#blueprint
402296 messages Β· Page 664 of 403
Anybody knows how to fix the camera clipping through the walls?
If its connected to a springarm, then thats the rotation you'd change. If the camera is unattached you need to calculate desired transform
@cinder stratus
It's connected through the springarm, but still when I use setRelativeRotation it moves around itself, look
Here
This is actually the intended behaviour, then I also want to add a slight rotation around the character, but as you see using relativeRotation is used to move it around itself, at least as far as this code goes
This is kind of the effect that I'd want (emulated by moving the mouse), for now I've implemented the rotation around the center of the camera, but not the one around the character, this is why I'm asking
Of course not as extreme but it's hard to emulate using the mouse
Is there a node to convert from Rotator to Quaternion in blueprint?
I don't think so, but there's an option to take shortest path when interping Rotators
trying to find how to add the set initial mouse position
hi everyone i am running with this problem did anyone how to fix
I did realize that I didn't have the executables there when I was trying to fall asleep, I didn't have the player detection, I didn't think I need it for just 1 player in the game
I don't quite get what you mean with 3
And yeah I wasn't sure that the get console vatiable did what I thought
Your solution sounds quite simple actually
@dawn gazelle I'm not sure i did it exactly as you thought... it works, but it seems to lag the game every here and there... like I get lag sometimes when turning around
wait... the top setup may be better?
I mean the top one makes more sense to me... on the bottom one... like where does it get the condition
the top solution doesn't lag
true
works great
and I learned how to use variables better now
I understand more
HI any idea how to check the addMovementInput node definition ?
Hey so I'm having a weird problem with a timer
The timer itself functions perfectly fine
the only problem is that I want it to start at 4 minutes
and when I connect that to the BeginPlay event, it doesn't work
Anybody know what's going on here?
Using tick with a delay is not the intended use of tick, it'd be better to put it in a looping timer
set hardware cursor is not working in package build
how to solve this
but the cursor works in editor
why it doesn't works in package build?
my cursor.png is already in correct directory : /Slate/cursor.png
ok so i think the issue was solved by enabling blueprint nativization
does anyone know if 4.26 fixed any of the issues related to custom structs? I'm getting an unknown struct after modifying it which fails cooking. Works fine in stand-alone, just doesn't cook.
Does anyone here have experience with livelink? Every time I launch the editor I have to go into the livelink plugin and set it up again for the input. If I bake and release the project, how does that work?
@barren flowerthere are many livelinks - you should probably ask in the channel closer to the issue you are experiencing.
how do you apply a texture when it's in a class blueprinbt?
cause my doors have no texture
If you scroll down, you can still select the properties of the door
but you have to have the component selected
From memory I think maybe you need to expand the child actor component there
what is it called I can search for it
I want the engine to check what weapon is in hand so it displays and uses the right ammo, what variable can I use for that, I want a branch to check, if variable equals to a particular actor than I want to use a specific ammo
where?
Yeah, so you are trying to edit the static mesh actor, right?
im working off memory here, but whats under that
there's a lot
yeah but that's the door not the material
I mean, maybe just search material in the search up the very top
oh I got it I think
thanks for helping me find it, I accidentally deleted some stuff... so I couldn't figure out how to add it back
I had to double click it
Oh, so you dont want to change it in blueprint, you want to texture it globally
You should still have material slots available from inside the blueprint though
it changed it in the blueprint too tho
maybe it's cause the doors are grouped under a arrow
Quick question: what's the best way to find out if a projectile like a Super Mario up down lavaball, how to find out when it reaches it's apex height. I want to figure out it so I can change a flipbook inside the projectile to point downwards.
Looks to be just a Vector2D variable. You can get the float inputs to show up like that by right clicking on the input pin of the set node and selecting "Split Struct Pin".
which part of chara movement or anything control when ur chara falldown , it falls faster when falling down from jumping
Hey guys, hope you are having a great night, I would like to ask if someone knows how to cowork in UE4 I hear something about Multi-User or something like that but I think its more local, I'm working with a friend that I know him in real life, lives in the same country but his a bit far from my house, we want to create blueprints together and that stuff, it's there any kind of tool to do that?
If you can send me a DM
A structure variable is just data - it doesn't exist as an object, rather it is part of an object.
Correct. They aren't objects, so they can't be added to an object array.
when I use emissive static lighting within a blueprint it doesn't work
but when it's not in a blueprint it does
???
it's not lighting up anything like this as you can see
Can somebody help me. What is best way to set actor active in level blueprint. In my game after I kill boss -> teleport should get activated. Atm I'm using this (image) but you can still interact because It's only invisible.
Is there a way i can search Set variable across all of my blueprints
Its driving me nuts but my variable keeps getting set too 500 despite all the controlers having 0
Find one of your variable set or get nodes, right click and select "Find References". On the find results tab that pops up, click the Binoculars on the right side and it'll search all blueprints.
Actual chad
uid
d
It just
Randomly decided too work
I tore it apart
And put it back together
(whtich it was just 2 variables in a +)
And it works
WHAT IS THIS
Hey, im struggling to understand animation BP & character BP variables. Im using a trace to detect ledges, and i want for example to set a boolean on the character 'Climbing = 1' for example - and then use that variable in the animation BP to set the right animation. How do i pass variables between the two? all the info i'm finding just uses speed to set a new variable within the anim BP for walk/run
You can use get(a ref) to directly change the variables without the need of removing the reference and adding the copy to the array
Sure? But this does require an actor to be spawned to contain the data - the character.
Your weapon inventory needs to have weapons in it already, because you're only changing an existing item
Yeah
So when I get a camera and SetAspectRatio to ViewportSizeX / ViewportSizeY on a buttonpress it works as expected but when I do it on BeginPlay it sets it to 0 and in the Construction Script it sets it to 1. Anyone know why this would be the case? Or how I would be able to set the correct Aspect ratio at the start?
i have a game i done where i shoot rockets at other players. i love to do a rocket that makes my character switch place location with the player the rocket hits. can anyone help me with this?
@trim matrix if the rocket is a pawn, you can possess it. If not, you can add a camera to it (use a spring arm so it's not shaky as the spring arm can lag to deflect the inertial movement) and use Set View Target With Blend to switch to it.
@severe turret I meant i switch place with the other player
sure you can de-possess each player and re-possess with each other's pawn
Ohhh i see i will try that
Then you are switching the whole character tho (possible including inventory etc, depends on implementation)
Or just swtich the location
good catch there ToyB. I'm still waking up π
i would prefer switcg just their location
Save the location of Player A, teleport Player A to Player B, and then teleport Player B to the saved location
the rocket is a bp, the place location is in character bp , no idea how t get proper values of my the player characters
Create a variable referencing your character BP type within the Rocket BP and set it to Expose on Spawn. When spawning the rocket, you should then be able to feed in a reference of the player who is firing it into the rocket. When the rocket hits the other character, then you should be getting a reference of the hit character on the rocket (On your Hit or Overlap event). So now you have reference to both characters in your Rocket BP, so from those character references you should be able to get their world locations and then have the rocket switch their locations before destroying itself.
