#blueprint

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novel ice
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Anyone know how can I make projectile disappear when it hits a wall?

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That's my standard projectile scene

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And here is a blueprint of it

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now it's not disappear when it hits enemy loool

trim matrix
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@novel ice on your box collision you gotta enable hit events

novel ice
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Oh

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It really worked, thanks!

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Aaaand... how can I hit an enemy with it? Is there any option for that thing too?

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OH IT WORKS NOW TOO

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Thank you man!

thorn moth
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trying to get the angle between 2 widgets inside a canvas

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but the angle is always positive

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ops

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worked

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ss for someone in the future: angle between widgets in 2D space

modest gulch
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I have structure passed by reference to function. Getting values works fine, but trying to set them borks out with warning "The NameOfInput is a Read Only property and can not be modified directly.". Is there anything I can do with that?

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this is how I set value:

severe turret
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@modest gulch looks like you are replacing the struct ref when its not done that way. You are using Set Member In STRUC_GlitchTimer

modest gulch
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then how I should do that?

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If I can't set values in structure (by reference), then whole "Pass-by-reference" option is half-useless

dawn gazelle
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It seems to work regardless, so long as "Glitch Timer" is in reference to the input structure, no?

modest gulch
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yes, it is reference

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I can check if it actually works, but warning worries me either way

dawn gazelle
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Eg: I have this...

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And the loop executes and I see 0 1 2 being printed.

modest gulch
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and it shows correct result?

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that would be great. thanks

dawn gazelle
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If you don't want the error to show up, just connect the input directly to the set members node and it goes away ๐Ÿ˜›

modest gulch
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lol. looks like internal getters aren't exactly polished

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thanks again!

opal ivy
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So, in order to get multithreading, I was gonna make a simple plugin that exposes a node to blueprints. But all my templates in New Plugin are missing, I just have blank

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Sure

icy dragon
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Just do it in C++ lmao

opal ivy
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I literally have to make a node in C++ that does it

icy dragon
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Just make one UFUNCTION with BlueprintCallable attrib in the header file, and define it in the C++ file. It'll appear in the Blueprint editors once you compile it.

opal ivy
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My idea here is to take an event as an input and an event as an output, the input event gets called on a new thread, the output event is called when the function is complete

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... why is my Visual Studio running so badly?

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That's literally the entirety of C++

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I mean, I'd really rather not have to do this. I pretty specifically wanted Blueprint, but Blueprint by default doesn't do what I need.

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multithreading in general is a recipe for nightmares

willow cedar
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No clue where to post this, but I added a C++ class into my project with default settings. I restarted my session and now I can't load into the project and am getting this

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It starts to do it

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Then says it can't be compiled. Try rebuilding from source manually.

dawn gazelle
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But I installed turbochargers on my horses. If I don't add a perfectly slanted windshield the spoiler doesn't prevent the carriage from taking off!

willow cedar
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Ok, how do I generate visual studio project files?

opal ivy
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As for the multithreading becoming problematic, I should be fine because my thread is only going to add instances to instancedstaticmesh components, then post an event for the main thread to switch visibility of things

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Unless there's a GOOD way to get some sort of async behavior in BP that I don't know about

willow cedar
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Ooo, I see. I didn't know which part I was right clicking

opal ivy
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Okay, I will use latent nodes if I can find any sort of information on using them other than "drop a delay node" that seems to do absolutely nothing

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I need to be on the gamethread to add instances to ISMs?

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Cuz that means even multithreading won't be a solution

slate wasp
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what am I even doing here

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don't use the Compile button

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it's not that?

slate wasp
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you need to thread the needle with ISMs

opal ivy
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...

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So, since I'm back to the drawing board here.

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Delay with a duration of 0 functions as a Yield, right?

slate wasp
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delay w/ 0 is 1 frame delay

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and there's a trick of doing that x2

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not sure what the trick is but it's a trick :P

opal ivy
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so it functions as a yield

slate wasp
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no it functions as a one frame delay

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in general, don't try to do multithreading from BP

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that's what c++ is for

opal ivy
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Multithreading isn't a solution anyways

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because I need to edit instances on ISMs during my async stuff

slate wasp
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multithreading == async

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do all that in c++ and you should be fine

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eh!

opal ivy
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I mean, that's not STRICTLY true, but even if we ignore being pedantic, I still can't add instances to an ISM on another thread, so there's no point

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all right, dropping a delay in did nothing

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I put it in my for loop that builds my chunks

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apparently I'm refactoring to do this 1 tile at a time in a tick

opal ivy
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do I have to do something special to make tick work?

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no, there's some other issue. Great.

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okay, I figured out what I was doing wrong.

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It just will take 16 years to actually build the map out at this pace

fresh sand
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Hey how do I refresh a widget when applying new Values in a structure? I tried this but no luck

dawn gazelle
fresh sand
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Manually

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This is were the Values are set

dawn gazelle
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I mean the components within the widget. Like, this is set to a bind?

fresh sand
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Oh yeah

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That I did

opal ivy
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while it runs, this is painful for a whole different reason

fresh sand
opal ivy
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I already did that.

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I've got it batching 50 things per tick

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It's hellaciously slow and ALSO gives terrible framerates

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It doesn't give a freeze, but building the map is easily going to take 10x as long this way

fresh sand
opal ivy
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I need to figure out building chunk by chunk I think, so only one chunk gets built in a given tick, then increase the amount of tiles it builds in that chunk

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I don't suppose there's an easy way to sort actors in an array or other container by one of their variables?

covert stirrup
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is it only possible to call a 'get player controller' inside the level blueprint, can you not do it in any other?

narrow kelp
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should be able to do it anywhere

covert stirrup
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I can't seem to call it in a Pawn/Gamemode/Player Controller / Actor BP

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I swear I have plenty of times before, but it just doesn't let me

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cant copy & paste into any other type either

narrow kelp
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what about manually with right click

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sometimes ue hates copy paste

covert stirrup
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either, cant copy and paste and it's not in list either with context or non context

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just, not available

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but in the level BP, it is under Game

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WAAAAAAAAAAAIT

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You can't call it in Construct, but you can in Event RIGHT...that makes sense! xD

narrow kelp
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ah

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yeah

covert stirrup
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I did think it was really strange, but there we go me being an idiot ๐Ÿ˜›

narrow kelp
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ive done that with construct too

covert stirrup
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ill be honest, I have never seen a construct limited node set before, not that I have noticed at least!

opal ivy
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This... is interesting.

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this tells me that something about my building is pear-shaped and might actually be a large part of why it takes so long

opal ivy
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I'm gonna have to step back from this and give it some thought or something. It's making my head hurt and pissing me off at the same time

high ore
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I thought I had an epiphany and finally understood Blueprint Interfaces, but I'm lacking something here. I'm just trying a simple destruction message. Pressing B on the Right Oculus controller should send a pulse that is picked up on an actor that has the BPI loaded in class settings and should execute a DestroyActor. I just can't figure out the Target, which I think is what's holding this back

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print string works so I know the button is working, and the actor is calling the event with just a destroy actor

dawn gazelle
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So if you were say, holding some "thing" in your VR hand that you want to destroy, you'd want to pass the reference to that "thing" as the target, and that "thing" needs to implement the interface and have code to destroy itself.

opal ivy
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I need to formulate a small idea that doesn't rely upon procedural generation because this terrain is about to make me throw my PC out the window

high ore
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Yeah, I feel a bit stuck there, the thing/actor has that code to destroy itself when it receives the pulse. But if I already put the actor in the target on the "VR hand" what's the point of the interface (the underlying issue for me here is trying to get used to thinking with interface instead of cast to)

sudden ledge
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How did u guys master BP?

