#blueprint
402296 messages · Page 667 of 403
you can utilize the data however you like, the concept stays the same. Instead of interping a location, you interp a rotation
I guess I'm not fully understanding it, but let me give it a shot.
@hollow cape like this?
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.
So I'm getting the viewport location of the mouse
And clamping it for only monitor 1
@icy dragonHi thanks! If I may ask how'd you get that awesome node theme?
Hi is there any blueprint node which convert integer to string like 1 becomes One, 2 becomes Two?
No, you have to create your own translator for that, as many languages have their own literal number writing rules.
@icy dragon Thanks I thought so too but just wanted to confirm as there are so many helper function ue4 has
Did you remember to add a NavMeshBoundsVolume?
okay so
I think I found the vector spring interp is best for what I'm trying to do
But I'm still trying to figure out how to get current and target values
Current should be old mouse position
Target should just be the mouse moving
I've tried with a delay and it's just buggy
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?
I will literally pay someone to help me fix this rightnow ahahha
I think I have something! I tried to find the look at rotation ( to make the object face the mouse), then I added offset to it in that direction! I will send you a dm with the result and the code if that is ok with you @limber finch
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?
Guys how to convert an image to 8bit inside the engine?
Would it not be best to do it is PS first
No I need it in the engine 🙂
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)?
How to get an access to this setting in blueprints/materials?
You might have to do this in C++... you can definitely do image conversions there but not really in BP's afaik
Changing that won't convert the image though. It'll just tell UE what settings it should be using with it
If it's not the right one, it won't render correctly
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 ?
The Demo_Hero is parent of black guy..
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
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)
I would just keep references to them somewhere.
how do you do that?
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
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
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
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.
You could also create something like BP_GemBase that has the value variable and the mesh, and then create your gems based of that, and set the value and material in the child gems.
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.
I mean I don't have anything with such name, at least as far what I can see
/Game/VehicleBP/Maps/UEDPIE_0_VehicleExampleMap.VehicleExampleMap:PersistentLevel.ModelComponent_2
this is the path of it
but I don't have such thing added to the world
I don't know what is that
Thanks, not sure I can get this to work as I need to turn some off and some on. Thanks for your help though
Okay so the text updates, but the progress bar doesn't, what am I doing wrong here?
Here's how I am setting it, using ontick event. This is just a temporary setup until I implement enemies
I have followed the same procedures for both text and progress bar, it ignores the percentage update
Never mind, I was unaware progress bars only ranged from 0 - 1, found this out through trial and error
Simple float/float worked
Hey, how can i access a material functions output?
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
I cant seem to access it at all
from blueprint?
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
hello, is there a way to show console from blueprint? (in order to bind it to a VR controller button)
@carmine quest just add it as an input bind in your project settings
Ive tried this
thanks @severe turret !
@severe turret
I can access parameters, but not material expression functions
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.
Its compiled into the shader so to speak
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
I'm currently adjusting also the ability to move my ball through the air using force
https://docs.unrealengine.com/en-US/BlueprintAPI/Game/Player/IsInputKeyDown/index.html if you google, you will solve issues faster.
Is Input Key Down
this google is on me.
I looked that up already
I even found it in the editor
Just couldn't get it to attach to a node corrextly
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
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.
@drowsy ospreyit looks simple enough. What is the issue you are having? The page there is very straight forward
I don't think there's a way purely through blueprints unless there's something in blutilities, I've never used them
its not technically an actor. its a visualizer. So there is no handle for it unless you make a custom one.
Hey guys! Is there any way to not display one decal on actor, but still being able to display another decal on actor?
yes but I don't remember exactly how. I think you do it through the stencil buffer or something similar
Damn... I really need to know how 😄
https://docs.unrealengine.com/en-US/Resources/ContentExamples/Decals/1_5/index.html this tells you how
An overview of the Decal example level, example 1.5: Receives Decals Off
This thing disables decals on actor at all, right?
I'm trying to make a Text Render Component above an Enemy AI always face the controller using this:
but the text keeps getting mirrored
what's wrong here?
Can you * -1 it?
🙂
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 ?
Yo, I forgot if there is a vector interpolation using a rotate that also have rotate speed limit?
