

faint pasture
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That's a hacky way to do it and won't scale but it'll work.

faint pasture
golden cipher
# faint pasture Not hard at all, depending on what sort of flight model you want.

Yeah sorry, I've been too vague. I should make the nose of the plane to change direction based on the movement of the mouse, in a very arcade-y way, so that the WASD keys are not necessary. There would also need to be a maximum turning speed after a certain degree of turning, but that's another problem. The mouse input for 3d movement is the real deal here

faint pasture
golden cipher
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6dof

faint pasture
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I would start with mouse X rotating the craft about UpVector and Mouse Y rotating it about RightVector

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You can do roll however

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Thats for direct mouse = joystick control

golden cipher
faint pasture
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Yeah just take the mouse axis value x some value and rotate craft by it.

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@golden cipher you trying to move kinematically or by physics?

little flare
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hey, i need help with other things, i want to set up the defend action and do a pick up weapons system, can someone help me?

golden cipher
faint pasture
golden cipher
faint pasture
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Ya then just set position = position + ForewardVector x Speed x DeltaT

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Deal with collisions later, get this working

golden cipher
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Alright, I'll be sure to grasp these concepts and then give it a try. Thanks @faint pasture 🛩️

foggy jolt
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The Set Property Name Blueprint. Uses new property names: Is there a list available to find out what the names are?

restive dagger
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Ok so guys I want to make is so when the character reaches certain speed(acceleration) I set the condition to true

ember bluff
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Need to make a reference to self on public variable... any way to do that?

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(need to pass a ref of the master umg to child umg... only other way i found is get all widgets of class)

maiden wadi
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@restive dagger When is this function called? And do you mean speed or acceleration? Two different factors.

restive dagger
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I think I got the answer, but I meant the current speed, not the speed variable of character movement but I meant velocity by speed

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@maiden wadi The current code here

maiden wadi
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Ah. You can just call GetVelocity on the actor and get it's length for current speed.

restive dagger
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didnt compile yet

maiden wadi
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You need to do this kind of check on tick. Otherwise it will only check when you press shift.

restive dagger
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Yeah that's how it works ?

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Or If it checks it will set the velocity to 0 ?

maiden wadi
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TakeStamina lowers your currently stamina amount I assume?

restive dagger
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oh yeah u are right, rn it only reduces the stamina when I press shift, it will stay at the same amount forever without the tick

maiden wadi
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Yeah. Shift should just change your run conditions, like speed/acceleration factors. Movement input adds movement. And then on tick, once per frame, you can check the factors and alter stamina if you're running faster than the 300, modified by deltatime to make it framerate independant.

restive dagger
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Imma do that now

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thx :p

maiden wadi
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Your stamina drain will be CurrentStamina - (StaminaLostPerSecond*DeltaTime)

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That way people running at 120fps don't lose stamina 4x faster than someone at 30 fps.

restive dagger
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btw

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Can I set my framerate

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to check if it works?

maiden wadi
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Sure.

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t.maxfps num

whole oyster
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Is there anyway for us to disable jump input like "Set ignore move input"?

maiden wadi
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Under what conditions?

restive dagger
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Yo @maiden wadi I have a problem that shouldn't occur

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So heres the code after all the changes

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when I release shift it still take stamina

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even tho the running var is false :/

foggy jolt
maiden wadi
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I wouldn't bother with the extra state with the Running bool. If you really want to know if you're running, you can check input keys for some things, or rely on the character velocity for others, but the explicit state is just going to complicate.

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You also probably don't want to check any conditions on shift released. It should just be allowed to go back to normal.

restive dagger
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yess thats the solution

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Rn I'm coding with c++ and blueprints

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should I keep a code like this in blueprints or c++?

soft peak
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In the ThirdPersonControler-Blueprint:
there is that "function Jump"/"function "Stop Jumping" (see Image),
how can i build my own function? (or where do i see whats inside?)

restive dagger
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It really confuses me sometimes

maiden wadi
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That's personal preference of design. I personally prefer to prototype in blueprint, and once I'm fairly sure I like it, I'll go to C++ and replace do it there. But then some things are just simpler to add straight to C++.

restive dagger
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Thanks for all the help man

soft peak
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thanks, just noted that "function Jump" is a build in function and cannot be opened

smoky socket
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how can I get a skeletal mesh asset bone absolute location in an editor widget blueprint? I can get a socket relative location but I don't want to add sockets to the bones, especially not manually

maiden wadi
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@soft peak You need Visual Studio, or Rider installed to see the native code.

soft peak
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thanks alot! i prefer blueprint but i will try it👍

maiden wadi
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If you have programming aspirations past simple design work, I strongly recommend taking a couple of weeks to a couple of months and learning some basic C++. Even if it's just enough to write simple blueprint static library functions, and to be able to read source code. It'll make your Unreal experience so much easier.

dry blaze
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My AI works perfectly fine and chases my player when playing in the editor but when I launch the game, it stops working and goes completely still. I think its to do with the nav mesh not working…
Please can someone help me, I will appreciate it so much! 🙂

trim matrix
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I need some help here please!
There's an object that when my character take it will be "immortal" for about ten seconds. How could I do that?
can I use a timer on the death?

soft peak
maiden wadi
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@soft peak Fair question. Not certain personally. I've only ever used VS2019 and Rider for Unreal.

restive dagger
little flare
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when a add a new animation to the UE4 project, my model looks like this, its just with new animations, all the anims that i already had work just fine

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can i fix it?

faint pasture
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Jk, the anim is prolly from another skeleton. Look up retargeting

little flare
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nop, i check and recheck, is for this skeletal mesh

odd plume
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Where is the CameraShake class? Has that been replaced with CameraShakeBase

devout dove
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I want to create a specific movement and it's really hard to explain. It took me last time a week to get it done and it worked really well except i broke the collision.

So how I've made it is by moving the ROOT object in the world (flying plane) and move the mesh to make it look more dynamic, so the camera was actually locked to the ROOT object not the mesh, the mesh was just like idk how to say it, for visual purpose and this broke the collision.

I think how to fix it would be to have no collision on the root object but the root object would inherit the movement of the mesh. So when the mesh hits something, the root object stops.

Why? The root object moves like a glider you can imagine, like the normal "Flying template" but the mesh makes it look different like it's swinging left and right, moving little forward when boosting to make it look more "speedy" and so on. I've spend also another 2 weeks to find a different way but I don't know how

earnest tangle
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Why do all blueprint exposed functions that let you get actor or component bounds always return some janky orientation-relative version of the object bounds making it totally useless :|

fossil crypt
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I am currently having issues with my camera/ player start

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I try to click play but i just spawn in weird places i have tried many things i have found online. Nothing worked. My player start has a visual of "BadSize" any solutions?

mental sail
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Move it someplace where it doesn't say BadSize

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It usually means your placing the start capsule inside of something, or overlapping with something

fossil crypt
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I dont have anything near it, and i cant position it anywhere without it saying it, when i first import it doesnt say it

mental sail
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there could be invisible colliders in your level

fossil crypt
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I managed to find a spot it can spawn

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its very very high up

mental sail
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Do you have a screenshot of where you were trying to put it initially?

fossil crypt
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i tried to add a model i believe then i deleted it

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but in the world its no longer there idk

mental sail
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Guaranteed there's s collider inside of there

fossil crypt
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i can show a screenshot one second

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i ahve tried everywhere here too

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I tried looking with collisions shown

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still nothing

mental sail
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Tried placing outside of the cave?

fossil crypt
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I had to place it like Very very very high above it

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it managed too

mental sail
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And can you then fall/walk into the cave after you spawn?

