#blueprint

402296 messages · Page 667 of 403

limber finch
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It stays in the middle and leans left and right, will that cause an issue with that method?

hollow cape
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you can utilize the data however you like, the concept stays the same. Instead of interping a location, you interp a rotation

limber finch
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I guess I'm not fully understanding it, but let me give it a shot.

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@hollow cape like this?

hollow cape
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well I have no idea about the values you're mapping there, or what the exact scenario is, but yes that's generally the concept.

limber finch
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So I'm getting the viewport location of the mouse

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And clamping it for only monitor 1

smoky belfry
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@icy dragonHi thanks! If I may ask how'd you get that awesome node theme?

thin token
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Hi is there any blueprint node which convert integer to string like 1 becomes One, 2 becomes Two?

icy dragon
thin token
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@icy dragon Thanks I thought so too but just wanted to confirm as there are so many helper function ue4 has

lost canopy
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Did you remember to add a NavMeshBoundsVolume?

limber finch
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okay so

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I think I found the vector spring interp is best for what I'm trying to do

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But I'm still trying to figure out how to get current and target values

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Current should be old mouse position

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Target should just be the mouse moving

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I've tried with a delay and it's just buggy

royal kraken
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I am trying to add a tag to my BP widgest, I have added a TAG say "WidgetTAGS" and I want to turn the visibility off on all these with TAG. I cant seem to connect it to a visibility node, is this possible to do?

limber finch
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I will literally pay someone to help me fix this rightnow ahahha

fading fog
cursive latch
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Sorry for late response I was sleeping xD. But yeah. The blueprint updates whenever I move the vector-3D-widget from the bp in the scene. Do you know if there is a way it can detect currently selected?

trim matrix
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Guys how to convert an image to 8bit inside the engine?

royal kraken
trim matrix
next jungle
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Is it possible to poll input actions independent of their event (there does not appear to be a section for "Action Values" under the input heading)?

trim matrix
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How to get an access to this setting in blueprints/materials?

earnest tangle
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You might have to do this in C++... you can definitely do image conversions there but not really in BP's afaik

earnest tangle
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Changing that won't convert the image though. It'll just tell UE what settings it should be using with it

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If it's not the right one, it won't render correctly

trim matrix
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Hey guys!
Im new here and got a little random question:
I've setup a dynamic material on Demo_Hero but my Demo_Hero_Warror material shows up black...

Seems weird, I deleted the Dynamic material on Hero_Warrior construction script (what was setup for demo.)
I know it's not alot of info, but weird that it works for parent but not child ?

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The Demo_Hero is parent of black guy..

royal kraken
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Does anyone know if you can add a TAG to a widget bp? I can do it to a actor BP but cant see how to add it to a widget bp

royal kraken
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or if you cant add a tag to widgetBP what is the best way to select say 5 different Widget BP and turn them all off (I am currently using a button to the one off)

robust jacinth
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I would just keep references to them somewhere.

royal kraken
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my worry is I am wanting to turn off a lot of different widget BP and turn on other widget BP and dont want a huge list of nodes, ideally just say all widget BP with tag "Dance" turn off and widget BP with tag "Freeze" turn on

warped cairn
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How can I make variables show in inspector? So they are editable for the same blueprint.
Basically I have a gem blueprint, I want to use the same gems but have different materials, I also want to add a different score for different gems

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Never mind, you literally click the "instance editable" check on your variable, I was staring at world settings for hours wondering where I was going wrong lol

robust jacinth
# royal kraken how do you do that?

Don't know what's best practice, but a simple way is to have an event in your GameState that you send a reference of the widget to. Then two other events. One for hiding widgets in that list, and one for displaying. I bet you could add another input that is a string and could function like a tag. Just compare it with a variable in your widgets to see if it matches. Not in front of unreal now so I can't get into more details than that at the moment. But something like that should work? But all your widgets need to inherit from a custom BP that exposes said variable.

robust jacinth
hushed sphinx
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I am printing to screen what is the name of the component I am hitting with my vehicle. And sometimes I see the following none.ModelComponent_2, and when that is happening my vehicle is a bit jumping. How can I figure out what is that none.ModelComponent_2? How can it be "none" at all? I am confused.

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I mean I don't have anything with such name, at least as far what I can see

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/Game/VehicleBP/Maps/UEDPIE_0_VehicleExampleMap.VehicleExampleMap:PersistentLevel.ModelComponent_2

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this is the path of it

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but I don't have such thing added to the world

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I don't know what is that

royal kraken
warped cairn
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Okay so the text updates, but the progress bar doesn't, what am I doing wrong here?

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Here's how I am setting it, using ontick event. This is just a temporary setup until I implement enemies

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I have followed the same procedures for both text and progress bar, it ignores the percentage update

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Never mind, I was unaware progress bars only ranged from 0 - 1, found this out through trial and error

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Simple float/float worked

pastel rivet
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Hey, how can i access a material functions output?

severe turret
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inside a material. If you want to access it via blueprint I'm unsure tbh. I'd like to know for future reference but I can't see how it would work as materials raymarch through logic

pastel rivet
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I cant seem to access it at all

severe turret
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from blueprint?

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I think, don't quote me on this, that if you have a material instance, you can access the values of those parameters in blueprint. So if you added the value of a material function into a Parameter, then you could see it in blueprint

carmine quest
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hello, is there a way to show console from blueprint? (in order to bind it to a VR controller button)

severe turret
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@carmine quest just add it as an input bind in your project settings

carmine quest
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thanks @severe turret !

pastel rivet
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@severe turret
I can access parameters, but not material expression functions

severe turret
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well no because that is a material function. It's internal code won't be visible to blueprints at all. Only what goes into the Input and out of the Output.

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Its compiled into the shader so to speak

royal rain
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So I'm pretty sure I have some blueprints going but when I check if the w key has been pressed in an if statement it had to be pressed recently. I want it to check at all time if its down but I cant seem to get that figured out

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I'm currently adjusting also the ability to move my ball through the air using force

severe turret
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this google is on me.

royal rain
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I looked that up already

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I even found it in the editor

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Just couldn't get it to attach to a node corrextly

severe turret
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Sounds like you need to stop running for a day or two and start walking through some core courses at http://learn.unrealengine.com . No shame in it. We all have to learn

drowsy osprey
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Has anyone successfully used an an “embedded actor sequence” and called it by an event?

They would be particularly useful for me, and I can’t find any info on what to call or how to set that up, and from where.
Not much documentation but very cool, little known thing.

For those interested, actor sequences let you play a sequence direct from a Character bp with no dependency. https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/HowTo/ActorSequence/index.html

Describes how you can embed Sequences within Actor Blueprints using an Actor Sequence Component.

severe turret
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@drowsy ospreyit looks simple enough. What is the issue you are having? The page there is very straight forward

unique harness
severe turret
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its not technically an actor. its a visualizer. So there is no handle for it unless you make a custom one.

novel ice
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Hey guys! Is there any way to not display one decal on actor, but still being able to display another decal on actor?

unique harness
novel ice
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Damn... I really need to know how 😄

severe turret
novel ice
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This thing disables decals on actor at all, right?

frozen thicket
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I'm trying to make a Text Render Component above an Enemy AI always face the controller using this:

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but the text keeps getting mirrored

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what's wrong here?

novel ice
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Can you * -1 it?

frozen thicket
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aight, imma try that rn

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awesome, that seemed to do the trick. thanks

novel ice
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🙂

bright dirge
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Hello, is there a better solution between having specific visibility channel for each team or filtering by team the result of lineTrace with the base visibility channel ?

slow phoenix
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Yo, I forgot if there is a vector interpolation using a rotate that also have rotate speed limit?

unique harness
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VInterpToConstant

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or RInterpToConstant

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whether you're interping a vector or rotator

faint pasture
bright dirge
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Thinking about it since i will have to switch the collision profile when switching team anyway I don't really gain much time by not having a specific traceChannel

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and what is the difference between neutral and world if I may ask ?

faint pasture
bright dirge
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okay so neutral is pretty much a third team

faint pasture
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Ya

mighty fable
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Can someone tell me why I have gray squares popping up with my particle effects?

bright dirge
void cobalt
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would anyone know why my enemy actor wont register hit events unless its aggro'd on me with pawn sensing?

