#blueprint

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opal ivy
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The File IO itself isn't super important as I'd eventually like to doing it as a sort of save data in the long run, but I'm not really experienced enough with unreal to start porting my little heightmap generator in-engine yet

severe turret
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file io stuff is generally done with FFileHelper functions in C++ but that is the raw code. There are plenty of plugins for it now too

mint comet
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what's the difference between casting and an object reference?

opal ivy
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casting is changing the type

mint comet
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type?

icy dragon
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Casting is like treating an object class as another related class.
Object reference is simply a reference to an object.

severe turret
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@opal ivy casting isn't change the type. It's checking the type is correct so you can access the class members.

mint comet
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can I ask for an example please?

severe turret
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if(Cast<MyBlueprintClass>(MyObjRef)) { //do something; }

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sorry blueprint channel. But it makes sense right?

mint comet
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oh. I see so mainly casting is just used for "verifying" per-se but the usage of it afterwards is pretty much how you would on an obj reference?

severe turret
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yeah the cast blueprint node will take a target, but the cast node itself is class typed. So when you type Cast into the blueprint function search, it will list all the classes you can cast to (that have been exposed). So if you pick the one that is Cast To BP_MyBlueprint, then you have the class type specific node. Then you plug in any object (hopefully your instance of BP_MyBlueprint) and it will return True or Fail depending on it the target is valud

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*valid

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Then you can access the variables and functions on your BP_MyBlueprint from there

mint comet
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oh nvm i get it but the only thing im having trouble with is the object reference or wildcard of the cast

dawn gazelle
# mint comet oh. I see so mainly casting is just used for "verifying" per-se but the usage of...

Casting is not really for verifying, it's for getting a more specific reference from a less specific reference so that you can access the specific classes' variables and functions. For example, you can have an Actor Reference from an Overlap event which you can feed into a cast to do something specific on your Character. The generic "Actor" doesn't work to execute the "My Custom Event On Character" but the "As Character" pin from the cast does.

If a cast ends up failing, that indicates that the input object isn't of the class or a child of the class it is casting to, so you can try casting to something else, or do whatever you need to do in the event that the cast fails.

How you get the reference that goes into the cast is sort of up to you and should be based on what it is you're trying to do and what you're trying to cast to. In my example below, I'm using the "Other Actor" from an overlap on the CapsuleComponent to get a reference. You can use line traces, overlaps, a variety of different gets (like if you were trying to cast to your "CustomPlayerController", you could do a "Get Player Controller" and feed that into your "Cast to CustomPlayerController" node) and many more that would take too long to list or give examples of.

dense mica
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@dreamy gulch Store your enemies in an array of AActor or your enemy type, on each spawn add them to that array and check the length of the array, if it is higher than you expected delete the first 2 (0 and 1 index)

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dont forget to remove them from array too

dreamy gulch
dense mica
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Send it

dreamy gulch
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this is the spawn end of it, the set lifespan and set loop stuff is the not working array stuff

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fyi, portal count is the array, but the actors are not an array as when i did it it kinda broke my whole game

dense mica
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There are a lot of bad practices there

dreamy gulch
# dense mica There are a lot of bad practices there

yah it was a copied bp for a slightly different function i had to guess how to change it to make it work for me, then someone showed me this set loop method to count them, and again i had to guess how and where it should go

dense mica
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So you are creating portals for portalcount's lenght times and those portals create spells two times and you are deleting portals after 2 seconds?

dreamy gulch
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im essentially making a spell, the final product will be you cast the spell, it initiates slow mo, giving you like 10 seconds to place two portals, entry and exit, which will either destroy via timeout, new spell cast, or once something passes through

dense mica
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This could be way easier if you do from stratch

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One sec

dreamy gulch
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im worried i wont be able to get the linetrace spawn thing to work, as i said i modified a slightly different one and im lucky i got it to work in the first place

dense mica
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Well then

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Where portalcount is populated at first place

dreamy gulch
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Rotation part, the current method is hold down key 1, while holding it down use the mouse camera aim to place it anywhere within like 2000 units, hold down right mouse and it will rotate, once key 1 released, place it

dense mica
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I dont see any portalcount array here

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Can you use this node for your portalcount array

dense mica
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Also put a breakpoint to that loop node (by pressing F9)

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It'll stop the game and let you debug it

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When the game stopped, hover over your mouse to pins

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Check their values

dreamy gulch
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the set portalpoint is the roginal actor i was using, when the guy told me how to do it i changed that to an array, and it broke the game, so i created a separate array called portal count, im sure thats wrong but ive only just started learning like last week

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sorry not 'set portalpoint' i meant 'entryportalplace'

dense mica
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So your portalcounts array is empty, from what I can understand from screenshots

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Because you are checking for validation for your EntryPortalPlace

dreamy gulch
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i appreciate the help btw i know my bp is a cluster***

dense mica
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Pretty sure your array is the problem

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Check the value of it

dreamy gulch
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so can you add single actord to an array, or do they also need to be array?

dense mica
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array is just a container holds multiple values of same type

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this is relatively a confusing subject for a beginner

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but to summarize and explain in the simplest way, your all variables of objects are actually pointers

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they point to the value of your object in the memory

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and objects array (object = actor, pawn, character, anything derived from uobject class) holds the pointers of your values, when you add something to array, it copies your variables adress and store it

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dont get busy with these things for now

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whenever you spawn a portal, store it (add it) to your portalcount array (and probably rename it to StoredPortals)

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And whenever you delete them, before destroying or setting their lifespans, also delete them from your array

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use find node of your array and remove the found element

dreamy gulch
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i thought here i was adding the spawned portal place, to that array, or am i actually just adding an empty array to nothing

dense mica
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but before that you are looping an empty array

dreamy gulch
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should i transfer the loop section to after the add?

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or better yet scrap it all? i hate to make you spend ages helping

dense mica
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use IsValidIndex node for your 0 element

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if it is not valid, just spawn portals without using any loop

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if it is valid, use the current setup

dense mica
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very very easily

dreamy gulch
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add is valis to that 0 you mean?

dense mica
dreamy gulch
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i shall start watching now, thasnks for all the help and apologies for the stress

dense mica
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0 is always the first element, so if 0 is none, it means your array is empty (unless you placed the first element to 1th or anything else than 0 but in your case its always 0)

dense mica
dreamy gulch
dense mica
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Haha well it was a pretty accurate and sensible guess ๐Ÿ˜„

dreamy gulch
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ifonly i had that debugging sense for everything else

trim matrix
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Guys is it possible to create with blueprints a drag and drop UI input where I drop an image from my desktop to? Are there any topics on the forum about it?

dawn gazelle
fathom hamlet
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I want to remove a small radius of my landscape when an enemy dies, how would I do that? I thought I could use LandscapeVisibilityMask in the level blueprint. I've been working on this for a week and can't figure out a better way to do it. Any help would be greatly appreciated.

trim matrix
dawn gazelle
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(also free)

severe turret
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if you want a cross platform version you could use my TFD plugin too. https://gumroad.com/products/EHpDK/

Gumroad

TinyFileDialog plugin for UE4 is a cross-platform lib that offers several options for opening dialog boxes.This plugin contains 6 new nodes.- ShowMessageBox (a simple message box)- ShowInputBox (capture user input)- ShowSaveFileDialog (open a dialog browser to select a folder)- ShowOpenFileDialog (open a dialog to select a file to open)- ShowSel...

trim matrix
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anyone know how to make this text hidden and only show up once a different widget is open but also overlay that widget so the background blur doesnt affect it, its a timer

pale pecan
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Hey guys, I'm adding elements to an array and yet they are all index 0.
doing a for each loop I can print each object name in turn but each index is 0. it sounds wrong to me.

ember wharf
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If anyone could shoot some help i'd greatly appreciate it. I'm currently working on a tank control movement but when i rotate my character it seems to snap back to looking forward. Any suggestions? (i've removed the boom arm and camera for the third person character)

trim matrix
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Hello, i'm trying to have children units with specials stats and abilities based on a parent unitMaster class, and Ability class. However, when I try to modify my unit with the ability, the ability is null. Any idea how to assign a class ?