VInterpToConstant
or RInterpToConstant
whether you're interping a vector or rotator
I prefer to have a collision channel per team. In my project we have four teams, player team, enemy team, neutral, and world.
For the trace channel also or only for the collision profile ?
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
and what is the difference between neutral and world if I may ask ?
They had something to do with the fact that everything hits the world, but everybody's team ignores their own team. Neutral is used for neutral AI that can be friendly or aggressive toward either party
okay so neutral is pretty much a third team
Ya
Can someone tell me why I have gray squares popping up with my particle effects?
can you do a screenshot of said particle effect ?
would anyone know why my enemy actor wont register hit events unless its aggro'd on me with pawn sensing?
it makes no sense
this is the collision settings i have for my enemy
on the capsule collision component
is it a mesh particle ?
and this is my projectile
no its an emmiter
yeah but is your emiter of type mesh ?
I honestly wouldnt know where to find that info
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
take a screenshot of your emitter or system
okay so its cascade, you can see on the preview above each emitter which emitter create the gray rectangle
shockwave fireball and smoke
so I need to replace the emitters in those gray rectangle spots, but how?
it might be because the wrong material is selected for those emitter in the required module
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?
change the material yeah
if its doesn't fix your problem you might get better help in the visual-fx channel
no that did it, thank you so much!
perhaps it uses the serialization of the savegame object or something
does anyone know why my projectile doesnt generate overlap events on my ai actor unless its pawn sensing is activated?
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
Does anyone know why when I change a morph target value the physics no longer work?
I think it might be your overlap settings for your enemy. Looks like it only generates overlap from enemies
Is there a way to make widget variables that are exposed on spawn mandatory for construction?
thats not the issue unfortunately, ive tried loads of different collision settings
none of them work
I don't want this code to compile without this node connected
Try a branch
What do you mean?
what do u mean compile
I want the compiler to error if this widget is attempting to be constructed without the node connected
you WANT it to error?
Yes.
i dont think custom errors are possible with blueprint
This class will not function without that connection
so u want it to not work?
No, I just want that connection required
Essentially the equivalent of
MyClassConstructor(MyStruct struct);
The class expects and requires that data to be set to function, so I want to ensure that it's being set upon construction
you could make it an array, but ignore anything other than the first entry?
I think empty arrays will error (but maybe not always)
If that doesn't help you, then you can't enforce this
you'd have to throw an error at runtime
Hm. I guess runtime error it is
Kind of really weird problem I am having, but here
This is a Widget BP
Also, the first print string works
Are you in UI Only mode?
Yes, but I also just disconnected that node, and it still have the same problem
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.
I'm wondering, could there be that I am not setting the UI correctly in a player controller or something
Also, with buttons, I can press them, see them click with the animation, but it doesn't trigger
For example, this button I have for Back to Game, doesn't do anything when you click it. But it used to
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
I also need to set it to Input UI only, but doing so negates the Listen for input action.
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 )
how i can prevent that?
i only want my character to be weld or attach with ground when they spawn
just spawn it closer to ground?
so these are my target points, where i spawning npc
sometime the enemies are spawn from sky ( i think they collide with each other while spawning )
or they go to upward when spawning
"try to adjust location, but always spawn"
does this helps?
Hmm yeah could be collisions I guess, it's worth a try
I don't think it should attempt to uncollide them by placing them above, usually it pushes them to the sides
Anyone know if you can adjust physics linear limits in blueprint?
https://youtu.be/N6c1Qglg5yE How can I fix this glitch something wrong eith collision?! Character should move to character wall perfect. I am using trace hit result> hit location and move companent to:)
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.
I have a health component...
And my widget...
Center character is standing in a pain causing volume, both UI's think the owning player pawn is the center actor.
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.
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.
Ok, I think I found a resource online that will give me the fix and what you said just confirmed that, thank you!
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.
or #niagara
Ok. Thanks.
Vector Get Abs
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
@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
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...
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?
I guess you could make them simulate physics and add an impulse, but i doubt thats what you'll want.
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
Okay
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?
Does anyone know how to calculate the force required to reach a given location?
