#blueprint

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rancid zephyr
maiden wadi
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Is STAMINASYSTEM function called on tick?

rancid zephyr
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Event tick

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yes

maiden wadi
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First note, is that you have way too many state variables. Systems like this should really rely on getter data. Like you're doing with the GetVelocity->VectorLength. Don't use input keys to tell your system that you're sprinting or not, use the speed. Input key should only affect the max walk speed and maybe acceleration. Otherwise doing something like just pressing shift and not moving turns your stamina on.

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For instance. Sprinting? bool, should generally be replaced with a pure getter function like IsSprinting, that returns a boolean value that is GetVelocity->VectorLegnth >= BaseSprintingSpeed

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Not doing this will result in buggy behavior, like a player being able to hold shift, and tap W repeatedly, and still drain stamina even though they're not moving that fast.

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Well, you have the check there for that with the length so that wouldn't happen in this case.

tough ocean
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Guys, I wish to create cover system for my units, for that i want to make capsules witch has to be phantom cover points for my units in all potential cover actors. If I click on that capsule - unit will take cover in same place behind actor that capsule is attached to. But there is potential issue - if I will place actor and my cover capsule will colliding with another mesh - capsule should be destroyed before game started (I check on Begin Play Event if it colliding and destroy it). So will it lag if like 50-80 actors on map, on a game start, destroy colliding capsules and if it do - will be it lagging rest of the game when all colliding capsules destroyed?
(P.S. Sorry if it difficult to understand, ask me if something is not clear)

dire sonnet
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can anybody help me out?
I've been trying to update an older project of mine
and I'm having trouble with some basic variable access functionality

maiden wadi
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@tough ocean Not really certain why you're destroying the capsules?

tough ocean
maiden wadi
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But why not just set it's state? Destroying and creating is costly. You can disable clicking on it with some collision settings.

tough ocean
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if it stay existing on a map it will continue generate overlap events (and that i thing will be heavy for system), but ur proposition is good

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@maiden wadi

trim matrix
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I need to make a widget with a button in it draggable but the button stops onmousedown from firing... How can I fix this?

gentle urchin
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O.o

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Sounds like somthing that could run on a timed event instead

trim matrix
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Not sure what you mean

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using OnPreviewMouseDown seems to work

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Except now my button requires a double click in order for the click event to fire..

vapid ibex
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Does anybody knows what's best option to alert actors to some event?
For instance a player attacks one enemy, and all enemies in the given range around the attacked one (or all on the level even) should become hostile as a result. I feel like "event dispatchers" are key to this, but I don't quite get how to work with them.

maiden wadi
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@trim matrix You can't really do draggable widgets with buttons. It's a hassle, but do yourself a favor and just make your own clickable button widget out of borders that you can expose variables to change and alter on preconstruct for styles, and handle the mouse buttondown/mousebuttonup stuff yourself.

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Epic really biffed it on UButton UMG

trim matrix
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Mmmh seems like it's by design. I thought about that workaround but I need hover/unhover which borders doesn't seem to do. I might get away with disabling the button where I need the drag functionality.. but we'll see in a bit if it works or not.

maiden wadi
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You don't handle that through borders, handle it in the widget's overrides.

trim matrix
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Ah, missed those

dark crow
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iirc Mathew gave source files on already made dragable widget you can use anywhere

maiden wadi
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But yeah. Like Button Onclick, all you really need to do is set the widget's translation a few pixels down and reset it on mouseup/mouseleave. Everything else is pretty hover. or styling. Can easily make a bunch of functions to get and alter it easily. Then you can just reuse the same widget everywhere with multiple styles.

mint comet
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Cast to is equal to an object reference, right?

paper galleon
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Not necessarily. It returns an object reference tho

tight schooner
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@vapid ibex Event dispatchers are useful where you have some centralized event that a bunch of other actors can individually listen to. Epic's example is a boss that dies and causes all of the minions to die, which are subscribed to the boss' death event.

But in your case it sounds like that information isn't centralized โ€” any enemy needs to alert other enemies in some radius โ€” so an event dispatcher may not be the most natural approach

trim matrix
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vapid ibex
trim matrix
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Adding this in my mouse down fires the onmousebuttonup the second time I click but not the first one.. ๐Ÿ˜–

icy dragon
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BPIs only communicate with other BP classes that shared the same BPI.

maiden wadi
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Interface might be needed if all of your enemies cannot inherit from the same base class. Like if some are flying pawn drones and some are characters. Otherwise it's just a simple inheritance thing of getting all enemies in a radius via something like SphereOverlapsActors, and calling the event. Event dispatchers would be used if you needed this to apply to ALL enemies, but that would be a waste to run the check on every single enemy.

acoustic locust
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aight

lost canopy
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Hey again everyone.
Earlier today I posted the question Im answering to now and got the help I needed to get the "is overlapping actor" node to work.
It works if I only have one copy of my AI spawner, but if I create a replica of the spawner one them wont recognise the actor that its overlapping
Anyone know what Im doing wrong here?

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First blueprint is the ai spawner

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second the AI
I have checked the the self actor is unique when the game runs and I have also checked that both instances of the ai blueprint runs through all actors of the spawner class in the for each loop

icy dragon
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Array of bools will suffice.

last abyss
lost canopy
# last abyss what is it you're trying to do? the problem is potentially that because you're s...

Hey thanks for responding again.
I want to have one AI spawner that I can place in separate places on a level and have them patrolling different areas depending on the array of locations they will be able to pull from the actor that they are overlapping and thus semi pairing them with. The locations they will end up receiving would be customisable depending on where I place the arrays 3D widgets. I have the rest of the code ready once I can get the spawned AI to recognise the actor it spawns on

icy dragon
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I would define the skills in the player character BP, and store player stats in game instance, of which the character BP can refer to at any time.

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The game instance would store all the variables that could be serialised for save data, including skill points.

tight schooner
last abyss
lost canopy
last abyss
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no problem, feel free to tag me if it doesn't work out ๐Ÿป

lost canopy
maiden wadi
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@swift pewter Don't you have a level variable? O.o

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Depends on what it is you want to do. Usually players only level up in one direction. So presumably if a player levels up and their new level is 25, they've made 5 levels from 20.

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Oh. Well in that case that's easy. Level up should set level, and then call bindings or other event functions. And then your SkillTokens should change based on the level.

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So if you have TotalSkillTokens and levels are your only factor, you'll do this. LevelUp->SetLevel->UpdateSkillTokens. And inside of UpdateSkillTokens, you just need to do TotalSkillTokens = Floor(Levels/5)

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This will set your TotalSkillTokens to 4 for 20,21,22,23,24. And 5 tokens for like 25,26,27,28,29.

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Correct. And you can eventually add other factors to the UpdateSkillTokens function, and simply call that function to refactor your skill tokens whenever anything that might update them would change.

lost canopy
# last abyss no problem, feel free to tag me if it doesn't work out ๐Ÿป

So I tried some different things based on your feedback and Im sure Im doing something wrong ๐Ÿ˜„
First I tried with just casting to the class and it gave the same location to both of the spawns instead of looking at the unique actor.
Secondly I tried setting owner on the spawner and getting the owner to get the locations, but the cast fails.
Third I tried the object reference which doesn't return any vector just null ๐Ÿ˜„
Every information has to be able to be fetched by the spawned AIs at runtime and they will be two parallel running AI blueprints from the same blueprint. The only fixed point of references are the ai spawners and I can't reference them directly within the BP_Enemy as it'll just return none as a vector

storm dove
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does anyone know anyone who knows how to use blutilities? (blueprint editor utility) im looking to change all fonts in all my widgets

dawn gazelle
# lost canopy So I tried some different things based on your feedback and Im sure Im doing som...

There would be no need to cast in this situation - you have "Get Actor of Class" which allows you to define what class exactly it is you're looking for. The trouble is, you're not really defining which actor of that class in this scenario. What you want to do as Kira pointed out was to add a reference variable of the AI_Spawner to your enemy BP that is exposed on spawn. When your spawner goes to spawn the enemy, you can feed in a reference of self into the new exposed variable on your enemy. Then on your enemy you can reference details about the spawner that spawned the enemy.

lost canopy
lost canopy
last abyss
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so you'd get the owner, cast it to the spawner and then promote it to a variable and with that variable you can get any variable on the spawner when you need it.

pulsar halo
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Hello, I'm following through a local multiplayer tutorial and have set 2 playerstarts as my game only has 2 players. even though I have set the default pawn class to None, the editor is still spawning an extra player. why is that?

lost canopy
pulsar halo
maiden wadi
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@lost canopy It doesn't matter if you cast or use a pointer. The object will get loaded. If you already have instances of that object around, casting won't make a single bit of difference.

pulsar halo
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in thr first image i disabled the spawning of the 2 players, but still got 1 player..

lost canopy
maiden wadi
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@lost canopy To try and explain it a little better, Unreal only loads what things need. Classes are actually an object, they're a version of a blueprint that is created and stored as a "default". Say you have your spawner for instance, but no AI, but you have stuff like SpawnAIFromClass that spawns a specific class of AI. That AI class is created in the background before you can even load the spawner. Casting to the AI class after that will make zero difference. The one and only time you could concern yourself with casting, is when you're casting to a lot of different things in different places and things that don't need to be loaded are. Like if you have four levels, all with different AI, all with different managers. But something in level 1 casts to a specific class in level 2. Now you're not using this class in level 1 but it gets loaded. If that class casts to or stores pointers to other things in level 2, all of those get loaded, and anything they cast to, etc etc etc. This leads to major memory problems on larger projects later when you have a ton of things loaded that don't ever need to be just because of careless pointers.