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This is my ability, and the fireball:

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I get this:

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This is my variable:

knotty bane
trim matrix
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ah ok, so if I want a class simply listing what the ability does, I should not use an actor

knotty bane
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you could change your setup to have not references but classes in your abilites array, then in your unit you can use that info to spawn the actual ability

knotty bane
trim matrix
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what other object should I use ?

knotty bane
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depends on your setup. you could hold an array of classes (not references), and then when you want to spawn that ability spawn a new actor with this class

trim matrix
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thank you ๐Ÿ™‚

worn nebula
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This is my set up:

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The timeline is so he doesn't just roll and instantly stop, and the delay at the end is to ensure the animation is finished before the roll is done

azure bolt
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I've just made a simple box collision so that when the player enters it they can left click, the turn off/on input works, but I can't use the keys when inside it. What am I doing wrong? this method has worked previously for me

last abyss
azure bolt
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What do you mean? I tried several keys such as backspace, enter, C and none were working

last abyss
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@azure bolt I mean that should be working, at least the actor should be printing hello no?

azure bolt
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Ah I think I found my issue, I was using a character blueprint instead of an actor blueprint.

last abyss
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interesting, can anyone explain why pawns need to be possessed to get input from a PC rather than using enable input?

smoky socket
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Hey guys, how do I get a bone position from a Skeletal Mesh asset? The Get Socket Location expect a Scene Component as input, and I can't cast the Skeletal Mesh to a Component.

turbid valley
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why that actor doesn't move to that socket when i overlap with it?

knotty bane
turbid valley
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now it gave me this

knotty bane
teal trench
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Can anyone point me on how to make my character move to a clicked actor in a 2.5D world. And then, if he reach it, I can click to the next actor to make the character move to it?

trim matrix
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@teal trench there is a top down template

teal trench
trim matrix
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for that you could use an invisible volume on the actors, project screen to world position and check if the mouse overlaps it
(probably with a line trace)

icy dragon
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Instead of move anywhere to click, you can modify the code to do a check if the object clicked is a valid character class.

teal trench
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I can only think about a way to get the clicked actor' s location and send my character to that location with AI move to or Simple move to location

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will that be good enough?

trim matrix
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@teal trench would be my approach too

teal trench
little flare
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hey can someone help me? when i hit my enemy, the "GetHit" anim plays, but then, he starts to walk in idle, he still plays the hit anim when i hit him but he walks in idle

high ocean
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This is driving me crazy:

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The code doesn't change the normal state, only the hovered...

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any ideas?! the ref is there, checked with print, it even shows up as set after the first setmembers function, so it should be there, but it doesn't change.

maiden wadi
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@high ocean Does it also not update it after calling that and then hovering over the button and then off?

high ocean
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@maiden wadi nope

maiden wadi
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That actually works for the hovered though? That's kind of odd. I thought breaking a struct passed them by value, which would mean you're setting a copy.

high ocean
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@maiden wadi even tried re-structuring the struct all the way up to setting the style struct back into the button itself - thought it lost it somewhere in the sets - nope, didn't work

maiden wadi
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@little flare Look up Anim Montages. Quite a bit of data floating around for them.

little flare
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i don't know how to set the anim

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i have no idea

maiden wadi
little flare
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ok, tnks

opal ivy
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Is there a FREE json plugin people would recommend for using in blueprint?

sand wasp
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what is this?

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but why does it always pop on, if I try to pick up a weapon?

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and since this error comes up some things dont work anymore

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i just imported something (art assets and particles) and since then this pops on and some keystrokes are not being registered anymore

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why is this enabled since i imported these assets anyways?

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alright... I'll do some debugging then

high ocean
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@maiden wadi Could it be the implementation? I've tried it on {EventConstruct} and it sets the texture fine there ๐Ÿคฆโ€โ™‚๏ธ

little flare
high ocean
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@little flare If you are using an animation blueprint, you need to change animation state, play this "being hit" animation, then switch back to the animation blueprint. If you aren't using one, then it's more complicated. But these are more like #animation questions.

little flare
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ok

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idk how to do this lol

sand wasp
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@trim matrix So I just found out that since I imported those assets, I am able to swith the Editor Viewmodes via Keyboard (V cycles trough Wireframe, Reflection, etc. / B shows all). I don't know how and why this happens but somehow F is assigned to freeze render. I don't know where the BP for this is, but I dont have anything in my Controller or Player BP.

high ocean
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@little flare Read up on animation states, animation blueprints, follow a tutorial on animation blueprints+state machines etc. There are tens of them on youtube.

little flare
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i just did this

maiden wadi
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@high ocean Uncertain. As far as I was aware, simply setting it should work as it should update in the next slate draw.

little flare
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now its like this

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inside (HIT)

sand wasp
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but I deleted already the last imported assets and it is still happening. It somehow messed up the settings. Btw Input in ProjectSettings is fine. Is there any Debug Setting i dont know of, which changes the viewmode?

little flare
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didn't get that

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i did this in the arrow

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and this in the event graph

sand wasp
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@trim matrix So is there no hidden debug setting which switches the viewmode?

opal ivy
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So, no recommendations?

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I'm not familiar with it.

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Yeah, that's what I figured.

little flare
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what happened?

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can i fix it?

opal ivy
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So, I've found DataTables. Are there practical limits to data tables I should know about? Such as column or row count?

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Right, I don't want to express tree like data

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I want to represent a 2D array of ints

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Can I have a datatable with, say, 500 columnns and 500 rows? Or should I just have 2 columns and 250k rows?

faint pasture
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Unless a row is something on its own

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Just make a struct that acts as a 2d array

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What's the use case?

opal ivy
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I'm trying to build a set of static meshes based on a heightmap

faint pasture
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Ya make a custom struct and some helper functions to convert 2d to index

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That's what I use for wave function collapse

opal ivy
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Maybe I'm overlooking something, but I haven't really seen an intuitive way to use a heightmap

faint pasture
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I'm fairly certain there isn't a built-in multidimensional struct but I'd be happy to be proven wrong.

opal ivy
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There's not as far as I can tell.

dawn gazelle
# opal ivy Is there a FREE json plugin people would recommend for using in blueprint?

This looks like it would be the best one of the 3 free plugins I could find, and looks to be fairly straight forward on how to use it, but I've not used it.
https://www.unrealengine.com/marketplace/en-US/product/json-blueprint

The others are VaRest and EasyJsonParser. VaRest's JSON functionality I find is very cumbersome, and not very intuitive to use and has a lack of documentation on how to properly use it, but it is still a good means of making API requests and the like where you usually get JSON responses.

Easy Json Parser only takes JSON input, has no easy way of converting values to a JSON string, and looks to be fairly limited in its capabilities.

faint pasture
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Ya idk, I thought you already had the int data and just needed a data structure to manipulate it.

opal ivy
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I do, currently it's from an outside program

faint pasture
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We just import as csv to a data table but it's 1 bitmap per entry in the table and they aren't huge

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At run time we have large bitmaps tho

opal ivy
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As it stands, I'm generating a 500x500 array of ints from 1 to 5, and rendering that using SFML, but could easily put that area into any sort of image format

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I don't want a typical height map though, I want each point of the heightmap to be represented by a cubic static mesh

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as the most basic level, this would just be a plane instead of a vertex

clear hinge
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What does the path start mean here? and the tether distance?

dawn gazelle
clear hinge
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cool

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thanks man

opaque flax
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Anyone knows how can I get world location of the actor component?

dawn gazelle
opaque flax
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@dawn gazelle Not exactly, now there will be an explanation by @tough ocean

tough ocean
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Im taking component from hot result, taking it's owner and from it I search every component with same tag, than i should compare every component location with first one

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@dawn gazelle

glad sigil
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Not sure if this is the right channel to ask this. We have a level fully set up with Level Streaming Volumes and works just fine, but when we switch from another level to that one, the Streaming Volume collisions are not triggering for some reason. Has anyone found this before?

tough ocean
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But i cant read world locations

opal ivy
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It really seems crazy to me that it's this difficult to get the Z value of a heightmap at a given XY

dawn gazelle
tough ocean
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@dawn gazelle OH, seems i got it, i've just change to scene component class and now i can get world location

high ocean
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@maiden wadi Thanks anyway ๐Ÿ™‚

opal ivy
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Do I have to break into C++ to define a type for my data table rows?

dawn gazelle
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You just create a structure.

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After you create the structure, you can create your table based on the structure.

opal ivy
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awesome, I think I may have a solution here then

round basin
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Hi, I'm trying to get a "1d velocity", like the speed of a character in a 2d game. I think there might be a function for that, but I couldn't find it. So I have done that, and it seems to work. Can you tell me if there's any better ways to do that ? Thanks !

trim matrix
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@round basin Get Velocity and Get Vector Length or Size

sand wasp
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How can I see what C++ class or blueprint is executing a command?

opal ivy
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I think I'm actually super close to having this working, if I could just figure out why my for loop gets detected as an infinite loop after ~400 on each axis

round basin
hybrid ether
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I have problem. In my game when I "loot" it sets gamemode ui only and open widget. But if I have move forward button 'w' pressed while I open loot player keep running forward. Stop movement node doesnt work because game thinks I'm pressing W

sand wasp
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How exactly do I do that?

icy dragon
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So I'm trying to assemble a blutility, and want to have the function to create BP asset inherited from Object in the Content folder.

However, the Factory input is kinda confusing to me, since it doesn't seem to detect any Factory Object or UFactory classes. Context sensitive node selection doesn't have much useful nodes either. What should I do with it?

sand wasp
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The Keymap has only an Interaction assigned to F, but I never access it. Can I do a full sourcecode search in Visual Studio?

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Alright, thanks! But one thing before I do that...I just made a new GameMode with a new pawn and its working now. But the Main GameMode with its Classes isnt....why's that?

opal ivy
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holy hell I did it

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It's loading my low res heightmap in and displaying

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I can actually move on to determining a set of static meshes now, rather than using cubes

sand wasp
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oh lord @trim matrix ...it was the fookin Replay Spectator Controller Class which was not set correctly

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Thanks for your time tho, really appreciate it

opal ivy
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I'm not going to be using cubes long term, I'm going to be doing a handful of static meshes

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Currently just trying to get a handle on the engine itself and the best way for me to do that is playing around with it myself

boreal tundra
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what decides what my object should be during casting, whenever I cast to something it fails, and I don't know what to cast to

covert stirrup
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How do I normalize the distance along a spline? can't seem to get it to work right

tawdry pawn
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hey guys i am trying to add a link to a radio station as a triger

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in what node i shell use to get the radio work at my level?