I'm using 'Add Impulse' to launch the character to a location
i have this on tick
is there a more efficient way?
it's updating the end point of a beam effect for a weapon
logically this seems necessary but i could be unaware of something
you mean, don't have 100 enemies all doing this as well?
ah right that's a way, could only have the beam update every 60fps or 30 or whatever too
ite
Would this make performance problems?
(just want to get a value with the same name out of the materials)
Creating MID every tick? Yeah, that's a bad idea/bad design. You'd better have it on BeginPlay instead, and set the MID variable there.
There's no one preventing you from doing a check to compare if one MID equals to another MID anyway.
Consider checking out for the Material Parameter Collection instead.
How would you find what type of asset something is like blueprint,skeletal mesh and all that stuff
Casting.
how should this help me?
In a way that you would have a global params for your materials, that anyone can access.
I need to know the value that the floor under the player has
things like reading custom primitive data is also not possible
You could just have the floor as a BP and read the variables instead of a dumb StaticMeshActor.
It only shows an example with 'auto play' and mentions you can script it, but doesn't show what to actually do? Is it casting to the char BP and then trying to pull of that Seq and then play the standard way? I just doesn't know exactly what to get a ref to or do with it. (edit: scratch that, now I see the BP at the bottom, I was on mobile and didn't see if the first time around)
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.
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?
Your character is a Moonwalker.
What's your DCC software?
my what?
Digital Content Creation software.
Blender, 3ds Max, Cinema4D, ZBrush, Maya, and others alike
Not my point, because that's an asset hub website, not DCC, but okay.
I primarily use Blender, so if you use other DCC software, I can't try pinpointing the issue.
I'm assuming the model was created in blender since it has .blend files
I'm trying to do some more in-depth reimporting now, that might fix it
Is there a way to just rotate the mesh inside the BP?
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
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
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
@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.
does anyone know how to set the style of an input key selector?
VIA BP it would be like this, otherwise it apperas under the "Appearance" section in the details when looking in the designer.
@quaint bough do you still need help with small islands?
actually nevermind im not even sure how to fix it lol
@static charm yes
if it's material graph based though, i can say that #graphics channel are the people to ask
its not 😦
oh in that cause maybe just divide the noise output by 2 before you do your .25/75 check for drawing.
although it would effectively make all islands smaller
does the construction script just constantly run?
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)
Ah, maybe it just looked like it was twitching because z-fighting with the XY grid
haha yeah
https://i.imgur.com/gvfCGAu.png what node do I need to get ThirdPersonCharacter from inside HandLight?
GetOwner returns None
?
well, that doesn't error at least.
This seems to do it.
https://i.imgur.com/s40ool2.png still no attachment though. 🤣
OH!
those drop downs need to be "Snap to Target"
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?
I tested something similar on my end and it appears to work ok if I unpossess an AI Pawn, then a few seconds later repossess it with a reference to its previous AI Controller.
If the reference is going invalid, then perhaps it's being cleaned up, and if so, maybe this node may help?
It won't let me add my input key selector to the set widget style
Thanks, it works! but...
I use "set tags" from character BP to set "Team" to AI controller
And after I use this node, the node says "Accessed none trying~~~"error. so...how to fix?
Drag from your key selector reference and type set style with the context flag enabled. There's a lot of those nodes available within widgets and you might have one for the wrong type of object.
Can you provide a screenshot of the error message text?
obviously, this error is caused by them, but AI works fine
WHY??? WHAT DO YOU READ FROM "NONE"???
It's the GetControlledPawn node. Because the controller is being spawned again it likely isn't immediately possessing the pawn, so the begin play is firing before the possession. To fix this, in your DefaultAI, use the On Possess function instead of using the BeginPlay.
Wow, thank you, finally there is no error! you saved my time!
Thank you. I think I am doing something wrong i is, not doing anything when I am checking if it has keyboard focus
@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.
what kind of question is that
Any ideas why string "5" does not convert to int 5
ah, crap - I am an idiot - I passed "year 5" instead of "5"
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?
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)
Get a vector if you can, or create one from those X,y,z values, and then check its length.
Get component velocity is a vector. I'm sure it is a simple math problem that I am too stupid to think of but how would I check a vector in such a way I described?
