#blueprint

402296 messages · Page 666 of 403

obsidian moon
#

That’s one way to do it

#

But I’m afraid it might get hairy

#

You’ll have to unbind each

#

Otherwise you’ll be firing them off everywhere

regal venture
#

Unbind all should do it, right?

obsidian moon
#

I don’t think binding new events like that unregisters the others

#

Yeah

#

You’ll need to unbind all

#

On each call

#

Which might be what you want

#

But could get hairy

#

Let me know how that works

#

@regal venture

#

You got me interested now

#

I’ve been working with ue4 a pretty long time and I guess it’s never to late to learn new things

regal venture
#

@obsidian moon I'll let you know here in a bit, and tag you. Something came up before I can test it.

vital ingot
#

Hi! I have a question. I'm working on a designer tool to help improve my workflow, and so I'm trying to use the "Merge Static Mesh Actors" node. It works fine n everything, but the merged mesh it spits out always has the same name; so I thought to fix it I could use an increment from a static number, but that doesn't carry over between editor restarts. Does anyone either have a better solution, or a way to make it carry between editor restarts?

regal venture
#

I'd probably use time code

vital ingot
#

Oh yea!!! That's a really smart idea

vital ingot
#

That worked perfectly. Thank you! 👍

willow cedar
#

Any way to fix the jittery/stutter effect when adding force on a client and server? I'm doing it in BP

regal venture
#

@obsidian moon It does work - however the input delegate signature is entirely dependent on whatever bind node's wire you drag onto the function entry node

#

So if you have an event dispatcher with a signature of (AActor), when you drag that delegate wire onto your entry node, it will create delegate parameter with a signature of (AActor). This all happens under the hood and you be able to edit it, or even see the signature until you connect a "create event" node to the function's delegate parameter

obsidian moon
#

@regal venture makes sense

#

Not too sure if the usage scenario however

#

I guess in maybe a function library

#

Where you could literally call it in any class and pass the delegate reference

#

It could open some potentials that way

#

Otherwise your still limited to the class your implementing the function on

#

Along with that classes delegates right?

#

Like you still need the class reference to call the function

regal venture
#

@obsidian moon Well in the case that I was describing with the inventory and a UI for it, it means that I can have the buttons in the UI take in delegates to bind from the UI without the UI ever having to reference the inventory itself

#

I can just have the UI present an API with a few delegates for OnSomeButtonClick or whatever, and then pass in function pointers from the inventory

#

And do those event bindings with only the delegates, instead of having to pass in references to the inventory itself, which inherently couples those two systems together

heavy burrow
#

hey Guys quick question. I was wondering if you guys have problem with the Destroy component in blueprints?
I am trying to make a simple Enter Box = Emitter starts
and Exit Box = Emitter Destroy
And for some reason when I exit my box the smoke Emitter keeps going !
Does anyone have a clue. Let me know Thanks in advance

dawn gazelle
#

You don't have anything in your IsValid checks.

dawn gazelle
heavy burrow
dawn gazelle
#

Did you get rid of the top one? If not, then your variable is not being set, meaning the IsValid on the end overlap would fail.

heavy burrow
dawn gazelle
#

As a test on my end, this is working (when I press B key, the particle system is destroyed). Are you getting the print string on the end overlap?

heavy burrow
dawn gazelle
#

Do you have more than one ThirdPersonCharacter entering the overlap maybe? A second one entering while one is already in it would spawn a second particle system and remove the reference to the first.

noble imp
#

Does anybody knows if there is an alternative to this node to set MipMaps of dynamic imported textures in a packaged project? I would like to load and sample the pixels of images from a folder and there is no way to do it without mip gen = NoMipMaps :/

heavy burrow
dreamy gulch
#

Could someone give me advice on how to generate collision/overlaps after an actor is spawned in, then placed down? Have a bp that spawns then places then rotates an item, twice, the bp has functionality, but sometimes it sets off while im placing and rotating it, i tried setting it to nocollision by default then adding a generate actor overlap node or something similiar but it may have been the wrong one or used incorrectly, any advice?

fading fog
# heavy burrow

does the cast go trough? if the cast goes trough, check the isValid with a PrintScreen as well

#

you don't need the second cast anyway

#

you can save the thirdpersoncharacter reference in the begin overlap

#

but you don't need it there either, because you are not using it

fading fog
leaden goblet
#

is there featured way to make sound cue dont play more than once per second or smth?

#

smth like max frequency to activate/delay, anything

#

nvm, found xd

#

for future

dreamy gulch
fading fog
dreamy gulch
# fading fog I imagine you have a collision on the portal entry, and when you overlap with it...

Not for a few hours I’m at work, the default collision is overlap all dynamic and has the overlap start event function to start its teleport. The line trace, and spawning is handled by the character bp, with a 6 internet step, first click spawns, next click rotates, next sets it, then spawns the exit, moves it, sets it etc, so was looking for maybe setting the collision default to off, then around step 5 of the integer step, turning it back on, but I don’t know the exact nodes you use to turn on collision, I tried “enable all collision” or something but didn’t work, but it may be wrong node or I didn’t connect other nodes needed

fading fog
#

try setting this in the constructor

dreamy gulch
fading fog
#

in the portal bp

#

that is the place where you have your collision volume, right?

dreamy gulch
#

Not sure what collision volume means I’m afraid, it’s where I have the code that handles the actual teleporting, which uses overlaps?

#

Portal handles the teleport, character handles the spawn and placement

fading fog
#

you can dm me a ss with your bp when you get home

#

i will try to help you...but it is pretty hard if i don't see the actual script

#

@dreamy gulch

bright dirge
#

Hello, is there a way to have some macro working for actor and actorComponent without having to define them twice ?

earnest tangle
#

You can just package the project and find out

#

Things that won't work in packaged will usually error out during packaging

#

that particular function looks to be in the runtime folder of the engine so it oughta work

worldly gyro
upbeat goblet
#

Hey guys, I've attached a pointlight to my 2D bullets, but for some reason it's not showing up?

still plume
#

hello. I have problem with a arrow in my pawn. is a simple pawn witha forward functon but the arrow become glitching when pawn move. Any suggestion?

brisk tide
#

Whats a good way to do a ragdoll? And then to almost instantly go back 1 sec before the ragdoll? Tutorials always show to change this setting to ragdoll on your main mesh character but it seems like a bad idea. Would it be better to have a hidden mesh that is just a ragdoll and switch to that one? That way you can instantly jump back to your original character mesh and its in the right position

#

@still plume looks like every frame your arrow goes from default scene root to the 10 units away on the x axis. Are you trying to rotate the arrow or what do you want it to do?

still plume
#

The arrow is simple a component. In the player pawn. @brisk tide

primal smelt
#

If I wanted to make a circular deadzone for mouse mouse movement, what would be the best way to go about this? Basically I want a circular area where the muse cursor behaves as normal and then when it exits that area the cursor is locked (but I will still need to track mouse input axis for performing half-circle/quarter circle inputs). I suppose the easiest way would be to have a hidden scene component move on X and Y then have a sphere trigger act as the inner-area, but is this really the best way to go? I'd like to do it based off axis float information on - say, a 100x100 range with a radius of 75 but I'm not sure how I would do about defining where the circular area is

#

Oh my god of course, I was trying to overthink it!

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 think I'm doing something wrong or at least redundant.

past jungle
#

Thank you. Guess I needed better search terms

rapid robin
#

Hey folks, I would like to spawn a little 3d sound to accompany the incoming directional damage indicator when the player gets hit.

I have:
-Hit location
-Direction the shot came from

What calculation do I need to do in order to spawn the sound a little way out in the direction of the shot so the player can better hear from which direction it came?

#

Thanks @trim matrix , quick off the mark there. Had the feeling it was something along those lines. Will give that a try, cheers!

prisma dawn
#

hi, would anyone know why my camera slides a bit before coming back to its initial rotation while I expect it NOT to move at all, since it is compensated by my controller rotation ? My camera yaw inherits from my controller yaw ; my InputYawScale is set to 1.f

royal kraken
#

I have two game styles, these are chosen by a widget, one shows the crosshair with the option to turn it ON and OFF and the other options never has the cross hair.

Is there way to turn off the crosshair always for the second game style but for the first game style can it look to see if the player previously turned the crosshair OFF and keep it off, but if the crosshair was ON before going into game style 2 can it be ON when going back to game style 1. Hope that makes sense.

rapid robin
#

@royal kraken this riddle just brained my head out. Can't you just set a boolean somewhere?

royal kraken
#

thanks, what would that look like in nodes, im still learning and cant get my head round that

royal kraken
#

Sorry I dont understand

rapid robin
#

@royal kraken Here:

royal kraken
#

Thank you very much everyone I will give this a go. I will test it on a very simple file and see where I get this week with it 🙂 thanks again

rapid robin
#

Good luck!