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open url is option but may delay the function

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any other way?

restive dagger
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yo anyone knows why it upscale the mesh when I run this code?

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Im using minus

severe turret
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what is the scale before you run it?

restive dagger
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0.3

severe turret
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then its gonna set it to 1.0 which would upscale it

restive dagger
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wait since this is a problem,

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First I downscaled the capsule component

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I thought (since its the parent of the static mesh) the static mesh will get down scaled too

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but it didnt

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so now I have to set the scale of the capsule component and the static mesh

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is that fine ?

alpine lotus
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hey there... I'm new to Unreal... and I'm trying to make a cube jump forward by a certain amount on a key press

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this is what I did

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but it doesn't quite work

weary forum
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I believe you want to call the root component, not the static mesh

last abyss
# alpine lotus

first things you can do is see if a print string would actually show up when you press W. if it does, then you can work out why it doesn't move. such as, perhaps it's not moving because you're only movin it once to X 10, Y 5, Z 0 meaning once its done it won't move again because it's already in that place.

alpine lotus
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it actually moves when I press the key, it all triggers, but it kinda just jumps around

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ima try increase the values and see what that does

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maybe it's because physics are enabled ๐Ÿค”

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I think I maybe found the issue

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it kinda works, but not how I expected

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I can only move it once

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like when I press W it moves forward, but when I press it again, it doesn't move again

last abyss
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that would be because you're feeding a single location in, you're not adding to a location.

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considering move component to uses relative location, you'd want to get relative location of the component and add a vector to it

gusty cypress
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Can I use event tick to create an ingame timer?

alpine lotus
last abyss
last abyss
# alpine lotus so I need to get the actor location?

no, since its the component that's being moved you need to get the relative location of the component. So off the static mesh component pin you would get relative location, then vector + vector with that location which will return a vector that you plug in the move to node

alpine lotus
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I did this

alpine lotus
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the thing I did also worked, but your method seems better

last abyss
# alpine lotus I did this

the problem with this is if the actor is not at 0 , 0 , 0 in the world, the first time it would move, it would fly off to whatever location in the world the actor is in + 100 on the X.

alpine lotus
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ah yea, makes sense

weary forum
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So I'm trying to rotate my pawn with quaternions, and well, it kinda works, but it rotates like crazy and spazzes out of control like crazy.
I assumed that the amount it's rotating per tick was just a really high amount, so I multiplied the quaternion X axis by the "rotationreduction" variable, which is just a really small number (0.000001, in fact). This didn't really change anything.
My next assumption is that it's tied to my framerate, but I don't know how to limit the speed of this by delta seconds, since this is running off the InputAxis event, not the EventTick.

gusty cypress
last abyss
gusty cypress
last abyss
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sounds great ๐Ÿ˜ฎ

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the more you know alex

alpine lotus
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uuuh, why is my cube just flying up when I enable physics

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shouldn't be blueprint related, nothing is activating

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I just changed angular damping, but then changed it back

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I am confused

weary forum
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Is this made from a character, or just like, a normal cube?

alpine lotus
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it's a cube

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it's basically my character

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I set it to move-able

boreal tundra
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how do I decide what should my object wild card be

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when casting

weary forum
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I think that would make the physics freak out

alpine lotus
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it's like this

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and when i press play

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it flies up

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and it didn't do that before

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I start it... and

weary forum
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what happens when you drop another default cube in the world?

alpine lotus
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good idea, ima try

weary forum
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does that one fly up?

alpine lotus
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yes

weary forum
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Interesting.
did you ever mess with your global gravity?

alpine lotus
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nope

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idk even where that is

weary forum
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check it out
It's in your world settings menu

alpine lotus
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opened unity for the first time today, after binge-watching tutorials, lol

weary forum
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it's in here

alpine lotus
weary forum
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maybe override it?

alpine lotus
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yeah, gonna try

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I set it to 1

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and it doesn't fly away now

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but it messes up my cube movement

weary forum
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I wonder how that happened in the first place, that's strange.

alpine lotus
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instead of the cube jumping, it now kinda glitches a bit

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and then floats away

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lol

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so overriding gravity didn't solve it really

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I think it doesn't even fly straight up

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maybe I'm just gonna start a new project... now that I know how to setup my movement... it isn't that hard

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actually

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starting a new level may work

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and ima delete this one

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since my cube is a class... and not a level blueprint

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I won't loose progress

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yeah

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it works now

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ok now a legit question after that... weird encounter

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I want my cube to look like it's jumping... so I have it go to a location and up... but then when it gets there

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it just falls dow

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how would I go about it going up and down?

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I mean I have the idea of... using 2 of these in succession

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one up and in the wanted direction and the other continuing the direction and down

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but is there like a simpler way?

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lol, spaghetti

earnest tangle
#

you know you don't have to use just one "get variable" node lol

alpine lotus
#

I know

gusty cypress
#

I've created a timer using "GetGameTimeInSeconds" and I've tried to format it using toText making the format 00:00.00 but instead it gives me 00:00.000 not sure why...

earnest tangle
#

you probably should set maximum integral digits to something else than 324

#

also a second has a 1000 milliseconds so I don't think your formatting would work to begin with

#

if you're trying to do a similar formatting as you often see in sports or such where you have the faster running total after the second, they use 100th's of a second so you would need to do that conversion

gusty cypress
#

wouldn't the format work as all i want to do is cut off 1 digit, hence 0:12.522 = 0:12.52

alpine lotus
#

@earnest tangle if I want the view camera to follow the player... I need to have it within the blueprint of the cube?

earnest tangle
#

if the cube is your player pawn then that would be an easy way to do it since it would automatically move with it

alpine lotus
#

also... how do I set the cube to actually be a player pawn... to have it spawn on the player start?

trim matrix
#

Hey guys, i have an action mapping that uses Shift + LMB. The released pin doesnt trigger if i only let go of shift though, only fires if i let go LMB or both. Any way to have it fire regardless of which key is released?

alpine lotus
#

How do I make it that the camera shows the scene

#

like when i start the game

#

so that the view is from the camera

#

@earnest tangle are you still here?

#

I tried to get the camera view

#

but that didn't work

narrow kelp
#

What in the world is going on with Wrap Integer... None of the results are what I'd expect

sand shore
#

negative input? That's broken

narrow kelp
#

this outputs 1

#

as an example

#

i dont understand

sand shore
#

you would expect 0?

narrow kelp
#

yeah

sand shore
#

Exclusive max?

#

I pretty much just do my own because my min is pretty much always 0

narrow kelp
#

yeah it wasn't working for negative either, like you said

#

maybe its just a couple weird things adding up that made me confused

sand shore
#

that does tend to be the case any time you're thinking to yourself "Man if this is broken I don't know how anyone ever ships an Unreal game"

narrow kelp
#

lol yeah

sand shore
#

(but perhaps your confusion was not nearly as reaching as that)

narrow kelp
#

it seems like a function that would just work

sand shore
#

Right?

#

It has a terrible contract, enforced terribly

#

If I were doing this node today, I'd have it take a FIntRange and it'd work with negative values

flat quest
#

How would I get the instance of an actor. When the game is started, It creates an instance of a camera actor, I want to get that actor and change details in game.

fleet cedar
#

I want to make my character face the direction of the blue arrow, but it flips between negative and positive which causes it to flip. Anyone know a workaround?

faint pasture
fleet cedar
#

it's visible when lerping

#

which I will need to do

icy dragon
#

Okay, so here's the thing: don't lerp Rotators floats, because it'll wrap around so that it wont cause floating point errors.

#

Instead, use something like Add World Rotation on Tick.

true blaze
#

What you can do is use this

#

and as alpha, use

#

Delta rotoator, Difference between current and target rotation

#

divide it by 90

#

(or 180?)

#

and feed that into alpha

#

i think that might work

trim matrix
#

Hi, I use pawn sensing for AI, is there a way to make the ai harder to see the player in the dark, and recognize the player flashlight?

opal ivy
dawn gazelle
opal ivy
#

thank you!

opal ivy
weary forum
#

For some reason, my pawn isn't able to move, but my rotation blueprint works.
To be clear, this is on an empty pawn, so it doesn't have the PlayerController on it, but I can't put that on here either.
I'm confused, because this is as basic as it gets, and I'm not sure what's wrong with it.

pine prawn
#

Hi! Let's say I have a BP_A and a BP_B that's a child class of BP_A, is there a way to cast as BP_A elsewhere and call a function that is prototyped in BP_A but defined or overriden in BP_B?

dawn gazelle
#

Overidden in BP_B:

pine prawn
#

Ya pretty much

dawn gazelle
#

If you place actor BP_B in the scene in this situation, you'd get the "I have ovridden the function!" output.

pine prawn
#

so it's automatically overridden just by virtue of having the same name

dawn gazelle
#

No

#

You need to select it from the list of overridable functions.

icy dragon
pine prawn
#

Oh ya I looked in there but didnt see mine, lemme check again ๐Ÿค”

#

Woo! it worked! Thanks @dawn gazelle - I didn't see my function in the overrides so my bad ๐Ÿ˜Ž

icy dragon
#

As for the flashlight, you could do angled line traces that make up the shape of cone. But you don't have to be extra precise by using too many linetraces - it's pretty forgiving even with fewer linetraces. 6 linetraces around the flashlight's light cone and 1 linetrace from the center should be enough.

marble tusk
#

I've created a Blueprint Interface, but for some reason I can't find certain built-in enums in the variable list. I'm wanting to use ESplineCoordinateSpace, but it's not in the list. I've used it before in my Blueprint function inputs, so it's puzzling me why it's not able to be selected here too.

