#blueprint

402296 messages Β· Page 664 of 403

cinder stratus
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Because I can just do some operations on the right stick axis to get the desired offset

true valve
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Anybody knows how to fix the camera clipping through the walls?

gentle urchin
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If its connected to a springarm, then thats the rotation you'd change. If the camera is unattached you need to calculate desired transform

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@cinder stratus

cinder stratus
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Here

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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

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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

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Of course not as extreme but it's hard to emulate using the mouse

weary lantern
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Is there a node to convert from Rotator to Quaternion in blueprint?

icy dragon
onyx pawn
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trying to find how to add the set initial mouse position

weary kettle
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hi everyone i am running with this problem did anyone how to fix

alpine lotus
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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

alpine lotus
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@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

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wait... the top setup may be better?

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I mean the top one makes more sense to me... on the bottom one... like where does it get the condition

alpine lotus
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true

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works great

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and I learned how to use variables better now

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I understand more

shell ember
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HI any idea how to check the addMovementInput node definition ?

crude sun
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Hey so I'm having a weird problem with a timer

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The timer itself functions perfectly fine

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the only problem is that I want it to start at 4 minutes

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and when I connect that to the BeginPlay event, it doesn't work

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Anybody know what's going on here?

gentle urchin
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Using tick with a delay is not the intended use of tick, it'd be better to put it in a looping timer

obtuse herald
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No, the delay ignores input until it's done

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Except for retriggerable ofc

gritty elm
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set hardware cursor is not working in package build

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how to solve this

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but the cursor works in editor

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why it doesn't works in package build?

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my cursor.png is already in correct directory : /Slate/cursor.png

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ok so i think the issue was solved by enabling blueprint nativization

high ocean
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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.

barren flower
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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?

high ocean
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@barren flowerthere are many livelinks - you should probably ask in the channel closer to the issue you are experiencing.

alpine lotus
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how do you apply a texture when it's in a class blueprinbt?

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cause my doors have no texture

barren flower
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If you scroll down, you can still select the properties of the door

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but you have to have the component selected

alpine lotus
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I don't see it

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here right?

barren flower
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From memory I think maybe you need to expand the child actor component there

alpine lotus
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what is it called I can search for it

barren flower
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its in your screenshot there

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Under the child actor component heading

alpine lotus
boreal tundra
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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

alpine lotus
barren flower
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Yeah, so you are trying to edit the static mesh actor, right?

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im working off memory here, but whats under that

alpine lotus
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there's a lot

barren flower
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really?

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.....

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Static mesh

alpine lotus
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yeah but that's the door not the material

barren flower
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I mean, maybe just search material in the search up the very top

alpine lotus
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oh I got it I think

barren flower
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Mine just comes up when I select the static mesh component

alpine lotus
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I had to double click it

barren flower
alpine lotus
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to open the editor thing

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this thing

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and here I can change it

barren flower
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Oh, so you dont want to change it in blueprint, you want to texture it globally

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You should still have material slots available from inside the blueprint though

alpine lotus
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it changed it in the blueprint too tho

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maybe it's cause the doors are grouped under a arrow

gusty shuttle
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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.

dawn gazelle
shadow saddle
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which part of chara movement or anything control when ur chara falldown , it falls faster when falling down from jumping

lone jewel
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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

dawn gazelle
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A structure variable is just data - it doesn't exist as an object, rather it is part of an object.

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Correct. They aren't objects, so they can't be added to an object array.

alpine lotus
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when I use emissive static lighting within a blueprint it doesn't work

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but when it's not in a blueprint it does

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???