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Do you have some volume that you set collision on accidentally perhaps to "block all dynamic"?

fossil crypt
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I even looked here

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still nothing the two boxes are like post process

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I spawn under

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like here

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How do i set that volume or whatever? sorry man im just really stressed out

mental sail
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Deep breaths... the only reason why you get "bad size" there's a collision volume, and the setting on the player is to spawn and tray to find a place where it's not colliding with something, which is why it's pushing you in weird places, its the closest place it can find where it's not colliding with anything. Just hunt more carefully for colliders. And try to place your player on the ground outside of the cave system just to test. Maybe try switching your views to look around for something you can't see in 3d view

fossil crypt
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This is the lowest it can be before i can no longer spawn him or whater

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there is no collision here tho

devout dove
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Should a Airplane be an Pawn or a Character? :x

mental sail
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it's hard to see here, but you see how it looks like I'm not intersecting anything with player start, but really, I am actually? @fossil crypt

signal ibex
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what would be the easiest way to have my character walk back and fourth, like have it walk to the left until it's X location is under -600, and then walk right until it's X location is over 600?

fossil crypt
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I have tried for around 45 minutes looking for collisions, i am going to try and move my assets to another place selecting certain models at a time. I have moved afew so far and im still able to spawn

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jeez i found the issue and its so stupid

mental sail
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it usually is for things that seem crazy 🙂

fossil crypt
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This helmet which is a grouped actor is the issue. I select "NoCollisions" and i can play perfectly fine

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A helmet? wtf lol

mental sail
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weird.. if it's a static mesh, open it and check the simple collision on it, or it's size...

fossil crypt
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Ungroup it?

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then select the individula objs and look?

mental sail
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whatever works, I think you can select it in your World Outliner as well

fossil crypt
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Yea they all have normal collisions lol

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idk it works with no collision anyway just weird

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Thanks for the help though man really appreciate it

mental sail
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🤷‍♂️

gritty aspen
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hi guys can someone help me

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i want to do a footsteps sound in first person character with bluepint pls help

olive ingot
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In regards to UI widgets, I'm using a simple function to display the player's ammo.
But in terms of performance, is this the ideal way of doing it? I found out that this function is actually called with every tick. Is there are better way to make widgets?

unique harness
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go to example 3

olive ingot
little flare
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hey, can someone help me again? i want to make a mountable dragon but when i mount in he, i cant move, i can do all the other things like mount and dismount, but the dragon does not walk

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ramificação = branch
definir = set
alvo = target
malha = mesh
componente da cápsula = capsule component
definir colisão ativada = define activate colision
possuir = posses
obter controlador do jogador = get player controller

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and don't know what to do in the anims event graph

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wait, he can move, but the animation does not work

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and i don't know how to make him fly

fossil crypt
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Hello i would like to have a loading screen when i transition between my levels. To get to the next level you must collide with a certain Object. Here is the code that i have tried but instead of loading my level it just loads the loading screen.

gentle urchin
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Actual loading screen can not be made in bp's afaik

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Some marketplace assets may help you

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Otherwise most you can do is show some static widget

fast orchid
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I have a pawnsensing component and I told it to print string "hello" when it sees a pawn. my issue is that is should be seeing me but it isn't printing hello

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my vision angle is at 90 degrees and my sight radius is 1000

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how do I fix this?

smoky belfry
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Someone please correct me if im wrong. Does event dispatchers like this, fires off the bound event from playerstate upong widget construction?

maiden wadi
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@smoky belfry That doesn't fire anything. All that does is when the widget is added to the viewport, construct runs, and binds your UpdateHoleScore event to that event dispatcher in the playerstate. So that any time after that, if the player state calls that event dispatcher, that event in the widget will run.

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If you want the event to run at that time too, you have to explicitly call it after binding.

smoky belfry
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Oh! Thank you so much for that!

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I have to call it too. Okay okay. Thank you!

hexed inlet
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Is this a known bug by any chance? :

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I edit a comment box's colour, but then forever can't Play because of this

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Happens even after I've closed the whole BP editor

opaque blade
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loading another level and reload the current might also help but i had best success when that happened to just restart the editor

soft peak
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can i fake a "hold down key press"?

atomic prairie
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Maybe with a delay and condition

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I want to lock my character's camera in the Y axis. I made this BluePrint but when I shift right or left, the camera bugs a little bit, does anyone have a idea to fix that or have another alternative?

soft peak
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@atomic prairie i did that

night quail
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Hello everyone, I’m experiencing an odd problem with a blueprint created from a static mesh: tessellation and world displacement didn’t work when I initialized a new dynamic material instance in the construction script (which is saved to a variable which is then set as a material for the mesh), but worked fine if I put it in the begin play event. Is this a known “feature” or would I be doing something wrong?

atomic prairie
maiden wadi
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@hexed inlet @opaque blade It is a bug. But tagging both of you to save you some headache later. 😄 You can get around it by making sure all of the color menus are closed, and simply saving the current open level.

soft peak
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i try to smoothly rotate my character via blueprint like that:

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and it seems like the float value does not change much:

maiden wadi
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Where is this being called?

soft peak
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inside third person character blueprint (event graph)

maiden wadi
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Which event?

soft peak
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event tick

maiden wadi
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Huh. Are you setting rotation explicitly anywhere else? I can't tell, but it seems like your numbers are fighting a little.

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They go up and down repeatedly. Seems like something else is resetting the rotation or something.

soft peak
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ah good call i will check as soon as i can (afk for short time)

hexed inlet
worn nebula
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Hey guys, does anyone know why the player doesn't roll the direction he's looking? This is what I've got set up, if I use "Get Control Rotation" or anything like that, then he only rolls the way the camera is facing

keen terrace
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Is this the correct way to prevent a Widget from being created over and over? I am unable to Debug because a new widget is being created every time I go to another widget and back.

maiden wadi
#

@worn nebula What does that do at the current moment? Seems like it would make your velocity go crazy high.

worn nebula
#

The roll is fine, it's the direction I'm having a lot of issue with

soft peak
maiden wadi
#

@worn nebula Some meshes imported from some software have Y as their forward, and you have to rotate them in the actor to make their Y face actor's X. Could be that. You might try changing that to GetActorFowardVector.

#

I know default mannequin does it. If you add it to an actor, you have to rotate it by -90 degrees to make it look forward because it's default is to the right. So if you relied on the meshcomponent's forward, it would be the actor's left.

worn nebula
#

The get actor forward vector only goes the way the camera is facing as well. I mean in the blueprint the character is facing the right way and everything, but that is what's happening, if I rely on it he only wants to roll left. Where do I rotate it by -90? as he's already facing the same way as the arrow component

maiden wadi
#

The turning is based on an animation blendspace, right?

soft peak
#

@maiden wadi hmm i added a TEMP var (float 100), butt still the same:

maiden wadi
#

@soft peak Remove the interp and put that TEMP directly into the yaw of set location. Does it spaz out when you slide?

worn nebula
#

Yeah that's right

maiden wadi
#

@soft peak If that spazzes out. You have something else explicitly calling SetActorRotation. Probably InputAxis events. You'll need to probably gate those off if you're in sliding mode.

soft peak
#

nope it does a correct rotatatio without any spazzing

#

the temp val is never used anywhere, but with finterp it spazzes out

maiden wadi
#

@worn nebula What is the blendspace direction based on in the animbp? Veloctity's Yaw direction?

worn nebula
#

This is the direction being set

soft peak
#

like it never reaches 0 (from 100), still spazzin

maiden wadi
#

@soft peak Hmm. What about the other rotation function you have? That I believe is based on the actor's velocity? Is that being called on the same execution line?

soft peak
#

no, its like a bug ^^

maiden wadi
#

@worn nebula Given that, I assume you could just use the same function going into that. Instead of breaking the Delta Rotator, convert that to a vector in your timeline and use it as your roll direction.