Perfect. Get its length then. :)
Length should be a positive value so just check if it is > 50
Ah ok, that would involve measuring between two vectors right?
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.
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)
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
What you did above in the image was to check its velocity in specific directions.
Nope you're absolutely right, I was searching "length" and nothing came up (which is why I assumed it perhaps had to come off a vector subtract node) but searching "vectorlength" got the correct node and achieved the right result. Thanks for your help 🙂
Hello everyone. How do I make something like this? It is basically a widget that points out wind direction.
Is there a simple way to setup a 3d widget?
@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.
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?
nvm, figured it out haha. I had to call flame forward again
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
@smoky belfry The only problem with this solution is that it'll get picked up in motion blur post process. It's something I've had to have a look at recently and - unless I haven't been looking hard enough - there's no easy way to filter particular objects out from it.
is it possible to trigger a matinee with a button on the interface?
Hmm. Fair. You could probably go by it with some custom depth stencil stuff, but I always disable motion blur in projects.
Yeah my google-fu lead me in that direction, seemd like a whole 'nother rabbit hole to get lost in so I've parked it in the "later" isle :p
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.
Great, looking forward to it!
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.
https://gyazo.com/43fdcf61c164a456557e6e8a3279cb36
Gyazo
Gyazo
Hey guys this is displaying the health % from a floating varaible
i want it to show % health from a Integer Variable what formula do you recomend ?
https://youtu.be/N6c1Qglg5yE How can I fix this glitch. I am sure that this problem is caused by collision! Character should move to character wall perfect. I am using trace hit result> hit location and move companent to:) I tried to set radius of capsule companent to fix that but then I had another problems. Is it vey hard to fix that?
You could just use the 'round' node to convert o int
@primal smeltso it converts the integer value to a % value ?
Is that a progress bar?
yeah
Ah I thought you just wanted to get rid of the decimal :p
hm okey so lemme se
so the red string i need to convert from there value > %
right ?
Progress bar percent takes a multiplier of 0-1. 0=0% and 1=100%
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%
yeah i get the logic of it i just dont know the blueprints name and how to set it really
Hi again
I need help
I implemented BPInterface, but it won't work...
Print string won't show any text...
how to fix it? Is my how use this node right?
@maiden wadihttps://gyazo.com/dea50b52dd8d9e1d1962e98bcbe37605
something like this ?
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.
hm if i convert to float first then i cant divide float / int
or is there a special node your thinking of ?
Duh, divide float by float.
what are u trying to do @steady night
I think Health should be float too
Yes.
What you have should be fine.
I'm still not sure if the casting from the macro would trigger the Set AI Mode...
I guess something to do with your casting macro?
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...
I'm going to roughly reproduce the node for some sanity check, brb.
thank you...
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?
@maiden wadi@icy dragon
https://gyazo.com/ad3f05551d0eea8ad927ae4533c9790c
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"*
Current Mana / Max Mana
It's that easy peasy lemon squeezy
lol
hmm so i have to make 2x integer variables 1 for the current mana and 1x for the maximum mana yes ?
yes
yeah ofc i have to.
and why u use int, not float?
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?
is there a way to get a blank cast
(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)
and then i can choose
which thing to cast
so like this then ?
like
I somehow forget this.
Try doing Message functions of the interface to call the Set AI Mode.
Use truncate int
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 whats "truncate int" ? and why not use integer ?
object reference*
integer / integer always return float, you know
it will be frustration
aye for the decimals you mean ?
Actually integer / integer results in integer. Any decimals will be rounded out
aye gotcha but im in learning phase so i will remember what you said
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...)
then...
I use message but it still does not work...
Since I'm working on J-RPG style, I have my player stats in integer, so to create the progress bar for the health/magic points, getting the percentage is the matter of converting both current stat and max stat to float, and divide them to get the percentage.
I think you should use "set collision enabled" too... maybe...
yeah thats more or less like mine@icy dragon
Would it switch it off when changing profile name? It's on by default - the profiles I'm trying to change both work as defaults, just not after switching.
And liek I said, it works for the scene root component with manually enabling collision for every switch
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
hmm... I haven't heard that child components collision will be no collision, so ...idk sorry
No wait, I think you might be onto something. I think I assumed/misremembered/brain farted that collision profiles included collision enabled TYPE but I don't think that is actually the case. The default is on query only, I shall now do science!