#

Yeah suggest looking into communications between blueprints next, that'll be useful.

royal kraken
#

just to check, I need to be adding this to my character

#

Ok will do cheers 🙂

#

ok cheers 🙂 i'll give both a go and see where I get, thanks again all 🙂

rapid robin
drifting socket
#

Hi does anyone know how i could make projectiles sort of like this but a bit more random and swerving?

rapid robin
#

Hello @drifting socket , to make them swerve out more, you could make the projectiles launch outward at a steeper angle, and increase the time it takes before their tracking functionality kicks in.

drifting socket
#

ok I see, and what if i wanted it to take more of a serpent path, swerving from side to side before eventually hitting close to the target?

rapid robin
#

It already looks pretty random to me to be fair, but you could try slapping in some more randomness at all stages of the logic by getting a random float in range and multiplying it with the bits you want to randomise up

drifting socket
#

ok that sounds good, thank you!

rapid robin
drifting socket
#

that also sounds perfect

rapid robin
#

Cool, good luck!

drifting socket
#

thanks!

worn nebula
#

Hey guys, I need some help, I have it so when the player attacks, the anim notify goes off to disable movement but setting speed to 0, but if the player then uses a roll half way through, they can't move anywhere as the second notify didn't go off to enable speed again. What's a more effective way of disabling movement through a animation that's used through the animBP and NOT as a montage?

#

Oh I see, then set it back to true if they roll or something?

prisma dawn
#

I have a free camera, and the event is supposed to realign the player to the direction of the camera (using lerp of finterp).

worn nebula
#

Okay I'll give it a go, thank you!

#

Worked like a charm, thank you!

#

Such an easy solution as well haha

fallen glade
#

Can anyone tell me why this prints ok inside the function but after the variable is still 0.0 ?

wraith elm
royal kraken
#

Is there a way to remove a widget by a button on another widget. I have two widgets that can pop up at the same time and on a button click I want it to remove another BP widget

fallen glade
#

I've set up a print

#

the variable is fresh and not used anywhere else

mental bobcat
#

Hi! I'm trying to make an actor move around the player in a sort of random pattern. I was thinking about getting 5 random points in a bounding box around the player and lerping the target around to each, is there an easier way though? Basically I just want to create a sort of random pattern that makes it more difficult to dodge the attack.

primal smelt
#

So I'm experimenting with essentially turning the mouse into a thumbstick with inner and outer bounds for handling different code. Shown here is what a HUD might look like - the black square (Cursor1) is constrained within a circle with a radius of 75 (as shown by the debug circle), the green square (Cursor2) is not constrained within the circle. The urine coloured square (Cursor3) right now does nothing and just sits in the middle.

When Cursor1 hits the circumference (as determined by the VectorLengthXY node) it will not update at all until Cursor2 is back within the area of the circle. You can see this on the rightmost screenshot, if I then dragged Cursor2 down into circle's area Cursor1 will update at the position Cursor2 enters. This is exactly what I want, however I would also like Cursor3 to essentially trace the circumference based on Cursor2's position outside of the circle's area. How might I go about that?

#

@trim matrix just because you helped me earlier and it's regarding the same thing

burnt coyote
#

Is it possible to attach a component to a blueprint so that you can see that component listed in the placed actor in the scene?

dawn gazelle
#

Components are listed in placed actors.

wary tinsel
#

how can I add a new widget/row into my scroll box while scrolling up or down?

burnt coyote
#

If I add it on construction I can't see it?

#

If I add it manually in the scene I can

naive heron
#

Is there anyone who can jump into a call with me and help me? I am currently trying to get my players rotation working correctly in a multiplayer game.

viscid roost
#

im trying to make tank threads using splines, so far i managed to set this up but dont know how to set up how far the individual meshes are, so this makes them too far apart, if someone could help me with this that would be nice.

#

also this is my BP node set up, i can clamp the maximum length but have no idea how to make them closer

primal smelt
viscid roost
#

yes thats correct even when i did somehow managed to make the mesh distance smaller it actually makes the meshes smaller instead of being closer

primal smelt
limber finch
#

Is there a way to connect a physics mesh to two separate points?

Say I have two walls that move back and forth, can I connect each side of the mesh to two different walls?

jovial dirge
#

Hi, I had a question about an ocean in an open world game, I have this water plane although, if I scale it up it loses quality and if I tile the water it has a huge performance hit, what would be the best work around?

viscid roost
limber finch
primal smelt
viscid roost
fading wren
#

@faint pasture thanks for that Add Impulse, it now bouce from wall as it should. But could i add some rotation to player. I would like to see bounce + rotate on 35 degrees

primal smelt
#

Without changing everything else it might compress the distance to omuch but it may be a way of seeing if the meshes start overlapping

#

*without changing ANYTHING else, not necessarily EVERYTHING lol

viscid roost
#

let me try

#

lol ue4 just crashed so its taking a while

primal smelt
viscid roost
#

you did give me some ideas so thats still helping lol, so good luck see you later

primal smelt
#

I was definitely remembering incorrectly about there being a sort of in-between mesh though!

limber seal
#

I have a unit that moves successfully across a spline but am having trouble getting it to stop at a point. I get the vector location of the point located at the last-2 index and see if it is equal to the location that the asset will be arriving at. If so, It is supposed to delay for 5 seconds. I have also tried linking the false branch to the "Stop" on the timeline node used to control it instead. Either way the outcome is the same, my asset just moves all the way across the spline without ever realizing its meant to stop

primal smelt
# viscid roost you did give me some ideas so thats still helping lol, so good luck see you late...

This is a completely different use case so again, probably no help, but might be helpful with how you might set it up for get location at spline point instead of the distance along spline node you have. For my example it's based on a timeline event track so you might want to include after "add spline point" a "set location at spline point" node and predefine the distance between the individual tracks that way. Good luck!

viscid roost
primal smelt
#

you too!

limber finch
#

Does anyone know how to connect the ends of a spline mesh to two different points and simulate physics?

jovial dirge
shy tartan
#

Hi everyone, I have a widget issue and I dont know if I'm in the correct place, so... I have spent a couple of days trying to interact with 2 different Widgets and there is no way. Let's say I instantiate actors with their own widget around the map, these work perfectly, then I have a side menu that I can show and hide, it also works perfectly too, the problem is when I show the side menu, then, the widget of the actors that I have instantiated do not work. I have read that I should join the child widgets to the main one, but I have not obtained results with that either.
Please, can someone help me or send me a link where my problem can be solved? Thanks!
(attached video)

unique harness
minor pagoda
#

Hi, does anyone know why i can´t edit splines of a child actor component?

trim matrix
#

My problem is that I want to spawn an actor from a random location and then set the location in another bool array to false, so nothing spawns there again.

But although there shouldn't be any way for it to spawn, sometimes it still spawns.

(Spawn Locations is Constant)

(The Delegate is just connected to a timer that fires every second, I tried to do it in a for each loop first, same result)

This must be some kind of UE bug, right?

shy tartan
dawn gazelle
trim matrix
#

the index should be correct or not?

dawn gazelle
#

No, the index will keep changing. When you have a pure node like that, every time something is connected to it, it'll end up running the code behind it. So the Get for the Array check is 1 call, the Set Array Elem is another, and the spawn is a third.

#

To fix, store the index temporarily and use that

trim matrix
#

damn, I should've tried that first, it was one of my thoughts to just give it with the event...

#

Thanks for the help tho!

radiant bone
#

Hello everyone! I'm having a bit of a trouble with Physical Animation.

  1. Ragdoll works whenever I set pelvis (and below it) to simulate physics at BeginPlay().
  2. However, when I try to do it at runtime, my character blasts off to outer space.
#

Here's a clip:

brittle sky
#

does anyone know why i cant select the instance for this

surreal peak
#

Where is that?

brittle sky
#

the level blueprint

surreal peak
#

And what do you want to set this to?

brittle sky
#

my interaction blueprint placed in the world in a level

#

i thought it would be because the level placement

surreal peak
#

You can reference them in the EventGraph but that's it

#

You can't set Default Values of Member Variables that are Pointers as this is sort of compile time where the instance doesn't exist.
The LevelBlueprint EventGraph on its own is not "normal".

#

You can set the variable on BeginPlay for example

brittle sky
#

would a solution also be just to move it out the level blueprint

surreal peak
#

You generally can't set those default values

#

You can point to assets and classes, but not to instances

brittle sky
#

oh okay

#

i get what you mean

surreal peak
#

Unless it's another instance in the same level, so 2 actors in the same level

#

There you could set it on an instance editable pointer

#

But not in the class/blueprint itself

brittle sky
#

okay im sort of slightly new to all of these so excuse my ignorance but this is currently not working

#

im gonna post exactly what im doing

#

so i have a boolean in my interaction blueprint that is in my Interaction level that needs to be reference in my other blueprints

#

so i created a reference

surreal peak
#

InteractionBlueprint is what exactly?

brittle sky
#

it just holds all my interaction for my main level for my project

surreal peak
#

So some sort of manager?

brittle sky
#

yes

surreal peak
#

Does it have to be an Actor in the Level?

brittle sky
#

it is indeed a actor in the level as it contains lights that are controlled by the blueprint

surreal peak
#

Do you have more than one of those in your level?

brittle sky
#

this is in my tree blueprint that needs to access the can interact boolean and i have created this

#

only one

surreal peak
#

Yeah so, you can't just reference that out of thin air

#

Either you use the EventGraph of the LevelBlueprint directly, by selecting the Actor in the Level and then RightClicking in the EventGraph of the LevelBP -> Add Reference to ....

#

Or, not so nice but okayish if it's only one Actor, use GetAllActorsOfClass with the matching class and take the first element of the returned array (e.g. on BeginPlay)

#

Or, if it's enough to actively interact with it during runtime, utilize overlaps, linetraces etc. to get a reference to it

#

There is also a youtube tutorial from Epic Games about the whole BP communication, which you should watch.