#

Oh, I might've used it in Blueprint functions from just dragging the pin onto the function rather than selecting it in a list. I guess it's just not exposed as a seletable option

#

Well, that's odd since I'd like to keep using it to be compatible with my other stuff

#

I'll just make my own I guess

hazy tide
#

Idk where to put this

#

Where is bug report section?

#

I get this crash when trying to paint with a material on my landscape

maiden wadi
#

@marble tusk You can't see it because the component is terribly written. Despite that it's a property used in blueprint, it's not actually blueprinttyped.

#

If you want to get around it easily, you could just specify a bool of IsWorldSpace or something and convert the bool to binary. Enum only has two entries, so local would be 0/false, worldspace would be 1/true.

marble tusk
#

I just made my own with the same options. Enums seem to just be bytes, so they're relatively compatible with each other

maiden wadi
#

They are bytes. So yeah, that'll work.

#

Seeing older components makes me wish they'd redo them for 5.0. I know they won't.. but still.

marble tusk
#

When I try to plug one into the other it automatically makes this converting node. It doesn't connect properly, so I need to add the make literal byte node

maiden wadi
#

Semi not surprised. Namespace enums aren't supposed to be used anymore. Should be

UENUM(BlueprintType)
enum class ESplineCoordinateSpace : uint8
{
  Local,
  World
}
keen seal
ember wharf
opal ivy
#

is there a number of blueprint actors I should stay under for best practices?

#

I'm actually pretty insanely close to having my map building like I want, but I've gone too deep and UE detects an infinite loop, so I'm going to have to break the map into chunks

ember wharf
maiden wadi
#

@opal ivy The loop has nothing to do with how many actors you can or should have.

alpine lotus
#

How do i get the view from my camera?

turbid valley
#

i need to cast from actor1 to actor2 in thirdpersonBP. What do i put to actor2 cast object slot?

alpine lotus
#

so I can't setup my camera... because the camera isn't a actor...

#

I was trying to have the camera as a part of my player blueprint

#

since I want the camera to follow the player on the X axis

#

but I can't get the view from the camera

#

but if I make a new blueprint with just the camera... how would I reference the player position there?
Also... having the camera in the same blueprint as the player... would mean I could just place it into levels and it would all be setup

#

but I can't figure out how I'm supposed to have the view from this camera when i start the game

#

I have been stuck on this issue for at least 2hrs... and haven't made any progress

#

and I really need to get the view working so I can test the game... so i can add more things to it

brittle spade
#

when I posses another character, the old one seems to be stuck however I left it, if I unpossessed it while in air, it will stay in air, if I unpossess it, while walking, it just walks in place... and so on

#

I was thinking to let it with an empty controller, but I'm unsure how I could achieve that

misty ibex
#

Hi, guys, Is there any "coding standard" for blueprint?

I write logic with blueprint a lot, and every time I look back to the BP i made, they are just like one of https://blueprintsfromhell.tumblr.com/...

But I have summarized two points to make blueprint more concise and better to read:
The idea is event graph is all about "Logic flow", so

Execution path only has blue node connected,(blue node is not a pure function, every node represent separate functionality),---Horizontally
Every parameter used by blue node, (hopefully) represent by pure function node, stacking under it.---Vertically

Having these still can't make BP feel perfect...

icy dragon
chilly jetty
#

Hi there

#

I have this shield that I made which can block a projectile and increase the ammo count

#

it works fine but when i activate it again after the first projectile catch even without catching the next projectile, it automatically increases the ammo count

#

I understand it has something to do with the OnComponentHit Event and the boolean but I'm just not sure why exactly its doing this

turbid valley
#

I have system that when i linetrace to certain actor(lets say actor1) it adds "float value" from thirdpersoncharacter to actor2. i have been stuck with this for a while now because i can't cast actor1 to actor 2

maiden wadi
#

@chilly jetty This is a great example of why not to mix execution lines. What's happening is that at some point, your OnComponentHit is running and that bool is set to true. If you press E after that, it'll read true forever until another OnComponentHit is ran through. So the branch will always go through when pressing E

#

@turbid valley Are you saying that you want to line trace, hit an actor, and add a value to that actor while also lowering a value in a second actor?

turbid valley
#

yes and that second actor is player character

maiden wadi
#

Do you plan on doing this to more than just the actor1 type?

turbid valley
#

No

#

I can collect fire wood to my "inventory" And then i can use them on other actor that is just a trigger and when used it will remove one wood from inventory and add it to the separate actor that is the camp fire (for example) and it does contain all math about how much is there wood and how fast it uses it.

meager hinge
viscid rose
#

My bar is set to 100 from the get go... so I'm not sure what's going on. I'm not familiar with debugging blueprints yet..

maiden wadi
#

@viscid rose Percent should be CurrentHealth/MaxHealth

#

@turbid valley If you don't plan on using the line trace for any other reason, then you can cast to actor1 to set the values, and do GetPlayerPawn->CastToYourCharacterClass to set the other values.

viscid rose
maiden wadi
#

Is your max health 100?

viscid rose
#

๐Ÿค” I think that's the problem... it looks like the health is being assigned a value first time P is pressed..
Edit: nvm as default value is 100 so it shouldn't be the case

maiden wadi
#

And when pressing P, your health percent doesn't lower?

#

Oh. It starts zeroed. Missed the video.

#

You have to update it on beginplay or something.

viscid rose
#

The default value of health is 100 though - it should start at 100 without me needing to assign it on runtime/eventplay

#

I tried setting to 100 on eventplay and still same issue

last abyss
mossy herald
#

How should I change this so the fireball shoots where the camera is pointing ?

long smelt
#

Hey there!

What's the best way to make a main menu camera system like this?

I need to move the camera along a path that I can define to a different 'screen'

long smelt
mossy herald
long smelt
#

it's a library function i believe

meager hinge
long smelt
#

pawn -> get control rotation

mossy herald
#

oh u mean like this? I thought I had to put something into target

long smelt
mossy herald
long smelt
#

It's telling you that Hit is invalid

mossy herald
#

but why

icy dragon
shadow saddle
#

anyone the part where u press spacebar longer and u jump hhigher

#

and if u press and release immediately

#

u only jump a little bit

trim matrix
#

Anyone knows how to use the Gameplay ability system ? I would like to add the basic ressources to the AbilitySystemComponent but I cannot figure a way to do that

mossy herald
astral fiber
#

Can I somehow set a global LOD Level which should be used?
So If I have a settings option and there I can set how much detail gets displayed?

dawn gazelle
timid drift
#

good, how could I do that when I create the spline mesh, respect the same initial shape and scale of the original statich mesh. In 1 I have the spline mesh that is automatically modified and in 2, I have the original statich mesh to compare, I want 1 to be equal to 2

dawn gazelle
#

There's not so much a problem with delays, but I believe the issue is with delays being used just as you're trying to do here --- depending on the speed of the player's computer, this may or may not work as the Player Controller may not have had enough time to load the Hud Widget you're trying to get on all computers within that 100ms of the delay. I believe this is what is called a race condition?

Instead, you could have your HUD Widget call a function on this blueprint when it is ready (on the HUD Widget's begin play) that would perform what you need and it should work out.

#

Alternatively, you could do an IsValid check on the HUDWidget Ref, and if not valid, delay a moment, and loop back into IsValid check.

weak idol
#

It looks like they removed "Spawn Actor from Object" in 4.26, does anyone know a way to clone an existing actor instance?

gusty shuttle
#

Hey folks, is there a efficiant way to make a line trace come out of 2,4 or 8 different areas without making a pile of LineTraceForObjects nodes?

#

Like so

#

But I mean, only coming out of the cannon ends

elfin hazel
#

foreach cannon

gusty shuttle
#

LOL

#

Wait

#

What?

#

It's going to be running on a tick and I don't think it's wise to run a for loop off a tick no?

elfin hazel
#

I mean, i guess you'd know that a cannon exists. So for each cannon, get its location and direction, and base the linetrace on that.

dawn gazelle
#

Does it really need to run on tick?

elfin hazel
#

I mean, if you want to line trace on tick, it doesn't really matter if you have say 8 linetrace nodes, or 1 that runs on a loop of 8.

gusty shuttle
#

I'm doing that already for the bullet version, just don't think it would transition well with a laser beam

icy dragon
elfin hazel
#

Another aspect to consider is if it really needs to tick, or if a low interval is better, say 0.2s.

gusty shuttle
#

True, I could run a timer, not opposed to that

elfin hazel
#

then again, if this is the only actor that does it, it won't matter much.

weak idol
#

@icy dragon Spawn actor from class doesn't clone an existing instance, do you know of a way to do that?

gusty shuttle
#

Yeah I suppose I could make it in the actor....

icy dragon
weak idol
icy dragon
weak idol
weak idol
#

i'm on 4.26.2 maybe a change in between there

icy dragon
#

My modifications made to the engine are only changing the rendering and the level streaming stuff, not even touching Blutilities.

weak idol
#

would anyone on 4.26.2 be so kind to sanity check if "Spawn Actor from Object" exists?

weak idol
spiral verge
#

Noob question: how do i access elements in a TSet on blueprints?