lost canopy
lost canopy
last abyss
lost canopy
devout dove
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Can i convert the interp speed of finterp into seconds or ms? So i want something to interp from 0 to 100 in 1s or 3.5s etcv

maiden wadi
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@devout dove What is your use case? Because it seems like you want a simple modifier, which you should be able to get from (TotalDuration/CurrenTime)*100

last abyss
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you can try debugging it. on the spawned ai you can do a print string of the get owner node and see what it returns. it should be returning the spawner if it doesn't then there's something else that may be interfering with this code

lost canopy
last abyss
# lost canopy Thanks, I'll try that!

never mind, seems like I misunderstood what 'owner' represents. I thought it would represent the actor that spawned it but it seems its actually the controller.

lost canopy
last abyss
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instead of using spawn ai from class you can use spawn actor from class and as mentioned earlier you can expose a variable on spawn. then when you choose the class (inside the spawn actor from class node) that variable should show up as a pin. but you'd have to change where you run your BT, which you can do in the controller using the Run behaviour tree node

lost canopy
river wigeon
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how do i get all actors of class and store it as a list?

lost canopy
river wigeon
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yes i know that, but i have no clue how to save the names of the actors to a list, i need it to save and load it

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something like this?

worthy frost
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why are you storing names tho? what is the purpose?

river wigeon
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to destroy the actors by name, i dont need to destroy all

worthy frost
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you should never need to destroy actors by name

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actors also have a thing called ActorTags you could use to identify unique actors

lost canopy
river wigeon
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but how can i add a tag to them after they are destroyed?

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at the beginning i need to spawn all actors, but when i load the game i need some to be destroyed. I finally managed everything with saving and loading i need, but i cant destroy actors, i think i got the wrong thinking path in my mind <.<

worthy frost
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but you should not be using names for that, i never trust names

river wigeon
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i used integr, for it, but it only destroys one

worthy frost
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but if they exist in level, then they should be name stable, so you can get away with it

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but its not optimal

river wigeon
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i thought so too, thats why i started with " get hearts (the number collected) then get all actors of class, then i get a copy, and put the number of hearts in it, but it only destroys the actor that is the number. But i need the number to destroy the count of the actors

dawn gazelle
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No

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Object references cannot be saved. You need to store information about the objects and when loading, recreate them.

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Doesn't matter if it is in a structure. The objects themselves cannot be stored within a save game. When you're dealing with an object reference, you're dealing with a pointer to the object in memory. When the game exits, that pointer would no longer be valid as the object no longer exists in memory. Trying to store the reference is just trying to save the pointer, and if that pointer is no longer valid, then the object for all intents and purposes, no longer exists.

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Goes for any type of object reference - like, you can't store a Texture2D reference that is created from a TextureRender object. However, you could store the image that the Texture2D has created in bytes and reconstruct it when needed.

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So in that sense, you have to create your own "Save Object" functions - these functions would collect the data required from the object in question, and if you're loading the game, you would then read the necessary values to place that object where it should be and with whatever values it should have that you've stored in the save.

late cave
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Before I submit this repro project in an bug report, there's no non-C++ thing I can put into World Context Object to make this work, right?

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(It's an Editor Utility Actor, btw)

severe geyser
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Happy Sunday, folks. Took a day off and now I am back on the grind. Today's task - limiting the amount of enemies that are allowed to be spawned in world.
My wave game is really coming along and it is quite fun, but once you get to Wave 13 and up, the amount of enemies that gradually spawn eventually lead to significant frame rate drop. I've experimented with lods, but the maps are such close quarters that they can only do so much. My solution - check how many enemies are in world, and if it's >= 100 or so, I want to temporarily stop spawning and then resume again once enemies are < 100, until the wave is over. I heard get that "get all actors of class" can be expensive. Anyone have some advice for how to best handle this?

burnt berry
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Hello!
Is there a way to refer to any of these Scene Components inside the Details panel of the Actor Component named "Component"?

unique harness
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GetOwner, Cast to Actor Type

dawn gazelle
# severe geyser Happy Sunday, folks. Took a day off and now I am back on the grind. Today's ta...

Create a control actor that all your spawners report to. In this actor, have an integer value that keeps track of how many enemies are spawned. Before spawning an enemy, have them check with the control actor to see how many enemies are spawned and if < 100 go ahead, otherwise, keep track of the spawner requesting to spawn the enemy - when the next reported enemy is dead, have the control notify the spawner to proceed and remove it from the tracker. When an enemy is spawned, have your spawners report to the control actor and add 1 to the number of enemies spawned. Have your enemy actors report when they are dead to the control actor to remove 1 from the spawn and notify the next available spawner to spawn an enemy.

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Basically - have one master that controls all the spawners.

burnt berry
burnt berry
unique harness
burnt berry
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I mean is there a way to reference those components in the details panel of the actor component.

unique harness
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ah, no there is not

maiden wadi
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@late cave GetEditorWorld

burnt berry
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So if I wanted to write a component that helps communicate two other components, I would have to get their references at runtime inside BeginPlay or something.

severe geyser
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thanks folks, I will work on this @dawn gazelle @burnt berry

unique harness
late cave
maiden wadi
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Eh. A lot of people still go by what they've learned half a decade ago. ๐Ÿคทโ€โ™‚๏ธ

unique harness
# burnt berry Why should that be?

There are a lot of different reasons. What if the manage component gets deleted for some reason? By design Actors manage their own components because they are
"children" of the actor, children shouldn't be managing siblings, the parent should. These are two off the top of my head

burnt berry
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Well I am the one writing the code, so I do know the managed component won't get deleted for some reason ๐Ÿ˜„

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Thank you though, I will look for alternative approaches

unique harness
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instead of breaking structs, you can split them

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but I don't think you can hide members that way

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right click the pin

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when nothing is connected

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I think it lets you not use the Make node too

burnt berry
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Looks pretty clean to me, whats the issue? ๐Ÿ˜„

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You mean like going saveable_data->remaining_xp?

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getting exactly one variable instead of breaking?

maiden wadi
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@swift pewter SetMembers makes it easier to set individual struct values.

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For instance. I'm not even sure that your level is going up, is it? Doesn't Break return by value?

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Yeah. Don't use the Set though.

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Just input your SaveableData into the SetMembersInEtcEtcEtc, and click on the SetMembers node.

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In the details panel on the right, you can checkbox which values you want to set there.

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They'll show up on the node, and you can set them directly that way without having to break and make everywhere.

somber linden
late cave
maiden wadi
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I dunno. I avoid delays as much as possible. I wonder if SetTimerByEvent is affected?

late cave
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Good idea, I'll try that next.

hybrid dragon
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Hi guys, So i have an issue with blueprints. I have 0 experience with blueprints and this is starting to be really frustrating. My idea is to have a billboard which shows two lines of text on the screen when the F key is pressed. And the issue I have is that in the screen it is showing a part of the text, and the other problem is that the text is still showing even when the F key is pressed outside of the overlapping box. Here is my BP

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hopefully someone could give mme a hand bc to behonest i dont know what else to seach on google

late cave
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Weird... I don't even get settings for "Call in Editor" on the second event...

late cave
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made the bug report now

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I'll just use the bool to block while saving, but it would be nicer to have the delay while you're tweaking values

summer bolt
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Is it possible to use bps to add rows to datatables

dawn gazelle
summer bolt
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Gotcha ๐Ÿ‘

severe geyser
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you beauties. Enemies limited to 100 spawned at any given time. It works perfectly

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I had planned to work on this throughout the day. It was so simple. Now what do I do?!?

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with 100 enemies, the fps sits around 56-62. That should be fine, yeah?

icy dragon
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The rows are basically the array elements, and the columns are the variables within a struct

maiden wadi
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@summer bolt If you want to mass edit a datatable easily, do yourself a favor and export it as a CSV and edit it somewhere like Apache or Excel.

royal kraken
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Hey all, I've got a billboard in my scene, I've got it to face towards the camera but when I'm on top of it, it spins round and round as it properly doesn't know which was to face, is there a way to stop this?

unique harness
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If it's going to be used more than once, use visibility, otherwise destroy

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so can the player pop up the widget once or more than once?

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So visibility

unique harness
severe geyser
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that's with editor open, so I guess it would be better?

sturdy galleon
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Hello, Im having some issue with sending Interface Messages to my weapon after I switch it's Mesh. So I have a spear, that I transforms into an Axe if a button is switched but when I switch the mesh my interfaces stop telling the weapon when collision should be on or off. Its just always on. I narrowed it down the the "Mesh Comp" Im unsure how I can switch the weapon's mesh and still receive interface messages. Any help on this would be greatly appreciated!

sturdy galleon
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Also this might be helpful to know, im using the notifies for the following State. When it starts, the weapon's collision turns on, when it ends, the collision turns off.

wary tinsel
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Hey guys, any advice on widget Leaderboards creation? Would be possible to add a row according to the number of players automatically?

neon forge
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Hey all, so is there a way to set up the default 1st person character to grab objects in the environment? I was following a tutorial and they are grabbing cubes and moving them around and as far as I can tell this function does not come by default and want to find the easiest solution.

for reference, this is the tutorial I'm following: https://www.youtube.com/watch?v=--xR0aQ2rB0

He does have a tutorial for his own "gravity gun" but just curious if there was a quick way to get the grabbing part up and running.