#

Or rather a livestream iirc

#

Should be pinned to this channel

#

Might be a bit outdated from the editor looks, but should all still apply

rancid topaz
#

im in need of some assistance with my health bind

#

im trying to have it subtract a certain number depending how much damage the weapon is providing

narrow kelp
#

@rancid topaz youll have to be more specific about what you're asking

rancid topaz
#

i just wanted assistance on ah having my health bar or progress bar in the widget to go down however much the damage is

#

or in this case whatever value the damage variable is for the weapon

#

but its fine

#

ill try to think of something

severe turret
#

@rancid topaz I would avoid UMG binds. It's better to use the event that causes the damage to notify the UMG as and when it happens rather than tick a widget when it doesn't need to be.

rancid topaz
#

where can i create the event

#

im still a little new to unreal

quasi siren
#

not sure how to say this but how can i make The egg just character with orbit camera and When you press any button it will hatch. And it spawn a baby and destroy the egg after animation ?

rancid topaz
#

if the egg is its own actor

#

then you would wanna use destroy actor

quasi siren
#

and how could i then change to the baby? the second the egg hatches ?

marble nova
#

Hey, I cant find an answer to this. Im aware its possible to change & update collision channels in blueprints, i want to change the trace channel to ignore in blueprint also, is this possible?

severe geyser
#

hello beautiful people. Is there a quick way to enable game pad control in my menus without having to create a separate widget?

vapid sorrel
#

Alright, folks, I've got a problem and need to be pointed in a direction. I made a game level for a class, due date is tomorrow, so I don't have the time to sink into learning everything there is to know about Blueprints right this second (I will after finals! But I do not have time to dig into that two hour Blueprint video unless someone can point me to the exact timestamps I need). I've searched like crazy over the past week and can't seem to find a solution that I actually know enough to implement, or that gives me the right information. And everyone seems to have a different method for this.

Short summary: Making a level full of magic rocks that players explore and find. Find a little rock, it starts glowing. Already put in that part with blueprints and ActorBeginOverlap, no problem. What I would like to do is make a matching bigger rock on the other side of the level start glowing when its smaller one is found. I then want the bigger set to do something neat when all the little ones are found.

high ore
#

Blueprint Interface should work. Create a FoundRock function and send a message after the beginoverlap nodes are done. Then in the rock you want to glow put in the event FoundRock that should be firing, and then add your nodes you want to happen

vapid sorrel
#

Send a message like Cast to BigRock?

narrow kelp
#

find actors of class should work

#

*get all actors of class

high ore
#

it's like casting but more efficient. I've learned casting is a bad habit to get used to

vapid sorrel
#

Oh, so I don't need to Cast.

high ore
#

yeah, BPI essentially replaces casting in a lot of situations. I'm a beginner myself though so someone more knowledgeable could maybe chime in

narrow kelp
#

interfaces are useful when you don't have a common type

vapid sorrel
#

Okay, I'll try that. Does anyone have a video tutorial reference that you're very certain would work for this?

#

I've tried this before and got lost because they were doing something a bit too different.

narrow kelp
#

I dont think you need to worry about an interface in this situation @vapid sorrel

#

just get all actors of type big rock, and call a function "Little Rock Found" or something like that

#

Interfaces can be great in situations where you have lots of different base classes that all need similar behavior

valid widget
#

how can i get 2 random elements in an array that are not the same i use a loop and it crashs. i know how to get a random element but i need 2 that are not the same

narrow kelp
#

@valid widget after picking the first element, add the remaining elements to a new array and do it again

#

you can't remove elements while doing a for each

valid widget
#

i dont want to remove an element

#

i tried

#

setting each element selected as a vaairble and checked if there = in a loop and put a branch to run until both are not =

#

and crashed

vapid sorrel
valid widget
#

i always have trouble with the simple stuff

#

better at the more complicated mechanics lol

high ore
#

neat, think I solved an annoying blueprint interface input for UI. Just a basic killcounter, but still neat

valid widget
#

how can i acheive

#

this

high ore
#

I'm going to write how I would do it with interfaces @vapid sorrel , just because I'm trying to learn it currently myself and trying to explain is usually the best way to learn.
So you'd create a Blueprint Interface, then you'd want a function called like "FoundRock" or whatever. Compile, save.
Then at the end of your beginoverlap on the small rock you add a FoundRock (Message).
Now, in your Bigrock blueprint you go to Class Settings, and add the Blueprint Interface you created earlier. Now in the eveng graph you have access to a function called 'FoundRock'. Right-click and implement. Now you have an interface event that fires when you begin the overlap on the small rock. From there you can do whatever you want to happen to the big rock

#

Here my character is walking over a Key to a door

#

In my character event graph I've put a boolean that flags the character as now holding a key

valid widget
#

i neeed help 😦

narrow kelp
#

I think in his case that wouldn't quite work, @high ore . For him, the big rock isn't the thing overlapping with the small rock, if I understand correctly. He would have to somehow find the big rock first.

high ore
#

Oh, I may have misread. I thought he wanted something to happen to a big rock at the same time he found the small one, like quantum entanglement kind of deal

#

so when he, the player, overlaps the small rock, the big rock would change

#

or my solution maybe doesn't work for that either, still trying to grasp interfaces

narrow kelp
#

You're calling the interface function on the 'other actor' which in your case is the player

valid widget
#

help

high ore
#

I don't know array or random sorry :/

narrow kelp
#

so something still needs to inform the big rock

vapid sorrel
high ore
#

If I put that interface on the rock, or whatever actor, it would still be flagged/boolean true as 'Key' though, no? when the player overlaps @narrow kelp

narrow kelp
#

I don't see how that would be. It should only call the interface on the actor you're referencing.

#

AFAIK interface functions are just like normal functions - they are called on specific objects

#

If I wanted something to be broadcast to lots of things I would use an event dispatcher instead

quasi crater
#

hello

#

i need help with my main menu that i am trying to make

#

the credit and quit buttons work fine

#

but the start button is not working at all

#

and i made sure that it is the correct name

#

at first i followed the tutorial

#

and put the third personexamplemap

#

but i forgot that it was an old save

#

and when i changed it it stopped working

royal kraken
#

Can anyone help me get my head round enums and how they actually work, I've watched a good amount of videos but they are very confusing. I am looking to have two enum. Enum A -has a on screen widget, enum B has no on screen widget, it's not exactly like that but it's basically what I am trying to start with

quasi crater
#

following my question i already made it the default

dawn gazelle
maiden wadi
#

^ Very good example too if you also make it North, East, South, West instead, because you can also translate that into a real world rotator by multiplying (90xEnum)= WorldRotatorYaw. Assuming X+ is your north.

dawn gazelle
#

The enumerator stores the value as a byte, so it makes it computationally easy for comparison (compared to say, comparing strings) and it makes it easy to follow and understand as a person. Seeing a direction on a compass labelled as "3" wouldn't make a lot of sense to someone looking at the code without knowing, but with an enumerator, this "3" would appear as "West".

royal kraken
#

OK cheers Guys, would this be a good way to have different play modes, say play mode A with gross hair, and runs really fast, and play mode B with no cross hair and run slow but jump very high

dawn gazelle
#

As far as selecting the play mode, sure. Makes it easy to understand when you're working with lets say a "Play Mode" enumerator value.

still plume
royal kraken
#

Can I ask how it would work for the example I gave, I mean I create thr enums, playA and play B, then in first person character I create some nodes to make this work

dawn gazelle
#

The enums are just a means of representing a value as human readable. They can be treated just like any other variable in that the value would be defined somehow, and you can make choices based on what that value is defined as.

narrow kelp
#

@royal kraken Switch is a good way to do different things depending on the value your actor is using

royal kraken
#

How do i define play mode A, is it like creating a custom event

still plume
#

Is a good way for make a countdown timer?

narrow kelp
#

An enum is just a variable like a bool or float. You can read its value while doing a function / event like other variables

dawn gazelle
royal kraken
#

OK cheers really appreciate all the help, on the top image how does it decide if to go for play a or play b

dawn gazelle
royal kraken
#

And what does thr bottom image show

dawn gazelle
#

It's a comparison of what's stored in the Play Mode variable to check to see what value it is == to.

#

So checking if PlayMode == PlayA then you'd connect that boolean return value up to a branch or whatever you want that takes a boolean.

royal kraken
#

It's melting my 🧠 thank you so much, I think need to open a new file and try to get my head round this, ideally what I am trying to do is to run this from clicking a widget button

sweet urchin
#

psst... hello folks. is now a good time to ask for assistance with something I've been working on?