So I reproduced the node, and I figured you just need to message the interface as the BP widget, not the Player Ref.
No it does, just turns out I had query set on both profiles by mistake. I appear to be having a day...
And thank you!
haha, ur welcome
so,I need connect self reference to target pin?
Reference to self works on me.
So the target in interface message refers to the one who has the interface function defined, and execute them remotely.
🤔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...🤔
What does the little ball in the corner of that thumbnail mean?
Could you show me your node? I can't find anymore...
Here's my rough reproduction
even In same BP, it doesn't works, WHAT?????WHY????
I perfectly copy your BP!?!!? I DON'T UNDERSTAND
It's the icon of Actor.
@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
okay I might find why it is caused.... because my button layout is shit...
Because you have a mesh in that actor that the engine can make a thumbnail out of.
At least it kills two birds with one stone now 🤣
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?
You could create one by capturing from viewport.
Aye, that's where my problem was started. Usually I can, but I don't have the option in asset actions
now, finally, it works fine...!!
F**kin my layout lmfao
anyway thank you hoodie!!
I guess you couldn't if the engine detects the mesh
Aye, all good man. thanks anyways dude!
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
@onyx pawn have you placed any breakpoints yet to see if you're actually executing the nodes you think you are?
I have just added prints
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.
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
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
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
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?
Then the type isn't equal to the one you're checking against. Verify what the class of the hit actor is
i think he is comparing to an invalid object, but as you suggested he should check if its the same class
ty, got it
@plucky harness or you can even do "cast to", when you will be hitting something else, then it will return fail cast
ty!
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?
show code
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
so you want to know how to do it?
Yes
So you want the box to have no collision but once the sphere overlaps it, you want the box to block everything?
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
Overlapping is fine
ok so you can select the box and in the details panel there is a green button for overlap events
The sphere has no collision though, I want it to phase through the other objects
I'm tying it to a sound cue
then in this event, check the component to see if it is the sphere
if it is, execute your logic
How do you do that?
do what?
One sce
select the box and scroll down in the details panel, you'll see this
click the + for Begin Overlap
Yeah it's not detecting for some reason
we're not done
Oh okay yeah I've already done that
OHHHHH
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
Checking now
how are you moving these components?
Well for now I'm just moving it into it with a set local transform set to sweep
ah ok
This isn't working for me and I know that it should.
So I would set a breakpoint on your OnComponentBeginOverlap and see if it's being called
You mean getting a print string before the branch?
that is also a method
It's not for some reason
You're sure your collision presets and GenerateOverlapEvents is checed?
Yeah
it looks like your method of moving might not work
if you look at the description of sweep
"Only the root component is swept"
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.
😛
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?
@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);
Brilliant. Thank you Authaer!
hello i am having a strange bug where my player cannot move up or down
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
@barren salmonTry Y direction, instead of Z
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
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!)
has anyone used clipworks for a replay system if so did you add first person view or player/bot names above their heads
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
You shouldn't need to use Event Tick at all for any of this. Use Begin Play to bind your event, and when the fly event is triggered you can do your "Play" of the SequencePlayer.
I suppose you could still use your flip flop to turn it on and off but you also need to use the "Stop" node for Movie Scene Sequence Players.
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.
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.
Is there a way to get current playing animation ? I getting AnimationData from mesh but it comes null
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.
Is it possible to include an blendspace 1D animation as part of an anim montage?
now somehow i broke the ignore look controls so 😄
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?
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
is it possible to get 3 exec outputs from a widget
@trim matrix use a sequence if you need to
@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.
That is a good start. Thanks, I'll try messing around with that.
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
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.
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.
Does anyone know why some audio would not play after build?
I tried that but since it didnt work I'm going to look at the top down example project to see how it is done there
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.
If you use RInterp To, there's an option to take the shortest path.
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
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?