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Did u watch tutorials and tried some stuff or what did ya do

dawn gazelle
# high ore Yeah, I feel a bit stuck there, the thing/actor has that code to destroy itself ...

The interface allows you to generically do something with multiple different classes. For example, I could have an "Interact" interface. With one object, that could be as simple as turning on a light switch. With another object, it could start up a bomb countdown. Maybe with an NPC it starts a conversation. It allows you to do this without casting to or knowing the exact class of that specific object.

opal ivy
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Not a master, but I have other programming knowledge and once you take that + learning a large handful of nodes, it's pretty cake

sudden ledge
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Hmm

icy dragon
high ore
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ooooohhhh maaannn, it worked. oh sweet nectar of the gods, if they could somehow encapsulate that feeling you get when you solve something

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thanks @dawn gazelle the actor reference I realized in theory but now in practice finally found the 'Get Actor of Class' and put in the Actor Class I'd created. and then it finally went through. Pressing B now destroys that object

dawn gazelle
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What if you have multiple of that actor though? Your "Get Actor of Class" will return only the first one found.

wary tinsel
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Is it possible to Get(a copy) of an array with string and not with index?

dawn gazelle
wary tinsel
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nope

sudden ledge
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@dawn gazelle what did u do to learn blueprint?

dawn gazelle
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Then you may want to consider using a Map variable instead.

dawn gazelle
sudden ledge
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.

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Wdym by that

dawn gazelle
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I've been a hobbyist programmer for many many years... It was fairly straight forward for me to pick up. The more complicated aspects such as multiplayer is where I sort of started with BPs (and I'm still not super great with multiplayer)

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First things I was doing in BPs was mods for Conan Exiles.

high ore
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@dawn gazelle I see what you mean, created a few duplicates and it destroys one per press. Which is still somewhat OK for this specific prototype. I lack the node knowledge to know which inputs would be needed to solve, at least not until I get some sleep

icy dragon
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Oh yeah, I'm also a Doom modder since 2008 (literally when I was a kid), so I'm not going full blind when started game development or Unreal Engine 4 programming.

sudden ledge
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So liek as a begginer how would u learn blueprint

dawn gazelle
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If you're a complete beginner in programming, you need to learn about variables, variable types, arrays, and then maybe some object oriented programming basics. If you know all that stuff already, then just learning about how UE4 works - like what different "things" are like Player Controller, Game Mode, Game Instance, Characters, Pawns, Actors, Widgets... The nodes involved you will learn over time as you interact and want to create different things.

sharp fog
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heyo guys, can someone give me an idea of where I'm going wrong with this?

Trying to have the player being pulled towards the hook point, but from what i've read the difference should just be put into an addforce action?

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Doesn't seem to be working though

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addforce is connected to Event Tick

wary tinsel
high ore
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Oh, as simple as just realizing there was a Get All actors of class node as well

dawn gazelle
high ore
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๐Ÿ™ˆ

dawn gazelle
high ore
dawn gazelle
sudden ledge
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Oh

dawn gazelle
high ore
opal ivy
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I would think that the solution here would be a vector from the actor to the hook point

high ore
dawn gazelle
icy dragon
sharp fog
sharp fog
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Admittedly I've just added a multiplication of 1500 to the vector - vector calculation result and it seems to be working

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makes me think if this is a jank fix or if there is a genuinely better way to do it peepoJammiesDetective

opal ivy
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it's add, not subtract

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targetPosition + sourcePosition = vectorToTarget, I believe

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Ah, ^^ there ya go then

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likely your vector is just too small before multiplication to generate a noticable amount of force

fast blaze
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hi all is it possible to fade out sound wich is playing now at location? can't figure out how to turn it off... it's looping thanks

dawn gazelle
rugged zephyr
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Hey, I seem to have a problem understanding a fundamental thing about unreal. Perhaps somebody wants to help me out ๐Ÿ™‚ I just spent a few hours trying to fix a problem and the solution was really weird to me. I have a Blueprint BP_Weapon_Base and children of it representing weapons. I attach a collected weapon to the players arm (3rd person template with paragon character). When i attack the swing makes the sword go far behind me, colliding with the camera and thus making the spring arm go forward into the character. my solution: weapons should not collide with the camera. I updated the bp_weapon_base but it didn't fix anything. after a few hours I found a strange hint in the internet suggesting that I have to put the Weapon in the level again, because my bp-change will not be represented in actors that are already in the level. I tried it and it worked. Shouldn't updates in blueprints update the actors in the level that are based on them? ๐Ÿค”

severe geyser
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hey folks, working on boss waves and the number that spawns. I am trying to figure out how to work this bluepoint. The first time boss wave happens, I want it to spawn 1, the second I want it to spawn 2 and so on. Right now I have it set to my Boss Wave Difficulty is 1, Boss Difficulty Multiplier is also 1, so 1 spawns each time. If I make either 2, it will spawn 2, then 4 and so on. Any ideas?

fossil dagger
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I'm trying to add foliage where it once was, what is the object reference for that?

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I used this to remove foliage I clicked on, but I want to have foliage return but I have no idea what the reference would be.

narrow kelp
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@rugged zephyr Not sure if this is what you're experiencing, but things dropped into the level editor are new instances of the blueprint asset, and can have instanced changes that deviate from the default

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once you change a property, the editor thinks you want the new value rather than whatever is default

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usually you can revert to default values by pressing the yellow arrow

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in your case, maybe your collision response what overwritten on the instance

rugged zephyr
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@narrow kelp Thank you for your help! Your suggestion seems to bring me on the right track. I still struggle a little with that thought though. If I don't change anything on an actor after putting it into the scene and then update the blueprint unreal still thinks I want the old values? Even if they are not customized to the blueprint?

narrow kelp
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If you haven't modified the instances, they should be updated to what is on the blueprints

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if not, that could be a bug or something I don't understand

rugged zephyr
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@narrow kelp Is there a way to make all settings of an actor revert to its blueprint state? So I could be sure it was a modified property I perhaps forgot?

narrow kelp
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You could try clicking on any of those yellow arrows you can find

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other than that, you may need to just delete and replace

rugged zephyr
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@narrow kelp Wow ok, thats irritating! It's easy to overlook a yellow arrow in one of the components, so I thought this should be a common need. Perhaps I am still thinking too much in unity-prefabs ๐Ÿ™‚

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@narrow kelp Your assumption must have been correct! I just reset everything on the faulty actor and now it works like the new one. I also found a way to reset an actor to blueprint default if anybody needs it:

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@narrow kelp Thank you for your help! ๐Ÿ™‚

fossil dagger
narrow kelp
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@rugged zephyr cool, i didnt know about that ๐Ÿ™‚

rugged zephyr
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@narrow kelp Glad to be able to give something back! ๐Ÿ™‚

tidal venture
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This has been bothering us for a while and nobody found a solution yet:
"Cannot pass a read-only variable to a reference parameter In Effects"
This happens after accessing a TArray<..> member of an object within a blueprint. However, this value is neither const nor otherwise marked as readonly in code. We do not understand why this is flagged as readonly. We are using 4.25, this happened repeatedly, and I found no info on it online

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This issue seems to be specific to members of type TArray

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A workaround is to store it in a local variable (copies it) and then using the copy but that is very inconvenient

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The incident occured in a widget blueprint for what it matters

narrow kelp
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are you doing it in a for each loop?

tidal venture
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no, if i pass it to a for each loop i can use the outputs of the loop just fine

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i pass it to a function that i created, a blueprint function

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the function is part of a different widget

narrow kelp
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hmm

tidal venture
narrow kelp
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maybe try a different variable name? I guess it could be reserved

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not sure

tidal venture
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has nothing to do with that

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unfortunately

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UPROPERTY(BlueprintReadOnly)
TArray<UEncounterEffect*> InitialEffects;

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Ok actually the member is marked ReadOnly but i still dont understand the issue

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How can i make a copy of this array in BP?