#

I've been working on this for days. I'm quite the beginner in Unreal and for the most part, I get by using tutorials on YouTube. usually i can find something that isn't exactly what I'm looking for, but I can incorporate it into what I'm trying to do. I've been trying to make a simple mechanic. Kicking a ball. The code is in the blueprint for the ball, which I have set up as a character. I haven't enabled physics on the ball yet but was intending to so that it behaves naturally. the game is set up in 2.5D. So far, I'm trying to get the mouse, to determine the direction the ball will go. (I'll add impulse or something to get it moving, and intend to add an indicator. there's a tutorial i've been following for these things.) To put it in perspective, think of a game of pool/billiards. There's an indicator on the ball where the player will hit, and also an indicator on where the ball will travel. Basically I want the indicator to go up or down, and indicate the "hit" on the ball, then I have line trace set up to show the forward direction and where it will go. or at least that's what I'm trying to have it show. it's not. which is where the frustration and tears come from. any help at all is appreciated. Simply a rough push in the right direction would mean lots...

frozen drum
#

Im having an issue with a nested array, it claims that the length is zero in an error i receive but also outputs correct information.

narrow kelp
#

@sweet urchin You might not want a Character to be your base class for your ball, since it has a bunch of stuff you probably won't need if its using physics.

sweet urchin
narrow kelp
#

Hey if it works, that's what matters. Pawns and Characters are basically special actors that the player can control

sweet urchin
narrow kelp
#

I didn't understand what in particular isn't working

sweet urchin
# narrow kelp I didn't understand what in particular isn't working

ah. well, I'm trying to get the tracer to move up and down based on the mouse moving up or down. The tracer is on the ball. Once I get the tracer to move up or down, I know I can add an impulse and get the ball moving in the direction of the trace. which is why I'm using the trace now. But, the trace isn't following the mouse, nor is it moving up or down.

narrow kelp
#

first thing i'd try is printing the mouse values you're using

sweet urchin
dawn gazelle
# valid widget how can i get 2 random elements in an array that are not the same i use a loop a...

This is what I use... This is contained within a loop for the # of items I want. The "Generated Array" contains just a sequence of integers from 0 to X where X is the highest number I want.
Don't worry about the "From Stream" node - this is something used for procedural generation.

Loop 1: "Generated Array" contains 0 1 2 3 4

  1. Generates a random integer in range of 0 to last Index of "Generated Array" (Example: 3)
  2. It gets the Value from "Generated Array[3]" (Which would be 3 in my case) and is storing the value in a byte array (you can store your Vector here instead)
  3. It removes the chosen index from "Generated Array".

Loop2: "Generated Array" now contains 0 1 2 4
Does the same, and let's say it generates a "3" again.
This time, it'll look at "Generated Array[3]" and the value returned would be 4.

I'm fairly certain this is the only way you can prevent getting duplicate items when pulling random items out of an array.

white lynx
#

how do you create blutilities in 4.26? Can't seem to find them, and their docs on the topic are broken

marble tusk
#

And editor utility blueprints. They're not just widgets

quartz field
#

Hey hey, any idea how I can return a true boolean if 2 booleans are false ?

white lynx
#

@trim matrix this?

#

I see. It's kind of confusing that they'd called them Widgets

#

But thanks for the info!

severe turret
#

strange that they layered EUW below the UserWidget. I thought Slate Widgets would have been a better option but what do I know :/

quartz field
#

ty!

frank viper
#

Just found a quick way ("hack") to create a simple actor follow player around without using a Nav Mesh - for lets say on a moving ship, asteroid or platform where you cant create a Nav Mesh:
https://www.youtube.com/watch?v=JQNX9DdmOQ8

When you need to have an actor follow or attack player and you cant use a Nav Mesh like on a moving platform or ship.
Quick show how to do in Blueprint.
www.Pencilgun.com
Development of the game Bus stop in the fog. (The extended version).
On Steam here: https://store.steampowered.com/app/1602150/Bus_stop_in_the_fog/

▶ Play video
#

I know there is way points and other ways to do this

severe turret
#

make it poop a spline and move towards the spline points 🙂

frank viper
severe turret
#

😄

frank viper
#

Didnt know about that spline trick though thanks for dropping that

royal helm
#

I have an issue with my crouch system. If I crouch right beside an object at just the right angle, I get stuck on it on the way down.

frank viper
#

It really sux that you cant add a Nav Mesh on a pawn class BP as component.

#

TY

#

Some people think you can add a Nav Mesh to a hidden mesh?
True?
What about the collisions on the hidden mesh?

spark steppe
#

you could move everything but the boat 😄

dawn gazelle
#

Raft 😛

frank viper
#

Actually I have 2 islands and a bus.
The bus is not moving but the 2 islands are (and everything on it)
I need to nav mesh to work on one of the moving islands

#

Each island is built in a pawn class BP

#

All components set to moving

#

Should I create a big hidden static mesh covering the area the island is moving?

#

Then create the nav mesh over the hidden mesh

willow cedar
#

When I open my Escape Menu in game, I can still move my character view around until I click the screen, then when I close the menu I have to click again to regain control of my character.

Any way to avoid this?

dawn gazelle
frank viper
#

So to answer my own question YES it does work.

#

You can set up hidden static mesh and drop a Nav Mesh bounds on it

#

Works fine it seems

willow cedar
keen arrow
#

What is the difference between "parent class" and "native parent class" of a blueprint?

dawn gazelle
dawn gazelle
# keen arrow What is the difference between "parent class" and "native parent class" of a blu...

Don't quote me on this, but I think a "Native Parent Class" would be something that is native to the engine, like Actor, Character, Object, etc.

Whereas a "Parent Class" can be anything that has a child class, so you may have a custom BP_Character blueprint which is a child of "Character" but you've created children from it like BP_Character_Male and BP_Character_Female. So in this instance, BP_Character is a "Parent Class" but it's not native to the engine.

mental bobcat
#

Hey, if I use a struct to hold my variables is there a way to set the slider min/max like you can when you create a normal variable?

#

these:

sinful zealot
#

I know you can pass parameters inside Blueprints by either value or reference, but can I pass a parameter inside Blueprints by const reference?

willow cedar
#

On my ForEachLoop, I can't Get Player State to connect from Array Element into the Target input. The tutorial I watched has it working no problem. Wondering if this is because of version differences cause the tutorial is from 2018

#

I think I found the problem. I wasn't in the level BP

frank viper
#

I keep getting failed to load errors (things I deleted and references are still lingering somewhere).
If I remember correctly there is something you have to delete in the "Intermediate" folder but I forget what it is

little torrent
#

What is the best way to determine the controller direction in a blueprint (not the character direction, since that can be affected by animations being played, etc)

narrow kelp
#

@little torrent Not sure if this is what you mean, but sometimes I'll handle a character's skeletal mesh rotation separately from their actor rotation

little torrent
sterile quest
#

How would I set the rotation point of a mesh to be not dependent on the pivot point?
I.e. The rudder of a ship.

#

I did try to create a empty sphere in the component editor and then set it as the root, however it then drags my ship mesh so that the pivot point of the ship mesh is placed over the empty sphere.

#

I know that I can change the pivot point in my 3d suite of choice, however that is more of a bandaid fix then something long term and that isn't going to cause problems later on.

#

(especially as I add more and more vessels to my game)

#

So it would be helpful to know of a way to do this in BP, as I haven't a single clue where to even begin with this.

#

My best guess however, would be to create a empty box as a test rudder and then have that be a child to the ship mesh, but that's about as far as I'd know to go.

#

So how to then tell the engine to use that as the main component when turning the ship is not something I know how to do.

#

As a side and hopefully easier question to answer, what units of measurement is FloatingPawnMovement using for max speed? MPH? KL/h?

#

Since a a floating number amount doesn't really tell me much.

surreal peak
#

Units per second

#

Units being cm in ue4

sterile quest
#

Any suggests for the first question?

surreal peak
#

Hm. Not really. Maybe put the mesh on a sceneComponent and rotate that instead

#

The sceneComponent being your new pivot point then

sterile quest
#

So attach the ship to the sceneComponent? Or the other way around?

#

Because same thing happens when I set the sceneComponent as the root.

#

Moves the entire ship mesh and anything attached to it.

#

If there's a way to control the rotation of a object from it's child, that's gonna be the way to go from what I am figuring out. However I don't know how or if there is a way to do that.

surreal peak
#

Hm it's always the Child following the Parent. Idk the rest of your setup.

#

Generally it's preferred to have the correct pivot on the mesh when exporting

#

With a ship and it's rudder (rotating thing at the back?) could also be one and the same mesh with a rig that ties the rudder to a bone. Then you can animate the bone

royal kraken
#

I have a widget, it has two buttons, play1 and play2 I am just trying to get it so when I click play1 it goes to the firstpersoncharacter event called changeplaymodes and prints a string saying play1 and then the similar thing but play2 but at the moment it doesnt seem to firen the event in the first person character to print string

dusky dome
royal kraken
#

sorry what does that mean, in the variable i added the reference to the player

dusky dome
#

cool

#

let's first try add a print node?

#

to see if the onclicked event actually fired

royal kraken
#

yes that works

#

it seems to work all the way up to the custom event

dusky dome
#

cool so the button works

royal kraken
#

I added the print string after the custom toggle event in the image above and i get hello

dusky dome
#

cool so it does run

#

let's try to see if the player character variable is good

#

you can print the content of player character at runtime like this

#

connect the print string node after the "change mode" node to see if the player character variable actually holds something instead of being "empty"

royal kraken
#

yeah that seems good, I get the print string

dusky dome
#

what is printed then?