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it's not lighting up anything like this as you can see

hybrid ether
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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.

hushed pewter
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Is there a way i can search Set variable across all of my blueprints

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Its driving me nuts but my variable keeps getting set too 500 despite all the controlers having 0

dawn gazelle
hushed pewter
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Actual chad

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uid

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d

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It just

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Randomly decided too work

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I tore it apart

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And put it back together

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(whtich it was just 2 variables in a +)

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And it works

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WHAT IS THIS

marble nova
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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

obtuse herald
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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

dawn gazelle
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Sure? But this does require an actor to be spawned to contain the data - the character.

obtuse herald
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Your weapon inventory needs to have weapons in it already, because you're only changing an existing item

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Yeah

open pawn
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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?

trim matrix
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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?

severe turret
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@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.

trim matrix
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@severe turret I meant i switch place with the other player

severe turret
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sure you can de-possess each player and re-possess with each other's pawn

trim matrix
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Ohhh i see i will try that

obtuse herald
severe turret
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indeed

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you could use proxy pawns for this purpose

obtuse herald
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Or just swtich the location

severe turret
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good catch there ToyB. I'm still waking up πŸ™‚

trim matrix
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i would prefer switcg just their location

obtuse herald
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Save the location of Player A, teleport Player A to Player B, and then teleport Player B to the saved location

trim matrix
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the rocket is a bp, the place location is in character bp , no idea how t get proper values of my the player characters

dawn gazelle
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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.

trim matrix
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i will try that

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accessed none trying to read property of playerbp

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error

obtuse herald
trim matrix
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nothing happends it seems, no clue what i done wrong

blazing wasp
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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

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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

supple dome
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probably its just the debugger failing

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try using a print string

blazing wasp
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k

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oof, yep. so the debugger is pretty unreliable outside of breakpoints huh?

severe geyser
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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?

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I am able to to play sound in a blueprint

obtuse herald
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You need to Import them through the editor

severe geyser
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but not when calling a play sound on animation

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they have been imported

obtuse herald
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Oh

severe geyser
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yeah it's weird

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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

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alright, so it was something with the location. I moved the file into a folder where I have other sounds and it now works

spark steppe
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should show you what it expects when you hover over the pin

thorny hatch
last abyss
thorny hatch
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yeah i know i can send a screen shot of the changing animation if u want

boreal tundra
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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

thorny hatch
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I use a macro to get what weapond that is in our hand

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but @last abyss You mean like from the anim bp

last abyss
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maybe, mostly my guess is what is happening in either pickup or updategunattachment would be the issue

obtuse herald
boreal tundra
thorny hatch
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@last abyss I just blend them by pose int and then i made a interface to be able to call it

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This is how it looks on every idle, walk, sprint

last abyss
boreal tundra
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I'll try that too

boreal tundra
last abyss
obtuse herald
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then just retrive the ammo type from the weapon instance

thorny hatch
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@last abyss You know what i should do or nah

boreal tundra
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but than I'll have to disable all other ammo, and I'd need the same all round check

last abyss
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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.

boreal tundra
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Is there a fully made game that is open source, so I can check how stuff are done?

gusty shuttle
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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?

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Is there a way to find out if a spline point has been reached?

trim matrix
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is it possible to achieve actual loading without level streaming? and a live percent counter instead of freezing for a couple seconds?

gusty shuttle
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You would need C++ for that

severe turret
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@trim matrix you could try my Latent Level Streaming Node plugin. No need to code anything then

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Gumroad

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...

outer sparrow
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Excuse me, I need help since my health bar wont save and load at low health.

severe turret
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I would take care of the localized aurora borealis eminating from your kitchen first.

outer sparrow
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an unforgettable luncheon indeed

thorny hatch
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@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

trim matrix
severe turret
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no worries and thanks πŸ™‚

indigo bough
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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.

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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.

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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.?

twilit heath
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if they are using the owner's root components' location ActorComponent is fine

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if not, you'll need at least SceneComponent

indigo bough
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And the SceneComponent would be a relative offset from the owners root component location?

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(I can try this, though, thanks)

twilit heath
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scene component has its own location

indigo bough
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Nice okay, but still doesn't have any visual element (mesh component, for example?)

twilit heath
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now if you need more functionality

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like collisions, then its at least PrimitiveComponent

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if you want visuals, then its some form of MeshComponent, depending on what it needs to do

indigo bough
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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

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Trying to automate this so the setup is a bit easier per Ship

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But that would probably do it, even if you had to add a tag to the sail SkeletalMesh components in the owner Actor

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Okay, thank you. Understanding the difference between those components really helps πŸ™‚

patent bane
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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

keen hearth
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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.

placid mirage
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How to make the correct direction of movement when falling?

severe turret
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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...