mighty fable
void cobalt
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it makes no sense

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this is the collision settings i have for my enemy

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on the capsule collision component

bright dirge
void cobalt
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and this is my projectile

mighty fable
bright dirge
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yeah but is your emiter of type mesh ?

mighty fable
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I honestly wouldnt know where to find that info

bright dirge
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on your emitter under render

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you use niagara right ?

mighty fable
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I think so, I have that on my movement FX but idk what the smoke assets are under tbh, its a group thing and I didnt implement it

bright dirge
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take a screenshot of your emitter or system

mighty fable
bright dirge
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okay so its cascade, you can see on the preview above each emitter which emitter create the gray rectangle

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shockwave fireball and smoke

mighty fable
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so I need to replace the emitters in those gray rectangle spots, but how?

bright dirge
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it might be because the wrong material is selected for those emitter in the required module

mighty fable
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so just to make sure im doing it right I should click the emitter with a gray square in it and then click required and change it?

bright dirge
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change the material yeah

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if its doesn't fix your problem you might get better help in the visual-fx channel

mighty fable
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no that did it, thank you so much!

severe turret
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perhaps it uses the serialization of the savegame object or something

void cobalt
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does anyone know why my projectile doesnt generate overlap events on my ai actor unless its pawn sensing is activated?

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this is all that is in my projectile bp
and it prints the string HIT when it hits cubes in the map
the default ones from fps example
but even if the enemy has the same collision preset as those cubes, it still wont print the HIT when i shoot the enemies
the only times it does HIT is when the enemy is running at me
but even then its really buggy and the enemy kinda teleports in a random direction when i hit them

limber finch
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Does anyone know why when I change a morph target value the physics no longer work?

lost canopy
regal venture
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Is there a way to make widget variables that are exposed on spawn mandatory for construction?

void cobalt
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none of them work

regal venture
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I don't want this code to compile without this node connected

regal venture
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What do you mean?

void cobalt
regal venture
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I want the compiler to error if this widget is attempting to be constructed without the node connected

void cobalt
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you WANT it to error?

regal venture
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Yes.

supple dome
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i dont think custom errors are possible with blueprint

regal venture
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This class will not function without that connection

void cobalt
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so u want it to not work?

regal venture
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No, I just want that connection required

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Essentially the equivalent of

MyClassConstructor(MyStruct struct);
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The class expects and requires that data to be set to function, so I want to ensure that it's being set upon construction

sand shore
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I think empty arrays will error (but maybe not always)

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If that doesn't help you, then you can't enforce this

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you'd have to throw an error at runtime

regal venture
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Hm. I guess runtime error it is

willow cedar
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Kind of really weird problem I am having, but here

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This is a Widget BP

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Also, the first print string works

dawn gazelle
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Are you in UI Only mode?

willow cedar
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Yes, but I also just disconnected that node, and it still have the same problem

dawn gazelle
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Appears to be working fine on my end, with input mode set to UI and Game or Game Only. Won't work with UI Only.

willow cedar
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I'm wondering, could there be that I am not setting the UI correctly in a player controller or something

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Also, with buttons, I can press them, see them click with the animation, but it doesn't trigger

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For example, this button I have for Back to Game, doesn't do anything when you click it. But it used to

willow cedar
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So I guess it was glitched. I saved and reopened, and now the input works, but now the buttons still don't work on click

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I also need to set it to Input UI only, but doing so negates the Listen for input action.

gritty elm
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so i have an issue, when i spawn some enemies at target point, they looks like spawn from sky ( like flying down or floating in air before spawn )

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how i can prevent that?

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i only want my character to be weld or attach with ground when they spawn

earnest tangle
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just spawn it closer to ground?

gritty elm
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so these are my target points, where i spawning npc

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sometime the enemies are spawn from sky ( i think they collide with each other while spawning )

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or they go to upward when spawning

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"try to adjust location, but always spawn"
does this helps?

earnest tangle
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Hmm yeah could be collisions I guess, it's worth a try

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I don't think it should attempt to uncollide them by placing them above, usually it pushes them to the sides

limber finch
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Anyone know if you can adjust physics linear limits in blueprint?

sonic silo
brazen frigate
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I'm sure I'm making a silly mistake, but I can't figure out why my health bar UI is thinking the owning pawn is one particular character for all instances of the UI.

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I have a health component...

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And my widget...

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Center character is standing in a pain causing volume, both UI's think the owning player pawn is the center actor.

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Both characters have a healthcomp and a widget comp. Left character is dragged and dropped into the world, center character is spawned from a Player Start.

dawn gazelle
# brazen frigate And my widget...

In your widget, you're binding to the Owning Player Pawn which I believe would always be the local player as the Owner of widgets is usually the client. Like... This node is useful in the sense of "Get the owner of the widget (which is always the local player), and get their particular pawn" Since the owner of these widgets is likely one client, you're ending up binding both instances of the widget to that one player's event.

brazen frigate
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Ok, I think I found a resource online that will give me the fix and what you said just confirmed that, thank you!

dawn gazelle
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Both would probably be particle effects which you can attach to your item actor. #graphics would likely be the better spot to ask about how to make effects.

grave relic
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Anyone that could help? It should be fiering 3 times, ive tested that it prints out all 3 options, but when it goes in the level streaming it only does one

severe turret
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@grave relicI think it might be something to do with the loading of a single level. It might jam the loop. It might be worth trying this. https://gumroad.com/products/nCGWI

Gumroad

A latent streaming level node for Blueprints in Unreal Engine 4.This node lets you load a level dynamically into World Composition whilst executing other code. Asyncronous level loading helps avoid hitching and gives opportunity to adjust the user experience so they don't feel like they are lagging or performance is bad.The demo is setup as a pr...

tired wolf
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I'm making a vault mechanic, and I'm using MoveComponentTo node to move the player to the top of the object they want to vault over, but when it reaches the top the player completely stops. Does anyone know how to make them maintain velocity after they vault?

narrow kelp
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I guess you could make them simulate physics and add an impulse, but i doubt thats what you'll want.

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If it were me, I'd have a custom movement mode that would take over while they're doing the action, then revert to normal once its finished

tired wolf
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Okay

left fulcrum
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Hey there, for some reason I can't get the beginplay event to work for something I am doing.
I spawn in an AI enemy when I hit a certain trigger and it just stands there, but I place it before I hit play and it works fine, anyone got any idea why that is?

tired wolf
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Does anyone know how to calculate the force required to reach a given location?

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I'm using 'Add Impulse' to launch the character to a location

ripe rose
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i have this on tick

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is there a more efficient way?

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it's updating the end point of a beam effect for a weapon

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logically this seems necessary but i could be unaware of something

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you mean, don't have 100 enemies all doing this as well?

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ah right that's a way, could only have the beam update every 60fps or 30 or whatever too

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ite

odd veldt
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Would this make performance problems?

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(just want to get a value with the same name out of the materials)

icy dragon
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There's no one preventing you from doing a check to compare if one MID equals to another MID anyway.

odd veldt
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I need to get a scalar value out of the current floor material

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MfD?

icy dragon
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Consider checking out for the Material Parameter Collection instead.

bleak perch
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How would you find what type of asset something is like blueprint,skeletal mesh and all that stuff

odd veldt
icy dragon
odd veldt
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I need to know the value that the floor under the player has

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things like reading custom primitive data is also not possible

icy dragon
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You could just have the floor as a BP and read the variables instead of a dumb StaticMeshActor.

drowsy osprey
willow cedar
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Anyone know how to set your camera to rotate around a Character? I have a spring arm with Follow Lag, and when I move really fast and try to look around, the character is no longer centered and is either off to the left or right depending on the direction of the momentum.

opal ivy
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Here's a conundrum... and before it's asked, yes,I've tried reimporting my mesh with all different kinds of rotations on the Z... Why the hell is my character BACKWARDS in the template ThirdPersonController?

icy dragon
opal ivy
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Yes, exactly.

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But I'm not sure why.

icy dragon
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What's your DCC software?

opal ivy
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my what?

icy dragon
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Digital Content Creation software.
Blender, 3ds Max, Cinema4D, ZBrush, Maya, and others alike

opal ivy
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😛

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Is it possible that my animations are rotated funky?