@spiral reef it depends, if you are using montages, you can use "GetCurrentActiveMontage" from get anim instance
Btw, any default texture collection object?(to randomly pick textures from)
Also, how do you set a textturesampleparameter2d in blueprint?
no i am using state machine
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
@spiral reef You can use ‘animNotify’ events to setup this
but can be a tedious overworked solution if you have many States
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
1 : create custom anim instance class
after creating this class, make a new string variable, and make it instance editable.
2 :
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 :
only left thing is
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
getting animations from its name
yes this is what i explained in last image
just set the name for individual animations, and your problem is solved @spiral reef
can i get animation asset from name ?
why not just specify the name manually? ( remember: myVariable is the variable that you've created )
Yes you can also do this : from animation -> get display name
you cant continue after rewind 😦
yeah this is getting name of animation
get display name, so you don't need to specify manually
can we do this backwards too ? getting asset from name
or even you don't need to create string variable and make it instance editable
your issue is solved
Yes, you can also do this by making a function, and use switch statement to return animations assets based on their values.
ahh yeah this can be posible
if getting animation data were working that will be easier
answer to your question :
ok thank you soo much i am trying it now
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?
thank you soo much it worked !!! only animations doesnt play but its a little bug it seems
@fleet cedar https://forums.unrealengine.com/t/determine-angle-between-player-direction-and-wall/15482/9
yes you can also use normal
@spiral reef sure
maybe because its resetting animation every frame
is it imposible to make this in state machine ?
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.
Is there anyway to feed the viewport or the current view forward vector for my movement?
Yes, but it probably won't be this frame
?
If you are doing like VR or 6-DOF movement components, it could change very quickly
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
So probably better just to save and do some extrapolation + lerp of existing vector
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
Anyone know how I can calculate the launch force required to send the player to a specific location?
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
VInterp To
k
I suggest that you do it with a curve or something, cause by default ue4 physics are ticking with frame rate
see SuggestProjectileVelocity and PredictProjectilePath
If you want some air control for the player, you probably want to do some tweaking on how physics tick
okay
Cause otherwise when player have different max fps your force could be different
More visible from say 30 to 60 than 60 to 120
Oh i think i understand what you mean, vinterp the forward vector of the viewtarget basically?
Yeah, whatever feeds your movement component velocity
Basically anything you want to have smooth interpolation across frames, use that and FInterpTo
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.
@slow phoenix SuggestProjectileVelocity Custom Arc did the job
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
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.
No idea, it depends on how you implement the current pawn camera
its just a standard camera component attached to the pawn and the volume
i thought this would be it actually, but its not.
get the rotation from this cause the Actor eye isn't camera if your read the description.
my screen shot is under pawn blueprint
OOOOOOOOOH
THATS WHAT I WAS LOOKING FOR!
This was what i wanted. Thank you
Exactly what i needed, thank you!
😄
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?
Are you using a custom widget tooltip rather than the built-in tooltip system?
a few seconds is really long time though. anyway, there are many ways to do it but what I would do is using the timeline node to do this.
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.
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.
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.
The widget gets destroyed if you move off.
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
I'm not sure to be honest. I just know that it seemed to work well 🙂
just a reminder that I used to do a prototype that destroy things while it have some lingering events
I say destroy, I don't know if it's being destroyed destroyed.
gave me plenty of errors so I have to be really careful in early days of UE4.
But it doesn't seem to reference any existing tooltip widget.
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?
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?
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?
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
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
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?
how do i run two "beginplay" at the same time?
i want to set one more thing to this
this
just one
I have it on start mouse cursor over building it pops up text information window at end of timer, on on end cursor over reset hud.. only issue is on end cursor over itst not stopping the timer and I am still having information widget pup up at end of time after mouse cursor left..
Is there a way to smooth animations set from blueprint?
https://gyazo.com/dab1d89e4bf2af1ae241d7c0499f82d9
hey how do i release camera to not fixate after charachters rotation ??
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
Does anyone know if A or B is better or will they function the same?
Should theoretically do the same
thanks
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
anyone an idea what this is?
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!
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?
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
Thanks Lorash!
I was thinking I could parent it to an empty object but you can't parent the mesh in a Character BP
😄
i have an On Component Begin Overlap event like this
on a custom dash event
You really know your stuff, may I ask do you work in Unreal Engine for your job?
it's kinda long
here's the client dash
and this is the server
thank you @trim matrix! i'll try it out
Would you recommend any learning resources @trim matrix ? Or did you just adapt from another programming language?
what do you mean by latent nodes
Hi guys does anyone know how to set the text field in a particle system from a variable?