#

i know how to do it on c++ but wanted to expose it and just can't figure out how

maiden wadi
#

@spiral verge Usually you get the TArray from the TSet in blueprint.

spiral verge
#

i see, i was hoping there was a get too but i think ToArray works for me. Thanks!

nimble fractal
weak idol
desert quarry
#

What is the proper way to get the "current player" in a multiplayer game?

cerulean summit
desert quarry
cerulean summit
#

Also, does anyone know why tick or beginPlay might not be called on this BP? It's in the level and it's not hitting the breakpoints

dawn gazelle
desert quarry
#

Oh, that's great then! Thanks!

viscid rose
#

No idea what's wrong with the logic... Health is set to 100. But healthbar widget still displays it grey even though the logic works

#

If health goes down the health is then colored as it's supposed to be... Should the color function be binded? Problem is I don't want or need the health bar to be refreshed each tick..

dawn gazelle
desert quarry
#

Thanks. I'm just trying to see when I have to highlight an object for interactions.

weak idol
dawn gazelle
#

(I got rid of that message as he indicated he saw the colors change!)

#

Set the color on the progress bar to the default green value or call your event feeding in the current value on begin play of the widget.

weak idol
#

oh, that was confusing, said in the first part it stays grey, then says it changes

dawn gazelle
#

Yeah that's why I posted what I did XD

maiden wadi
#

@desert quarry @dawn gazelle @cerulean summit Worth noting about the GetPlayerController0. I ran face first into an issue with that regarding seamless travel at my new workplace. I've been under the impression that GetPlayerController0 returns the local player's controller too. I think it still does in normal hard travel games, and it will definitely work when called from client code in a Dedicated server game... But at least in seamless on a listenserver, that is actually not promised. There are cases where the server can register a client's controller first. If you have any C++ knowledge, it would be best to utilize GameInstance's GetFirstLocalController.

icy dragon
#

I guess I could retire myself from wandering around this channel and hang around in content creation channels instead, thanks to Sir Datura for the more immediate responses.

viscid rose
weak idol
viscid rose
#

I added that and it worked

#

Thank you again

weak idol
#

awesome, sorry i misunderstood you at first

untold fossil
#

Does the "WasRecentlyRendered" node work with occluded actors as well or only with actors that are within the screen's boundaries?

alpine lotus
#

anybody here that's good at blueprint?

primal smelt
#

When adding a simple box collision to a mesh, is there no way of adjusting location/rotation/scale by punching in the numbers like you can with scene components?

#

There also appears to be some grid snapping when I have completely disabled it. It's not like the model is tiny so I don't think I'm making the collision box too small

weak idol
primal smelt
weak idol
primal smelt
weak idol
weak idol
primal smelt
west jasper
#

Hi after a bit of advice please ๐Ÿ™‚

I have blueprint actors with some meshes and 1 spot light. there are a few of these actors dotted around the scene with various coloured lights.

What I would like to do is get say get all lights that are red and change the intensity or color of just those lights.

I am using unreal 4.20 if that helps ๐Ÿ™‚

limber seal
#

Is there a way to have a variable initialize to its default value after a blueprint sequence finishes executing? I have something parsing a string but im having issues because it only works the first time per playtest because obviously once you replace the parse condition once it wont see that condition to replace with future values unless its initialized back to default after it finishes that blueprint sequence that changes it

dawn gazelle
#

OR use a function and use local variables and have an output on it that will then contain the value you're looking to get out of it without manipulating the default value at all.

limber seal
#

appreciate it, not sure why I didnt think of the first one since thats pretty standard across languages ๐Ÿ˜‚

vast crow
#

Some skeletal meshes are stretching like that when in far distance. Do you have an idea of where to dig?

gritty elm
#

the control rotation value is updating

#

but when i break rotation, the x, y, z value is 0

#

why this happens?

atomic phoenix
#

Is anyone here familiar with the Rama Victory Plugin? I am using blueprint functionality to have a project output images and having trouble with image path output paths. Wondering if someone can help me out

gritty elm
vast crow
gritty elm
#

how i can rotate my player towards crosshairs?

severe turret
#

use dot product to get the direction between the player and the crosshair locations and convert to either radians or degrees as rotator. Then interpolate to the rotation value

#

there might be a LookAt Actor function you can use/copy/paste tho if thats too much to think about.

atomic phoenix
#

Now when I try to remake the same function, it no longer gives me the error, but it doesnt store the image in the file directory i have specified

gritty elm
#

@severe turret

#

in this image, you can see the my character and crosshair

#

i'm using transform modify bone of character spine

severe turret
#

is that crosshair actually in the world?

gritty elm
#

yes

#

i'm using get control rotation to do that, but it doesn't work proper

#

when i rotate my dragon 180 degree, my player doesn't rotate correct

#

when game start, it rotate fine

severe turret
#

maybe if you change your name to g33k180 it will work :p

#

I would go with the dot product method though (for optimisation sake) and work from there.

gritty elm
#

@severe turret i'm sending of a gameplay video of my setup and playing of game

severe turret
#

dont send it to me. I charge by the hour.

#

anything I do in this chatroom is for the good of all, not just for free work

gritty elm
#

i mean this is the error that i have right now

#

when game starts, player rotate correct according to mouse rotation, but when i rotate my dragon, the player doesn't rotate correct

#

yes i send the video for better explanation

severe geyser
#

@severe turret out of curiosity, you charge by the hour for consultation/hands-on assistance?

severe turret
#

@severe geyser time is money my friend.

severe geyser
#

true that, but I'm just curious. If someone needed more hands-on assistance, you would do that at an hourly rate?

severe turret
#

of course. But this community is excellent too and it's free. There are some heroes around here.

gritty elm
#

well, i never ask anyone to pay me for hour, as far i joined this group, this is not freelancing platform, this is unreal discord, where we help each other

severe turret
#

yeah we do. But sometimes people exploit that and certain people. There is a point you have to charge so you can eat.

atomic phoenix
#

who are you to tell someone about them charging for hourly pay or not?

#

at some point... yeah. developers have to make a living my dude

severe geyser
#

@atomic phoenix who are you asking?

atomic phoenix
#

was referring to g3 with my comment. i do the same with the 3d modeling discord im in. i can point people in the right direction and help to a certain extent, but after that i gotta start charging if they need more help. i dont have a full time job and i have to find some way to maintian my skills (if thats what u meant)

severe geyser
#

what you guys offer is a service, no doubt. I am still so new to this and there have been points that I was so lost that I would have paid an expert to walk me through how to fix an issue

severe turret
#

we all help out when we can. We can't just do the work for your though. We can only send you in the right direction.

severe geyser
#

so far, you beautiful people have been such amazing help

atomic phoenix
#

And that's fair and valid. This group has been wonderful so far to me and extremely helpful with the help ive gotten

severe turret
#

now that is all said and done. Anyone want to check out g33k's video and help them some more. I have to go do some work. Have fun all.

severe geyser
#

but being lost to the point of pure frustration is part of the learning

atomic phoenix
#

Oh i have definitely been there before. It sucks :/ I try to do as much as I can to help a person

gritty elm
#

i helped a lot of peoples who have issues in unreal problems or bugs, i never ask them for charge, but this is just a kind of pity or refuse to help others, what if someone join discord, and peoples are saying to charge to solved their problems? this is inappropriate behavior

severe turret
#

@gritty elm I gave you the answer but you have to implement it. Enjoy ๐Ÿ™‚

atomic phoenix
#

With something that's pretty complex, it's not uncommon to ask for a charge

#

Seems pretty standard with freelance work/other jobs

vast crow
#

How do you guys diff blueprints from previous commits? Seems that UE4 has put some effort to make it impossible:

  • code stored as .uasset (while it's actually text)
  • can't import .uassets into editor without breaking stuff
  • blueprint -> file -> diff -> "Updating history..."
gritty elm
#

thanks @severe turret

gritty elm
severe geyser
#

It all depends, I suppose. If I send a blueprint screen shot and ask, "what's wrong with this?" and someone has an easy fix, of course I wouldn't expect to pay for that. If I need someone to take the time to walk me through, step-by-step, I would think that merits some type of compensation

atomic phoenix
#

Oh, the warning I got before was triggered agian with the blueprints. It says "Currently, the only supported format for this function is B8G8R8A8. Make sure to include the appropriate image extension in your filepath! Recommended: .bmp, .jpg, .png. Contributed by Community Member Kris! Target is Victory BPFunction Library"

vast crow
opal sinew
#

How does one make a smooth recoil system? I tried using timelines and interpolation but they did not work well. So far I have add controller pitch and some camera shake. The main thing I am working on is the 'return' part of the recoil and smoothing out the initial kick up.
Does anyone have pointers to resources?

faint pasture
severe geyser
#

hey folks, quick question about using Target Points for random spawning. I currently have my enemies spawn from 1 of 4 Target Points as shown here. I am thinking of implementing a AOE lightning strike attack that I want to spawn at random points on the map. Any suggestion on the best way to get the aoe actor to spawn in random areas without having to use target points?