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gusty cypress
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When you import a static mesh is there any way to edit its geometry alignment? trying to make it "align surface fit" so it stops breaking my material

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I only see this feature available in geometry

indigo merlin
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Is there a way to check if the Actor that a LineTraceByChannel has hit is a Character?

daring willow
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Any idea how to prevent this? When an NPC dies I wait a few seconds and remove the controller and pause or delete all blueprints/components. Usually it works fine, but sometimes they get this super fast vibration/ghosting go on.

daring willow
gusty cypress
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Can you remove collision from geometry brushes, can't find the options

gritty elm
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how to check if array is empty

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is valid index 0?

daring willow
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could just check the array length

violet flax
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what does "variable is not in scope" mean?

lone dome
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#

Im so lost

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its been days

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if you need me to join call and share my screen, i could do that

lone dome
violet flax
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Thats weird... i create that variable inside the same blueprint, like 2 nodes before i reuse it

severe geyser
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hey folks, quick question. I have save slots that I use for storing certain things (graphics settings, high scores, etc). When I package my game for shipping/distribution, where are those saved? I can't find them in the packaged folder

lone dome
severe geyser
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I've packaged out my game for testing. I used Shipping/Distribution. I have it set so that the first screen will be setting up your graphics settings. Once you hit apply, it saves your settings and loads the main menu. The reason for this is so that the next time you open the game, those settings are saved. On my entry level, I have a branch setup like the below. The hope was that the second time you open the game, it would go straight to opening the main menu level. This is not happening. It keeps opening the widget off the false branch. Any ideas?

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do I first need to cast to the SaveGameSettings that I created?

visual echo
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Hey I am trying to disable a keybind when a key is pressed but i cannot get it working can someone help me here is the blueprint

severe geyser
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level blueprint

dark crow
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Does it work in the Editor first of all?

severe geyser
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works in editor, yes

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I should note that the packaged game is correctly saving high scores, and loading them when I open the game again

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I found where it's saving these slots to (C:Users>ME>AppData>Local>GameName

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it is saving them

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just on that level blueprint it always goes false

dark crow
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You could try moving that Logic into the GameInstance

Never know if it's a Level Blueprint problem

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Event Init and do the check

cloud dagger
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Hi, so first off I'd like to say I'm quite new to Unreal Engine so forgive me if I made some obvious beginner mistakes. I have been having an issue where I'm making a Survival/Hack n Slash game and as of now I'm trying to make a system where my character actually deals damage. (I've been doing this off of this tutorial from Ryan Laley https://www.youtube.com/watch?v=BQ7X01SmQJA&t=526s ) See my problem is I've followed the full video and followed every step but my damage hitbox only appears underneath my character and not on my sword. Does anyone know how to fix this? (btw I am using a weapon mesh reference instead of a character mesh reference because I imported the character without the weapon on it)

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trim matrix
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How could to make them a single material?

lone dome
trim matrix
lone dome
lone dome
trim matrix
uncut island
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Im wondering how to make a basic crosshair/dot that you point at say a door, and when you click the door opens. Probably really easy I just can't figure it out on my own.

icy dragon
trim matrix
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I want to change 4 materials in an object
Any help about Element Index ?

static charm
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element index is just the element/material slots number of the object

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so if a mesh has 4 materials, then 0 would be the first, 1 the second, 2 the third ,etc

trim matrix
static charm
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to change all 4 at once, you can make 4 separate nodes. or use a For Loop

trim matrix
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yeah change all 4 at once

static charm
trim matrix
static charm
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yup, just add the For Loop like in my pic

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between your ChangeObstacle and SetMateiral

trim matrix
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I need select node?

static charm
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its only if you want 4 different and new materials

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otherwise you can just set all 4 to just one

trim matrix
icy dragon
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Select node can save on nodes, and looks better than 4 Set Material nodes with Switch on Int.

trim matrix
chilly jetty
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Hi I have a question

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For the default FPS projectile it will delete itself after a few seconds

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where can i find the option to prevent it from deleting itself?

royal badger
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Has anyone encountered this error when sometimes opening, panning or zooming in and out on a certain blueprint "Assertion failed: OutPin->LinkedTo.Num() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp] [Line: 506]"

It causes a crash

trim matrix
royal badger
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Ill give it a try, thank you

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Damn, sadly that did not fix it

midnight kiln
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@chilly jetty I was gunna try and find an answer for you, but for some reason I cant get any templates to load. But my assumption is there is a destroy actor node with a delay node just before it in the projectile BP.

royal kraken
royal badger
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Yes, i did that when switching to the studio driver

royal kraken
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What card is it

royal kraken
royal badger
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A few, but ive tried disabling them, same result sadly

royal kraken
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Does it do it in new files or just the one project

royal badger
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Just the one blueprint

royal kraken
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Are you using c++

royal badger
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No

royal kraken
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Does it give you enough time to copy any of it across to a new bp

royal badger
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It does yea, let me try

royal kraken
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Try copying all of it and see what happens, if it keeps crashing try just copying parts of it across and see which bits cause the problem, or duplicate it and start delete parts of it and see if you can find the thing that is causing the problem

royal badger
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Will do

royal badger
#

Oh, think i fixed it, deleted parts, found what crashed it and there was a wierd double connection going on with the execution pin

#

I have no clue how that happend though

#

Thank you very much!

royal kraken
ancient topaz
#

Friends, I have a question.
Here I have an object on the map, which blocks the passage.
When there is a battle, one of the opponents destroys this object, and then he must run through the opening passageway. But since there was an object, there is no navmesh under it and the enemy can not run there. Is it possible to make the navmesh information update after the destruction of the object or some other solutions?

icy dragon
ancient topaz
#

@icy dragon Thank you! I did so, the object is two-part. The bottom object has no collision, so the navigation under it goes through, and the top object blocks everything. It is below the capsule and enemies and character and so no one can pass through it.

maiden wadi
#

@ancient topaz You may also need to enable runtime nav generation if you haven't already in project settings.

river seal
#

hello! does anyone know why the line trace won't hit the moving part of the skeletal mesh actor (landscape and squab are imported as one alembic..)

gentle urchin
#

Does it have collision ?

river seal
#

no collision mesh but i am tracing for complex (which should hit per poly if i understand correctly) and for the landscape (which is part of the alembic/skeletal mesh) it works

gentle urchin
#

Think you gotta set that in the mesh aswell ?

#

2 sec, opening

#

I cant even find collision setting for skeletal. thought complex was for static meshes, but dont quote me on it

#

then you have regular collision settings in the mesh in the bp its used

maiden wadi
#

Complex just means that it isn't using the faster simplified geometry but is tracing against the mesh itself.

gentle urchin
#

^so does that work towards a skeletal aswell ?

maiden wadi
#

Should be.

#

Judging by google though, there seems to be plenty of people with issues relating to alembic cache meshes and collisions.

gentle urchin
#

Sounds like one could be better of with collision capsules then?

river seal
#

ah project settings

#

mhm no looks like a different enty

gentle urchin
#

I found this in the static mesh viewer

#

So i dont think it applies to your mesh as it's a skeletal

river seal
#

mhm ok

solid grove
#

how would i create an object like the game instance or game mode, the ones which do not have a physical existence in the world?

elfin hazel
#

Object, or Actor Component (not scene component). Though these are not "globally accessible" like game mode or game instance.

earnest tangle
#

Yeah I had a few "manager" objects which were just actors with no components on them, it works pretty well... Subsystems are also an option but you need to use C++ for those

#

uh oh, I did hear a rumor you could extend one if it was exposed to BP's in such a way but sounded to be full of gotchas

#

I did and gave up

#

:D

#

I got reasonably close but it just never worked in packaged

#

Ah

manic vessel
#

Hi Im working on a magazine eject from a VR Pistol . I want it to look good so I move the magazine to the weapons exit socket so It follows the correct path out without clipping the weapon. I did this with a lerp transform/ timeline But there is a noticeable delay after the mag reaches the exit point and is supposed to either simulate physics or I add impluse and it pauses in the air for a fraction of a second before falling. Im not sure why this is happening. Ideally I would love to move it in a simulated state so its the velocity of the transform is applied to the mag and it seamlessly slides out with velocity But I just get the trying to move a simulated mesh without the teleport flag.

earnest tangle
#

Wow that sounds like it leads to some really confusing behavior lol

manic vessel
#

I dont really know why this one is giving me a hard time as I have done much bigger things. and I think this should be simple. 3 days and I cant solve the issue

#

It feels like when the timeline ends there is a delay before executing the finish pin

earnest tangle
#

Perhaps you can try to calculate the velocity of it as it's being lerped, and then adjust the velocity manually at the end?

#

since it won't have any velocity from the lerped movement applied to it as it's just being "teleported" in a sense

manic vessel
#

I tried to do that before the Timeline . and also on the first pin of a sequence and it just fell to the floor

#

Ideally I would like it to be seamless transition from move to simulate. I have also tried to just use impulse to eject it But getting it right is difficult as its either to powerful or dont clear the weapon..