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?
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
here's a quick lil demo 😄
indeed, thanks again. you've been really helpful!
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
That works, or check distance to player
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
someone have idea how to slide camera along spring arm trace
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?
@olive sedge get actor velocity 🙂
@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
u men 100% accuracy on AI
not 100% because the other guy can still change trajectory
but it's just too easy to dodge shots rights now
u cant protected where player move next
is like taring to say to water sit down XD
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
get target velocity and rotate ai less with distance + up/down for bullet drop if u have it (this is hard btw)
@olive sedge
try this for bullet drop https://blueprintue.com/blueprint/y0k35cta/ u be needing to tweak it
or just use raycast/trace and do hit scan 🙂
o i miss bulet drop node lol
power is a projectile initial speed
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.
@dawn gazelle thanks!
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)
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?
Im trying to create an object of type "key" but I cant find Oculus Touch (R) press A
Even though I can see displaying when I log Any Key event
Any reason why it's missing??
I guess im better off asking my teacher then
The teacher told us to follow a tutorial to setup our workspace
Lol
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.
Yeah, that's not how teacher should work.
trust me I know
Better complaint to someone cause that's irresponsible
If you paid money for education you better get what you paid for.
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
like all my project are literally under something like D:\UnrealProjects
and if you have assets that can be independently import to other projects
you can put them into folders like D:\UnrealAssetsShared
if the input is Axis(like analog trigger or stick direction) you can't really map them into keys as they are float value range
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
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?
I think the buttons are mapped to some default ones.
You reckon? Tested with the gamepad ones but definitly not
that's what most other controllers are getting
like vive one, I don't have touch so I can't test those
here you go I did some random search, https://forums.unrealengine.com/t/unreal-button-mapping-names-for-oculus-touch/80235
Is there a rosetta stone lying around with the mapping names used in UE4 to correspond to the button signals coming in from the Touch controller? You can see what they are call here, however UE4 has different names for everything so it would be great to know what that is: https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-inp...
so yeah,they are mapped to those generic ones(Motion Controller buttons.)
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
but not from the BP
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?
BTW it doesnt contain the Vive either
yeah
I need it here because this is just a bridge to another external module, im juste sending the opcodes of for identifications
you can still send the code if you trigger the send from input events no?
No the controls are not managed this way
All I need is to send the array to the plugin
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?
It's not a normal UE 4 project im just trying to send some mapping to an external C++ module
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
no, I think they kinda want to get away from that so they don't keep updating the key struct
Can I do smtg like simulating a game pad press when VR buttons are clicked?
It's definitely not a bug, just something they don't get rid of probably for compatibility reason.
I mean using Key in Bp is a common thing to do
Just to like
Build options menu and so on to set custom keys from user
There's no way to get rid of it
Essentially that's what the project settings are for. You can lump many physical buttons into one action.
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.
But those arent even remappable at runtime are they
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
For the button
I just need to access it
- if you dont have access to a Key Structure
I don't understand what you mean by runtime cause it's reading off a config.
As in even with that system you still need the Key Structure to make those settings remappable
Key variables seem to have access to what you're looking for, no?
When a player plays a game and remap the buttons
So if you save the settings and reload the config it can do at runtime.
Cause otherwise how do fortnite do the key bindings?
Manipulating the project ocnfig using the Key Structure
Amazing! You're saving my life
Apparently you can't access them directly from the BP but somehow they are available by creating a variable
Dont understand how/why but wont question it and move on 😄 thanks
Yeah, definitely seems like an oversight or something.
I think epic probably want people to move away from doing what azukaar doing
It's maintenance nightmare
The key structure is used for many things not just to shortcut the mapping system like you (rightfully) point out shouldnt be done
You cant just remove that system
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 !
It is cause index and probably other motion controller are getting more complex input possibilities
My last VR project is around 4.12-16 era, so color me out dated with recent development.
TBH it's probably gonna be another 2-3 years before VR dev system start to stabilize
So we're not through the pain yet
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.