#

Actually I think you might do that straight off of velocity?

#

Does replacing the Mesh's forward vector with velocity work?

shrewd condor
#

Guys, how do I get component an actor is attached to ? I can only see get attach parent actor.

#

or should I then get the actors root component and get its attach parent ?

maiden wadi
#

Pretty sure you can do that off of the root component's GetAttachParent.

shrewd condor
#

Ok, I'll try that, thx.

soft peak
#

oh...okay that makes sense:

maiden wadi
#

Lol. No. That's not how that works.

#

That's LERPing.

soft peak
#

oh..okay

worn nebula
#

Like this? This does it in the right direction but now the roll flies me forward, I tried dividing the lerp but that made me roll on the spot not matter what I put in. Reckon I can multiply get velocity by get forward actor vector?

maiden wadi
#

Well. From the last few screenshots, yes. But he was originally using GetActorRotation.

soft peak
#

i sadly need to go right now, but i will be back and let you know if i ever solved that 😄

violet wagon
#

is there a node that i can use to reorder the children in a box? I want to get the pink box and be able to put it in the front/back through BPs

maiden wadi
#

@worn nebula Do what you had before, here. But normalize Velocity, and use the normalized vector directly in place of GetForwardVector.

#

Your roll worked, just need to change the direction.

#

@violet wagon Not certain if there is in most widgets. Most times you'll just store them all in an array, reorder the array, and then add the newly ordered array back to the parent widget.

worn nebula
#

Sorry you've lost me a little bit, when it comes to normalizing and stuff it proper confuses me. So from get Character movement - get velocity, then normalize that, and replace it in the multiply by float?

violet wagon
#

oh thats actually a solid workaround. thank you

maiden wadi
#

@worn nebula Yep. GetForwardVector from a rotator will give you a 1.0 length vector that points in a direction from 0.0. Your velocity is the same thing, except that it's length is not clamped to 1.0 because it's length determines speed. Since you're multiplying it, you want the non lengthened version, so you take the velocity and normalize it to a 1.0 length, then multiply it.

smoky socket
#

hey guys, how can I get the position of a bone from a skeletal mesh with blueprint or python, I didn't find anything online 😕

#

I can get the skeleton from a selected skeletal mesh asset from the content browser but not the individual bones

#

in python

worn nebula
#

Thanks @trim matrix! And @maiden wadi you absolute life saver, I had to change the float multiplier but works great now, thank you!

fossil crypt
#

I have a problem where my screen is really dark compared to my lit view. Also this problem is only for a specific gamemode. when selecting a different gamemode my lighting is fine. Any solutions?

queen urchin
#

Guys, we have this "Make Visible after load" toggle, but how to make level visible later without this option toggled?

#

Or how to hide/unhide level?

maiden wadi
#

@trim matrix Sounds like the montage just never ends for some reason. Are there any loop settings in them?

next cliff
#

Hi there, have been working on a game the last week or so and have been using a combo of blueprints and c++ (Was unsure which channel to put this in since its kind of both but don't want to spam both channels). I'm using a UClass:UObject for a player object, I have a pointer created in a parent class I've used for my main level. I have ran a construction script - NewObject<T>. However, when i try to access it in my main_level blueprint its giving me an "Accessed none" error when trying to use the variable. I'm sure it's probably a simple fix and i'm just too close to fix it.

maiden wadi
#

@next cliff What is yourUPlayerClass based on?

next cliff
maiden wadi
#

@next cliff I'm semi surprised that compiles. Despite putting it in a pointer, I'd also try specifying an outer. Garbage collection maybe munched it up?

drifting socket
#

Hi does anyone have any ideas on how i could make my enemies health bar only show up when the player is looking near them, like in destiny?

#

And i do that on every tick?

latent junco
#

Is there a good way to share functions between actors that don't have a shared parent actor ?

drifting socket
#

Perfect thanks!

latent junco
#

ah, of course

#

wait, no, correct me if I'm wrong, but within the interface, you can just define the function (name) and then each Actor that implements the interface can use that that call to do something differently. What I meant, if I have a function that grabs some data out of a DataTable that I might want to use in a Widget, an Actor or the GameMode

#

@trim matrix

#

I have 1) right now, and am trying to make a more futureproof/easier to edit/less breakable version 😄 For 2) how/where do you define the code for a "process this data" function since I can't seem to do within the interface itself (only define the function name). For 3) is there a 'best practices' here as to where to do that, for ex put all those into the GameMode?

maiden wadi
#

If it's the same data, and the same function, just throw it in a library.

next cliff
latent junco
#

@maiden wadi I haven't gotten the logic of the library yet, I can't seem to be able to access the functions within it from any BP, just the ones who share a parent?

#

@maiden wadi welp, I just tested the libraries again aaaand this time it seems to work O.o

#

In that case @trim matrix , function libraries seem to be exactly what I'm looking for

maiden wadi
#

@next cliff Uncertain. But there's two calls that I at least see for NewObject, one with a long list of arguments and one with just an outer. Try using NewObject<MyObjectType>(this)

latent junco
#

aye, that's precisely what I'm looking for, thanks!

maiden wadi
#

I'd kill for a basic HTML/CSS widget for styling right now.

next cliff
maiden wadi
#

You should just need to specify "this" as the first argument. If this is a valid object and properly created, it should be safe from collection.

#

Basic line traces and smaller shape traces are cheap. You can probably do a quite a few hundred on tick in bp without noticing anything.

next cliff
maiden wadi
#

What is the crash?

next cliff
#

oh wait it actually gives me an error

#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 3211] NewObject with empty name can't be used to create default subobjects (inside of UObject derived class constructor) as it produces inconsistent object names. Use ObjectInitializer.CreateDefaultSubobject<> instead.

#

so subobject then?

#

I feel this is more c++ discussion now oops

maiden wadi
#

@swift pewter Doesn't seem like it. The call only does anything if you change the value. So you could set it true in the same frame 50,000 times and probably not see a frame spike. Might if you alternate it. It does some render state updates. But occasionally changing every few frames likely won't do anything much unless it either has a ton of hierarchy children or you're doing it to a few hundred components.

#

@next cliff Oh! Wait, where are you using this? OnConstruction, or the actual class constructor?

maiden wadi
#

Oh. No. Don't do that. See the yellow function at the top? That'll be your class constructor. ctrl+Click that. Your Property should be
UPROPERTY(BlueprintReadOnly, VisibleAnywhere) UPlayerClass* Player = nullptr;

#

Then in the class constructor function, run this.
Player = CreateDefaultSubobject<UPlayerClass>(TEXT("NameYouWantToSee"));

#

Worth noting I've never done that with a UObject base before. Only UActorComponent

#

If that doesn't work, you'll have to have the same UPROPERTY, but override OnConstruction, and do it there. That's the C++ native ConstructionScript. And you can use NewObject there.