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I really dont want to expose this to be BP-editable

dawn gazelle
# tidal venture

Is this bit of code within a function itself where Encounter is also an input variable that is passed by reference?

sterile quest
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Also trying to mentally work out how I'd go about making a system that allows the player to press "W" once that would set the ship to a certain speed and then they can either press that again (to increase the speed further) or press "S" to bring the ship to a stop (or slow it down). Basically a WW2 ship throttle system.

However I am struggling to wrap my head around how to translate the concept of speed to the transform of a object in UE4. I am thinking I'd use If (Branch) statements, but I am getting hung up on how what nodes I will need after that to set the "speed" of a ship to certain amounts.

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Currently what I have and where I am stuck.

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I started the more advanced throttle system (bottom of picture), and you can see the more basic one at the time.

tidal venture
icy dragon
opal crane
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hey guys, is there way to stop rendering fog once at a certain height

tidal venture
sterile quest
icy dragon
opal crane
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oh?

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thanks man

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had no clue

dawn gazelle
sterile quest
dawn gazelle
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Something like this

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(I think)

sterile quest
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Since there will be about 4-5 levels of speed that the player can use (not including a single level of reverse), and I am thinking I'd use the branch to check if the ship is moving and at what speed level.

opal crane
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hey guys, is there way to stop rendering fog once at a certain height

sterile quest
# dawn gazelle

Oh wow. Okay holy shit ya my brain is still working hard to wrap itself around how BP works on a advanced level. Since I am thinking more in a linear fashion rather then that multi way with what you showed.

opal crane
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I tried details and there might be a way but I cant figure it out

tidal venture
# tidal venture

I made a return-by-copy getter - this seems to fix the issue although I still find this whole thing odd i guess i ll just make it an internal policy to write such getters for TArray members:
UFUNCTION(BlueprintPure) TArray<UEncounterEffect*> GetInitialEffects() const { return InitialEffects; }

violet wagon
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I want to make a custom component that instead of adding script to its actor, adds a collision box and some script attached to it. is there any way I can do this? I havent found a way to add anything like this from the 'actor component' BP.

dawn gazelle
violet wagon
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good idea. thank you

unique harness
worthy frost
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no

shadow saddle
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this node doesnt set the niagara system , is this ue4 bug

ember veldt
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I have an item stored within a struct as a soft reference to a data asset, and a float. When I pass this soft reference into a widget drag payload object it isn't accessible from that payload until the asset is loaded, despite being a soft reference. Anyone have any thoughts on this?

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It acts as expected and returns the soft reference if it is forced to load prior to being put within the payload

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Update: Passing the soft reference alone, outside of the struct seems to work fine. Maybe a bug in how soft references within structs are handled in widget payloads?

robust cliff
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ok anyone here have some knowledge about BP interfaces?

willow cedar
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When dragging off an Array, I can't seem to find For Each Loop? Even when un-checking Context Sensitive, it just doesn't exist for me.

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I'm working in a Widget Blueprint. Any idea why this may be?

lost canopy
willow cedar
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I will try that, thank you

willow cedar
low heron
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Get an Engine Crash with the following error:

*Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000048

UE4Editor_CoreUObject *

When using (PIE), packaged works fine.

Anyway to figure out what blueprint or reference is acting up? log is of little use as it pretty mush states the same.

Error: [Callstack] 0x00007ffb700f69b8 UE4Editor-CoreUObject.dll!UnknownFunction []
Error: [Callstack] 0x00007ffb6cef2e58 UE4Editor-Engine.dll!UnknownFunction []
Error: [Callstack] 0x00007ff7767b9bda UE4Editor.exe!UnknownFunction []

chilly jetty
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hi how can i increase the speed of a projectile when it bounces?

maiden wadi
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@low heron You won't find much help with this. The short version is that something in the engine tried to access a null pointer in C++ somewhere. If you're using third party plugins, disable and test them maybe. If you have any C++ code, check it. If you have any C++ code, it's also advised to run the editor from the IDE, so that these crashes can be better observed. If the crash happens all the time, it is likely something specific. If it's very random and only every couple minutes, it's more likely related to a garbage collection issue.

smoky socket
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is there a way to pass a parameter to a python script in a blueprint?

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oh it's possible to use arguments when the script called in the python node with sys.argv, nice

low heron
viral orchid
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How can i get if he is moving right or left?

bright dirge
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compare float on y and the sign give you if it move right or left

upper adder
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Is there a way to get all actors you own?

leaden goblet
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i have a problem with projectile movement, i use it for throwing items, it works fine the first time, but if i pickup a throwed item and try to throw it again - it stays in air, doesnt move, any ideas?

icy dragon
leaden goblet
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Im using SetVelocityInLocalSpace

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yes, im doing, but as far as i can see im reversing everything

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but i will check it again

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as far as i understand your opinions, it should be somethin with physics and it should work to alunch it twice, so i just need to find this little mouse

restive current
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Hello everyone !
I'm using the "Set Static Mesh" node to change a static mesh component of my pawn at runtime (for example a cube that becomes a sphere), but the problem is that the new mesh (let's say the sphere) keeps the material of the old mesh (the cube), instead of updating with the materials of the sphere I gave it in the mesh editor
Isn't there a way for my mesh to update itself with the right materials?

slender idol
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Hey, I've got a weird bug- Every time I start the game through the editor in a new window- everything works perfectly fine however, if I start playing through the level editor viewport, my player controller keeps spawning higher and higher in the level for some reason in increments of 1000, it only resets when I play in another window again. Anyone have any idea what might cause this?

bright dirge
icy dragon
restive current
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I'll try both of your answers thank you
Is there an easy way to clear all materials of a mesh with BP ? Can't find a node for that (my mesh has like 20 materials)

solid grove
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How would I spawn my player at the correct place when my player starts are in streaming levels?

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which I stream in at beginplay in the gamemode

restive current
leaden goblet
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ok, i just checked with actor laying on ground and repeat every 2s to change velocity and it doesnt work

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it works first time, not working any other time

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so its something inside o f projectile movement

trim matrix
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Hi? Can Someone Help Me With Somethin?

royal kraken
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I am trying to turn on and off a screen widget with the TAB key, not sure what I am doing wrong as the only thing that happens is that when I pres tab the mouse comes up. Can anyone help ๐Ÿ™‚ I have changed the bottom visibility to hidden but no luck

trim matrix
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@royal kraken try this.Is this what you mean?

icy dragon
royal kraken
trim matrix
royal kraken
icy dragon
# trim matrix Hi? Can Someone Help Me With Somethin?

Yes, just boil the chicken with some seasoning.

Please state right away what do you want to help, else nobody would chime in and offer solution. You're having difficulties making chicken delicious for all I know, instead of help in BP related stuff.

trim matrix
thin robin
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can someone tell me why i get this error?

icy dragon
icy dragon
trim matrix
thin robin
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nvm it seems for some reason it had 2 of those green pins, but after deleting the return node and re creating it fixed it

prisma stag
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Hello, I am trying to get a player/camera movement similar to that in GTA5 where you can rotate the camera around the player, then when the player starts moving forward the player moves forward relative to the camera forward rotation.

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The camera movement is working but I cant get the mesh to rotate to the camera rotation when the player starts moving?

faint pasture
royal kraken
# trim matrix it well work in first person tell me if it work for you.