#

is it says "The player is -> (some name)" instead of "The player is ->" (empty after the -> sign)?

royal kraken
#

oh I just filled that bit in

#

I just typed in "The player is ->"

novel ice
#

Hey guys, I tried to make projectile (asking for help for 4th time lmaoooo) like in this video https://www.youtube.com/watch?v=pdjFm7YA8vI&t=392s and it should bounce, but when I place it in a world, it just falls of the map, ignoring all walls and actors

Learn how to make a simple firable projectile using Class Blueprints in this video.
(00:05) - Intro
(00:29) - Collision
(02:44) - Particle Effect
(03:19) - Projectile Movement Component
(04:43) - Rotating Movement Component
(08:06) - Player Character Functionality

▶ Play video
#

What can be the problem?

#

wait

dusky dome
# royal kraken oh I just filled that bit in

well here is the problem. The "Append" node should actually use the content of the player character to fill in the later half of that sentence. As you can see, you get the display name of the player character and pump it to the string, make it part of the content to be shown on the screen. Now since the log not showing the content of the display name of the player character variable, it seems that the variable is empty, holding nothing at all.

novel ice
#

how can i do that?

dusky dome
#

This is what I was talking about when I say "is it valid": basically your "player character" variable is just an empty container holding nothing at all.

royal kraken
#

oh, how do i make it valid

dusky dome
royal kraken
#

in the varibale?

dusky dome
#

if you are working on single player game, you can do this:

dusky dome
royal kraken
#

do I do that in the firstperson BP?

dusky dome
#

You should do it before any node that uses the "player character" variable

#

so maybe in the "begin play" event, that would be very safe hopefully

dusky dome
royal kraken
dusky dome
#

I feel that it only needs to be in the bp menu widget, since your firstpersoncharacter is already the class definition of the "player character" itself; whenever it wants to use the instance, it can just use the "get self reference" node

smoky belfry
#

Hello everyone, where and how does someone setup wind mechanics? for example a ball in flight is slightly affected y the wind

novel ice
#

The problem was easier

#

I had to replace DefaultRootScene

royal kraken
#

In the Menu BP I dont get a event start, do I run it off the button click or event contstruct

novel ice
#

It took me days to figure it out lmao

dusky dome
#

oh yes you are right!

#

projectile movement only moves the default root component XD

royal kraken
dusky dome
#

NP

dusky dome
paper galleon
# smoky belfry Hello everyone, where and how does someone setup wind mechanics? for example a b...

There's a Plugin for wind physics can't remember the name but you should be able to find it by googling (just don't mix it up with the wind system that only affects Apex cloth).
But if you want to implement your own custom solution, it's a matter of creating a "Wind Actor" that applies a force on every physics actor within a certain radius. Like what I'm doing, you might have to study real life wind patterns so as to change and simulate the direction and magnitude of the wind.
The simplest solution I can think of is if the wind is localized on the ball. Then you can, within the ball actor, use the AddForce or AddImpulse node to push the ball slightly whenever you want wind to affect the ball.

novel ice
#

How can I fix it? It's a decal

#

That's how it spawns

fair zealot
#

ez fix

novel ice
#

Like, it shouldn't appear on legs when it moves to decal location

#

it should stay only on floor

fair zealot
#

ah

#

then you need to make that the character cant accept decals

novel ice
#

How can I do that?

fair zealot
#

maybe look through the settings of teh player if its there

#

@novel ice

novel ice
fair zealot
#

your welcome:)

rapid robin
#

Hey folks, I'm working on an FPS and I'd like to implement a whooshing SFX when the player gets a near miss from a shot that just passes their head. There's a few ways I was thinking of approaching this, any feedback would be appreciated:

  1. Projectile weapons: Attach a looping whoosh SFX to the projectile. Upside: easy; directional 3D sound taken care of. Downside is this would only apply to projectile weapons.
  2. Hitscan weapons: Do a fat hitscan on the weapon and see if the fat hitscan hits a player('s head), but NOT hit by the main trace, then tell the target that they should be hearing a whoosh at the point of impact. Downside is this would be for hitscans only.
  3. Add an additional collision around the player's head. If that's hit by a bullet, but their head ISN'T, then play a whoosh sound at the hit location. Downside: not convinced this'd work for hitscans???
  4. Your sweet & elegant idea
quaint jungle
#

Hello, I'm in need of some assistance. I have a keycard system that works and I have a boolean that changes when the character picks up and uses a keycard.

#

This is a widget to display a keycard symbol but linking the boolean I created doesn't work and isn't in the context menu

#

Clicking the boolean on the branch on and off displays and hides the symbol but doesn't work when I connect the boolean

#

This is what I tried

short pawn
#

does anyone know how to set the style of an input key selector?

#

@quaint jungle you need to set that up on a looping timer otherwise it will only fire when the widget is constructed

#

@rapid robin i would just add the sound in the blueprint of the projectile. if you want to get fancy add a collision in your character, maybe like a sphere around him when you want the sound fx to fire and make it when it collides with an actor with a tag (add a tag to the projectile) the sound effect starts

quaint jungle
#

I looked up how to set a loop and doesn't work

#

Was this what you meant?

short pawn
#

connect what you want to hide and appear to the target @quaint jungle

quaint jungle
#

YES

#

You legend

#

Thanks a million

short pawn
#

np

#

i should have noticed that first before that timer lol

#

does anyone know how to set the style of an input key selector?

uneven token
#

hey guys. is there an easy way to revert a spline's point order/direction?

molten vault
#

This might be me being dumb, but can anyone specify the name of this node. Yes, i am new.

#

i was following a tutorial on movement for third person characters

#

in the ue4 docs

#

however they do not mention the name of this node or float or boolean or whatever it is.

#

Any help?

molten vault
#

Thank you so much.

paper galleon
karmic tree
#

Does anyone know how to move only the head when i climb for example?

molten vault
#

So yeah, im still following the tutorial, and there is a problem.

heady marlin
#

Hello guys, on my blueprint character i insert a text render component which will be enabled to display the "character player". The name store on a struct. So the problem is when i try to get information on structure i get nothing.

This is how i handle this situation.

molten vault
#

documentation of ue4

#

what i have

#

i dont have an exec

heady marlin
#

i think u got the same output as first node.

molten vault
#

You talking to me?

heady marlin
#

yes

molten vault
#

its not the same node.

trim matrix
#

i have a mesh that also has anmation blue prints and blenderanim, i got a new version of the mesh and animation and how do i in a easy way impliment the new mesh/materials , and can i use my old anim bp and animblender on it?

molten vault
heady marlin
molten vault
#

base rotation

#

of the caluclate direction node

#

fix myb?

heady marlin
#

use this and then connect the "exec" node on set

#

the return value of function promote it to a variable, and set it. Next attached the node...

molten vault
#

thx man 😄

molten vault
#

Yea, im new so i cant help, sorry.

molten vault
#

i was trying it and im apparently a dumbass since idk what to do.

#

where do i connect the float pin

#

oh wait now i get it

#

this?

heady marlin
#

leave the set direction

molten vault
#

the one next to the cast to

heady marlin
#

when you promote from the function u insert Direction not NewVar

molten vault
#

changed it to my own

heady marlin
#

okok

#

some tutorial are based on old engine version so not all are update.

molten vault
thorny forge
#

Hey all sorry to interrupt, I'm trying to make a global wetness material function that lets me use a custom mask per material instance which is set using a parameter within my 'floor surface' global material. I've set it up following some tutorial while I still learn things, but I combined a few tutorials to try and make this global material function and save some time.

I get this error about float and float3 being undefined but I have no idea what that means, or what a float is.

Here's my set up:

#

material function:

#

material itself

#

any advice would be greatly appreciated 🙂

#

Oh right yea sorry, I thought that section was for people showing off work or something lol thank you I'll try that now

#

you're right, I have a 3 vector joined with a scalar because I wanted my 'rainlevel' to scale each of these materials. I'll try and work around it, thank you for the help

thorny forge
#

Just letting you know that fixed the issue just fine. If I used a vector3 input and plug in a texture then it works as expected

#

thanks again @trim matrix

heady marlin
#

i use this for cast the decimal number of a float variable.
ie 3,091938128 return 3,09 maybe u can use it to gap only the decimal

sly spade
#

cheers this migth actually work better

#

thanks:)

dreamy gulch
#

Need little advice, made a spell thats a portal redirect for projectiles etc, when you use it, the time dilates and slows down, and the portals spawn using line trace mouse input, how can i make the mouse input stay the same during the slow mo? as it slows right down, i dont want to just make my whole player stay the same speed, as he doesnt lose any function during the spell, so if he was to retain normal speed, he would effectively be the flash

faint pasture
dreamy gulch
faint pasture
#

@dreamy gulchIt's probably you using DeltaT in some calculations when swinging the aim around. You can compensate for time dilation manually

dreamy gulch
faint pasture
#

if TD is 0.5, multiply by 1/0.5 or 2

past jungle
#

Does anyone have a good approach to tracking cursor position when going from widget to world space? Or better yet, a way of getting a world space position from the cursor position that doesn't care what context you're in. The usual ways don't seem to work when you're interacting with widgets, and passing a pointer event to the player controller doesn't seem to help either. (I think. I may have lost track of the 130 things I've tried so far)

meager spade
#

Is there a best way to emulate a nullptr literal to a pointer by ref? local variable that's never set?

dreamy gulch
faint pasture
#

@dreamy gulchWhat, exactly, is behaving slowly? Whatever that is, adjust that.