#

@next cliff Side point. Not sure if you have gotten the talk yet. But generally do not compile with the editor open. Always close the editor and compile then reopen the editor. Enable Livecoding to keep yourself from accidentally compiling with the editor open. Otherwise you'll ruin blueprint stuff sometimes.

next cliff
#

Thank you, i've mostly just self taught myself so far

maiden wadi
#

Been there, done that, still doing. 😄

next cliff
#

Sorry for more questions, would this be since the player object is a nullptr
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 3211] NewObject with empty name can't be used to create default subobjects (inside of UObject derived class constructor) as it produces inconsistent object names. Use ObjectInitializer.CreateDefaultSubobject<> instead.

maiden wadi
#

No, that's crying because you're using NewObject somewhere that it thinks is the constructor most likely.

next cliff
#

Is this looking about right?

drifting socket
#

Hi, im trying to make a skill tree but having trouble assigning to each skill slot the next slots it unlocks, any ideas?

next cliff
maiden wadi
#

@next cliff In OnConstruction, use NewObject. CreateDefaultSubobject is just for the construction script itself.

next cliff
#

Ahhhh

maiden wadi
#

Er. Yeah that. 😄

#

@drifting socket Make a function in the Skillshot widget. And make an array out of all of your widgets. For EachLoop over the widgets and call that function when the skills update. Let the buttons update themselves based on datatables.

drifting socket
#

ok i see and what would be a good way to make said datatable

#

i want to be able to branch off from one skill or converge back

#

(to a further one)

#

ok that sounds good

#

thanks!

next cliff
#

Not to be a pain but, is this right?

#

yeah, i'll move over there

cyan surge
#

How would you make a global function / macro ?

#

Blueprint library kind of thing,

smoky socket
#

how can I set the parent material and textures for a material instance that I created with blueprint?

dim robin
#

can you redirect me somewhere to understand if it is possible to run python code inside blueprints?

cyan surge
#

@trim matrix Print screen me blueprint function creation, if you have a mo, can't find it haha

cyan surge
#

@trim matrix Tah, thanks

trim matrix
#

Made a Timer that ticks every second but i want it to tick in the background and when it shows at the end of the race (mario kart sort of project) it needs to be frozen but mine only goes up once its visible at the end and keeps going up after the games paused

#

college project any help is great ^

dim robin
smoky socket
woven wing
trim matrix
#

i need it to count in the background but only be visible when a certain widget is open

#

and stop counting like to show how long it took you to complete the game/course

earnest tangle
#

Setting materials at runtime does work yes

#

If it doesn't have any effect, make sure the material is actually correctly configured so that it works for the target use (eg. if you change UI material the new material must have the right settings)

#

and make sure you're setting the right material index

smoky socket
#

And how do you set a parent material for a material instance that created with blueprint?

#

And I also want to set the textures after parent selected

summer bolt
#

For texture you need the thing that's like a texture variable

smoky socket
#

first it would be great if I can assign the material 😄

devout dove
#

Why is my pawn having weird artifacts when moving?

restive dagger
#

Hello guys

#

Anyone knows how to make a timeline framerate independent ?

wind sequoia
#

Delta Time

restive dagger
#

nope

wind sequoia
#

no

restive dagger
#

I tried with 30 fps, the platform moves 2 meters

wind sequoia
#

there a controlld tick from my undrrstanding

restive dagger
#

60 fps, 4 meters

wind sequoia
#

nope

#

probably not

restive dagger
wind sequoia
#

well actually depends I guess how u have the timeline values set

#

no

#

not like that]

#

but if its a vector

spark steppe
#

you have to save the start location probably

#

and add the offset from the timeline to set the location

#

unless your start/stop location are "hardcoded" in the timeline vector

restive dagger
#

Lemme explain, I'm making a moving elevator, on 30 fps, it just moves 2 floors

#

but on 60 it move 4 floors

#

How to fix that? each single one of u is giving a different answer.

#

ohhh

#

Uh its not working

#

I think I misunderstood you

#

yeah

#

xD

#

ok lemme try

#

vector track

#

only Z curve

#

umm

#

It doesnt work

#

I gtg, imma comeback to this problem later

severe geyser
#

hey folks, I'm having a small issue with my music resetting if there are too many sounds going off at once. When I drop a mine and it kills a large amount of enemies at once, all of their death sounds and explosion sounds cause the music to start over. Is there a fix?

devout dove
#

My plane keeps falling through the floor 😦

DefaultSceneRoot (I'm moving the root with addLocalOffset)

  • Camera
  • Capsule (collision block all)
    • Static Mesh
maiden wadi
#

@devout dove This is why most objects use a capsule or other shape as their base. Root component is the sweep check for movement related things. This is because of how movement is called. The root component will sweep move and stop at what it first hits, and then tell it's hierarchy children to update. They'll move into their world position based on what their local location should be, and then they'll tell their children to do the same, until the whole actor is moved. It's efficient, but at the cost that the children are not taken into account when moving. So your root needs to be the one with collision.

devout dove
#

for example when a airplane is landing

maiden wadi
#

Not explicitly with easy calls. That's why movement components are used most times, they have functions and whatnot to determine things like sliding. Default calls simply move the object in one of three ways. Normal, Sweep, and Teleport.

devout dove
#

Is it even good to use movement component on a airplane? or is it only for walking characters?

maiden wadi
#

CMC isn't the only movement component. There's also the Rotator, Flying, and SplineFollowing.

devout dove
#

Floating Pawn Movement

#

I've added the movement component and then used add movement input

#

Do i also add rotation to the movement input?

faint pasture
#

@devout dove Use physics and make it perform like an airplane

#

Start with making a Frisbee

#

Then graduate to a wing

severe geyser
#

I think my question got lost in the above, just popping it back incase anyone knows a fix

#

I'm having a small issue with my music resetting if there are too many sounds going off at once. When I drop a mine and it kills a large amount of enemies at once, all of their death sounds and explosion sounds cause the music to start over. Is there a fix?

devout dove
#

@faint pasture i guess it's not a good idea to use physics for that

whole quarry
#

hey I was wondering if anyone could possibly help me with something in unreal?

severe geyser
#

post it, dawg. If someone knows they'll let you know

whole quarry
#

bruh ok

devout dove
# whole quarry bruh ok

If youre not willing to spend some time writing it but being cheap and asking if someone can help without even asking the question the answer is always NO

whole quarry
#

I mean Im only a college student man

#

But alright

devout dove
#

Read it Ark

whole quarry
#

jeez man Im sorry Im just terrible at this and after looking online for a few hours I felt like asking someone that is actually experienced

severe geyser
#

buddy it's all good, just ask about your issue

devout dove
#

No it's not good

#

@whole quarry Should read the page ive linked above

#

"I felt like asking someone that is actually experienced" So you assume there is no one experienced in this discord server to help you?

severe geyser
#

I can dig that

whole quarry
#

basically I have been trying to make an enemy spawn after a set amount are destroyed however after trying out everything I thought up it still doesnt work

devout dove
#

@whole quarry Set amount of what?

whole quarry
#

yh basically

devout dove
#

@whole quarry So you want to spawn a group of "monsters" or similar after the player has killed all of them, something like a wave based enemy system?

severe geyser
#

you'll likely need to setup a "kill counter" type thing

whole quarry
#

how would I go about doing that?

severe geyser
#

I'm working on a wave game right now. I will send you a screenshot of how I calculate kills

whole quarry
#

ok thanks I appreciate it

severe geyser
#

you should then be able to have you boss or whatever spawn if kills = *

devout dove
#

@whole quarry It's very simple, create a counter, on each kill increase it by 1. If it hits a set value use a Branch(if statemen) to spawn something

#

true

#

u smort

#

I was using addLocalOffset to move my airplane but now someone told me to use FloatingPawnMovement and yeah, it seems to make no difference. A video said that it's more complicated than the localOffset node because it also checks replication and prevent people from haxing.