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Is there a thing?

icy dragon
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Not my point, because that's an asset hub website, not DCC, but okay.

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I primarily use Blender, so if you use other DCC software, I can't try pinpointing the issue.

opal ivy
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I'm assuming the model was created in blender since it has .blend files

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I'm trying to do some more in-depth reimporting now, that might fix it

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Is there a way to just rotate the mesh inside the BP?

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I reimported and redid my animation blueprint, it was facing the correct way on reimport, but I attached my animation BP and now it's sideways

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I accomplished it with a Pitch rotation in between my state machine and my output node in the anim graph, not sure if this is a good fix or not

quaint bough
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can anyone tell me how i get my noise to have less of these small islands? currently i do it like this: if noise is between 0.25 and 0.75 draw black else white. im trying to get something like a camouflage pattern

keen goblet
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@tired wolf You'll have to fix either the impulse or the launch angle, otherwise there's multiple answers.
Then pull up an AP Physics equation table or something and solve for the unfixed value given the fixed value, player mass, and acceleration from gravity.

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

dawn gazelle
static charm
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@quaint bough do you still need help with small islands?

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actually nevermind im not even sure how to fix it lol

quaint bough
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@static charm yes

static charm
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if it's material graph based though, i can say that #graphics channel are the people to ask

quaint bough
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its not 😦

static charm
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oh in that cause maybe just divide the noise output by 2 before you do your .25/75 check for drawing.

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although it would effectively make all islands smaller

opal ivy
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does the construction script just constantly run?

static charm
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runs in edtior when you compile the blueprint, or move the blueprint/actor in the level editor(can turn this off, called run when drag)

opal ivy
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Ah, maybe it just looked like it was twitching because z-fighting with the XY grid

static charm
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haha yeah

opal ivy
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GetOwner returns None

dawn gazelle
opal ivy
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well, that doesn't error at least.

dawn gazelle
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This seems to do it.

opal ivy
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OH!

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those drop downs need to be "Snap to Target"

burnt citrus
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Hi all
I need help
I want to make switch character system, and I want AI to possess the previous pawn after switch
but AI character Ref is always invalid...(so previous character won't move after switch)
How can I do it?

dawn gazelle
short pawn
burnt citrus
dawn gazelle
dawn gazelle
burnt citrus
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obviously, this error is caused by them, but AI works fine
WHY??? WHAT DO YOU READ FROM "NONE"???

dawn gazelle
burnt citrus
short pawn
narrow kelp
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@split marlin I can't answer your question, but I can suggest double checking that the fps drops in a build and not just the editor.

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what kind of question is that

cold raft
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Any ideas why string "5" does not convert to int 5

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ah, crap - I am an idiot - I passed "year 5" instead of "5"

robust jacinth
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Use less green.

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Dark blue is nice too.
Maybe some trees?

primal smelt
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I'm running a check on whether my pawn is moving in any direction above a certain speed. Just checking if anybody knows of a more elegant way than this?

formal dagger
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Hey guys, i have a big issue, i'm actually on this thing since yesterday...
So! i'm trying to make an interraction "pick up" with an animation and so far i only got this .

Probleme is : after the animation stops, my character doesn't go back to the blendspace and stay froozen and plus, as i have an interface i wish i could automatise the process like "item with "tagA" uses "animationA", item with "tagB" uses "animationB".

I know, big message, but i'm a totally beginner and all i could find on the internet is interraction without a 3D character animation... I'm so lost right now
(don't hesitate to mp me for me details, thx)

robust jacinth
primal smelt
robust jacinth
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Length should be a positive value so just check if it is > 50

primal smelt
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Ah ok, that would involve measuring between two vectors right?

robust jacinth
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Not sure it is. It's a vector with the current velocity. Length should be 0 if it is not moving. Above 0 if it is.

primal smelt
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I could track location at multiple points, sure, but seeing as get component velocity is doing a lot of that legwork for me it seems pointless recreating that (and I'm not even sure it would be much cleaner)

robust jacinth
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I do not know how the velocity component work, and i am not in front of the computer right now, but if it returns a vector with it current velocity, then the length should be all you need to know if you just want to check it

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What you did above in the image was to check its velocity in specific directions.

primal smelt
smoky belfry
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Hello everyone. How do I make something like this? It is basically a widget that points out wind direction.

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Is there a simple way to setup a 3d widget?

maiden wadi
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@smoky belfryIf you want a 3D widget, render targets are easiest to work with. But honestly, they're overkill in this scenario. Instead of using a widget, just use an actor or something that can be spawned and update itself based on the player's screen. It can hold a static mesh and a widget component. Widget component can have the text, static mesh can be the arrow.

gusty shuttle
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Heya, I'm a bit puzzled here. My time line works great on flame forward, but on flame default it jumps to the target without the smooth timeline movement. What gives?

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nvm, figured it out haha. I had to call flame forward again

short pawn
# dawn gazelle

Thank you so much for trying to help me. I want to figure out if a iks has the keyboard focus. Not if it is selecting a key. They are being added as children into a boarder so I'm not sure of I can see if one of the children is in keyboard focus

primal smelt
onyx pawn
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is it possible to trigger a matinee with a button on the interface?

maiden wadi
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Hmm. Fair. You could probably go by it with some custom depth stencil stuff, but I always disable motion blur in projects.

primal smelt
maiden wadi
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Haha. Yeah. I suppose in that regard you'd probably want to do a rendertarget to handle it easiest without issues. There are ways to get 3D stuff in widgets, but it's C++ related and not for the faint of heart.

primal smelt
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Don't suppose anybody here has ran into issues with set profile collision name before? I'm currently looking it up now but might as well ask while I'm here. I've got a curious case where the collision profiles appear to be updating based on what is printed however it doesn't seem like the collision responses are. When changing back to the original profile it also doesn't behave as it did before switching.

steady night
sonic silo
primal smelt
steady night
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@primal smeltso it converts the integer value to a % value ?

maiden wadi
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Is that a progress bar?

steady night
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yeah

maiden wadi
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Current / Max

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Should give you a multiplier from 0-1

primal smelt
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Ah I thought you just wanted to get rid of the decimal :p

steady night
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hm okey so lemme se

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so the red string i need to convert from there value > %

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right ?

maiden wadi
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Progress bar percent takes a multiplier of 0-1. 0=0% and 1=100%

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To get that multiplier, you need to divide your current health by your max health. So say you have a max of 150 and your current is 120. 120/150=0.8. 80%

steady night
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yeah i get the logic of it i just dont know the blueprints name and how to set it really

burnt citrus
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Hi again
I need help
I implemented BPInterface, but it won't work...

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Print string won't show any text...

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how to fix it? Is my how use this node right?

steady night
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@maiden wadihttps://gyazo.com/dea50b52dd8d9e1d1962e98bcbe37605

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something like this ?

maiden wadi
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Yes. But convert to floats first. If you do that with integers, you'll never get anything but zero. Integer math floors to closest whole.

steady night
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hm if i convert to float first then i cant divide float / int

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or is there a special node your thinking of ?

icy dragon
steady night
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erhm ok

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so like this then ?

thorny hatch
#

what are u trying to do @steady night

burnt citrus
#

I think Health should be float too

steady night
#

well hp = integer value

but progressbar displayes 1-100 as float %

#

oh ok

maiden wadi
#

What you have should be fine.

steady night
#

oh its that simple x)

#

thanks

#

testing

icy dragon
burnt citrus
#

macro is same of above

#

And Player ref

#

using function in UI
and using Event in Player character BP(Mannequin)

#

but it don't work...

icy dragon
#

I'm going to roughly reproduce the node for some sanity check, brb.

burnt citrus
#

thank you...

tepid steeple
#

Need a nudge in the right direction. If I wanted an in-game decision to permanently make a change to a blueprint how would I go about that? For example say I change a skeletal mesh in the third person blueprint in-game. I'd like that to update the blueprint in the editor so that the next time I dragged in the blueprint it reflected the changes. The functionality I'm creating is less for game play, more for game construction.... any thoughts?

steady night
#

so question, it works but if my "max mana is 50 value then it should show as 100% full so what im i missing