#

I am also messsing about with set tick groups on the timelime like pre/ post/ during physics but Im not really sure what Im doing there tbh

#

Lorash Is there a node that could help with that?

earnest tangle
#

Yeah so what you could probably do is just calculate how fast you're moving it during the lerping

#

then apply it as the object's velocity, and it should continue smoothly at that speed

manic vessel
#

Thats what I want it to do , look natural

#

I might be able to do that As I have a BP i do something similar with to look at

earnest tangle
#

I'd just try setting the velocity to some random number first to see if it will continue moving using that method

#

Won't have to spend so much time figuring out how to calculate the correct velocity if it just won't work :D

manic vessel
#

good call

#

something like this

earnest tangle
#

Yeah, tho if you wanna simplify it a little you can just copy the current frame to the previous frame at the end :)

drifting socket
#

Hi, im trying to make a skill tree that auto generates its layout, i got the icon position working but now i need to generate lines to connect the skills, does anyone have any idea how i would do so?

summer bolt
#

You could draw the line in another program and link all the things together

supple plank
#

Is it possible to spawn actors while also giving it a specific public variable?

summer bolt
#

And when needed to

#

Make it visible

summer bolt
unique harness
supple plank
unique harness
#

Call it OnPaint

unique harness
summer bolt
supple plank
#

Where exactly do i need to be looking then? in which actor or is it somewhere else?

summer bolt
supple plank
#

Yes i have a vector variable to set the color but i want to be able to spawn it in different colors

#

the variable is already public

summer bolt
#

Alright

#

So

#

Where you selected the type of variable

#

Look down a bit

#

Should be something like expose on spawn

supple plank
#

oh i see

summer bolt
#

Tick that

summer bolt
#

And refresh nodes on the spawn actor node

#

And you should expand it and see an option for that variable

supple plank
#

Awesome thank you!

summer bolt
#

Np

neat prairie
#

i have a skeletalMeshComponent, and for some reason it plays an animation (looping) all the time by default. how would i make it not play any animation other than when i tell it to?

unique harness
neat prairie
unkempt valley
#

anyone know how i can get a stationary foliage asset to flow with wind?

unique harness
unique harness
neat prairie
#

ah ok. it's set to Use Animation Blueprint but i havent made one for it. do i have to,

unique harness
#

if you're just making the trap activate, you can probably use PlayMontage

neat prairie
#

okay

#

thanks, ill look into it

neat prairie
supple plank
#

What do i need to link to the object in the cast node so that i can measure the distance between two blueprints?

last abyss
#

you need to get a reference of an object in the world

supple plank
#

and how would i do that?

last abyss
#

there's many ways, a simple way is to have a collision box or sphere on your character (or the npc) and on begin overlap you cast to bp_npc with the other actor pin. then promote as bp npc to a variable and then you can use that reference (variable) to get the actor location.

#

this is just if you have 1 npc though, if u have multiple you could do the same thing but instead of promoting it to a variable adding it to an array.

supple plank
#

i'm just not going to use a cast i guess and rather a for each loop with get all actors of class

gusty shuttle
#

Hey folks, I'm doing a "simple" find look at rot, but I'm getting wacky results. I checked it on relative and world, made sure my axis' were correct too. What gives?

#

Aye, so I should +90 on the Y?

#

Cool cool, I'll give it a shot

#

Yeah, well that could be my bad now that I think of it. Inside the BP the cannon is pointing up

#

So I should rot it so the arrow is to the right. Thanks mate!

sand shore
#

easier to conjure a random actor and get the distance to that

trim matrix
#

Anyone know why UI elements that are anchored move slightly when i switch my viewport from window to full screen with F11?

#

Shouldn't anchored means they wont move from that position regardless of screen resolution?

prisma stag
#

Hello. When I add an arrow component to my players mesh, it is pointing left when facing forward. Is there a way to reset the meshes forward rotation?

stray rain
#

why don't you just reimport it correctly? (the player mesh)

wary gazelle
#

Hey, my name is ben and I render out actors with looped animations to create animated tokens for my pen & paper game. So i have different cameras in seperate level sequences and render everything out with the render movie queue. So far so good. I have two questions:

  1. When I change the sekeletal mesh (one of the cameras films) and render out the same render movie queue It still shows the old model even though its not there anymore. Is there any way to "update" every sequence without going in and change something and save it.... or something?
  2. Do you have a hint how I connect the Last Frame of several sequencers to one variable so i can chnge them comfortable without open every single one and set it up manually? I dont need a solution, just a hint i can chew on. -> Use case is that I film/render out different animations (With cine actors/Render queue) that have different animation lenghts
prisma stag
signal mango
#

Hii everyone, I'm fairly new to unreal engine. Now im trying to make an sort of fps with it to gain some experience with the engine, now im running in to an issue where when I have the ai shoot and I shoot my self the sounds gets messed up. Does anyone has an sollution for this problem? Thanks in advance!!

unique harness
keen seal
#

What can I change the event tick for?
I need the actor to always look at the player.

unique harness
#

If you always want to face player, Tick is correct

keen seal
#

It's getting a little choppy when many actors are on screen though.

unique harness
#

Then you can either limit how often it's called through the tick interval or create a manager actor to update them all together

calm gull
#

Does anyone know where I can find some more information on the Return Value of the Apply Damage function? Is it possible to influence this? For example if a player has some kind of damage resistance.

neat prairie
stray rain
calm gull
neat prairie
calm gull
#

To my knowledge the only thing I can influence on a damage type is these things. Where can I put any custom calculations?

restive token
#

are there any events similar to "on focus received" or "removed from focus path" but for buttons, not widgets?

dawn gazelle
# calm gull To my knowledge the only thing I can influence on a damage type is these things....

I think you may be looking at this the wrong way.
When you apply the damage, you would then use an event like "Any Damage" on the receiver's end - from there you would do your calculations to determine how much damage was done.

If you're looking for visual #s to appear or something similar, then have the actor that received the damage perform that function.

If the person dealing the damage needs to know the value, then it can be reported back after calculating it on the actor and reported back to the instigator by using the Damage Causer or Instigated By node on one of the damage nodes.

#

(The damage report is a custom event I created)

calm gull
dawn gazelle
#

It is based around the calculations within the damage type class.

calm gull
#

This was introduced fairly recently, and I haven't seen it before. Can this be influenced? I find it strange, that's all.

dawn gazelle
#

Yes, by the settings that you see within the damage type class, and that's it. I believe it has to do more with destructable meshes.

calm gull
#

The only documentation I can find on it is "Actual damage the ended up being applied to the actor."

dawn gazelle
calm gull
#

So perhaps it was introduced with Chaos to determine more fine-grained damage?

dawn gazelle
#

Possibly. The damage type definitely is not for doing any calculations outside of tweaking some values - like there's a setting in there for damage falloff which would be useful for AoE damage like an explosion, so the closer you are, the more damage is dealt.

calm gull
calm gull
dawn gazelle
restive token
restive token
#

which I guess is what I have to do

trim matrix
#

Hello, I would like to update my HUD's ability Icons depending on which unit is selected. Do you know how I would go with that ?
I was able to display the text and character's image by binding, but the binding option is not displayed on the class. Would you know if there is a way to manually update the HUD somehow ? My selected unit is stored in the gameMode so I can get it from anywhere:

marble lantern
#

idk where to put this but i got this error building lighting and i was wondering if any of you all could help

soft peak
gusty cypress
#

should water materials cast a shadow? does this make sense?

dawn gazelle
violet flax
pastel sinew
#

What's the best way to implement hitstop? (freeze frames seen in action games, upon landing a hit. usually accompanied by a screen shake)

signal mango
#

@unique harness

#

@unique harness this is how I call the sound

unique harness
gusty shuttle
#

Guys, how the heck do you add a niagara beam emitter to a line trace?!

signal mango
signal mango
unique harness
#

What happens if you remove the attenuation?

signal mango
#

That doesnt help

unique harness
#

What is ShootSound?

dawn gazelle
#

That sounds like it has to do with the concurrency.

signal mango
unique harness
#

if so, try creating a sound cue and using that instead

fast blaze
#

hi all have a quick question, what node is outputting float from X to Y in given amount of time? I need to output x=100 y=200 during 0.5 seconds. thanks!

lime ridge
fast blaze
#

yep

#

I need to use a timeline?

lime ridge
#

I recommend looking at timelines

#

that is the cleanest method for you

fast blaze
#

ok good thank u

#

mm I thought maybe it's not a lerp between two values but I need to increment it... so it's like from 100, 101, 102 ... till 200 in given time

eager agate
#

is it possible to list all objects in a scene with blueprints?

#

thanks!

fast blaze
#

ok I got with timeline what I need but it plays once, but with "play from start" input it's strangely not playing while activated

#

timeline starts playing when air time is false...

trim matrix
#

What node I need to make an Array for Element material?

dawn gazelle
#

Nvm.. That was wrong.

trim matrix
trim matrix
dawn gazelle
#

So this would be right. This would set all materials on a mesh to whatever you've defined in the material option on the Set Material node.

trim matrix
severe geyser
#

how many booleans can you use in OR?

#

my shield was working fine, but now that I've introduced a second shield type, it's no longer working. I have all 4 plugged into an OR boolean

#

here's the code that WAS working prior to adding the last two booleans

#

once I added in Exploding Shield On and No Starting Exploding Shield, it stopped working

#

right now the functionality of both shields are the exact same, really. I haven't coded in the exploding part, so essentially I recreated the same thing with it's own variables

#

one is available at wave 3, the new one is available at wave 8

dawn gazelle
weary forum
#

My button inputs are working to rotate my character, but the mouse inputaxis doesn't work. Does anybody know why this would be?

molten gate
#

@weary forum in the "class defaults" section check to make sure these are selected

#

My guess is only yaw is selected

weary forum
#

wow
i don't know why that was ticked
thanks

brittle sky
#

do timelines loop no matter what

#

like after they have been executed

#

because its still working when it shouldnt

dawn gazelle
#

You have to stop them by feeding an event into the Stop exec line.

brittle sky
#

ahhhhhhhhhhhhhhhhhhhh

#

makes sense

dawn gazelle
#

Execution paths typically only execute once unless there's something that is making them fire more than once - like a timeline, tick, loops etc.