My issue now would be, can I set a new max speed on the movement component? Like item based? So when using a different engine or something it increases the max speed?

whole quarry
#

This is what I tried

#

Im sorry if it seems extremely stupid

severe geyser
#

you are doing the gamedev course, right?

whole quarry
#

yh

severe geyser
#

thought so

#

so you are trying to have your health pick-up spawn after a certain amount of enemies are killed?

whole quarry
#

yh I mean that part works but basically right now I am trying to make the big boss enemy spawn after 5 minions are destroyed

#

or in this case I guess enemy turrets

#

its just compared to other software I have no understanding of how to do this

devout dove
#

You spawn the enemy around you, you have a line trace for example that has a distance of X (lets say 300) then you get your players position and get a random rotation or you spawn them in front of the player where he is looking. Then you add 300 units to the forward vector and spawn the enemy boss at the front of him

#

I guess you add a enemy killed counter to the game mode that checks if you have reached 10 and if yes then it spawns the boss

severe geyser
#

you can create a function in your character blueprint called "Increase Kills" or whatever you want.

devout dove
#

game state

#

best game state

#

I mean how hard is it... the enemy has 0 hp = kill = increase counter by 1

severe geyser
#

like this

#

then in your enemy bp, where you kill your enemy cast to your character bp and call the function increase kills.

#

then when any enemy is killed, it will add 1 to the kills

devout dove
#

And use a custom event?

faint pasture
#

I would not have the character be doing this, do it in GameMode or GameState

severe geyser
#

I'm pretty sure I know what course he is doing. If he continues on it I believe it covers all of this, including creating the kill counter and displaying it on the HUD

faint pasture
inland spear
#

im having a problem with my player controller, when i click play it spawns a new player with controlls. how do i make it so that when i play it controlls an exisiting player rather then spawning a new one

inland spear
dark crow
#

Details of Character / Pawn when placed in the World

severe geyser
#

last question for the day before I log off and actual PLAY a video game. Question. My wave game - once I get to Wave 13, it spawns a very large quantity of enemies. My enemies have around 7k tris. When a huge quantity of them are spawned, I'm noticing a drop in fps. What's the best way to handle this? Is there even a way?

faint pasture
#

Nvm someone else already told you lol

devout dove
#

Does the collision box need to be the root in order to work?

severe geyser
#

@trim matrix they are rigged and animated, so I guess that's a no on static mesh

#

wave 13 the fps drop to around 25-30 while looking at the horde

#

I've never worked with lods before. I guess it's time to learn some more.

#

oh dang

#

maybe instead of more...I'll just spawn stronger enemies 😛

ember veldt
#

@severe geyser profiling the bottlenecks is super important. Theres some workarounds you can use like fancy Niagara mesh particles

severe geyser
#

oh boy

ember veldt
#

But in general is you're using basic skeletal meshes on actors executing logic constantly, theyre going to be inherently expensive

severe geyser
#

I will profile!

#

as soon as I know what that is!

ember veldt
#

Profile everything. One of the most important development habits

soft peak
#

@maiden wadi @trim matrix i figured out why "FInterp" did not work eith "SetActorRotation",
because ACTUALLY the rotation is handled by the thirdPersonCharacter->CharacterMovement,
i disabled this (screenshot), and it worked 😄

#

yes, that was just to debug

#

just wanted to let you know what that was 😄

severe geyser
#

I think I know what might be causing the enemies to be more expensive. For some reason I still have enemy attack from event tick

#

if this wasn't run on tick, and maybe on it's own custom event, would it be less expensive?

dawn gazelle
#

The question to ask is, do you need to be checking whether the enemy is currently attacking and is within range every single frame (unless you have the tick rate higher). If the answer to that is yes, then by all means, let it run on tick.

severe geyser
#

It really shouldn't need to. I think I did that at the start to test and just never went back to make a custom event

#

but I imagine 50 or 60 enemies running around checking if they are attacking/are in range every tick will cause some performance issues

dawn gazelle
#

Depends on the math being run really. Something <= to something else or Checking if a boolean is false aren't massive CPU hogs. Calculating specific angles and doing 20 line traces, and then determining your player is within range based on those values is a different story.

ember veldt
severe geyser
#

alright. So if I fix this, I should be able to see minimal FPS drop when we have a mega buttload of enemies running around at one time

dawn gazelle
#

Not necessarily. It may improve your FPS, but it may not entirely fix your issue.

severe geyser
#

It won't fix it completely, but a big step in the right direction

ember veldt
ember veldt
severe geyser
#

Okay. I'll need to learn how to actually profile but I will do that. It must be done

#

this a good place to start? https://www.youtube.com/watch?v=EbXakIuZPFo

This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization strategies and pipelines early and as a team. Learn the tools and how to employ them to identify key performance problems as well as engine features that can help you improve performance in your...

▶ Play video
trim matrix
#

I need some help.
How do I print on the screen to count the coins I get in large colored numbers? (with some font for example)

#

Can you dm me for some help please?

#

Ok thank you no problem

#

oh yeah true.. I will

gusty shuttle
#

I have a weird issue I need to fix.
I set my struct to have a MatineeCameraShake
I created a DataTable expecting to see the camera shake option in it. No dice. What gives?

#

In the struct

#

It should be below Voice but it's not there

dawn gazelle
#

Change it to a class reference instead of an object reference?

gusty shuttle
#

Ayeeeee

dawn gazelle
#

Oh... Missing entirely

#

hmm

gusty shuttle
#

Done

dawn gazelle
#

Well then

#

🙂

gusty shuttle
#

lol most camera shakes ask for the class instead of the object so that checks out. Thanks @dawn gazelle

somber falcon
#

5 black magics at least

#

I mean, multiple inputs to a target pin just call the function however many times it's hooked up

#

it's pretty simple

#

Yep

latent junco
#

Is it possible to make a function like this that is agnostic to the type of array that I feed it? If so, how?

dawn gazelle
latent junco
#

@dawn gazelle How would I do something like what I tried above since I can't have local variables in a macro?

maiden wadi
#

Open a new macro. Right click in the graph and type Local Integer.

latent junco
#

oh wow, why would that just be missing from the UI O.o

#

thanks!

maiden wadi
#

It's also worth noting that if you know any C++, this can be placed in a Library very easily with a wildcard Array.

latent junco
#

Trying to do that in BPs right now

maiden wadi
#

Learned that quickly when I got tired of doing Array->GetLength-> Is>0?

#

Array->IsNotEmpty() is much easier in blueprint and takes up less space. 🤷‍♂️

latent junco
#

Aye!

trim matrix
#

I need some help.
How do I print on the screen to count the coins I get in large colored numbers? (with some font for example)

maiden wadi
#

There's four ways to add text to screen. Two are debug. That's Print String, and DrawDebugString. The other two are not debug mode, which is telling your AHUD class to DrawText in it's ReceiveDraw function, or creating a widget to hold it.

#

The last of which I believe is the only way to do specific font.

latent junco
#

@maiden wadi So I set up a macro library with the macro as above, but I can't find the macro by name in my function library. What am I missing?

maiden wadi
#

I don't believe you can use macro library macros in a Function Library.

#

Not really sure how Epic's macros get around that, like Loops.

latent junco
#

Argh!