#

the integer values will change "ingame"*

icy dragon
#

It's that easy peasy lemon squeezy

burnt citrus
#

lol

steady night
#

hmm so i have to make 2x integer variables 1 for the current mana and 1x for the maximum mana yes ?

burnt citrus
#

yes

steady night
#

yeah ofc i have to.

burnt citrus
#

and why u use int, not float?

primal smelt
#

Ok I am actually trying to troubleshoot this right now but because I barely have two brain cells to rub together I am making a pig's ear out of it. But does anybody know if set collision profile name acts a bit funky (as in, doesn't work at all apart from updating JUST the name) if you're applying it to a child component?

bleak perch
#

is there a way to get a blank cast

primal smelt
#

(don't read too much into the names - it might suggest I am trying to turn a wheelchair into a weapon but this is just me swapping out a bunch of profiles and seeing if any of the responses behave)

bleak perch
#

and then i can choose

bleak perch
#

which thing to cast

steady night
#

so like this then ?

bleak perch
#

like

icy dragon
steady night
#

@burnt citrusif i use float it will be % health not fixed value yes

#

?

bleak perch
#

Is there a empty cast node in blueprints where you can send in the object type and it would automatically know which object to cast to?

steady night
#

@steady night whats "truncate int" ? and why not use integer ?

bleak perch
#

object reference*

burnt citrus
#

integer / integer always return float, you know
it will be frustration

steady night
#

aye for the decimals you mean ?

icy dragon
steady night
#

yeah

#

thats my understanding aswell

burnt citrus
#

Oops😂

#

and yes, for decimals

steady night
#

aye gotcha but im in learning phase so i will remember what you said

primal smelt
#

Sorry, I'm not spamming - but just in case my last question got flooded off screen (and with an update): Anybody know if setting collision profile name doesn't work properly if it's for a child component? I was just able to test it for the scene root component and it works fine, but for a child component I'm getting no joy at all. It just appears to ignore all collision responses (but to be fair to it, when printing the variable the name has indeed changed, for all the good it does me...)

burnt citrus
icy dragon
burnt citrus
steady night
#

yeah thats more or less like mine@icy dragon

primal smelt
primal smelt
bleak perch
#

is there a better way of doing something like this

#

beause I am using casting to see if the asset is what ever and if its not it failed and if it is I rename the asset

#

and append it

burnt citrus
primal smelt
icy dragon
primal smelt
icy dragon
primal smelt
#

And thank you!

burnt citrus
#

haha, ur welcome

burnt citrus
icy dragon
burnt citrus
#

🤔hmmm

#

I try every pattern but all of them don't works...

#

I think it is perfectly right, I did implement interfaces to both and I did use event correctly but...
why...🤔

gusty shuttle
#

What does the little ball in the corner of that thumbnail mean?

burnt citrus
icy dragon
worldly gyro
#

what mean reliable

#

tag me

burnt citrus
icy dragon
gusty shuttle
#

@icy dragon Thanks for answering. I know it's an actor. My other bp's are actors to. So why is this one special?

#

All actors

burnt citrus
#

okay I might find why it is caused.... because my button layout is shit...

gusty shuttle
icy dragon
gusty shuttle
#

Hummm?

icy dragon
gusty shuttle
#

I guess haha. Okay, so the original plan is to create a new thumbnail. So I guess I take a thumbnail of the static mesh instead?

icy dragon
gusty shuttle
#

Aye, that's where my problem was started. Usually I can, but I don't have the option in asset actions

icy dragon
gusty shuttle
#

@icy dragon I can't select it

burnt citrus
#

now, finally, it works fine...!!
F**kin my layout lmfao
anyway thank you hoodie!!

icy dragon
gusty shuttle
#

Aye, all good man. thanks anyways dude!

onyx pawn
#

in my widget I have button set to event dispatcher

#

and in my level blue print assign event to that click

#

but its not playing the sequnce on click

errant snow
#

@onyx pawn have you placed any breakpoints yet to see if you're actually executing the nodes you think you are?

onyx pawn
#

I have just added prints

errant snow
#

And those prints confirm that the blueprint is at least getting to the "call cameraflymode" and "bind event to cameraflymode"?

#

Is it possible that somehow the bind isn't happening until after the call executes? it's hard for me to tell with the provided snippets.

onyx pawn
#

yeah its not printing any text on button click

#

so it does not even seem to be getting called

#

ok now I am getting clicked print

#

but its not playing the sequence I have selected camera remains same

errant snow
#

If I had to guess it's because you're not providing any values for the settings input and the defaults aren't sufficient to play the sequence for some reason.
but that's only a guess, I don't interact with sequencer a whole lot

dark crow
#

CMC has a Can Walk Off Ledges bool, give it a try

#

Yes but it can be turned off only for duration of dash ability

#

Well then you can modify friction values or gravity scale or whatever works the best if falling and dashing

#

So decelerate it faster for example

plucky harness
#

can anyone help figure out the issue, i have "Hit result under cursor by channel" and branch with condition equaling to a character from "hit actor" which im clicking, print strings print exact name of said character but true condition never gets triggered for some reason, what i am missing?

unique harness
# plucky harness

Then the type isn't equal to the one you're checking against. Verify what the class of the hit actor is

white crypt
#

i think he is comparing to an invalid object, but as you suggested he should check if its the same class

plucky harness
#

ty, got it

white crypt
#

@plucky harness or you can even do "cast to", when you will be hitting something else, then it will return fail cast

plucky harness
#

ty!

limber finch
#

I have a box collision on in a blueprint, and I have a sphere mesh on the same blueprint that I'm trying to activate the box collider with and it's not working. Any ideas?

limber finch
#

uhhh there really isn't any code, just trying to activate when it moves into the collision box

#

trying to have the collision activate when the sphere is inside the box collider

unique harness
#

so you want to know how to do it?

limber finch
#

Yes

unique harness
#

So you want the box to have no collision but once the sphere overlaps it, you want the box to block everything?

limber finch
#

Noo like

#

I just want an event to to be called when the sphere is inside the box

#

Like if the sphere is inside the box something happens

unique harness
#

I see

#

it needs to be completely inside or just overlapping?

limber finch
#

Overlapping is fine

unique harness
#

ok so you can select the box and in the details panel there is a green button for overlap events

limber finch
#

The sphere has no collision though, I want it to phase through the other objects

#

I'm tying it to a sound cue

unique harness
#

then in this event, check the component to see if it is the sphere

#

if it is, execute your logic

limber finch
#

How do you do that?

unique harness
#

do what?

limber finch
#

One sce

unique harness
#

select the box and scroll down in the details panel, you'll see this

#

click the + for Begin Overlap

limber finch
#

Yeah it's not detecting for some reason

unique harness
#

we're not done

limber finch
#

Oh okay yeah I've already done that

unique harness
#

so you should have something like this

limber finch
#

OHHHHH

unique harness
#

you need to make sure the collision for both objects is set to overlap all

#

as well as the GenerateOverlapEvents checkbox is true

#

then it should work

limber finch
#

Checking now

unique harness
#

how are you moving these components?

limber finch
#

Well for now I'm just moving it into it with a set local transform set to sweep

unique harness
#

ah ok

limber finch
#

This isn't working for me and I know that it should.

unique harness
#

So I would set a breakpoint on your OnComponentBeginOverlap and see if it's being called

limber finch
#

You mean getting a print string before the branch?

unique harness
#

that is also a method

limber finch
#

It's not for some reason

unique harness
#

You're sure your collision presets and GenerateOverlapEvents is checed?

limber finch
#

Yeah

unique harness
#

it looks like your method of moving might not work

#

if you look at the description of sweep

#

"Only the root component is swept"

limber finch
#

I figured it out

#

I was testing with a basic blueprint, but on my complex bp I realized I didn't attach the component, so it was moving while the sphere was staying in place.

unique harness
#

😛

novel goblet
#

Happy Saturday all. I'm trying to reverse a blueprint into C++ and I'm trying to look at a little bit of code here and break down what is going on.