Yeah althought that's quite niche, I would assume that your everyday average VR controls can be generic just like any gamepad
And anything else would be done separatly
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.
So as to actually press virtual keyboard buttons in VR with proper feedbacks.
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)
You can't collide something if you are already overlapped
ah, right, this. It's because the root component is a scene
Yo, can I get some help here
I need some help with getting my mouse icon to appear in-game
I think that's in content example or the 2d puzzle game template
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)
Not exactly one node but usually you can get a timer to fire events that are gated. Ie, if you are sprinting or on cool down you can't sprint. Also you can close the gate once the timer expires so even if the button is pressed it won't trigger.
In reality it's more complicated than that cause your player might get hit, trapped etc.
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...
It's a component and you can have multiple of them and pointing to different static mesh.
Just check the side bar with properties and make sure it's set properly.
will do 🙂
you're right... thanks guys :0
🙂
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.
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
I’m using UE4 4.26.1. Hi! I’m having difficulty retrieving the exact bounds of a custom static mesh. As a demonstration, I’m rotating two objects diagonally. I using this logic draw the bounds: In my game, I require the drawn debug box’s extent’s Y to be elongated to 1600 and the it’s rotation to be absolute: On the left is my custom me...
yes, that's what bound is for, they are bounded on axis aligned manner.
(so getting the min/max value of a component in the world.)
Any simple and easy way to close UI with ESC when UI Input only is enabled?
https://gyazo.com/cc5a7279f8a03913021448d8b9fe1f06
hey guys i wanna spawn the projectile at the direction of the "crosshair (hud)" ihave any tips ?
@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)
the post actually mentioned a calculate local bound node
but that's not what he has trouble with. XD
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
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?
if you are in editor it's messy, but if you are in standalone just follow the input diagram
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
make sure nothing else consumed the input for your UI
So we have timer node
Thanks! I'll look into quaternions
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?
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?
If the skill value is up to 100, you could do two random rolls, for each character between 1-100. If the value is <= their skill level, they can be marked to win. Then you can check if they are both marked to win, take the highest skill value.
Need to rethink this a bit more...
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?
seems like a lot of nodes to put transition rules for
If you haven't got any other conditions, random integer is probably the best way to go? like 1-3/10 chance of overthrowing
Gotcha, will have to look up montages, i got a rough idea of blendspace, thanks ^^
anyone know why my livelink subject is showing in one project but not in the other?
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
This didn't really help me too much. I've seen tutorials explaining this, but nobody has talked about what to actually do. Even forums I have checked, people have said they found out but didn't post how.
I'm just trying to get ESC to work as a way to close the menu after opening it with Esc, but it doesn't work because Input modes, which I would like to keep.
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.
I had given you a different suggestion quite a while back.
#blueprint message
This will work so long as the widget has focus.
And it'll work with UI Only Mode.
Oh my bad, I must have missed this
What is that In Key Event for your function input?
You should be overriding the function --- it'll be within this list.
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?
Ahh, ok. First time I have had to use that Override tab
That would be checking the exact same value.
ugh of course
sorry
stupid
That worked tyvm
pretty pleased with myself
Now need to fix the wall running rotation angle though
I think I did it right, but it doesn't work or even print string.
Make sure you have Is Focusable enabled on the widget and set the focus to it when you're adding it to the view.
Ahh
Ok, I enabled that check box, but what exactly goes in here, because I can't select it from the dropdown
The reference to the widget you've either saved or the return value from the Create Widget node.
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
If that's where you're creating the reference, that's the value you need to use. You can store it elsewhere, but that's up to you where you want to store it (ie. Game Instance, Player Controller, etc.)
Would its stored value be a the Vaviable that I set?
Yep
Cool, also, I forgot to ask, Should the override be in the Widget BP or the character BP?
The widget.
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
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.
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
Looks like you may have Set Input Mode UI only in two places?
Oh yeah
I just saw that when looking at it again
I removed it, but didn't change anything
Did you set the Is Focusable value while the top level item in the widget is selected?
So you got rid of this Input Mode UI Only?
Yepp
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?
No. Can I do it in Editor standalone or do I have to test it with friends
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.