#

or should I fix this so that each of these 4 target points feed into an array, then do something similar with the aoe attack so that the enemy spawn points don't get mixed up with the aoe spawn points?

narrow kelp
#

@severe geyser look into EQS

boreal tundra
#

is there a way to check which blueprint changed a variable in order to give different outcomes?

severe turret
#

you could broadcast an event for it.

leaden walrus
#

How to start with blueprint ? what is the first things that i must know !

dawn gazelle
severe turret
#

@leaden walrus Unreal Learning Portal.

leaden walrus
severe turret
#

I would start with some googling skills first though. It's the most vital skill in this game.

leaden walrus
severe turret
#

start at the beginning and work through them.

vast crow
#

I'm not sure if it's right place to ask... Some of my skeletal meshes have insanely huge bounds, even though collision is correct. How are these bounds calculated and how to edit them? Positive/Negative Bounds Extension seems to only increase smaller bounds size (and capped at values like -75.481888, -6.xxxx, etc)

trim matrix
vast crow
trim matrix
#

yea I dont know what is wrong with that one

#

this one is cancer though

vast crow
#

Hahahaha, what

#

Probably cancer, but I really didn't want to add a member variable that time...

tawdry pawn
#

hey guys i want to use my rift s however i can see only part of the widget on eye and small part of it on the right lens

#

i using UMG

severe turret
#

did you add it in world space?

tawdry pawn
#

what you mean by that?

#

i using Pawn for that i am no tsure about the worldspace

#

but pawn seems to not affect the level

severe turret
#

widgets dont work in screenspace in VR. You need a 3d widget component in an Actor Blueprint class. Then make sure it's a minimum distance away from the camera/player. Make sure the 3d widget component is set to World.

tawdry pawn
#

huh i get it

#

thanks marc

left fulcrum
#

Having an issue with my save system that is driving me crazy if anyone can help. This is meant to clear the previous save files when the player presses new game from the menu. It only deletes SOME of the files and I feel like I am just overlooking something simple. Any help would be great!

spiral verge
#

@left fulcrum you are iterating from 0 to N and deleting elements while doing so

#

if you want to delete elements reverse iterate

#

or just do w/e you need to and then do a clear on the array

left fulcrum
#

oh jesus lmao, yeah youre right
thanks I knew it was something basic

reef flint
#

Could someone help me with this? does the code even make sense? I've been trying to get it to work for hours now xd
How I want it to function is when a player enters the collision sphere it sets the "terminal" to occupied so no other players can interact with it but it only works for the first player, if I try to use it with the 2nd player it acts like no ones using it :/

reef flint
#

oh alright :p

dawn gazelle
# reef flint Could someone help me with this? does the code even make sense? I've been trying...

Remove these checks. They should not be necessary in a multiplayer environment. They would return true for any local clients, and any other clients the Instigator Controller would likely return None if it was another player overlapping.

The server should store which actor is activating the terminal if you want to restrict others from accessing it and only when that actor triggers the end overlap should the things you want done on end overlap be performed.

forest crater
#

So I'm trying to attach a rope that simulates physics to Player's hands, however as soon as the physics get turned on, it just falls to the ground. I've tried attaching actor to actor or setting a physics constraint inside my character BP and nothing works. Any ideas what to do?

reef flint
dawn gazelle
pulsar juniper
#

Hi I was wondering if it was possible if I could start a level with a "intro movie" and then go into the level after it ends. I've been messing around with the blueprints, on the main menu level and level one, but I can't seem to get it to play when I start the level.

#

I have it set up like this in my level one blueprint, but it's not playing. I know you can set it up to have a mesh to play the video, but I want it to fill the screen when you start the level

#

Any help or being pointed in the right direction would be great! Thank you

severe turret
#

The thing is when you load a level, that over-rides everything else as it's not asynchronous. There is a newer built in system for managing it if you check around. Or there are plugins to handle it. https://github.com/truong-bui/AsyncLoadingScreen

GitHub

Async Loading Screen is a free and open-source plugin for Unreal Engine. Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a...

icy dragon
severe turret
#

you can also use world composition to have one level showing whilst another loads but hitching is an issue without my Latent Stream Level node /shameless plug

icy dragon
severe turret
#

i'd rather drop my gumroad :p

pulsar juniper
#

Cool! Thank you both!

faint pasture
#

Also why are you closing in that loop?

#

Also why even the gate lol

junior citrus
#

Sometimes I like to spread reroute node art inside blueprints

icy dragon
#

The Joy Of Blueprinting

long schooner
#

Hey

#

Can someone help me with this?

severe turret
#

You have a reference that it required to exist but did not.

long schooner
#

I got a crash when i load a new level if I export the game and compact and unpack it from winrar

severe turret
#

the problem is you need to post the log because that error is the result, not the cause

long schooner
#

How can I get the Log?

tawdry pawn
#

hey guys i am try to do radio system using stream url

#

i did try open url node but its not start playing

#

any idea how i can preform it?

severe turret
#

well it depends on the stream. There is a difference in how TCP/IP and UDP streams are handled. (the former needing a /0 terminator on packets and the latter not requiring it as it's a consistent stream). Often you will want to just bring in the raw data, determine the type of stream and either a. modify it into usable packets of data and convert to a type known by the output source, or it will be auto-managed. This is more likely with a TCP stream.
You can find formats that stream specifically well in engine, like .mp4 but it's very limited in codec and setup.

patent bane
#

I have a relatively basic game feature question, but the tutorials i found so far are too basic to help, as they all rely on variables. I want my character to be able to pick up, hold, move and drop water bottles. the water bottle has a bunch of variable like fluid type and fill level. My question : What the best way to go about either moving the actor itself, or, storing a reference to the actor and regenerating that actor with the same values when i drop the bottle ? Which approach is preferable for multiplayer ? I'm open to chat or read good documentation ๐Ÿ™‚

severe turret
#

depends how you pick it up. With animation or physics? Because physics handles can cover that side of it. As for storing the data, you have many options from save game objects to SQL-Lite or simply using variables in game. Being that persistence is key and it's multiplayer, it might be best to store that information on the server game instance or similar location (even the game mode if it's not a persistent world).

vast crow
patent bane
#

@severe turret i was thinking about teleporting the real water bottle actor under the map, spawn a fake mesh in the hands of the player , then move it back when it's dropped ?

#

I feel like a sql database just to pickup a single in hand object is a bit overkill ?

severe turret
#

it was just an option because you might have many players and persistent world storage requirements.

patent bane
#

oh ok

#

what about non persistent, 2 players. simple system where you press E, the water bottle is in your hands, the other guy can see it ( thats replication stuf..) and you can place it back down in some socket or whatever

echo frost
#

Anybody know why this is happening? I figure its something in the Character Movement but im not sure what it is.

dawn gazelle
#

The other character is probably getting smacked by a physics object when you're spinning around and it sends it flying.

echo frost
#

Ahhh. I think I know what it is

#

Thanks brudda

severe geyser
#

hey folks, quick question about my camera boon. Currently I have it Do Collision Test as Checked. For the most part, this works fine, but I would like it to ignore enemies. I have a few big guys and when they get too close, it adjusts the camera and it gets all funky. I only want the boon to be affected by the environment (walls, etc) but not enemies. Can someone let me know what I should change my settings to?

gleaming pilot
#

Have you thought to add a spring arm component to your Camera?

severe geyser
#

the camera boon is a spring arm component, no?

#

maybe I changed the name, but it's a spring arm

#

but I want it to ignore enemies

gleaming pilot
#

Yes, with a spring arm, it only counts what is behind you, not what is in front

severe geyser
#

what if I want it to ignore enemies?

#

so when a big enough enemy comes from behind, it doesn't force it to change

dawn gazelle
#

You have to change the collision channel or settings on the enemies.

gleaming pilot
#

I misunderstood your question if that is what you were going for. In that case that is beyond what i understand unless the spring arm works for that, hold on i will open up a project and check

dawn gazelle
severe geyser
#

Okay, right now my enemies are blocking all

#

so if I make overlap on visibility and change the probe channel to visibility it will just ignore them?

dawn gazelle
#

Yeah

severe geyser
#

I will give it a go but I think you nailed it. Thanks again you beauty

tacit shard
#

with the character movement component, how do i make changing direction more responsive?