#

the line trace is instant, it has zero to do with the time dilation

past jungle
#

I saw that.....I haven't yet figured out how to work it in to what I'm trying to do. I'm trying to have a widget that you click and drag and when you drag it spawns an actor under your cursor a fixed distance from the camera that you can then drop into the world. It seems like I need to somehow do a handoff with where the drag behavior is taking the cursor position from, such that it starts off by referring to a cursor position supplied by a widget and then switches to taking the cursor position from the player controller when the cursor exits the widget. It's all very confusing and I keep thinking there's a better way that I'm missing.

dreamy gulch
#

i only understand the words, not 100% sure what that implies though. Like is that bad?

faint pasture
maiden wadi
#

Timers faster than tick are bad. They still only get triggered once per frame when the timer manager ticks, but the timer still calculates that it needs to run multiple times per frame. A game running at 20fps, with a timer at 0.025(40fps), will run the timer twice per tick.

#

So for instance a timer at 0.0002 looping, will actually run it's code 5,000 times per second.

past jungle
#

I think this is going to work. I was confusing things by trying to use the same behavior for dragging actors around the world as for dragging them into the world. Just going to make them separate. Thanks for your help!

worthy frost
#

if you need tick, use tick

formal wren
#

Hi guys. I am using a datatable to store categorized attributes. Is it possible to retrieve a subset of rows of a specific category?

worthy frost
#

not sure why people just skip tick and try using a timer for tick related stuff..

cold raft
hybrid ether
#

How to launch character to camera direction, BUT not up. So I want make dash ability but I dont want make player "jump" if aim up.

unique harness
#

Should be a a normalize2D or something similar you can pass camera direction into

formal wren
unique harness
formal wren
#

Came up with this:

unique harness
formal wren
formal wren
unique harness
#

Why not store them as a "map" where the key is the emotion and the value is the list of slider values?

unique harness
#

No, your key is the row name

#

if your key is the emotion, there's no iteration

formal wren
#

If the emotion is the key, I can not have multiple expressions per emotion^^

#

The main reason I am using a datatable is because I want to expose the slider values to json files, which the player can easily mod and share

unique harness
#

why can't you?

past jungle
#

Maybe another map to for the table row using emotion as the key?

formal wren
#

keys have to be unique, dont they?

unique harness
#

emotion is the key, value is a list of structs storing slider values

#

only because you can't have a nested list in BP

formal wren
#

ah I get it.

#

but I still would need another level in between to specify an expression for an emotion

unique harness
#

I don't see what you mean

formal wren
#

Emotion -> Expressions[] -> SliderValues[]

unique harness
#

right, Emotion -> FExpressions(SilderValues[])

formal wren
#

exactly 🙂

unique harness
#

You have 2 structs one is the table row struct

#

other is the Expression struct which is the SliderValues[]

#

table row struct is Expression[]

formal wren
#

Yup

prisma stag
#

Hello I made a material that has a ring and set it in a Particle Emitter bp however for some reason it automatically has this fade to it and changing the color over life color has not affect.

formal wren
icy dragon
royal kraken
#

I have a BP which is made up of two spheres, each one is a different colour, is there a way I can make a child of this blueprint, change the objects to squares for example then change the materials they use to different ones all through the data blueprint? at the moment when I make a child there are no options in the data blueprints to change the materials

unique harness
royal kraken
# unique harness the materials, yes. the shapes, no

Ok cool, but I can change the objects via another interface perhaps? I am just thinking of a way I use the same Blueprint type rather than dublicating each time. How would I go about adding the two materials options per object? I only manage to get one material option to come up in data blueprints

unique harness
#

not sure what you mean about "one material option" though

royal kraken
#

here is an image of what I have so far, just a single materail, I would like a second where the white box is as my objects have two materials to change

unique harness
#

ah no you can't do that

royal kraken
#

arh ok

#

thats a shame

#

Thanks for your help:)

formal wren
#

Is there a conveniant way to get the games root directory?

unique harness
dawn gazelle
royal kraken
#

How can I make the actor class input something I can change through the editors detail tab rather than just within the blueprint? it is directed at a Widget

#

Arh ok great thank you

unique harness
#

have you restarted the editor?

#

You can recreate WB_EquipmentSlot or try refreshing all nodes

#

You can also try creating a new variable called SelectedItem, compile delete it, compile

formal wren
prisma dawn
#

hey, is switching input game modes whenever I rotate the camera (RMB) costly ?

fading wren
#

hello, how to get digit without symbol ? example i dont want to get "-4" , i want get "4" only

prisma dawn
#

Wanted to use GameAndUI and only hide cursor manually but unchecking "ShowMouseDuringCapture" locks the mouse into the viewport

dawn gazelle
fading wren
dawn gazelle
#

Absolute nodes.

fading wren
#

great

#

thanks

royal kraken
#

Hey, if I try to promote to a variable it get this error

#

I need to link to a actor BP

#

oh, can you see it now?

unique harness
#

disconnect, compile, reconnect

royal kraken
#

sadly doesnt seem to work, as I am trying to make a variable to connect a actorBP child, the parent has functions but when I drag off from the array element it doesnt referent those functions (not sure if its bc it is a childBP

#

Oh Actaully its not referencing that file yet, how can I make it refernce the child file, I have made the new varable visible but cant see it in the details tab

unique harness
unique harness
#

when you have the variable selected

royal kraken
#

just done that but should it appear in the details tab in the game editor window

unique harness
#

you need to be more specific about where you want it to show up

royal kraken
#

when I click on the BP child in the editor window (main window) I want it to show up on the details panels so I can change it there

unique harness
#

The scene outliner?

royal kraken
#

yes

#

sorry not down with the lingo yet

unique harness
#

What I said above should allow that

royal kraken
#

this is the variable

#

is this correct for being able to change a actor BP in the scene outliner

unique harness
#

so if you compile and drag the actor that this variable belongs to, you should see a ActorClass_3 variable in the details panel when selecting that actor in the scene outliner

dawn gazelle
#

Won't be able to - this is a widget, so it doesn't exist as an actor.

royal kraken
#

arh ok, is there another way to do it?

dawn gazelle
#

The only way you'd be able to "see" the value in a details view is if you're adding the widget this is contained in into another widget.

unique harness
#

Oh I didn't realize it was a widget haha

#

other possibility is changing the variable to expose on spawn and you can choose the class whenever you spawn the widget

royal kraken
#

🤯

royal kraken
#

I'll have a go at this, which option is the easiest to do ( I'm still early learning either ue4)

dawn gazelle
upbeat goblet
#

What are these called in engine? searching for screen space in components doesn't show anything

unique harness
#

but they don't just work out of the box

visual echo
#

Hey I have an issue when I press Esc(which opens the pause menu). So while I am in the main menu widget an I press Esc then It gets duplicated

#

i tried to use the disable input node but it doesnt work

unique harness
dawn gazelle
#

or at the very least, creating it once, storing the reference, then changing the visibility by checking if it's created or not already by checking if the stored reference is valid.

visual echo
#

thanks i appreciate it

dawn gazelle
unique harness
#

Your set widget node triggers me

dawn gazelle
#

😄

unique harness
#

use the output!

severe turret
#

construct none triggers me more.

dawn gazelle
#

Fixed it!🙃

unique harness
#

gotta fix you variable names now smh

#

Loo KWhat???

#

oh god and you didn't disconnect the original pin

#

/cry

dawn gazelle
#

muahahah

hushed sphinx
#

if I have a pawn component which is the player (vehicle component), and I am putting more of them on the level to test collision, on hit is getting triggered on the other pawn as well which is I guess the expected, but how can I listen to it only in my own controlled pawn and not in the others? I am trying to implement steering wheel force feedback but now it's reacting to the collision of the others pawns as well since they are calling the same functions obviously, since they are the same pawn as my player's

dense bone
#
unique harness
#

at first glance,

#

that's the response for that endpoint

severe turret
#

@dense boneperhaps it doesn't resolve the redirect properly. Try the original URL

hushed sphinx
unique harness
severe turret
#

Id check the error log for the reason then

unique harness
#

I just showed the issue

#

the endpoint is expecting javascript to be able to be ran

dense bone
#

this address works well on browser

dawn gazelle
#

Doesn't matter about browser, it's about what the website returns based on what is accessing the URL. When I first attempted to go to that direct URL it went to http://slendertubbies.epizy.com/images/news.png?i=1 which means that the hosting service is intercepting the link and doing something in the background, as Dirtsleeper has pointed out already.

dense bone
#

With igmur there is a problem, I can't change image without changin url

unique harness
#

You should be testing with some sort of HttpRequest tool like Postman

dense bone
#

so what do you sugesst?

dawn gazelle
#

It's nothing to do within UE4 or the image itself. It's strictly what your hosting service does when it receives the request - it's responding back with something other than the image you're expecting if the thing accessing it doesn't have Javascript enabled.

unique harness
#

^^^ What he said

dense bone
#

Ok thanks

quaint portal
#

hello, my player character isn't responding to controller roll input or pitch input, what could be the cause of this? and how can I fix it? thanks.

limber finch
#

Hey guys, so I have a checkbox in UMG that's enabling a free camera view, but I also have a gamepad key that enables it as well, but the checkbox stays checked in UMG and is causing odd problems. Does anyone know how to check the box in UMG with a key event?

limber finch
quaint portal
#

well, it's responding to the yaw input

#

which is in the same location so I think so

limber finch
#

Are other mechanics accessing those inputs?

quaint portal
#

I don't think so, just created the player blueprint

narrow kelp
#

there is an option in pawns for using controller pitch, yaw, roll

#

try messing with that

quaint portal
#

oh, yeah that did it. I didn't know that was deactivated by default.

willow cedar
#

Can you Cast to a Gamemode from a Player Blueprint?

narrow kelp
#

no, but you can call Get Game Mode

willow cedar
#

Darn. I need a way to trigger OnPostLoggin to fire an event to the character BP

dawn gazelle
#

GameMode triggers OnPostLogin itself.

willow cedar
#

Yeah, I am using this event. But need it to call another event in a Charter BP

#

Its to Update the Steam ID name of new players joining mid game

dawn gazelle
#

What you could do is set it so there is no default pawn for the players, and OnPostLogin is where you can handle the spawning of said character and have an exposed on spawn variable on the character for their name, so then you'd spawn the character and feed in the name here and then have the controller possess the spawned character.