#

well back to the Copy/Paste solution then 😂

torn kettleBOT
#

:triangular_flag_on_post: KostadinosKy#4518 received strike 1. As a result, they were muted for 10 minutes.

merry yew
#

Would it be possible to take orthographic camera and set controls to wasd move it one viewport pixel at a time?

maiden wadi
#

@merry yew I haven't used the orthographic camera much, but wouldn't moving the camera itself one unit move it by that much?

merry yew
#

@maiden wadi well, no, it moves it one unit in the world, which might be however much it happens to be in the viewport

#

If I have this on the screen, and move one unit to either direction, the pixel content on the screen should remain identical but just one pixel in either direction

#

Instead, there's some type of interpolation in the rendering. It's easy to see e.g. in the aliased borders of objects

sharp sigil
#

Hey all, I'm working on sort of a death animation when my pawn dies. I'm setting the collision response to the Pawn channel to overlap, but I think its still blocking the navigation of other pawns. Is there anything I can do?

onyx token
#

how do i get the current move direction? rooThink1

#

i wanna make a dash

#

and the player should dash in whatever direction they're moving right now

trim matrix
#

@onyx token try getforwardvector

onyx token
#

player isn't rotating tho

#

the player rotation is always locked to the camera

#

(that way you can fight & run around)

#

altho i could maybe scuff it by adding an invisible object and rotating that one instead of the player? rooThink1

#

that feels wrong tho

sand wasp
#

Does anyone know why I (the character) can fire an event in another actor on the server, but not on the client? It just doesn't fires when doing it on the client. Everything has replication on btw.

onyx token
#

oh! nvm - figured it out. "GetComponentVelocity" did the trick 👍

unique harness
sand wasp
unique harness
#

show your code setup

#

@sand wasp

sand wasp
#

I tried with all replication settings

unique harness
#

so your input is happening on the client

#

so where it says "Replicated to owning client (if server)"?

#

you're calling it on the client, not the server

sand wasp
#

The problem is only on the client btw

unique harness
#

show code

sand wasp
#

The screenshots are the part of the code which dont work. The first one is the weapon and the second one is the character

unique harness
#

Ok are you going to change what I suggested?

sand wasp
#

I just did and it still doesnt work

#

any other idea?

unique harness
#

ok show the code

trim matrix
#

do you have any idea how can I do this: I want to make a multiplayer arena map with zone triggers. The number of deaths would trigger lights, making them shift hue or intensity. So for ex: a white light on some volume would become increasingly red-ish the more frags happen there.

unique harness
solemn musk
#

yall im sorta new to this and the documentation on SaveGame is sorta confusing (or im probably overthinking it)

im tryna save variables for a mobile app im making and I want to load it with every startup
if anyone have any idea/example ss that would be helpful

#

sorry if its a dumb noob question lmao

sand wasp
sharp prairie
unique harness
#

^ He gets it

#

I can't help debug code I can't see

unique harness
unique harness
# sand wasp

ok so that will make it shoot on the server, you likely need a NetMulticast to call it on all the clients

sand wasp
#

Is there any option I'm missing?

unique harness
#

you're incredibly "un-helpable"

#

you can't just say "I tried it and it doesn't work" without showing what code you tried that didn't work

sand wasp
#

Multicasted and it still isnt working

sand wasp
unique harness
#

no clue

#

if it's using the same setup, it's a fluke that it's working

solemn musk
sand wasp
unique harness
#

look at the answer, it's exactly what I told you earlier

#

well not exactly, he's a little off. The object owner has to be the one calling the RPC

#

from the link I sent you

sand wasp
unique harness
#

switch the RPC to RoS and tell me if it executes on the server

dark crow
#

Replicated to All aka Multicast doubt works if not Run on Server beforehand, lol

unique harness
#

it doesn't

dark crow
#

Yeah, in that case it surely doesn't

sand wasp
unique harness
#

nice

torpid iron
#

when ever I open a level for the second time I cant do anything in it

royal kraken
#

I've loaded in a png as an alpha for a widget and the image quality round thr edge is terrible its s big enough image and looks fine but when in game it'd very bad, anyone know why?

trim matrix
#

Hello guys, i came across a weird issue. I am having 2 separate levels on my game, after i created the second one i went back to the other one and my player character no longer generates overlap events. Any idea what that might be? Sorry its so vague

#

Oh its because i am dumb, i forgot i made a new collision channel and by default it was set to ignore. Sorry :p

maiden wadi
#

@royal kraken Need more specifics about how you're using it.

royal kraken
#

I'll get some screen grabs together

maiden wadi
#

Two major notes.

If you're using any textures in UI directly, make sure to mark them as UI in their settings. There should be a LevelOfDetail setting in the texture itself and a TextureGroup setting there. Make sure that's set to UI. It'll disable streaming and not generate mips.

Most times if you're using a separate alpha mask texture for UI stuff, you'll need to set your stuff up in a material.

round merlin
#

do children inherit a parent's interface event implementation? i have this parent actor which offsets itself to the left on tick, but all its children are not firing the event

royal kraken
round merlin
#

i want to send a signal to all moving actors(Tag) to start moving left essentially. assumed interfaces were the best for this scenario

maiden wadi
#

@royal kraken Do you have just a single image with color and alpha, or are you using a material with a separate color and separate alpha texture?

dawn gazelle
# round merlin i want to send a signal to all moving actors(Tag) to start moving left essential...

All actors with Tag still grabs all actors in the scene and then checks each one of them to see if they have the appropriate tag. This can be considerably slow if you have thousands or even hundreds of things in your scene.

Probably better to have any actors that need to do this move bind to an event dispatcher that passes through the tag you're looking to interact with within some kind of control actor in the level - then you just tell the control actor to do an event and all the actors can respond to it and check if they have the tag that is provided through the event dispatcher.

royal kraken
maiden wadi
#

A material is just a material. There are materials that have settings set for being used in UI specifically though.

round merlin
dawn gazelle
#

Child:

#

Output:

shadow saddle
#

i still dun understand what does this node do

ashen stirrup
#

Are blueprints better or c++ to develop game

dark crow
#

But BP is faster to build on since you know, it's visual coding

twilit heath
#

best to use a combination of the two, its not one or the other

dawn gazelle
# shadow saddle i still dun understand what does this node do

Rotator A - Rotator B then Normalized. Basically you can get the difference in angle between two rotations, between -180 and +180. If you compared two actor yaw rotations if they are both facing exactly the same way, the value would be 0.

If facing the opposite direction depending on which side you're closer to, it'll be - or + 180. It's next to impossible to get 180 exactly.

royal kraken
dark crow
#

Sounds like a Radial Menu

ashen stirrup
#

@twilit heath ya it's best to use both

trim matrix
#

Hello, I have a VERY WEIRD bug when setting a value in a struct. Basically, my unit receive a hit which set its current life to N, then it calls the CheckDeath method to check if its life is <= 0, and if yes then it is destroyed.
Problem is, the value in the struct is updated AFTER I do this check, but I set it BEFORE in my call chain, which means that the first killing strike won't actually kill the unit. But the value is still set correctly and the second strike after will kill the unit:

#

You can see the logs top left. Anyone has an idea WTF is going on ?

prisma stag
#

https://streamable.com/va12kn Hello, I am currently fixing up some of the character blueprint and would like the player to rotate towards the forward of the camera, but I dont want it to be fixed to the camera if you know what I mean. Kind of like gta5 where you can rotate the camera around and the player will just rotate towards the camera forward if they are holding W.

trim matrix
#

Get the difference between camera rotation, and Pawn rotation. On W, turn the pawn toward the camera by a fixed amount

gritty elm
#

is there an event with finish event when success reach to location?

latent junco
#

Is there a good way to do a ForEach loop with a delay as part of the loop? Seems to just get ignored...

gritty elm
latent junco
#

thank you kindly 🙂

trim matrix
gritty elm
#

i'm moving my character, not Ai

#

yes obvious i can make my own method, but is there pre made?

trim matrix
#

While (character location not at target location) move to location, when out finish the task ?