Maybe this guide will help you to better understand references: https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/ReferenceAssets/index.html
A How To Guide for Referencing Actors in Unreal Engine 4.
hello - i'm trying to spawn an NPC and insert some data from a data table, but the array "get" doesn't seem to be working
i can see that "random integer" is picking a sensible value, and if i mouse ove r"Out Row Names" I see the two options in my table ("Alice" and "Bob"), but the output of the GET is empty
hey folks, I copied a folder into my content folder. It has lots of different sound wave files. When I try to add a sound notify into an animation and use one of these sound waves/cues, it will not allow me to add it in. Is there something I am missing?
I am able to to play sound in a blueprint
You need to Import them through the editor
Oh
yeah it's weird
in the details panel, I dropdown and pick the sound but it reverts back to none. I am able to load in other sounds, just not the new ones
alright, so it was something with the location. I moved the file into a folder where I have other sounds and it now works
should show you what it expects when you hover over the pin
Any1 who got an idea why this is happening? https://streamable.com/58rdzx
It's very difficult to say, you don't show enough of the code that is changing the animation. The reason it creates an infinite loop error is because you're calling a function that's calling itself over and over with no escape.
yeah i know i can send a screen shot of the changing animation if u want
I want the engine to check what weapon is in hand so it displays and uses the right ammo, what variable can I use for that, I want a branch to check, if variable equals to a particular actor than I want to use a specific ammo
I use a macro to get what weapond that is in our hand
but @last abyss You mean like from the anim bp
maybe, mostly my guess is what is happening in either pickup or updategunattachment would be the issue
Maybe you want a map variable
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Maps/index.html
Creating and editing Map containers, an advanced container type, in Blueprints, including an overview of this container's properties.
I'm not sure but if you make a bool to see if a weapon is in hand, you can than make a branch to check if it's true and if so you can play the animation
I'll check
thank you
@last abyss I just blend them by pose int and then i made a interface to be able to call it
This is how it looks on every idle, walk, sprint
If you have a base weapon bp, perhaps you could add an identifier to it (like an integer?) and do a switch on integer?
I'll try that too
but I was looking for something that won't require lots of branches, like one node to see which weapon is in hand and switch to the proper ammo
Yeah that's fine, the problem is in setting the blendspace int, specifically either of the functions in your player.
You can also store the ammo type in the weapon itself
then just retrive the ammo type from the weapon instance
@last abyss You know what i should do or nah
but than I'll have to disable all other ammo, and I'd need the same all round check
Like i said, it's hard to understand what you're doing in your bp because you're only showing a small part of it (your player's bp that is, and more specifically the 2 functions that could cause the issue; pickup and updategunattachments) you should look into those 2 and try to see if there's something that could cause an issue there.
Is there a fully made game that is open source, so I can check how stuff are done?
@boreal tundra https://ue4resources.com/projects
Okay folks, I have a spline, at each point in the spline I want to fire off a sound effect. How does one go about this? Any keywords or straight up ways of doing this?
Is there a way to find out if a spline point has been reached?
is it possible to achieve actual loading without level streaming? and a live percent counter instead of freezing for a couple seconds?
You would need C++ for that
@trim matrix you could try my Latent Level Streaming Node plugin. No need to code anything then
A latent streaming level node for Blueprints in Unreal Engine 4.This node lets you load a level dynamically into World Composition whilst executing other code. Asyncronous level loading helps avoid hitching and gives opportunity to adjust the user experience so they don't feel like they are lagging or performance is bad.The demo is setup as a pr...
Excuse me, I need help since my health bar wont save and load at low health.
I would take care of the localized aurora borealis eminating from your kitchen first.
an unforgettable luncheon indeed
@last abyss I know what i have to do but idk how to do it i gotta make in someway to let the game know if i got no gun in my hand
thnk u! this works wonders
no worries and thanks π
Hey folks, here again with another gap in my logic!
I have a need to create a component within an Actor that has it's own blueprint logic, which can provide it's variable data to the parent Actor, however the component requires an understanding of it's world transform and it's relative transform within it's parent Actor. Would an Actor Component do this? My main concern is they don't have any visual representation, so they would have to live disconnected from the visual representation they have inside the Parent Actor, which is a bit messy.
These 'components' represent individual ship sails (not masts, but each bit of cloth), and they all run calculations, which the parent actor needs the result of.
But the issue with Actor Components is, they would be attached to the parent 'Ship Actor' but not actually responsible for the sail mesh/etc.?
if they are using the owner's root components' location ActorComponent is fine
if not, you'll need at least SceneComponent
And the SceneComponent would be a relative offset from the owners root component location?
(I can try this, though, thanks)
scene component has its own location
Nice okay, but still doesn't have any visual element (mesh component, for example?)
now if you need more functionality
like collisions, then its at least PrimitiveComponent
if you want visuals, then its some form of MeshComponent, depending on what it needs to do
Hmmm, maybe I can get all bones in my sail meshes within the owner Actor, and then spawn/attach a SceneComponent to each of the bone locations
Trying to automate this so the setup is a bit easier per Ship
But that would probably do it, even if you had to add a tag to the sail SkeletalMesh components in the owner Actor
Okay, thank you. Understanding the difference between those components really helps π
i feel like my code doesnt find the socket to attach the object to. I can make it work in the blueprint editor, but when i use attach actor to actor, it's like it's not finding the socket
Is there anyway to select multiple bitmask choices in a Datatable?
I can setup an Enum and mark it as Bitmask and add that to a Structure, but the Datatable only presents a standard Enum interface for flagging a single option.
The Bitmask Blueprint node does present an option to select multiple entries though.
I'm wondering if there might be a way to format the cell in Excel and define the choices that way.
How to make the correct direction of movement when falling?
@placid mirage https://www.youtube.com/watch?v=yMdQ-W4SiAE
What are the 3 Predict Projectile Path nodes in Unreal Engine 4? Why don't we watch this video and find out how this nifty node can help you simulate things such as the arc in Angry Birds or a bullet Droop in a shooter.
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your...
this kind of maths would work.
also https://docs.unrealengine.com/en-US/BlueprintAPI/Game/PredictProjectilePathByObjectTyp-/index.html
Predict Projectile Path By ObjectType
Thank you!
Wdym u could do this as if it was the details panel should have no issue
Predict Projectile Path is suitable for gameplay statics, have any thoughts on how to keep the Z axis velocity when falling?
know the rate of gravity and apply to the velocity over time to terminal velocity
Hey, when you use "make array" to create a new Array while playing, for something like a "Weapon Setup" in Call of Duty or a "Deck of Cards" for Magic and Hearthstone. How can you give that Array a Name? So you can reference it later?