β–Ά Play video
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this kind of maths would work.

placid mirage
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Thank you!

wind sequoia
placid mirage
severe turret
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know the rate of gravity and apply to the velocity over time to terminal velocity

violet flax
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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?

dawn gazelle
obtuse herald
placid mirage
severe turret
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oh I don't know about that. I rarely use the CMC

obtuse herald
placid mirage
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Yes!

placid mirage
obtuse herald
# placid mirage 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

violet flax
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@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.

obtuse herald
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Or make a struct which contains only the array, and use a map variable with string as key

spark steppe
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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

keen hearth
restive ore
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I'm learning blueprints and I now understand the basics of booleans, variables, functions, arrays and stuff. What should I learn next?

obtuse herald
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References and OOP if you're not familiar with it

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After that I would suggest timer and events

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then how UE4 handles player and game stuff (i.e. PlayerController, PlayerPawn, GameMode)

wind sequoia
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?

placid mirage
keen hearth
# wind sequoia Ur using an integer and that has the check right

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.

wind sequoia
modern cove
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I was trying to organize my game's item objects by moving them into their own folder. It apparently caused this bit of damage:

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How do I un-break this while keeping my organization intact?

dawn gazelle
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Right click on the item structure that's having the error and select refresh pins?

obtuse herald
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There was a way to reload blueprints by rightclicking them in the content browser

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but I forgot how it's called

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ahh, it's 'Asset Actions -> Reload'

modern cove
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I tried a Refresh Nodes on the GetClassDefaults; it causes the outgoing wire to vanish. I'm gonna try the Asset Action Reload next

dawn gazelle
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There's a setting on the side

modern cove
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no go on the Reload

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unless you mean the objects I moved; reload those?

obtuse herald
boreal tundra
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why am I getting this error and how could I fix it

dawn gazelle
boreal tundra
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there is a sequence to determine which to run, so they are sepperate

dawn gazelle
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Use a return node on each path. Do not combine them.

obtuse herald
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that shouldn't matter actually in this setup

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unless i'm missing something

boreal tundra
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the none is coming from the second one, but the second one shouldn't even run

dawn gazelle
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It does, because blueprints work backwards.

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Your comparison of the OR there is calling the values from the nodes behind it.

keen hearth
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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?

obtuse herald
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oh yeah ofc

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🧠

boreal tundra
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for different weapons

modern cove
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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 /

boreal tundra
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you mean drop the or and put different nodes?

obtuse herald
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make 2 return nodes

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one for each execution pin

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no or gate

keen hearth
boreal tundra
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I'll check, one sec

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I think it worked

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thank you all

limber seal
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Hoping somebody can help me out with this πŸ™‚ 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.

obtuse herald
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speed is the change of position / change of time

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that means your speed is the amount of positional change / world delta seconds

limber seal
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The issue ended up being that I was being stupid and had the target underground πŸ˜‚πŸ˜‚ but I appreciate you trying to help

blazing wasp
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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?

dawn gazelle
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That shouldn't be happening πŸ˜›

blazing wasp
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agreed! I've confirmed with a debug string print that the keys are different 😦

obtuse herald
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Do you only print one key?

blazing wasp
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I'm printing every time I add an element. First time it says "Adding Bob" and the second time it says "Adding Alice"

obtuse herald
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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

blazing wasp
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Yep I've done that. It goes from 1 element with {Bob, CustomDataStruct} to 1 element with {Alice, CustomDataStruct}

obtuse herald
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πŸ‘οΈ πŸ‘„ πŸ‘οΈ

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Does this happen aswell with other maps?

blazing wasp
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not sure, that's the only place i'm using a map

obtuse herald
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try it

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create a new one and add two elemnts

blazing wasp
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ok couple mins to set it up

boreal tundra
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does anyone knows what should my object be?

blazing wasp
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@obtuse herald ok it worked fine with a test map

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this added 2 elements of {0, 1.0} and {1, 2.0}

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😦

obtuse herald
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Then you probably have some bug in your code

boreal tundra
obtuse herald
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of the object you want to change

boreal tundra
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I just want to change variables

obtuse herald
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Casting is useful to convert a reference type to another reference type (ie. Pawn -> BP_MyPlayerPawn)

boreal tundra
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does that mean I shouldn't cast in this situation???

boreal tundra
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should I make an actor variable instead?

dawn gazelle
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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.

sand shore
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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).