That worked brilliantly, thank you, I have tried to add in the feature so when the screen widget is on, it shows the mouse, pauses game control and then when tab is pressed again it goes back to the game. I get stuck with the mouse and screen widget and TAB doesnt take me back to game mode. Do you know why this could be happening?

icy dragon
# trim matrix how can i do this in blueprint

In the Event Tick, compare the delta seconds with a float division node with 1 / 6 (or 0.16667). The bool result goes to a branch node that executes on Event Tick, to set visibility of the widget accordingly. You don't want to create widget on tick - it's unnecessarily expensive and can led to issues.

I can't give visualised answer, as I'm compiling C++ codes rn.

inland spear
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yo can anyone spare two minutes, im in the programmer parlor. im having problems with getting in and out of my car

prisma stag
faint pasture
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This should absolutely not require a timeline. Exactly what part of it are you stuck on?

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You need to decouple ControlRotation from the Capsule rotation if you haven't done so yet

icy dragon
inland spear
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why is my player not spawning at the location im telling it to spawn at when i get out of the car?

prisma stag
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I was also mistaken and did it after the movement input.

icy dragon
errant cradle
#

Hi, does anyone know if there is a limit to the length of variables names and function names ?

trim matrix
faint pasture
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@prisma stag just think of it this way. You have 2 rotations, the direction you're looking, and the direction you're moving or last moved.

royal kraken
icy dragon
prisma stag
trim matrix
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i can't understant anything

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lol

icy dragon
errant cradle
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lol

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i have something like assetsServerFilesDownloadGenerate

icy dragon
prisma stag
#

Is this ok to do with the tick event?

warped cairn
#

So I may not be fully understanding how to add input actions... I've went to Editor > Project Settings > Engine > Input then added an action mapping under Bindings. But I can't get it to show in my blueprint, any ideas what I am doing wrong?

prisma stag
#

This is only for the player, and it is just grabbing the z rotation of the players camera.

prisma stag
#

Oh. Ill look into orient rotation to movement. Im trying to get the player mesh to rotate to the direction the camera is facing the the player is moving forward.

trim matrix
#

did i want to do like this @icy dragon

icy dragon
#

I'm compiling some C++ code, so I can't open the editor right now to give visual example of the BP.

prisma stag
#

Thats what I thought but somehow mine got messed up I guess ๐Ÿคทโ€โ™‚๏ธ Let me see what is different.

trim matrix
#

i can't understant anything idk anything about the coding stuff

#

ok

#

i well do it later

prisma stag
#

So there was literally just a tick box for orient rotation to movement then you can adjust the speed ๐Ÿคฆโ€โ™‚๏ธ however when moving it also rotates the camera.

inland spear
#

can anyone help me out with a simple problem?

#

ive used the "destory actor" node when i get into my car, but when i get out what would i use to get him to respawn

faint pasture
#

@prisma stag Yeah start with the 3rd person project and look how it's set up. You should NOT be rotating the mesh inside the capsule.

#

You would do strafing and looking left or right in animation

prisma stag
faint pasture
#

It'll all depend on how you want it to behave. In our project, rotation is oriented to movement when sprinting, but when walking or aiming down sights, rotation is locked to the AIM direction. It depends on if you want backwards motion to have the character running toward the camera or running backwards

thin robin
#

can someone tell me why these aren't working?

sterile quest
# dawn gazelle

The suggestion you gave did give me the "level" based speed that I was looking for (as in I only have to press the "W" key once for it to hold a speed). However there is no change in speed variation past the first speed level.
From what I know about Add Movement Input, the scale value can only work between the ranges of -1 to +1
So I am thinking that I'd place some sort of max speed variable after the Add Movement Input node.

#

Is this the right way to go about it however?

dawn gazelle
#

The speed scale value should be set to a value < 1. Base the scale against how many steps you want - so if you're looking for 5 steps, set it to 0.2 so when you are at max speed it'll be 1. If you're looking for 3 steps, set it to .33 etc.

upper adder
#

What are those orange nodes for? Didn't quite get that..

dawn gazelle
#

Without the parent node, if you have the begin play (or other events/functions) in the child, then the child's version will completely overwrite the parent's.

shadow saddle
#

is there a progress bar fill option,instead of left to right/right to left ,top to down/down to top option , u can get a square box rotation countdown

upper adder
#

ah yes that makes sence

#

now

novel ice
#

Need help with projectiles... again!

#

Here is simple projectile's blueprint

#

And it's scene

#

So, there is a character which spawns projectiles

#

Using the controller, here's a function

#

AttackLocation is here

#

In a character BP scene

#

When character attacks, projectile just disappears, like they hit something already!

#

Actor destroys, emitter spawns and all of that

#

Here is a Box's collision settings

#

What should I do to make them spawn properly and disappear after they hit something?

#

Please help

inland spear
#

has anyone got a mic that can help me out with my car blueprint. nothing complex i promise

warped cairn
#

The event "create waypoint action" won't show when I search it in my widget

inland spear
#

im in programmer parlor

warped cairn
#

Is there anything else I am missing to get these events to show in blueprints?

warped cairn
#

Literally just trying to make a custom event triggered when I press a key

inland spear
#

so u want that to appear in ur blueprint?

#

go to ur blueprints click tab and type in the name of the ones u want to put in, so for instance type in jump

warped cairn
#

No you're missing the point, it won't show in my blueprint....

dawn gazelle
warped cairn
#

omg never mind I was putting it in the wrong blueprint, sorry

wild trout
#

Hello! Does blueprint interfaces works between two widgets?

warped cairn
#

I miss actual words for programming...

dawn gazelle
severe turret
#

they dont need to really. They can just check for implementation of the interface

#

well technically that is reffing each other but you know what I mean ๐Ÿ™‚

wild trout
#

Hm, I have WidgetA with the interface implemented and WidgetB(that is a component inside WidgetA) that have two buttons. Inside WidgetB with the buttons I get a reference to WidgetA and use it for the event messaging. But it doesnt work. ๐Ÿ˜ฆ

severe turret
#

you overcomplicated that I think

wild trout
severe turret
#

when you create widget. Simply store a variable with the reference. If you want to access a Widget inside another Widget, use it's child structure to get it. If you want to interface it because it might be dynamically placed in variable structures, then the second widget should store a value to itself on construct.

wild trout
#

hmmmm, what do you mean that the second widget should store a value to itself?

#

Let me phrase it a bit different. I have two widgets - Main and Welcome Page. The Main one have the Welcome page as a child.

#

Inside the Welcome Page are two buttons. So I made a blueprint interface with two functions/events that I implemented inside the Main widget. How do I get the buttons that are inside the Welcome Page call the events inside the Main?

#

Probably I completely misunderstand how blueprint interfaces works.

summer bolt
#

Why not just put an event that works and then make that event run your custom one?

novel ice
#

i really don't know what to do

severe turret
#

well you start with a question

gusty shuttle
#

Hey folks, need a bit of assistance with rotation. I'm trying to get my flipbook to point where the laser hits. It kind of is for floors and ceilings but not for walls.