You can use the "New Player" as a reference to their player controller which is where you should store the SteamID or name if you want to retrieve it later (you can cast to your custom player controller and set the value).

royal kraken
willow cedar
dawn gazelle
#

Also if it is multiplayer, you won't be able to access Game Mode from clients at all. Only server can access it.

willow cedar
#

Interesting. This is a bit more difficult of a solution than I had hoped

dawn gazelle
#

You'd need to enter something for the transform as well of course.

willow cedar
#

Oh cool, that already helps a lot

#

Is the spawn transform just where the player spawns?

dawn gazelle
#

Yep

#

So if you have specific spawn points or whatever you want to use for the location.

willow cedar
#

So it would no longer spawn people at my NetworkPlayerStart?

dawn gazelle
willow cedar
#

Cool, that's fine

dawn gazelle
royal kraken
#

Yes

trim matrix
#

Guys, how to interact with an object's custom event through a UI button?

dawn gazelle
#

What I was suggesting is that you add the widget that has the option you're wanting to select into another widget. So here I've added "ChildWidget" into a "MainWidget" and in the details I have the "Exposed Variable" in the "Defaults" category.

dawn gazelle
dawn gazelle
# trim matrix I did it but it says an error

That's because "Geometry" is not defined. All you've done is create a variable that can store a reference to a "BP Test Geoemetry" object, but you haven't provided it a reference to which object.

trim matrix
dawn gazelle
#

Eg. I am player 1. You are player 2. I have a character of class "BP_PlayerCharacter". You have a character of class "BP_PlayerCharacter". If I wanted to do something specifically on your character, I would need a reference to your specific "BP_PlayerCharacter". I can create a variable that can store a single instance of "BP_PlayerCharacter" but that does not mean it knows which "BP_PlayerCharacter" it is until you've told it which.

#

You get references to objects through line traces, overlaps, hits, and then feed that reference into your widget somehow (which means you'd need a reference to your widget stored somewhere accessible as well!) and at worst, you can do "Get Actor of Class" or "Get All Actors of Class" and try to find the one you're specifically talking about.

royal kraken
trim matrix
willow cedar
dawn gazelle
willow cedar
#

Ah, that's where it is

#

Thank you. I was using Get Player Controller

trim matrix
#

Why when I import Normalmap with importfileAsTexture2d it looks like this?

#

but has to look like this

faint pasture
#

@trim matrix what does the actual imported texture look like?

willow cedar
# dawn gazelle Player Controller has the Player State.

The last problem I am running into is that when a new player joins, currently logged in players can see the Steam ID appear, but that new person can't see the ID of people who have joined before then. People who join after them will be visible to that person though

dawn gazelle
willow cedar
#

Testing that out now

#

Same problem still

#

It just defaults other users to the base "text" name

#

As if it didn't update

dawn gazelle
#

Are you setting the value on server?

faint pasture
willow cedar
#

Goes through the gamemode BP

#

To the Character BP

trim matrix
willow cedar
#

Do I need to store in in an array?

#

Because my goal is to have the Steam ID above Players heads

#

And to make it so new players joining will display it also

faint pasture
willow cedar
#

What would that do?

faint pasture
#

Just to double check that it's not a problem with the variable, but a problem with when it is accessed to make the widget.

willow cedar
#

Its Text Render, not a widget

faint pasture
#

When do you set the text?

willow cedar
#

On event begin play, then I set it through the Client, than Multicast

#

Using custom events with the Variable

faint pasture
#

Yeah that's your problem. Use state, not events. I would just use a rep notify

willow cedar
#

Yeah, let me show what I have too

#

Basically that

faint pasture
#

Yeah just delete all of that, use rep notify.

willow cedar
#

I haven't heard of Rep Notify yet

faint pasture
#

Then all you got to do is set it on the server and it'll update everywhere, even for late joiners

#

Go ahead and read about it, and then you'll realize that you'll probably change half of the stuff in your project to use it

willow cedar
#

lol

#

Thankfully this is the only real thing that may involve it

faint pasture
#

Basically a rep notify as a function that runs every time a variable is replicated.

#

Just go in the variable where you set the replication, and send it to be rep notified. That will create the function, then in that function, that's where you would update your text render. Then that's it. No events, nothing else

willow cedar
#

What would the setup look like then? I'm gonna look it up anyway, but I'm not certain I'll understand it fully for a little bit

trim matrix
faint pasture
willow cedar
#

I set the Rep Notify. Not exactly sure what to put in here though

faint pasture
willow cedar
#

Call Event?

#

This is my first time in the Functions

faint pasture
#

No, put the stuff the updates the text render there

#

Take it out of begin play and put it in there

willow cedar
#

The only thing in my Begin play is the Call function to setting the text, but I'm assuming just put that part in there

#

I can't connect my Object Ref for the Text Render in the Function

#

Unless I use that to set the Variable then set text outside the function

marble nova
#

Hey, quick beginner question - i want to share an array with all actors, but i need to use it in a construction script. I cant seem to cast from the player because construction script wont let me get player... how would i go about doing this?

earnest tangle
#

You could probably stick it in a data asset, referencing those from construction scripts is probably valid

willow cedar
willow cedar
dawn gazelle
#

Wrong node type.

#

The one you have in yours is for a widget.

willow cedar
#

Ah

#

That worked. But now how does this update for the server/clients?

dawn gazelle
#

Whenever the clients receive a change to the variable, that onRep function is called.

last abyss
#

isnt this case bad though, a onrep that changes the variable?

#

like wouldn't that cause an infinite loop scenario

willow cedar
#

Oh wow, it actually works for the clients. The only thing is the Server Host doesn't see the names now

#

It updates on everyone elses, and even the Host Name is show, but for the host, they all just say "Text"

carmine quest
#

RepNotify is not triggered on Host (at least in c++, but I believe it's the same in BP)

willow cedar
#

Any way to get it to behave like the clients? The only thing I can think is to setup similar to how I had it before, cause that worked for the host

carmine quest
#

Mmm actually reading that in blueprint it is indeed called on the server also...

#

You should put a breakpoint or print string in your rep notify to check what is happening on the host

willow cedar
#

Smart idea

#

I'll check

#

Only the Clients Print the String

carmine quest
#

How are the values set?

#

The only thing I can think of rn is that the value never change on the server (it's the good one from the start) so onrep won't be called

willow cedar
#

From the Gamemode BP

#

Than the Function is on the Character BP to Change the Text on the Text Render

dawn gazelle
carmine quest
#

It's even surprising that the onrep is called on client, did not know that it would do that for exposed on spawn

dawn gazelle
#

don't forget to hook it up in the execution path 😛

willow cedar
#

Lol, thank. Do I have to do anything else after that?

dawn gazelle
#

Just pop in whatever you want into the name field of course

willow cedar
#

Does that set the Host?

dawn gazelle
#

It'll set all.

willow cedar
#

Huh

#

Ok, I'll take a look

brazen frigate
#

I have an BP called BP_MTCharacter with a widget component, I have an instance of the character standing in my scene, and I have another being spawned by a Player Start. For some reason, the Get Owning Player Pawn node in the widget is returning the spawned character (BP_MTCharacter_C_0) for both instances of the widget, and I can't figure out why.

willow cedar
#

Wow, that worked. I'm going to completely honest, I have no clue how.
The only problem I can think of happening is what somebody leaves render distance and then comes back into render, the name previously would revert back to just "Text"

#

Ah no, the Rep notify works and gets the name when they come back into view

#

Awesome!

#

Thanks a lot @dawn gazelle @carmine quest and @faint pasture Seriously helped out a ton. Been stuck on this for a day and a half now.

faint pasture
#

@carmine quest rep notify is triggered on host in Blueprint

faint pasture
willow cedar
#

Yeah that makes a lot of sense

#

Also, I just tried this out through steam, and everyone is appearing as the host name now

cursive latch
#

Blueprints can have vectors, that can become visible in their blueprint when placed in level, Widgets. Is it possible know from within the construction script whether a vector has been selected or not? Something like if "Vector Variable_001" = selected then Branch do a thing...

dawn gazelle
#

You could do a Vector to Boolean map which would then allow you to keep track if a specific vector has its bool value set.