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And I still think "Cast To" shoulda been "Cast As"; especially when the cast node's result pin is "As [NewType]".

boreal tundra
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I keep getting this error and I don't understand why

blazing wasp
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@obtuse herald figured it out, the Map was a member of a data struct and i was writing over the data struct!

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ty for the help

dawn gazelle
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Perhaps you meant to get it instead?

boreal tundra
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I did set it to the blueprint, and than delete it

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I'm not sure if that works, but I tried other ways and I still got the same error

boreal tundra
dawn gazelle
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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.

boreal tundra
boreal tundra
quiet stag
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Can someone tell me why i would use a blueprint with a public data asset vs just a blueprint for creating different objects

regal venture
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With a primary data asset?

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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.

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They don't need to be compiled, they're easier to work with, and they make their intentions more known

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They're just read, and the blueprint does what it needs to do

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They're more lightweight and clean

ember veldt
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They also support inheritance as well, so you can have a lot of functionality tucked into them in a hierarchy

regal venture
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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)?

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I'm not sure how long the inventory UI data actually sticks around, and if I can count on that

ember veldt
regal venture
#

So your array and UI does stay around to continue being subscribed to that compoennt?

ember veldt
#

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

regal venture
#

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

ember veldt
#

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

regal venture
#

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?

ember veldt
#

Shouldn't be, but some testing should be done. As long as it's referenced somewhere

regal venture
#

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

ember veldt
#

And if your widget is being destroyed it shouldn't matter anyway. Just reinstate it when it's called to open again

regal venture
#

So I guess that's kind of fail-proof in that regard

ember veldt
#

So your implementation should be fine regardless

regal venture
#

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! πŸ‘

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

#

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

dawn gazelle
#

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)

late shuttle
#

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...

trim matrix
#

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

late shuttle
#

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.

dawn gazelle
dawn gazelle
solid grove
#

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
solid grove
#

@dawn gazelle this doesn't make a hard reference to the class does it?

trim matrix
#

@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

dawn gazelle
trim matrix
#

Oh yeah true

#

So i can just put the interaction type logic in a specific actor's interface action and ve good to go?

dawn gazelle
dawn gazelle
solid grove
#

eh I'll just use get player pawn == then

#

I really don't want to make a reference the the main character class

uneven geode
#

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?

crude sun
#

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?

knotty bane
crude sun
#

I'm still very confused as to why I couldn't set a value through the beginplay

knotty bane
crude sun
#

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?

knotty bane
#

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

crude sun
#

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

knotty bane
#

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

wise raven
#

Primitive components are not showing in the GetComponentsByTag ?

high phoenix
#

when I simulate physics on my character's Mesh it goes throught the ground. anybody knows why?

wheat vigil
#

how do i set the lods screen sizes of a mesh?

tame pecan
#

@wheat vigil

#

in the static mesh

bright dirge
#

Hello, is there an event in gamemode i can override to handle spawning without using PlayerStart actors ?

humble island
bright dirge
#

So if I want to do a spawning area actor, said spawning area will have to spawn player start actors ?

humble island
#

You have to manually devise a Function/System that does that.

#
  1. Remove Default Pawn from GM.
  2. Search for Location on Event New Player.
  3. Spawn Player Actor from Class & Possess.
  4. Done.
wheat vigil
bright dirge
tame pecan
#

@wheat vigil That's not possible. You got to do some c++ extensions.

wheat vigil
#

Oh ok, and how would i do thati c++?

#

Every actor should have the same lod screen sizes

tame pecan
#

Every actor?