#

So Begin Play fires once, starting the timeline, then it continuously loops until you feed something into the Stop pin.

trim matrix
#

I need some help
I use this nodes for change 4 materials in an object but don't work in game

woven wing
#

And that it's looping once per material?

#

I'm also interested in why you're making your obstacle's into glass.

#

Yeah, that would probably not do anything bad but also not anything useful.

#

As it would be in the same evaluation, probably the last value.

severe geyser
#

for the life of me, I cannot figure this out

#

I ran print strings like you mentioned @trim matrix the value for the first shield seem to be false, same as the second shield

#

here is the working code for the first third that unlocks at wave 3. It gets cast to in my enemy bp, which feeds into apply damage

#

the top two are the first (working) shield. The bottom are the second (not working) shield

#

here is the code for the second shield.

#

it's basically the same, but the variables are different for each shield

woven wing
#

You seem to have two different variable names?

#

You have "Explosive Shield" and "Exploding Shield On"

severe geyser
#

I need to. They are two different types of shields with different cooldowns and timers

woven wing
#

So Explosive Shield and Exploding Shield are different?

severe geyser
#

sorry, updated here

#

I tried rebuilding it from scratch to find out where I was getting an incorrect true/false

#

the first image I sent was from the first version

#

how it is now, neither actually work. The first shield was working fine before this. Feeding the 4 into the OR boolean seems to mess something up

woven wing
#

Do you know how to use the debugger and break points?

severe geyser
#

Not as well as I should

woven wing
#

Well, it's pretty simple. If you click on that "Branch" node and hit "F9" you'll get a break point.

#

If you run the game, and get to a point in the game where it would be relevant, the game will pause, and you'll be pulled over to this BP.

#

You will, then, be able to inspect all the variables.

#

Which will, hopefully, tell you which nodes are true.

#

It's very unlikely that the OR node is broken.

#

As that is a fundamental logic node.

#

And if it didn't work, a great deal more than your damage code would be broken.

severe geyser
#

how do I inspect the variables. I did the breakdown, I got hit and it brought me to the breakpoint

woven wing
#

You just mouse over the nodes.

#

The connection nodes. It should pop up as a tooltip.

#

(it's not the best design that epic could use to display variables tbh)

severe geyser
#

Shield On = False, No Starting Shield = False, Explosive Shield On = False, No Starting Explosive Shield = True

#

which is correct at this point. No shield is up and I am able to take damage

woven wing
#

Cool!

#

So you can remove the break point by hitting F9 on the node again, and you can click "Resume" which will bring you back into game.

#

When you get to the point in the game where the behavior is not matching what you think it should be, pause the game, tab back over to this node, and re-add the breakpoint.

#

You should then be able to test the new values.

severe geyser
#

Okay. The Shield is now up, the values are as follows:

#

Shield On = False, No Starting Shield = False, Explosive Shield On = False, No Starting Explosive Shield = True

woven wing
#

And are you still seeing the correct result?

severe geyser
#

I am going to revise this so it's easier to read and write it.
When no shield has been unlocked or used yet here are the starting values:
Shield On = False
No Starting Shield = True
Explosive Shield On = False
No Starting Explosive Shields = True

woven wing
#

OK, but I don't understand your game, so none of those values mean anything to me.

You need to test the point where there is an error. Where you think you should be getting through that 'branch' node, and you're not.

#

Test that.

severe geyser
#

Values when the shield is on:
Shield On = False (incorrect)
No Starting Shield = False
Explosive Shield On = False
No Starting Explosive Shields = True

woven wing
#

So you've found your problem.

#

Go fix 'Shield On'.

severe geyser
#

the weird thing - it works just fine on its own. Without this new shield, everything functions correctly

woven wing
#

So you've broken something.

#

Or something was accidentally working.

#

(hope it's the first, the second is usually harder to figure out)

severe geyser
#

accidentally working is more like it

gusty cypress
#

Hey, I've created a split timer and it doesn't always lineup with the final time because each time a split time is shown it takes the time float and converts it into text, thus it is rounded up and down sometimes so its usually only off by .001 by really trying to think, I've tried using a clamp and it doesnt work still rounds the number

woven wing
#

And is 0.001 second really something a player is going to care about?

gusty cypress
#

I just tested and found the margin of error was much larger 1 sec

woven wing
#

Are you using a Timer object in unreal?

#

Or are you actually storing time values?

gusty cypress
woven wing
#

Are you using a Timer object in unreal?
Or are you actually storing time values?

gusty cypress
#

so the level is comprised of different stages. While the player plays there is an on going timer, when a stage is complete it gives the split time (time it took to complete that stage alone) as you can see in my poorly cropped pic the splits add up to 18.86 yet the game final time is 18.89 and I printed the float which is 19.89377

woven wing
#

Timer objects tend to be not very good for timing things. They tend to be better for intermittent updates.

If you need a toad enemy to hop every three seconds, a timer is appropriate.

gusty cypress
#

heres my timer converstion, my timer works of an timeline

woven wing
#

If you need to calculate split times, use GetGameTimeInSeconds and store the float value.

gusty cypress
#

should this be in parralel with my using a timeline as my timer?

woven wing
#

Timeline's are even worse for timing, as they're on the animation update thread, and cannot be relied on to always tick.

gusty cypress
#

damn I copied this system from an official ue4 tutorial made about a racing game

woven wing
#

ยฏ_(ใƒ„)_/ยฏ

#

You are better off using float values and GetGameTimeAsSeconds.

gusty cypress
#

I'll start the process of changing it

woven wing
#

Store the results of GetGameTimeAsSeconds when you pass a split marker.

gusty cypress
#

okay if ur not sure but could I pause stop and start a timer using gettgametimeasseconds?

woven wing
#

I don't... know what possible situation that would be beneficial.

#

You want to store the results of the amount of time between when a race starts and when you hit specific locations, right?

gusty cypress
#

well the time wouldnt start until the player crossed the starting line

woven wing
#

So you take the time when the race starts, and you store the time when you hit the split markers.

#

Then you subtract the split time from the start time and you get an accurate 'amount of time since the start'.

#

That is what you want, right?

gusty cypress
#

ahh

#

yea that makes sense

trim matrix
#

When an object has to fall to the ground then it will bounce and move according to physics. But in this case I need the natural one as it falls. Then I want it to remain stable on the ground (like a stone). How could to do that?

icy dragon
trim matrix
unique harness
unique harness
icy dragon
#

You could just do a collision check with static meshes ad hoc, and disable physics if it hit something, but it might suspend in vertical obstacles.

unique harness
#

Yea OnHit, disable physics after a period time to let it bounce/roll

trim matrix
#

It's something from here?

trim matrix
#

Simulation Generates Hit Events?

unique harness
trim matrix
unique harness
trim matrix
unique harness
trim matrix
unique harness
trim matrix
icy dragon
#

@trim matrix If you want the object to not stick on any angle of surface or suspended mid-air because of ad hoc OnHit event, you can define the bounciness and the friction of the mesh with Physical Materials.

trim matrix
unique harness
#

so after 0.5 seconds, physics will turn off

icy dragon
# trim matrix How could I define this in an object?

Create a new Physical Material asset, adjust the friction to high numbers (don't go above 1 million just to be safe), set the restitution/bounciness to 0.0, and tweak the density if necessary. Save the asset, then in your mesh's or collision's detail panel, look for Phys Material Override, and use the Physical Material asset.

unique harness
#

you probably want to check Other Actor for what you're actually hitting though

icy dragon
#

You can also improvise Dirtsleeper's method, by doing check on velocity instead of on hit. Because high friction and no bounciness would mean the mesh practically stop moving when landed on horizontal surface, you can disable the physics if the object velocity is near zero. You can also enable physics again if the object's received normal impulse is larger than certain value. (You don't want to compare with exactly 0.0, due to floating point imprecisions)

trim matrix
#

Thank you very much guys I will try all of these @icy dragon @unique harness

timber terrace
#

hey anyone know if you can get an actor reference from self?

#

because this doesn't work and Im trying to see if the player is looking at the actor

#

i've made sure that the line trace is working properly, i just wanna compare the two actors

icy dragon
# timber terrace

Try checking what the Hit Actor actually is, by either watching its value or print string the name

timber terrace
#

Thanks!

sweet swan
#

How would I find the location (ie 100 units) to the left of my character's forward rotation?

trim matrix
#

Where is the static friction?

icy dragon
#

What engine version are you using? I assume it's before 4.26

icy dragon
#

I guess the additional options are added in 4.26, probably in tandem with the Chaos physics.

weary crown
#

I have a system where the interior of a space ship is located within a level, I then have a separate level which includes the world that I want to fly said spaceship around in. This is because I want the player to be able to walk around inside of the ship, and physics to behave as if there is artificial gravity. So the actual interior will stay still. What I need to do however is get the view outside from a render target in the main level back into the ship level. How do I do this? Is there a way to have a proxy of the interior level inside of the larger one?

fierce oar
#

Hi everyone, wondering if anyone knows the best way to make a dialogue system in ue4?

twilit heath
#

there are literally dozens of ways, and it very much dpends on your game

#

i suggest browsing the marketplace plugins for inspiration (don't need to use them, but you will get some idea whats out there)

fierce oar
#

@twilit heath Ace thanks heaps will do! ๐Ÿ™‚

cinder stratus
#

Hey is it possible to use the gamepad input to rotate the camera not around the player but around itself?