#

Don't mind the speghetti

#

the flipbook is pointing xforward

fading wren
#

hello, i am trying to make a ball to change direction of going afer Begin Overlap with wall collision. So i make wall cast to custom event in ball blueprint. I tried a lot of methods AddActorRotation, SetActorTransforms, etc. but the main problem is, that all this work only one thick, and then return to previous position. I record a video, to show a problem

#

here is what i use to rotate ball by wall for now

#

this is wall blueprnt

#

how to make ball go to another direction after hit a wall. Like in video, but nor for one thick ๐Ÿ˜†

gusty shuttle
#

@trim matrix Aye, I ended up finding a fix online. Works like a charm

#

LOL

#

It def needs cleanup haha

fading wren
#

@trim matrix @gusty shuttle do you know answer on my question by chance ๐Ÿ™‚ ?

faint pasture
#

@fading wren Start with how you're moving the ball. You just doing your own movement?

gusty shuttle
#

Do you want it to bounce off the wall?

fading wren
faint pasture
#

If you're just doing your own movement on tick, you presumably have a velocity vector. When it hits something, mirror the velocity vector using the normal of the hit. Why aren't you using the Projectile Movement Component though?

fading wren
faint pasture
#

@fading wren you have a velocity vector somewhere right?

faint pasture
#

@fading wren show the part of the code where you move the actor

gusty shuttle
#

Add an impulse on impact normal?

faint pasture
gusty shuttle
#

Lol deal

fading wren
#

ball is just placeholder, i will make 3d later, so ball is character , if i understand correctly your question

faint pasture
#

So are you using the character movement component? What is actually doing the moving

fading wren
#

here you go

#

i just made blueprint that allow ball

#

aka character

#

move whith inertia

#

i am using Add Movement Input

#

what do you mean

faint pasture
#

The character movement component already has inertia, mess with the settings on that instead of whatever hacky inertia emulation you're doing there.

fading wren
#

what is pawn ? i thought it just name of "character"

royal kraken
#

For some reason I cant seem to hide my crosshair when I click on a button via widget, I have gone to the widget, added a character variable and add a custom event of hide crosshair, is there anyreason this may be happening.

faint pasture
#

You're basically trying to simulate inertia by modifying the inputs instead of just changing the setting in the character movement component

faint pasture
faint pasture
#

I saw one guy who was trying to make a kart racer using the character movement component LOL

fading wren
#

it will be character in future

faint pasture
#

@fading wren what is your intended end result? How do you want your player controlled object to behave?

fading wren
#

i cant see any inertia here. Does it name something else ?

faint pasture
#

Mess with the friction settings.

#

You basically kind of want something like somebody running on ice right

fading wren
#

looool

#

i spent so much time to make custom blueprint

#

ok

#

so what shoul i do now

#

what shoul i do

#

to move a character ?

#

it will be animated character in future

#

@faint pasture i still better not use "character"

faint pasture
#

@fading wren now all you need to do is solve the question of bouncing.

#

If you want them to bounce off walls

#

I would somehow detect the collision, then apply an impulse in the impact normal direction

fading wren
#

does the node call impulse ?

faint pasture
#

Does what node?

fading wren
wooden mural
#

Hi! Is it possible to disable the input of the player, but not of the player controller? Thanks in advance (:

#

In a widget, I want to disable the input for the player (running, attacking, etc.) but I want to use an axis mapping to move the widget

inland spear
#

quick question here

#

what node is this

faint pasture
#

@fading wren no, I'm just saying you need to add an impulse whenever you detect a collision with a wall, and the impulse should be in the impact normal Direction

inland spear
#

thanks bro

faint pasture
wooden mural
#

Oh right, thanks so much!

fading wren
#

sorry not sure if i understad you

inland spear
#

Adriel you free pretty sure u helped me earlier. im close to completeting it but got another problem...

gentle urchin
#

Event dispatcher / binding i think?

crude sun
#

Hey guys I have a super simple problem that I have no idea how to solve

#

it's about casting

#

I'm trying to cast to that Door to the right

#

but what am I supposed to put in the object?

#

Is there any way I can get ahold of this?

#

Alright

#

Okay

#

Any simple method for getting ahold of this?

#

I just want to activate a custom function on that door

#

I'm not asking for the best most perfect solution

#

fair enough

#

I guess I'll read the documentation

faint pasture
#

@crude sun Just think of it this way. You're playing your game, and press the DoorOpen key. Which door should open? The one you're aiming at, the one closest to the character, a specific door across the map, what?

crude sun
#

tbh this is a one time thing

#

it's exclusive to the tutorial

#

after a target is destroyed, that door opens

#

no

#

I'm creating a tutorial level

faint pasture
#

I'm guessing doors and targets are going to be a thing elsewhere in the game right?

crude sun
#

and in that tutorial I need a door to open after the player destroys a specfic target

faint pasture
#

Just get actor of class Door and call the open event on it from the destroyed actor

#

if it's a one-time thing

crude sun
#

how do I get actor of class Door in blueprint?

faint pasture
#

start there lol

crude sun
#

damn

faint pasture
#

get actor returns the first restult, get actors returns all

#

if you know you only have 1 door then just get actor

crude sun
#

alright that makes sense

thin robin
#

any idea how to fix this so that when my ammo reaches zero it doesn't start printing ammo string as negative value?

crude sun
#

yo thanks a lot for your advice and patience @trim matrix and @faint pasture

unique harness
fading wren
#

@faint pasture could SetActorTransforms be impulse ?

severe turret
#

I would add a return node after that print string too

thin robin
#

i use ammo bar so it shows like these bullet icons that decrease and i also want to show the ammo as number so i also need to convert float to int somehow @unique harness

fading wren
#

@faint pasture how can i make an impulse ?

thin robin
#

so it looks like this @unique harness

#

anyway the < 0 worked fine thanks, but how can i convert the float to string so that it shows as int?

unique harness
#

just change the float to an int

fading wren
#

@faint pasture ok, got it! thanks

thin robin
#

mm if i change that then it screws up all the calculations of the ammo

tough cipher
#

does anyone know how to pull game objects towards the center of an actor kinda like a tornado

thin robin
#

hmm okay

tough cipher
#

thanks

thin robin
#

@unique harness this worked!

unique harness
#

Awesome!

dreamy gulch
#

Hey, i have a linetrace spawn, that uses the mouses for rotation input, however the camera also moves while doing this. I tested it in the fpp template, and set a varibale that stopped camera while using it, but im using als and the camera input is handled by a parent base character bp, and the 'portal' spawn is in the child character bp. Pictures below, esentially id like to know the correct set up to use a 'get' variable from different blueprints

#

this is how the fpp looks

#

this is the als one, this movement input is inside the base character, and the variable im trying to get is in the child character bp

faint pasture
#

if its physics, just add force on tick towards teh center and with some tangential component

dreamy gulch
faint pasture
#

not yours, the other guy

dreamy gulch
faint pasture
#

what do you mean by linetrace spawn?

dreamy gulch
faint pasture
#

AI will not have anything to do with the input events

sterile quest
dreamy gulch
faint pasture
faint pasture
sterile quest
dreamy gulch
sterile quest
#

That's the start of it.

dreamy gulch
novel ice
#

HOW TO MAKE A FUCKIN PROJECTILEEEEEE HOWWWWWWWW

#

AAAAAAAAAAAAAAAH

royal kraken
#

i have added a widget to my scene with some basic buttons, they have roll over tints but when I play the game they dont seem to be interactive at all, can anyone help

faint pasture
#

@sterile quest Have an Int SpeedLevel. Pressing W and S add or subtract Speedlevel. That should be simple enough.

Have a float MaxSpeed. This can vary by ship or whatever.

Have a float CurrentDesiredSpeed. Whenever you change SpeedLevel, set CurrentDesiredSpeed = MaxSpeed x SpeedLevel / NumberOfSpeedLevels

#

Then however you're doing movement, implement the CurrentDesiredSpeed

#

Could be as simple as setting
Location = Location + ForwardVector x CurrentDesiredSpeed / TimeStep

sterile quest
#

I am using Add Movement Input.