#

You mean every component?

wheat vigil
#

Yeah i have many meshactors that all have the same size

#

But the default values for the screen sizes dont work

humble island
#

Not in front of PC.

wheat vigil
#

I spawn the meshactors via blueprint

bright dirge
#

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

humble island
#

As long as it works. πŸ‘πŸ‘πŸ‘

bright dirge
#

Yep thanks

pseudo pelican
gentle urchin
#

@bright dirge

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

gentle urchin
#

I think swap might be called during seamless?

bright dirge
#

Yep but HandleStartingNewPlayer work in both case so no bother

gentle urchin
#

True that

#

Its the correct one to use

regal venture
#

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:

bright dirge
regal venture
#

@bright dirge indeed, but that hasn't caused me any issues before - I just bind to functions, like this:

#

EVENT_OnStaminaExhausted() being another function

bright dirge
#

Tried to do it and it worked for me

regal venture
#

wat

#

haha

#

...and now it's working for me, too. πŸ˜‘

bright dirge
#

Magic

#

I am glad i could help you πŸ˜‰

regal venture
#

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 cryunknown

icy dragon
alpine lotus
#

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

icy dragon
alpine lotus
#

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

alpine lotus
#

or like edit the blueprint

trim matrix
#

Is there a node which adds constant movement to the game object to one direction?

alpine lotus
#

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

icy dragon
trim matrix
alpine lotus
#

oh I thought they were asking me if I have it, lol

trim matrix
icy dragon
alpine lotus
#

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

pastel rivet
#

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)

lone jewel
#

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

alpine lotus
#

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

lone jewel
#

like when i load the map i can determine the coords where my character will spawn?

alpine lotus
#

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

quiet stag
#

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

alpine lotus
#

I dragged in a empty actor from the other screen

quiet stag
#

i didnt even need the onconstruction lol all i needed to do was have super called in that event changed overriden function

alpine lotus
#

ok ok ok

#

πŸ˜…

#

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

trim matrix
#

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

alpine lotus
#

ok so I got rid of my arrows

#

doors still work

#

ima reload and see how it loads now

trim matrix
#

@trim matrix someone mentioned Add world position node for it, although it doesn't appear when blueprint is just actor.

alpine lotus
#

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

icy dragon
#

To add this, moving the player can lead to nasty floating point errors.

alpine lotus
#

yea they won't, but now my move-able doors are within a static category

trim matrix
alpine lotus
#

since the shared root is static

#

since the doors are under the root

trim matrix
#

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.

alpine lotus
#

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?

dire reef
#

Hey Mates
Does anyone know how can we create a hologram like this in material editor (HLSL) ?

alpine lotus
#

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

dire reef
#

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

lone jewel
#

How to teleport a player when spawning in a different level?

dire reef
#

that's what i reached
just bcuz of translucent the face goes like that!

icy dragon
#

Most games using the hologram effect use masked opacity, and apply TAA dither to soften the opacity.

alpine lotus
#

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

shadow saddle
#

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

alpine lotus
#

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

shadow saddle
#

move chara directly as in bp manupulation

#

or wasd

alpine lotus
#

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

dire reef
alpine lotus
#

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

trim matrix
#

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.

alpine lotus
#

yeah but that's separate now

dire reef
#

πŸ€”
it must be masked?

gusty shuttle
#

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

alpine lotus
#

I have just a door blueprint

#

just doors

#

and their collision box

#

k

icy dragon
# dire reef πŸ€” it must be masked?

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.

obtuse herald
trim matrix
#

which node moves actor?

icy dragon
obtuse herald
trim matrix
alpine lotus
#

only this now

obtuse herald
#

yeah, set all your components to moveable

alpine lotus
#

I have this

#

all are moveable

trim matrix
alpine lotus
trim matrix
#

oh ok

alpine lotus
#

don't get what's static?

obtuse herald
icy dragon
marsh citrus
#

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

glacial viper
#

hello i have an error when i finish to test the game and i have no idea where it comes from can someone help?

alpine lotus
#

I don't understand what's static in the doors

#

I checked all the components in the blueprint

#

they all are moveable

alpine lotus
#

the second half

obtuse herald
alpine lotus
#

I am in the door blueprint?

#

I don't have the doors in the hallway one anymore

obtuse herald
#

you have 1 doors bp, and 1 door bp, check both

#

the other way around i belive

alpine lotus
#

I only have 2 blueprints?

#

and then my doors

dire reef
#

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 ...

alpine lotus
#

but I don't have it attached like that anywhere?