Create an array variable and set it into that variable.
You can create a variable and assing make array to that
when using CharacterMovement, the player completely loses velocity the Z axis, manimulation with gravity here cannot be. π
oh I don't know about that. I rarely use the CMC
eg.
Do you just want your character to "fly" along the blue trajectory?
Yes!
do you know how to do it?
I have 2 ideas in mind, first is to launch your character in that direction to get more velocity (possibly with a keybind) or you turn down the gravity scale of your movement component
Launch Character
@dawn gazelle @obtuse herald I mean the player should give the array a name. For example he creates a new Deck with 40 cards.
When he starts playing he needs to choose a deck. So he gives the new deck the Name "Deck One". So i would need to take that "string/name" and would assing that to the new made array to later find it again.
Or am i doing something wrong here?
If i create a new variable array i would inside of the editor give that array a name.
Or make a struct which contains only the array, and use a map variable with string as key
or an uobject, which are more reliable in my experience nvm, sounds like something that wants to be saved at some point, so a struct is easier to handle
Top is how it shows up in the data table editor. If I select the bitmask in blueprints I see the multi option dialogue.
I'm learning blueprints and I now understand the basics of booleans, variables, functions, arrays and stuff. What should I learn next?
References and OOP if you're not familiar with it
After that I would suggest timer and events
then how UE4 handles player and game stuff (i.e. PlayerController, PlayerPawn, GameMode)
Ur using an integer and that has the check right
?
Thank you! I managed to implement my plan using Launch Character π₯³
I might be getting it wrong. I created an enum and ticked the bitmask bool, then I added it to my data structure as an entry.
Do I just need to add an integer to my data structure and then when I'm using the data compare it to the bitmask? I guess that would work I'd just need to figure out the right integers for each item in the data table externally and then put them in.
yes look up the docs on bitmasks
I was trying to organize my game's item objects by moving them into their own folder. It apparently caused this bit of damage:
How do I un-break this while keeping my organization intact?
Right click on the item structure that's having the error and select refresh pins?
There was a way to reload blueprints by rightclicking them in the content browser
but I forgot how it's called
ahh, it's 'Asset Actions -> Reload'
I tried a Refresh Nodes on the GetClassDefaults; it causes the outgoing wire to vanish. I'm gonna try the Asset Action Reload next
There's a setting on the side
Try it
Probably because you are combining two execution paths. Have two return nodes after the sets.
there is a sequence to determine which to run, so they are sepperate
how can I fix it than
Use a return node on each path. Do not combine them.
the none is coming from the second one, but the second one shouldn't even run
It does, because blueprints work backwards.
Your comparison of the OR there is calling the values from the nodes behind it.
The error looks like you're not providing the character. Is this a multiplayer situation? Could you be trying to get it on the client and not the server?
no it's just to check which ammo quantity to use
for different weapons
Reload didn't fix it. I can't seem to get the Class Item from that Struct to connect to a GetClassDefaults Node. When I try to make a separate node for GetClassDefaults it won't let me connect the class wire; gives me the red /
you mean drop the or and put different nodes?
copy and paste the return node and hook one up to each and remove the or.
Hoping somebody can help me out with this π I have an actor moving along a spline to a target location. What I am doing here is attempting to apply the formula for Speed = Distance/Time. So I set a time of 60 seconds, and get the length of the spline (distance) in unreal units which correspond to centimeters. I divide the length by the time, and set the speed to this result.
My problem is that the speeds it is setting do not line up with the times I am entering. The speed should be set in this case to a speed that would make the actor reach the location in a time of 60 seconds. For me it is taking ~50 seconds. If I try 180 seconds, It reaches the location in about ~150 seconds.
speed is the change of position / change of time
that means your speed is the amount of positional change / world delta seconds
The issue ended up being that I was being stupid and had the target underground ππ but I appreciate you trying to help
I have a Map of {Name, CustomDataStruct} to keep track of a set of objects, and whenever I add an element with a new key, its replacing an element with a different key. Specifically, I'll add {Bob, CustomDataStruct} and then add {Alice, CustomDataStruct} and upon adding the {Alice, CustomDataStruct} pair, the Bob element disappears. I end up with a Map with 1 element, rather than the expected 2. Any thoughts?
That shouldn't be happening π
agreed! I've confirmed with a debug string print that the keys are different π¦
Do you only print one key?
I'm printing every time I add an element. First time it says "Adding Bob" and the second time it says "Adding Alice"
Make the Map a public variable, click play in viewport and then click on your actor, the map will update in runtime in the details panel
Yep I've done that. It goes from 1 element with {Bob, CustomDataStruct} to 1 element with {Alice, CustomDataStruct}
not sure, that's the only place i'm using a map
ok couple mins to set it up
does anyone knows what should my object be?
@obtuse herald ok it worked fine with a test map
this added 2 elements of {0, 1.0} and {1, 2.0}
π¦
Then you probably have some bug in your code
?
I'm trying to cast but I don't know what my object should be
You need a reference
of the object you want to change
I just want to change variables
Casting is useful to convert a reference type to another reference type (ie. Pawn -> BP_MyPlayerPawn)
does that mean I shouldn't cast in this situation???
A How To Guide for Referencing Actors in Unreal Engine 4.
should I make an actor variable instead?
Casting is a means of taking a less specific class reference and making it more specific. For example, you could take an Actor reference and Cast to Third Person Character. It does allow you to access the variables and functions within the casted to class, however, it's not meant to be a means of getting a reference to the thing that you're trying to change.
Additionally, casting does not alter the referenced object. You cannot take a reference to an actual AActor (GetClass() returns the same class as AActor::StaticClass()) and cast it into Third Person Character. Casting gives you a typecast copy of the pointer/reference, nothing more, so you would have to be referencing an instance of Third Person Character already (even though the type of your pointer would be AActor).
And I still think "Cast To" shoulda been "Cast As"; especially when the cast node's result pin is "As [NewType]".
@obtuse herald figured it out, the Map was a member of a data struct and i was writing over the data struct!
ty for the help
Not sure about the equipped weapon one, but the "As Weapon Base" one, in your screenshot you're literally setting it to nothing before using it.
Perhaps you meant to get it instead?
I did set it to the blueprint, and than delete it
I'm not sure if that works, but I tried other ways and I still got the same error
what node should I use to set it
It's not about what node to use to set it.
From what I can see, you're trying to display the Total Ammo value off of a variable named "As Weapon Base". I don't know what the type of variable "As Weapon Base" is, but I can imagine, it's probably a "Weapon Base" reference. So, even though you have a variable called "As Weapon Base" that is available to store a reference to a "Weapon Base" object, it doesn't mean you've provided the actual reference to the object that is actually storing the data that you're trying to access.