#

Like I want a camera that follows the player, so it's connected with a spring arm, but I want the right stick to rotate it around itself

severe turret
#

you mean simply rotating the camera? That can be done with a rotation offset sure

cinder stratus
#

I've tried doing something like this but it's not moving

#

Edit: I've connected the set world rotation

#

but still not working

last abyss
cinder stratus
#

Oh I thought it was the same thing

#

What actor do I need to use to get the camera itself?

last abyss
#

the camera is (probably) attached to the camera boom in the actor's component list

cinder stratus
#

Ohhh so follow camera is the actual camera

#

okay

#

thanks

cinder stratus
#

Why is it that when I try the camera setup in the viewport everything is fine, but when I try it in a standalone window it's so messed up?

rugged flame
#

Hello. Trying to control the Sunsky time of day with a UI slider, modified from this video: https://www.youtube.com/watch?v=_Sdm_gsbaos.

Creating accurate and realistic patterns of sunlight and shadow is critical to some scenes, especially for large architectural and construction projects, and Unreal Engine's Sun Position Calculator Plugin provides a method to do this. In this Unreal Engine tips and tricks video, you'll learn how to modify the time of day with a slider during run...

โ–ถ Play video
#

I then load it with this separate BP:

#

It doesn't work, pulling the slider does nothing at runtime.

#

Log:

#

"LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated"

#

Any tips?

spice shore
#

is there a way to randomly select a sequence to play out of an array?

maiden wadi
#

Haha.. When even Epic employees can't use GetActorOfClass, over GetAllActorsOfClass->GetIndexzero

turbid valley
#

how can i connect those?

maiden wadi
#

@spice shore If you have an array of sequences, Just get a random integer in range from 0 - LastIndex of the array and use that to get that index from the array of sequences.

#

@turbid valley Custom events in the part with the Timeline, and call them where you're setting the bool.

maiden wadi
#

Sure. Might have been easier to do that via array of the left column and then get the sequencer after selecting it.

#

Also don't hardcode the length.

#

Just drag off the make array and do LastIndex. Then you can resize it later without having to alter the random integer part.

spice shore
#

ok lemme try that

maiden wadi
#

Use LastIndex count for the Max of RandomIntegerInRange

spice shore
#

is this right @maiden wadi ?

maiden wadi
#

@spice shore The LastIndex count needs to be the max of your RandomIntegerInRange

rugged flame
dusk flame
#

How do I create a struct in Blueprint?

#

I have an input that accepts a struct, and I have all the details for that struct.

#

Is there something like "CreateStruct" that would allow me to combine inputs into a struct?

#

Like the opposet of "break"

maiden wadi
#

Yeah.

spice shore
#

it seems to play one spefically

dusk flame
#

make ! Thats what I was most likely forgetting

trim matrix
#

Besides using event tick and always tracing the line, Is there any other way to show "press "E" to interact" widget when i look at the object and hide it when i look away.

icy dragon
#

So the line trace from camera would only occur every tick when the player is in the interactable's sphere/box collision area.

trim matrix
#

@icy dragon Thank you, that's smart way

#

I know it's nothing but as a rule of thumb, i'm trying to limit event tick as much as possible.

patent ermine
#

I'm calling FreezeGameRendering blueprint node, which is part of RamasVictoryBP Library. All it seems to do is call FViewport::SetGameRenderingEnabled(true). My issue is, whenever I call this, my memory usage keeps incrementing at around 8-10MB persecond. As soon as I call unfreeze, this memory usage clears. Any ideas as to what might be causing this accumulation of memory while the game is in "freeze" mode?

icy dragon
#

It's not like player should be able to interact with something from far away, unless it's a telepathic interaction anyway

#

I reckon empty branch result is cheaper than actually doing something.

trim matrix
#

sure, i just had bad experience of using it too much then ending up with collosal amount of code that was performing bad, optimization at that stage was struggle to say the least.

icy dragon
patent ermine
#

@icy dragon Correct, however, If i dont call Freeze, there is no memory accumulation...memory start accumulating/being allocated when i call freeze, which is why its strange.

trim matrix
#

Currently i'm not at stage, where i can intuitively know when too much is too much, that's the reason i'm limiting it wherever it's possible. i'm sure it'll get easier as i go on.

spice shore
#

is there a way to reverse some of the sequemces in the array?

sweet lintel
#

Hi, I am trying to set a textbox color in a widget based on a variable stored on the PlayerState of the owner actor of the widget.
However when I perform the SetColorAndOpacity operation in the blueprint, it changes the text color for all the widget instances held by all the actors instead of only the one attached to the owner.
How should I do this please?

trim matrix
#

Is there an event which fires whenever bool updates from true to false and vice-versa?

spice shore
#

what would i need to do with swap array elements

#

no i dont want to reverse the range mainly the speed

trim matrix
#

Yeah, it also needs to know if it updated from true to false, not from true to true. Since i'm setting at "LookingAtWidgetable" bool from line trace, i want to activate/deactivate widget "Press "E" to interact" - whenever bool updates its state.

spice shore
#

no the speed of the individual sequences

#

no i meant it as reversing play rates when i said "is there a way to reverse some of the sequemces in the array?"

high ocean
#

Any idea on why my loading screen widget added in GameInstance still gets removed when loading another level?
What I'm doing:

  1. Creating+adding "LoadingScreenWidget" to viewport in GameInstance -> Calling A load level function
  2. Load level function: - [OpenLevel] -> [Delay] -> [RemoveFromParent"LoadingScreenWidget"]
    The problem is that the delay is ignored and the widget gets removed as soon as the level is loaded. I want a delay because sometimes it's almost instant.
onyx pawn
#

I am following this compass tutorial and I got it so the compass texture rotates withe the player view, but I am trying to figure out how I can set it so it gets direction of North from direction actor in level then sets the N north from that then offset the correct player view offset from that. https://www.youtube.com/watch?v=R0Iz49UVxXE&t=267s any suggestions.

In this video I quickly want to show you how to create 2 different compasses in Unreal Engine 4! :D

Hi, I am CAPTNCAPS -at least that is my internet pseudo- and I love making tutorials! I make them for the fun, and because I like helping people! I hope you like my tutorials, I am always open to criticism, so don't forget to leave a comment if y...

โ–ถ Play video
trim matrix
#

i dont know if this is the right place but im having issue when i fired the projectile it works but my particle go through walls Thx ๐Ÿ™‚

high ocean
#

@trim matrix Look into particle collision (beware though, it gets expensive fast)

trim matrix
high ocean
#

@trim matrix Search google/youtube to see how it's setup, it's more than 2-3 mouse clicks but there are plenty of tuts out there

sweet lintel
#

Any idea about how I would change the color of a text in a widget only for the widget instance held by a specific actor?

smoky socket
#

After I created a Material Instance like this, how do I assign the parent material to it? Or how do I create the Material Instance from the Material?

supple dome
#

get the return value, cast to material instance, set parent

#

@smoky socket

smoky socket
#

Like this? I can't connect them because the Set Material Instance Parent nodes Instance input expects a material instance constant object reference

supple dome
#

ah yes, its called material isntance constant, cast to that

#

also make sure to select constant in the asset class too

smoky socket
#

that's not working

supple dome
#

what is not working?

smoky socket
#

btw I tried this before

#

It's not setting the parent, it leaves it empty

supple dome
#

definitely works

smoky socket
supple dome
#

try closing and opening that window

#

it doesnt refresh automatically

smoky socket
#

same

#

can I set the parent before I create the material instance?

#

I think it would be better if I can create the instance form the parent material, not create the material instance and then assign the parent

supple dome
#

its material instance constant

#

not editor

#

it wont go through the cast

#

so its obv not setting it

smoky socket
#

well f me ๐Ÿ˜„

#

thanks, now it's working

#

I got another one ๐Ÿ˜„ I have a Skeletal Mesh asset with bones (obviously ๐Ÿ˜„ it's just a rig for a car) and I want to get the position of a bone, but the Get Socket Location node expects a Scene Component as input and I can't cast a Skeletal Mesh to a Component

dusk talon
#

Hi, how can i create a variable like Timer handle( which decrease overtime to 0)?

boreal ether
#

@dusk talon

dusk talon
#

@boreal ether but the timer handle is unique for a single event, i can't create multiple timer handle without create multiple event ๐Ÿ˜„

fallen glade
#

Can someone explain to me what Valid and Partial path actually mean ? Valid is just if there is a path to the given location right? What about partial?

dusk talon
#

@boreal ether oh wait, maybe i dont needto create multiple event if i use that create event node

boreal ether
#

@fallen glade There's a setting in "move to" to allow partial paths. Then the AI will just walk to the closest possible point to the target

fallen glade
boreal ether
#

Is partial is true if something is blocking the path

#

I think is valid is false if for example the AI isn't on the nav mesh and it can't generate a path at all

dusk talon
#

@boreal ether nah, that delegate is still unique, i still need create multiple event

fallen glade
boreal ether
boreal ether
#

it will get a partial path and stop at the wall

#

If "allow partial" is true

#

and I think the path would be valid, not sure on that one

#

but if the AI starts outside your navmesh it can't generate any path

dusk talon
#

@boreal ether then i cant create multiple timer handle :<

fallen glade
boreal ether
#

I'd assume you just get multiple points along the path until the endpoint which would be the wall

boreal ether
fallen glade
dusk talon
#

@boreal ether im trying to create a key-value variable, like skill - cooldown ( with cooldown is a variable like timer handle)

boreal ether
#

@dusk talon Here's a possible solution. Not the most elegant. Reverse for each loop so you can safely remove items. Then just call this function in a loop

gusty shuttle
#

Hey folks, do you guys also have a issue showing a niagara particle effect using the ortho camera? IF so, what work arounds did you use to get past it?

fallen glade
sweet lintel
#

Regarding my earlier question, here is some additional information that might help answering :

gusty shuttle
#

@fallen glade Aye, seems to be so. There is a few hacks to get around it, like changing the camera angle or switching to perspective and setting the FOV low

boreal ether
#

@sweet lintel you're only returning the color for team 1

#

Add another return node for team 0

sweet lintel
#

oh you need two different return nodes ?

boreal ether
#

That or a select node

sweet lintel
#

ty for the answer, sorry for the noob question, am quite new to this

boreal ether
#

No problem, everyone has to start somewhere!

sweet lintel
icy dragon
#

In GTA 4 and 5, the drunk effect is done with mix of actual camera shakes and slight noise distortion on the screen.

spice shore
#

is there a way to dectect collision and overlap events on a static mesh cube without making a blueprint for each cube

icy dragon
spice shore
icy dragon
#

Instead of having a generic Static Mesh actor.

spice shore
#

because theres over 100 each diffrent shapes, sizes and indivually animated in the sequence manager

gusty shuttle
#

Hey folks, what's the best way to scale a mesh (laser) based on a line trace. I'm getting wonky results. Any quick ideas?