#

like I checked the blueprints

#

all thse have moveable here

obtuse herald
alpine lotus
#

yes?

obtuse herald
#

and in that actor, something is probably static

alpine lotus
#

I clicked all the scenes, doors and boxes

#

all are moveable

dire reef
#

that can be a way as well
using element 0 for it's head
1 all other part

alpine lotus
#

but look

#

they are set to moveable

#

I don't get it

obtuse herald
#

it's an actor child component

#

and in that actor

#

there is probably something set to static

alpine lotus
#

oh you mean this?

obtuse herald
#

πŸ‘οΈ πŸ‘„ πŸ‘οΈ

#

just use static mesh components

alpine lotus
#

so what do I set it to? I tried to set it to actor but then the doors became invisible

obtuse herald
#

don't use child actors for static meshes

#

delete them

#

and use static mesh components

alpine lotus
#

confused

#

I can't delete the doors?

icy dragon
#

Get rid of the child actor, use static mesh instead

alpine lotus
#

how?

icy dragon
#

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.

alpine lotus
#

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

icy dragon
#

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.

alpine lotus
#

but if they are in the map you have to program each individual door?

obtuse herald
icy dragon
alpine lotus
#

I thought that I make a class blueprint with doors and then just copy it everywhere I need it?

icy dragon
obtuse herald
#

you just have to make sure that your mobility is correct

alpine lotus
#

why are doors so hard

icy dragon
#

Okay, a better rundown for you:
-> One actor BP for the wall generation
-> One actor BP for the door and its logic

alpine lotus
#

that's how I have it

#

just my doors are actors, I need to replace them

icy dragon
#

Now you can just put them doors inside the map, instead of having it nested inside another BP.

alpine lotus
#

yea

obtuse herald
alpine lotus
#

that's the plan

icy dragon
trim matrix
#

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?

alpine lotus
#

why are they bigggerrr

#

when I do the static mesh thing

obtuse herald
#

just scale it down

alpine lotus
#

they are way bigger than the original doors

#

that's annoying

icy dragon
trim matrix
#

@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.

icy dragon
#

BeginPlay only execute when the object is first spawned into the map, which also execute upon play.

trim matrix
#

u mean begin play also executes when i drag actor in the scene without pressing start game?

icy dragon
icy dragon
alpine lotus
#

it's not half or quarter

#

it's some weird scale

icy dragon
trim matrix
#

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.

alpine lotus
#

but then it won't be exact either

icy dragon
alpine lotus
#

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

azure bolt
#

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?

obtuse herald
alpine lotus
#

don't think so

trim matrix
#

@azure boltyou can limit allowed look arc

azure bolt
trim matrix
#

u better do it with ur own math, more flexible but yeah clamp also can be used.

alpine lotus
#

may be easier

alpine lotus
#

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?

icy dragon
#

Install one.

obtuse herald
#

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

alpine lotus
#

it says

icy dragon
alpine lotus
#

oh same place

obtuse herald
obtuse herald
icy dragon
obtuse herald
alpine lotus
#

where do I move it to?

obtuse herald
#

i mean right now

alpine lotus
#

woops wrong reply

icy dragon
#

Even then I disable autosaving completely lmao

alpine lotus
obtuse herald
alpine lotus
#

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

trim matrix
#

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?!

obtuse herald
trim matrix
obtuse herald
#

idk why does it disappear? :p

trim matrix
#

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?

trim matrix
trim matrix
obtuse herald
trim matrix
trim matrix
obtuse herald
#

you're lerping the size to 0;0;10

trim matrix
#

πŸ˜„

#

but after disconnecting, shouldn't everything be like it was before connecting?

obtuse herald
#

print your base scale

trim matrix
#

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.

obtuse herald
#

the code didn't, you probably did

trim matrix
#

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

obtuse herald
# trim matrix

oh wait, you're getting your actor scale but only setting the mesh scale

trim matrix
#

yeah

#

no scene is

obtuse herald
trim matrix
#

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

icy dragon
obtuse herald
restive pendant
worldly gyro
#

I do a dash and my character goes under the ground
instead of going in a straight line

sand shore
# trim matrix

you can't scale it down to 0 on an axis and expect it to render properly

prisma stag
#

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>?