I believe in the image we are getting the length of an array.
For the sake of the example here lets say the array is size 5.
Then adding 2 in the first add to 5. So 5+2 = 7.
Then in a new created array storing 7 as the value of the first element [0] Is this correct?

maiden wadi
#

@novel gobletThat would be correct. Same thing in C++ would just be

TArray<int32> IntegerArray;
IntegerArray.Add(VectorArray.Num() + 2);
IntegerArray.Add(VectorArray.Num() + 1);
IntegerArray.Add(VectorArray.Num() + 0);
IntegerArray.Add(VectorArray.Num() + 2);
IntegerArray.Add(VectorArray.Num() + 3);
IntegerArray.Add(VectorArray.Num() + 1);
novel goblet
barren salmon
#

ik things are being pressed but for some reason even though i enable flying nothing happens

#

ik it works on event tick as otherwise it would not let me move left to right

maiden wadi
#

@barren salmonTry Y direction, instead of Z

onyx pawn
#

ok I got it so when I click button on interface it starts playing the level flythrough, but when I click button again its not stopping the play animation.. how should I make it stop playing the sequence on click again

robust jacinth
#

When a player dies I spawn the items the player was carrying, and then the dead ragdolled corpse picks them up again... Isn't game dev fun?

#

(Realized I wrote this in the wrong channel. Oh well... sorry!)

trim matrix
#

has anyone used clipworks for a replay system if so did you add first person view or player/bot names above their heads

willow cedar
#

Any way to update the location of a looping audio source without restarting the sound

#

I just realized I can probably use a sound component, never mind lol

dawn gazelle
azure bolt
#

Hey I'm trying to get my first person player camera while driving my boat to only be look to side to side (not all around) so i can't have a static clamp value. So i've tried this, among other things. Doesnt seem to work though. I can drive my boat around by rotating the boat with WASD. I'm trying to get the rotational value of my boat mesh so the clamp values can match up with the rotation of the boat.

severe turret
#

you can base the clamp on the world direction or the player normal facing direction

#

you could even use the boat rotation as a base.

spiral reef
#

Is there a way to get current playing animation ? I getting AnimationData from mesh but it comes null

quartz locust
#

Alright so ive only been messing with unreal engine for like 10 hours total, and ive found the solution to alot of my issues out with google but this one im not sure ill be able to, i have it worked out so when i press "C" i open my character menu, it also disables camera and makes the cursor appear, all works fine, on the menu i have buttons to switch to different widgets to look at the different menus, this works fine, when i close the menu after using these buttons i have to click once again to get my camera controls back. should i be looking at the third person character blueprints or is it my menu blueprint that is goofed up? i can show screenshots/a gif of the behavior.

cyan surge
#

Is it possible to include an blendspace 1D animation as part of an anim montage?

quartz locust
#

now somehow i broke the ignore look controls so 😄

azure bolt
#

Well i got my boat kinda working but the clamp reverts back to the minimum value once it reaches the maximum. any idea whats causing this?

willow cedar
#

Is it possible to expose the Camera Lag values to be used to drive other values?

#

Or I would at least like to change the camera rotator to be a character, event when the camera moves really far away

trim matrix
#

is it possible to get 3 exec outputs from a widget

narrow kelp
#

@trim matrix use a sequence if you need to

severe turret
#

@willow cedarits technically possible by compering the position of the spring arm to the player the camera/SA is attached to. When it is not lagging it will retain it's position value in relation to the player, but any difference between that would be the lag value. You could update that in a variable and use it for other calcs.

willow cedar
mossy herald
#

I have a main menu and a pause menu but after I press play I have to click one more time on the screen to be able to click start or quit. Same for the pause menu[SOLVED]

#

these are the level bp

dark ingot
#

Anyone know of a way to detect if an actor is in the shadow of another actor?
I'd like to try to accomplish this without line tracing, although it appears that might be most direct route.

severe turret
#

no that wouldn't really be possible without custom code or some extra collision detection. Its cheaper to work out the distance and angle between the two characters with a trace.

limber finch
#

Does anyone know why some audio would not play after build?

barren salmon
fleet cedar
#

Hey guys... I need some help if anyone can... trying to copy this effect I saw on a GDC talk where the character faces his velocity. The problem is that when lerping to smooth the rotation, the character jumps between -180 and 180 at the poles.

icy dragon
fleet cedar
#

O_O

#

ohhh

#

I will try that

#

Where is that option?

#

you're a genius!

#

rinterpto does it by default

#

tysm!

#

spent like 3 hours on that last week

fleet cedar
#

Thank you @trim matrix

#

Got another question... do you or does anyone know how to change the friction caused by hitting a wall on the player movement component?

gritty elm
#

@spiral reef it depends, if you are using montages, you can use "GetCurrentActiveMontage" from get anim instance

slow phoenix
#

Btw, any default texture collection object?(to randomly pick textures from)

#

Also, how do you set a textturesampleparameter2d in blueprint?

slow phoenix
#

Cool thanks

#

So it must be material instance dynamic? If I already create a material instance and expose the texture parameter it doesn't work as is?

#

Gonna try and see how that goes later

gritty elm
#

@spiral reef You can use ‘animNotify’ events to setup this

#

but can be a tedious overworked solution if you have many States

spiral reef
#

i have many states 😦

#

can i get it with custom anim instance ?

gritty elm
#

you have many states, but you have some basic animations like walk, run, etc

#

create an animNotify custom blueprint class

#

and use that class as an AnimNotifyClass in each start of animation sequence

#

@spiral reef let me explain how to do this

#

and yes i'm solving your issue

spiral reef
#

seems like i must tell why i need this

#

i am trying to write time rewind mechanic

gritty elm
#

1 : create custom anim instance class

#

after creating this class, make a new string variable, and make it instance editable.

#

step 3 : click on override function button and override "Receive notify" function

#

@vernal fjord step 4 : inside receive notify function, get reference to your character and set current animation variable to "my variable"

#

you also need to make a new variable inside your character to store current animation name

#

final step : open the all animations one by one, and add the new custom anim notifyclass that you have created ( in the begin frame of each animation )

#

like this :

spiral reef
#

only left thing is

gritty elm
#

and just set the name of your variable like this, so when this notify is called, then it means that "OnReceive" Event is called, and i'm sure that you have understand now

spiral reef
#

getting animations from its name

gritty elm
#

yes this is what i explained in last image

#

just set the name for individual animations, and your problem is solved @spiral reef

spiral reef
#

can i get animation asset from name ?

gritty elm
#

why not just specify the name manually? ( remember: myVariable is the variable that you've created )

gritty elm
spiral reef
#

you cant continue after rewind 😦

spiral reef
gritty elm
#

get display name, so you don't need to specify manually

spiral reef
#

can we do this backwards too ? getting asset from name

gritty elm
#

or even you don't need to create string variable and make it instance editable

gritty elm
spiral reef
#

if getting animation data were working that will be easier

gritty elm
spiral reef
#

ok thank you soo much i am trying it now

spiral reef
#

okay i found it

fleet cedar
#

Hey... I want to do a check to see if the viewing angle to the wall is within a certain range. I'm doing a line trace. Would I use out hit normal for this?

spiral reef
gritty elm
#

@spiral reef sure

spiral reef
#

maybe because its resetting animation every frame

spiral reef
slow phoenix
#

So does it make sense to save material instance dynamic to say game modes?

#

Cause when I first change material to use Custom Primitive Data, the draw call cuts to about half.

#

But now I want to do different textures, the draw call climb back up again but I only ever have like 5 base color variations.

#

So wonder where to save the instance ref makes more sense.

coarse marten
#

Is there anyway to feed the viewport or the current view forward vector for my movement?

slow phoenix
#

Yes, but it probably won't be this frame

coarse marten
#

rip

#

I tried grabbing the view target but its not the exact value i'm looking for.

dawn gazelle
slow phoenix
#

If you are doing like VR or 6-DOF movement components, it could change very quickly

coarse marten
#

Kind of? Im using a bunch of different camera volumes

#

wait, lemme record a video

#

will allow me to better explain what im trying to do

slow phoenix
#

So probably better just to save and do some extrapolation + lerp of existing vector

coarse marten
#

its blending between two cameras, but i basically want the forward vector from blends and stuff at all times.

#

so they move in that direction always

tired wolf
#

Anyone know how I can calculate the launch force required to send the player to a specific location?

slow phoenix
#

Same idea for fast view changing like this.