#

breaking friction factor and braking deceleration walking help with reducing the speed of stopping when releasing the movement key/s

#

but say im pressing w+d then relase w and press s so im now presing d+S, the character turns/changes direction too slowly

#

also braking seems inconsistent, sometimes being sharp and sometimes being smooth when alternating directions between back and forth or left and right

#

increasing max acceleration seems to have affect

#

from 0 to the highest it can be set

#

acceleration is still the same

#

ok i wa sin the parent blueprint, not the child

#

silly me

severe geyser
#

@dawn gazelle so yes, that worked. The issue is, my trace is based off visibility so then I am unable to damage the enemy

dawn gazelle
#

Create a different channel for your camera if that's the case. Then set your enemies to overlap that instead.

severe geyser
#

I changed my attack trace to camera instead of visibility, then did the fix you mentioned and it's working

#

any reason why my trace would be bad for camera as the trace?

runic path
#

if anyone has had trouble getting a SteamID in final build and knows the solution please pop me a message, I can return the Steam Id if I launch the game from the development directory but doesnt work from a build exe

zealous moth
#

is != without input considered null?

brittle spade
#

from my experience, yes it is

#

but do it with "isvalid"

zealous moth
#

oh good point

stable smelt
#

Is there some way to get my character rotation from 0 to 360 where 0-360 is north and 180 is south, it supposed to be with the get control rotation node, but I have a topdown shooter with a look at cursor setup with wasd movement and fixed camera, so that node won't work.

dusky harness
#

Can someone tell me how to make or where to get images for Border Widget? So i can make textured widget windows

faint pasture
#

Control rotation is something different. The character CAN use control rotation but doesn't have to. It typically would for a FPS for example.

stable smelt
# faint pasture Get the actor rotation of the character

thing is I needed to get something that went from 0 to 360 because I was trying to recreate something I saw on a bp once but with my current controls, but I "solved it" at the end I just got the actor rotation and used a map range node to set it from 0 to 360

tall shard
#

Hey guys and gals, can someone tell me what thoughs two are Called?

tall shard
#

The Yellow one is a constant3Vector

#

The red one is a FunctionInput

#

Thanks so much @tall shard

#

No Problem @tall shard

pearl rose
#

Hey, I have a curious error I don't find the solution for

#

It happen as soon as the game close, in editor or standalone

#

the problem is that it fill the memory for few seconds in standalone but for all session in editor

#

It's a blueprint project ๐Ÿ™‚

#

Also, it only happen when you exit and playing as a listen server

vital ingot
#

Hi! I'm not too sure what the thing I'm looking for is called.

I need a for each, but I need it to be sequenced based on which index it's on. So index 0 would go to Then 0, and the index 1 would go to Then 1, and so on. (This an example, but sequence doesn't differentiate based on the index)

I think I can just compare an int to the index since there's a specific amount I'll have in my array, but I'm still curious if that's a thing!

pearl rose
#

Sequence allow you to launch execution one after the other, I think you are looking for a branch or maybe a switch

#

but honestly, I wouldn't do a code like this

#

@vital ingot

vital ingot
#

Oh that's exactly what I need! I was gonna show this SS

#

But that literally does that so tyvm!!! That's perfect.

pearl rose
#

I think you should try another approch

#

even the one I sent you is quite bad

vital ingot
#

Why's that?

pearl rose
#

it's the equivalent of what you write

#

You can almost for sure do what you want in a single opperation (for each loop)

#

cause right now, it look like you are about to write even more code to end up doing the same thing

#

maybe I'm wrong

#

tell what is your goal, I can probably show you a quick example

vital ingot
#

The index-specific operation is required because I'm trying to get a hardcoded value out based on what my linetrace finds, but before hand I was doing it differently. That's what I had, but I realized I could just scrap the sequencer, and just save the value based on what index it's on.

#

All it's supposed to do is shoot out a linetrace in 8 different directions, and either say 0 or 1. 0 if it finds something, and 1 if it doesn't.

pearl rose
#

it look like insanity ahah

vital ingot
#

It was ๐Ÿ˜ญ It does work though! But because those macros are all seperate it's a PAIN to work with.

pearl rose
#

you should change that for one smart line of code

#

and also very slow to execute by the way

#

@vital ingot do you want to see how you could perform that without having to deal with so many macro and condition (or switch)

vital ingot
#

Yeah! I'm messing with it now, and I just can't see how I'd squeeze it down without a switch so any insight would be appreciated! I have it cut down to this, but this is the part after the macros so I'm trying to thing of how I'd do it with only 1 linetrace without overwriting my ints.

#

I'm definitely overthinking it lol

#

Oops I didn't post what I have it cut down to. This is where it's at now so no more macro.

#

Actually I think if I add all of my ints to an array instead of trying to do it sequentially it should work just the same? I'll try that.

raven mantle
#

@vital ingot sorry for not being relevant. But what is that styling of the blueprints? straight lines etc?

vital ingot
#

Electric nodes. It's not free unfortunately, but there is a darker* theme out there that's free; it just doesn't have the straight wires.

raven mantle
#

Ah cool thanks for that information. Looks really good at first glance.

pearl rose
#

@vital ingot Sorry I didn't pay attention, if you still work on it I can show you some little trick that might help you

pearl rose
gentle urchin
#

Is it proc gen you're working on @vital ingot ? Linetracing 8 directions sounds .. heavy ๐Ÿ˜›

pearl rose
#

@gentle urchin It's more about the length and frequency

gentle urchin
#

True that. But if it's generated, at some point you already know whats where, so having to trace them sounds a bit extra

#

depends on the use tho

pearl rose
#

you might be right for this, I'm not sure he actually need to trace everytime, maybe it's just happening one time, only @vital ingot can help us understand that one hehe

pulsar juniper
#

Hi I could use some help! I followed a tutorial for a win condition where you collect a certain amount of coins to end the level. In the tutorial he never says where to put the amount to win. I would appreciate any help! thank you

gentle urchin
#

If its a singleplayer game it's not that important where you store it , otherwise gamemode would be a good place

thorn sleet
#

Maybe better in GAME STATE

pulsar juniper
gentle urchin
#

Gamestate would track the state, gamemode would hold the win condition..

pulsar juniper
#

I'm not sure what you mean

gentle urchin
#

Was responding to DLP :p im not sure whats going on in your beginplay event either

#

Unless total stars start at 0, and adds up by the number of stars and the value of each star placed in the level

#

Then you need some event that happens when you pick up a star ?

pulsar juniper
#

I need the level to quit once I collect 5 stars

#

I have it set up already in the widgets so it shows when I pick up a star

gentle urchin
#

Then total stars should be set to 5, and not add per star in the level

#

I think the issue ur having is that the wincondition is > 5

#

You can check this by adding a print string at the end of the foreachloop durin the beginplay event

#

Printing the value of the win condition

pulsar juniper
#

Also when I changed the total stars nothing happens in the game. The number will go up to 5 but nothing will happen. I will try to due the print value

vital ingot
#

It does the line traces every time the player swings their lil hoe.

gentle urchin
#

Ahh. That's cool! ๐Ÿ™‚

vital ingot
#

Right now I'm trying to figure out something a bit different (A tiny bit more complicated) But I'd like to build a level designer in engine.

gentle urchin
#

You could probably do without it aswell but this should get you going for sure

vital ingot
#

I have a 3D Tileset

#

But I figured I'd look into optimizing the original script since it's all pretty much the same code just instead of swapping a texture it's swapping a model. Also yeah before I get close to any sort of launch I think I'll probably refractor it to exclude the ray casts since technically I know everywhere that the farmer can till so I shouldn't really need them to figure out what area has or hasn't been tilled.

gentle urchin
#

You could possibly get away with even just using ISM?

#

with a world aligned material or something alike , i would imagine

vital ingot
#

So instead of swapping the texture you just swap between instanced meshes that are shaped like the texture?

gentle urchin
#

For example, yes!

#

You could use singular planed meshes and swap the entire thing,

#

or it could be a cube with all the version of the tile on it ,

vital ingot
#

Those are all super smart ideas!!! I didn't even think about doing that, but that will definitely be something I look into when I'm gonna remake it without the traces! I literally didn't even think about doing world-aligned texture for them instead of doing all the swapping, but that would 100% work.

gentle urchin
#

I'm not sure if it gains performance in the end , but hopefully ^^

vital ingot
#

Yeah. I will say I haven't noticed anything too bad on the profiling end of things, but I know it might be a bit heavy on mobile with the line traces.

gentle urchin
#

creating a world generator should also be possible by the same method i think

#

Many moons ago i used single planed ism's to generate some simple geometry map (for testing)

#

using 1 set of ISM per type of plane

normal adder
#

Could someone help me out with my noobery?

I'm learning Unreal right now and I'm messing around with a hover car asset.

I'd like it to work similar to games like Wipeout, where you can rotate on the forward facing axis (like a drill or key. This already works) but the ship will gently right itself so ship isn't left hanging at an angle.

I found the RInterp To node, which looks like it does what I'm looking for, but this is as far as I got and this ain't right:

#

I expect the logic would be like this: Get rotation at the start, and interpolate it back to this rotation if it's different.

What I currently have just cancels EVERY axis rotation, and way too "aggressively" too. (I assume since it's hooked up to "Tick")

gentle urchin
#

what exactly are you trying to achieve? ๐Ÿ˜›

#

is this like endlessrunner cargame?

normal adder
#

No, just flying around with a hover car. You can rotate it on the forward facing axis pressing Q and E. I want the ship to go back to its upright position when the player lets go of the rotation keys so that it doesn't hang on its side.

#

Hard to get a screenshot, so here is an ugly phone shot:

#

When the car hangs like this

#

I'd like it to auto rotate back to this:

#

This is because when flying over uneven terrain for a while it sometimes stays in a leaning/half-rotated position and then the player has to rotate it back manually which is finicky, so I wanted to try to put in a sort of "assist" feature that auto-rights the car

gentle urchin
#

What i'd consider is setting lerping rotation completely on tick,

#

just using axis inputs to define lerp state

normal adder
#

I'm not sure how I'd go about that. Right now the rolling is done via Add angular impulse

gentle urchin
#

Hm, never player with that node so not sure how it works :/

vital ingot
#

Is there a way you can update another actor's construction script?

#

Ty!

faint pasture
lost canyon
#

Hey all, I'm trying to reference a textureparameter2D in blueprint so I can drag and drop textures on it?