gritty elm
#

how to change sound speed in unreal

#

the audio wav file

#

without changing pitch

dawn gazelle
# gritty elm without changing pitch

Changing the speed of audio intrinsically changes the pitch. High frequency sounds slowed down will become lower frequency thus becoming lower pitched. I can't find anything within UE4 myself that looks like you can alter playback speed specifically while maintaining the pitch.

faint pasture
sick lichen
#

Hi, I'm currently making a mini-map showing where the player is supposed to go. It does follow the player but it does not rotate with the player. So it basically just moves back forth and stuff and I don't know how to fix that. I'm also struggling on how to make the arrow to indicate the player is at to show on the mini-map aswell. I’m currently using a static mesh component for the arrow icon. I'm hoping someone can help me fix this!

faint pasture
#

What's the source data for the minimap, a texture or a render target?

sick lichen
#

I used a render target and connected it with a scene capture component

#

so basically i want the minimap to show the direction where the player is facing, it currently looks like this

faint pasture
sick lichen
#

I did do that but it still does the same

#

sorry i don’t know ☹️

trim matrix
#

Hello, I have a VERY WEIRD bug when setting a value in a struct. Basically, my unit receive a hit which set its current life to N, then it calls the CheckDeath method to check if its life is <= 0, and if yes then it is destroyed.
Problem is, the value in the struct is updated AFTER I do this check, but I set it BEFORE in my call chain, which means that the first killing strike won't actually kill the unit. But the value is still set correctly and the second strike after will kill the unit:

dawn gazelle
#

Are you storing any special data between different item types? Like item durability on some items, maybe item expirations?

trim matrix
#

Why not just use Interfaces ?

dawn gazelle
#

Yes. Like, not all types of items may have durability... etc.

#

and do you need to store them? like, durability you would need to store.

ancient topaz
#

Friends, help me out with some advice.
I need to make the enemy shoot my character only when he stands in front of him.
I was able to get the enemy to turn in the same direction as the character, but I can't figure out how to make the shot be made exactly when they are facing each other.

trim matrix
green bluff
#

Heyya beautiful people, anyone knows if it's possible to delete/hide polygons in runtime? Specifically with event hit or event overlap, or something along these lines
Theres the "Delete Polygons" function but seems to not be for runtime, any insight is much appreciated

ancient topaz
#

Does anyone know if it is possible to get the value that they look at each other in this case?

thorn fiber
ancient topaz
#

ok, i know answer.

#

thank you all

dawn gazelle
#

So, if that is the case and you want to do it relatively painlessly, without having to create tons of structures.... is to use one main "slot" structure:
item class reference
quantity
<any other data that needs to be saved that is common between all items>
an array of bytes OR a formatted string

What you do, is have encode and decode functions that will convert your item's data into an array of bytes or a string format - this should probably be done on the parent class (so armor, weapon, tool, etc.) This way, you can get the item's class reference and determine which functions to use to encode or decode the extra data.

The string way would be to have a specified format.... So like, you could store it something like:
durability|tokenupgrade1|tokenupgrade2 which would actually look like:
73|1|2
And use the "Parse Into Array" node to break it apart, and then get and set the values where needed when loading.

Doing it with bytes is a bit more complicated, but computationally would be faster as you're dealing directly with numbers/bytes rather than having to use string functions.

swift pewter
#

Interesting read. I haven't worked with this system yet. Previously I just saved the data in an array of structs. This method has advantages though I assume.

#

So I would have one main struct with data that needs to be saved. Then another struct for each class with the remaining data that doesn't need to be saved

dawn gazelle
#

Data that doesn't need to be saved should be contained within your item BP.

swift pewter
#

Ah with variables, okay

dawn gazelle
#

When you have the class reference you can get the class default object from it, so any values that the item has by default.

swift pewter
dawn gazelle
#

Yes

#

It should be part of the slot structure.

trim matrix
swift pewter
#

And then on (e.g) player respawn, I would get that array of bytes and run the decode function in the parent class

dawn gazelle
#

Yep

#

Might be better to put it into a function library if the item isn't spawned as an object.

swift pewter
#

Gotcha. Thanks for the explanation! I'll have to look into it, maybe watch a few videos as I haven't done this before

maiden wadi
#

@trim matrix What is your life's default value?

trim matrix
#

100

maiden wadi
#

And these prints are after several hits, or one?

trim matrix
#

after several hits, I only kept the very lasts showing the issue

maiden wadi
#

Also the SetUnitStats after the SetMembersInUnitStructure is not needed. The SetMembers sets the value directly.

trim matrix
#

that's the goal ? I want both print to say the same thing, since one is the value I use to set, and the other the value in the struct, supposedly after being set. Or I'm misunderstanding something

maiden wadi
#

Just move your print before the damage application.

trim matrix
#

Ah that is right, thank you. So if I get it right, I cannot reuse a node in multiple "action" nodes, everything behind is re-executed if I do ? Thank you for the answer 🙂

#

Ok so next time, promote to local variable

#

Or will the local variable also be updated ?

dawn gazelle
# swift pewter Gotcha. Thanks for the explanation! I'll have to look into it, maybe watch a few...

Storing ints and floats as bytes is fairly straight forward as you just convert them to bytes and then you just merge the arrays together as you convert them.

The difficult part is getting the values out from the full array. There's some free plugins out there (Low Entry Extended Standard Library for one) that give some extra functionality for handling byte arrays which would make it trivial as it gives you some nodes that convert byte arrays to the appropriate variable type and you can just specify an index and the length (always 4 for floats and ints)

trim matrix
#

okok, thanks for the explanation 🙂

swift pewter
#

Can all variable types be stored as bytes?

#

Ah okay

dawn gazelle
#

Anything numeric? Go for it. Vectors, Rotations, transforms - these are all just glorified float containers - so long as you write and read them back at specific indices, then you'll get the data back out.

#

Enumerators are effectively bytes to begin with, so they can be added to the array directly.
Booleans are basically one bit, again the low entry library has a nice thing you can use to store up to 8 booleans in one byte:

trim matrix
#

Is there a method to get the Unit a HUD is attached to ? I'd like to bind the value directly to my unit's health without having to update it manually.

dawn gazelle
# swift pewter Can all variable types be stored as bytes?

Storing and retrieving a string is possible too with the low entry library, but gets a bit more complicated - you need the length of bytes to do it, so you store that first knowing that is a string length value, so then your next step is to read the subsequent X bytes to retrieve your string, and any subsequent reads would have to start from "starting string index" + string length.

Example:

#

Output:

swift pewter
drifting socket
#

Hi, how would i go about setting the anchor of a widget from blueprint?

#

To be more precise im trying to make it centered

unique harness
drifting socket
#

Ok i think i found it but what would i plug into in anchors, i would like to have the center anchor

unique harness
#

idk hover the pin and create the struct or spit it

drifting socket
#

ok thanks!

feral ice
#

I have a problem with rotation and speed. I want the crocodile to rotate while he is moving in the same direction as the rotation and NOT rotate while he is moving. Here is how i want it. Green line is the way i want him to go

#

I think I have an idea of how to fix it! But i haven't tested it yet tho

#

yea thats what im thinking, but i cant really find a way to do it. I tried add movement input but i dont know how to make it work

#

right now its like this, just added the croc in the game to see how it would look

#

only that atm, i will add ai bt later but this is just for testing

#

mhm

#

well i want to udnerstand how its rotating and moving. If understand the math behind this block i can reacreate it to only rotate

#

then i can add something like "move forward"

#

ok ill take a look

#

how do i open a codeblock

trim matrix
#

I need some help, where I can plug a dynamic material here?