#

Probably not the best way to do it.

faint pasture
rancid topaz
#

im in need of help im in feedback %& support

#

im in need of help to bind a certain variable's value to the text variable in the widget blueprint

#

a variable from another blueprint to change the text in the widget blueprint

#

ok nvm

severe geyser
#

anyone here have experience with UI Navigation Plugin?

icy dragon
severe geyser
#

it's absolutely kicking my butt right now @icy dragon I am trying to use it with my Options menu. The dev even helped but I just can't get it going. It works in my simple pause menu, but when I move to Options, it doesn't work

#

I've updated all my buttons and sliders to the correct plugin versions and according to the dev, I have my hierarchy in order

#

but I only have mouse control when entering my options menu

icy dragon
severe geyser
#

Yeah that's what I'm using for my menu, 2D Grid

#

it's a simple menu, but because it has so many buttons it becomes complex

icy dragon
#

2D grid?
I rarely use them. I used 1D Grid even for split menu like FF7R

severe geyser
#

this is how the menu is shown. The dev told me because of the shape, I would need to add "blank" buttons and make them hidden, that way it can be 4 x 7 2D grid and should work

#

I get no warnings when I go into the options menu, but there's just no control with anything other than the mouse

#

like the control is being blocked somewhere

#

for a menu like this, would you still have an idea of how to use a 1D grid?

icy dragon
#

I would've design it differently tbh, something that goes like this:

Screen Resolution           <    1280x720    >
Effects                     <      Ultra     >
Shadow Quality              <    Very High   >
severe geyser
#

I know. The menu was done prior to finding out how much a pain in the ass adding gamepad support to menus is

#

but here we are, and I want to try and make it work

icy dragon
#

Maybe consider revising the menu, since Screen Resolution can be vary on PC.
Although, if you insist on going for that kind of menu, maybe try having the 1D Navigation Grid horizontally, and up/down used for switching into another 1D grid.

severe geyser
#

I am trying it, I get lost on which button I am on

cursive latch
# faint pasture What do you mean by selected? How does one select a vector?

When you put an actor BP in the scene, and that BP has a construction script where you have created a variable VECTOR which you haave set to be a 3D widget, THEN you can then click on the 3D widget in the scene. This means that at that moment the 3D widget from the BP is selected and you can move it around. I want the script to know this is happening.

faint pasture
unique harness
royal rain
#

hey so you know the default ball roller game template, ive messed with it to make give it a good camera and drift mechanics but i want to be able to control the ball mid air a bit, how would i do this?

severe turret
#

the same way you move it normally. With AddImpulse.

royal rain
#

doesnt impluse only go off once

#

i mean like full turn left right control

#

maybe not with 100 percent efficiency but with if im already moving forward i want to turn left and right a bit

#

i mean does add impulse work?

#

how

icy dragon
#

No one's stopping you from adding impulse every tick.

royal rain
#

i mean thats a really good idea i think i kinda have an idea of how to do that

#

like if the w key is down then maybe i can have it move only in the direction the mouse is in

#

every tick

icy dragon
#

Although do note that the ball won't appear rolling from impulse alone, so I'd recommend faking the roll instead

royal rain
#

i mean i can figure that out later

#

i feel it should only happen with w down

#

so i have a custom camera that took forever to get set up to make the impulse turn in the direction of the camera i need the get actor forward vector then what

#

how do i get it to only had impulse in the direction im facing with mouse

icy dragon
#

Calculate it from control rotation's forward vector, without the up/down

royal rain
#

if i messed with the camera can i still use player camera manager

faint pasture
#

adding impulse on tick is bad, impulse is to be used for 1 offs like recoil or launching

royal rain
#

i cant get add force to move the ball tho

#

im pretty sure i got the player camera manager to do its stuff because impulse made something weird happen to the ball with it

#

@faint pasture thats what i thought

#

i can try making it force more maybe it didnt really have enough force maybe

#

nvm it uh kinda works

#

went zoomies

faint pasture
#

Unreal units of force are centinewtons so you'll need fairly high values

#

check "Use Acceleration" to have it ignore mass

royal rain
#

i need it high enough to change when the ball is going fast

#

but not enough to make it better than ground i guess

#

also

#

i need it to only go while the w key is down i know theres a node for that

dawn gazelle
#

Is your W key an input axis or just an input action?

royal rain
#

if i press w my torque goes forward

#

the problem with using a w key without or instead of an event tick is i have to press w while i am in the air

dawn gazelle
#

which of these does it look like?

royal rain
#

the second one

#

i cant use two but i can connect from the same one rgihtt?

#

no i cant

#

wait lemmie see something

#

it is not working as intened

#

if i jump i get launched even if not holding w to go forward

#

i only want to turn if im moving with w and if im looking in its direction

#

is w key down

#

maybe

#

a bool

dawn gazelle
#

If you're using just the base pawn in the rolling example, the real problem you're going to run into is that you have no way of determining whether or not you're in the air.

As a basic way of testing it for now, you can enable the movement through your input axis MoveForward, and a branch checking if "Can Jump" is false where the true is hooked up to the Add Torque.

royal rain
#

i have a way

#

if i dont collide with an object at least once i cant jump

#

i need to touch something

#

so if i cant jump

#

im in the air'

dawn gazelle
#

But that's not necessarily true.

royal rain
#

yeah so i can also wall jump

#

which is cool

dawn gazelle
#

For example, what if you are accelerated off of a ledge?

#

No jump involved.

royal rain
#

it only activates when i press space

#

so i can jump mid air

#

i just cant do it again

#

until i touch something

dawn gazelle
#

Right, but is that how you want to have your control system? Like you have to press space in order to have the movement enabled?

royal rain
#

no i dont have to press space to have movement enagbled

#

wait

#

yeah i do kinda dont i

#

i didnt make the jumping system i was working with what was given'

#

but i mean

#

for now it works why would i want air movement if i didnt already jump

dawn gazelle
#

Again, what if you rolled off a ledge?

#

Or were accelerated off of a ramp somewhere?

royal rain
#

jump and you would have movement

#

i cant even get movement to work mid air still either way

#

maybe its because the number value is too low but

#

ok i think its working

dawn gazelle
#

Lemme put it like this... If you're making a "marble" style game, you probably want your movement controls to be as smooth as you can, otherwise you cause frustration. I would expect that the control of my marble would be always consistent when falling and not require me to press the jump key in order to swich the control scheme.

royal rain
#

yeah fair enough

#

thats a good point

dawn gazelle
#

Like, for now, yeah, you're prototyping so whatever, just... keep it in mind XD

royal rain
#

maybe keep track of if i touched the ground idk

#

ik

#

im really just trying to do protyping stuff eher

#

i want air movement to work then what makes sense

#

i think i got close rn

limber finch
#

Does anyone know why Event Dispatcher is calling 2 floats?

I have an event dispatcher going from my Level Blueprint to my Game Mode to my Character Blueprint and it's carrying a float value through, and for some reason through that translation I'm getting two different float values.

hollow cape
#

show code

limber finch
#

Nevermind I was being stupid

#

Just called the bp from pers level and got it sorted, still don't know why that happened tho

#

What about this, this has me stumped

#

I have a mouse x axis that I'm feeding to move something left and right on the screen with mouse input

#

The object is moving as fast as the player can move the mouse

#

How do I get this object to slowly interpolate to the new position?

smoky belfry
#

Hello everyone. I have a simple question. How do I recreate something like this using widgets?

fading fog
#

Add a widget component to the actor that you want to show the distance to, use get distance to node to find the distance between the actor and the player

icy dragon
fading fog
#

that gives the distance relative to the camera, so it will work only for first person games, right? (I might be wrong:)) )

limber finch
#

@fading fog do you by chance know how to make an object interpolate to mouse position every time it moves?

icy dragon
limber finch
#

I'm getting Mouse X, but when using Finterp node I'm having trouble figuring out how to get it's target position

torpid cargo
#

anyone here know how to achieve snow deformation?

icy dragon
torpid cargo
#

okay

#

any suggestion for a tutorial

#

because i tried codelikeme faced issues wasnt working

fading fog
#

at start you pass in the object rotation ( the one that you want to interpolate to the mouse)

#

at target, you break it and ad mouse X and Y

#

from get mouse position node

#

try this and message me afterwards

#

I'll try to help

limber finch
#

So it's not rotating, the screen is only faced one direction, will that matter?

#

And only mouse X input is affecting movement, so just left and right

fading fog
#

I don't think it will matter

limber finch
#

This is what I have currently

#

so use a find look at rotation for the object thats moving

#

Okay so this is a bit more complicated than I'm letting on

#

So I basically have still character that's being animated manually by mouse x input

#

So left of screen, character is leaning left

#

Right of screen, character is leaning right

#

RIght now it's just immediately moving to the position

#

Not sure if that makes a difference, but the values have to be between 0 and 1 for the timeline I'm using to animate it

fading fog
#

I thought you want an object in the world to interpolate to the mouse, like a surveillance camera 😅

limber finch
#

Ohhh no

#

Like

#

Lets say I want to move a ball left and right on screen

#

If the mouse moves suddenly left

#

Rather than immediately going to the position

#

It slowly interpolates to the new position of the mouse

hollow cape
#

easiest way (not cleanest) would be to constantly update (interp) between the actors current location and a new location that you update based off the mouse position.

limber finch
#

But the actor doesn't follow mouse all the way to the left of the screen?