#

How do I do this?

#

Sorry, its a ParamCube

faint pasture
#

@lost canyon have you tried making a variable in the bp of that type?

normal adder
warm silo
#

Hey, an animator here looking for a little help.
I just simply can't figure out, nor find a tutorial on youtube how I make a BP to toggle visibility of an actor in my scene when I press "V" key, as I have set it as an input to do so.
I don't want to have a trigger box etc. just a key to press to set an object/actor visible-invisible.

gentle urchin
#

Have you enabled input on the actor ?

#

Is it possesed?

warm silo
#

Sorry to tell that I don't really know have I ๐Ÿ˜…
It is possessed, I guess. As it is a child in another actor BP.

gentle urchin
#

doesnt mean its possesed,

#

is it spawned in the world ?

#

or is it set to default pawn and spawned by the GM?

warm silo
#

It's just placed in the scene

gentle urchin
#

then if you select it, and check the details panel

#

there's an auto possess option

warm silo
#

This is not a character actor, it's just an object.

#

So I don't have such a posession selection either.

gentle urchin
#

ah, it cant even be possessed.. gotcha

warm silo
#

It's basically just a box on top of a box I have here.

#

๐Ÿ˜„

gentle urchin
#

Is it supposed to be controllable?

warm silo
#

And I want to be able to just toggle of the upper box away when I press V

gentle urchin
#

If so , using a pawn usually makes more sense

#

dont think that has changed

#

personally i stick with just Something

#

bSomething could be helpfull if you were parenting from a cpp actor, and somehow wanted to easily know where the bool came from

#

i mean, if its generally set in cpp ..

tawdry pawn
#

hey guys i am try put radio system , i mean to get music from a broadcast into my game

#

something i try but didn't help is open url

#

its does not respond to broadcast url

#

so in what way i can do that?

icy dragon
# tawdry pawn hey guys i am try put radio system , i mean to get music from a broadcast into m...
faint pasture
#

@warm silo In your PlayerController or Pawn, hook the input event up to whatever you want to happen. It would look like

Button press -> get actor -> do Something

warm silo
#

Cheers! I maybe got it!

charred breach
#

Hello

#

How can I enable the console in ue4?

#

Like I know is the wavy line key, but how to allow the user to use it when the project is packaged?

icy dragon
gusty shuttle
#

I need it to turn on the Y (pitch) but not flip when it gets to the middle

#

World Rot

#

Local Rot

faint pasture
#

@gusty shuttle That's a problem with Euler angles. Can't really look up PAST vertical. Try composing the rotation such that the Right vector is constant. There should be some node that can return a rotation given your desired X(forward) and Y(Right) vectors

twilit heath
#

MakeRotFromXY

gusty shuttle
#

Cool, I'll try that out.

twilit heath
#

it will first "align" so that forward matches X exactly

#

then it will come as close as it can to matching right vector to Y (needs to keep them perpendicular)

vocal falcon
#

how do you get the variable type (typeof)????

trim matrix
#

Hey so I'm starting a secondary project as a backup if I change my mind of primary. I want to move the ai code (blueprint) to the second one, but does the ctrl c to ctrl v work when moving across projects?

ember veldt
trim matrix
#

Ok

vital ingot
#

It's a little hard to explain, but without my 128 connected I get 28 which is the value you'd expect to get based on the location it's at.

trim matrix
#

Well first off I have no idea what the bug could be but, is that a custom style for the blueprints? It looks cool.

vital ingot
#

But with the 128 it goes down to 20; which is really confusing me because I don't see how it could go negative, and debugging is saying 128 is feeding 0 not negative.

vital ingot
trim matrix
#

Oh cool! I'll look into that later. Thx!

bright dirge
#

I wan't to create an actor to define spawn area and I would like to have a preview of said area when i place the actor, any component suitable to do that ?

tawdry pawn
#

long time passed this plugin is for 4.19

#

we now on 4.26 , my project use 4.24

#

no chance its will work

faint pasture
#

That couldn't be more unreadable if you tried. What are you doing, a kernel?

narrow bear
#

I also recommend Darker Nodes & Electronic Nodes though

#

Awesome plugins

vital ingot
#

This is what it does in-game ordinarially. I sent this not too long ago cuz I was having issues with something else, but I mostly got that side of the script resolved thanks to Squize pointing out I didn't need to do stuff so overcomplicatedly!

leaden walrus
#

How to scale this material size to small ?

dawn gazelle
# pulsar juniper

In this screenshot, there's a Get All Actors of Class, and it is looping through the actors, getting their "Star Value" and setting that to Total Stars. Essentially, you want to keep "Total Stars" set to 0 by default and this bit of code automatically determines how many stars are required based on the stars placed in the level.

river seal
#

does anyone know how to use the remote web interface to call custom events? it looks like it only can call functions of a function library which doesn't seem to help me with executing specific functions of an actor...

summer bolt
#

Dosent it loop by first x last index so 0 x 7 would be 0?

next jungle
#

Select appears to always run all connected branches ๐Ÿ˜ฆ I'm attempting to select a rotation from an object that might be null and end up always getting errors in this config. Is this just "how select nodes work" or am I missing something for selective or priority execution of the determination pin

wary tinsel
#

would be possible to get an object by searching for string instead of index???

next jungle
#

not in an array, use a map and index it by strings that sounds like what you want

hybrid ether
#

I have dark souls like game and after kill boss, event in level blueprint is called to "enable portal actor" but how do I do that? because if I set (hidden in game or visibility ) it is still active even its invisible.

quaint sigil
#

Hello please why my trace by channel isn't blocked by ground?

#

It has collision preset BlockAll

faint pasture
#

@quaint sigil try Trace complex

quaint sigil
#

Didn't help

neat prairie
#

hi,
i have a BP where i create a new camera, when i do so, it jump cuts to it.
i want to make it transition smoothly but idk how

  • i've tried doing "set view target with blend" but that just makes the camera go to (0,0,0) local position
last abyss
boreal tundra
#

my animation isn't that good and they cause the camera to shake, how can I smooth the camera movement and stop that from happening

viscid moth
#

hi, any idea how can I call all my different blueprints (cubes) within the level and change their material value? I want them to fade after the player finishes the puzzle

neat prairie
viscid moth
#

I'm not sure what class i'm suppose to choose so it includes all my different blueprints and not just one type

little torrent
#

XPosting here, because I'm not sure where the questions actually belong: #animation message

polar mango
#

hello! i'm relatively new to UE and am trying to figure some stuff out with blueprints and playing/pausing geometry cache data from a box trigger. So far I have this node setup for my BP actor, which plays the animation when the first person collides with the box, however I'm having difficulty figuring out two things:

  • how to set it so you don't see the liquid sim before you walk into the box trigger (so it's a surprise when the tree pops up)
  • how to set it so the animation can only be played once (it stays frozen in place after you've collided with the box trigger)
    does anyone happen to have an idea for how to do this? Thanks!
gentle urchin
#

Using ur bool would block it

#

If you'd put a branch there aswell

gentle urchin
#

You could avoid the event with bind/unbind but you'd still need a reference saved... bool / do once is way less complicated for the same result

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Yeah he'd need to change that too

gusty shuttle
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So, I have a bit of a pickle.
I want to cast to (or somehow change a variable inside) my bullet actor. At this stage, it's not in the world yet and I'd like to change the variable before it gets spawned. How can I cast to it (or change it) properly?

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Aye, I was afraid so

zealous moth
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My actor used to fall with gravity and now it kinda doesn't anymore... physics are enabled and collisions are made so it can fall no sure why it just floats...

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any ideas?

gusty shuttle
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My current method works, but my problem is when the turret changes direction it shoots at X axis haha, hence why I need to change it first before it spawns

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DUDE

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I fooooookin forgot about that

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lol

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AWesome

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I'll give that a shot

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My turret just rots and spawns from a noooozle dats it

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Ohj

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lollll

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I get it

forest rock
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is that channel to people help other people?

zealous moth
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Fixed it: the mobility was changed to stationary..

faint pasture
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You need some way to filter and choose the best of multiple items to interact with.

gusty shuttle
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@zealous moth That happens to the best man, I've been there

faint pasture
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I do a sphere trace on char, them select actor from the results by distance and angle.

gusty shuttle
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@trim matrix Thanks for the suggestion btw, works like a charm now!

limpid stag
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is anyone free to answer my question?

dawn gazelle
trim matrix
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Guys, how to enable inputs in a project where I don't have the player character in there. But I want to be able to do some inputs and stuff

outer sparrow
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hello, when I hit the save button, the game saves right and loads well, but when my health decreases, even if I save when its low, it would always load at full health, how can I fix it?

limpid stag
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But what im trying to achieve is

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pressing two buttons on the same time plays an animation blendspace

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wait never mind

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i made worked it out

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thanks anyway

nimble fractal
outer sparrow
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no, how do I set it?

nimble fractal
outer sparrow
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thanks!

nimble fractal
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No worries

trim matrix
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Do you mean that? to create BP player controller and I will get an access to inputs as I place it into my lvl?

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I don't get how to use it ๐Ÿ™‚

nimble fractal
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Have you checked the ue documentation for inputs ?

trim matrix
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I haven't ๐Ÿ™‚

nimble fractal
trim matrix
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Thanks

nimble fractal
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check that