#

If you do the interpolate to you can adjust how quickly it snaps to your current view dir

#

So it won't feel like a jitter

#

VInterpTo

#

For your case you don't even need prediction/extrapolation

tired wolf
#

k

slow phoenix
supple dome
#

see SuggestProjectileVelocity and PredictProjectilePath

slow phoenix
#

If you want some air control for the player, you probably want to do some tweaking on how physics tick

tired wolf
#

okay

slow phoenix
#

Cause otherwise when player have different max fps your force could be different

#

More visible from say 30 to 60 than 60 to 120

coarse marten
slow phoenix
#

Yeah, whatever feeds your movement component velocity

#

Basically anything you want to have smooth interpolation across frames, use that and FInterpTo

coarse marten
#

I see.. right now im using this for the camera blending

#

im not sure how much the interp value will translate to blend time, but i'll play around with it i guess.

tired wolf
#

@slow phoenix SuggestProjectileVelocity Custom Arc did the job

slow phoenix
#

Cool, now test different max fps and see if it works properly or if there is a simulation for varying FPS

#

Cause I used to have this issue and I have to tweak until my fps are consistent to get the physics working properly

coarse marten
#

last thing, is there a proper way i can grab the actual camera that's in the view target or would i need to setup some sort of interface for that?

#

as this returns the actor itself, not the the camera which is kind of problematic as its different from the actual camera vector i want.

slow phoenix
coarse marten
#

its just a standard camera component attached to the pawn and the volume

#

i thought this would be it actually, but its not.

slow phoenix
#

get the rotation from this cause the Actor eye isn't camera if your read the description.

#

my screen shot is under pawn blueprint

coarse marten
#

OOOOOOOOOH

#

THATS WHAT I WAS LOOKING FOR!

#

This was what i wanted. Thank you

slow phoenix
#

😄

onyx pawn
#

if i want to set a mouse over event to instead of popping up right as users mouse cursor moves over it but check if a cursor hover over is more then a few seconds then pop up widget. how would this be done?

dawn gazelle
slow phoenix
#

for example

#

so this way you can control how long the time line is, and it only fires "Do my thing" when the timeline finished playing. anytime the cursor left and re-enter the component it will reset the timeline from beginning.

#

note: if you want to have something like say, doing the safe crack/bomb diffuse where the progress are not reset but reduced over time. you can move the "End cursor over" to "Reverse" part

#

And this is just 1 way to do it.

dawn gazelle
#

If you are using custom tooltip widgets, an easy way to do it is bind to a function that creates the tooltip widget, and design the tooltip so that the root component is set to collapsed or hidden so that it's not visible, then on the construct event of the widget, you can set a delay and set the visibility to visible.

slow phoenix
#

one of the thing the delay doesn't quite fit the bill is that delay doesn't check if your cursor is off the target or not, there are no gate input in the note itself so you can't "close" the gate once it fires to the delay node.

dawn gazelle
#

The widget gets destroyed if you move off.

slow phoenix
#

that's kinda weird to do. would that keep the system lighter this way?

#

I guess if Epic did it this way they must have considered it already

dawn gazelle
#

I'm not sure to be honest. I just know that it seemed to work well 🙂

slow phoenix
#

just a reminder that I used to do a prototype that destroy things while it have some lingering events

dawn gazelle
#

I say destroy, I don't know if it's being destroyed destroyed.

slow phoenix
#

gave me plenty of errors so I have to be really careful in early days of UE4.

dawn gazelle
#

But it doesn't seem to reference any existing tooltip widget.

slow phoenix
#

I pretty much skipped from 4.12 to 4.26

#

dang they still haven't implement a make selected node layout/look nicer function yet?

smoky belfry
#

Hi everyone. Is it possible to set a widget component visible to owner only?

#

I currently have a widget component set on the character.

#

And I only want it to be visible to its owner. How do i do it?

smoky belfry
#

OMG Thank you so much!

#

@dawn gazelle

hazy tide
#

Anyone know, when I alt tab inside a blue print. It doesn't alt tab to the other window I was just in?
How can I fix this?

hazy tide
#

Can someone help me?

#

I'm trying to set up a player controller, I assigned my game mode in settings. And also assigned the camera to player controller. Yet when I press play it doesn't put me as the camera view.

#

nvm solved it

tropic oracle
#

Can anyone send me any link on anything that has to do with making a garden or growing a plant or watering crops . I need this badly or a gun that shoots certain ammount of water depending on the plant need

tropic oracle
#

@trim matrix alright tyvmILoveYou

#

True santachan

#

Yeah i understand now ty so much

snow thicket
#

Hello guys

#

I am new to unreal and have been exploring blueprints

#

I am trying to get min and max output from the FloatRange node.

#

How am i suppose to achieve that?

trim matrix
#

how do i run two "beginplay" at the same time?

#

i want to set one more thing to this

#

this

#

just one

onyx pawn
spiral reef
#

Is there a way to smooth animations set from blueprint?

steady night
trim matrix
#

is there a way to add more angle when my character looks up for exaple now its 180 degree from all the way down to up but i want it to be 200 so it bends a bit more

versed sun
#

Does anyone know if A or B is better or will they function the same?

surreal peak
#

Should theoretically do the same

versed sun
#

thanks

trim matrix
#

im using transform modify bone

#

the bend variable comes fromt he character

#

this is the bend variable

#

can i adjust those to bend upwards more

#

allright thanks

fleet cedar
#

What are Dual Quaternions

#

Seen them in skin binding in MAya

hexed parrot
#

anyone an idea what this is?

wheat ermine
#

hey there, i just recently started getting into unreal, both c++ and blueprint, but i'm having an issue with my BP implementation of a damaging dash.

it seems that the damage is only calculated if the enemies are in the dash hit box at the start of the dash. it does not calculate any damage to enemies that are hit after the dash is started.

i'm sure this is pretty vague, but i wanted to see if this might be a commonly overlooked situation or i just need to really dig in and debug that action?

thanks in advance!

fleet cedar
#

Lorash, do you or does anyone else know if there's anything I can do to correct the skeletal mesh pack that I downloaded that is using the wrong forward axis? It's causing a lot of irritation in my blueprint. I don't have the source files so I don't think I can even just apply the usual import rotation can I?

wheat ermine
#

fair enough, thanks!

#

i'll dig in

fleet cedar
#

I did rotate it BUT

#

I am doing some trickery and not using the normal locomotion system, but actually rotating the mesh via code

#

so when I use forward axis it is flipped 90 and I have to subtract -90 from all the math so far

hexed parrot
#

Thanks Lorash!

fleet cedar
#

I was thinking I could parent it to an empty object but you can't parent the mesh in a Character BP

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😄

wheat ermine
#

i have an On Component Begin Overlap event like this

fleet cedar
#

Oh

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Good point

#

I'll try that then, thank you

wheat ermine
#

on a custom dash event

fleet cedar
#

You really know your stuff, may I ask do you work in Unreal Engine for your job?

wheat ermine
#

it's kinda long

#

here's the client dash

#

and this is the server

#

thank you @trim matrix! i'll try it out

fleet cedar
#

Would you recommend any learning resources @trim matrix ? Or did you just adapt from another programming language?

#

what do you mean by latent nodes

molten hound
#

Hi guys does anyone know how to set the text field in a particle system from a variable?

fleet cedar
#

Thanks. I am facing this very struggle now with animation blueprints... I've learned the basics watching UE4 livestreams and dissecting the blueprints but now find the leap to the next level is a massive chasm. In a live stream they said they'd be releasing more featured versions of the paragon assets but never came through with it.

#

Aye. But honestly most of the complicated stuff to me is the blueprint side, something like climbing a ledge or a ladder perhaps, it's nearly all blueprint then just some animations played on top.