#

The user I replied to provided more or less what you described there, but the issue is that it limits my top speed (from what I've been able to tell).

unique harness
novel ice
#

i tried so much man

thin robin
#

how do you remove these 2 from the return node so its just blank?

#

nvm found it

dreamy gulch
novel ice
#

I TRIED SO MANY TIMES

#

I DON'T KNOW WHY IT'S NOT WORKINGGGGG

#

and i feel soooo stupid

unique harness
#

That doesn't give much context to help you debug it

novel ice
dreamy gulch
thin robin
#

what does this error even mean?

faint pasture
faint pasture
#

you probably had color bound to something then renamed the variable or whatever

novel ice
#

The joke is I don't need a bouncing projectile. I want to do a projectile which just flies and destroys when it hits wall/actor

thin robin
#

i removed the color bind thing or atleast i thought i did

unique harness
#

pick one

thin robin
#

works now

novel ice
#

This is so simple but for unknown it doesn't work...

thin robin
#

can i make another bind for same thing (text) ?

#

and use both?

sharp dew
#

Why is it showing the wrong widget? I have no idea what's going on.

novel ice
#

uhhhhhhhhhhhhhhhhhh

sharp dew
#

I'm literally creating a Dialogue2 widget, but it's showing the Dialogue1 widget

novel ice
#

THE BEST RESULT I AM GETTING IS when i am moving, projectile can hit me

#

and it pushes me

#

if opposite, they will go through me

#

and through walls

sterile quest
#

@faint pasture

faint pasture
#

@sterile quest I'd just use a clamp int node

#

min 0, max max speed level

sterile quest
#

Instead of the select?

faint pasture
#

ya

sterile quest
#

select int*

#

Okay.

faint pasture
#

assuming you have some sort of movement component, that 2nd bit should work. Using floating pawn movement?

unique harness
sterile quest
faint pasture
#

That is probably doing nothing if there's nothing to consume it

sterile quest
#

Is there a more appropriate node for what I am trying to achieve?

faint pasture
#

SOMETHING has to do the actual moving

#

start with floating pawn movement

#

or just write your own system, or use physics

sterile quest
#

I don't know how to do CPP, so writing my own is a no go. Would have to hire someone to do that, but alas don't have the funds for such a thing.

#

I am using the Ocean project for my water system.

#

Since Epic still hasn't really gotten very much with their inhouse water system.

thin robin
#

im trying to make the ammo number string red color when i have only less than 30 ammo left, indicating ammo is almost empty but i don't understand how to do it and this keeps giving me error

severe turret
#

It's not really Epic's responsibility to make a water system. They gave us to tools to make them. But Shaderbits' water system is fine. The ocean plugin isn't being maintained anymore though right?

severe turret
#

@thin robin Rich Text. Check it out for widget text.

novel ice
unique harness
# novel ice

You said you switched to hit but hit events are off there

novel ice
#

types hello when it hits me and while i am moving

severe turret
#

error/warnings is always a bad sign

thin robin
#

@severe turret does it need picture because the text looks gibberish with the rich text?

novel ice
sterile quest
severe turret
#

@thin robin no. It's called Rich "TEXT". The clue is in the name :/

novel ice
#

And they are still working fine

sterile quest
#

It's just that there is no way for me to control the top speed of said ship, or ships.

severe turret
thin robin
#

im pretty sure thats not what im looking for @severe turret but thanks though

novel ice
#

i am so lost

unique harness
#

Show your code for what's supposed to happen on hit

severe turret
#

Is this a Projectile Movement Component?

novel ice
#

just print hello string

#

literally

unique harness
#

turn on Simulation Generates Hit Events

#

in the box collision settings

dawn gazelle
# thin robin im trying to make the ammo number string red color when i have only less than 30...

Switch your ammo variable to an integer as it will save you headache later on. You may one day start checking if ammo == 0 and it won't work as expected because you have 0.001 ammo or something silly. There really is no sense is storing it as a float. You can convert an int into a float when necessary.

I'm assuming the Get Text 0 function you're using is a bind to a text field that would've been generated when you set up the field as a bind. You can't add additional return values as it's only expecting the text output, not the color. You can have this function call another function to update the color if you so desired by using the "Set Color and Opacity" node with reference to your text field:

novel ice
#

already did

unique harness
#

now switch collision settings to BlockAll

novel ice
unique harness
#

what is the object type set to?

thin robin
#

@dawn gazelle thanks

novel ice
#

actor

unique harness
#

that ObjectType

novel ice
#

oh

#

well worlddynamic

#

oh wait

sterile quest
novel ice
#

worldstatic

unique harness
#

so now change it to custom and set it to world dynamic

faint pasture
#

There it is...

novel ice
#

anything I should change here?

faint pasture
#

@sterile quest That component is what is doing the moving

severe turret
#

you should really read more documentation. The projectile movement component system is straight up easy if you read first

faint pasture
#

add movement input just talks to it

unique harness
novel ice
unique harness
#

open the presets

novel ice
unique harness
#

try turning on hit events there too

novel ice
#

no result

unique harness
#

sec

#

show projectile spawn logic

novel ice
unique harness
#

not the old stuff, take new screenshots please

novel ice
#

spawn logic is untouched

#

it's the same

#

spawns from a controller, gets scene position from a mesh

#

and it spawns fine

#

i really should rest now

#

thanks

#

this shit takes my time for a day or two

severe turret
#

thats because you never read the documentation

#

and now people are wasting their time helping you decipher what gibberish code you wrote

novel ice
severe turret
#

if you can't find it, I ain't googling it for you. Thats the first thing you learn in any of this. How to google for yourself.

novel ice
#

if you can't help just don't say anything but "read documentation"
i asked you for it but i can't see any help from you still

#

and i don't see anything that can help me

severe turret
#

Sorry if I sound like I'm picking on you. I'm not. But before others can help you, its best to help yourself. Learning how to use a projectile movement component is one of the easiest things to do. It's been covered many times in youtube videos and has documentation for it. But if you don't understand how the system works, you will be guessing until you get it right. And other people wasting time on helping you guess isn't productive for anyone.

fading wren
#

@tulip berry unfortunately any of size of friction in any setting that name as Friction doesnt have influence at all. What could i do wrong ?

faint pasture
#

@fading wren Have you tried setting ground friction to near 0?

faint pasture
#

@fading wren and how does it behave?

#

also turn down the accelerations

fading wren
#

yes i am walking

#

here ?

faint pasture
#

turn max acceleration down

#

try 200 to start

#

idk why they have a friction and acceleration setting seperatly but whatevs

fading wren
#

yeaaah

#

it works!

#

thanks!

fading wren
faint pasture
#

Maybe friction only comes into play when landing with motion, idk

#

seems like it should be rolled into 1 setting

fading wren
#

so what is acceleration ?

#

i mean, i can see there is a speed here

dawn gazelle
#

It's how fast something increases (or decreases) its speed up to the maximum movement speed.

fading wren
#

ah so it like speed from min to max speed

#

great

#

thanks for help ๐Ÿ™‚

sharp dew
#

When I imported my tent model, the textures all just turned white. Does anyone know why this is happening?