Ie. Just because you created a blueprint doesn't mean that thing now exists in the game world - it has to be spawned and exist as an object in your game. If it exists in the game somewhere, you'd be the one to know where it exists or how it at least was created and you have to get that reference of its existence into your widget. If it doesn't exist, then you can't reference it to get the value into your widget.
As ToyB-Chan has already recommended - you need to learn how to get references to objects which is a bit of a complex topic.
I don't need to spawn that object in the world, so would changing the blueprint type to something like the thirdpersongamemode would work?
I will be trying to learn about that
Can someone tell me why i would use a blueprint with a public data asset vs just a blueprint for creating different objects
With a primary data asset?
If something is only data, and doesn't actually need any of its own functionality, then a data asset is usually the way to go.
They don't need to be compiled, they're easier to work with, and they make their intentions more known
They're just read, and the blueprint does what it needs to do
They're more lightweight and clean
They also support inheritance as well, so you can have a lot of functionality tucked into them in a hierarchy
For an inventory UI, should I be grabbing and slotting each item in the inventory on the UI's construct, or do it once on initialization, then bind to an event on the inventory (for adding more)?
I'm not sure how long the inventory UI data actually sticks around, and if I can count on that
Ive got mine tied on init, then listens for an update event on the component its tied to. Seems alright but my implementation forces a clear and refill each change since its a simple array
So your array and UI does stay around to continue being subscribed to that compoennt?
The UI is fed a reference to the inventory component and it does everything from there. The inventory data is constant within it's actor's component
So the actor's component tracks the UI data in your setup?
In mine, the actor's inventory doesn't know about anything UI related, the UI just grabs data from the inventory component and listens for an event:
I just don't know if that event binding will last indefinitely or what
Or if eventually that UI object gets deleted
We're doing the same thing. The component doesn't know anything about the UI. It just fires a dispatch when it updates. Event bindings don't expire unless either object is garbage collected AFIAK
And there is no reason it'd normally get cleaned up like that?
I know it doesn't actually exist until you open that UI screen for the first time
But then it just stays forever thereafter?
Shouldn't be, but some testing should be done. As long as it's referenced somewhere
Well, presuming it does, then I guess OnInitialized will get called again when it gets opened, right?
So it'll do the reassignment of slots and resubscription then
And if your widget is being destroyed it shouldn't matter anyway. Just reinstate it when it's called to open again
So I guess that's kind of fail-proof in that regard
So your implementation should be fine regardless
Okay, cool. Just wanted a sanity check. Subscribing to an event on the inventory made sense to me, but I'm not really sure what standard ways of going about this are
Thank you! π
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
is there a way for me to have it where when i press the e key it has to wait and see if the OnComponentHit event is true all the time?:
instead of just checking once
Use a gate. E opens the gate, and the on component hit "enters" it. Then you just need something that closes it again. (like your E event)
Good evening, gents.
Anyone know of a way to render a collision sphere with a slightly emissive colour? Just as it's seen in editor...
I have an interact function in my player controller that checks if the E key is press, if it is, it sends out a line trace from the player's camera, and if it hits an object with an interaction interface, it calls the event. How can I tell the game to do either a simple press interaction, a spam interaction, or a hold interaction?
Please ping me if anyone replies to my issue
When pressed I would run a type of check state for X float duration every Y intervals during that duration to detect what the key is doing.
You could keep track of an integer that shows how many times the interact key is released.
As well as a float for the duration.
Very basic way with no other checks for getting a "hold" style of interaction.
For a basic spam you could use a timer as well set to the threshold of what you want to spam (in my example below, set to 0.25s). When the interact event comes through you increment a counter, and check against a maximum amount of spam presses you want to reach.
How do I check if a passed in actor is of a class I want without having to cast
I don't need to access any logic
of the class
just need to check whether it is of that class or not
@dawn gazelle this doesn't make a hard reference to the class does it?
Cool thanks for the tip!
@dawn gazelle ok but how can i set what objects to do what interaction types?
Like one actor do spam interaction, and another do press
Different actors can react differently to the interface you've created.
Oh yeah true
So i can just put the interaction type logic in a specific actor's interface action and ve good to go?
Not sure what you're asking or what the answer would be π¦
Yep
If I'd fathom a guess based on what I'm reading right now, then the answer would be yes as it's a hard class reference you're getting from that node.
eh I'll just use get player pawn == then
I really don't want to make a reference the the main character class
Hi can someone give me some advice? I want to login level (pc) -> actual vr game (vr) but even if i execute console command stereo On doesnt seem to work
Any idea of how to Change from pc mode to vrmode ingame?
Hey I'm having a weird issue in my gamemode blueprint
I'm trying to set a value at begin play, but it doesn't do anything
What am I doing wrong?
do you use the correct variable in your widget? add a printstring to the timemin after createwidget (+ and testing in tick?), you can also set the 4 as default for the variable - then you don't need to set it on beginplay.
Yeah changing the default value was what fixed it
I'm still very confused as to why I couldn't set a value through the beginplay
I guess you're not running server/client? because gamemmode exists only on the server, and you're widget is clientonly
Alright thanks,
I have one more question
I'm trying to trigger an event in this blueprint when my character passes through a bounding box
I'm just going to turn all the remaining seconds into points
any idea on how I can do this?
you're showing only little part of your blueprint. but you should calculate something like "remaining mins*60 + remaining secs", this should give you the sum for your points
just to clarify, I know how I'm going to turn the time into points
I just need a way to trigger that with a bounding box
ah. I would suggest an actor with a trigger volume attached, in there the onOverlap Event you can get your gamemmode and do the math. or fire a event in the gamemmode which calcs the points and updates you ui and gameflow.
you can also use levelBP for that - depending on what's your favor - then you don't need a seperate actor, you can reference you levels existing actors
Primitive components are not showing in the GetComponentsByTag ?
when I simulate physics on my character's Mesh it goes throught the ground. anybody knows why?
how do i set the lods screen sizes of a mesh?
Hello, is there an event in gamemode i can override to handle spawning without using PlayerStart actors ?
Nope. Gamemode by default relies on Player Starts.
So if I want to do a spawning area actor, said spawning area will have to spawn player start actors ?
You have to manually devise a Function/System that does that.
- Remove Default Pawn from GM.
- Search for Location on Event New Player.
- Spawn Player Actor from Class & Possess.
- Done.
I mean in blueprint language ;)
so the new player event is OnPostLogin
@wheat vigil That's not possible. You got to do some c++ extensions.
Oh ok, and how would i do thati c++?
Every actor should have the same lod screen sizes
Yeah i have many meshactors that all have the same size
But the default values for the screen sizes dont work
PostLogin is after player has been assigned a controller (if I am not too wrong). You need New Player Event on something.