#

Yeah that's the one people always recommend but it's so interwoven that I can't really understand it

#

It also seemed to me that their approach to layering animation is very unique and requires a very large bespoke animation library... I guess any good blueprint would but these are not typical animations you'd find readily from what I could see

#

I'll take another look at it though, I've learned a fair bit since the last time I tried to examine it

#

I haven't had time to explore control rig yet... I thought it was for creating animations clips not for run-time is that not right?

wheat ermine
#

adding the sweep seemed to work, but i had to apply my damage to the Hit Actor from the Sweep Hit Result

#

it's working now, a bit janky... but hey. one of my first games

#

thanks for the help

#

indeed, thanks again. you've been really helpful!

latent finch
#

Hey, I have a quick question.
I am working on a 2d sidescroller and I have an enemy make that runs toward the enemy. What would be the best way to have that enemy stop before reaching the player and start shooting?
I was considering adding a collision to him to make him stop moving when the player overlaps and begin shooting then

earnest tangle
#

That works, or check distance to player

latent finch
#

Ok, I made a collision for him but now my projectiles break when they overlap his "vision" collision. Any idea what I can do about that? The projectile is set to overlap all and I have the collision on the enemies vision set to trigger. So I didn't expect them to interfere with each other

simple dragon
#

someone have idea how to slide camera along spring arm trace

olive sedge
#

anyone know of a good way to calc where a pawn will be if it keeps moving in the direction it's heading at the speed its going?

simple dragon
#

@olive sedge get actor velocity 🙂

olive sedge
#

@simple dragon well yes.. But I need to calculate where a pawn will be if it keeps going so I can let my character shoot that there instead of the current position

simple dragon
#

u men 100% accuracy on AI

olive sedge
#

not 100% because the other guy can still change trajectory

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but it's just too easy to dodge shots rights now

simple dragon
#

u cant protected where player move next

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is like taring to say to water sit down XD

olive sedge
#

bruh. It's AI shooting at each other

#

and they shoot at the current position of the other guy with non instant projectiles

#

so they miss every time the other one is moving

#

I need to calculate something like position + move speed character * trajectory / projectile speed * distance or something of the sort

simple dragon
#

get target velocity and rotate ai less with distance + up/down for bullet drop if u have it (this is hard btw)

#

or just use raycast/trace and do hit scan 🙂

#

o i miss bulet drop node lol

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power is a projectile initial speed

latent finch
#

I'm using a collision for my enemy to track whats around it. But my projectiles hit the collision. Any ideas why? I have the collision set to overlap, and I have it set to query only. I tried changing it's collision to trigger and it didn't change either.
Fixed my issue, by ignoring all collisions except pawn.

mighty fable
#

anyone know how I can fix this to make a build?

#

what info do you need exactly?

olive sedge
#

@dawn gazelle thanks!

slow phoenix
# olive sedge bruh. It's AI shooting at each other

You basically need to fulfill a couple condition, 1. Bullet speed must be faster than AI movement speed. Usually 5x or more is necessary. 2. Your AI movement, if the AI can change velocity instantly compare to say using acceleration to adjust velocity. The latter with momentum is easier to predict. 3, your AI must prefer engagement than dodging danger. Cause if dodging is too high eventually they move further away thus make prediction harder.(you kill this effect by increasing your bullet speed) 3. You can implement reaction time into your AI so they can't sense and react to anything that just spawned last frame.(this also make it feel more realistic)

mighty fable
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im not 100% sure how to do that

#

This is for school, and none of the teachers are online

#

can I just reduce the amount of niagara effects that I imported from the marketplace?

stray wagon
#

Im trying to create an object of type "key" but I cant find Oculus Touch (R) press A

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Even though I can see displaying when I log Any Key event

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Any reason why it's missing??

mighty fable
#

I guess im better off asking my teacher then

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The teacher told us to follow a tutorial to setup our workspace

slow phoenix
#

Lol

mighty fable
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They barely went over perforce, just basics on uploading and importing from our classmates, I'll see if I can get a hold of someone.

slow phoenix
#

Yeah, that's not how teacher should work.

mighty fable
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trust me I know

slow phoenix
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Better complaint to someone cause that's irresponsible

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If you paid money for education you better get what you paid for.

mighty fable
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Yeah, that's how it should be but I have gone through enough bs and I graduate next month so I just wanna be done, the program itself hasnt been all that great

stray wagon
#

Isnt that liust missing like... almost all the controls of the Touch?

slow phoenix
#

like all my project are literally under something like D:\UnrealProjects

#

and if you have assets that can be independently import to other projects

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you can put them into folders like D:\UnrealAssetsShared

slow phoenix
stray wagon
#

It's not an axis, face top/bottom etc.. of the gamepad are available as well in this list, just not the touch 's buttons

limber finch
#

Hey guys, I want to allow players to export a combination of elements into a preset to be able to load in, how would I go about doing this?

slow phoenix
stray wagon
slow phoenix
#

that's what most other controllers are getting

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like vive one, I don't have touch so I can't test those

slow phoenix
# stray wagon You reckon? Tested with the gamepad ones but definitly not
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so yeah,they are mapped to those generic ones(Motion Controller buttons.)

stray wagon
#

Thanks for the help,
I have see this post and unfortunately Motion Controller is not in the list, that must be some older version's mapping

#

in recent UE those are def mapped to Oculus TOuch as I can see those in the Project settings

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but not from the BP

slow phoenix
#

there is a reason why they implement those in project settings though.

#

I wonder why you need to do this key mapping here instead of using the events?

stray wagon
#

BTW it doesnt contain the Vive either

slow phoenix
#

yeah

stray wagon
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I need it here because this is just a bridge to another external module, im juste sending the opcodes of for identifications

slow phoenix
#

you can still send the code if you trigger the send from input events no?

stray wagon
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No the controls are not managed this way

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All I need is to send the array to the plugin

slow phoenix
#

sorry I am super confused as this is not in the normal realm how UE4 work, can you explain a bit about the plugin and what it tries to achieve?

stray wagon
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It's not a normal UE 4 project im just trying to send some mapping to an external C++ module

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But that doesnt really matter, I just need to know why UE4 does not have the VR buttons as part of the BP Key's structure where they should be with all the others

#

Seems like either a bug, a missing feature of sort or simply a config may be that needs enabling

slow phoenix
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no, I think they kinda want to get away from that so they don't keep updating the key struct

stray wagon
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Can I do smtg like simulating a game pad press when VR buttons are clicked?

slow phoenix
#

It's definitely not a bug, just something they don't get rid of probably for compatibility reason.

stray wagon
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I mean using Key in Bp is a common thing to do

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Just to like

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Build options menu and so on to set custom keys from user

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There's no way to get rid of it

slow phoenix
#

Essentially that's what the project settings are for. You can lump many physical buttons into one action.

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Thus you don't couple your actions with just one set of physical inputs

#

Yeah, that's why they don't keep updating it cause people get stuck with updating that.

stray wagon
#

But those arent even remappable at runtime are they

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But either way that's not my point, I dont need the input I need the Key structure surely I can get what I want, especially because when I listen to the ANy Key Event the Key structure exist

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For the button

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I just need to access it

stray wagon
slow phoenix
#

I don't understand what you mean by runtime cause it's reading off a config.

stray wagon
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As in even with that system you still need the Key Structure to make those settings remappable

dawn gazelle
#

Key variables seem to have access to what you're looking for, no?

stray wagon
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When a player plays a game and remap the buttons

slow phoenix
#

So if you save the settings and reload the config it can do at runtime.

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Cause otherwise how do fortnite do the key bindings?

stray wagon
#

Manipulating the project ocnfig using the Key Structure

stray wagon
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Dont understand how/why but wont question it and move on 😄 thanks

dawn gazelle
#

Yeah, definitely seems like an oversight or something.

slow phoenix
#

I think epic probably want people to move away from doing what azukaar doing

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It's maintenance nightmare

stray wagon
#

The key structure is used for many things not just to shortcut the mapping system like you (rightfully) point out shouldnt be done

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You cant just remove that system

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It's more likely that it was overlooked, since the mapping system seems to have moved A LOT for VR systems in UE over the past 2 years

#

Anyway thanks for your help both !

slow phoenix
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It is cause index and probably other motion controller are getting more complex input possibilities

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My last VR project is around 4.12-16 era, so color me out dated with recent development.

stray wagon
#

TBH it's probably gonna be another 2-3 years before VR dev system start to stabilize

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So we're not through the pain yet

slow phoenix
#

I doubt it ever gonna stabilize. But they can provide a better API so manufacturer can provide a config or something to let developer do the mappings easier. For example, if you have a glove controller but want gesture based input, how can you Mao those into traditional analog/button inputs?