#

I just need help with adjusting the scale length based on impact point

supple dome
#

that will only work if the pivot is at the base, and size is 1cm

#

and is x forward

gusty shuttle
#

Aye, in this instance I am using Z for up and getting Up Vector

mortal dagger
#

oh, speaking of, I have a really stupid question because I keep second-guessing my math

gusty shuttle
supple dome
#

looks like it should work fine

gusty shuttle
#

@supple dome The pivot is at it's base

#

Yeah man, I thought so too haha but it still comes out really wonky

mortal dagger
#

if a mesh is 100x100x100uu the world scale is essentially going to be in meters, right? i.e. setting world scale to 100 would make it 100 meters across

supple dome
#

yep

mortal dagger
#

okay, thanks

mortal dagger
gusty shuttle
#

I can grab one really quick

#

It should be starting at the base of the cannon and ending at the white box, but it doesn't. It starts like 10 feet away from the base and then keeps going even if it hits a object

mortal dagger
#

Does it do the same thing if you trace complex? May have something to do with the collision

#

Keeps going, I mean

gusty shuttle
#

Hummm. what do you mean trace complex though?

mortal dagger
#

there's a little bool checkbox on the LineTrace node

gusty shuttle
#

its set to false, just tried it on true and same result

supple dome
#

if i had to guess the pivot would be a little off, scaling from it would push the mesh further away

gusty shuttle
#

The system is not that complex but it seems like it's ignoring the trace end

#

hummm, so the pivot point should be at 0,0,0?

mortal dagger
#

how tall is your laser staticmesh?

#

If you hover over it in the content browser it should give something like 100x100x100

gusty shuttle
#

stand by

mortal dagger
#

take your VectorLength you get from subtracting your two hit result vectors and try dividing it by (separately, not at the same time) 20, then 200 and see if the laser still goes too far

#

I think you're not factoring in the height of the object in world units so you're really setting your laser length to (trace start - hit result) * 200 without realizing it essentially

gusty shuttle
#

200 was the magic number! Thanks a bunch dude!

mortal dagger
#

yeah no problem, I just happened to be working on a similar issue atm

gusty shuttle
#

Dude thanks so much, man. I tried niagara effects, learned that the stinking ortho camera can't render them good, then tried this technique yesterday and couldn't solve it. Now I have it working haha

supple dome
gusty shuttle
#

Now if I rotate it, it stops working hah

#

That checks out, you were right on the 1cm thing

#

wait, it works if I rotate it, just won't show the laser before I hit something. That means on the False I need it to beam the distance of the trace

smoky socket
#

what type do I need to set the property value for a texture?

#

nevermind I found it

spice shore
#

anyone got anyidea why i got the error "level sequence player not compatible with level sequence object actor" when trying to make a random sequence player

cerulean summit
#

I'm confused about how to set references to other objects in the same class blueprint in my components. I want to just have a saved reference in one component to another e.g. TestSimulation Has a reference to VoxelFluidSimData. Technically I don't need to save a reference because the component can do... GetOwner()->GetComponentByClass but I want it saved.as part of the asset for convenience. Is this possible?

dreamy gulch
#

Hey ive got a 'spell' that involves spawning two actors, how would i set it so after spawning the second one, any new spawn destroys the last two?

dawn gazelle
# cerulean summit I'm confused about how to set references to other objects in the same class blue...

In one of my blueprints, I have two components, a Main Inventory and a Mission Manager component.
Whenever an instance of this particular blueprint is spawned, these components are loaded.

So let's say this blueprint was my "Character" blueprint.

When a Character is spawned, they would then have the components loaded. Now lets say one character wants to reference the inventory of the other.

First, you'd need to know which Character it is that you're wanting to reference the component on - again, each Character in this instance has their own components being loaded.

Once you have a reference to the Character that you're wanting to manipulate, then you can get the component from it and save a reference to the component. The Components do not exist until the actor that has them is spawned in, so you're not able to reference them specifically in the blueprint editor - though you potentially could if you're manipulating the values from within the scene editor and are directly setting them on an actor you've dragged into the scene.

astral fiber
#

I just got this error, does anyone know how I can avoid this?

LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: ProceduralMeshComponent
pastel echo
#

Hi, there is a way to check if a mat or texture is black at runtime ?

dawn gazelle
astral fiber
dreamy gulch
dawn gazelle
dreamy gulch
#

is thier a counter function? after every spawn function, add 1 to counter, then at the end with the other things that decide to kill the spawns, timelimit or when they do thier job, kill them, put like a when counter reach 2 kill actors, i appreciate that you put that into a bp but i dont understand where on it it kill previous spawns after 2 have been spawned?

#

ah i see it now

last abyss
#

setting lifespan to 0 doesn't destroy the spawn though?

dawn gazelle
#

Oh whoops, yea... Set that to like 0.1 or something ๐Ÿ˜›

dreamy gulch
#

how do i screenshot my bp so i can check where that should be put in, or will be done seprate to the code i have that sets the spawns

#

i have a linetrace thing to spawn them in certain places and rotate them

cerulean summit
#

Right, that's better than BeginPlay for sure

dawn gazelle
astral fiber
#

Can I tell an actor that it is not relevant for NavMesh Creation?

dreamy gulch
#

im trying to do the other guys version but changing all the actor variables to an array is giving issues

#

ok making it an array has now broke the game

#

i changed the array back and the code looks like it did but now it doesnt work like it did

#

you held the button while you placed now it spawns thousands

pastel echo
#

Hi everyone, there is a way to check if a mat or texture is black at runtime ?

regal crag
#

Hello, can someone help me with vectors? I am trying to get my boat to pass this buoy but it only crashes into it. Right now it does the dashed arrow. I want it to be the green line. Any help appreciated!! (Right now I have the boat tracking the buoy with a vector. Maybe I should manipulate that somehow)

woven wing
woven wing
drifting socket
#

Hi, so i made it so that my skill tree auto generates from a data table but now i've been trying for days to connect the skill slots with lines without success, i also need them to change color according to their parent skill slot, does anyone know how to do this?

regal crag
drifting socket
#

As of now i have tried overriding the on paint but ran into some position issues, tried creating a new widget for the line and ran into some angle issues

woven wing
# drifting socket As of now i have tried overriding the on paint but ran into some position issues...

You can use "Draw Line" like here:

https://www.youtube.com/watch?v=6FP6pvgh-rs

What is the UMG: Draw Line Node in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

โ–ถ Play video
#

No need to deal with angles, you just put in the start and end points and it will draw a line.

drifting socket
#

the issue i had is that for the skill slot i set the anchors so its a vector2d between 0 and 1

woven wing
drifting socket
#

so i tried getting the screensize on paint and multiplying values but ended up with some very weird behaviour

#

ill recreate it real quick to see

heady marlin
#

Hello guys i have a problem, i set on a world settings level a custom gamemode and player controller. Then i create an interface to get the object reference of playercontroller and gamemode to avoid cast operation. Then on the widget i can use get owningplayer - call the function to obtain the ref of PC and then call a function inside it. The problem is blueprint at runtime give me an error , seems he get None from get owning player.. how i can resolve it? with cast operation all works fine

narrow kelp
#

Not 100% sure, but I believe widgets run twice, once when you make them in game, and once in the editor

#

so try minimizing your widget window or adding a valid check

heady marlin
#

so could be a "visual" problem?

narrow kelp
#

I'm just thinking the version of your widget with the null reference could be the one in the editor window

#

that one doesn't really matter

#

closing the widget editor window or adding a null check might prevent the error

drifting socket
#

i tried to do it with an array of a struct that contains the start and end position and drawing each lines using a for loop but by printing the index of the loop all it says is 0 even though the lenght of the array is 12

woven wing
#

I would make a 'line' widget, and have one of those per connection.

#

Rather than having one widget with all the lines in it.

drifting socket
#

A widget with only a line inside?

woven wing
#

Sure, and make one of them per connection.

#

Have two slots for the two things you're connecting.

#

And just pipe their pixel position into the DrawLine box.

drifting socket
#

sorry im a bit new to umg, what do you mean slots?

woven wing
#

Properties on the widget that you would assign while spawning them.