#

^This is what the model is supposed to look like

faint pasture
sterile quest
limber finch
#

Hey guys, I have a Level Sequencer that is possessing an actor in my Persistent Level, is there any way to unpossess the actor after I'm done using the sequence? It's not working no matter what I do.

severe turret
#

use the event track and have a blueprint manage it. I find that is the best solution to many problems with sequencer so having a BP_SequenceEventMgr object in the level is great.

half sail
#

hey guys, anybody know how to check if the game is running in simulate mode?

fading wren
#

i added an impulse, it defenetly reacts, i am using print string to check

#

but no impact at all

#

did i make it correct ?

obsidian moon
#

Guys

faint pasture
#

@fading wren that is a very tiny impulse. Try some stupidly large number to begin with

obsidian moon
#

I'm running into a very strange situation that doesn't seem normal

#

I have a vehicle pawn which is a character

#

its a very simple character with just a static mesh instead of skeletal

#

its in flying movement mode and its top down X/Y movement

#

all simple stuff

#

I've added a box collision to it

faint pasture
#

@obsidian moon why exactly are you building this off of a character class? That sounds like a horrible idea

obsidian moon
#

and set the collision to vehicle with ignore all except vehicle

obsidian moon
#

and for whatever reason its just not firing hits

severe turret
#

@faint pasture why is it a horrible idea?

obsidian moon
#

its not a horrible idea

#

i've done dozens like this

#

its just a character with character movment

faint pasture
#

Because the character class implies certain things like using am upright capsule for collision, movement that is well defined by the character movement component, other things like that.

severe turret
#

that makes no difference. The camera is the object that is top down

obsidian moon
#

โ˜๏ธ

severe turret
#

the world doesn't move.

obsidian moon
#

โ˜๏ธ

severe turret
#

@obsidian moon chances are it's just your collision channels.

narrow kelp
#

Characters have a bunch of things on them that might not be applicable to vehicles

obsidian moon
#

its not a vehicle

severe turret
#

@narrow kelp the word vehicle doesnt mean an actual vehicle in this case

obsidian moon
#

it's a character with a vehicle mesh

#

its a mobile game

#

very very basic

narrow kelp
#

gotcha

faint pasture
#

Is its collision still well defined by a capsule or are you adding extraneous collision to it?

obsidian moon
#

character movement does everything needed

wind sequoia
faint pasture
#

Because the CMC is not going to play well with anything besides a capsule

severe turret
#

the capsule isn't the issue here. It's a collision detection for a custom box being used as collision

obsidian moon
#

a character class can have any collision component added to it

severe turret
#

it might collide with the character capsule but then its about the channels and collision ignores being setup right

obsidian moon
#

and its a flying movement

#

gravity isn't an issue here

#

its about a box collider not firing hits off itself

severe turret
#

I really wouldn't even use a character movement component for this. If you are just moving on X/Y its probably a bloated component for task.

obsidian moon
#

vehicle on two or more characters set to block vehicle aren't firing events

#

@severe turret i get you

severe turret
#

did you setup any custom collision channels?

obsidian moon
#

but there is no need to write something from scratch here

#

this isn't about being perfect or over optomizing

severe turret
#

well sure. Plus if I was prototyping I might even use that method. But its more optimal to just lerp locations manually without all that stuff. The only thing it would offer is the replication

obsidian moon
#

its getting max performance on all andriod platforms

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no need to add additional "work overhead"

#

behavior with the character is perfect

#

its not the issue here

sterile quest
#

@faint pasture Sorry it got lost in all the messages, but what would you suggest I do to set a max speed? Set it in the FloatingPawnMovement?

#

(Please tag me, as I have to jet for a bit)

obsidian moon
#

@severe turret so any ideas?

severe turret
#

I would ensure your collision channels are setup right really. If you want to you can create a custom collision channel and use that. But without seeing your project I wouldn't know. However my wife just brought me Burritos so I'm going away to scoff them and start boiling tomorrow's poop.

obsidian moon
#

I feel like itโ€™s a bug

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sorry for the pic quality

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I've tried the dynamic channel, vehicle channel and even created my own

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and don't worry the "pawn" channel is ignoring "vehicle"

#

but I think the capsule being inside the box is causing some wonky behavior

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its 4.26.2 btw

narrow kelp
#

I could be totally wrong, but I believe UE doesn't like multiple collision bodies with different properties on them

#

it might be wielding them together or ignoring them

prisma stag
#

Hello, for some reason the player stands on top of the box collision for the static mesh below? I have tried setting the collision settings of the box to no collision but no change.

faint pasture
#

@sterile quest I haven't dug into floating pawn movement but I'm sure it's got a speed value somewhere.

obsidian moon
#

@narrow kelp I think you are right

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I think its ignoring them in this case

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But I've moved the box collision away from the capsule and its the same result

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I find this strange as my previous projects have been VR

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and I have overlap spheres in the controllers a capsule collision for the character and seperate sphere collision for HMD wall detection etc

#

I just find this very strange

faint pasture
#

@obsidian moon does the capsule fire hit events?

obsidian moon
#

Yes

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the capsule is fine

#

its just the box collision doesn't do overlaps or hits at all

faint pasture
#

And box is an immediate child of capsule?

obsidian moon
#

well it was a mesh child

prisma stag
#

It is just set to the normal Pawn preset.

obsidian moon
#

but i can move it to capsule child

narrow kelp
#

you could try making the collision settings match

white lynx
#

is there a way to have an menu anchor-created widget close itself from the blueprint? running RemoveFromParent() doesn't do anything since it was created by a menu anchor

obsidian moon
#

yeah the box collides with the pawn channel

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but not with itself

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thats the issue here

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it won't hit its own channel

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yeah so if i set it to pawn it kinda does what i need

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the capsule will fire hit events on the box

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but the box ignores itself

faint pasture
#

What do you mean the box ignores itself or it ignores another box?

obsidian moon
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even though the box is a pawn channel collider

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yes this is very easy to test

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just do a template project add a box collision to a template character set it to pawn and ingore all except pawn

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print on overlap and hit off the box

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the box will not fire events from two collisions between itself

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only if the other component = player capsule

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and I find this strange

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again I've done two VR projects now and have characters with multiple collision components firing overlap and hit events

faint pasture
#

I don't know the CMC that well but I'm guessing it only sweeps the capsule

white lynx
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CMC doesn't care about the mesh

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it's only concerned about the capsule

obsidian moon
#

hmm

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I guess teleport controllers sweep colliders

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and hmd camera movement sweeps colliders

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wait a second

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this can't be true

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I have a belt inventory that works off overlaps/hits

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that is attached to a relatitive position to the character mesh

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it detects overlaps and hits fine

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but again thats 4.24.3

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I've been working with the engine a long time and I just can't accept that a character class doens't support any collision other than the player capsule because it uses the CMC

white lynx
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it's actually amazing that it does that

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but yeah I understand the limitations that that entails

obsidian moon
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your serious?

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but i have previous projects that this isn't the case?

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well

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i guess its not the cmc moving the actor though

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its a tracked motion controller

trim matrix
#

yo how come the instanced static mesh only collides with the player

prisma stag
#

Neither worked.

#

The foot placement on a normal static mesh is fine but only when on a collision box or sphere is it messed up.

sharp dew
#

I'm trying to make this AI follow me, but it's not following. I have a NavMeshBoundsVolume in the level. Anyone know what's happening?

white lynx
#

have you tried asking nicely?

hallow imp
#

Can't seem to find "?IsValid" node in the blueprint search

white lynx
#

isn't that node a macro?

trim matrix
#

does any1 know how to reverse a linetrace

#

for example linetrace 1 goes from 0 to 10
and linetrace 2 goes from 10 to 0

hallow imp
#

It was to check, if the Reference to the character class is valid or not.... So I can't seem to find that specific "?is valid" node

white lynx
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just switch the start and end location @trim matrix ?

trim matrix
#

i tried but to wont work

#

it still wont show up behind the wall

white lynx
#

just plug it into an If Statement

hallow imp
#

@white lynx if that node is a macro, how to access it?

trim matrix
#

liek this

#

when i shoot the linetrace goes to the wall hits the wall

white lynx
late cave
#

How do I debug an Editor Utility Blueprint? Breakpoints don't seem to work...