#

Yeah but where do I have to plug it to work?

atomic prairie
#

If u want to change ur material of « mesh » just put ur dynamic material here

trim matrix
#

Oh ok thank you guys

atomic prairie
#

Instagram 😅

trim matrix
#

I just plug to "set relative 3d" and its works?

atomic prairie
#

Depending if u want to set ur mat after relative 3D or set timer by event

trim matrix
#

yeah by event

#

Thank you guys

mellow forge
#

Hey! I have a Perforce problem if any of you might know!

I locked a file on a PC. The PC died (harddrive went boom) and now I have a new PC. The file is still locked.

Is there a way for the "server" to override a locked file? Or similar? Can't keep working on my BP's :(

atomic prairie
#

No idea

mellow forge
#

@faint pasture Thank you <3 I think my language when searching for it was inaccurate so I got bad results

trim matrix
#

When I call something to spawn.
I don't want it to just spawn οut of the blue.
How could you believe it to make a smoother spawn?

atomic prairie
#

Do you want your spawn object spawn with a smooth animation?

trim matrix
faint pasture
#

So you're going to have to do something on begin play

atomic prairie
#

U can Set dynamic mat if you want to change the opacity of the spawn objet

trim matrix
atomic prairie
#

yea

trim matrix
trim matrix
faint pasture
trim matrix
#

There is no documentation about what this does

#

Can someone briefly explain what it is about ?

atomic prairie
#

@trim matrix

#

And in ur Objet BP

earnest tangle
trim matrix
#

is there a way to create levels in blueprints so that if you press a button it will create a level called level 1 and you will spawn in it

earnest tangle
#

Not entirely sure why it's an optional update because it seems like it might go out of date without it

dawn gazelle
trim matrix
#

Oh I guess that make sense

earnest tangle
#

Yeah that's what it looked like, but why would you use it to set multiple points in multiple calls instead of just generating the points and then calling it?

trim matrix
trim matrix
faint pasture
atomic prairie
trim matrix
trim matrix
faint pasture
#

Just dig around in the character movement component, they're somewhere in there

faint pasture
#

The CMC on your character will have settings for interacting with physics objects.

#

Like how much force it imparts when trying to walk into something etc

trim matrix
trim matrix
torpid iron
#

Any idea why this doesnt work?

devout dove
#

Small question about the Camera Lag function, is it just good to use as a visual effect or can it be used as a part of movement? I mean is it using much processing power and prone to bugs/errors because I'm actually able to do this myself.

faint pasture
torpid iron
#

Should probably have said that

river wigeon
#

if i wanna save something is it better to cast to it or get actor of class?

torpid iron
faint pasture
faint pasture
candid hearth
#

i have a question: is core good for learning ue4

faint pasture
candid hearth
#

idk

#

it’s like a game creating site where u use ue4

dark crow
#

If you wanna learn UE4 just start learning UE4, there's plenty of example content you can refer to

candid hearth
#

fuckk idk

dark crow
#

You're not gonna learn it through Core

candid hearth
#

so hard

dark crow
#

?

candid hearth
#

is there a type of game i can start making that will teach me the all round basics?

dark crow
#

Well, to make a game in the first place you need to know the basics, so seems paradoxical

Follow some tutorials around in case so you get a hang

candid hearth
#

yeah but

#

what should i start doing

dark crow
#

Learning the Engine

trim matrix
#

Can someone help please?
Where could plug this?

dark crow
#

Depends

BeginPlay most likely
Construct if you want it in Editor view too

river wigeon
dark crow
#

Open Level resets all values

You would need to read and use the SaveGame values after opening

gusty cypress
#

would it be a waste to make every light map in my level 1024 instead of the default 64

dark crow
#

I mean, try it, if there's not any noticeable difference then it's not worth

gusty cypress
#

would something like this destroy performance? I have an issue of thin walls from my blender my map so I get bad random shadows

dark crow
#

Lightmap is mostly gonna influence how much space it takes in Memory and how long it takes to build

visual echo
#

does anyone know how can i disable a keybind, for example the F keybind

earnest tangle
#

Easiest way probably have a bool toggle it and check if it's true/false before handling the key event

visual echo
#

thanks

hexed inlet
#

Level blueprint: I have a reference to an actor in the level. How do I make another one?

hexed inlet
trim matrix
#

I have a material and I want it for an obstacle for 10 sec with "BigEvent timer" only, after that I want return in normal material
any idea? The problem is that "BigEvent" there is in first person character and material is other class

unique harness
trim matrix
unique harness
#

you want to change the material or change the collision settings?

trim matrix
#

material

unique harness
#

on which object

trim matrix
#

on this object

unique harness
#

where is the BigEvent logic? which object?

trim matrix
#

BigEvent logic?

unique harness
trim matrix
#

First person character

#

and this item its the "energy drink"

unique harness
#

You should handle the logic in the respective classes

#

only handle player stuff in FirstPersonCharacter

#

only handle energy drink stuff in that class

trim matrix
#

So what can i have to do

unique harness
#

so like you're setting the mesh scale of the player in the energy drink

#

set it in the player class

#

You're also drestroying the actor you said you want to change the material on

trim matrix
#

can you make me a sample of that please?

unique harness
#

no, sorry

trim matrix
#

Ok thank you

faint pasture
icy orchid
#

I was thinking, adding option to hide unused "nodes" in BP modules will be useful? for example:

#

use Ctrl + M, O to collapse / expend (like in VS)

trim matrix
#

any way to add collision to hierarchical instanced static meshes?

river wigeon
#

why the heck when i build my game it shows that a timeline is fucked up.... the timeline does not exist since 1925

zealous moth
#

what was the node called to get different results based on a float or integer value range?

dire onyx
#

RandRange?

faint pasture
#

Does SwapWeapon do anything to that ref? That BP is pretty unreadable, just put a get node under each node that uses it instead of spaghetting all over the place

#

First sniff it smells like references might be getting shuffled around on SwapWeapon. I usually prefer to have weapons know nothing about their owner, that is, flow the references in one direction.

worthy frost
#

that looks pretty bad

#

and really hardcoded also

#

like why do you really care what the WeaponType is?

#

why do you switch lots of bools around

dire onyx
#

You know that is actually a good question... I am going to refactor this. So I withdraw my question lol

dire onyx
#

Hey @faint pasture I refactored my code and it works perfectly. Thank you for trying to help me

fossil ferry
#

is there a way to mass/batch/bulk replicate varaibles?

autumn osprey
#

I tried adding a delay and even a retriggerable delay but neither seem to work

#

Any obvious reason why this doesn't work the way I expect? Thank you in advance

rugged nexus
#

Anyone ever make a sims style wall actor where you can build walls

#

trying to theory craft one but not sure where to start

frozen thicket
#

why doesn't this switch my default pawn class

trim matrix
deep imp
frozen thicket
lost canopy
#

Hey everyone.
Im trying to get this code to check if my BP_Enemy is overlapping an actor with a collision box so I can retrieve information from the actor, but I can't get the "is overlapping actor" to recognise my AI overlapping it.
Anyone got any clues when Im doing wrong?

#

The blueprint is the BP_Enemy and the setting is for the box collision within the actor placed on the level

last abyss
#

put a delay before it

lost canopy
last abyss
#

after beginplay put a delay

lost canopy
last abyss
#

I'm not sure why but it doesn't recognize that the box is overlapping on beginplay, but putting a delay after it fixes it. I've had this sort of problem before aswell

lost canopy
#

Thanks for the help 🙂

rancid zephyr
#

I have a stamina system set up, so when u sprint and jump it consumes stamina, but when i SPRINT JUMP, itll regen after the jump even tho im still sprinting

maiden wadi
#

@rancid zephyr What event are you running this on?

rancid zephyr