trim matrix
#

@sand shore but why it's scaled down when i disconnect the logic?

sand shore
#

Dunno

trim matrix
#

@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.

sand shore
#

Try setting the scale to 1,1,1 on end play??

trim matrix
worldly gyro
#

he go backward btw

#

how dude

#

you save me or what

shadow saddle
#

is there a way to not let my camera go thru the floor like what im seeing right now

shadow saddle
obtuse herald
trim matrix
worldly gyro
trim matrix
#

or i'm loosing my mind here

honest knot
#

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?

shadow saddle
#

ah ok

trim matrix
#

@obtuse heraldtried doing with the pawn, same thing happens as with actors.

shadow saddle
#

can u guide me more on this im kinda confused

obtuse herald
#

turn off autoplay

shadow saddle
#

tq

trim matrix
obtuse herald
trim matrix
#

spent good half a day on it

trim matrix
#

spent hours solving it.

obtuse herald
#

I can imagine

trim matrix
#

so timeline was continuing play from previous session if i gather correctly?

obtuse herald
#

no, probably playing the first "frame"

shadow saddle
#

ok understood tq

obtuse herald
#

I guess it's useful for settings things up to be used later

trim matrix
# obtuse herald no, probably playing the first "frame"

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.

obtuse herald
#

is your speed high enough?

upbeat goblet
#

Oh that was it haha, thanks

royal kraken
#

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

obtuse herald
#

displayed by a billboard?

severe turret
#

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

obtuse herald
#

but how is he doing that with an widget?

worn nebula
#

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

severe turret
#

@obtuse herald maybe attached to the billboard as a 3d widget component. I dunno. It's obviously a confused situation for requirement here.

royal kraken
obtuse herald
severe turret
#

@royal kraken it doesn't matter what you set it to. UMG is DPI aware. You need to just use the anchors correctly.

tropic pagoda
#

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?

severe turret
#

@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"

tropic pagoda
#

lol i agree. any ways in blueprint?

severe turret
#

no

high ocean
#

Hey, any other way to clear an array within a struct?
This doesn't seem to work for some reason

severe turret
#

@high ocean Set Member In Struct and null it

strong solar
#

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

boreal tundra
#

how do I change a blueprint from an actor to gamemode base

high ocean
#

@severe turretUhm... sorry but idk what is/you mean by "null it" πŸ˜•

royal kraken
severe turret
#

means to create a null reference.

high ocean
#

πŸ€¦β€β™‚οΈ I still don't get it - sry 😐

severe turret
#

Then I would probably google it, they might explain it better than I

obtuse herald
high ocean
#

That's what I don't understand, I'm virtually setting the damn thing to an empty array@obtuse herald

severe turret
#

@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.

royal kraken
wind sequoia
#

hey marc

severe turret
#

you can. its just a bunch of containers essentially.

#

hey

boreal tundra
obtuse herald
high ocean
#

@obtuse heraldMakes sense, it's kind of what I wanted to investigate - thanks. The problem must be somewhere else

faint pasture
obtuse herald
#

try prinitng the bool

faint pasture
#

Have you debug to make sure it's not always returning true or always returning false for the crit bool

severe turret
#

@upbeat goblet you are in a world of trouble already

obtuse herald
#

don't forget that you have a random chance

severe turret
#

that is gonna be so problematic for you

dawn gazelle
#

Your issue is because you're calling the random pure node twice with your boolean.

upbeat goblet
dawn gazelle
#

This will cause the Random Float in Range to be called twice.

upbeat goblet
#

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

severe turret
#

@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

upbeat goblet
severe turret
#

yes

dawn gazelle
#

Exactly.

mossy herald
#

when a spell hits the death trigger, it activates and kills the player. How can I fix this?

dawn gazelle
faint pasture
#

Why would you ever want a delay in your tick event?

severe turret
#

@faint pasture thats a superfluous question to someone who does it. They don't understand so no point asking them why

mossy herald
plucky juniper
#

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?

faint pasture
#

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?

boreal tundra
#

do gamemode bases need to be spawned to run?