#

(imagine a input based on sign language with 2 gloves)

#

It hurts my head just thinking about this.

stray wagon
#

Yeah althought that's quite niche, I would assume that your everyday average VR controls can be generic just like any gamepad

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And anything else would be done separatly

slow phoenix
#

I think the ultimate goal for VR is to do away with physical controller. Cause if a ideal glove controller exist, the feed back can let you pick up an gun object and let you pull the trigger and not feel weird about it.

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So as to actually press virtual keyboard buttons in VR with proper feedbacks.

stray wagon
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I agree ultimately

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My controller right now is a gameboy btw 😄

olive sedge
#

Seems I forgot everything about how collision works :/

I have a simple cone as my pawn and I want to have a kind of race track with collision but the cone just goes through..
The sides of my track are a simple imported mesh on which I did Collision -> Add Box Simplified Collision and I set it to Block All (The pawn is set to Block All as well)

slow phoenix
#

You can't collide something if you are already overlapped

olive sedge
#

ah, right, this. It's because the root component is a scene

solemn aspen
#

Yo, can I get some help here

#

I need some help with getting my mouse icon to appear in-game

slow phoenix
#

I think that's in content example or the 2d puzzle game template

fading wren
#

Hello , what name of the node that let you make action limited by time. ( I want a limit time of sprint, only 5 sec. of sprint)

slow phoenix
#

In reality it's more complicated than that cause your player might get hit, trapped etc.

exotic pawn
#

Noob question! Why can't I copy static meshes from one blueprint to another? I have a house and a basement and I want to copy/paste the basement meshes into the house blueprint but the static meshes just show up empty...

slow phoenix
#

It's a component and you can have multiple of them and pointing to different static mesh.

slow phoenix
exotic pawn
#

shouldn't I be able to copy/paste this:

#

into this

exotic pawn
#

you're right... thanks guys :0

#

🙂

slow phoenix
#

If you are doing a group of static meshes that you aren't spawning into level, you can do groups etc in a map and maybe easier to turn that group into blueprint afterward.

#

That way you don't have to deal with that issue. It's like building Lego's and then turn a whole group of meshes into a blueprint directly from editor.

rich shadow
#

Can someone help me with this problem involving "Get Component Bounds"? When my mesh is rotated diagonally, it returns the wrong bounds. My full explanation is a bit long and full of screenshots, so here's a link to the forum post about it:
https://forums.unrealengine.com/t/get-component-bounds-not-returning-correct-bounds-on-diagonally-rotated-mesh/229625

slow phoenix
#

(so getting the min/max value of a component in the world.)

willow cedar
#

Any simple and easy way to close UI with ESC when UI Input only is enabled?

steady night
earnest tangle
#

@rich shadow there's a function called CalculateComponentsBoundingBoxInLocalSpace which returns the correct value even for rotated things. That's how I ended up doing it because I never found a good way to do it otherwise (you will have to wrap it if you want to use it from BP's because it's not BlueprintCallable by default)

slow phoenix
#

the post actually mentioned a calculate local bound node

#

but that's not what he has trouble with. XD

earnest tangle
#

GetLocalBounds is different from CalculateComponentsBoundingBoxInLocalSpace

#

but if the problem is that rotated actors give the wrong result, using Calculate... should fix it because I had the same issue and that function produces the correct values for rotateds as well

#

looking at the forum post not really sure whether the problem is from the function being used, but rather just the rotation of the bounding box after getting it so it lines up

azure bolt
#

Hello I have a problem with my clamp on the Z axis that when the camera rotates to the maximum value (180), it snaps back to the minium (0) Anyone know whats causing this?

slow phoenix
#

make sure nothing else consumed the input for your UI

azure bolt
#

Thanks! I'll look into quaternions

solemn aspen
#

Hey guys, who do I get my mouse to move

#

my game isn't letting me

floral condor
#

I need a simple way to simply take 2 "skill" values and decide a winner between the 2. So if Character A has a skill value of 90, and his opponent has a skill of 79, then character with 90 will win most of the time, but not every single time. Any ideas?

fallen canopy
#

I have setup a dynamic day/night cycle with Unreals Sky Atmosphere component and I am currently trying to get stars and a moon in. Anyone did something like this before and can share experience?

dawn gazelle
#

Need to rethink this a bit more...

sharp fog
#

Yo guys, trying to figure stuff out blind after watching a tutorial a few days ago, I've got something like this but am I just overcomplicating stuff? Think seems like a lot of nodes to put transition rules for

sharp fog
#

Gotcha, will have to look up montages, i got a rough idea of blendspace, thanks ^^

pallid iris
#

anyone know why my livelink subject is showing in one project but not in the other?

latent finch
#

Does anyone know an easy way to make a specific area in a 2d sidescroller have less gravity? I'm having trouble making my character fall slower when in areas that will contain water.

#

I have a volume that I set to change gravity scale, but it isn't slowing the player down

#

so adding a force is gonna be the easiest way?

#

It won't be swimming, more like sinking. But I want it to be slower than the natural world fall speed

#

I just need it for vertical falling

#

Ok, thanks

willow cedar
#

It could just be that some of the understanding is flying over my head, but from what I understand, UI Input Mode Only disables player controller in general.

dawn gazelle
#

And it'll work with UI Only Mode.

willow cedar
#

Oh my bad, I must have missed this

willow cedar
dawn gazelle
#

You should be overriding the function --- it'll be within this list.

fleet cedar
#

Hi guys... how can I compare whether a value is increasing or decreasing? I assumed cache the last value then get it a moment later and see if it's greater or less than the cached value, but doesn't seem to work. Is it because they're happening too quickly? Do I need a delay?

willow cedar
fleet cedar
#

I need the delay? or no

dawn gazelle
#

That would be checking the exact same value.

fleet cedar
#

ugh of course

#

sorry

#

stupid

#

That worked tyvm

#

Now need to fix the wall running rotation angle though

willow cedar
dawn gazelle
#

Make sure you have Is Focusable enabled on the widget and set the focus to it when you're adding it to the view.

willow cedar
#

Ahh

willow cedar
dawn gazelle
willow cedar
#

Would there be a quick way to save the reference to the widget. I'm not familiar with that. I would prefer not to use the return value because that is in the character BP so I would have to cast

dawn gazelle
willow cedar
#

Would its stored value be a the Vaviable that I set?

dawn gazelle
#

Yep

willow cedar
#

Cool, also, I forgot to ask, Should the override be in the Widget BP or the character BP?

dawn gazelle
#

The widget.

willow cedar
#

Ok, thank you

#

I'll see if I can get this to work

#

Tried it and still no print string where it should work

#

I didn't change any of the override nodes in the image above either

dawn gazelle
#

If you're doing it like this, then you can just pass a reference to self into the "in Widget to Focus". I'd also recommend against creating widgets on characters if you're planning to do multiplayer as multiple characters can unintentionally end up creating multiple widgets for each player.

Are you receiving any error messages when attempting this?
Are you sure that your ActionName for the menu is entered correctly in the Project settings and the name is entered correctly in the function?

#

When I was creating the widget myself, I was using a character just for convenience, but this is what I did to get the widget on the screen:

#

Also it looks like you have Unhandled plugged into the return node when the Close Window boolean is true - you want Handled plugged into it.

willow cedar
#

I have gotten no errors, and I have also tried this with Multiplayer and it has worked normally. It has never created a widget for another player either

#

Ooo

#

Ok, fixed that

#

Here is my Character BP

#

This is what I have been doing to open the Widget

#

The Input action "PlayerMenu" is what I have typed in the override too

dawn gazelle
#

Looks like you may have Set Input Mode UI only in two places?

willow cedar
#

Oh yeah

#

I just saw that when looking at it again

#

I removed it, but didn't change anything

dawn gazelle
#

Did you set the Is Focusable value while the top level item in the widget is selected?

willow cedar
#

Yeah

dawn gazelle
#

So you got rid of this Input Mode UI Only?

willow cedar
#

Yepp

dawn gazelle
#

Put it back, and hook up the Return Value from the created widget into the In Widget to Focus. Remove the one inside the widget.

#

Are you running in multiplayer right now?

willow cedar
#

No. Can I do it in Editor standalone or do I have to test it with friends

dawn gazelle
#

No i'm just wondering... The thing is you're also using a reference to Get Actor of Class within your widget. You don't know which character that is.

willow cedar
#

Ah I see

#

Huh