Not in front of PC.
I spawn the meshactors via blueprint
Couldn't find the new player event but when connecting my respawn function to OnPostLogin it seems to work for the first spawn and the rest of the time i will directly call my respawn function so its seems good
As long as it works. πππ
Yep thanks
@bright dirge
Thanks, found it a bit later and I indeed need to use this one has OnPostLogin doesn't trigger after seamless travel apparently
Yep but HandleStartingNewPlayer work in both case so no bother
Is it not possible to bind a function to an event being broadcast by its own class? I'm just getting this node, instead of anything that allows me to bind a function/event to it:
If I am not mistaken you are trying to create on event in a function instead of in the event graph
@bright dirge indeed, but that hasn't caused me any issues before - I just bind to functions, like this:
EVENT_OnStaminaExhausted() being another function
Tried to do it and it worked for me
Thank you for magicking my UE4 to health
I am guessing that I didn't compile the BP class after I created the event dispatchers, so it didn't have a signature to create a function from
That's on me 
That's weird, because BPs automatically compile when starting PIE.
I need somebody to help me... I am stuck on the same issue for days and more issues are piling up
for example... my class blueprint, I have a hallway segment in it... that has doors, so doors need to be move-able to open right... but the rest should be static... and so I have everything move-able for it to work... but then my thing breaks... so I set it all to static, save and compile and then set it t o move-able, save and compile
and then it's where I placed it in the world
What kind of "breaks" are you talking about?
when it's set to move-able
all the things reset to like a default import position
aka the position the objects were in when I exported them from my 3D program
happens every-time I open the project, or add new objects to the blueprint
or like edit the blueprint
Is there a node which adds constant movement to the game object to one direction?
no
let me show you
this is the blueprint
this is how it is in my level
when I press play
they reset to the default positions
and I get this
Actually yes. Add World Location.
Thank you
oh I thought they were asking me if I have it, lol
yah np π
Consider asaembling something like this directly in level instead of containing them inside BP.
but that would take forever, isn't that the point of a blueprint, creating something you can easily replicate? copy? even into other levels?
with the same code mechanics
so you don't need to write the same code over and over
cause I have this for my doors and lights
and having to replicate this like 50x
for evrything
I have no construction script
I thought that was for adjusting values like colors or so
so how would I go about it... so that when I press play the blueprint stays in the position I placed it in
I know if it was set to static that it would
but then my doors wouldn't work
I can show you
Is it possible to spesific (if you have two viewports) which window that does not capture on mouse click with a 3D widget?
I've currently have multiple viewports running, but i want one of the viewport to have an UMG (has to be 3D due to you cant spesifiy a spesific camera with a 2D widget)
I have a question im trying to spawn my character on another map but in the same position that was on the other map Let say my player Was on x = 1, y = 1 and z=1 of Map 1, i want to change the map to Map 2 and the same Coords
How can i do that
I have arrows for the doors to open on... so even if I set everything to static, the arrows aren't
so I get this
like when i load the map i can determine the coords where my character will spawn?
the hallways stay in place when they are static
but not the doors
lol funny how it says help there, accidentally captured a bit of the wallpaper on my other monitor
I just set them to that
it was all move-able before
well how else am I supposed to make doors rotate on a specific point?
I didn't quite manage to export the doors from my 3D software with the correct pivot
I tried quite a few times
so I can use the blank component
I will do that then
hey lorash!
lorash im sorry i was so stupid... all i needed was a call to super in that event that gets called when u change a property
like u were originally telling me lol
LOL
i know i was just sleep deprived lol
lorash i got a basic concept question as to the reason i was doing what i was doing...so basically i made one blueprint called health item...that has a data asset property...so i thought it would be nice since if i wanted to create varried health items...the data asset contains a staticmesh a pick up sound and health point strength...what do u think of that?
yeah i wanted to see what they look like when you place them around the world
I dragged in a empty actor from the other screen
i didnt even need the onconstruction lol all i needed to do was have super called in that event changed overriden function
ok ok ok
π
yeah doing that now
yeah I found it, replacing the arrows now
I wanna first at least get the basics working, lol
or there isn't much to test if the stuff I'm doing is still kinda broken
one problem at a time, ahaha
guys, is it necessary for blueprint to be character type and have controller to add continous endless movement to one direction to it? trying to have obstacles moving towards you endlessly
ok so I got rid of my arrows
doors still work
ima reload and see how it loads now
@trim matrix someone mentioned Add world position node for it, although it doesn't appear when blueprint is just actor.
I set the doors and the empty ones to static, but then they don't open, but when move-able, the doors end up here
To add this, moving the player can lead to nasty floating point errors.
yea they won't, but now my move-able doors are within a static category
Yes, i'm not moving player. i want to move obstacles towards player from differents sides. so it's not endless runner per se, but something very close to it.
problem isn't the player, problem is adding continous endless movement to obstacle actors.
i'm quite new to unreal so i don't know which node does that.
or if there even is such a node.
I mean I guess the whole door thing could be a separate blueprint, but I thought that blueprints were for making stuff faster... in the way that you can easily copy paste the same class blueprint around and everything will work
I mean if you have lights in it, they work perfectly
so I thought doors would too
and I mean they do... but also then it all resets and doesn't stay where you placed it
and it's annoying how many hours I spent on this
like 20+hrs and I got basic lights, broken doors, and the world lighting doesn't work how I want it to
yeah they aren't
but then I have to place each door individually?
I don't really get the construction script... also
any way I can extract the doors from my existing blueprint to another one
without having to rebuild everything
like somehow copy the doors and the hitboxes and that
I created a scene component and managed to copy the door stuff over to a new blueprint, now I can also copy the code over
and it should be separate
I will need to redo my variables though
I mean I know you can use the construction script to like... for example set a different light color for each light or change it's size or so to have like individual parametres
but I didn't know you can use it to copy objects over?
will do
so anyway... if my doors are separate... they should work?
Hey Mates
Does anyone know how can we create a hologram like this in material editor (HLSL) ?
I mean the doors worked perfectly before when I managed to get them into place with my hacky method
ima have lunch, I will be back, if you are still here... I maybe may need help with something else... if it didn't get fixed by me separating the blueprint into 2
i think i know which one you are talking about
but i opened content example project to double check if it is same thing that i checked or no!
TBH i tried this material experimental level 1.1 before but the result wasn't as i expected then i tried to use another way but i'm still unsuccessful
can you tell how can i get those paragon characters?
Ahaha if that so, let me check it
i think i've got in my package
@trim matrix Do u know which one of those Paragon chars used that implementing ?
cuz i checked and didn't recognized
How to teleport a player when spawning in a different level?
that's what i reached
just bcuz of translucent the face goes like that!
I kinda prefer doing it by dither, but how's your nodes going through the Opacity input?