#

because my blueprint isn't outputting anything for some reason

icy dragon
boreal tundra
dawn gazelle
#

You set what game mode you use in the world settings.

boreal tundra
severe turret
#

no

dawn gazelle
#

No. Only one game mode at a time.

boreal tundra
#

what should I change my second gamemode to than

#

I want it to be there at all time

severe turret
#

I dont understand that question. What are you trying to acheive?

spark steppe
#

you could inherit the "master" game mode class/bp

boreal tundra
#

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

sand shore
#

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

spark steppe
#

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

sand shore
#

my suggestion is a bit better because of Get Component/Find Component

#

You don't even have to cast from Get Game Mode

spark steppe
#

ok, wasn't sure if the game mode supports components

sand shore
#

its an actor

#

I wouldn't give it scene components, that might not work

#

AInfo does some sketchy stuff with transform functions

mossy herald
unborn maple
#

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?

faint pasture
#

Otherwise a shooter is fine

dawn gazelle
unborn maple
#

yeah it wasnt gonna be multiplayer it was goin to be more like socom

#

military single player base tho

spark steppe
#

create an actor component which holds your "gamerules" for ammo and such, then add that component to your actual game mode

boreal tundra
#

do I add a child actor in gamemode

spark steppe
#

no

#

once you created a actor component blueprint, it's available on the list when you add new components to an actor/gamemode

mossy herald
boreal tundra
spark steppe
#

that's a variable

#

top left the green button "add component"

boreal tundra
#

what should the component me??

spark steppe
#

the one you created

#

first you have to create it, make a new blueprint and chose actor component as parent class

boreal tundra
#

I do have it

#

and it is an actor

spark steppe
#

oO it has to be an actor component

boreal tundra
#

can I change it now?

spark steppe
#

maybe, open the blueprint, select class settings from the top menu and in the details try to change the parent class to actor component

boreal tundra
#

I don't have that option

spark steppe
#

which option

boreal tundra
#

actor compnent

#

I can't change it to that

#

in the parent class drop menu

boreal tundra
spark steppe
#

well, then you have to redo it with the correct parent class

opal ivy
#

Is tick rate in unreal 60Hz?

severe turret
#

no

spark steppe
icy dragon
severe turret
#

120 is the default

#

but its also averaged to a desired framerate

opal ivy
#

Physics tick rate is tied to framerate?

icy dragon
severe turret
#

physics tick has different tick groups.

spark steppe
#

but it still ticks at the same rate

severe turret
#

it can be variant across all tick groups tho

willow cedar
#

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?

opal ivy
#

Okay. So, where would I get started learning how to handle events in the background over multiple ticks?

spark steppe
#

like multithreading or just delaying work of the main thread over several ticks?

icy dragon
willow cedar
#

Ooo, I thought the Pawns would just be spawned off the Game Start

opal ivy
#

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

spark steppe
#

is it still your heightmap interpretation?

opal ivy
#

Yep

willow cedar
#

I do have the default pawn set correctly here

spark steppe
#

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

opal ivy
#

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

icy dragon
willow cedar
#

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

opal ivy
#

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)

spark steppe
#

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++

opal ivy
#

Not surprising.

#

I'm super disappointed to find out how much of the engine requires C++ to use at all.

royal kraken
#

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?

spark steppe
#

and i'm surprised of how much it can do without c++ πŸ˜„

dawn goblet
#

I'm making progress, and I know ABSOLUTEL NO C languages at all

#

It was that very reason I chose UE over Unity

opal ivy
#

I just really dislike C++

#

C# is actually my favorite.

spark steppe
#

then you should probably better go with unity?! while some people say that working with ue c++ kinda reminds them of c#

opal ivy
#

I need to learn it anyways, I guess.

#

apparently a decent free JSON plugin is needed.

opal ivy
#

Maybe I can hash out a simple reusable multithreading one too

willow cedar
#

So I fixed my problem, but now the Viewport movement feels different from the Standalone movement, even though they are the same exact Pawn

opal ivy
#

That thing has ZERO documentation.

#

And I poked at it for a while before I switched to data tables

severe turret
#

VARest is fine for me

spark steppe
#

so that's the docs πŸ˜›

smoky socket
#

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"

opal sinew
#

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?

novel ice
#

Hey fellas!