#

Make a property "Exposed On Spawn" and you can supply them when creating the widget.

drifting socket
#

oh i see so the widget would be completely empty in the designer

#

and the only thing making lines is the on paint

#

that makes sense

#

thank you!

woven wing
#

๐Ÿ‘

drifting socket
#

So new issue, the shape of the lines looks good but changing the size of the viewport messes up the position completely

woven wing
#

Apparently, Local to Absolute returns a value that assumes your viewport is full 1080p.

#

No idea why.

#

But it does.

#

At least according to this thread:

drifting socket
woven wing
#

You'll need to take that value and modify it by the size of the viewport.

drifting socket
#

so anchor position > local to absolute > * viewport size?

woven wing
#

Possibly?

#

You know where the problem is: you need to convert your scalar value to pixel coordinates.

#

Figure out how to do that.

drifting socket
#

which one is my scalar value?

woven wing
#

A 'scalar value' is a value between 0 and 1 that represents a range.

#

You say you have one of those for the position of your nodes.

#

You need to convert that into screenspace.

#

Or, you need to pass your actual nodes, and read their geometry.

drifting socket
#

ok ill try that out

narrow kelp
#

what happens after you add the null check

woven wing
narrow kelp
#

ya

heady marlin
narrow kelp
#

if is valid returns true, then it is safe to use and won't cause an error

smoky socket
#

Why there's no promote to local variable option for me when I right click on a pin?

maiden wadi
#

@smoky socket Local Variables in blueprint, are only available inside of contained functions. They can't be used in the event graph.

smoky socket
#

geez, I'm stupid ๐Ÿ˜„

heady marlin
thorny hatch
#

Why can i interact with guns and stuff like that on the default thirdperson map but not if i change map =

robust cliff
#

any tips on how to achieve this effect

last abyss
#

your question is not clear, which effect do u mean? the animation? climbing the rope? ui stuff?

severe geyser
#

newbie question. On a boolean variable, checked is true or false?

flat quartz
#

A bool can be true or false

narrow kelp
#

checked means true

severe geyser
#

@narrow kelp thank you

keen seal
#

I want to keep EnemyNum constantly at MaxEnemies

narrow kelp
#

it might be safer to keep your enemies in a set

#

that way you could never count one more than once

keen seal
#

Should I? It's just one type of actor.

severe geyser
#

another question. I packaged my game out to test it. It works. Is there any reason why I shouldn't continue to build my game from the same file that I packaged out?

#

I noticed that the folders now include a Build folder

#

shouldn't be any issue, right?

unique harness
severe geyser
#

thought so. Just wanted to make sure before I keep pushing forward, only to find out I'll need to do it again on a version prior to packaging

#

thank you ๐Ÿ™‚

earnest tangle
#

I wonder if there's a simpler way to do this if you want something to face towards the player but only on one axis? (the line to left is the location of the thing that needs to face player)

#

(Find Look at Rotation pivots the object in multiple axes)

last abyss
#

you can break vector or split the pin

earnest tangle
#

True, zeroing them would probably be a bit more straightforward

trim matrix
#

Guys, can you reccomend software design patterns that i could look into, which work well with blueprints. I'm still finding out head and tails of it.

earnest tangle
#

Kind of depends on what exactly you're trying to do with said patterns

#

I'm not sure if a lot of the sort of "gang of four" patterns are something you'd apply a lot

trim matrix
#

@earnest tangle Most important thing is modularity for me. So i can reuse as much of the work done, as possible.

#

I've heard about software design patterns just a while ago and they are so many, i'm deciding where to start. I'll look into "gang of four" patterns. Thank you.

earnest tangle
#

yeah the so called gang of four patterns are from the Design Patterns book which is usually what most folks refer to when they talk about design patterns

#

But I don't really know if it helps much with UE... maybe some of them are kind of applicable but at least in my experience the best thing you can do is try to keep things simple

#

Simple means it's easy to modify later, which is quite likely something you'll need to do :)

trim matrix
#

Without proper approach, i end up with problems like events coded into player begin play that must be fired on first level only but they also fire on every other level because they're attached to player and so on - functionalities which aren't modular. I hoped patterns would give me some clarity and outlines regarding these kinda problems.

earnest tangle
#

Hmm

#

I feel like you'd need UE specific patterns tbh, since a lot of those types of scenarios that you described are caused by the specific kind of architecture used in UE projects

#

but I guess also basic object oriented design where you can use subclasses to contain more specific functionality, or components, or using event listeners

#

(eg. you could have a PlayerPawn and then have a child class SpecialPlayerPawn which contains that initialization you need in just that one level)

trim matrix
#

Here's an example. I coded this dialogue onto player because i didn't had any other level in mind when i was coding, but when i finished and added another level it started firing every level, so i had to create branch and check if it was firing on the first level.

#

My code is full of rubberband solutions like this, so i'm trying to get better at it.

trim matrix
earnest tangle
#

Yeah there's a few ways you could solve that type of problems

#

Instead of hardcoding the dialogue into the player, you could for example use a trigger in the level itself to play the dialogue

#

But using a branch like that can work too, it's usually just a question of what's a simple way to solve the problem

#

if you had many different levels and then need complicated branching because of that, then perhaps some other way of doing it could be easier

trim matrix
earnest tangle
#

well it's not necessarily just that, it's more about "UE patterns" - how do you approach these typically in a game project with UE's architecture

earnest tangle
#

unfortunately I don't think there's a lot of "UE patterns" type resources out there, I sometimes wonder about this as well when doing something even though I'm pretty experienced in programming and OO design in general

#

Yeah, but there's tons of features in the engine that you just randomly discover by complaining about it on #cpp lol

#

like UDeveloperSettings

#

that seems like such an obvious thing

#

I guess browsing the UE community wiki and just skimming the articles could give you at least somewhat of an overview of common things to do

#

yeah that's why I was saying it's "UE patterns" not GoF :D

#

well a pattern is just a typical way to solve a certain problem

#

Eg. how do you configure a subsystem easily? UDeveloperSettings and GetDefault it

#

the whole idea of GetDefault is so foreign to "typical" OO design as well

#

:D

soft scaffold
#

A quick question. How can I "turn off" the AttachToComponent?

earnest tangle
#

You mean detach?

warm shuttle
#

How can i run multiple sessions/rooms on the same server?

#

im making a simple multiplayer game

soft scaffold
ripe rose
#

is this going to cast multiple times

#

if i save the output of the cast to a reference variable and read that variable for each of the 3 following nodes, would that be more efficient?

earnest tangle
#

it casts only once

#

nodes with the white exec pin connection only produce their outputs once per execution

ripe rose
#

ah ok

earnest tangle
#

however nodes that don't have the exec pins will run multiple times per each connection from them

ripe rose
#

okok thanks

urban zodiac
severe turret
#

yeah you can switch themes.

icy dragon
#

You can get this PS4 lightbar esque theme too

trim matrix
#

If I have two widget, how could plug it?

supple dome
trim matrix
supple dome
#

alternativelly theres a sequence node, for organization

warm shuttle
#

Is there any server hosting solution that can use UE4's built in replication features for multiplayer?
and supports HTML5? (im on 4.23)

trim matrix
robust cliff
severe turret
#

get a direction and move the player. Pretty basic stuff. If you want to make it more dynamic (like the rope swings) then get the normal direction between the rope and the player and rotate it in the direction you want to climb.

haughty egret
#

Hey, is there a way to run code for an actor only when it's placed on the level?

minor galleon
#

Anyone else have a child gamemode with which players can't move?

minor galleon
haughty egret
#

So normally we have a "spawner" that does the spawning but we want to be able to drag and place them in a level too

#

But doing this misses some of the code running in the spawner

#

So i'm wondering how I can tell which ones are placed in the level and run the code for them

minor galleon
#

have the spawner set a variable in the actor blueprint maybe?

#

could expose the variable on spawn and have false be placed, true be spawned?

haughty egret
#

Yea wondered about that, just thought i'd check for any built in thing

minor galleon
haughty egret
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I just discovered IsNetStartupActor() so I'll try that first

#

Thanks though!

weary forum
#

Hey, so I'm trying to set up movement with 6 degrees of freedom, and my Character Movement is limiting the Pitch rotation to not go further than -90 degrees or 90 degrees. AKA, It won't let me look further than fully up or fully down.

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Does anybody know how to let it rotate past that?

severe turret
#

there is a Limit Pitch View function in the player camera manager. There is also a Player Camera Limit Pitch node in the character.

icy dragon
severe turret
#

I agree but you can switch the character movement in the CMC to a viable method and go from there too.

#

honestly starting from scratch is even better because you don't need all the bloat and you will be wanting to work in some quaternion calcs to avoid euler gimbal lock.

icy dragon
#

Also starting from pawn is a good idea, because Character uses capsule collision by default, and games like Descent or Forsaken don't work like grounded character.

weary forum
#

Okay, thanks for the tips! As a relative noob, I'll ask, are there any good resources for learning how to build your own movement component like that?

severe turret
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dont make it as a component. That's a whole discipline in itself. Just use actor rotations etc

opal ivy
#

If this isn't the place for newbie questions, I'll happily move it to wherever is most appropriate.

Is there a good way of getting a 2D array of ints in and out of UE via blueprint? Specifically, I've made my own heightmap generation tool that's not really like other heightmaps, and breaks down to a 2D array of ints. I'm trying to figure the best way to get that data accessible to my blueprint that I'm using to build that a mesh in my level

severe turret
#

json plugin

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csv works too

icy dragon
opal ivy
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How would one go about getting a JSON or CSV as a variable in a Blueprint? I didn't see any File IO functions when searching

severe turret
#

I'd check out the json plugin for more details on that. CSV can be imported to datatables and such.

icy dragon