Most games using the hologram effect use masked opacity, and apply TAA dither to soften the opacity.
so with my door blueprint... could I do something like... getting the doors relative location in the world and then setting it? so that my doors spawn in the location where I placed them in the world?
This doesn'twork btw
how to let your character fall to the ground faster ? gravity scale doesnt do the job i tried
like simple jump , but fall down faster
instead of the default one
wait what? like my doors don't spawn in where I placed them when I press play, so I thought I can set their location to spawn where they were placed
so how do I make a moveable object spawn in the spot I placed it into?
it's not, it goes to the default location
hmmm
but there's nothing in my code setting the location
just rotation to open them
as this is an old project
so i forget the reason but i can remember that at first i tried Dither
not sure but cuz this is ar project for android i think mobile didn't support that kind of staff
well yeah, but why don't they spawn in the doorframe but here
I don't see anything in my code that would cause htis
I think i'm hardstuck, after watching several tutorials and trying all of them, spending hours on it, i still can't get this problem solved. So i want actor, which is nothing but a simple mesh as soon as it spawns, to start moving to one of the picked direction (either up,down, left or right) endlessly at the constant speed. Equivalent to adding constant force to the object or equivalent of input axis being pressed. Is there a node or very simple way which does exactly that?! i managed to do it using timelines, interp to movement and lerp, but vector calculations are spiderweb of a code.
yeah but that's separate now
π€
it must be masked?
Hey folks, I'm making a 2D game and I'm hanging out at a more intensive area of the map. I took a screenshot of the stats. I don't know if they are good or bad haha
Dithered transparency did require the transparency to be masked. Otherwise the effect will fall short.
Also I don't get it why on earth mobiles are less capable to masked opacity materials.
didn't we already had that? you can't attach a movable actor component to a static actor in runtime
which node moves actor?
but I'm not?
Add World Location or Set World Location
these are the errors you're getting, right?
there's no add world location and/or set world location for the actor
only this now
yeah, set all your components to moveable
if that was adressed to me, already have all components set to moveable. still no add/set world locaiton for actor.
no no, it wasn't
oh ok
don't get what's static?
It's called 'AddActorWorldOffset'
I think next time I had to give fuzzy keywords instead of the exact node name.
Hi guys, does someone know how i can do to when i click on a item it play a sound and then i have to wait for it to be finished to play it again ? Do Once maybe but how reset when sound is over ? thanks
hello i have an error when i finish to test the game and i have no idea where it comes from can someone help?
I don't understand what's static in the doors
I checked all the components in the blueprint
they all are moveable
check your door blueprint as well
but in this way i didn't use dither
check this out it's what exactly i need except face!
i think i should go back to dither ...
but I don't have it attached like that anywhere?
like I checked the blueprints
all thse have moveable here
You have to child actor components
yes?
and in that actor, something is probably static
that can be a way as well
using element 0 for it's head
1 all other part
Try this setup.
so like... the error says door and door 1 are static
but look
they are set to moveable
I don't get it
it's an actor child component
and in that actor
there is probably something set to static
oh you mean this?
so what do I set it to? I tried to set it to actor but then the doors became invisible
don't use child actors for static meshes
delete them
and use static mesh components
Get rid of the child actor, use static mesh instead
how?
Delete the Child Actor in your BP outliner, or whatever it is on the top left corner in your BP outliner, or delete the damn door.
so I delete the door?
but then I have no door?
wait... I think I got it... how did my doors turn into child actors anyway
when i re-inport them into the blueprint they aren't
No door is better than having door.
Kidding. You can either have them in the map (which is WAY BETTER) or just program them in the same BP.
but if they are in the map you have to program each individual door?
Do you really want to have one actor BP for every single door, when you can just have the same BP many times in the map?
I thought that I make a class blueprint with doors and then just copy it everywhere I need it?
you can
Yes, that's how you should do it.
you just have to make sure that your mobility is correct
why are doors so hard
Okay, a better rundown for you:
-> One actor BP for the wall generation
-> One actor BP for the door and its logic
Now you can just put them doors inside the map, instead of having it nested inside another BP.
yea
^^^^
that's the plan
This is what I keep calling as "Nesting"
I have a problem with something that i don't understand - So if i put my actor Which is nothing but mesh and collision box on scene and i press play, it shows in the game, but if i connect logic to event begin play in event graph and then disconnect all of the logic - actor in the game dissapears whenever i press play. Any idea what could be causing that?
just scale it down
Wait, why do you disconnect the logic?
@icy dragonTo check another logic but that's not the point, i don't understand why it dissapears without any logic in it if it was showing before i connected logic.
logic is simple eyecandy mesh manipulation, nothing complex.
BeginPlay only execute when the object is first spawned into the map, which also execute upon play.
u mean begin play also executes when i drag actor in the scene without pressing start game?
Just scale it down.
no
No, that's Construction Script's doing.
trying to, but I can't get the right sale
it's not half or quarter
it's some weird scale
Disable number snapping for the scaling in the top bar of the viewport.
then i don't understand - actor shows up without any logic, when i connect it to this logic, it works as it should, actor still shows up in the game, when i disconnect the logic, it dissapears.
but then it won't be exact either
I don't know how you can't copy the scale vector from one mesh into another in BP.
the scale is 1
?
like the doors in the blueprint are 1, in the level they are also 1 and the same size as the OG bluepring doors, but the new ones are bigger when I put them in the blueprint
but when I put new doors into the level they are the correct size
Hello i have this third person camera around a pawn, and i have it setup like this. But whenever i turn the camera to right above the pawn, it glitches out and (i think) the Y axis seems to blend between both the X axis and the Y axis. any idea how i can fix this?
did you scale any of your parent components?
don't think so
@azure boltyou can limit allowed look arc
Is that the clamp node?
u better do it with ur own math, more flexible but yeah clamp also can be used.
I'm just gonna redo it
may be easier
I accidentally deleted my thing, where do you open the autosave backups?
wait why can I not load any file under the autosave section
what's that
I will google later
but how do you recover blueprints?
I mean there are the autosave files?
how do I load it
and if you don't have it?
Install one.
you can move the file from autosaves back to you content folder
make sure it's in the same place as before
then reload the editor
it says
It's very tedious though.
oh same place
not like that
better than loosing it
No thanks
I'd rather take GitHub source control over Unreal's wonky autosave system.
use widnows explorer to move it
where do I move it to?
yeah no thats not what i meant
i mean right now
woops wrong reply
Even then I disable autosaving completely lmao
where do i move it to?
hallway > content > <Path where it was>
kk
what
why is the last save like 4hrs ago
when it saves every few mins
ugh
oh well
better than nothing
ima redo everything later
hopefully everything should work after I do tho
I think I know how to do it now
Sorry guys, for asking this so persistently, i see you have your hands full but i just don't know where to look for the problem solution. is it blueprints, is it engine, is it bug - i don't know. Before connecting this logic, actor appears in the game and behaves as it should, wherever i connect this logic to event begin play, actor appears in the level and behaves as it should, once i disconnect the logic - mesh dissapears in the game.
here's how i know that only mesh dissapears. particles still play.
this is how scene hierarchy is set. i don't have any other functionality anywhere.