#

oh, wait... they do if I hit "simulate" ๐Ÿคฃ

obsidian moon
#

@white lynx i ran across a trell on ue4

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talks about supporting box collision for non walking pawns in later cmc implimentation

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looks like thats been there a while though

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like 5 versions now

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so yeah

#

appears your correct in that cmc only updates the sweep checks with the capsule response

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it brings all meshes/collsions objects etc

trim matrix
#

can i start a new linetrace a few inches of where i hit the last linetrace ?

obsidian moon
#

it just doesn't respond against them only if they hit the capsule

bitter ingot
#

so i have created a vaulting/climbing mechanic, but my camera is of course always attached to the capsule so my camera will be at the actual location where the climbing anim is going but the mesh isnt there. has anyone ever dealt with that?

narrow kelp
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@bitter ingot you need to develop a system for moving your camera

bitter ingot
#

Like what should I even attach the camera to?

narrow kelp
#

I guess it depends on if this is the only time you'll ever have to move your camera

#

I've used a a cue of control objects that each specify world space, local space, offsets, etc

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that pop when they're done

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that has worked pretty well for me, since I can't anticipate what kind of stuff I'll need to add

#

for you, maybe a wall actor reference or something is all you need

bitter ingot
#

So the main problem I don't really get around is when I teleported the camera will always be up there with the capsule for at least one frame, so I guess I should attach it to something different

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I already tried attaching it to the mesh but of course the mesh is attached to the capsule and only the climb anim makes it look like the char is there

narrow kelp
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If you just want your camera to always follow the mesh, look into skeletal mesh sockets

bitter ingot
white lynx
#

Is there a way to Place UI lines in the UMG Editor like In Photoshop using the Ruler feature?

narrow kelp
#

@bitter ingot There's lots of ways to get around that. You can use a spring arm, set the camera position to some kind of average, or animate a bone specifically for camera movements.

bitter ingot
narrow kelp
#

You want to either set the location of the camera, or smooth out the mesh movement

#

whichever way works best for you

unreal jetty
#

hey sorry to butt in, but im making a VR game and idk how to change the player's height, and I need to make the player shorter.

autumn pulsar
#

What's usually the best method to determine if my character is in the air?

prisma stag
blazing wasp
#

is there a way to bind data to a button's OnClick via blueprints? I want to pass a reference to "GuildData" when the button is pressed:

severe turret
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@blazing wasp not in this case. A event is defined with it's arguments. What you can do is set a variable, then when On Clicked is fired, it sets off another event, gets that variable and passes it.

blazing wasp
#

ah ok. thanks

autumn pulsar
#

does isfalling determine if the pawn is in the air or if it's falling?

severe turret
#

it determines if something is within a navmesh bounds but not touching it I believe.

worldly gyro
unique harness
trim matrix
obsidian moon
#

@severe turret why couldnโ€™t he just use an interface

unique harness
obsidian moon
#

And pass the data

trim matrix
#

make my bullet decal show up at the otherside of the wall thats penetrable

obsidian moon
#

He can also setup a dispatcher

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With a listener that takes the parameter

trim matrix
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rn its juts showing on 1 side while the bullet goes trough the wall

obsidian moon
#

Bind to the dispatcher

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@blazing wasp

#

If you have a button that has an event that passes some struct

#

Create a dispatcher that takes the argument

#

Or an interface

#

That passes the struct

#

Implement the interface or bind to the dispatcher call

unique harness
obsidian moon
#

@trim matrix get the bounds of the mesh you hit

#

Scale the decal to the width

#

Attach it at the impact normal

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Should do the trick

unique harness
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and if that doesn't work, you can use the bounds and scale your impact point by the impact normal and use GetClosestPointOnCollision to find the best point without another trace

obsidian moon
#

๐Ÿ‘†

#

Thatโ€™s also a great tip

static quartz
#

My character doesn't move using the run animations. She only moves in the idle animation. Can anyone tell me what I did wrong?

obsidian moon
#

@static quartz you need to pass both speed and direction

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And you need to keep get pawn owner

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Cast to your character from it

unique harness
obsidian moon
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Not get player character

past jungle
#

Hello. Earlier I was trying to create behavior for an actor that allows me to click and drag to move it around the scene. Does drag detection for actors already exist somewhere? Anytime I have to do something in blueprint that feels low level, I feel like I'm doing something wrong or at least redundant.

obsidian moon
#

That will only work for index 0

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And may not return properly in all cases

#

Try get pawn owner will always return

#

And cast to character base

#

If your using your own variable types then just cast directly to your class

#

Would be cheaper to do on begin execute

#

Store the character ref

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Then use that ref instead of casting every animation frame

static quartz
#

@obsidian moon Okay thanks! I tried following a tutorial but maybe it's out of date. I'll give your suggestions a try

obsidian moon
#

So youโ€™ll have begin execute-> try get pawn owner -> cast to your character-> promote to var

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Then in animation update pull from that ref

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Means youโ€™ll only cast once

#

Get velocity pass and set speed

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Get velocity and forward vector calculate direction set direction var

regal venture
#

How does one pass around a delegate from class to class? I have not found a way to store delegates, nor set them as a type of parameter.

obsidian moon
#

If your in vr get forward of the camera

#

Not the actor

#

@regal venture dispatchers

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Or you can implement an interface with a return and override

#

Like a normal function

#

For example create a custom component

#

Add an event

#

Call the dispatcher

#

You can then bind to this in your listener

#

And it will show up like โ€œon hitโ€

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Or on overlap

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In the delegate list

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Of the actor youโ€™ve added the component to

regal venture
#

Sorry, I mean that I want the delegate to be passed to another class, so that the class doing the binding doesn't need a reference to the bound event's class

obsidian moon
#

You donโ€™t have to if itโ€™s a child component class of the actor

#

It will have the delegate listed

#

Like a normal component

regal venture
#

ex, I have an inventory component, and an inventory UI widget. That has a context button widget, which I want to bind a function from the inventory component to one of its events, without needing the context button to know about the inventory component.

#

Which I would think would require me to have the inventory UI get a delegate from the component, and pass that delegate into the context button widget to do the binding

obsidian moon
#

Well not exactly

#

You would bind to the inventory component in the widget

#

Somehow or another the widget needs to either be a listener

#

Or implement an interface

#

Or youโ€™ll have to get owner in the component, get hud and cast to your widget

#

There are multicast delegates but they are expensive

#

And cpp only

#

Executions in blueprints need a target

regal venture
#

I see...

#

I'll look into the interface route then

#

Thanks!

obsidian moon
#

Yeah

#

You can also set a var up in the widget to store your reference to owner on beginplay and get the inventory component

#

Bunch of different ways to do it

#

Iโ€™m not sure exactly of your setup as Iโ€™m assuming the inventory component is part of your character class

#

What Id do for that situation is setup a dispatcher on my component

#

On begin play in the widget I get owner cast to character get component bind to the dispatcher

#

I pass an index and the value

#

This index and value control the target and value I want to update

#

That way you can call the same dispatcher for each item

regal venture
#

Yo hold up

obsidian moon
#

Makes it easier

regal venture
#

Unless I hack the matrix here

obsidian moon
#

You might be able to pass the event ref that way

#

Iโ€™ve never actually tried

regal venture
#

It certainly won't let me add a delegate parameter any other way

#

But now this function actually does have a delegate input

#

Shows up in other places where it's called

#

Time to save my project before I test and crash everything ๐Ÿ˜‚