@trim matrixoh u mean what that sequences do?!
'Destroy Actor (Self)'
idk why does it disappear? :p
yeah but whenever i restart the game
doesn't all those actor states restart?
yeah i delete it when player touches it in game.
but after restart it still should appear right?!
did the delay, mesh just jumps into existence
@trim matrix where are you from?
What does that have to do with my problem?
Just Delete your whole project and recreate it, simple
probably becuase of that
I already recreated blueprint, same problem is being created. I don't see any point in recreating whole project.
Contact the owner of Unreal Engine, simple
you're lerping the size to 0;0;10
yeah it's not the prettiest way of doing things but it does the job.
π
but after disconnecting, shouldn't everything be like it was before connecting?
print your base scale
it sets from 0 to 1 that's the problem
but how did the code changed default of the mesh
is that even possible? it isn't constructor code.
the code didn't, you probably did
nope
i recreated same problem several times
it happens exactly the same
i put in actor in scene with no logic on it - it shows up - i add logic - it shows up with logic behaviour
i remove logic and - poof
oh wait, you're getting your actor scale but only setting the mesh scale
show me this timeline
all that logic does is basically this
timeline is simple going from 0 to 1 and back to 0
it's set on autoplay and loop
The owner is currently bullet hell-ing through Bad Apple and the fantastical spells.
understanable have a nice day
Who is interested in doing video tutorials on Unreal Engine 4 on my YouTube channel ARGameDev https://youtube.com/channel/UCOeRfZIqDL8N8NLAfunIpZA
I do a dash and my character goes under the ground
instead of going in a straight line
you can't scale it down to 0 on an axis and expect it to render properly
Quick Question. Is it better to do a pure cast or do a get class and = to, to check if the actor is of <blank>?
@sand shore but why it's scaled down when i disconnect the logic?
https://media.discordapp.net/attachments/293047579288272897/841319283534856192/unknown.png?width=1368&height=876
https://media.discordapp.net/attachments/293047579288272897/841319339960958996/unknown.png?width=1415&height=876
https://media.discordapp.net/attachments/293047579288272897/841319405161414666/unknown.png
https://media.discordapp.net/attachments/293047579288272897/841319452976873482/unknown.png
https://media.discordapp.net/attachments/293047579288272897/841319496580988939/unknown.png
https://media.discordapp.net/attachments/293047579288272897/841319525454577744/unknown.png
https://media.discordapp.net/attachments/293047579288272897/841319565824229406/unknown.png
Dunno
@sand shore yup that's my problem. code itself behaves as it's shown in video. the moment i disconnect it, mesh dissapears - scales down to 0,0,0.
Try setting the scale to 1,1,1 on end play??
still starts with 0,0,0... almost getting convinced i discovered a bug.
is there a way to not let my camera go thru the floor like what im seeing right now
Spring arm
which part of spring arm setting
I'll try to replicate it
thank you
that make a lot of difference !
or i'm loosing my mind here
Hey guys, I have a question regarding collision.I am spawning a mesh and changing its position at runtime. Overlap Events do not trigger on stationary pawns. is there a workaround for that?
ah ok
@obtuse heraldtried doing with the pawn, same thing happens as with actors.
can u guide me more on this im kinda confused
replicated
turn off autoplay
tq
where is it located?
I can imagine
so timeline was continuing play from previous session if i gather correctly?
no, probably playing the first "frame"
ok understood tq
which is setting your scale to 0
I guess it's useful for settings things up to be used later
oh i see, thank you again. i spent whole day trying to solve why i couldn't move objects once i understood how to move them, then this problem appeared but i was still continuing to try and fix movement code, when in reality problem was this, preventing any other movement.
is your speed high enough?
Oh that was it haha, thanks
Hey, I am trying to add a widget to my scene, I have got this layout but when I add it to my scene (displayed by a billboard) the icons are not where I expect them, maybe I am doing something wrong with the anchors. And it sometimes cuts off the widgets
displayed by a billboard?
presumably trying to make it always face the camera in the world. Seems like a lazy way to do it with caveats instead of hooking it up to a component attached to the camera.
but I guess there is a reason for that
but how is he doing that with an widget?
How can I add more to a map? I need a inrange to add to a key, but if i have two Adds it only uses the first one and ignores the second
@obtuse herald maybe attached to the billboard as a 3d widget component. I dunno. It's obviously a confused situation for requirement here.
reason is I am not good at UE4. its all still new to me. should I be setting the canvas to 1920x1080 if my game is at that size
that will scale automatically
@royal kraken it doesn't matter what you set it to. UMG is DPI aware. You need to just use the anchors correctly.
Hi Guys, Quick Question: Any Idea How i can create an editor script which will generate animation montages from the directory of animations and add few notifies in them?
@tropic pagoda with a heavy chunk of C++. Try that channel
But dont expect much help there. It's not as simple as "here is the code"
lol i agree. any ways in blueprint?
no
Hey, any other way to clear an array within a struct?
This doesn't seem to work for some reason
@high ocean Set Member In Struct and null it
On tick, optimisation wise, how bad is locking something behind a bool, vs for example having a retriggerable delay or timeline playing (or some other alternative that still ticks)? Hopefully the question is clear
how do I change a blueprint from an actor to gamemode base
@severe turretUhm... sorry but idk what is/you mean by "null it" π
my understanding of anchors are you select you buttons for example then click align to the bottom if you want them to appear that distance off the bottom of the screen, but these are now screen based so not sure how that works really
means to create a null reference.
π€¦ββοΈ I still don't get it - sry π
Then I would probably google it, they might explain it better than I
The make array should be null aswell tho
That's what I don't understand, I'm virtually setting the damn thing to an empty array@obtuse herald
@royal kraken Anchors can be affected by nested widgets so it's not a simple as "I want this to be here". Often you have to factor in what else is in the way, or anchored between. But it doesn't come across as simple so I understand your confusion. I would go get some documentation for it. It's probably better explained.
Ok cheers, Ill look into this more. It would be great if I could anchor all buttons to one of them so i will test it
hey marc
I don't understand, it open visual studio but how do I change
It works for me, so your problem is probably somewhere else
@obtuse heraldMakes sense, it's kind of what I wanted to investigate - thanks. The problem must be somewhere else
Pretty much negligible, depending. About how often is the booll going to be true versus false?
Pardon
try prinitng the bool
Have you debug to make sure it's not always returning true or always returning false for the crit bool
@upbeat goblet you are in a world of trouble already
don't forget that you have a random chance
that is gonna be so problematic for you
Your issue is because you're calling the random pure node twice with your boolean.
Why is that?
Basically I've got a 2D enemy, and I want him to move a bit, then move back so essentially he just patrols back and forth
@upbeat goblet 1. you are using tick in a non-performant way. 2. you are using a delay in a tick. Which is like smashing a nuclear bomb with hammer
Oh, well is there any other way to go about doing this?
yes
Exactly.
Set Timer by Function Name
when a spell hits the death trigger, it activates and kills the player. How can I fix this?
Your logic currently doesn't check what is overlapping - you are simply getting the player character and proceeding as if they are the ones overlapping. The "Other Actor" pin on the event gives you a reference to what triggered the overlap - if you plug that into your cast node instead, then only when the player overlaps with it will the player be killed.
Why would you ever want a delay in your tick event?
@faint pasture thats a superfluous question to someone who does it. They don't understand so no point asking them why
I understand, quite simple actually. Thank you
Hello fellow gamedevs. What it best practice when it comes to saveGame? I want to save an inventory, can i save a reference actor or do I need to assign an id (guid) to the actor in order to know which one I'm looking for?
Make a variable called destination.
Set it every X seconds using a timer or a delay the loops back in on itself
Then in tick, move towards destination
Basically you will be replicating the floating pawn movement, but making this would actually be a very good learning experience.
So to reiterate, on tick, all you do is update the things that need to be updated every frame, that is, movement.
Setting the destination is something that only has to happen every X seconds, you would do that separately. Easiest way would be to have a bit of logic the selects a random location, that you trigger at begin play and then go into a delay the loops back into the bit of logic
@upbeat goblet makes sense?
do gamemode bases need to be spawned to run?
because my blueprint isn't outputting anything for some reason
Game Mode should be "spawned" when a level started
do I have to do it manually or is it automatically spawned
is there a way to use multiple at a time
no
No. Only one game mode at a time.
I dont understand that question. What are you trying to acheive?
you could inherit the "master" game mode class/bp
I want to have a separate blueprint that defines ammo types and quantities and I want it to be running at all time, so I don't have to spawn it like an actor
not typically the responsibility of the mode... but you could componetize this and then have a concept of components on your game mode
game modes are, after all, server-only actors
or you make it an separate bp which inherits uobject and just holds the data, and add that as a variable to your current game mode
my suggestion is a bit better because of Get Component/Find Component
You don't even have to cast from Get Game Mode
ok, wasn't sure if the game mode supports components
its an actor
I wouldn't give it scene components, that might not work
AInfo does some sketchy stuff with transform functions
sorry to bother you. This fixes the death trigger box but it doesn't fix my checkpoint trigger box.
so what the easiest way for devs to start with blueprint programming? i try to get in to shooters gnre but it seem to take a lot out of me for all the different dev in heree?
are platformer the easiest to make?
If you're new, just don't even think of doing multiplayer
Otherwise a shooter is fine
Logic issue again. You are performing operations before knowing what it is that is overlapping. Move your cast to before the very first branch.
yeah it wasnt gonna be multiplayer it was goin to be more like socom
military single player base tho
how do I do that π
create an actor component which holds your "gamerules" for ammo and such, then add that component to your actual game mode
do I add a child actor in gamemode
no
once you created a actor component blueprint, it's available on the list when you add new components to an actor/gamemode
ok I will try not to make this mistake again, thank you β€οΈ
?
what should the component me??
the one you created
first you have to create it, make a new blueprint and chose actor component as parent class
oO it has to be an actor component
can I change it now?
maybe, open the blueprint, select class settings from the top menu and in the details try to change the parent class to actor component
I don't have that option
which option
?
well, then you have to redo it with the correct parent class
Is tick rate in unreal 60Hz?
no
your framerate is the tickrate
Depends on framerate.
It's not like Doom with fixed 35 Hz tic rate
Physics tick rate is tied to framerate?
Yes, unless you use substepping.
physics tick has different tick groups.
but it still ticks at the same rate
it can be variant across all tick groups tho
I am getting a issue where when I launch my game and select the level, it spawns me in as a no clip spectator instead of my PlayerBP, but it works for the editor. Any idea why this may be?
Okay. So, where would I get started learning how to handle events in the background over multiple ticks?
like multithreading or just delaying work of the main thread over several ticks?
Perhaps your GameMode have no definition on it or you have no pawns to be auto possessed upon cold loading the map.
Ooo, I thought the Pawns would just be spawned off the Game Start
I have a task that will task a while (running in the main loop it takes about 1200ms currently) that I want to be able to run in the background
is it still your heightmap interpretation?
Yep
I do have the default pawn set correctly here
then the easiest way is to only handle a bunch, and remove them from the array once they are handled
and repeat that task until the array is empty
Right, that's fine for the initial load. But at 1200ms to build a chunk, that's going to be problematic for runtime changes to chunks
Perhaps your level overriding it with the wrong game mode.
How could I go about finding that out?
Actually, I may of found it
In project settings I believe
No, its set correctly, so it has to be the level
My goal is to be able to regenerate a chunk at runtime (using a second set of invisible instances until the building is done, then swap the visibility, then clear the old instances)
there's not much different on runtime, you populate a list of what changed and only work off what you can handle within the timeframe
or you work with real multi threading, and generate your new chunk in the background before handing it over to the main thread to swap it
but i guess that's something that would require c++
Not surprising.
I'm super disappointed to find out how much of the engine requires C++ to use at all.
Does anyone know how to change widget size so they are the same size in game if you are close or far away from them?
and i'm surprised of how much it can do without c++ π
I'm making progress, and I know ABSOLUTEL NO C languages at all
It was that very reason I chose UE over Unity
then you should probably better go with unity?! while some people say that working with ue c++ kinda reminds them of c#
Maybe I can hash out a simple reusable multithreading one too
So I fixed my problem, but now the Viewport movement feels different from the Standalone movement, even though they are the same exact Pawn
That thing has ZERO documentation.
And I poked at it for a while before I switched to data tables
VARest is fine for me
its pretty much based on https://docs.unrealengine.com/en-US/API/Runtime/Json/Dom/index.html
so that's the docs π
Hey guys, how can I make the same setup in an Editor Utility Widget? The problem is that I can't make a component reference to a Skeletal Mesh Asset from the Content Browser. Is there a way to get the location of a bone of a Skeletal Mesh Asset in an Editor Utility Widget? If I try to drag the asset from the content browser to the blueprint it says: "Cannot create components from assets in a non-Actor blueprint"
I have this delay which is causing problems for some reason.
This snippet is part of a burst fire function, without this delay the gun shoots a 3 round burst just fine
But if I add this in then the gun shoots a 10+ round burst
Any ideas?
Hey fellas!
